Cold One Riders - Unit | Total War: WARHAMMER II Database Cold One Riders - Unit | Total War: WARHAMMER II Database

Cold One Riders

ID: wh2_main_lzd_cav_cold_ones_1

Unit

Cold One Riders
Cold One Cavalry
48 850 212
Armoured & Shielded
Armour-Piercing
Predatory Senses
Primal Instincts
5,856
Armour 90
Leadership 75
Speed 33
Melee Attack 31
Melee Defence 26
Weapon Strength 50
Charge Bonus 32

About

Unit Description

Those able to ride Cold Ones charge headlong into enemy lines, thrashing with crude but effective clubs.

Historical Description

Saurus warriors are formidable fighters, but when mounted atop a Cold One they become a shock force capable of delivering an absolute mauling. Those foes who can muster the courage to stand before the sight of oncoming Cold One cavalry find themselves beset by a whirlwind of biting jaws, slashing talons and jabbing spear thrusts. Those Saurus Warriors blessed by Itzl have an innate aptitude for mounted warfare. They exude a musk not dissimilar to the rank odour produced by the Cold Ones themselves, allowing them to form bonds with the otherwise hostile creatures. The Saurus have dewclaws that are perfect for gripping the thick-scaled hides of their reptilian steed, leaving them free to carry both spears and shields. All such spawning produce a Pack Leader who instinctively leads the group - knowing where to find the Cold Ones and how best to break them in as mounts.

Abilities

Primal Instincts

When under pressure, the primal instincts of these natural predators take over - they may then go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses

Armour-Piercing

The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

Armoured & Shielded

Armoured units can block damage from any source apart from Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.

Predatory Senses

These units are natural hunters that can sense prey hiding nearby.

Primal Instincts

When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Detailed Stats

Battle Entity Stats
Unit Size Medium
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.30
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.50
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 25.00
Turn Speed 90
Strafe Speed 1.00
Land Unit Stats
Unit Category Cavalry
Unit Class Melee Cavalry
Move Action Points 2100
Melee Attack 31
Melee Defence 26
Charge Bonus 32
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 160
Spot Scrub Distance 160
Rank Depth 3
Morale 75
Bonus Hit Points 114
Unit Stats
Unit Caste Melee Cavalry
Unit Weight Heavy
Unit Group Cold One Cavalry
Unit Group Parent Cavalry & Chariots
Recruitment Turns 2
Recruitment Cost 850
Upkeep Cost 212
Unit Size 48
Melee CP 850
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 15
Weapon AP Damage 35
Building Damage 10
Armour
Armour Value 90
Shield
Missile Block Chance 30