Feral Cold Ones

ID: wh2_main_lzd_cav_cold_ones_feral_0


Feral Cold Ones
Cold One Cavalry
32 450 112
Armour 90
Leadership 55
Speed 70
Melee Attack 25
Melee Defence 22
Weapon Strength 46
Charge Bonus 28


Unit Description

Untamed Cold Ones are far too unpredictable to be ridden into battle; simply point them at the foe and stay out of their way!

Historical Description

Cold Ones are rapacious predators, fuelled by a savage blood-lust that drives them to attack any warm-blooded creature that comes near. They hunt in packs, and are perfectly capable of bringing down creatures many times their own size. As soon as they become aware of their prey, the pack will surge forth, some of their number harrying and snapping at their quarry, while the rest of the pack swings forward to left and right. Once surrounded, the unfortunate victim will quickly be dragged down and consumed. Cold Ones can be broken to the saddle, and are used as cavalry mounts by both the Dark Elves and Lizardmen. However, breaking them in this way tempers their normally savage nature, and although still ferocious compared to most mounts, it leaves them dull-eyed and sullen compared to their wild cousins. For this reason, Wizards will sometimes bind packs of feral Cold Ones to their will with a Scroll of Binding, and then unleash them at the start of a battle to surge uncontrollably forward and savagely attack the foe. Used in this way, a large pack of Cold Ones can inflict terrible harm, while smaller packs are ideal for snapping and biting at the flanks of the opposing army.


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.


When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.

Strengths & Weaknesses


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 units can block damage from any source apart from Armour-Piercing damage.


When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.

Detailed Stats

Battle Entity Stats
Unit Size Medium
Unit Type Man
Hit Points 8
Walk Speed 2.00
Run Speed 7.00
Acceleration 4.00
Deceleration 6.00
Charge Speed 10.00
Ch. Dist. to Commence Run 40.00
Ch. Dist. to Adopt Pose 35.00
Ch. Dist. to Pick Target 35.00
Turn Speed 80
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 25
Melee Defence 22
Charge Bonus 28
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 160
Spot Scrub Distance 160
Rank Depth 4
Morale 55
Bonus Hit Points 110
Unit Stats
Unit Caste Melee Cavalry
Unit Weight Heavy
Unit Group Cold One Cavalry
Unit Group Parent Cavalry & Chariots
Recruitment Turns 1
Recruitment Cost 450
Upkeep Cost 112
Unit Size 32
Melee CP 450
Missile CP


Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 12
Weapon AP Damage 34
Building Damage 10
Armour Value 90
Missile Block Chance 0