Horned Ones - Unit | Total War: WARHAMMER II Database Horned Ones - Unit | Total War: WARHAMMER II Database

Horned Ones

ID: wh2_main_lzd_cav_horned_ones_0

Unit

Horned Ones
Cold One Cavalry
48 1500 375
Armoured & Shielded
Armour-Piercing
Predatory Senses
Primal Instincts
6,816
Armour 100
Leadership 85
Speed 33
Melee Attack 45
Melee Defence 29
Weapon Strength 60
Charge Bonus 43

About

Unit Description

Much rarer than other Cold Ones, these virtually-extinct Lustrian warriors fight with preternatural swiftness that belies their size.

Historical Description

The Horned Ones are an extremely rare, virtually extinct and preternaturally swift subspecies of Cold One, spawned in the same pool and at the same time as those who will ride them into battle. The Horned Ones are very aggressive and territorial, and will tackle virtually any other monster, regardless of its size. They are naturally adapted for fighting duels and have large horns and spiny crests growing out of their heads. Unlike other Cold Ones, Horned Ones are not easily manipulated to change their targets, as they are always enraged by the smell of other creatures invading their territory. A Horned One therefore behaves like a Cold One which has already tasted blood and is eager to fight. The bellowing of the Horned One infects other Cold Ones with the same aggression, steeling them against manipulation as well.

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 Shock Cavalry
Move Action Points 2100
Melee Attack 45
Melee Defence 29
Charge Bonus 43
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 160
Spot Scrub Distance 160
Rank Depth 3
Morale 85
Bonus Hit Points 134
Unit Stats
Unit Caste Melee Cavalry
Unit Weight Heavy
Unit Group Cold One Cavalry
Unit Group Parent Cavalry & Chariots
Recruitment Turns 2
Recruitment Cost 1500
Upkeep Cost 375
Unit Size 48
Melee CP 1500
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 19
Weapon AP Damage 41
Building Damage 14
Armour
Armour Value 100
Shield
Missile Block Chance 30