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 |
Shield |
Missile Block Chance |
30 |