Feral Cold Ones
Untamed Cold Ones are far too unpredictable to be ridden into battle; simply point them at the foe and stay out of their way!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.
Unit Name Feral Cold Ones |
Main Unit Key wh2_main_lzd_cav_cold_ones_feral_0 |
Land Unit Key wh2_main_lzd_cav_cold_ones_feral_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Cold One Cavalry |
Naval Unit Group Cold One Cavalry |
Soldiers 32 |
Caste Melee Cavalry |
Category Melee Infantry |
Class Melee Infantry |
Cost 450 |
Recruitment Cost 450 |
Upkeep Cost 112 |
Melee Attack 25 |
46 |
├ Melee Weapon wh2_main_lzd_cold_one_feral |
├ Melee Damage Base 12 |
├ Melee Damage Ap 34 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 28 |
22 |
├ Base Defence 22 |
├ Shield none |
└ Shield Defence 0 |
90 |
├ Armour wh2_main_body_90 |
├ Armour Defence 90 |
└ Shield Armour 0 |
118 |
├ Man Entity wh2_main_lzd_cavalry_feral_cold_one_blood |
├ Man Speed 70 |
├ Man Health 8 |
└ Bonus Hit Points 110 |
Leadership (Base Morale) 55 |
Abilities
No Ability
Attributes
- Causes 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. - Rampage
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
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - 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. - Rampage
When this unit gets hurt and enemies are nearby it might go on a rampage, attacking the closest enemy and ignoring any orders given.
Requires Buildings | |
---|---|
Lv. 0 |
Chameleon Menagerie
(wh2_main_lzd_resource_animals_1) Level 0
Terradon Cages
(wh2_main_lzd_resource_animals_2) Level 1
Dinosaur Reserve
(wh2_main_lzd_resource_animals_3) Level 2 |
Faction Availability | |
---|---|
The Eye of the Vortex |