Unofficial fan reference · game data patch 9.0.4 (Oct 15, 2026)
Feral Cold Ones unit card

Feral Cold Ones

Melee cavalry· Cold One Cavalry· Tier 1· 32 models at Ultra size

Duel it in the combat calculator →

Feral Cold Ones are Lizardmen and Dark Elves melee cavalry: 5,024 HP across 32 models, armour 90, melee attack 25, melee defence 24, weapon strength 46. It costs 500 in the campaign and in multiplayer. Unit key wh2_main_lzd_cav_cold_ones_feral_0. Patch 9.0.4, from the game's data tables.

Health

157 per model

5,024

bottom 10% of class

Armour

90

top 47% of class

Leadership

55

bottom 13% of class

Speed

66

bottom 4% of class

Melee attack

25

bottom 15% of class

Melee defence

24

bottom 11% of class

Weapon strength

12 base + 34 armour-piercing

46

top 35% of class

Charge bonus

28

bottom 7% of class

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.

Abilities

  • Primal InstinctsAugment · +15% Charge Bonus, +5 Melee Attack…passive
  • Feral Rage IHexpassive
  • Feral Rage IIHexpassive
  • Predatory FighterHex · +25% Speed, +5 Melee Attackpassive

Counters

Good against

Vulnerable to

Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator

Gold for gold

COMPUTEDAt equal gold it beats 85.8% of the game's 152 cavalry and chariots units in melee. Per 1,000 gold: 84.2 damage per second against Chaos Warriors; it lasts 46.3 s against one unit of them.

Beats, at a similar price: Corpse Cart (Balefire) (175.67× faster), Corpse Cart (Unholy Lodestone) (175.67× faster), Goblin Wolf Chariots (9.16× faster)

Loses to, at a similar price: Peasant Horsemen (1.25× slower), Forest Goblin Spider Riders (1.10× slower), Skeleton Horsemen (1.02× slower)

Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 500 multiplayer gold. Lizardmen units ranked.

Who can field it

  • Dark Elves · Naggarond · extended roster
  • Lizardmen · Hexoatl

Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.

Extended roster: Dark Elves has this unit only through campaign_exclusive rows of units_custom_battle_permissions — CA's note: such units are “filtered out of matchmaking and are generally disabled when unit caps setting is enabled” (“Unable to recruit with unit caps enabled”). So: Custom Battle with Unit caps off, at the multiplayer cost, but not in ranked battles. Race rankings and best-unit lists leave such a unit out for those races.

The game also has 1 summoned or scripted copy of this unit that no building or mercenary pool recruits (wh2_main_lzd_cav_cold_ones_feral_0_summoned).

Where these numbers come from

Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.