| Unit | Troop Type | Unit Size | 
|---|---|---|
| Cold One | Heavy cavalry  | 1  | 
| Model | M | WS | BS | S | T | W | I | A | Ld | 
|---|---|---|---|---|---|---|---|---|---|
| Cold One | 7  | 3  | -  | 4  | -  | -  | 2  | 2  | -  | 
| Base | Base Size | 
|---|---|
| Base (30x60) | 30x60  | 
| Special Rule | 
|---|
| Armour Bane:
               If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule. For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound.  | 
| Armoured Hide:
               The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from model to model, as shown in brackets after the name of this special rule. Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value.  | 
| Fear:
               Models with this special rule cause Fear: • If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal. • If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit. A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does.  | 
| Stupidity:
               Unless it is engaged in combat, a unit with this special rule must make a ‘Stupidity’ test during the Start of Turn sub-phase of its turn. To make a Stupidity test, test against the unit’s Leadership characteristic. If this test is failed, the unit becomes Stupid. A Stupid unit: • Moves during the Compulsory Moves sub-phase. • Must move straight ahead, without performing any manoeuvres. • Cannot march or declare a charge. A unit or mount that does not have this special rule becomes subject to it when joined or ridden by a character that does (Stupidity is contagious).  | 
| Swiftstride:
               A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result.  |