Aranessa Saltspite
The daughter of Manann himself is the most feared captain in Sartosa, as merciless as an ocean tempest.Amongst the most feared of all the pirate captains of Sartosa is the Queen of Tides, Aranessa Anja Saltspite. Rumour has it that she is the daughter of the Sea-God Manann himself; that she rose fully grown out of the waves in a froth of gore, with seawater flowing through her veins instead of blood. To others, she is simply a mutant who cut off her own fishtail after being cast out of her Norscan tribe as a child. Whatever her origins may be, her skill at a ship’s helm or with a weapon in hand is such that none can dispute her lethality in a sea battle. Having absorbed all there is to know about the art of sailing over her lifetime, she now leads the crew of her mighty square-rigged galleon known as the Swordfysh, hunting down the wolf-ships of the Norscan fleets with a cold vengeance that makes even her own crew invoke the sign of Manann for protection.
Unit Name Aranessa Saltspite |
Main Unit Key wh2_dlc11_cst_cha_aranessa_0 |
Land Unit Key wh2_dlc11_cst_cha_aranessa_0 |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Halberd Infantry |
Naval Unit Group Halberd Infantry |
Soldiers 1 |
Caste Lord |
Category Melee Infantry |
Class Command |
Cost 850 |
Recruitment Cost 1000 |
Upkeep Cost 250 |
Melee Attack 60 |
400 |
├ Melee Weapon wh2_dlc11_cst_halberd_aranessa |
├ Melee Damage Base 120 |
├ Melee Damage Ap 280 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 35 |
└ Bonus vs Infantry 0 |
Charge Bonus 35 |
60 |
├ Base Defence 60 |
├ Shield none |
└ Shield Defence 0 |
20 |
├ Armour wh2_main_leather_20 |
├ Armour Defence 20 |
└ Shield Armour 0 |
4288 |
├ Man Entity wh2_dlc11_cst_cha_aranessa_blood |
├ Man Speed 44 |
├ Man Health 8 |
└ Bonus Hit Points 4280 |
Leadership (Base Morale) 75 |
Abilities
- All Hands Hoay!
"Everyone on deck! We 'ave them now!" - Manann's Luck
The Seafather looks after his own. - Spearfisher's Net
"Look at 'em all, trapped like stranded sea-turtles they are!"
Attributes
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker. - Encourage
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses. - Hide (forest)
This unit can hide in forests until enemy units get too close. - Immune to Psychology
The unit is immune to psychological attacks (fear and terror).
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. - Anti-Large
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants. - Melee Expert
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee. - Aquatic
Whereas some units struggle to fight and move in shallow water, aquatic units excel.