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HomeHome / Total War: WARHAMMER II / The Awakened / Units / Aranessa Saltspite (Rotting Promethean)
Aranessa Saltspite (Rotting Promethean) The AwakenedThe Awakened Command

Aranessa Saltspite (Rotting Promethean)

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.

Aranessa Saltspite (Rotting Promethean)

Unit Name

Aranessa Saltspite (Rotting Promethean)

Main Unit Key

wh2_dlc11_cst_cha_aranessa_1

Land Unit Key

wh2_dlc11_cst_cha_aranessa_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Halberd Infantry

Naval Unit Group

Halberd Infantry

Soldiers

1

Caste

Lord

Category

War Beast

Class

Command

Cost

1150

Recruitment Cost

1000

Upkeep Cost

250

Melee Attack

50

Weapon Strength (Weapon Damage)

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

Melee Defence

60

├ Base Defence

60

├ Shield

none

└ Shield Defence

0

Armour

120

├ Armour

wh2_main_body_120

├ Armour Defence

120

└ Shield Armour

0

Health

5216

├ Man Entity

wh2_dlc11_cst_cha_aranessa_blood

├ Man Speed

44

├ Man Health

8

├ Bonus Hit Points

5200

├ Mount

wh2_dlc11_cst_mnt_rotting_promethean

├ Mount Entity

wh2_dlc11_cst_mon_rotting_promethean_blood

├ Mount Speed

45

└ Mount Health

8

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

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • 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

  • 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.
  • 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.