The Umbral Tide (Salamander Hunting Pack)
This shadowy tide of poisonous, scaly reptiles rarely tire and are always hungry. Always.Salamanders are giant, predatory reptiles that stalk the swamplands and estuaries of the Lustrian jungles. Propelled by four thickly-muscled legs and a powerful tail, they are fast-moving creatures whether on land or in water. Once within range of their prey, they launch a burst of highly-corrosive liquid from their gullets, a substance so volatile that it bursts into flames upon contact with the air! The burning pitch-like substance sticks to victims, burning them alive and beginning the digestive process. The creatures' neck-frills and back sails provide a cooling mechanism, ensuring the cold-blooded creatures do not expire in the heat generated from their own bodies.
Unit Name The Umbral Tide (Salamander Hunting Pack) |
Main Unit Key wh2_dlc12_lzd_mon_salamander_pack_ror_0 |
Land Unit Key wh2_dlc12_lzd_mon_salamander_pack_ror_0 |
Land Unit Group Parents Missile Monsters & Beasts |
Land Unit Group Monstrous Missile Beasts |
Caste Missile Infantry |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 1100 |
Recruitment Cost 1100 |
Upkeep Cost 275 |
Number of Units 32 |
4160 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts lz1_dlc12_salamander |
├ Man Entity wh2_dlc12_lzd_inf_salamander_blood |
├ Man Hit Points 8 |
├ Num Men 32 |
└ Bonus Hit Points 122 |
700 |
└ Man Mass 700.0000 |
80 |
├ Armour wh2_main_body_80 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 65 |
70 |
└ Man Speed 70 |
Melee Attack 32 |
29 |
46 |
├ Melee Weapon wh2_dlc12_lzd_salamander_flame |
├ Base Weapon Damage 12 |
├ Armour-Piercing Weapon Damage 34 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 28 |
Ammunition 18 |
Range 140 |
116 |
├ Missile Weapon wh2_dlc12_lzd_salamander_ror_flame |
├ Projectile wh2_dlc12_lzd_salamander_ror_flame |
├ Base Missile Damage 80 |
├ Armour-Piercing Missile Damage 17 |
├ Base Explosive Damage 15.0000 |
├ Armour-Piercing Explosive Damage 2.0000 |
├ Number of Projectiles 1 |
├ Shots per volley 1 |
└ Reload Time 9.84 |
Accuracy 33 |
Reload Skill 18 |
Abilities
-
Primal Instincts
When under pressure, the primal instincts of these natural predators take over - they may then go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Charge Bonus x 115%
Melee Attack +10
[[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +5
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. -
Perfect Vigour
Even when performing the most fatiguing actions, this unit never loses vigour. -
Stalk
This unit can move hidden in any terrain.
Strengths & Weaknesses
- Stalk
This unit can move hidden in any terrain. - 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. - Perfect Vigour
Even when performing the most fatiguing acts, this unit never loses vigour. - Primal Instincts
When under pressure, the primal instincts of these natural predators take over. They then may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |