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HomeHome / Total War: WARHAMMER III / Hexoatl / Units / Salamander Hunting Pack
Salamander Hunting Pack HexoatlHexoatl Missile Monsters & Beasts

Salamander Hunting Pack

Almost too much lizard for their Skink handlers to handle, there's almost no holding these natural predators back!

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.

Salamander Hunting Pack

Unit Name

Salamander Hunting Pack

Main Unit Key

wh2_dlc12_lzd_mon_salamander_pack_0

Land Unit Key

wh2_dlc12_lzd_mon_salamander_pack_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

850

Recruitment Cost

850

Upkeep Cost

213

Number of Units

32

Hit Points

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

Mass

700

└ Man Mass

700.0000

Armour

80

├ Armour

wh2_main_body_80

├ Shield

none

Missile Block Chance

0

Leadership

55

Speed

70

└ Man Speed

70

Melee Attack

25

Melee Defence

22

Weapon Strength

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

Missile Strength

95

├ Missile Weapon

wh2_dlc12_lzd_salamander_flame

├ Projectile

wh2_dlc12_lzd_salamander_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

12

Accuracy

10

Reload Skill

0

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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.

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.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
  • 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.