Ancient Salamander
Moving just as swiftly on land as in the water, these giant, predatory reptiles spit corrosive venom before closing in for the kill.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 Ancient Salamander |
Main Unit Key wh2_dlc12_lzd_mon_ancient_salamander_0 |
Land Unit Key wh2_dlc12_lzd_mon_ancient_salamander_0 |
Land Unit Group Parents Missile Monsters & Beasts |
Land Unit Group Missile Monster |
Caste Monster |
Category Missile Infantry |
Class Missile Infantry |
Custom Battle Cost 1050 |
Recruitment Cost 1050 |
Upkeep Cost 263 |
Number of Units 1 |
6168 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts lz1_dlc12_ancient_salamander |
├ Man Entity wh2_dlc12_lzd_mon_ancient_salamander_blood |
├ Man Hit Points 8 |
├ Num Men 1 |
└ Bonus Hit Points 6160 |
2000 |
└ Man Mass 2000.0000 |
95 |
├ Armour wh2_main_body_95 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 65 |
75 |
└ Man Speed 75 |
Melee Attack 32 |
29 |
365 |
├ Melee Weapon wh2_dlc12_lzd_ancient_salamander |
├ Base Weapon Damage 115 |
├ Armour-Piercing Weapon Damage 250 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 0 |
Charge Bonus 30 |
Ammunition 25 |
Range 160 |
378 |
├ Missile Weapon wh2_dlc12_lzd_salamander_flame_large |
├ Projectile wh2_dlc12_lzd_salamander_flame_large |
├ Base Missile Damage 70 |
├ Armour-Piercing Missile Damage 265 |
├ Base Explosive Damage 85.0000 |
├ Armour-Piercing Explosive Damage 34.0000 |
├ 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 -
Wounds
Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Speed x 90%
Armour-Piercing Weapon Damage x 80%
Base Weapon Damage x 80%
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. -
Causes Terror
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves. -
Hide (forest)
This unit can hide in forests until enemy units get too close.
Strengths & Weaknesses
- Armoured
Armoured units can block damage from any source apart from Armour-Piercing damage. - Causes Terror
This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]fear themselves. - 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. - 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.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |