Ancient Salamander

ID: wh2_dlc12_lzd_mon_ancient_salamander_0

Unit

Ancient Salamander
Monster
1 1250 313
Armoured
Armour-Piercing
Causes Terror
Primal Instincts
4,168
Armour 95
Leadership 60
Speed 75
Melee Attack 34
Melee Defence 32
Weapon Strength 365
Charge Bonus 40
Ammunition 18
Range 160
Missile Strength 345

About

Unit Description

Moving just as swiftly on land as in the water, these giant, predatory reptiles spit corrosive venom before closing in for the kill.

Historical Description

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.

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.

Attributes

Can Cause Fear

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

Can Cause 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

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.

Armoured

Armoured units can block damage from any source apart from Armour-Piercing damage.

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.

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.

Detailed Stats

Battle Entity Stats
Unit Size Very Large
Unit Type Giant
Hit Points 8
Walk Speed 2.50
Run Speed 7.50
Acceleration 4.50
Deceleration 6.00
Charge Speed 10.00
Ch. Dist. to Commence Run 50.00
Ch. Dist. to Adopt Pose 40.00
Ch. Dist. to Pick Target 35.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 34
Melee Defence 32
Charge Bonus 40
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 60
Bonus Hit Points 4160
Unit Stats
Unit Caste Monster
Unit Weight Heavy
Unit Group Monster
Unit Group Parent Monsters & Beasts
Recruitment Turns 3
Recruitment Cost 1250
Upkeep Cost 313
Unit Size 1
Melee CP 412
Missile CP 838

Equipment

Melee Weapon
Weapon Size Large
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 115
Weapon AP Damage 250
Building Damage 500
Missile Weapon
Projectile Number 1
Effective Range 160
Minimum Range 20
Marksmanship Bonus 10
Projectile Spread
Damage 70
Armor-Piercing Damage 265
Base Reload Time 12
Armour
Armour Value 95
Shield
Missile Block Chance 0