Ancient Salamander

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Ancient Salamander
Wh2 dlc12 lzd mon ancient salamander.png
Unit size1
Icon treasury.png Cost (MP): 1250 (1250)
Icon hourglass.png Turns: 3
Icon income.png Upkeep: 313
Icon stat health.png Health: 3126
Icon stat morale.png Leadership: 60
Icon stat speed.png Speed: 75
Icon stat attack.png Melee attack: 34
Icon stat defence.png Melee defence: 32
Icon stat charge bonus.png Charge Bonus: 40
Resistance missile.png Damage Resist Missiles: 15
Icon stat damage.png Weapon Damage: 115
Modifier icon armour piercing.png Armour-Piercing Damage: 250
Icon stat speed.png Melee Interval: 3.5 s
Icon stat range.png Range: 2
Modifier icon flaming.png Flaming Attacks: Yes
Icon stat ranged damage.png Missile Damage: 72
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 262
Weapon damage.png Explosive Damage: 85
Modifier icon armour piercing.png Explosive Armour-Piercing Damage: 35
Icon stat ammo.png Reload Time: 10.8
Icon stat ammo.png Ammunition: 18
Icon stat range.png Range: 160
Modifier icon flaming.png Flaming Attacks: Yes
Icon stat armour.png
  • Causes fear.png Can Cause Fear: This unit frightens all enemy units, reducing their Icon stat morale.pngleadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes terror.png 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.png Hide (forest): This unit can hide in forests until enemy units get too close.

Ancient Salamander is a Lizardmen monstrous unit in Total War: Warhammer II. Moving just as swiftly on land as in the water, these giant, predatory reptiles spit corrosive venom before closing in for the kill.

Description[edit | edit source]

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-blooden creatures do not expire in the heat generated from their own bodies.

Abilities[edit | edit source]


  • 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.
  • 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.
  • 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.

Strategy[edit | edit source]