Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
Salamander Hunting Pack
Wh2 dlc12 lzd mon salamander hunting pack.png
CategoryHunting Packs
Unit size24
Icon treasury.png Cost (MP): 950 (950)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 238
Icon stat health.png Health: 122
Icon stat morale.png Leadership: 55
Icon stat speed.png Speed: 70
Icon stat attack.png Melee Attack: 25
Icon stat defence.png Melee Defence: 22
Icon stat charge bonus.png Charge Bonus: 28
Icon stat damage.png Weapon Damage: 12
Modifier icon armour piercing.png Armour-Piercing Damage: 34
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Modifier icon flaming.png Flaming Attacks: Yes
Icon stat ranged damage.png Missile Damage: 72
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 25
Weapon damage.png Explosive Damage: 12
Modifier icon armour piercing.png Explosive Armour-Piercing Damage: 4
Modifier icon bonus vs large.png Bonus vs. Large: 26
Icon stat ammo.png Reload Time: 10.8
Icon stat ammo.png Ammunition: 15
Icon stat range.png Range: 125
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.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Salamander Hunting Pack is a Lizardmen monstrous infantry unit in Total War: Warhammer II. 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.


  • 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: Where other units of small stature 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.


A mid-tier ranged option that deals explosive fire damage, which is useful against high-entity count, ethereal, and regenerating units. They also perform decently against armored infantry, but not armored large units.

Like most Lizardmen ranged units, they are set back by their short range and low-firing arc. Friendly fire from the explosions is also something to be considered. They perform better than most ranged units in melee, but their low health and entity-count still makes such engagements unfavorable.