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The Salamander is an Epsilon stolen tech unit acquired by infiltrating a Foehn Cloud Piercer and Construction Yard. It is a very powerful aerial assault craft armed with multiple ARO pods that can quickly destroy vehicles and aircraft.

The Salamander also possesses two types of confusion rays; one that functions like that of the Deviatress' and another constantly directed into an area around itself, allowing it to turn enemies who attempts to shoot it down against each other.

Official description

It's a terrifying thought what the Epsilon Army could do if they had full access to the Foehn Revolt's technology. Thanks to advanced encryption and secret techniques utilized by Foehn forces, leaking of its intel to Epsilon is limited; however, there have been some successful attempts at reverse engineering their advanced technology.

One of the results of reverse engineering is the Salamander, a massive, slow-moving airship which relies on anti-gravity technologies similar to the ones applied to the Basilisks to stay in flight. What makes it different from the Basilisk, though, is not only its size, but its armaments. This airship has multiple A.R.O. pods at its disposal, making it easy for the Salamander to bombard both enemy ground forces and shoot down enemy aircraft with a massive barrage of projectiles that can be fired in a short amount of time.

What completes the design is its confusion ray and a confusion field generator mounted on the bottom of the airship. These Foehn technologies are used to disrupt the activity of enemy forces both at a distance and right below the Salamander itself.[1]

Overview

Appearances

Act Two

  • The first Salamander can be obtained as an easter egg in Unthinkable. Hidden in the icebergs south of the PsiCorps base is a Cruise Ship, which, when mind controlled by an Epsilon Elite, will automatically sink, and a Salamander will emerge from the wreck. This Salamander doesn't have confusion rays and is unvoiced.

Challenges

  • 7 Salamanders are part of the Golden Armada of Epsilon Headquarters in the Ascension Challenge which spawn every 15 minutes to attack the challengers' bases until the middle HQ base is destroyed. These Salamanders are not armed with confusion rays.

Assessment

+
  • Powerful flying airship with amazing firepower.
  • Effective against armored units and aircraft.
  • Decent against structures and infantry.
  • Fires weapons at a rapid and continuous rate.
  • Capable of engaging multiple targets simultaneously.
  • Can fire on the move.
  • Easily outranges most enemy units.
  • Very durable, making it a flying tank.
  • Confusion rays cause havoc to enemy forces as they turn on one another.
  • Automatically repairs itself.
  • Confusion rays are separated from the ARO pods and can attack a different target.
  • Confusion rays can confuse a large amount of enemies under the Salamander.

  • Expensive ($2000).
  • Late game unit, only available after infiltrating a Cloud Piercer and a Foehn Construction Yard.
  • Slow flying speed compared to other Epsilon air units.
  • Vulnerable to massed anti-air units, especially powerful T3 ones.

Trivia

See also

Other Epsilon stolen tech units:

External links

References