Syreens - Unit | Total War: WARHAMMER II Database Syreens - Unit | Total War: WARHAMMER II Database

Syreens

ID: wh2_dlc11_cst_inf_syreens

Unit

Syreens
Melee Infantry
60 850 215
Armour-Piercing
Ethereal
Causes Terror
Enthralling Attacks
4,920
Armour
Leadership 40
Speed 48
Melee Attack 23
Melee Defence 32
Weapon Strength 30
Charge Bonus 14

About

Unit Description

Their howls turn even the bravest sailors stark white, spearing their souls like a lance through the heart.

Historical Description

In the dark, dingy taverns of filthy, pirate-infested places like Sartosa, tales are told of the ethereal horrors that haunt the most cursed corners of the oceans. The Vampire Coast is the most notorious of such places, and around its perilous shores and rocky outcrops where many a galleon has met its end, there lurk the ghostly Syreens. With howls that can turn even the bravest men stark white, spearing their souls like a lance through the heart and causing them to die of shock, they are like the Tomb Banshees of the Old World – tortured souls of evil Sorceresses who fear crossing the void to face whatever punishment awaits them for their malevolence. A single Syreen is a horrific thing to encounter, but it is not unheard of for the Necromantic Lords of the sea to bind them into terrifying groups to serve their nefarious purposes.

Abilities

Crumbling

The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.

Disintegrating

The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.

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.

Strider

This unit ignores speed and combat penalties caused by terrain and can move through trees.

Undead

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.

Enthralling Attacks

This unit's melee attacks can stay the hand of those on the receiving end.

Ethereal

Ethereal units ignore most damage done by non-magical weapons. As they have shed most of their physical form, they are not slowed by terrain-based movement penalties either.

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 Small
Unit Type Giant
Hit Points 8
Walk Speed 1.80
Run Speed 4.80
Acceleration 4.00
Deceleration 5.00
Charge Speed 5.20
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 25.00
Turn Speed 180
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 23
Melee Defence 32
Charge Bonus 14
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 4
Morale 40
Bonus Hit Points 74
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Melee Infantry
Unit Group Parent Infantry
Recruitment Turns 2
Recruitment Cost 850
Upkeep Cost 215
Unit Size 60
Melee CP 850
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Knife
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 7
Weapon AP Damage 23
Building Damage 10
Armour
Armour Value
Shield
Missile Block Chance 0