Syreens
Their howls turn even the bravest sailors stark white, spearing their souls like a lance through the heart.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.
Unit Name Syreens |
Main Unit Key wh2_dlc11_cst_inf_syreens |
Land Unit Key wh2_dlc11_cst_inf_syreens |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Melee Infantry |
Naval Unit Group Melee Infantry |
Soldiers 60 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 850 |
Recruitment Cost 850 |
Upkeep Cost 215 |
Melee Attack 23 |
30 |
├ Melee Weapon wh2_dlc11_cst_sword_syreen |
├ Melee Damage Base 7 |
├ Melee Damage Ap 23 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 0 |
└ Bonus vs Infantry 0 |
Charge Bonus 14 |
32 |
├ Base Defence 32 |
├ Shield none |
└ Shield Defence 0 |
0 |
├ Armour wh_main_body_0 |
├ Armour Defence 0 |
└ Shield Armour 0 |
82 |
├ Man Entity wh2_dlc11_vmp_inf_wraith_syreen |
├ Man Speed 48 |
├ Man Health 8 |
└ Bonus Hit Points 74 |
Leadership (Base Morale) 40 |
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
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack. - 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. - 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. - {{tr:wh2_dlc09_undead_description}}
Strengths & Weaknesses
- Causes Terror
This unit can fear themselves. - 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.
Faction Availability | |
---|---|
The Eye of the Vortex |