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HomeHome / Total War: WARHAMMER III / The Awakened / Units / Syreens
Syreens The AwakenedThe Awakened Infantry

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.

Syreens

Unit Name

Syreens

Main Unit Key

wh2_dlc11_cst_inf_syreens

Land Unit Key

wh2_dlc11_cst_inf_syreens

Land Unit Group Parents

Infantry

Land Unit Group

Melee Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

850

Recruitment Cost

850

Upkeep Cost

213

Number of Units

60

Hit Points

6240

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

gh1_banshee

├ Man Entity

wh2_dlc11_vmp_inf_wraith_syreen

├ Man Hit Points

8

├ Num Men

60

└ Bonus Hit Points

96

Mass

90

└ Man Mass

90.0000

Armour

0

├ Armour

wh_main_body_0

├ Shield

none

Missile Block Chance

0

Leadership

45

Speed

48

└ Man Speed

48

Melee Attack

23

Melee Defence

32

Weapon Strength

30

├ Melee Weapon

wh2_dlc11_cst_sword_syreen

Base Weapon Damage

0

Armour-Piercing Weapon Damage

30

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

14

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
    Speed and combat penalties caused by terrain are ignored by this unit.
  • Undead
    This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).

Strengths & Weaknesses

  • Causes Terror
    This unit can [[img:ui/battle ui/ability_icons/causes_terror.png]]cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and [[img:ui/battle ui/ability_icons/causes_fear.png]]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.