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Depth Guard The Terrors of the Dark StraitsThe Terrors of the Dark Straits Melee Infantry

Depth Guard

The Blood Knights of the sea are elite, armour-clad sentries to the dreaded seafaring creatures of the night.

Depth Guard are the most feared soldiers of the zombie pirates’ fighting dead. Like their land-based counterparts, the Blood Knights, they are elite, Vampiric sentries clad in ancient, eldritch armour and bolstered by the Vampiric curse. Unlike the mobs of Undead crewmen, Depth Guard are not raised from the rabble who died on the oceans, and instead are hand-picked warriors who were given the Blood Kiss before being taken aboard pirate warships to serve their masters closely. The indefatigability of the Depth Guard means that any normal blow or bullet that strikes them has little chance of stopping them in a fight. They will trudge forward and fight unrelentingly until their bodily remains are utterly obliterated or their master’s control over them is broken.

Depth Guard

Unit Name

Depth Guard

Main Unit Key

wh2_dlc11_cst_inf_depth_guard_0

Land Unit Key

wh2_dlc11_cst_inf_depth_guard_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Berserker Axe Infantry

Naval Unit Group

Berserker Axe Infantry

Soldiers

60

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Melee Attack

50

Weapon Strength (Weapon Damage)

64

├ Melee Weapon

wh2_dlc11_cst_dual_axe

├ Melee Damage Base

46

├ Melee Damage Ap

18

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

30

Melee Defence

36

├ Base Defence

36

├ Shield

none

└ Shield Defence

0

Armour

90

├ Armour

wh2_main_plate_90

├ Armour Defence

90

└ Shield Armour

0

Health

109

├ Man Entity

wh2_dlc11_cst_infantry_depth_guard_blood_dismembers

├ Man Speed

36

├ Man Health

8

└ Bonus Hit Points

101

Leadership (Base Morale)

60

Abilities

  • The Hunger
    As the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina.
  • Frenzy
    Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
  • 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.
  • Hide (forest)
    This unit can hide in forests until enemy units get too close.
  • {{tr:wh2_dlc09_undead_description}}

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Anti-Infantry
    Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Garrison Buildings
Depth Guard x 1 Occupied Elven Colony
Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_3)
Level 3
Occupied Elven Colony
Occupied Elven Colony
(wh2_main_special_settlement_colony_minor_other_3)
Level 3
Depth Guard x 2 Large Occupied Elven Colony
Large Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_4)
Level 4
Thriving Occupied Elven Colony
Thriving Occupied Elven Colony
(wh2_main_special_settlement_colony_major_other_5)
Level 5