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HomeHome / Total War: WARHAMMER II / The Awakened / Units / The Bloody Reaver Deck Guard (Depth Guard)
The Bloody Reaver Deck Guard (Depth Guard) The AwakenedThe Awakened Melee Infantry

The Bloody Reaver Deck Guard (Depth Guard)

Like the Bloody Reaver upon which they serve, the Deck Guard are forged with the powerful magic of Noctilus himself.

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.

The Bloody Reaver Deck Guard (Depth Guard)

Unit Name

The Bloody Reaver Deck Guard (Depth Guard)

Main Unit Key

wh2_dlc11_cst_inf_depth_guard_ror_0

Land Unit Key

wh2_dlc11_cst_inf_depth_guard_ror_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Halberd Infantry

Naval Unit Group

Halberd Infantry

Soldiers

60

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Cost

1600

Recruitment Cost

1600

Upkeep Cost

400

Melee Attack

52

Weapon Strength (Weapon Damage)

44

├ Melee Weapon

wh2_dlc11_cst_halberd_depth_guard

├ Melee Damage Base

14

├ Melee Damage Ap

30

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

28

└ Bonus vs Infantry

0

Charge Bonus

20

Melee Defence

54

├ Base Defence

54

├ 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_ror_blood_dismembers

├ Man Speed

36

├ Man Health

8

└ Bonus Hit Points

101

Leadership (Base Morale)

70

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.
  • Enrage
    You really don't want to make them angry. No, *really*.

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.
  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • 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-Large
    Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Aquatic
    Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Recuitment Requirement
Maximum Number 1