Depth Guard (Polearms)
The only thing scarier than a Depth Guard is one with a weapon that gives it an eight-foot reach.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.
Unit Name Depth Guard (Polearms) |
Main Unit Key wh2_dlc11_cst_inf_depth_guard_1 |
Land Unit Key wh2_dlc11_cst_inf_depth_guard_1 |
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 1300 |
Recruitment Cost 1300 |
Upkeep Cost 325 |
Melee Attack 42 |
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 |
44 |
├ Base Defence 44 |
├ Shield none |
└ Shield Defence 0 |
90 |
├ Armour wh2_main_plate_90 |
├ Armour Defence 90 |
└ Shield Armour 0 |
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. - 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.
Requires Buildings | |
---|---|
Lv. 0 |
Admirals' Mausoleum
(wh2_dlc11_vampirecoast_military_barracks_4) Level 3
Main Deck
(wh2_dlc11_vampirecoast_ship_main_deck_4) Level 3 |
Faction Availability | |
---|---|
The Eye of the Vortex |