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.
Unit Name Depth Guard |
Main Unit Key wh2_dlc11_cst_inf_depth_guard_0 |
Land Unit Key wh2_dlc11_cst_inf_depth_guard_0 |
Land Unit Group Parents Infantry |
Land Unit Group Berserker Axe Infantry |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1100 |
Recruitment Cost 1200 |
Upkeep Cost 300 |
Number of Units 60 |
7200 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu1_cst_depth_guard_dual_axe |
├ Man Entity wh2_dlc11_cst_infantry_depth_guard_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 60 |
└ Bonus Hit Points 112 |
160 |
└ Man Mass 160.0000 |
90 |
├ Armour wh2_main_plate_90 |
├ Shield none |
└ Missile Block Chance 0 |
Leadership 60 |
36 |
└ Man Speed 36 |
Melee Attack 50 |
36 |
64 |
├ Melee Weapon wh2_dlc11_cst_dual_axe |
├ Base Weapon Damage 46 |
├ Armour-Piercing Weapon Damage 18 |
├ Bonus vs. Large 0 |
└ Bonus vs. Infantry 5 |
Charge Bonus 30 |
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!
Charge Bonus x 110%
Melee Attack +10
Armour-Piercing Weapon Damage x 110%
Base Weapon Damage x 110% -
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. -
Undead
This unit is Undead (does not rout, immune to terror, becomes unstable when {{tr:morale}} is low).
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 effects a large area. - Aquatic
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Faction Availability | |
---|---|
Immortal Empires | |
The Realm of Chaos |