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HomeHome / Total War: WARHAMMER III / Vampire Coast / Units / Depth Guard
Depth Guard Vampire CoastVampire Coast 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

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

Hit Points

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

Mass

160

└ Man Mass

160.0000

Armour

90

├ Armour

wh2_main_plate_90

├ Shield

none

Missile Block Chance

0

Leadership

60

Speed

36

└ Man Speed

36

Melee Attack

50

Melee Defence

36

Weapon Strength

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.