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HomeHome / Total War: WARHAMMER III / Vampire Coast / Units / Depth Guard (Polearms)
Depth Guard (Polearms) Vampire CoastVampire Coast Infantry

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.

Depth Guard (Polearms)

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

Land Unit Group Parents

Infantry

Land Unit Group

Halberd Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1200

Recruitment Cost

1300

Upkeep Cost

325

Number of Units

60

Hit Points

7200

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1_cst_depth_guard_halberd

├ 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

42

Melee Defence

44

Weapon Strength

44

├ Melee Weapon

wh2_dlc11_cst_halberd_depth_guard

Base Weapon Damage

14

Armour-Piercing Weapon Damage

30

Bonus vs. Large

28

Bonus vs. Infantry

0

Charge Bonus

20

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.
  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • 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-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.