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Depth Guard | |
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Berserker Axe Infantry |
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60 | ![]() |
1200 | ![]() |
300 |
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Armoured |
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Anti-Infantry |
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Aquatic |
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Armour | 90 | ||
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Leadership | 60 | ||
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Speed | 36 | ||
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Melee Attack | 49 | ||
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Melee Defence | 33 | ||
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Weapon Strength | 64 | ||
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Charge Bonus | 25 |
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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.
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining strength and replacing lost stamina.
Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
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.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects, leaving naught but dust.
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit can hide in forests until enemy units get too close.
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 affects a large area.
Whereas some units struggle to fight and move in shallow water, aquatic units excel.
Armoured units can block damage from any source apart from Armour-Piercing damage.
Battle Entity Stats | |
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Unit Size | Small |
Unit Type | Man |
Hit Points | 8 |
Walk Speed | 1.50 |
Run Speed | 3.60 |
Acceleration | 3.00 |
Deceleration | 4.00 |
Charge Speed | 4.60 |
Ch. Dist. to Commence Run | 30.00 |
Ch. Dist. to Adopt Pose | 30.00 |
Ch. Dist. to Pick Target | 30.00 |
Turn Speed | 140 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | Melee Infantry |
Unit Class | Melee Infantry |
Move Action Points | 2100 |
Melee Attack | 49 |
Melee Defence | 33 |
Charge Bonus | 25 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 5 |
Morale | 60 |
Bonus Hit Points | 101 |
Unit Stats | |
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Unit Caste | Melee Infantry |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1200 |
Upkeep Cost | 300 |
Unit Size | 60 |
Melee CP | 1200 |
Missile CP |
Melee Weapon | |
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Weapon Size | |
Weapon Type | Axe |
Bonus vs Cavalry | |
Bonus vs Large | |
Bonus vs Infantry | |
Weapon Damage | 46 |
Weapon AP Damage | 18 |
Building Damage | 80 |
Armour | |
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Armour Value | 90 |
Shield | |
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Missile Block Chance | 0 |