Depth Guard - Unit | Total War: WARHAMMER II Database Depth Guard - Unit | Total War: WARHAMMER II Database

Depth Guard

ID: wh2_dlc11_cst_inf_depth_guard_0

Unit

Depth Guard
Berserker Axe Infantry
60 1200 300
Armoured
Anti-Infantry
Aquatic
6,540
Armour 90
Leadership 60
Speed 36
Melee Attack 49
Melee Defence 33
Weapon Strength 64
Charge Bonus 25

About

Unit Description

The Blood Knights of the sea are elite, armour-clad sentries to the dreaded seafaring creatures of the night.

Historical Description

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.

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

Can Cause 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

Strengths & Weaknesses

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 affects a large area.

Aquatic

Whereas some units struggle to fight and move in shallow water, aquatic units excel.

Armoured

Armoured units can block damage from any source apart from Armour-Piercing damage.

Detailed Stats

Battle Entity Stats
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
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
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Berserker Axe Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost 1200
Upkeep Cost 300
Unit Size 60
Melee CP 1200
Missile CP

Equipment

Melee Weapon
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
Armour Value 90
Shield
Missile Block Chance 0