|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.
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.
When bracing, this unit negates the charge bonus of any large attacker.
This unit can hide in forests until enemy units get too close.
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.
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|
|Ch. Dist. to Commence Run||30.00|
|Ch. Dist. to Adopt Pose||30.00|
|Ch. Dist. to Pick Target||30.00|
|Land Unit Stats|
|Unit Category||Melee Infantry|
|Unit Class||Melee Infantry|
|Move Action Points||2100|
|Visibility Range||40 - 1500|
|Spot Tree Distance||60|
|Spot Scrub Distance||60|
|Bonus Hit Points||101|
|Unit Caste||Melee Infantry|
|Unit Group||Halberd Infantry|
|Unit Group Parent||Infantry|
|Bonus vs Cavalry|
|Bonus vs Large||30|
|Bonus vs Infantry|
|Weapon AP Damage||28|
|Missile Block Chance||0|