Depth Guard (Polearms)

ID: wh2_dlc11_cst_inf_depth_guard_1

Unit

Depth Guard (Polearms)
Halberd Infantry
60 1300 325
Armoured
Anti-Large
Aquatic
6,540
Armour 90
Leadership 60
Speed 36
Melee Attack 35
Melee Defence 47
Weapon Strength 40
Charge Bonus 10

About

Unit Description

The only thing scarier than a Depth Guard is one with a weapon that gives it an eight-foot reach.

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.

Charge Defence vs. Large

When bracing, this unit negates the charge bonus of any large attacker.

Hide (forest)

This unit can hide in forests until enemy units get too close.

Undead

Strengths & Weaknesses

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.

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 35
Melee Defence 47
Charge Bonus 10
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 Halberd Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost 1300
Upkeep Cost 325
Unit Size 60
Melee CP 1300
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 30
Bonus vs Infantry
Weapon Damage 12
Weapon AP Damage 28
Building Damage 14
Armour
Armour Value 90
Shield
Missile Block Chance 0