Unofficial fan reference · game data patch 9.0 (Sep 24, 2026)
Depth Guard (Polearms) unit card

Depth Guard (Polearms)

Melee infantry· Halberd Infantry· Tier 3· 60 models at Ultra size

Health

130 per model

7,800

bottom 17% of class

Armour

90

top 27% of class

Leadership

60

bottom 19% of class

Speed

36

top 39% of class

Melee attack

42

top 21% of class

Melee defence

44

top 28% of class

Weapon strength

14 base + 30 armour-piercing, +28 vs large

44

top 28% of class

Charge bonus

20

top 44% of class

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 causes additional damage when attacking charging enemies.

  • Hide (forest)

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

  • Undead

    Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.

Abilities

  • The HungerRegeneration · Replenishes hit points of combatantspassive
  • FrenzyAugment · +10% Charge Bonus, +10 Melee Attack…passive
  • CrumblingDirect Damage · Causes damage to selfpassive
  • DisintegratingDirect Damage · Causes severe damage to selfpassive

Who can field it

  • The Awakened
  • Host of Nagash

Where these numbers come from

Read from the game's database tables for patch 9.0 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 8a4f7e64). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.