Temple GuardsThe Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds.
The Temple Guard are a revered and uncommon spawning of Saurus. They were created to protect the Slann Mage-Priests and the temple-cities in which the Lizardmen dwell. To their tasks, they dedicate every fibre of their beings, displaying a single-minded determination that will result in either the safeguarding of their charges or their own deaths. As protectors, Temple Guard are matchless. They stand sentry, silent and motionless, not even blinking their eyes. It has been known for Temple Guard to maintain such a sleepless vigil for centuries, thick layers of dust settling upon their reptilian forms - yet the ever-watchful guardians are not immobile statues, and can erupt into sudden violence should they perceive any threat to their charges.
Unit NameTemple Guards
Main Unit Keywh2_main_lzd_inf_temple_guards
Land Unit Keywh2_main_lzd_inf_temple_guards
Naval Unit Keywh_main_shp_transport
Land Unit GroupHalberd Infantry
Naval Unit GroupHalberd Infantry
Custom Battle Cost1200
├ Melee Weaponwh2_main_lzd_temple_guard_halberd
├ Melee Damage Base13
├ Melee Damage Ap29
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants16
└ Bonus vs Infantry0
├ Base Defence38
└ Shield Defence0
├ Armour Defence85
└ Shield Armour35
├ Man Entitywh2_main_lzd_inf_saurus_temple_guard_blood_dismembers
├ Man Speed31
├ Man Health8
└ Bonus Hit Points99
Leadership (Base Morale)90
- 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.
Strengths & Weaknesses
- Armoured & Shielded
Armoured units can block damage from any source apart from Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
- Charge Defence Against Large Foes
When standing and bracing against a charge of large enemies (such as cavalry or monsters) this unit will negate the enemy's charge bonus.
- Predatory Senses
These units are natural hunters that can sense prey hiding nearby.