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HomeHome / Total War: WARHAMMER III / Spirit of the Jungle / Units / Temple Guards
Temple Guards Spirit of the JungleSpirit of the Jungle Infantry

Temple Guards

The 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.

Temple Guards Temple Guards
Temple Guards

Unit Name

Temple Guards

Main Unit Key

wh2_main_lzd_inf_temple_guards

Land Unit Key

wh2_main_lzd_inf_temple_guards

Land Unit Group Parents

Infantry

Land Unit Group

Halberd Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1200

Recruitment Cost

1200

Upkeep Cost

300

Number of Units

100

Hit Points

10700

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu7b_saurus_halberd_and_shield

├ Man Entity

wh2_main_lzd_inf_saurus_temple_guard_blood_dismembers

├ Man Hit Points

8

├ Num Men

100

└ Bonus Hit Points

99

Mass

210

└ Man Mass

210.0000

Armour

85

├ Armour

wh2_main_body_85

├ Shield

wh_missile_block_35_wood

Missile Block Chance

35

Leadership

85

Speed

31

└ Man Speed

31

Melee Attack

31

Melee Defence

38

Weapon Strength

42

├ Melee Weapon

wh2_main_lzd_temple_guard_halberd

Base Weapon Damage

13

Armour-Piercing Weapon Damage

29

Bonus vs. Large

16

Bonus vs. Infantry

0

Charge Bonus

14

Abilities

  • Primal Instincts
    When under pressure, the primal instincts of these natural predators take over - they may then go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
    Charge Bonus x 115%
    Melee Attack +10
    [[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +5

Attributes

  • Charge Defence vs. Large
    When bracing, this unit negates the charge bonus of any large attacker.
  • Charge Reflection
    When bracing, this unit deals additional damage when attacking charging enemies.
  • 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 Armour-Piercing damage. Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.
  • Armour-Piercing
    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.