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HomeHome / Total War: WARHAMMER III / Order of Loremasters / Units / Keepers of the Flame (Phoenix Guard)
Keepers of the Flame (Phoenix Guard) Order of LoremastersOrder of Loremasters Infantry

Keepers of the Flame (Phoenix Guard)

These silent sentinels guard the Shrine of Asuryan.

The Phoenix Guard are the guardians of the Shrine of Asuryan, the great pyramid temple in the Sea of Dreams. Deep within lies the Chamber of Days. On its ancient walls, it is said, are the histories of past, present and future, etched in words of fire. Legend tells that any who behold that wall shall forever be cursed with the knowledge of their own death. Regiments of Phoenix Guard are always found where the fighting is fiercest and victory hardest won, for their gift allows them to see confluences and crux points upon the battlefield that lie hidden to mortal eyes. Each warrior knows his appointed hour of death, but none seek to delay that fatal moment. Whether battle brings victory or defeat, life or death, the Phoenix Guard fight on without fear.

Keepers of the Flame (Phoenix Guard)
Keepers of the Flame (Phoenix Guard)

Unit Name

Keepers of the Flame (Phoenix Guard)

Main Unit Key

wh2_dlc10_hef_inf_keepers_of_the_flame_ror_0

Land Unit Key

wh2_dlc10_hef_inf_keepers_of_the_flame_ror_0

Land Unit Group Parents

Infantry

Land Unit Group

Halberd Infantry

Caste

Melee Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1500

Recruitment Cost

1650

Upkeep Cost

413

Number of Units

100

Hit Points

8400

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

hu1d_elf_halberd_ror

├ Man Entity

wh2_dlc10_hef_inf_keepers_of_the_flame_ror

├ Man Hit Points

8

├ Num Men

100

└ Bonus Hit Points

76

Mass

150

└ Man Mass

150.0000

Armour

100

├ Armour

wh2_main_plate_100

├ Shield

none

Missile Block Chance

0

Leadership

100

Speed

32

└ Man Speed

32

Melee Attack

48

Melee Defence

50

Weapon Strength

36

├ Melee Weapon

wh2_main_hef_halberd_ror

Base Weapon Damage

11

Armour-Piercing Weapon Damage

25

Bonus vs. Large

20

Bonus vs. Infantry

0

Charge Bonus

10

Abilities

  • Martial Mastery
    While all High Elves have excellent martial prowess, those that continue upon the path of the warrior will further excel in armed combat.
    Melee Attack +8
    Melee Defence +12

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.
  • Expert Charge Defence
    When bracing, this unit negates the charge bonus of any 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
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • 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.
  • 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.
  • Mark of Asuryan
    Those who bear the Creator’s mark are afforded his divine vengeance; when struck down, their unworthy killer is soon engulfed by Asuryan’s vengeful flames!
Recuitment Requirement
Maximum Number 1