Star Chamber Guardians (Temple Guard)
Only the strongest spawnings, in both mind and body, are fit to guard the Old Ones' Star Chambers.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 Name Star Chamber Guardians (Temple Guard) |
Main Unit Key wh2_dlc12_lzd_inf_temple_guards_ror_0 |
Land Unit Key wh2_dlc12_lzd_inf_temple_guards_ror_0 |
Land Unit Group Parents Infantry |
Land Unit Group Halberd Infantry |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Custom Battle Cost 1550 |
Recruitment Cost 1550 |
Upkeep Cost 388 |
Number of Units 100 |
10700 |
├ Mount 0 |
├ Mount Entity |
├ Mount Hit Points |
├ Num Mounts hu7b_saurus_halberd_and_shield |
├ Man Entity wh2_main_lzd_inf_saurus_star_chamber_blood_dismembers |
├ Man Hit Points 8 |
├ Num Men 100 |
└ Bonus Hit Points 99 |
210 |
└ Man Mass 210.0000 |
85 |
├ Armour wh2_main_body_85 |
├ Shield wh_missile_block_35_wood |
└ Missile Block Chance 35 |
Leadership 95 |
31 |
└ Man Speed 31 |
Melee Attack 39 |
48 |
42 |
├ Melee Weapon wh2_dlc12_lzd_temple_guard_halberd_ror |
├ Base Weapon Damage 13 |
├ Armour-Piercing Weapon Damage 29 |
├ Bonus vs. Large 16 |
└ Bonus vs. Infantry 0 |
Charge Bonus 14 |
Abilities
-
Guardian
In the midst of a bloodbath it's good to know that someone has your back.
[[img:ui/Battle UI/ability_icons/resistance_physical.png]] Physical Resistance +15 -
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
-
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 & 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 All
When standing and bracing against a charge this unit will negate the enemy's charge bonus. - Predatory Senses
These units are natural hunters that can sense prey hiding nearby.
Recuitment Requirement | |
---|---|
Maximum Number | 1 |
Faction Availability | |
---|---|
Immortal Empires |