Left Panel
menu
HomeHome / Total War: WARHAMMER III / The Western Provinces / Units / The Green Guardian (Terracotta Sentinel)
The Green Guardian (Terracotta Sentinel) The Western ProvincesThe Western Provinces Constructs

The Green Guardian (Terracotta Sentinel)

Centuries of silent sentry duty at the edge of the Warpstone Desert broken by a stunning display of choreographed violence – the foe will stand little chance against the enchanted behemoth towering above them.

Terracotta Sentinels are creations born of the Dragon’s mastery of the Elemental Winds, each one a towering animated statue fashioned in the form of a great warrior. Legend has it that these Sentinels are the gigantic soldiers of an army built by the Dragon Emperor thousands of years ago, when Chaos threatened to overwhelm the empire. Since then, they have been left scattered across Cathay, waiting to be called to war once more. Once given orders, a Terracotta Sentinel will not falter in its duty, relentless carrying out its last commands until the task is complete.

The Green Guardian (Terracotta Sentinel)

Unit Name

The Green Guardian (Terracotta Sentinel)

Main Unit Key

wh3_twa08_cth_mon_terracotta_sentinel_0_ror

Land Unit Key

wh3_twa08_cth_mon_terracotta_sentinel_0_ror

Land Unit Group Parents

Constructs

Land Unit Group

Monster

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

2000

Recruitment Cost

2000

Upkeep Cost

500

Number of Units

1

Hit Points

12620

├ Mount

0

├ Mount Entity

├ Mount Hit Points

├ Num Mounts

gi1b_terracotta_sentinel_glaive

├ Man Entity

wh3_main_cth_terracotta_sentinel_ror

├ Man Hit Points

8

├ Num Men

1

└ Bonus Hit Points

12612

Mass

6500

└ Man Mass

6500.0000

Armour

100

├ Armour

wh2_main_body_100

├ Shield

none

Missile Block Chance

0

Leadership

100

Speed

48

└ Man Speed

48

Melee Attack

78

Melee Defence

38

Weapon Strength

600

├ Melee Weapon

wh3_main_cth_terracotta_sentinel

Base Weapon Damage

150

Armour-Piercing Weapon Damage

450

Bonus vs. Large

0

Bonus vs. Infantry

0

Charge Bonus

25

Abilities

  • Battle Harmony: Yang
    There must be balance in all things: dark and light, moon and sun, female and male.
    Melee Attack +4
    Melee Defence +6
    Leadership +6
  • Wounds
    Even the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
    Speed x 90%
    Armour-Piercing Weapon Damage x 80%
    Base Weapon Damage x 80%
  • Redirecting Aura
    This little bit of fiendish battle magick rains missiles straight back to the attacker, which, with a bit of luck, ought to put paid to further outbursts!

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.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Unbreakable
    This unit does not suffer any form of leadership loss and will never rout.
  • Yang
    This unit counts as a Yang unit for the purpose of Battle Harmony proximity

Strengths & Weaknesses

  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Harmony: Yang
    This unit counts as a Yang unit and gains increased melee defence and leadership when near Yin units.
  • Cumbersome
    This unit's attacks are slower than average due to its massive, lumbering form.
  • 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.
Recuitment Requirement
Maximum Number 1