Blessed Temple Guards
Lethal Saurus marked for greatness by the Old Ones.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 Blessed Temple Guards |
Main Unit Key wh2_main_lzd_inf_temple_guards_blessed |
Land Unit Key wh2_main_lzd_inf_temple_guards_blessed |
Naval Unit Key wh_main_shp_transport |
Land Unit Group Halberd Infantry |
Naval Unit Group Halberd Infantry |
Soldiers 100 |
Caste Melee Infantry |
Category Melee Infantry |
Class Melee Infantry |
Cost 1300 |
Recruitment Cost 0 |
Upkeep Cost 300 |
Melee Attack 31 |
42 |
├ Melee Weapon wh2_main_lzd_temple_guard_halberd |
├ Melee Damage Base 13 |
├ Melee Damage Ap 29 |
├ Armour Piercing No |
├ Bonus vs Cavalry 0 |
├ Bonus vs Elephants 16 |
└ Bonus vs Infantry 0 |
Charge Bonus 28 |
38 |
├ Base Defence 38 |
├ Shield wh_missile_block_35_wood |
└ Shield Defence 0 |
120 |
├ Armour wh2_main_body_85 |
├ Armour Defence 85 |
└ Shield Armour 35 |
120 |
├ Man Entity wh2_main_lzd_inf_saurus_temple_guard_blood_dismembers |
├ Man Speed 31 |
├ Man Health 8 |
└ Bonus Hit Points 112 |
Leadership (Base Morale) 85 |
Abilities
No Ability
Attributes
- 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. - 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.