Tomb Guard (Halberds) - Unit | Total War: WARHAMMER II Database Tomb Guard (Halberds) - Unit | Total War: WARHAMMER II Database

Tomb Guard (Halberds)

ID: wh2_dlc09_tmb_inf_tomb_guard_1

Unit

Tomb Guard (Halberds)
Halberd Infantry
120
Armoured & Shielded
Anti-Large
Charge Defence Against Large Foes
9,840
Armour 50
Leadership 60
Speed 28
Melee Attack 25
Melee Defence 47
Weapon Strength 29
Charge Bonus 5

About

Unit Description

Their great weapons are wielded as expertly as they did in life, slaying for Lord and glory!

Historical Description

The Tomb Guard are the partially mummified remains of the king's elite guard. They are exceptional warriors, maintaining all the discipline and martial skill they had in life. In battle, the Tomb Guard form unwavering ranks of armoured warriors. They have spilled the blood of their enemies for countless centuries, and numerous armies have been dashed against their implacable shield wall. Although the Tomb Guard were rewarded with a form of mummification, the embalming rituals used were nowhere near as elaborate as the ceremonies that the Tomb Kings and Tomb Princes underwent. However, Tomb Guards have been reborn with immortal bodies far stronger and more resilient than the flesh and blood they had in life. Furthermore, Tomb Guards retain more of their former personalities than the massed soldiery of Skeleton Warriors. They awaken with memories of heroic deeds, bloody victories and the unyielding will to destroy their king's enemies still burning strongly in their mind. Above all they remember their duty to protect their Tomb King from harm, and any that threaten their charge are slain, cut down without pause.

Abilities

Realm of Souls Tier 1

From within the Realm of Souls – Nehekhara’s revered afterlife – deceased warriors are called forth and bound to mortal remains, to find purpose once again through war.

Realm of Souls Tier 2

The spirits of warriors slain can be summoned from the Realm of Souls and bound to corporeal bodies, so that they may fight for the Tomb Kings as they did in life.

Realm of Souls Tier 3

The Liche Priests use the very breath of Nehekhara’s gods to reach into the Realm of Souls, retrieving the spirits of dead soldiers for binding and eternal service to their Tomb King’s will.

Disintegrating

The Dark Magic that holds these subjects together has failed. As the necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.

Crumbling

In the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.

Attributes

Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

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.

Undead

Strengths & Weaknesses

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.

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.

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.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.30
Run Speed 2.80
Acceleration 2.00
Deceleration 3.00
Charge Speed 3.10
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Melee Infantry
Move Action Points 2100
Melee Attack 25
Melee Defence 47
Charge Bonus 5
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 8
Morale 60
Bonus Hit Points 74
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Halberd Infantry
Unit Group Parent Infantry
Recruitment Turns 1
Recruitment Cost
Upkeep Cost
Unit Size 120
Melee CP 850
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 19
Bonus vs Infantry
Weapon Damage 9
Weapon AP Damage 20
Building Damage 10
Armour
Armour Value 50
Shield
Missile Block Chance 55