Temple Guards

ID: wh2_main_lzd_inf_temple_guards

Unit

Temple Guards
Halberd Infantry
100 1200 300
Armoured & Shielded
Armour-Piercing
Charge Defence Against Large Foes
Predatory Senses
10,700
Armour 85
Leadership 85
Speed 31
Melee Attack 31
Melee Defence 38
Weapon Strength 42
Charge Bonus 14

About

Unit Description

The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds.

Historical Description

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.

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

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.

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.

Predatory Senses

These units are natural hunters that can sense prey hiding nearby.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.10
Acceleration 2.50
Deceleration 4.00
Charge Speed 3.80
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 31
Melee Defence 38
Charge Bonus 14
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 160
Spot Scrub Distance 160
Rank Depth 7
Morale 85
Bonus Hit Points 99
Unit Stats
Unit Caste Melee Infantry
Unit Weight Heavy
Unit Group Halberd Infantry
Unit Group Parent Infantry
Recruitment Turns 2
Recruitment Cost 1200
Upkeep Cost 300
Unit Size 100
Melee CP 1200
Missile CP

Equipment

Melee Weapon
Weapon Size
Weapon Type Spear
Bonus vs Cavalry
Bonus vs Large 16
Bonus vs Infantry
Weapon Damage 13
Weapon AP Damage 29
Building Damage 14
Armour
Armour Value 85
Shield
Missile Block Chance 35