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 |
Shield |
Missile Block Chance |
35 |