Star Chamber Guardians (Temple Guard)

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Star Chamber Guardians are a Lizardmen Regiment of Renown unit in Total War: Warhammer II. The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds.

Description[edit | edit source]

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[edit | edit source]

  • 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.
  • Predatory Senses: These units are natural hunters that can sense prey hiding nearby.
  • 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 All: When standing and bracing against a charge this unit will negate the enemy's charge bonus.

Abilities[edit | edit source]

Strategy[edit | edit source]

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Temple Guard with charge defence against all, magic attacks, and guardian. If Temple Guard were elite halberd infantry, Star Chamber Guardians are supernatural. They will fight to the bitter end with their absurd leadership and have the melee stats to duke it out with every unit in the game and hold their own for a while. If they are supported by healing or buffing magic, they are unstoppable. They also have pretty high armour and shields to reduce missile damage. They are best targeted by artillery or magic that will reduce their model count on impact and reduce the amount of healing possible. Finally, they have guardian so should be kept nearby Lords and heroes to give them the boost to physical resistance.