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Total War: Warhammer Wiki
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Star Chamber Guardians (Temple Guard)
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Star Chamber Guardians (Temple Guard)
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{{Infobox unit tw2 |image =wh2_dlc12_lzd_inf_temple_guards_ror.png |icon =wh2_main_lzd_infantry_halberd.png |race =Lizardmen |faction = |type =Melee Infantry |unit size =Small: 25<br>Medium: 50<br>Large: 75<br>Ultra: 100 |general = |main = |melee = |ranged = |armor = |shield = |attributes = |id =wh2_dlc12_lzd_inf_temple_guards_ror_0 }} {{Quote|Only the strongest spawnings, in both mind and body, are fit to guard the Old Ones' Star Chambers.}} '''{{PAGENAME}}''' are a {{Lizardmen race}} [[Regiment of Renown]] melee infantry unit introduced in ''[[Total War: Warhammer II]]'' with [[The Prophet and the Warlock]]. == Recruitment == *[[File:icon_effect_ror.png]] Recruited with: Regiments of Renown Recruitment panel == 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 == {{wh2_dlc12_lzd_inf_temple_guards_ror_0_bulletpoints}} == Unit Abilities == === Passive Abilities === *[[File:wh3_dlc24_unit_passive_eternal_duty.png]] [[Eternal Duty]] *[[File:wh2_dlc09_unit_passive_guardian.png]] [[Guardian]] *[[File:wh3_dlc24_unit_passive_predatory_fighter.png]] [[Predatory Fighter]] *[[File:wh2_main_unit_passive_primal_instincts.png]] [[Primal Instincts]] == Difference from Temple Guard == *[[File:unit_effect_positive.png]] New [[Attribute]]: [[File:attribute_charge_reflector.png]] [[Expert Charge Defence]] *[[File:unit_effect_positive.png]] New Imbuement: [[File:magical_attacks.png]] [[Magical Attacks]] *[[File:unit_effect_negative.png]] [[File:charge_reflector_vs_large.png|24px]] [[Charge Defence vs. Large]] removed *[[File:unit_effect_negative.png]] [[File:icon_treasury.png]] Cost (SP & MP): 1200 → 1550 *[[File:unit_effect_negative.png]] [[File:icon_upkeep.png]] Upkeep: 300 → 388 == Strategy == 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. == Changelog == === [[Patch 4.2.0]] === *Missile Block Chance: 35% → 55% *New ability “Eternal Duty” *New ability (Hidden) “Predatory Fighter” {{Navbox Lizardmen units}} [[Category:Lizardmen Regiments of Renown]] [[Category:Regiments of Renown]] [[Category:The Prophet and the Warlock units]]
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