Star Chamber Guardians (Temple Guards)

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Star Chamber Guardians
Wh2 dlc12 lzd inf temple guards ror.png
Unit cat icon wh2 main lzd infantry halberd.png
CategoryHalberd Infantry
Unit size75
Icon treasury.png Cost (MP): 1500 (1500)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 375
Icon stat health.png Health: 107
Icon stat morale.png Leadership: 100
Icon stat speed.png Speed: 31
Icon stat attack.png Melee attack: 38
Icon stat defence.png Melee defence: 51
Icon stat charge bonus.png Charge Bonus: 14
Icon stat damage.png Weapon Damage: 13
Modifier icon armour piercing.png Armour-Piercing Damage: 29
Icon stat speed.png Melee Interval: 4 s
Modifier icon bonus vs large.png Bonus vs. Large: 16
Icon stat range.png Range: 2
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 35%
  • Charge reflector.png Expert Charge Defence: When bracing, this unit negates the charge bonus of any attacker.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

Star Chamber Guardians (Temple Guards) is a Lizardmen melee infantry unit in Total War: Warhammer II. Only the strongest spawnings, in both mind and body, are fit to guard the Old One's Star Chambers

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.

Abilities[edit | edit source]

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

Strategy[edit | edit source]

These Temple Guard gain Charge defence against all, better melee stats, higher Leadership (making them nigh unbreakable), and the Guardian ability for nearby characters. In that vein, they are the pinnacle of defensive Lizardmen units against large units primarily, but can hold their own against most threats.

Gallery[edit | edit source]