Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
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.
Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).
Tomb Guard (Halberds) is a Tomb Kings melee infantry unit in Total War: Warhammer II: Rise of the Tomb Kings. Their great weapons are wielded as expertly as they did in life, slaying for Lord and glory!
The Tomb Guard are the partially mummified remains of the king's elite guard. They are exceptional warriors, maintaining all the discipline and martial skill they had in life. In battle, the Tomb Guard form unwavering ranks of armoured warriors. They have spilled the blood of their enemies for countless centuries, and numerous armies have been dashed against their implacable shield wall. Although the Tomb Guard were rewarded with a form of mummification, the embalming rituals used were nowhere near as elaborate as the ceremonies that the Tomb Kings and Tomb Princes underwent. however, the Tomb Guard have been reborn with immortal bodies far stronger and more resilient than the flesh and blood they had in life. Furthermore, Tomb Guards retain more of their former personalities than the massed soldiery of Skeleton Warriors. They awaken with memories of heroic deeds, bloody victories and the unyielding will to destroy their king's enemies still burning strongly in their mind. Above all they remember their duty to protect their Tomb King from harm, and any that threaten their charge are slain, cut down without pause.
↑Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
↑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.
This page was last edited on 24 January 2018, at 19:50.
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