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Total War: Warhammer Wiki
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Temple Guards
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{{Infobox unit tw2 |image =wh2_main_lzd_inf_temple_guards.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_main_lzd_inf_temple_guards }} {{Quote|The Lizardmen elite, charged to defend their sacred grounds, skewering interlopers at the end of their halberds.}} '''{{PAGENAME}}''' are a {{Lizardmen race}} melee infantry unit introduced in ''[[Total War: Warhammer II]]''. == Recruitment == *{{Lizardmen race}} **[[File:construction.png]] Unlocked with: [[Temple Guard Barracks]] (requires [[Weapon-Crafters' Commune]]) *{{Spirit of the Jungle faction}} **[[File:construction.png]] Unlocked with: [[Grand Natatorium]] == 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_main_lzd_inf_temple_guards bulletpoints}} == Unit Abilities == === Passive Abilities === *[[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]] *[[File:wh3_dlc24_unit_passive_sacred_duty.png]] [[Sacred Duty]] == Strategy == Temple Guard are designed to counter monsters and cavalry that come near. Unfortunately they are slow and will only serve as a deterrent against a smart opponent. They are great at holding the frontline but they're excessively expensive. It's often better to use standard Saurus Warriors and put your extra cash into monsters. One of the advantages of Temple Guard (like all armoured halberd units) is being hard to kill. Cheaper infantry will lose against them and large units don't dare go near them. Their shields, armour and solid HP makes them durable even against counter units. [[Patch 4.2.0]] gifted them a trait which makes them unbreakable while near a Lord, further emphasising their holding role in [[Slann Mage-Priest|Slann]]-led armies. == Changelog == === [[Patch 4.2.0]] === *Missile Block Chance: 35% → 55% *New ability “Sacred Duty” *New ability (Hidden) “Predatory Fighter” *New ability (Hidden) “Guardian” == Gallery == <gallery> rich-carey-lzd-temple-guard-richcarey.jpg|Concept Art by Rich Carey rich-carey-lzd-weapons-richcarey.jpg|Concept Art by Rich Carey </gallery> {{Navbox Lizardmen units}}
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