Star Chamber Guardians (Temple Guard)
Melee infantry· Halberd Infantry· Tier 4· 100 models at Ultra sizeRegiment of Renown
Comes with The Prophet & The Warlock(Warhammer II)
Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Star Chamber Guardians (Temple Guard) are Lizardmen melee infantry: 10,700 HP across 100 models, armour 85, melee attack 39, melee defence 48, weapon strength 42. It costs 1,550 in the campaign and in multiplayer. They come with The Prophet & The Warlock. Unit key wh2_dlc12_lzd_inf_temple_guards_ror_0. Patch 9.0.4, from the game's data tables.
Health
107 per model
10,700
Armour
shield blocks 55% of small-arms missiles from the front (not artillery)
85
Leadership
95
Speed
31
Melee attack
39
Melee defence
48
Weapon strength
13 base + 29 armour-piercing, +16 vs large
42
Charge bonus
14
Attributes
- Expert Charge Defence
When bracing, this unit negates the charge bonus of any attacker.
- Charge Reflection
When bracing, this unit causes additional damage when attacking charging enemies.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
Abilities
- GuardianWard Save (Area) · +15% Physical ResistancepassiveGuardianWard Save (Area)+15% Physical ResistancePassive · Range 35 mIn the midst of a bloodbath it's good to know that someone has your back.
- Primal InstinctsAugment · +15% Charge Bonus, +5 Melee Attack…passivePrimal InstinctsAugment+15% Charge Bonus+5 Melee Attack+5% Physical ResistancePassiveWhen under pressure, the primal instincts of these natural predators take over, improving their potential in combat.
- Eternal DutyAugmentpassiveEternal DutyAugmentPassiveHeedless of their own casualties, the Temple Guard execute their sacred duty until the enemy is annihilated or they themselves are slain.
- Predatory FighterHex · +25% Speed, +5 Melee AttackpassivePredatory FighterHex+25% Speed+5 Melee AttackPassive · Cooldown 60 s · Duration 10 sFerocious predator-warriors are so single-minded in their duties and their heightened senses drive them to pursue their quarry.
Counters
Good against
- Large units — bonus vs large 16e.g. Rogue Idol, Khemric Titan, Curs'd Ettin · Lizardmen: Dread Saurian, Feral Dread Saurian
- Heavily armoured units — 29 of 42 weapon strength armour-piercinge.g. Steam Tank, Rotting Leviathan, Rogue Idol · Lizardmen: Blessed Bastiladon (Solar Engine), Blessed Sacred Kroxigor
- Units with physical resistance — magical melee attackse.g. Hexwraiths, Cairn Wraiths, Syreens · Lizardmen: Blessed Chameleon Stalkers, Chameleon Stalkers
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Lizardmen: Blessed Salamander Hunting Pack, Blessed Terradon Riders
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Gold for gold
Beats, at a similar price: Skin Wolves (Armoured) (13.91× faster), Aspiring Champions (2.20× faster), Lahmian Handmaidens (Death) (1.56× faster)
Loses to, at a similar price: Chosen of Nurgle (3.08× slower), Putrid Blightkings (2.69× slower), Chosen (2.49× slower)
Equal gold, every model fighting at its weapon's attack interval, combat calculator formulas; no charge, mass, splash, leadership or abilities. “Similar price”: within 30% of its 1,550 multiplayer gold. Lizardmen units ranked.
Who can field it
- Lizardmen · Hexoatl
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.