To model this ferocity, the obvious route was to design them as tough close combat warriors.
These are the initial stats that I gave the temple guard (except the armor save was 3+, I took this picture after it had been changed). They are an elite unit so that should be kept in mind.
Reasonings are below!
- WS, BS and S: Following the idea of tough melee warriors, I gave the temple guard a significantly strong weapon skill as it would allow them to hit more consistently throughout melee combat. Their BS of 3 is pretty standard for troops that aren't well versed in ranged weapons, which is how we wanted them. The strength is a respectable 4, and combined with their Wraithbone Halberds, their modified strength of 5 is very healthy and will allow them very nice rolls against mediocre to good toughness. This will also allow them to gain glancing hits on a 5 and penetrating hits on a 6 against armor value 10 (standard for a lot of vehicles).
- T, W, and Sv: Once again, a tough warrior was what we were after. So respectable toughness of 4 will give the temple guard a good reliability in taking damage, and combined with their 2 wounds and 4+ armor save I believe this makes them a very durable unit (while not being entirely indestructible).
- I and A: Initiative is another section where the temple guard shine. They are initiative 5 which allows them to attack before most other units. However, their default weapon is the Wraithbone Halberd which is unwieldy, making the Temple Guard automatically attack in initiative step 1 (last, basically). I kept the attacks at 1, due to their having a higher strength and initiative, and also some special rules they have giving them more attacks in different situations.
- Skittering allows the temple guard to move a little bit extra during their movement phase, which gives them a little more versatility on the battlefield.
- Tough Hide gives the temple guard the ability to re-roll one failed armor save per combat, giving it a little bit of extra durability.
- Fanatic was an extra ability I came up with to represent the relationship between the temple guard and the Slann. It gives a model with this special rule 1 extra attack in close combat when the model is within 6" of that players Warlord/Slann.
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