That person could've been carrying his own lantern shield to put forth illumination in place of where there is darkness. To combine weapons and defense to tackle any foe. He would be ready to take on the night on his own.
To define the quirks of this unit. The lights of his lanterns will give away it's location to the enemy in whichever place place of the map he is. With it's light, the lantern will help spot even stealthy units from 8 tiles away. Keep in mind this is the same sight as a catapult. With his swiss army knife array of weapons on his shield, he should not really be able to do much. However they can help him maintain a high amount of defense.
Stats:
This unit cannot be affected by blacksmith techs.Cost:4
Hp: 24
Attack:5
Armor:4
Pierce armor:2
Range:1
Speed:3
Sight:8
Action:1
He has a bonus against primarily cheap and easy to make weapons, such as polearms, axes, maces, flails, slings, bows, and javelins.
He has 2 versions. He can turn on his lantern to see better at the cost of a turn and his location.
He can turn off his lantern to conceal his location at the price of 2 tiles of sight and am action.
Normally he should be trained with his lantern unlit.