Aquilan Shield

Level: 70

HP: 36,000 (72,000)

Attack: 390

Paragon Spear+++: 1,500 (2,390) (7,170) [35,850] {71,700}

Paragon Plasma Bolter+++: 2,250 (3,640) (25,480) {50,960}

Plasma Grenade: 500 (1,390) [9,730] {19,460}

Defense: 390

Custodian Armor+++: 3,000 (3,890) [7,780]

Praesidium Shield+++: 1,500 (2,000) [4,000] {11,780}

Custodian Energy Shield+++: 300 (1,300) (9,100) [18,200] [36,400] {48,180}

Agility: 230

Skill: 270

Speed: 230

Movement: 7

Items:

Paragon Spear+++: -20 Speed ;1-3 range (when shooting); 1-2 range. The most beautifully wrought and deadly weapons of the Custodians, equipped with a Paragon Bolter. This weapon is a halberd-like power weapon so heavy that it would take several ordinary men to lift and incorporates a ranged weapon at its tip. The weapon’s powerful ranged and close combat duality complements the fighting style of the Adeptus Custodes, giving them good capabilities in both close combat and at a distance. This weapon may be used as either a spear or plasma bolter and can be freely switched, even between attacks. When used as a spear, this unit will have +15 Hit and Avoid against close-ranged melee weapons. Base 500 (1,500) Slash- or Pierce-type damage. When used as a plasma bolter, ignores armor and lowers armor by 50% for the remainder of the phase. Base 750 (2,250) Plasma-type damage.

3- Plasma Grenade: 1-2 range. A palm-sized, spherical device that contains an impressive explosive ordnance. This explosive will deal half damage to all adjacent spaces. Ignores all armor. Base 500 Plasma-type damage

Tanglefoot Grenade: 1-2 range. Basically a small magno-gravitic reactor set to overload, they create very small, but relatively powerful gravimetric fields. The outcome of all this is that anything caught inside the tanglefoot field experiences localised higher gravity, with all the associated implications for movement, bodily operation and so on. Gravimetric fields can also create limited spatial warping and time distortions.Prevents any units within the affected area from using warping ability, as well as grounding flying units. Grounded flying units will take crashing damage. Reduces movement by -3.

Custodian Armour+++: -50 Agility; -2 Movement. An advanced form of highly sophisticated, Artificer-wrought Power Armour utilized exclusively by the ancient Legio Custodes and the present-day Adeptus Custodes, the elite guardians of the Emperor of Mankind. Finely-wrought, Custodian Armour was customised exactly to task, and was produced without any regard to the consumption of resources or rarity of components or lore required; to arm and outfit the Custodians to the optimum, nothing was spared. This supremacy was evident from the auramite-alloy-reinforced armour the Custodian Guard wore, each a planet’s ransom in worth. Doubles Melee damage and negates all debuffs from heavy equipment. Also grants a Base 100 (300) Armor Energy Shield that is boosted by Energy and Shield-type items and skills. Grants immunity to Bullet, Plasma, Explosion, and Energy. Grants resistance to Slash, Pierce, Strike, Whip, and Body-type damage. Defends against Magic. Base 1,000 (3,000) Armor.

Praesidium Shield+++: -25 Agility. A near-indestructible layered ceramite and resilient alloys reinforced with inbuilt field generators. This shield will grant a 30% chance to negate 50% of all ranged damage. If an attack passes through several units, this shield will stop it. Defends against Magic. Base 500 (1,500) Armor.

Custodian Energy Shield+++: A powerful personal energy shield granted by the advanced Custodian Armour. Boosted by Energy and Shield-type items and skills. Base 100 (300) Armor.

Secondary Heart: Augmentation. An augmentation common in all Space Marines that bolsters fortitude and allows for continued survival, even after the loss of a heart. Doubles HP.

Auric Aquillas: A remarkable device that allows a unit to hold the max number of damage boosting items for a single element. Easily lost or stolen upon death, but only usable by one of extreme faith.

Perfected Topaz Steorra Core: Legendary Item. This item is an exceptionally power energy core, born from one of the core of the Mother’s Stellar Forges. While many of these are likely to exist, to possess one is remarkably rare. Doubles Energy-type damage.

12- Power Stone: A stone radiating with empowering energy. Bolsters all forms of energy, whether it be life energy or raw electrical power. Can be used to perform a basic Energy Blast once per battle. Boosts Energy-type damage by 50%

Abilities:

Aegis of the Emperor: Adeptus Custodes Innate Ability. This unit has a 30% (45%) chance to completely ignore any physical damage when being attacked and a 15% (30%) chance to ignore any elemental damage when being attacked. If it is a multi-element attack, each element must be rolled. Costs 3 exp

Emperor’s Chosen: Adeptus Custodes Innate Ability. This unit will add +15% to any form of saving throws. This includes “Dodge Roll“, “Take the Hit“, “Miracle“, etc. Costs 4 exp

Sworn Guardians: Adeptus Custodes Innate Ability. If this unit guards in one location or unit, their attack damage is multiplied by 2x. If they leave, this no longer applies. 8 exp

Shield of Honour: Aquilan Shield Signature Ability. If an enemy in range of this unit attacks the character under this unit’s care, this unit will triple their attack against the attacking foe. This boost will last until the end of the battle or until the enemy attacker dies. This will trigger if this unit activates “Take the Hit” or any similar ability. Costs 5 exp

Aegis: When being attacked, this unit has a 50% (70%) chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. 4 exp

Divine Protection: This unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 exp

Engagement: Any unit that passes within range of this unit must halt all of their movement. If they attempt to continue moving, they will be struck with a “Critical Strike“. Costs 4 exp

For Those We Must Protect: If this unit is within 2 spaces of a unit with which it shares a deep bond, this unit’s activation chances are increased by 20%. 2 exp

Fortified: This unit will gain resistance against activatable abilities. This includes abilities like “Sword Assault” and “Astra“; however, this will prevent this unit from using offensive activated abilities as well. Costs 3 exp

Inhuman Strength: This character is incredibly strong, and as such will not take any Speed debuffs from their equipment. They may also perform actions on units who are a size class larger than normal. This character is also immune to slowing abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles their Martial damage. 7 exp

Miraculous Save (III): This unit has an 80% (100%) (115%) to save a unit from a lethal hit. This is similar to “Take the Hit” in that it cannot save on a counter-attack and this unit must be adjacent. If this unit successfully saves a unit, that unit will halve their activation chance (-20% activation chance) until the end of the enemy phase. On the next enemy phase, this ability will be recharged. Costs 8 exp

Pavis: When being attacked, this unit has a 50% (70%) chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. 4 exp

Steadfast: This unit will survive one lethal hit for each close ally in their party. 4 exp

Take the Hit (III): This unit can choose to attempt to take the hit for an adjacent ally. 100% chance to succeed. If this unit takes the hit, they cannot dodge the attack, but can counterattack as usual. 8 exp

Weapons Master: This unit is a master of several different weapons, allowing them to blend their knowledge of each weapon type. For each weapon proficiency level that is Proficient or above, this unit’s total attack will increase by 15%, and for each level that is Ascended or above, this unit’s total attack will increase by 30%. This damage will cap at 5x, and this ability is not affected by ability removing effects (x5). 4 exp

Proficiency:

5AA Polearm: 500

5AA Marksman: 500

5AA Energy: 500

5AA Shield: 500

5AA Armor: 500

Weak to Psychic and Plasma. Extreme Resist Body and Bullet-type damage. Resist Fear and Pain. Resist Time abilities.

Caps:

HP: Large
Attack: 750
Defense: 750
Agility: 380
Skill: 420
Speed: 380
Movement: 8

Leave a comment