Iconus Guardian
From Sins of a Solar Empire
The Iconus Guardian is a relatively recent addition to the Advent fleet and reflects the new focus on ship shield technology. The hull of the ship is weak, but the Guardian has an extremely powerful shield generator, which can be projected outwards to protect nearby vessels. The shields do not completely prevent the target from being damaged, but they can help nearby ships to survive battles which would have otherwise have destroyed them. Guardians make excellent supporting ships and combined with offensively oriented ships, like the Destra, can be part of a devastating force.
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[edit] Shield Projection
Extends it's own shield to nearby friendly targets, absorbing a portion of the damage that they would have received.
The Projection Field looks somewhat like a bubble that shrouds your ships.
It is strongly advised to take care when using this around enemy Radiances--the Cleansing Brilliance Beam will knock down several of these at once with a fair degree of ease.
[edit] Repulsion
A powerful telekinetic field is projected from this ship, pushing away and slowing the movement of all hostile ships within range. Maintaining the field drains antimatter over time.
[edit] Tactics
- If three or more Iconus Guardians are present in the fleet with Shield Projection active, it can go a long way to ensuring victory, as the projections absorb a third of the damage that would have been received by the other ships. In addition, if you are allied with someone, the Projection will also keep them safe from damage, as well. With a Progenitor Mothership's Restore Shields ability, you can also ensure that the Guardians are well within safe damage tolerances.
- Be careful, though, to spread out your Guardians. The Shield Projection Ability does not overlap with additional Guardians, so watch out, or de-activate the Auto-Cast.
- Tightly grouped Guardians, when placed in a fleet, will automatically cycle their Shield Projection activations to prevent two from being active at once in the same area.
- When you've got a large number of ships taking damage at once, though, this doesn't help much.
- Also, make sure to include Guardians in ANY defensive fleet, as they can buy you that critical time to get your main fleet(s) back to defend the gravity well. Even if you have decided to let said planet go, the amount of time your ships can survive with the Guardians will more than damage an enemy fleet.
[edit] Development
Patch 1.02 gave Shield Projection a considerable boost, increasing its effective range from 2500 to 5000. Later, in Patch 1.1, Repulsion was changed to a channeling ability (to keep in line with its description), and thus interruptable. Furthermore, it can't be toggled off, and its duration was increased from 0 to 30 seconds, and its cooldown was changed from 0 to 8 seconds. It also had its antimatter requirement increased from 0 to 20 antimatter.
| Ship Type: | Cruiser |
|---|---|
| Primary Role: | Support, Defensive |
| Shield Power: | Very High |
| Hull Points: | Very Low |
| Armor Level: | Low |
| Armor Type: | Heavy |
| Antimatter: | Very High |
| Weapons: | Forward Heavy Pulse Laser |
| Crew Complement: | 185 |
| Shield Projection | Repulsion | | | |
| Attack | Stop | Move | Tactics Management | |
