Sins of a Solar Empire
Sins of a Solar Empire
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IconusGuardian-button
Iconus Guardian

Iconus-Guardian

Cost: Credits525 Metal110 Crystal120
Build Time: 40 seconds.
Uses: 7 supply.
 
Hull: 675
Repair: 1
Armor:
(Heavy)
2
Shields: 1500
Regeneration: 1.2
Max Mitigation: 60%
Antimatter: 350
Recharge: 1
Experience value: 42
 
Weapon Damage Per Second Per Bank
(front / back / left / right)
Laser:
(Anti Heavy)
4 / 0 / 0 / 0
Range: 4000
Weapon Banks: 1 / 0 / 0 / 0
 
Strong vs. none.
A large cruiser with support abilities that aid the survival of nearby friendly ships.
Shortcut: (W)

The Iconus Guardian is the Advent's Defensive Support Cruiser.

Official Description: 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. Iconus Guardians make excellent supporting ships and combined with offensively oriented ships, like the Destra, can be part of a devastating force.

Abilities[]

Shield Projection[]

Official Description: Extends its own shield to nearby friendly targets, absorbing some of the damage that they would have received.

Repulsion[]

Official Description: 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.

Tactics[]

  • Tactics: It is very useful for most Advent fleets to have a few Guardians for the sake of this ability, which can keep many ships (especially capital ships) alive significantly longer. The Guardian should move into the center of the fleet and then activate this ability absorbing as much damage as possible.
  • 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 Shield Regeneration, you can also ensure that the Guardians are well within safe damage tolerances.
  • Be careful, though, to spread out your Guardians. Shield Projection 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.
  • Repulsion is very useful for pushing away enemy short-ranged units, especially heavy cruisers, while you attack them with your strikecraft and Illuminators.
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


ShieldProjection button
Shield Projection
Repulsion button
Repulsion
Button-grey
Button-grey
Button-grey
Attack button
Attack
Stop button
Stop
Move button
Move
Tactics management button
Tactics Management
Button-grey


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.

TEC
Strike Craft: TEC FighterTEC Bomber
Corvettes: Shriken Corvette (Loyalist) • Stilat Corvette (Rebel)
Frigates: Arcova Scout FrigateCobalt Light FrigateJavelis LRM FrigateKrosov Siege FrigateGarda Flak FrigateProtev Colony Frigate
Cruisers: Percheron Light CarrierHoshiko Robotics CruiserCielo Command CruiserKodiak Heavy CruiserRaloz Heavy ConstructorOgrov Torpedo CruiserNeruda Envoy Cruiser
Capital Ships: Kol BattleshipSova CarrierAkkan BattlecruiserDunov BattlecruiserMarza DreadnoughtCorsev Battlecruiser
Titans: Ankylon Titan (Loyalist) • Ragnarov Titan (Rebel)
Starbase: Argonev Star Base
Advent
Strike Craft: Advent FighterAdvent Bomber
Corvettes: Acolyte Corvette (Loyalist) • Vespa Corvette (Rebel)
Frigates: Seeker VesselDisciple VesselIlluminator VesselPurge VesselDefense VesselMissionary Vessel
Cruisers: Aeria Drone HostIconus GuardianDomina SubjugatorDestra CrusaderTalion SaviorSolanus AdjudicatorHerald Envoy
Capital Ships: Radiance BattleshipRevelation BattlecruiserProgenitor MothershipHalcyon CarrierRapture BattlecruiserDiscord Battleship
Titans: Coronata Titan (Loyalist) • Eradica Titan (Rebel)
Starbase: Transcencia Star Base
Vasari
Strike Craft: Vasari FighterVasari Bomber
Corvettes: Tosurak Corvette (Loyalist) • Sulsurak Corvette (Rebel)
Frigates: Jikara NavigatorRavastra SkirmisherKanrak AssailantKarrastra DestructorJunsurak SentinelJarun Migrator
Cruisers: Lasurak TransporterStilakus SubverterSerevun OverseerSkarovas EnforcerSivuskras RuinerVoruntak Envoy
Capital Ships: Kortul DevastatorSkirantra CarrierJarrasul EvacuatorAntorak MarauderVulkoras DesolatorRankulas Battleship
Titans: Vorastra Titan (Loyalist) • Kultorask Titan (Rebel)
Starbase: Orkulus Star Base
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