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Angel: Uriel
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Version: 2.5 Name: Uriel - Fire of God/Light of God Description: Metallic, luminescent slime, hardened exo-skeletal strands across the surface. Order: Smiting Angel Choir: Guardian Angel Difficulty: Average (CR:0) Body Type: Artificial Locomotion: Crawling, Floating Size: Enormous (+20 to hit, +3 Wounds) {| border="1" cellspacing="0" cellpadding="5" align="center" ! Statistics ! WS ! BS ! Str ! T ! Ag ! Int ! Per ! WP ! Fel ! LS |- | | 20 | 70 | 10 | 40 | 30 | 40 | 60 | 20 | 20 | 70 |- |} {| border="1" cellspacing="0" cellpadding="5" align="center" ! Body Location ! % to hit ! AP ! Wounds |- |Body |01-00 |3 |45 |- |} Traits: Angel: 1 Fate Point, may spend to regenerate 4 Wounds, may burn to regenerate 1d10+4 Wounds. After all Fate Points are burnt, gains the "Superior Action" Angelic Trait. Guardian: May ignore the first instance of Critical damage per session, regardless of damage rolled, treating location as having 0 wounds and no critical damage instead. Amorphous: Only location is Body, Body wounds doubled. The Angel has no Core, so the Body must be completely destroyed to defeat the Angel. Rapid Shooter: May fire Semi-Auto as a Half Action, or fire in Single Shot mode during a Full Move action. Incarnate: +20 BS Single-Minded: Once the Angel damages a target, it will continue to attack the same enemy, Calling Shots against the location it previously hit until the location is destroyed. It won't change target until it has succeeded in destroying that location, or the target has left the battlefield. Hydro-Toxic: A substantial splash of water will remove all AP from the hit location. Complete immersion in water or repeated exposure deals 1d10 Rending damage to all affected areas which ignores AP and Toughness Bonus, for each round of contact. {| border="1" cellspacing="0" cellpadding="5" align="center" |- !Ranged Attack Name !Range !Damage !Damage Type !Pen !RoF !Special (Rapid-Fire/Paralyzing) |- |Rapid Fire |120 Dam |1d10 |Energy |7 |S/5/10 |Automatically confirms Righteous Furies/Affected limb is rendered useless for one round, if the Head or Body is hit, the EVA is stunned instead. |- |} AT Powers: Deflective Field, Float Skills: Logic, Intimidate, Dodge, Evaluate Proficient Fear Rating (2) 60 Dam Angelic Senses 2 rerolls per combat, +10 to all skill tests Strategy: Uriel should give your players some problems. Its Rapid Firing, long range weapon, decent LS and colossal amount of Wounds lends it well to a style of fighting which your players are unlikely to have faced thus far. Ultimately, if it is engaged in melee, it is helpless until it can disengage and get to safe firing distance. As long as they do not attempt to charge it one at a time, and make a concerted effort to close with the beast, its Single-minded nature should mean that the majority of the party can close on it relatively unmolested, from where they can take it apart with their Progressive Knives (or whatever Melee and Pistol weapons they have to hand) at their leisure. Scaling for Challenge: For Uriel to become a greater challenge, consider removing the "Single-Minded" trait. Other good possibilities include adding the Sniper, Pinpoint or Precision: Basic (Fast) traits. [[Category: Adeptus_Evangelion_Angels]]
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