Friday, September 5, 2025

Black Templar






Black Templar: Level 84
HP: 1,092,000 (3,276,000) (7,862,400) (12,579,840) (16,353,792) (22,077,619) (28,700,905)
Attack: 18,000
1 OMEGA Sword: 2000
1 OMEGA Marksman: 2000
1 OMEGA Fire: 2000
1 OMEGA Energy: 2000
1 OMEGA Light: 2000
Power Sword (single-handed): 2000 (20,000) (26,000) (143,000) (286,000) (312,000) (624,000) (1,872,000) (2,808,000) (4,212,000 attacking) (note: damage will be impacted by weight)
Power Sword (two-handed): 2000 (20,000) (26,000) (143,000) (286,000) (312,000) (624,000) (1,872,000) (2,808,000) (8,424,000) (12,636,000 attacking) (note: damage will be impacted by weight)
Chainsword: 1000 (19,000) (21,000) (42,000) (84,000) (252,000) (1,260,000) (3,780,000) (5,670,000) (note: weight)
Boltgun:1000 (19,000) (21,000) (42,000) (84,000) (252,000) (1,260,000) (3,780,000) (x1.5 adjacent)
Meltgun: 500 (18,500) (20,500) (153,750) (307,500) (922,500) (2,767,500) (x1.5 adjacent)
Flamer: 2000 (20,000) (22,000) (165,000) (330,00) (990,000) (2,970,000) (x1.5 adjacent)
Defense: 18,000 (21,000) (42,000)
1 OMEGA Armor: 2000
Black Templar Armor: 10,000 (52,000) (54,000) (135,000) (202,500) 
1 OMEGA Shield: 2000
Tahu Fire Shields: 100 (4100) (30,750) (61,500) (123,000) (177,000)
Elite Enhanced Fire Shields: 100 (4100) (30,750) (61,500) (123,000) (300,000)
Elite Enhanced Light Shields: 100 (4100) (30,750) (61,500) (123,000) (423,000)
Elite Enhanced Energy Shields: 100 (4100) (30,750) (61,500) (123,000) (546,000)
Flamescale Pendant: 20 (2020) (11,110) (22,220) (44,440) (590,440)
Lightscale Pendant: 20 (2020) (11,110) (22,220) (44,440) (634,880)
Energyscale Pendant: 20 (2020) (11,110) (22,220) (44,440) (679,320)
Black Templar Great-Shield: 4000 (10,000) (55,000) (110,000) (220,000) (440,000) (1,119,320) (2,798,300) (4,197,450)
Speed: 280 (230) (80) (-5-45 depending on equip load)
Skill: 345 (395) (405) (+20 adjacent)
Move: 7 (8) (11 jetpack)


Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dropped at death.

Rune Arc

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of these items.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

Power Sword++: -15 speed. This sacred weapon is a choice tool for a Black Templar. This weapon deals 50% more damage when attacking. This weapon deals double damage when used in two hands (on top of the normal Two Handed Stance boost). Base 1000 (2000) light/energy/blade type damage. This sword is chained to the armor of the Astartes who wields it, making it impossible to steal unless this character is dismembered. 

Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).

2-Chainsword++: If this weapon lands its strike against the foe, it will deal its damage to the foe three separate times as the saw teeth dig into the enemy. This weapon boasts a 50% (100%) (120%) chance to give a bleed status. Base 500 (1000) saw (blade) type damage. This weapon is chained to the armor of the Astartes who wields it, making it impossible to steal unless this character is dismembered. 

2-Boltguns++: -5 speed. These guns fire twice and only twice per engagement. Heavy firearms used by Astartes. 1-3 range. These guns ignore 50% of the enemy's defense and deal heavy shield and armor wear. 
Base 500 (1000) bullet type might. This weapon is chained to the armor of the Astartes who wields it, making it impossible to steal unless this character is dismembered. 

Meltgun++: This powerful plasma weapon may only fire once per engagement. 1-4 range. This gun possesses the "Melta" property. This will cause it to deal more damage based on how close it is to the foe. For each space closer this weapon is compared to its max range, it will deal 30% more damage. This gun will also debuff the defense of the foe for 2 turns (refreshed upon taking another Melta status) by 5% per hit. This defense debuff will also be improved by 5% for every space closer this weapon is used compared to its max range. Base 250 (500) energy type might. This weapon is chained to the armor of the Astartes who wields it, making it impossible to steal unless this character is dismembered. 

Flamer++: This powerful flamethrower may only strike an enemy once. 1-3 range. This weapon will put burning terrain under the foe. This weapon boasts a 30% (70%) (120%) chance to cause the Severe Burning status. Base 1000 (2000) fire type might. This weapon is chained to the armor of the Astartes who wields it, making it impossible to steal unless this character is dismembered. 

Black Templar War Banner: This item must be held in hand like a weapon. This will grant a 50% damage boost and +15 speed and skill to all characters from the Black Templar Chapter who are within 4 range of the unit holding the banner. This buff cannot stack with multiple banners. Holding this banner will drop the avoid of the holder to 0 and reduce their defense by 50%. 

Black Templar Greatshield++: -30 speed. A massive shield. This shield will reduce wear and defense debuffs taken by this character by 50% when equipped. This unit may take a turn to augment this shield and double the defense it offers. This shield is boosted by energy and light skill and item buffs. Base 2000 (4000) defense. This weapon is chained to the armor of the Astartes who wields it, making it impossible to steal unless this character is dismembered. 

Black Templar Power Armor++: -50 speed. This armor cannot be looted. Underarmor cannot be used with this armor. This armor is extremely resistant to wear, and despite its high-tech appearance, it is immune to the impact of EMPs. This armor debuffs cleave and dismember chances vs this character by -20%. Grants extreme resistance to dark, psychic, blade, pierce, claw, and bite type damage. Despite its massive weight, this armor can sustain short bursts of flight. The built-in jetpack grants +4 jump style movement. Base 5000 (10,000) defense. 

Omega Astartes Forged Eyes: Angelic forged eyes of staggering quality. These eyes grant +50 skill.

Astartes Forged Flesh: The body of a Space-Marine undergoes a brutal process that eventually mutates it into the perfect warrior. This forged flesh adds 3000 to the base defense stat. It also grants uncanny abilities/resistances, including:
Bleed Statuses will heal after they deal damage once.
Poison Statuses will be halved in their damage dealt each turn.
This unit extremely resists the Sleep and Dizzy status.
A revitalizer organ will trigger as soon as the Space Marine hits half HP. This will heal them 50% and increase their damage for the next two turns by 50%. 

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

Drop of Might

3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Resolved Scale: Armor and Defense are not ignored by defense-ignoring abilities; Very Hard to Steal. If a character has only base defense, this scale can eventually be worn through, but it is extremely sturdy.

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”. 

Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable. 

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Gemlord's Infinite Conflict Mental Point: A brilliant, bloody mental point. This grants "Battle Lust" for free. 

Gemlord's Limitless Mental Point: This unique item causes all damage boosting caps on conditional damage buffing abilities to be completely removed. 

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop. 

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

City's Bane Ring: This ring will halve the wear given by turret/artillery structures. This item is easily lost or stolen.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their percent-damage by 1.5x. 

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (50%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.


Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.


Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage.


Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.


OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 


Devilish Destruction Charm


Max damage boosting items+plates for: fire, energy, light, blade, bullet


4-Poms of Power (Light, Fire, Energy)


Boots


Abilities:

Black Templars (II): Signature ability. These Space Marines fight a holy crusade, considering the Emperor of Mankind to be a good. If following the orders of a God of Mankind, they will double the efficacy of the ability “Zealotry”. However, they distrust xenos to the point of losing the Zealotry buff entirely if fighting alongside them. Black Templars absolutely cannot raise their weapons against a God of Mankind. These units highly favor close combat, gaining +20 skill and dealing 50% more damage when adjacent to the foe. Costs: 8 pg

Only War: In the grim darkness of the far future there is only war. For each week that this unit engages with combat against foes who are within 5 levels of itself, it will gain a conditional 50% damage boost. This boost is not lost upon death. This boost stacks additively. This boost is lost if the character fails to engage in worthy combat for one week. Costs: 5 pg

Zealotry: This character is filled with a righteous hatred. This ability will double (triple) the efficacy of slaying abilities and slaying weapons vs the intended target. However, this ability makes the unit single-minded and easily deceived by foes who are the same species/class as they are (in essence doubling the impact of charisma and other mental statuses against this unit). Costs: 5 pg

Xenos Slayer (III): This character deals 30% (60%) (120%) (360%) damage to all units that do not share its species. Costs: 12 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Strategy Meets Heavy Force: This heavy unit is both brutal and strategically cunning. If this character chooses to use this ability, they will only strike once. However, that strike will make the foe who has been struck vulnerable to 1 tier of strategist for the rest of the battle. Striking someone with this ability three times would make them completely vulnerable to Strategist (III). Costs: 6 pg

Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a bleed 40% (90%) (110%) of the time. This ability only activates on physical attacks. Costs: 3 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) Costs: 4 pg

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg

Shift Weight (III): This character specializes in wearing heavy armor and wielding huge weapons. As such, though they are slow in combat, they utilize that weight to empower their own blows. This ability causes the total lost speed this character is currently experiencing from heavy weapons, armor, and equipment to be multiplied by 10 and then added to their base attack. This only applies when the character is initiating the attack. Costs: 8 pg

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg (Medallion)

Battle Lust: This character longs for nothing more than to overcome the mightiest of foes. If this character attacks a foe and does not kill them, they will buff the damage of his next attacks against them by 50%. If they attack a foe and miss every strike as or are incapable of harming them, they will buff their damage against them by 100% for their next attacks. These buffs will last the entire battle, or until the foe dies, or if this character attacks or counters a different character. This buff maxes out at a 400% damage boost. Costs: 8 pg (Mental Point)

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM melee level.

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield

(TBA) Black Templars: Signature ability. These Space Marines fight a holy crusade, considering the Emperor of Mankind to be a good. If following the orders of a God of Mankind, they will double the efficacy of the ability “Zealotry”. However, they distrust xenos to the point of losing the Zealotry buff entirely if fighting alongside them. Black Templars absolutely cannot raise their weapons against a God of Mankind. Costs: 4 pg

(TBA) Xenos Slayer: This character deals 30% damage to all units that do not share its species. Costs: 4 pg

(TBA) Xenos Slayer (II): This character deals 30% (60%) damage to all units that do not share its species. Costs: 8 pg

Character Type: Astartes (Considered Human/Angel), Melee, Marksman, Defensive, Destructive

Weakness: Weak to psychic damage. Extremely resists fear, pain, and seduction. 

Caps:
HP: High
Attack: 100
Defense: 100
Speed: 110
Skill: 175
Move: 6

No comments:

Post a Comment