Post by pendell on Jan 15, 2016 0:20:37 GMT -5
3-3-10.3 AE
TO: MX-3452234@hivemind.mil
FROM: tarquin@rychert.gov
SUBJECT: Captured Templar Data
Most worshipful Lord Shelgeroth,
For your pleasure, I have managed to steal the attached data file from the hated Templar's data banks; it is a clear and concise guide to all their weapons, intended to allow users of their requisition tree to plan out how to most efficiently acquire new technology. Not only will this intelligence serve to make your inevitable conquest of the quadrant less expensive, I have deleted this data from their system so that every new Templar will be forced to look at the tech tree and GUESS what their next move should be; they will not even recognize, for example, that some of the soldier's best plasma weapons are under the Neptune and Hydra's tree! And that little oversight, along with so many others, will lead them to their doom.
This is but the first installment; if Shelgeroth permits, I will gather more information on their armor, war gear, and ordnance as well. Assuming, of course, I have read your illustrious attentions correctly and this effort finds pleasure with you, most benevolent and gracious leader.
Remember me, Lord, when you come into your kingdom.
Your most obedient and Humble servant,
TARQUIN, of clan RYCHERT.
TEMPLAR FIELD MANUAL FM-3454 : WEAPONS AND EQUIPMENT
Notes on terminology
1) A weapon designated RELIC is a leftover from before the Exodus and is irreplaceable.
Consequently, it can only be equipped by a single Templar.
1.0) Swords
Swords are fast weapons used in melee combat by command units. They
combine with shields to provide bonuses to both defense and offense
When auto-block and counter stats are high, a Templar armed with sword
and shield can often take zero damage from either melee or ranged attacks, then hit
back on the enemy's turn without AP penalty.
As a rule, swords designed for captains have greater offensive capabilities, with
increased penetration and damage. Paladin weapons, by contrast, are designed with
defense in mind. All weapons can be used by either class, however.
USEABLE BY: Captain, Paladin
1.1) Blade
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +3
AUTO-BLOCK: +8%
PENETRATION: 18%
DAMAGE: 48-68
REQUIRED: [None; Starting weapon]
1.2) Broadblade
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +3
AUTO-BLOCK: +10%
PENETRATION: 20%
DAMAGE: 56-76
REQUIRED: Captain/Born Leader
1.3) Heavy Warblade
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +4
AUTO-BLOCK: +10%
PENETRATION: 12%
DAMAGE: 60-80
REQUIRED: Paladin 2
1.4) Drakos Sword
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +6
AUTO-BLOCK: +14%
PENETRATION: 14%
DAMAGE: 50-70
REQUIRED: Paladin / Warrior 1
1.5) Force Blade
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +6
AUTO-BLOCK: +8%
PENETRATION: 72%
DAMAGE: 52/72
REQUIRED: Paladin / Devastator 2
1.6) Null Blade
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +4
AUTO-BLOCK: +8%
PENETRATION: 68%
DAMAGE: 60-80
REQUIRED: Captain 6
1.7) Arcum Blade
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +6
AUTO-BLOCK: +16%
PENETRATION: 28%
DAMAGE: 68-88
REQUIRED: Captain / Blademaster 2
1.8) Palace Blade
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +8
AUTO-BLOCK: +22%
PENETRATION: 14%
DAMAGE: 60-80
REQUIRED: Paladin / Devastator 4
1.9) Arcum Warblade
AP cost: 2
Gear cost: 12
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +9
PARRY: +5
AUTO-BLOCK: +12%
PENETRATION: 36%
DAMAGE: 70-90
REQUIRED: Captain / Blademaster 4
1.10) Null Devastator Blade
AP cost: 2
Gear cost: 12
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +6
PARRY: +3
AUTO-BLOCK: +12%
PENETRATION: 88%
DAMAGE: 60-80
REQUIRED: Captain / Reaver (end of Blademaster path)
1.11) Rakeen's Warblade
RELIC
AP cost: 2
Gear cost: 13
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +10
PARRY: +4
AUTO-BLOCK: +12%
PENETRATION: 42%
DAMAGE: 64-84, +22 Plasma damage
REQUIRED: Paladin / Blade Relic
2.0) Shields
Shields are an essential part of a melee combatant's build, increasing defense,
auto-block, counter, and other defensive stats. Weapons that boost counter-attack
are found early on the Melee Specialists branch, as well as the end of the Captain
branch. Paladin shields tend to have higher auto-block , and there are no shields
save relics designed specifically for berserkers.
USEABLE BY: Berserker, Captain, Paladin
2.1) Shield
AP cost: N/A
Gear cost: 2
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +3
AUTO-BLOCK: +12%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: None [Starting weapon]
2.2) War Shield
AP cost: N/A
Gear cost: 3
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +4
AUTO-BLOCK: +6%
ADDITIONAL: +6% Deflection, +12% Counter-Attack
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Melee Specialists 2 (Prerequisite for Paladin and Berserker)
2.3) Knight's Shield
AP cost: N/A
Gear cost: 3
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +4
AUTO-BLOCK: +16%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Captain 2
2.4) Thunder Shield
AP cost: N/A
Gear cost: 5
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +5
AUTO-BLOCK: +10%
ADDITIONAL: +16 max hit points, +16 Max Heat
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Melee Specialists 3 ("Root" of the tree of which Paladin and Berserker
are branches)
2.5) Hunter's Shield
AP cost: N/A
Gear cost: 5
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +5
AUTO-BLOCK: +18%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Captain 6
2.6) Defender's Shield
AP cost: N/A
Gear cost: 7
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +5
AUTO-BLOCK: +28%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Paladin 5
2.7) Carapace Shield
AP cost: N/A
Gear cost: 7
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +7
AUTO-BLOCK: +16%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Captain / Blademaster 2
2.8) Reilar's Shield
RELIC
AP cost: N/A
Gear cost: 7
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +7
AUTO-BLOCK: +16%
ADDITIONAL: +38 max hit points, +18 Radiation Shielding
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Berserker / Shield Relic
2.9) Null Shield
AP cost: N/A
Gear cost: 9
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +3
AUTO-BLOCK: +28%
ADDITIONAL: +10% Deflection, +10% Counter-Attack
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Captain / Blademaster 4
3.0) Axes
Axes are a melee weapon and are the signature weapon of berserkers. No other
class is permitted to use one. As a rule, Axes emphasize offensive power over all else;
they have higher penetration but minimal auto-block stats. Axe+Shield also has the potential to
counter-attack enemies on their turn.
3.1) Great Axe
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +1
AUTO-BLOCK: 0%
PENETRATION: 28%
DAMAGE: 40-70
REQUIRED: [Berserker 1; Starting weapon]
3.2) Berserk's Axe
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 40%
DAMAGE: 54-84
REQUIRED: [Berserker 2]
3.3) Warblade Axe
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 60%
DAMAGE: 54-90
REQUIRED: [Berserker 3]
3.4) Irid-Edged Axe
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +5
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 84%
DAMAGE: 56-86
REQUIRED: [Berserker / Onslaught 1]
3.5) Battalion Axe
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +6
PARRY: +4
AUTO-BLOCK: 6%
PENETRATION: 70%
DAMAGE: 60-96
REQUIRED: [Berserker / Onslaught 2]
3.6) Null Axe
AP cost: 2
Gear cost: 12
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +7
PARRY: +5
AUTO-BLOCK: 4%
PENETRATION: 42%
DAMAGE: 80-110
REQUIRED: [Berserker 2; Overpowering 2]
3.7) Devastator Axe
AP cost: 2
Gear cost: 15
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +10
PARRY: +8
AUTO-BLOCK: 6%
PENETRATION: 50%
DAMAGE: 90-126
REQUIRED: [Berserker / Onslaught 4]
4.0) Gauntlets
Gauntlets are intended primarily as a backup melee weapon for use by ranged combatants.
Despite this, the gauntlet has one startling attribute which makes it attractive as
a primary weapon: It has a usage cost of only 1 action point (1 AP) compared to 2 AP for
almost all other weapons. This means that a soldier in melee range of an enemy has the
choice of shooting it twice with a gun OR punching it FIVE TIMES with a gauntlet!
In addition, because it is intended as a backup weapon, the gauntlet has a relatively
low gear cost compared to other weapons, so a soldier specializing in gauntlet could
carry a minimal ranged weapon and make up the difference with better armor and
other attachments.
Regrettably, the skills for gauntlet use are different from those for projectile weapons,
so a ranged combatant who specializes in gauntlets may find that they struggle
somewhat with their primary, ranged weapon.
USEABLE BY:Hydra, Neptune, Scout, Soldier
4.1) Armored Gauntlet
AP cost: 1
Gear cost: 2
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 10%
DAMAGE: 10-40
REQUIRED: [None; Starting weapon]
4.2) Heavy Gauntlet
AP cost: 1
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +3
AUTO-BLOCK: 5%
PENETRATION: 32%
DAMAGE: 22-52
REQUIRED: [Soldier 1]
4.3) Aegis Gauntlet
AP cost: 1
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +2
PARRY: +4
AUTO-BLOCK: 10%
PENETRATION: 26%
DAMAGE: 18-48
REQUIRED: [Heavy Suit Adaptations, very early in hydra/neptune/paladin/berserker tree;prerequisite to Melee specialists]
4.4) Relliar's Gauntlet
RELIC
AP cost: 1
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +4
AUTO-BLOCK: 20%
PENETRATION: 26%
DAMAGE: 10-40
REQUIRED: [Melee Specialists(Common to Paladin and Berserker)/Gauntlet Relic]
4.5) Irid-Coated Gauntlet
AP cost: 1
Gear cost: 5
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 16%
PENETRATION: 18%
DAMAGE: 20-50
REQUIRED: Scout/Deep Operative 2
4.6) Chaplain Gauntlet
RELIC
AP cost: 1
Gear cost: 7
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 8%
PENETRATION: 18%
ADDITIONAL: +24 Plasma Damage, +8% Critical
DAMAGE: 24-54
REQUIRED: Soldier/Gauntlet Relic 2 (End of Soldier path)
5.0) Cutter Fists
Cutter fist is the Engineer's backup melee weapon, useable by no other class. It
otherwise has the same traits as the gauntlet.
USEABLE BY: Engineer
5.1) Cutter Fist
AP cost: 1
Gear cost: 2
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 30%
DAMAGE: 20-30
REQUIRED: Engineer [Starting Weapon]
5.2) Cutter Barb
AP cost: 1
Gear cost: 5
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +6
PARRY: +4
AUTO-BLOCK: 10%
PENETRATION: 64%
DAMAGE: 34-44
REQUIRED: Engineer/Striker 2
5.3) Cutter Indus-Fist
AP cost: 1
Gear cost: 9
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +8
PARRY: +4
AUTO-BLOCK: 12%
PENETRATION: 78%
DAMAGE: 44-54
REQUIRED: Engineer/Master Striker (end of Striker path)
6.0) Revolvers
Pistols are a backup ranged sidearm intended to give a minimal ranged
capability to Engineers. Pistols
tend to be short-ranged compared to other weapons, and also have no overwatch
capability. Even with these drawbacks , however, some players find it useful
so they can bring a gun to a knife fight.
Pistols depend on the quickness and gunnery skills, which are completely different from the
warrior and strength required for melee weapons, so many templars who may carry pistols
will find they have to choose to excel at one or the other but not both.
USEABLE BY: Engineer
6.1) Pistol
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +2
RANGE: 3
PENETRATION: 8%
DAMAGE: 34-44%
REQUIRED: [None; Starting weapon]
6.2) Snub Revolver
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 12%
DAMAGE: 46-56
REQUIRED: [Engineer 1]
6.3) Mk 3 Revolver
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 3
PENETRATION: 16%
DAMAGE: 60-70
REQUIRED: [Engineer 3]
6.4) Architect Revolver
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +8
RANGE: 4
PENETRATION: 22%
DAMAGE: 64-74
REQUIRED: [Engineer 5]
6.5) Scoped Revolver
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +7
RANGE: 5
PENETRATION: 22%
DAMAGE: 68-78
REQUIRED: [Master Engineer/ End of Engineer Path]
6.6) Cannon Revolver
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 48%
DAMAGE: 70-80
REQUIRED: [Engineer / Striker 3]
7.0) Captain's Sidearm
The Captain's sidearm is a backup weapon designed to give the Captain a
ranged capability. As a sidearm, it is short-ranged and possesses no overwatch
capability. Despite this, the Captain's weapons are designed for offense and so
can cause significant damage, particularly if they are plasma-based.
Some needle weapons are available; These weapons inflict additional poison damage immediately
to biological targets and on every turn thereafter, for a set number of turns.
7.1) Plasma Sidearm
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 30%
DAMAGE: 24-44
ADDITIONAL: +20 Plasma Damage
REQUIRED: [None/Starting Weapon]
7.2) Heavy Plasma Sidearm
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 3
PENETRATION: 30%
DAMAGE: 48-68
ADDITIONAL: +20 Plasma Damage
REQUIRED: [Captain/Battlefield Leader (Early on Path)]
7.3) Needling Sidearm
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 3
PENETRATION: 12%
DAMAGE: 56-66
ADDITIONAL: +34 Bio-Poison Damage
REQUIRED: [Captain/Pistoleer 2]
7.4) Heavy Needle Pistol
AP cost: 2
Gear cost: 6
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +6
RANGE: 4
PENETRATION: 18%
DAMAGE: 52-62
ADDITIONAL: +34 Bio-Poison Damage
REQUIRED: [Captain/Pistoleer Poisoner]
7.5) Sighted Sidearm
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +7
RANGE: 4
PENETRATION: 32%
DAMAGE: 58-78
REQUIRED: [Captain/Commander 2]
7.6) Devastator Sidearm
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 4
PENETRATION: 44%
DAMAGE: 62-82
REQUIRED: [Captain/Pistoleer Devastator]
8.0) Rifles
Rifles are the standard ranged weapon of the soldier, although 'musket' is more accurate
since none of the weapons have grooved barrels. These weapons cause significant damage at range
and are moreover capable of being used in overwatch; consequently, they are a must-have weapon
in any game that is not a melee-only challenge. The rifle depends on strength rather than quickness, so a soldier
may find it possible to attain some proficiency in both the
rifle and gauntlet by maximizing the strength statistic.
In addition to the basic rifle, there are two sub-types of note:
"Long" weapons have range as great as a sniper weapon, up to 6. They sometimes pay for this,
however, in decreased damage and deflection. Nonetheless, they are ideal for defensive positions or
for sniping fixed targets, such as towers, at range.
"Plasma" weapons closely resemble the submachine guns of the second world war, such
as the MP-40. They sacrifice range in exchange for a great deal of power and penetration,
including additional plasma damage . They are best used in an offensive role in which
the user kicks in a door and sprays madly while being overwatched by
other soldiers armed with more conventional weapons.
In addition to the short range, plasma weapons have an additional drawback in that some enemies
have been specifically engineered to be plasma-resistant; these creatures will be able
to soak a degree of plasma damage, which in early weapons may negate their effect entirely,
leaving conventional damage which is not all that great.
But there is another factor which may tilt the scale the other way: Late-game enemies
possess high hit points and deflection in excess of 100%; thus, it may be necessary to
re-equip with plasma weapons merely to cause significant damage to enemies in a short
amount of time.
USEABLE BY: Soldier
8.1) Leviathan Rifle
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +3
RANGE: 5
PENETRATION: 16%
DAMAGE: 30-50
REQUIRED: [None / Starting Weapon]
8.2) Heavy Leviathan
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 5
PENETRATION: 42%
DAMAGE: 38-58
REQUIRED: [Soldier 1]
8.3) Long Leviathan
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 6
PENETRATION: 22%
DAMAGE: 36-56
REQUIRED: [Soldier 3]
8.4) Behemoth Rifle
RELIC
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 4
PENETRATION: 42%
DAMAGE: 48-58
ADDITIONAL: +20 Fire Damage
REQUIRED: [Soldier/ Leviathan Rifle Relic (Early in soldier path)]
8.5) Plasma Rifle
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +2
RANGE: 3
PENETRATION: 40%
DAMAGE: 38-58
ADDITIONAL: +20 Plasma Damage
REQUIRED: [Heavy Infantry 1 (Common to Neptune and Hydra)]
8.6) Twin-Barrel Plasma
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +3
RANGE: 3
PENETRATION: 48%
DAMAGE: 30-50
ADDITIONAL: +44 Plasma Damage
REQUIRED: [Heavy Infantry 4 (Common to Neptune and Hydra)]
8.7) Battalion Rifle
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +6
RANGE: 6
PENETRATION: 40%
DAMAGE: 48-68
REQUIRED: [Soldier 5]
8.8) Assault Mk 8
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +8
RANGE: 5
PENETRATION: 44%
DAMAGE: 60-80
REQUIRED: [Soldier 6]
8.9) Assault Long Mk 9
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +9
RANGE: 6
PENETRATION: 26%
DAMAGE: 58-78
REQUIRED: [Soldier 7]
8.10) Plasma AR 2
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 80%
DAMAGE: 54-74
ADDITIONAL: +20 Plasma Damage
REQUIRED: [Soldier / Close In Fighting 2]
8.11) Talon Plasma Rifle
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +6
RANGE: 3
PENETRATION: 48%
DAMAGE: 34-54
ADDITIONAL: +62 Plasma Damage
REQUIRED: [Soldier / Close In Fighting 5]
8.12) Plasma AR 3
AP cost: 2
Gear cost: 11
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 96%
DAMAGE: 18-38
ADDITIONAL: +62 Plasma Damage
REQUIRED: [Heavy Infantry 5 (Common to Neptune and Hydra)]
8.13) Roar's Talon
RELIC
AP cost: 2
Gear cost: 11
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 3
PENETRATION: 112%
DAMAGE: 34-54
ADDITIONAL: +42 Plasma Damage, +5% Critical
REQUIRED: [Soldier / Plasma Rifle Relic (end of Close In Fighting path)]
9.0 Sniper Rifles
Sniper Rifles are the exclusive province of scouts; they hit at long range and some
of them can also inflict bio-poison damage. Bio-poison damage is inflicted immediately,
and continues to be inflicted on the target for several turns after the initial hit;
this makes them ideal for weakening enemies before they come into range of other weapons.
Sniper rifles are complemented by scout talents which greatly increase the critical rate, and
will frequently inflict damage twice the stated values below.
USEABLE BY: Scout
9.1) Scout Rifle
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +3
RANGE: 6
PENETRATION: 36%
DAMAGE: 32-52
REQUIRED: [None / Starting Weapon]
9.2) Needle Gun
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +3
RANGE: 6
PENETRATION: 8%
DAMAGE: 20-30
ADDITIONAL: +18 Bio-Poison Damage
REQUIRED: [None / Starting Weapon]
9.3) Longsight Rifle
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +4
RANGE: 7
PENETRATION: 44%
DAMAGE: 36-56
REQUIRED: [Scout 1]
9.4) Needle Repeater
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +4
RANGE: 7
PENETRATION: 8%
DAMAGE: 30-40
ADDITIONAL: +30 Bio-Poison Damage
REQUIRED: [Scout 1]
9.5) Hellsight Rifle
RELIC
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +6
RANGE: 8
PENETRATION: 42%
DAMAGE: 36-56
REQUIRED: [Scout / Sniper Rifle Relic (early in Scout Path)]
9.6) Needle Cannon
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 7
PENETRATION: 10%
DAMAGE: 52-62
ADDITIONAL: +38 Bio-Poison Damage
REQUIRED: [Scout / Stealth Operative 2]
9.7) Rubicon Needler
RELIC
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +7
RANGE: 6
PENETRATION: 10%
DAMAGE: 32-42
ADDITIONAL: +56 Bio-Poison Damage
REQUIRED: [Scout / Needle Rifle Relic (End of Stealth Operative Path)]
9.8) Mensin-Naga Rifle
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 7
PENETRATION: 100%
DAMAGE: 46-66
REQUIRED: [Scout / Sniper 4]
9.9) Stealth Op Naga Rifle
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +7
RANGE: 7
PENETRATION: 120%
DAMAGE: 36-56
REQUIRED: [Scout / Sniper 4]
9.10) Synchro Sight
RELIC
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +9
RANGE: 7
PENETRATION: 56%
DAMAGE: 48-68
ADDITIONAL: +15% Critical
REQUIRED: [Scout / Sniper Rifle Relic 2 (End of Sniper Path)]
10.0) Repeaters
A repeating weapon is the equivalent of the tripod-mounted machine guns of the pre-spaceflight
era. However, Shalun was a talented engineer as well as a visionary, and so he redesigned
the Leviathan chassis such that these massive weapons require neither tripod nor a large crew;
instead one man can carry and operate the weapon from within a single Leviathan; this man
is called the Neptune Specialist.
The repeating weapons share a common trait in that they will hit ALL adjacent targets to the
aim point. This power, however, does not come without cost; A Neptune builds up heat
at a dramatic rate and forfeits all movement points whenever the massive weapon is fired.
Consequently, the Neptune is a matter of some controversy among Templars; Like the soldier,
it is capable of overwatch. Because of this and its deadly weapon, some consider it
one step below the Cherubim, whose deadly rain of fire more than compensates for its
weaknesses, particularly if there is an engineer nearby able to act as a heat sink.
Others sneer at the Neptune as little better than a mobile sentry turret. Especially against later
enemies, the relatively low penetration of Neptune ammunition may make it little better than
a doorstop.
Berserkers, of course, cannot understand why anyone would fight with a gun when one
could fight with an axe, but even among Templar warriors, a class not noted for
mellowness, the berserkers are seen as just a little crazy.
10.1) Leviathan Repeater
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +4
RANGE: 5
PENETRATION: 40%
DAMAGE: 48-58
REQUIRED: [None/Starting Weapon]
10.2) Repeater MG
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 5
PENETRATION: 44%
DAMAGE: 64-74
REQUIRED: [Neptune Specialist 4]
10.3) Mk 14 Autocannon
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +7
RANGE: 6
PENETRATION: 60%
DAMAGE: 56-66
REQUIRED: [Neptune / Cannonier 3]
10.4) Mk 14 Viper
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 5
PENETRATION: 84%
DAMAGE: 64-74
REQUIRED: [Neptune / Concentrator 4]
10.5) Mk 17 Defender
AP cost: 2
Gear cost: 11
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +8
RANGE: 5
PENETRATION: 92%
DAMAGE: 64-74
REQUIRED: [Neptune / Defensive 5]
10.6) Mk 18 Dominant
AP cost: 2
Gear cost: 11
ACCURACY: +7
RANGE: 5
PENETRATION: 72%
DAMAGE: 84-94
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Neptune / Cannonier 5]
11.0) Flamethrower
"Flamethrower" is a misnomer, as these weapons actually project a wide stream of plasma;
it is like carrying a miniature Void engine into battle with a weaponized exhaust.
They can be adjusted to cover many squares at once for an area of
effect attack. This inflicts fire damage in addition to standard damage, which,
as with plasma, appears to be less affected by armor and deflection.
Further, this effect is persistent; a square touched by this plasma will
remain saturated with it for many turns, inflicting damage on any creature passing
through or remaining in the square. Hydra troopers, who carry the flamethrowers, work
especially well with overwatch-capable soldiers.The overwatch troops will stop enemy movement,
allowing a flame attack to cover the lot of them. After the hydra has done the work, overwatch
will permit the Templar to retire unharmed.
This attack is not without its drawbacks; The attack is short-ranged at a range of 4,
the Hydra is itself incapable of overwatch and thus requires protection
from other Templars when on the defense. There is also the small issue that the Hydra's
weapon cannot tell friend from foe; a mis-aimed napalm storm can engulf
teammates as well as enemies. Of all the Templars on the field,
only the Hydra has the potential to kill its entire team at once. Finally, there are
a few flame-resistant enemies against whom the conventional damage of the flamethrower
is pitiful.
Further, unlike the first game, a wall of flame is no longer an impassable defense;
even weak enemies can skitter through it quickly, taking minimal damage, although
on the plus side the flames are not disturbed by the passage of units through the square.
Because of this, some Templars prefer to leave their Hydras at home and take along
overwatch-capable units such as the Neptune; whatever else you can say about the Neptune,
none have ever killed their own team-mates. This does not deter the Hydra's adherents,
however, who praise their ability both to inflict great damage and to place walls of fire
before the enemy.
11.1) Hydra Cannon
AP cost: 2
Gear cost: 2
ACCURACY: +4
RANGE: 4
PENETRATION: 8%
DAMAGE: 32-48
ADDITIONAL: +36 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [None / Starting Weapon]
11.2) Hydra Incinerator
AP cost: 2
Gear cost: 5
ACCURACY: +5
RANGE: 4
PENETRATION: 12%
DAMAGE: 40-56
ADDITIONAL: +38 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire 1]
11.3) Hellfire Incinerator
AP cost: 2
Gear cost: 7
ACCURACY: +6
RANGE: 4
PENETRATION: 24%
DAMAGE: 48-64
ADDITIONAL: +42 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire 3]
11.4) Reaper-VX2 Hellfire Cannon
AP cost: 2
Gear cost: 7
ACCURACY: +7
RANGE: 3
PENETRATION: 24%
DAMAGE: 52-68
ADDITIONAL: +42 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra / Close In Fire 2 ]
11.5) Reaper-C Hellfire Cannon
AP cost: 2
Gear cost: 9
ACCURACY: +5
RANGE: 3
PENETRATION: 24%
DAMAGE: 38-54
ADDITIONAL: +92 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Napalm Cross 3]
11.6) Slayer-C Hellfire cannon
AP cost: 2
Gear cost: 11
ACCURACY: +6
RANGE: 4
PENETRATION: 12%
DAMAGE: 58-68
ADDITIONAL: +102 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire Master (End of Precision Flames Path)]
11.7) Reaper VX Inferno
AP cost: 2
Gear cost: 11
ACCURACY: +6
RANGE: 3 (NOTE: Short ranged).
PENETRATION: 32%
DAMAGE: 64-80
ADDITIONAL: +86 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Napalm Cross Master (End of Napalm Cross Path)]
SUPPLEMENT:
TEMPLAR FIELD MANUAL 34-4556 : WAR GEAR
1) WHAT IS WAR GEAR?
All Templars are able to carry a primary weapon, a secondary weapon or shield, and a suit of armor.
In addition to these all templars are able to carry two additional accessories: These accessories are called
War Gear.
War Gear is often used when a Templar has an increased ability to carry gear, but yet
lacks either the necessary gear or requisition to handle better weapons or armor; in this
case, War Gear can be employed to use up the excess gear points, amplifying the Templar's
original capabilities.
War Gear can also be used to complement the remainder of a Templar's loadout; A sniper
may find attachments which will improve ranged accuracy and critical hit percentage; a
defensive fighter may find improvements to Auto-Block or Defense. Thus War Gear can be
used to mitigate weaknesses and accentuate strengths.
Even so , War Gear is a tradeoff; when adequate gear points exist, a Templar may be faced
with the choice of either a top-of-the-line suit of armor OR two high-end accessories and
an average suit. Whether this is a good tradeoff depends entirely on the fighting style
of the Templar and their commanding officer. Many combinations are possible.
2) WHO MAY USE WAR GEAR?
While all Templars may use two items of war gear, some war gear is restricted to particular classes.
These restrictions are as follows;
2.1) USAGE OF WAR GEAR BY CLASS
2.1.1) Captain
Tactical system, pilot kit
2.1.2) Paladin
Tactical system, armor coating.
2.1.3) Berserker
Targeting System
Expert-Proc
2.1.4) Hydra
Leviathan Reactor
Armor Coating
2.1.5) Neptune
Weapon Modification
Armor Coating
2.1.6) Engineer
Leviathan Reactor
Sensorkit Modification.
2.1.7) Soldier
Weapon modification
Targeting system
2.1.8) Scout
Sensorkit modification
Pilot suit
WHAT IS A RELIC?
A relic is a holdover from the Pre-Exodus era, one-of-a-kind and irreplaceable. Consequently only one Templar can carry them at a time. Despite this, they
are well built and nearly indestructible, such that they will be recovered from the wreckage of a destroyed Leviathan.
WAR GEAR DESCRIPTIONS, BY SYSTEM, SORTED BY GEAR COST.
3.0) Tactical Systems
Tactical systems are sensor suites designed to enable a Templar officer to orient,
observe, decide , and act on information in as short a time frame as possible. It is
different from a sensorkit modification in that the emphasis is on command and control
rather than pure observation. Captains and Paladins use Tactical Systems, which primarily
increase a Templar's offensive capabilities. Despite this, some very strong Aegis variants
exist which can improve defense as well.
3.1) Targeting Module
Gear Cost: 1
Effects: 1 All Accuracy, +3% Critical
Useable by: Captain, Paladin
Required: Captain / Battle Suit Modifications (Early on Captain Path)
3.2) Watchdog Wiring
Gear Cost: 1
Effects: +2 Parry, +1 Dodge
Useable by: Captain, Paladin
Required: Melee Specialists 2 (Path common to Paladin and Berserker)
3.3) Aegis Wiring
Gear Cost: 2
Effects: +8% Auto-Blcock
Useable by: Captain, Paladin
Required: Captain / Captain 4
3.4) Adept-Ocular
Gear Cost: 2
Effects: +5% Critical
Useable by: Captain, Paladin
Required: Heavy Suit Adaptations (early Melee path, common to Hydra, Neptune, Paladin, and Berserker)
3.5) War-Strike Tact
Gear Cost: 3
Effects: +2 Melee Accuracy, +10 Damage, +2 Parry
Useable by: Captain, Paladin
Required: Paladin / Warrior 2
3.6) Range-Finder
Gear Cost: 4
Effects: +4 ranged accuracy, +6% critical
Useable by: Captain, Paladin
Required: Captain / Pistoleer 2
COMMENTS: The ranged accuracy component is wasted on a Paladin, since they cannot
use any ranged weapons.
3.7) Prowess Wiring
Gear Cost: 4
Effects: +3 Melee Accuracy, +12 Damage
Useable by: Captain, Paladin
Required: Captain / Blademaster 1
3.8) Watchdog Whisper
Gear Cost: 4
Effects: +6% Auto-Block, +3 Parry, +3 Dodge
Useable by: Captain, Paladin
Required: Melee Specialists 3 (Path common to Paladin and Berserker)
3.9) Tact-Whisper
Gear Cost: 4
Effects: +9% Critical
Useable by: Captain, Paladin
Required: Captain / Pistoleer 4
3.10) Hydraul-Punch Kit
Gear Cost: 5
Effects: +16% Penetration, +3 Critical
Useable by: Captain, Paladin
Required: Captain / Pistoleer Poisoner
3.11) Aegis Defense
Gear Cost: 5
Effects: +12% Counter-Attack, +8% Auto-Block
Useable by: Captain, Paladin
Required: Captain / Blademaster 3
3.12) Prowess Core
Gear Cost: 5
Effects: +5 Melee Accuracy, +6 Damage, +10% Penetration
Useable by: Captain, Paladin
Required: Captain / Reaver (end of Blademaster path)
3.13) Battle Tact
Gear Cost: 5
Effects: +4 Melee Accuracy, +18 Damage
Useable by: Captain, Paladin
Required: Paladin / Warrior 4
3.14) Skirmish Tact
Gear Cost: 6
Effects: +3 All Accuracy, + 10% Counter-Attack, +3 Parry, +3 Dodge
Useable by: Captain, Paladin
Required: Paladin 6
4.0) Weapons Modifications
Serious gun enthusiasts make their own ammunition, and the Templars are no
exception. Soldiers and Neptunes constantly fiddle with their weapons for greater
lethality, greater penetration, and more kills. These devices without exception improve
offensive capabilities, most commonly the damage and penetration of a weapon.
4.1) Autoloader
Gear Cost: 1
Effects: +6 Damage
Useable by: Soldier/Neptune
Required: Captain / Battle Suit Modifications (Early on Captain Path)
4.2) Piercer Ammo
Gear Cost: 1
Effects: +6% Penetration
Useable by: Soldier/Neptune
Required: Heavy Infantry 2 (Path between Hydra and Neptune)
4.3) X-Jacket Ammo
Gear Cost: 2
Effects: +8 Damage
Useable by: Soldier/Neptune
Required: Soldier 3
4.4) Seeker Rounds
Gear Cost: 2
Effects: +7% Critical
Useable by: Soldier/Neptune
Required: Neptune Specialist 3
4.5) Explosive Ammo
Gear Cost: 3
Effects: +12 Damage, +4% Penetration
Useable by: Soldier/Neptune
Required: Soldier / Close In Fighting 2
4.6) Heavy Core Ammo
Gear Cost: 3
Effects: +4 Damage, +10% Penetration
Useable by: Soldier/Neptune
Required: Neptune Specialist 2
4.7) N-Jacket Ammo
Gear Cost: 3
Effects: +12 Damage, +3% Critical
Useable by: Soldier/Neptune
Required: Neptune Specialist 2
4.8) Hydraul-Feed Loader
Gear Cost: 3
Effects: +3 Ranged Accuracy, +8% Penetration
Useable by: Soldier/Neptune
Required: Neptune / Suppressor 2
4.9) P-Jacket Ammo
Gear Cost: 4
Effects: +6 Damage, +10% Penetration
Useable by: Soldier/Neptune
Required: Soldier / Close In Fighting 4
4.10) Shattershell Rounds
Gear Cost: 5
Effects: +18 damage
Useable by: Soldier/Neptune
Required: Neptune / Suppressor 4
4.11) NX-Jacket Rounds
Gear Cost: 6
Effects: +4 Damage, +13% Critical
Useable by: Soldier/Neptune
Required: Neptune / Concentrator 5
4.12) Wraithsight Kit
RELIC
Gear Cost: 6
Effects: +4 Ranged Accuracy, +12 Damage, +16% Penetration
Useable by: Soldier/Neptune
Required: Neptune / Weapon-Mod Relic (end of Neptune Concentrator path)
5.0) Targeting Systems
Targeting systems are primarily optical systems which improve the capability of a soldier
or berserker to land precise hits on enemies. Despite this, there are a number of other
improvements, such as backbone improvements for the Leviathan structure or deflector fields,
which also fall in this category.
5.1) Twitch Backbone
Gear Cost: 2
Effects: +4% Auto-Block
Useable by: Berserk/Soldier
Required: Soldier 1
5.2) Armored Backbone
Gear Cost: 2
Effects: +12 Hit Points, +6 Armor
Useable by: Berserk/Soldier
Required: Soldier / Leader-In-The-Ranks 2
5.3) Plated Backbone
Gear Cost: 2
Effects: +3% Penetration, +6 Armor
Useable by: Berserk/Soldier
Required: Soldier / Leader-In-The-Ranks 2
5.4) Glance Field
Gear Cost: 2
Effects: +10% Deflection, +8 Parry, +4 Armor
Useable by: Berserk/Soldier
Required: Berserker / Shield Wall 1
5.5) Fortified Backbone
Gear Cost: 3
Effects: +15 Hit Points, +15 Max Heat
Useable by: Berserk/Soldier
Required: Soldier / Leader-In-The-Ranks 1
5.6) Vital-Core Lock
Gear Cost: 4
Effects: +4 Damage, +12% Critical
Useable by: Berserk/Soldier
Required: Berserker / Overpowering 4
5.7) Hunter Lock
Gear Cost: 5
Effects: +8 Damage, +6% Critical
Useable by: Berserk/Soldier
Required: Soldier / Leader-In-The-Ranks 4
5.8) Predator Lock
Gear Cost: 5
Effects: +3 Accuracy, +3 Parry
Useable by: Berserk/Soldier
Required: Soldier 7
6.0) Pilot Kits
The operator of a Leviathan mech is called a 'pilot' , and pilot kits are designed
for the sake of the human inside the machine rather than the machine itself. Because
the pilot is the brain of the Leviathan, Pilot Kit improvements to that brain result
in all kind of effects, ranging from increased mobility to better accuracy to better
defense. Because of limited availability, Pilot Kit improvements are restricted to
Captains and Scouts, who have the greatest need for them.
6.1) Reinforced Pilot Kit
Gear Cost: 1
Effects: +1 Parry, +4 Armor
Useable by: Captain / Scout
Required: Captain / Battlefield Leader (Early in Captain path)
6.2) Wraithbone Kit
RELIC
Gear Cost: 2
Effects: +12 Plasma Damage, +6% Auto-block, +12 Plasma Resist
Useable by: Captain / Scout
Required: Captain / Pilot Suit record (Middle of Captain path, just before it forks)
6.3) Swift Kit
Gear Cost: 2
Effects: +1 MP
Useable by: Captain / Scout
Required: Scout 4
6.4) Ballast Pilot Kit
Gear Cost: 3
Effects: +32 Max Hit Points, +2 Armor
Useable by: Captain / Scout
Required: Captain 4
6.5) Force Pilot Kit
Gear Cost: 4
Effects: +12 Damage
Useable by: Captain / Scout
Required: Captain 4
6.6) Pilot Sensorkit
Gear Cost: 4
Effects: +2 ranged accuracy, +6 Damage
Useable by: Captain / Scout
Required: Captain / Pistoleer 1
6.7) Reactive Pilot Kit
Gear Cost: 4
Effects: +6 ranged accuracy, +5% Auto-Block
Useable by: Captain / Scout
Required: Captain / Pistoleer 5
6.8) Specialist Pilot Kit
Gear Cost: 4
Effects: +4 damage, +8% Critical
Useable by: Captain / Scout
Required: Scout / Sniper 4
6.9) Twitch Kit
Gear Cost: 4
Effects: +1 MP, +3 Parry, +3 Dodge
Useable by: Captain / Scout
Required: Scout 6
6.10) Blitz Kit
Gear Cost: 4
Effects: +2 MP, +10 Max Heat
Useable by: Captain / Scout
Required: Scout / Stealth Operative 5
6.11) Darkline Kit
RELIC
Gear Cost: 4
Effects: +6% Penetration, +20% Counter-Attack, +10% Auto-block
Useable by: Captain / Scout
Required: Captain / Pilot Suit Relic 2 (End of Captain Path)
6.12) Precision Pilot Kit
Gear Cost: 5
Effects: +6 ranged accuracy, +6 Damage, +6% Penetration
Useable by: Captain / Scout
Required: Captain / Pistoleer Devastator
7.0) Leviathan Reactors
If the Pilot is the 'brain' of the Leviathan mech, the Leviathan reactor is the machine's
beating heart. Few Templars are entirely satisfied with the stock model and are forever
tinkering with it , creating after-market improvements. Leviathan reactor improvements
are found on Engineering specialists (of course!) and on Hydras, who look for ways to
improve the linkage between the reactor and their flame weapon. Leviathan reactors typically
improve a Templar's speed (that is, their MP) , their power (their Max HP) or their resistance
to fire. Other variants do exist, however.
7.1) Vent Manifold
Gear Cost: 1
Effects: +15 Max Heat
Useable by: Engineer, Hydra
Required: Engineer/Scout Specialist Adaptations (Early in path before Engineer and
Scout diverge)
7.2) Ember Kit
Gear Cost: 1
Effects: +2 Ranged Accuracy, +4 Fire Damage
Useable by: Engineer, Hydra
Required: Hydra Specialist 2
7.3) Tapped Reclamation
Gear Cost: 2
Effects: +3 Ranged Accuracy, +12 Fire Resist
Useable by: Engineer, Hydra
Required: Hydra / Napalm Cross 1
7.4) Irid-Plated Core
Gear Cost: 2
Effects: +2% Deflection, +1 Parry, +6 Armor
Useable by: Engineer, Hydra
Required: Engineer 4
7.5) Reinforced Reclaimers
Gear Cost: 2
Effects: +15 Max Heat, +15 Fire Resist
Useable by: Engineer, Hydra
Required: Hydra / Heatmaster 1
7.6) Boosted Reactor
Gear Cost: 3
Effects: +1 MP, +10 Max Heat
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Close In Fire 1
7.7) Cyclone Reactor
RELIC
Gear Cost: 3
Effects: +1 MP, +60 Max Heat
Useable by: Engineer, Hydra
Required: Engineer/Reactor Relic (Early in Engineer path, before it forks)
7.8) Kinetic Refine-X
Gear Cost: 3
Effects: +12 Max Hit Points, +30 Max Heat
Useable by: Engineer, Hydra
Required: Engineer / Provision Support 4
7.9) Rerouted Reclamation
Gear Cost: 4
Effects: -15 Max Heat, +28 Fire Damage
Useable by: Engineer, Hydra
Required: Engineer / Precision Flames 5
COMMENT: According to the documentation, this unit actually DECREASES your maximum heat
tolerance in exchange for greater fire damage, hence 'rerouted reclamation'.
7.10) Heat Rewiring
Gear Cost: 4
Effects: +30 Max Heat, +10% Auto-Block
Useable by: Engineer, Hydra
Required: Engineer / Heatmaster 3
7.11) Roavin Furnace
RELIC
Gear Cost: 4
Effects: +24 Max Hit Points, +24 Fire Damage, +24 Fire Resist
Useable by: Engineer, Hydra
Required: Engineer / Reactor Relic 2 (end of Heatmaster path)
8.0) SensorKit Modifications
All Templars carry sensorkits to gather information on the surrounding environment.
Scouts and Engineers are known to tinker with their sensorkits for greater performance;
Scouts, because that extra information may mean the difference between life and death,
and engineers, just because it's tinkering.
Strangely, no sensorkit modification improves the range of scans. Nonetheless, they do
improve perception-related skills such as ranged accuracy, critical hit rate, and auto-block.
8.1) Ocular Scanner
Gear Cost: 1
Effects: +2 Ranged Accuracy
Useable by: Engineer, Scout
Required: Engineer/Scout Specialist Adaptations (Early in path before Engineer and
Scout diverge)
8.2) Prox-Attack Kit
Gear Cost: 3
Effects: +3 All Accuracy, +6 Damage
Useable by: Engineer, Scout
Required: Engineer / Striker 1
8.3) Prox-Alert Scanner
Gear Cost: 3
Effects: +8% Deflection, +3 Parry, +3 Dodge
Useable by: Engineer, Scout
Required: Scout 5
8.4) Prox-Activated Kit
Gear Cost: 3
Effects: +6% Auto-Block, +3 Dodge
Useable by: Engineer, Scout
Required: Scout / Deep Operative 1
8.5) Strike Scanner
Gear Cost: 4
Effects: +8 Damage, +6% Counter-Attack, +4% Critical
Useable by: Engineer, Scout
Required: Engineer / Striker 3
8.6) Deaden-Scan
Gear Cost: 5
Effects: +12% Critical
Useable by: Engineer, Scout
Required: Scout / Sniper 5
8.7) Prox-Whisper
Gear Cost: 5
Effects: +8% Deflection, +8% Auto-Block
Useable by: Engineer, Scout
Required: Scout / Deep Operative 4
9.0) Armor Coating
Armor coating is most often heard with the phrase "Pimp My Paladin". But in addition to gold
finish, chrome attachments, and fins, Armor Coating has the more pragmatic purpose of
improving the armor protection of any heavy trooper; Hydras, Neptunes and Paladins can
all benefit from the additional protection and defense provided by armor coating.
Neptune improvements especially have an MP cost associated with it, some of them quite high.
Hydra improvements, to no one's great surprise, often provide fire resistance and increased
max heat. There is a certain irony to this , given that sustained Neptune fire can generate
a great deal more internal heat than Hydras do.
9.1) Reinforced Mech
Gear Cost: 1
Effects: +6 Max Hit Points
Useable by: Hydra, Neptune, Paladin
Required: Heavy Suit Adaptations (early Melee path, common to Hydra, Neptune, Paladin, and Berserker)
9.2) Light Heat Shielding
Gear Cost: 1
Effects: +2 Armor, +12 Fire Resist
Useable by: Hydra, Neptune, Paladin
Required: Heavy Infantry 2 (Path between Neptune and Hydra)
9.3) Rigid Blast Plate
Gear Cost: 1
Effects: +6% Deflection
Useable by: Hydra, Neptune, Paladin
Required: Hydra Specialist 2
9.4) Tiberius' Plating
RELIC
Gear Cost: 2
Effects: +26 Max Hit Points, +2 Parry, +42 Radiation Resist
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Armor Coating Relic (early in Hydra path)
9.5) Goliath Plating
Gear Cost: 3
Effects: -1 MP, +10% Deflection, +8 Armor
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Defensive 1
COMMENTS: This armor coating decreases MP.
9.6) Recoil Harness
Gear Cost: 3
Effects: +3 Ranged Accuracy, +3% Critical, +2 Armor
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Concentrator 1
9.7) Warded Plates
Gear Cost: 3
Effects: +8% Deflection, +8 Armor
Useable by: Hydra, Neptune, Paladin
Required: Paladin / Devastator 2
9.8) Radiated Heat Shielding
Gear Cost: 3
Effects: +16 Max Hit Points, +4 Armor, +14 Fire Resist
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Close In Fire 4
9.9) Bi-Plate Heat-Regulation
Gear Cost: 3
Effects: +30 Max Heat, +4% Deflection
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Suppressor 3
9.10) Irid Sheathe
Gear Cost: 4
Effects: +3 ranged accuracy, +12 Fire Resist
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Napalm Cross 4
9.11) Goliath Retrofit
Gear Cost: 4
Effects: -1 MP, +3 All Accuracy, +10% Auto-Block, +3 Parry
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Cannonier 5
9.12) Mammoth Retrofit
RELIC
Gear Cost: 4
Effects: +24 Max Hit Points
Useable by: Hydra, Neptune, Paladin
Required: Paladin / Armor Coating Relic 2 (End of Paladin Devastator Path)
9.13) Deflection Field
Gear Cost: 5
Effects: +15% Auto-Block
Useable by: Hydra, Neptune, Paladin
Required: Paladin / Devastator 3
9.14) Volcanic Shielding
Gear Cost: 5
Effects: +15 Max Heat, +6 Armor, +32 Fire Resist
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Close In Fire 5
9.15) Titan Sheathe
Gear Cost: 6
Effects: -2 MP, +22% Deflection, +16 Armor
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Defensive 5
COMMENTS: This armor dramatically reduces MP in favor of increased armor. Use this for a defensive
Templar who will guard a tactical point or other strategic location, for whom movement is not a
factor.
10.0) Expert Procedures
Expert-Proc is the exclusive domain of the berserker. The berserker's raison d'etre is
raw power and raw speed at the critical point. Because of this, any way to improve
a berserker's reflexes improves their fighting skill. Expert-Procs assist this by
providing an artificial set of reflexes to the Leviathan. Thus, the Leviathan will respond
more quickly and more predictably to the movements of the pilot inside. Procs primarily improve
melee offense and defense; which is just as well, since Berserkers do not use ranged weapons.
10.10 Adept-Proc
Gear Cost: 1
Effects: +10% Deflection, +10% Auto-block, +10 Fire Resist
Useable by: Berserker
Required: Berserker 2
10.2) Initiate-Proc
Gear Cost: 2
Effects: +3 Melee Accuracy, +6% Critical
Useable by: Berserker
Required: Berserker / Overpowering 1
10.3) Monger-Proc
Gear Cost: 4
Effects: +3 Melee Accuracy , +10 Damage, +10% Counter-Attack
Useable by: Berserker
Required: Berserker 5
10.4) Vitality Wiring
Gear Cost: 3
Effects: +30 HP
Useable by: Berserker
Required: Berserker / Shield Wall 3
10.5) Cyclone-Strike Proc
RELIC
Gear Cost: 4
Effects: +5 All Accuracy, +16 Damage
Useable by: Berserker
Required: Berserker / Exper-Proc Relic (Berserker / Overpowering Path)
Tactical Points, Ordinance, and Resupply
1.0 What is a Tactical Point ?
A Tactical Point is the primary mechanism by which Templar Command introduces
new personnel and equipment into a battlefield. Tactical Points may be unoccupied,
Templar-Occupied, or Enemy-Occupied.
A base tactical point has 5 hit points, produces 60 supply points per turn, and has no
defenses.
If the Templars control a single tactical point on the map, they can exchange supply points
for one of four options:
1) Veterans (Templar soldiers used in previous battles and improved at HQ).
2) Recruits (Brand new Templar soldiers auto-generated on the spot).
3) Ordnance (one use items with a variety of effects; Ordnance can be a : a
medical item, a resupply item, or a buff item).
4) Tactical Point Improvements (these improve tactical point operations and attributes).
A tactical point may be transferred to Templar control using the Engineer's Capture talent;
ordinary attacks have no effect whatsoever. Depending on the level of the capture talent,
a degree of progress will be made to freeing an enemy tactical point from enemy control;
when the HP of the tactical point is reduced to zero, it will revert to unoccupied state.
Once unoccupied , a single Engineer Capture at any level will transfer it to Templar control.
Enemies can also capture Templar or unoccupied tactical points. Any enemy unit can inflict
1 HP worth of damage to a tactical point, in addition to any attacks against Templar
troops or sentry turrets, if it is 2 squares of the tactical point or closer. A Templar-
controlled Tactical point will revert to unoccupied when its hit points are reduced to zero.
Any enemy can then transfer a tactical point to enemy control on the next turn, if within
two squares.
Enemy-controlled tactical points generate supply points for the enemy and act as spawn
points for enemy units; what's more, each tactical point has its own AI when under enemy control
which will hunt Templars; consequently, enemy Tactical points are ALWAYS a priority target
and should be at least reverted to unoccupied state if it can be done without
compromising the mission objectives.
1.1) How are supply points acquired?
In addition to being given at the start of the battle, every unmodified Templar
tactical point will generate 60 supply points per turn. These points may be upgraded
to produce even more supply points; for details see the section on tactical point
improvements.
1.2) What other effects do Tactical points have?
Every tactical point has the potential to raise the maximum number of Templars that may be
deployed on a map. The first captured tactical point will raise the maximum number to 6;
Every subsequent controlled tactical point will raise this cap by 3, to a map-defined maximum.
The highest observed total is 12.
If a tactical point is lost and you have Templars in excess of the cap, you will be able to keep the
troops you have, but not replace them if they are incapacitated.
1.3) What is the difference between recruits and veterans?
Veterans are units that have fought in previous battles and are slightly higher level than recruits,
they have also had the benefits of any customization you may have chosen to do between battles.
Recruits typically cost less in terms of supply points , but they have stock talents and stock
equipment which may not complement your playstyle.
Happily, recruits are generated at a percentage of the Captain's level; this percentage
varies by difficulty level. For example, on Ironman mode, if the Captain is level 20, a
new recruit will be 60% of that -- level 12. Thus, if casualties occur in the later
game you will not be saddled with level 1s who are barely able to hold a rifle.
1.4) What tradeoffs and drawbacks exist ?
The greatest weak point of ordnance and tactical points in general is that it is very difficult to
achieve a turn goal and make use of these things. If you have a goal of 15 turn units you
simply don't have the time to stock up many items ; you must go with what you have.
Happily, in ALMOST all maps the turn goal can be ignored completely, if your playstyle is
built around stockpiling.
Another issue is that the raised maximum number of templars isn't as wonderful as it sounds,
because if you want to actually make use of that tac point for an extended period you must
divert some of the new Templars to protecting the tac point. My experience on normal
level is that it takes a minimum of 2 Templars to adequately defend a Tac point, so for
ever captured tac point you can only add 1 new Templar to your offensive strike force.
2.0 Medical Ordnance
Medical Ordnance is a rare source of healing within the game and can be used once by any
Templar. It is HIGHLY recommended that the player research "Melee Specialists 1" to
acquire the "Minor Meditech" item, even if the player has no intention of fielding Paladins
or Berserkers. This one item is the 20% of the effort that generates the 80% of the return;
every player should have access to this one item even if they have no interest in the
remainder of the melee research branch.
Note that ordnance can sometimes be found on the map, as a secondary objective.
Medical Ordnance Equipment
2.1) Minor meditech
Cost: 400 SP
Effect: Heals 40-60 HP
Useable by: ALL
Required: Melee Specialists 1 (Prerequisite to Paladins and Berserkers)
COMMENTS: As discussed , this is extremely early in the research tree, is inexpensive
to research, and inexpensive to deploy. It is HIGHLY RECOMMENDED to acquire this one healing
item, even if the player has no other interest in melee combatants.
2.2) Meditech
Cost: 600 SP
Effect: heals 70-100 HP
Useable by: ALL
Required: Paladin/Healer 1
2.3) Major meditech
Cost: 800 SP
Effect: Heals 100-150 HP
Useable by: ALL
Required: Paladin / Healer 4
3.0) Buff Ordnance
Buffing ordnance improves the capabilities of one or more templars for a limited number of turns.
As with medical ordnance, buff ordnance can sometimes be found on maps as a secondary
objective.
Buff Ordnance Equipment
3.1) Reactor jolt
Cost: 100 sp
Effect: +2 MP for 4 turns.
Useable by: ALL
Required: Scout / Stealth Operative 4.
3.2) Null Cloak
Cost: 100 SP
Effect: +4 Stealth for 4 turns.
Useable by: Scout.
Required: Scout / Stealth Operative 4.
Comment: Stealth is only used if Overdrive or Null Field, one of the two stealth-related
buffs, is active. Consequently this item should only be used in conjunction with those
talents.
3.3) Null shield
Cost: 200 SP
Effect: +8 scout for 4 turns.
Useable by: Scout
Required: Scout / deep operative 3
Comment: Stealth is only used if Overdrive or Null Field, one of the two stealth-related
buffs, is active. Consequently this item should only be used in conjunction with those
talents.
3.4) Prolonged deployment
Cost: 50 SP
Effect: Increases duration of current buff by 4 turns; current Templar only.
Useable by: ALL.
Required: Captain 3
3.5) Commanders deployment
Cost: 300 sp
Effect; Increase duration of current buff by 4 turns for ALL active templars.
Useable by: ALL
Required: Captain / Commander 3
3.6) Assault Overflow Kit
Cost: N/A
Effect: Increase critical hit rate by 10%, +20 attack, 4 turns.
Useable by: ALL.
Required: N/A
Comment: This has been observed on maps but is unavailable through the tech tree. Reserve it for the heaviest fighting.
3.7) Deflection Core Field
Cost: 200 SP
Effect: +24 deflection, 3 turns
Useable by: ALL.
Required: Berserker 4
3.8) Radiation Shield Kit
Cost: 200 SP
Effect: +24 radiation resistance, 3 turns
Useable by: ALL
Required: Engineer 4
3.9) Flame Coat Kit
Cost: 200 SP
Effect: +24 fire resistance, 3 turns
Useable by: ALL
Required; Hydra/Precision Fire 3.
3.10) Irid Field Kit Kit
Cost: 200 SP
Effect: +18 Armor, 3 turns
Useable by: ALL
Required: Captain 7
4.0 Resupply Ordnance
Resupply is used to recharge Templar talents; some of the more interesting Templar abilities
have a finite number of uses. A Templar using a resupply ordinance will have their talent
uses restored to their maximum. For instance, a commander who has 2 uses of the "Commander's
Confidence" talent left will have this value re-set to 5 upon using a Leader's Resupply.
Interesting resupply ordinances include the turret perimeter resupply and the medic's resupply.
Sentry turrets cannot be repaired when damaged and a single engineer can place a maximum of
two turrets at a time, even though many maps allow up to 4. Use of the perimeter resupply
will allow a single engineer to emplace the maximum number of turrets on a map and replace them
when they are lost.
The medic's resupply is of paramount importance because healing is an extremely scarce
resource in Templar Battleforce. The medic's resupply recharges the Paladin's healing talents,
allowing for potentially unlimited healing.
A drawback of all resupply options is that they can only be used in close proximity to a tac point;
in-game testing has revealed that they will work at a range of 5 squares or closer to a tac point.
The in-game implications are that a unit dependent on resupply will have to stay fairly
close to a tactical point. Alternatively, if one's objective requires taking tactical points,
the enterprising Templar could plan to stock up supply points, then capture the tactical
point with Templars who are expected to be low on talent usage. At this point,
resupply the Templars with the excess supply points.
Resupply Materials
4.1) Turret perimeter resupply
Cost: 200 sp
Effect: Resupplies sentry turret
Useable by: Engineer
Required: Engineer / Defensive Perimeter 2
4.2) Engineer's resupply
Cost: 200 sp
Effect: Resupply power field, fortify position
Useable by: Engineer
Required: Engineer / Provision Support 2
4.3) Deep operative resupply
Cost: 250 sp
Effect: Resupply overdrive, field of focus, null field
Useable by: Scout
Required: Scout 7
4.4) Grenadier's Resupply
Cost: 250 sp
Effect: Resupply Concuss-Grenades
Useable by: Soldier
Required: Soldier / Grenadier 2
4.5) Leader In The Ranks resupply
Cost: 200 sp
Effect: Resupply calling shots, defensive stand, rallying shot
Useable by: Soldier
Required: Soldier / Leader In The Ranks 2
4.6) Grenadiers resupply
Cost: 250 sp
Effect: Resupply frag grenades
Useable by: Captain
Required: Captain grenadier captain 2
4.7) Leader's resupply
Cost: 200 sp
Effect: Resupplies Commander's Confidence, Pressing Need, Warrior's Wrath
Useable by: Captain
Required: Captain 5
4.8) Promethium resupply
Cost: 250 sp
Effect: Resupplies napalm charge, napalm lance, heat waves
Useable by: Hydra
Required: Hydra Precision Flames 4
4.9) Cannonier's resupply
Cost: 200 sp
Effect: Full-vent; stabilize platform;
Useable by: Neptune only
Required: Neptune cannonier 2
4.10) Medic's resupply
Cost: 400 sp
Effect: Battlefield medic, battlefield enhancers ; Paladin only.
Required: Paladin / Healer 3
Comment: This is the most efficient healing option; for the cost of a single minor meditech,
which will heal one templar for a maximum of 60 HP, you gain the ability to potentially heal
up to 5 times for 100+ hit points.The downside is that you must have a Paladin to make use
of this option, and the Paladin must be close to a tactical point to use this item.
4.11) Berserker resupply
Cost: 200 sp
Effect: Resupply battle-lock, warding shield, indomitable offense.
Useable by: Berserker
Required: Berserker 5
4.12) Assault grenadier's resupply
Cost: 250 SP
Effeect: Resupply assault grenades
Useable by: Berserker
Required: Assault Grenadier 3
5.0 Tactical Point Upgrades
Tactical point upgrades improve a tactical point's attributes, either making them
more productive or more defensible.
As stated before, a basic tactical point will produce 60 supply points per turn, has
5 hit points , and no defenses. All enemy attacks versus tactical points do one hit
point of damage.
Note that tactical point upgrades do not stack; later upgrades replace earlier ones.
For example, a Tactical point with a supply booster 1 upgrade will generate 80 supply
points per turn. If that tactical point is subsequently upgraded with supply booster 3,
it will now produce 160 supply points in the same time; the bonus from the current upgrade
will be added to the tactical points' base production but the earlier upgrade will be lost.
There is a limit to the number of upgrades a tactical point can have; I believe the maximum number
is 5. Further, some upgrades cost more upgrade points than others.
For instance, I believe the supply booster 3 will use 3 upgrade points while the supply booster
1 will use only one; so you could have a high-level supply booster upgrade and a low-level reinforced structure
but not a high-level supply booster, a fully reinforced structure, and the best defenses supply points can buy.
5.1) Supply booster 1
Cost: 200 sp
Effect: Increases supply point generation by 20
Required: Captain operational command
5.2) Supply booster 2
Cost: 600 SP
Effect: Increases supply point generation by 60.
Required; Captain Born Leader
5.3) Supply booster 3
Cost: 1000 sp
Effect: Increases Supply point generation by 100.
Required: Captain 3
5.4) Reinforced structure 1
Cost: 50 supply points
Effect: Increases the tactical points hit points by 5, to a maximum of 10.
Required: Engineer 2
5.5) Reinforced structure 2
Cost: 100 sp
Effect; Increases tactical point hit points by 10, to maximum of 15.
Required: Heavy infantry 3 (This branch is common to the Hydra and Neptune)
5.6) Reinforced structure 3
Cost: 200 SP
Effect: Increases tactical point HP by 15, to a maximum of 20.
Required: Engineer 6
5.7) Turret defense 1
Cost: 100 SP
Effect: Provides machine gun defenses to a tactical point.
Required: Engineer / defensive perimeter 1
COMMENT: According to forum comments, these defenses automatically counter-attack
any enemy who attacks the tactical point. Regrettably, as of 1.2.23, there is no visual
or graphical display of this occurrence.
While the exact damage is unknown, it IS known that these defenses are not meant to
replace Templar soldiers or sentry turrets. Anecdotal reports suggest that these defenses
are sufficient to drive off an isolated skitter or human attacker, but cannot resist any
kind of determined attack.
5.8) Turret defense 2
Cost: 150 SP
Effect: Provides improved machine gun defenses to a tactical point.
Required: Engineer / defensive perimeter 4
COMMENT: According to forum comments, these defenses automatically counter-attack
any enemy who attacks the tactical point. Regrettably, as of 1.2.23, there is no visual
or graphical display of this occurrence.
While the exact damage is unknown, it IS known that these defenses are not meant to
replace Templar soldiers or sentry turrets. Anecdotal reports suggest that these defenses
are sufficient to drive off an isolated skitter or human attacker, but cannot resist any
kind of determined attack.
5.9) Flame Cannon Defense
Cost: 200 SP
Effect: Provides flame defense to a tactical point. Note that, unlike standard
hydra weapons, these automated flame defenses do not set the target square on fire.
Required: Hydra Specialist 3
COMMENT: According to forum comments, these defenses automatically counter-attack
any enemy who attacks the tactical point, inflicting 4d6 (that is , 4-24) points of
flame damage. Regrettably, as of 1.2.23, there is no visual
or graphical display of this occurrence.
These defenses are not meant to
replace Templar soldiers or sentry turrets. Anecdotal reports suggest that these defenses
are sufficient to drive off an isolated skitter or human attacker, but cannot resist any
kind of determined attack.
Guide To Armor
1.0 Terms Used in this Guide
Armor: 1. A leviathan-class suit, which is a powered mechanized exoskeleton (or "mech")
in excess of 2.5 meters in height and massing multiple metric tons. It serves both to
carry heavy loads and weapons well in excess of those possible to a standard human (or
"squishy") and is also much more resistant to damage. All Templars go into battle
operating one of these massive suits. 2. The defense rating of a suit of armor. If an
enemy hits a Templar, the suit will "soak" up to that amount of damage. Thus, if an
enemy hits for 100 HP of damage and the armor soaks 36 points, the Templar will suffer
64 points of damage instead.
In addition, if the hit fails to penetrate the suit's deflection, additional damage
will be "soaked" before the final damage is tallied. For more details see "deflection"
Auto-Block: A percentage chance that an attack will be wholly negated by blocking it;
this action is performed automatically when the Templar is attacked. A successful
auto-block has a chance of resulting in a counter-attack.
Counter-Attack: If an attack is Auto-Blocked, there is a chance that the attacked Templar
will get a "free" hit on his attacker, expressed as a percentage. This attack costs no
action points. In theory a very lucky Templar could be surrounded by eight enemies and kill
them all on their turn by simply counter-attacking, without using a single movement or
action point.
Deflection: The extent, measured in percentage, a suit is designed to be difficult to hit properly,
turning killing blows into glancing blows instead. It is opposed by a weapon's penetration.
All weapons of all factions have a penetration rating; all armors have a deflection rating.
If the weapon fails to penetrate the armor, the armor will soak up the full value of its
armor attribute in damage in addition to standard soak. For example, if a 100 HP hit is scored
on an armor with a rating of 50 but fails to penetrate, the 50 points of damage will
be removed from the total. The armor now has a chance to perform standard soak, which may
be between 0 and 50 (the armor's rating). If the armor now soaks up an additional 24 points
of damage, the Templar will suffer a final hit of 100-74 = 26 hit points.
Because of this, armor with higher deflection may provide more protection than armor
with a greater standard rating.
Bio-poison, fire, and radiation damage are not subject to deflection.
Evade: A bonus which gives the wearer a better chance to dodge enemy attacks altogether.
Especially critical for scouts.
Fire Resist: If a suit is struck by a fire attack, this amount of fire damage will be
immediately subtracted from the total. Since fire damage is not deflected, this may be of
great importance against fire-wielding enemies.
Gear: The cost associated with operating one of these devices. The more complex
and powerful a suit of armor is, the higher its associated gear cost. Each Templar
has a maximum gear level which sums up to the total gearing of the weapon, the secondary
weapon or shield, the armor, and two items of war gear.
Melee Accuracy: The ability of the Templar to strike an enemy with a melee weapon.
Radiation Resist: If a suit is struck by radiation, this amount of damage
will be immediately subtracted from the total. Radiation is not subject to deflection.
Further, Note that many late-game enemies rely on radiation-based weaponry, so on these levels
armor with a radiation resistance capability may be more valuable than higher-quality
armor that has no ability to resist this damage type.
Relic: A holdover from before the Exodus, Relics represent advanced technology from
a bygone age. Only one Templar on the roster at a time may equip a relic.
2.0 Melee Armor
Melee armor is designed for toe-to-toe slugfests with melee enemies. As a result,
this armor tends to have higher deflection than the norm (as deflection is of
greatest value against standard melee attacks) and moreover often have a degree of
evasion as well.
2.1) Charger Leviathan
Gear: 2
Armor: 42
Deflection: 54%
OTHER: Evade +2
Useable by: Berserk, Paladin
Required: None (Starting Equipment for Berserk)
2.2) Defender's Leviathan
Gear: 2
Armor: 32
Deflection: 78%
OTHER: Evade +2
Useable by: Berserk, Paladin
Required: None (Starting Equipment for Paladin)
2.3) Assault Leviathan
Gear: 3
Armor: 36
Deflection: 84%
OTHER: Evade +2
Useable by: Berserk, Paladin
Required: Paladin 3
2.4) Warded Armor
Gear: 7
Armor: 38
Deflection: 66%
OTHER: Evade +4, +12% Auto-block, +16 Radiation Resist
Useable by: Berserk, Paladin
Required: Berserk / Shield Wall 2
2.5) Blackwing Assault
Gear: 7
Armor: 50 Armor
Deflection: 60%
OTHER: Evade +3, +2 Melee Accuracy, +10% Counter-attack
Useable by: Berserk, Paladin
Required: Berserk / Onslaught 2
3.0 Heavy Armor
Heavy Armor is an offshoot of the armor designed for the Neptune and Hydra, modified
for use by ordinary soldiers. It normally has markedly higher armor and deflection than other
suits of equivalent gear cost. This improvement, however,
typically comes at a cost of reduced mobility.
3.1) Heavy Leviathan
Gear: 3
Armor: 44
Deflection: 76%
Other: -1 MP
Useable by: Berserk, Captain, Soldier
Required: Heavy Infantry 1 (path common to Neptune and Hydra)
Comments: This suit has a movement cost. Use in conjunction with MP-boosting gear
or equip a defensive Templar with it.
3.2) Slayer-Core
RELIC
Gear: 5
Armor: 66
Deflection: 76%
Other: -2 MP
Useable by: Berserk, Captain, Soldier
Required; Heavy Armor Relic (Early on Heavy Infantry path, common to Hydra and Paladin)
Comments: There is a high movement cost associated with this suit. Equip a defensive
Templar with it.
3.3) Warpath Leviathan
Gear: 5
Armor: 34
Deflection: 70%
Other: +2 All Accuracy, +6 Damage
Useable by: Berserk, Captain, Soldier
Required: Heavy Infantry 3 (Common to both Neptune and Hydra)
3.4) Inferno Legion
Gear: 7
Armor: 50
Deflection: 64%
Other: +24 Fire Resist, +24 Radiation Resist
Useable by: Berserk, Captain, Soldier
Required; Heavy Infantry 4 (Common to both Neptune and Hydra)
3.5) Mag-Core Leviathan
Gear: 7
Armor: 56
Deflection: 68%
Useable by: Berserk, Captain, Soldier
OTHER: -1 MP
Required: Hydra / Hydra Specialist 3
COMMENTS: There is a movement penalty associated with this armor; use in
conjuction with MP-boosting equipment or give to a defensive soldier.
4.0 Command Armor
Command Armor is primarily designed for use by Captains. Since Captains are
expected to lead from the front and set an example, Captains therefore require a mix
of high protection and mobility. Command armor is therefore medium armor
modified to have slightly higher armor and deflection; no armor in this section
comes with an MP cost, and the highest-level suits even have some evasion capability.
4.1) Leviathan Command
Gear: 2
Armor: 36
Deflection: 76%
Useable by: Captain, Paladin
Required: None (Starting Equipment)
4.2) Legion Command
Gear: 5
Armor: 38
Deflection: 78%
OTHER: +12 Fire Resist, +16 Radiation Resist
Useable by: Captain, Paladin
Requirement: Captain 2
4.3) Commander's Leviathan
Gear: 7
Armor: 48
Deflection: 84%
Useable by: Captain, Paladin
Requirement: Captain 5
4.4) Interlinked Command
Gear: 9
Armor: 52
Deflection: 90%
Useable by: Captain, Paladin
Requirement: Captain / Blademaster 4
4.5) Void Legion
RELIC
Gear: 11
Armor: 58
Deflection: 98%
OTHER: +2 Evade, +10% Counter-attack
Useable by: Captain, Paladin
Requirement: Captain / Commander 4 (there are two Commander 4s right next to
each other on the path; this one is
the second one at the end of the path)
5.0 Medium Armor
Medium armor is assigned to soldiers and engineers. It has reasonable defensive statistics
but zero evasion. Very few of these suits have an associated movement penalty, so they
are designed for people who must move quickly, who will both give and receive damage.
5.1) Infantry Leviathan
Gear: 2
Armor: 38
Deflection: 72%
Useable by: Engineer, Soldier
Requirement: None (Starting Equipment)
5.2) Leviathan Armor
Gear: 3
Armor: 34
Deflection: 68%
Useable by: Engineer, Soldier
Requirement: Captain / Battle Suit Adaptations (Early in path, before Soldier diverges)
5.3) Plated Leviathan
Gear: 5
Armor: 32
Deflection: 86%
Useable by: Engineer, Soldier
Requirement: Soldier 3
5.4) Legion Leviathan
Gear: 7
Armor: 44
Deflection: 72%
Other: +16 Radiation Resist
Useable by: Engineer, Soldier
Requirement: Soldier 6
5.5) Dragoon Leviathan
RELIC
Gear: 7
Armor: 46
Deflection: 74%
OTHER: +16% Auto-block, +16 Radiation Resist
Useable by: Engineer, Soldier
Requirement: Soldier / Infantry Armor Relic (early in soldier path, off of Soldier 4)
5.6) Density-Plated Leviathan
Gear: 9
Armor: 50
Deflection: 80%
OTHER: -2 MP
Useable by: Engineer, Soldier
Requirement: Soldier / Close-in Fighting 4
COMMENTS: This armor has a significant movement penalty; use it with defensive troops.
6.0 Scout Armor
Scout armor is noted for having high evasion and very low armor rating;
the best scout suits have armor ratings on par with STARTING soldier armor. It follows
that a survivable scout is one that keeps out of attack range of the enemy, employing
stealth and high speed to avoid enemy encounters. Happily, the Overdrive buff provides
both at once.
6.1) Leviathan Scout
Gear: 2
Armor: 22
Deflection: 60%
Useable by: Scout
Requirement: None (Starting Equipment)
6.2) Leviathan Ranger
Gear: 3
Armor: 26
Deflection: 64%
OTHER: Evade +2
Useable by: Scout
Requirement: Scout 2
6.3) Null Leviathan
Gear: 5
Armor: 32
Deflection: 80%
OTHER: Evade +3
Useable by: Scout
Requirement: Scout / Sniper 3
6.4) Panther Deep Op
Gear: 7
Armor: 24
Deflection: 58%
OTHER: Evade +7, Radiation Resist +16
Useable by: Scout
Requirement: Scout / Deep Operative 3
6.5) Ranger Assault
Gear: 7
Armor: 28
Deflection: 40%
OTHER: Evade +7, Radiation Resist +16
Useable by: Scout
Requirement: Scout / Deep Operative 3
7.0 Hydra Specialist Armor
Hydra armor is of course intended for the Hydra specialist, and can only be worn
by this Templar. It is heavy armor with exceptional protection against environmental
hazards such as fire or radiation, and also provides protection against heat. Despite
this, it's armor rating is unexceptional, topping out at a mere 46 points, for which
the user must pay a -2 MP movement penalty. Consequently, this armor is NOT intended
for frontline use but for secondary fire support, to whom the greatest danger is the
Templar's own weapon.
7.1) Heat-Shielded Leviathan
Gear: 2
Armor: 30
Deflection: 80%
Useable by: Hydra
OTHER: +16 Fire Resist, +8 Radiation Resist
Required: None (Starting Armor)
7.2) Shadowflame Armor
Gear: 3
Armor: 34
Deflection: 80%
Useable by: Hydra
OTHER: +10 Max Heat, +24 Fire Resist, +12 Radiation Resist
Required: Hydra / Precision Fire 1
7.3) Vigilant Plating
Gear: 5
Armor: 46
Deflection: 82%
Useable by: Hydra
OTHER: -2 MP
Required: Hydra /Close In Fire 2
COMMENTS: There is a significant movement penalty associated with this armor;
give to a defensive unit.
7.4) Heavy Void Armor
Gear: 9
Armor: 42
Deflection: 72%
Useable by: Hydra
OTHER: +30 Max Heat, +24 Fire Resist, +12 radiation resist
Required: Hydra / Heatmaster 4
8.0 Neptune Armor
Neptune armor can be worn only by the Neptune specialist; it typically has high
armor and high deflection, but no environmental resistance to speak of. Also,
those armors with the highest armor rating tend to come with movement penalties. Despite
this, the more mobile suits are adequate in an offensive role.
8.1) Gunnery Armor
Gear: 2
Armor: 36
Deflection: 78%
Useable by: Neptune
Required: None (Starting Armor)
8.2) Gunnery Armor
Gear: 3
Armor: 44
Deflection: 78%
Useable by: Neptune
Required: Neptune Specialist 3
8.3) Artillery Armor
Gear: 5
Armor: 38
Deflection: 92%
Useable by: Neptune
Required: Neptune / Concentrator 4
8.4) Summit Plate
Gear: 9
Armor: 52
Deflection: 72%
Other: +4% Auto-block
Useable by: Neptune
Required: Neptune / Defensive 2
8.5) Sentry Plate
Gear: 9
Armor: 80
Deflection: 34%
Other: -2 MP
Useable by: Neptune
Required: Neptune / Defensive 4
COMMENTS: There is a significant movement penalty associated with this armor;
use it in a defensive role.
8.6) Obliterator Legion
RELIC
Gear: 9
Armor: 52
Deflection: 98%
Other: +16 Max Heat
Useable by: Neptune
Required: Neptune / Heavy Armor Relic 2 (early in Neptune path)
COMMENTS: Given the immense heat associated with the Neptune's talents, this
armor is invaluable. Regrettably, as a relic, only one Templar can equip it.
Read more: startradersrpg.proboards.com/thread/13100/jills-all-quadrants-weapons?page=2#ixzz3xNzX4c5E
Respectfully,
Brian P.
TO: MX-3452234@hivemind.mil
FROM: tarquin@rychert.gov
SUBJECT: Captured Templar Data
Most worshipful Lord Shelgeroth,
For your pleasure, I have managed to steal the attached data file from the hated Templar's data banks; it is a clear and concise guide to all their weapons, intended to allow users of their requisition tree to plan out how to most efficiently acquire new technology. Not only will this intelligence serve to make your inevitable conquest of the quadrant less expensive, I have deleted this data from their system so that every new Templar will be forced to look at the tech tree and GUESS what their next move should be; they will not even recognize, for example, that some of the soldier's best plasma weapons are under the Neptune and Hydra's tree! And that little oversight, along with so many others, will lead them to their doom.
This is but the first installment; if Shelgeroth permits, I will gather more information on their armor, war gear, and ordnance as well. Assuming, of course, I have read your illustrious attentions correctly and this effort finds pleasure with you, most benevolent and gracious leader.
Remember me, Lord, when you come into your kingdom.
Your most obedient and Humble servant,
TARQUIN, of clan RYCHERT.
TEMPLAR FIELD MANUAL FM-3454 : WEAPONS AND EQUIPMENT
Notes on terminology
1) A weapon designated RELIC is a leftover from before the Exodus and is irreplaceable.
Consequently, it can only be equipped by a single Templar.
1.0) Swords
Swords are fast weapons used in melee combat by command units. They
combine with shields to provide bonuses to both defense and offense
When auto-block and counter stats are high, a Templar armed with sword
and shield can often take zero damage from either melee or ranged attacks, then hit
back on the enemy's turn without AP penalty.
As a rule, swords designed for captains have greater offensive capabilities, with
increased penetration and damage. Paladin weapons, by contrast, are designed with
defense in mind. All weapons can be used by either class, however.
USEABLE BY: Captain, Paladin
1.1) Blade
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +3
AUTO-BLOCK: +8%
PENETRATION: 18%
DAMAGE: 48-68
REQUIRED: [None; Starting weapon]
1.2) Broadblade
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +3
AUTO-BLOCK: +10%
PENETRATION: 20%
DAMAGE: 56-76
REQUIRED: Captain/Born Leader
1.3) Heavy Warblade
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +4
AUTO-BLOCK: +10%
PENETRATION: 12%
DAMAGE: 60-80
REQUIRED: Paladin 2
1.4) Drakos Sword
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +6
AUTO-BLOCK: +14%
PENETRATION: 14%
DAMAGE: 50-70
REQUIRED: Paladin / Warrior 1
1.5) Force Blade
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +6
AUTO-BLOCK: +8%
PENETRATION: 72%
DAMAGE: 52/72
REQUIRED: Paladin / Devastator 2
1.6) Null Blade
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +4
AUTO-BLOCK: +8%
PENETRATION: 68%
DAMAGE: 60-80
REQUIRED: Captain 6
1.7) Arcum Blade
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +6
AUTO-BLOCK: +16%
PENETRATION: 28%
DAMAGE: 68-88
REQUIRED: Captain / Blademaster 2
1.8) Palace Blade
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +8
AUTO-BLOCK: +22%
PENETRATION: 14%
DAMAGE: 60-80
REQUIRED: Paladin / Devastator 4
1.9) Arcum Warblade
AP cost: 2
Gear cost: 12
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +9
PARRY: +5
AUTO-BLOCK: +12%
PENETRATION: 36%
DAMAGE: 70-90
REQUIRED: Captain / Blademaster 4
1.10) Null Devastator Blade
AP cost: 2
Gear cost: 12
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +6
PARRY: +3
AUTO-BLOCK: +12%
PENETRATION: 88%
DAMAGE: 60-80
REQUIRED: Captain / Reaver (end of Blademaster path)
1.11) Rakeen's Warblade
RELIC
AP cost: 2
Gear cost: 13
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +10
PARRY: +4
AUTO-BLOCK: +12%
PENETRATION: 42%
DAMAGE: 64-84, +22 Plasma damage
REQUIRED: Paladin / Blade Relic
2.0) Shields
Shields are an essential part of a melee combatant's build, increasing defense,
auto-block, counter, and other defensive stats. Weapons that boost counter-attack
are found early on the Melee Specialists branch, as well as the end of the Captain
branch. Paladin shields tend to have higher auto-block , and there are no shields
save relics designed specifically for berserkers.
USEABLE BY: Berserker, Captain, Paladin
2.1) Shield
AP cost: N/A
Gear cost: 2
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +3
AUTO-BLOCK: +12%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: None [Starting weapon]
2.2) War Shield
AP cost: N/A
Gear cost: 3
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +4
AUTO-BLOCK: +6%
ADDITIONAL: +6% Deflection, +12% Counter-Attack
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Melee Specialists 2 (Prerequisite for Paladin and Berserker)
2.3) Knight's Shield
AP cost: N/A
Gear cost: 3
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +4
AUTO-BLOCK: +16%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Captain 2
2.4) Thunder Shield
AP cost: N/A
Gear cost: 5
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +5
AUTO-BLOCK: +10%
ADDITIONAL: +16 max hit points, +16 Max Heat
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Melee Specialists 3 ("Root" of the tree of which Paladin and Berserker
are branches)
2.5) Hunter's Shield
AP cost: N/A
Gear cost: 5
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +5
AUTO-BLOCK: +18%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Captain 6
2.6) Defender's Shield
AP cost: N/A
Gear cost: 7
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +5
AUTO-BLOCK: +28%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Paladin 5
2.7) Carapace Shield
AP cost: N/A
Gear cost: 7
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +7
AUTO-BLOCK: +16%
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Captain / Blademaster 2
2.8) Reilar's Shield
RELIC
AP cost: N/A
Gear cost: 7
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +7
AUTO-BLOCK: +16%
ADDITIONAL: +38 max hit points, +18 Radiation Shielding
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Berserker / Shield Relic
2.9) Null Shield
AP cost: N/A
Gear cost: 9
APPLICABLE SKILL: N/A
ACCURACY: +0
PARRY: +3
AUTO-BLOCK: +28%
ADDITIONAL: +10% Deflection, +10% Counter-Attack
PENETRATION: N/A
DAMAGE: N/A
REQUIRED: Captain / Blademaster 4
3.0) Axes
Axes are a melee weapon and are the signature weapon of berserkers. No other
class is permitted to use one. As a rule, Axes emphasize offensive power over all else;
they have higher penetration but minimal auto-block stats. Axe+Shield also has the potential to
counter-attack enemies on their turn.
3.1) Great Axe
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +1
AUTO-BLOCK: 0%
PENETRATION: 28%
DAMAGE: 40-70
REQUIRED: [Berserker 1; Starting weapon]
3.2) Berserk's Axe
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 40%
DAMAGE: 54-84
REQUIRED: [Berserker 2]
3.3) Warblade Axe
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 60%
DAMAGE: 54-90
REQUIRED: [Berserker 3]
3.4) Irid-Edged Axe
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +5
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 84%
DAMAGE: 56-86
REQUIRED: [Berserker / Onslaught 1]
3.5) Battalion Axe
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +6
PARRY: +4
AUTO-BLOCK: 6%
PENETRATION: 70%
DAMAGE: 60-96
REQUIRED: [Berserker / Onslaught 2]
3.6) Null Axe
AP cost: 2
Gear cost: 12
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +7
PARRY: +5
AUTO-BLOCK: 4%
PENETRATION: 42%
DAMAGE: 80-110
REQUIRED: [Berserker 2; Overpowering 2]
3.7) Devastator Axe
AP cost: 2
Gear cost: 15
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +10
PARRY: +8
AUTO-BLOCK: 6%
PENETRATION: 50%
DAMAGE: 90-126
REQUIRED: [Berserker / Onslaught 4]
4.0) Gauntlets
Gauntlets are intended primarily as a backup melee weapon for use by ranged combatants.
Despite this, the gauntlet has one startling attribute which makes it attractive as
a primary weapon: It has a usage cost of only 1 action point (1 AP) compared to 2 AP for
almost all other weapons. This means that a soldier in melee range of an enemy has the
choice of shooting it twice with a gun OR punching it FIVE TIMES with a gauntlet!
In addition, because it is intended as a backup weapon, the gauntlet has a relatively
low gear cost compared to other weapons, so a soldier specializing in gauntlet could
carry a minimal ranged weapon and make up the difference with better armor and
other attachments.
Regrettably, the skills for gauntlet use are different from those for projectile weapons,
so a ranged combatant who specializes in gauntlets may find that they struggle
somewhat with their primary, ranged weapon.
USEABLE BY:Hydra, Neptune, Scout, Soldier
4.1) Armored Gauntlet
AP cost: 1
Gear cost: 2
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 10%
DAMAGE: 10-40
REQUIRED: [None; Starting weapon]
4.2) Heavy Gauntlet
AP cost: 1
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +3
PARRY: +3
AUTO-BLOCK: 5%
PENETRATION: 32%
DAMAGE: 22-52
REQUIRED: [Soldier 1]
4.3) Aegis Gauntlet
AP cost: 1
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +2
PARRY: +4
AUTO-BLOCK: 10%
PENETRATION: 26%
DAMAGE: 18-48
REQUIRED: [Heavy Suit Adaptations, very early in hydra/neptune/paladin/berserker tree;prerequisite to Melee specialists]
4.4) Relliar's Gauntlet
RELIC
AP cost: 1
Gear cost: 3
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +4
AUTO-BLOCK: 20%
PENETRATION: 26%
DAMAGE: 10-40
REQUIRED: [Melee Specialists(Common to Paladin and Berserker)/Gauntlet Relic]
4.5) Irid-Coated Gauntlet
AP cost: 1
Gear cost: 5
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 16%
PENETRATION: 18%
DAMAGE: 20-50
REQUIRED: Scout/Deep Operative 2
4.6) Chaplain Gauntlet
RELIC
AP cost: 1
Gear cost: 7
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 8%
PENETRATION: 18%
ADDITIONAL: +24 Plasma Damage, +8% Critical
DAMAGE: 24-54
REQUIRED: Soldier/Gauntlet Relic 2 (End of Soldier path)
5.0) Cutter Fists
Cutter fist is the Engineer's backup melee weapon, useable by no other class. It
otherwise has the same traits as the gauntlet.
USEABLE BY: Engineer
5.1) Cutter Fist
AP cost: 1
Gear cost: 2
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +4
PARRY: +2
AUTO-BLOCK: 2%
PENETRATION: 30%
DAMAGE: 20-30
REQUIRED: Engineer [Starting Weapon]
5.2) Cutter Barb
AP cost: 1
Gear cost: 5
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +6
PARRY: +4
AUTO-BLOCK: 10%
PENETRATION: 64%
DAMAGE: 34-44
REQUIRED: Engineer/Striker 2
5.3) Cutter Indus-Fist
AP cost: 1
Gear cost: 9
APPLICABLE SKILL: Warrior, Strength
ACCURACY: +8
PARRY: +4
AUTO-BLOCK: 12%
PENETRATION: 78%
DAMAGE: 44-54
REQUIRED: Engineer/Master Striker (end of Striker path)
6.0) Revolvers
Pistols are a backup ranged sidearm intended to give a minimal ranged
capability to Engineers. Pistols
tend to be short-ranged compared to other weapons, and also have no overwatch
capability. Even with these drawbacks , however, some players find it useful
so they can bring a gun to a knife fight.
Pistols depend on the quickness and gunnery skills, which are completely different from the
warrior and strength required for melee weapons, so many templars who may carry pistols
will find they have to choose to excel at one or the other but not both.
USEABLE BY: Engineer
6.1) Pistol
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +2
RANGE: 3
PENETRATION: 8%
DAMAGE: 34-44%
REQUIRED: [None; Starting weapon]
6.2) Snub Revolver
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 12%
DAMAGE: 46-56
REQUIRED: [Engineer 1]
6.3) Mk 3 Revolver
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 3
PENETRATION: 16%
DAMAGE: 60-70
REQUIRED: [Engineer 3]
6.4) Architect Revolver
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +8
RANGE: 4
PENETRATION: 22%
DAMAGE: 64-74
REQUIRED: [Engineer 5]
6.5) Scoped Revolver
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +7
RANGE: 5
PENETRATION: 22%
DAMAGE: 68-78
REQUIRED: [Master Engineer/ End of Engineer Path]
6.6) Cannon Revolver
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 48%
DAMAGE: 70-80
REQUIRED: [Engineer / Striker 3]
7.0) Captain's Sidearm
The Captain's sidearm is a backup weapon designed to give the Captain a
ranged capability. As a sidearm, it is short-ranged and possesses no overwatch
capability. Despite this, the Captain's weapons are designed for offense and so
can cause significant damage, particularly if they are plasma-based.
Some needle weapons are available; These weapons inflict additional poison damage immediately
to biological targets and on every turn thereafter, for a set number of turns.
7.1) Plasma Sidearm
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 30%
DAMAGE: 24-44
ADDITIONAL: +20 Plasma Damage
REQUIRED: [None/Starting Weapon]
7.2) Heavy Plasma Sidearm
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 3
PENETRATION: 30%
DAMAGE: 48-68
ADDITIONAL: +20 Plasma Damage
REQUIRED: [Captain/Battlefield Leader (Early on Path)]
7.3) Needling Sidearm
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 3
PENETRATION: 12%
DAMAGE: 56-66
ADDITIONAL: +34 Bio-Poison Damage
REQUIRED: [Captain/Pistoleer 2]
7.4) Heavy Needle Pistol
AP cost: 2
Gear cost: 6
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +6
RANGE: 4
PENETRATION: 18%
DAMAGE: 52-62
ADDITIONAL: +34 Bio-Poison Damage
REQUIRED: [Captain/Pistoleer Poisoner]
7.5) Sighted Sidearm
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +7
RANGE: 4
PENETRATION: 32%
DAMAGE: 58-78
REQUIRED: [Captain/Commander 2]
7.6) Devastator Sidearm
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 4
PENETRATION: 44%
DAMAGE: 62-82
REQUIRED: [Captain/Pistoleer Devastator]
8.0) Rifles
Rifles are the standard ranged weapon of the soldier, although 'musket' is more accurate
since none of the weapons have grooved barrels. These weapons cause significant damage at range
and are moreover capable of being used in overwatch; consequently, they are a must-have weapon
in any game that is not a melee-only challenge. The rifle depends on strength rather than quickness, so a soldier
may find it possible to attain some proficiency in both the
rifle and gauntlet by maximizing the strength statistic.
In addition to the basic rifle, there are two sub-types of note:
"Long" weapons have range as great as a sniper weapon, up to 6. They sometimes pay for this,
however, in decreased damage and deflection. Nonetheless, they are ideal for defensive positions or
for sniping fixed targets, such as towers, at range.
"Plasma" weapons closely resemble the submachine guns of the second world war, such
as the MP-40. They sacrifice range in exchange for a great deal of power and penetration,
including additional plasma damage . They are best used in an offensive role in which
the user kicks in a door and sprays madly while being overwatched by
other soldiers armed with more conventional weapons.
In addition to the short range, plasma weapons have an additional drawback in that some enemies
have been specifically engineered to be plasma-resistant; these creatures will be able
to soak a degree of plasma damage, which in early weapons may negate their effect entirely,
leaving conventional damage which is not all that great.
But there is another factor which may tilt the scale the other way: Late-game enemies
possess high hit points and deflection in excess of 100%; thus, it may be necessary to
re-equip with plasma weapons merely to cause significant damage to enemies in a short
amount of time.
USEABLE BY: Soldier
8.1) Leviathan Rifle
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +3
RANGE: 5
PENETRATION: 16%
DAMAGE: 30-50
REQUIRED: [None / Starting Weapon]
8.2) Heavy Leviathan
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 5
PENETRATION: 42%
DAMAGE: 38-58
REQUIRED: [Soldier 1]
8.3) Long Leviathan
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 6
PENETRATION: 22%
DAMAGE: 36-56
REQUIRED: [Soldier 3]
8.4) Behemoth Rifle
RELIC
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 4
PENETRATION: 42%
DAMAGE: 48-58
ADDITIONAL: +20 Fire Damage
REQUIRED: [Soldier/ Leviathan Rifle Relic (Early in soldier path)]
8.5) Plasma Rifle
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +2
RANGE: 3
PENETRATION: 40%
DAMAGE: 38-58
ADDITIONAL: +20 Plasma Damage
REQUIRED: [Heavy Infantry 1 (Common to Neptune and Hydra)]
8.6) Twin-Barrel Plasma
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +3
RANGE: 3
PENETRATION: 48%
DAMAGE: 30-50
ADDITIONAL: +44 Plasma Damage
REQUIRED: [Heavy Infantry 4 (Common to Neptune and Hydra)]
8.7) Battalion Rifle
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +6
RANGE: 6
PENETRATION: 40%
DAMAGE: 48-68
REQUIRED: [Soldier 5]
8.8) Assault Mk 8
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +8
RANGE: 5
PENETRATION: 44%
DAMAGE: 60-80
REQUIRED: [Soldier 6]
8.9) Assault Long Mk 9
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +9
RANGE: 6
PENETRATION: 26%
DAMAGE: 58-78
REQUIRED: [Soldier 7]
8.10) Plasma AR 2
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 80%
DAMAGE: 54-74
ADDITIONAL: +20 Plasma Damage
REQUIRED: [Soldier / Close In Fighting 2]
8.11) Talon Plasma Rifle
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +6
RANGE: 3
PENETRATION: 48%
DAMAGE: 34-54
ADDITIONAL: +62 Plasma Damage
REQUIRED: [Soldier / Close In Fighting 5]
8.12) Plasma AR 3
AP cost: 2
Gear cost: 11
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +4
RANGE: 3
PENETRATION: 96%
DAMAGE: 18-38
ADDITIONAL: +62 Plasma Damage
REQUIRED: [Heavy Infantry 5 (Common to Neptune and Hydra)]
8.13) Roar's Talon
RELIC
AP cost: 2
Gear cost: 11
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 3
PENETRATION: 112%
DAMAGE: 34-54
ADDITIONAL: +42 Plasma Damage, +5% Critical
REQUIRED: [Soldier / Plasma Rifle Relic (end of Close In Fighting path)]
9.0 Sniper Rifles
Sniper Rifles are the exclusive province of scouts; they hit at long range and some
of them can also inflict bio-poison damage. Bio-poison damage is inflicted immediately,
and continues to be inflicted on the target for several turns after the initial hit;
this makes them ideal for weakening enemies before they come into range of other weapons.
Sniper rifles are complemented by scout talents which greatly increase the critical rate, and
will frequently inflict damage twice the stated values below.
USEABLE BY: Scout
9.1) Scout Rifle
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +3
RANGE: 6
PENETRATION: 36%
DAMAGE: 32-52
REQUIRED: [None / Starting Weapon]
9.2) Needle Gun
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +3
RANGE: 6
PENETRATION: 8%
DAMAGE: 20-30
ADDITIONAL: +18 Bio-Poison Damage
REQUIRED: [None / Starting Weapon]
9.3) Longsight Rifle
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +4
RANGE: 7
PENETRATION: 44%
DAMAGE: 36-56
REQUIRED: [Scout 1]
9.4) Needle Repeater
AP cost: 2
Gear cost: 3
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +4
RANGE: 7
PENETRATION: 8%
DAMAGE: 30-40
ADDITIONAL: +30 Bio-Poison Damage
REQUIRED: [Scout 1]
9.5) Hellsight Rifle
RELIC
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +6
RANGE: 8
PENETRATION: 42%
DAMAGE: 36-56
REQUIRED: [Scout / Sniper Rifle Relic (early in Scout Path)]
9.6) Needle Cannon
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +5
RANGE: 7
PENETRATION: 10%
DAMAGE: 52-62
ADDITIONAL: +38 Bio-Poison Damage
REQUIRED: [Scout / Stealth Operative 2]
9.7) Rubicon Needler
RELIC
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Quickness, Gunnery
ACCURACY: +7
RANGE: 6
PENETRATION: 10%
DAMAGE: 32-42
ADDITIONAL: +56 Bio-Poison Damage
REQUIRED: [Scout / Needle Rifle Relic (End of Stealth Operative Path)]
9.8) Mensin-Naga Rifle
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 7
PENETRATION: 100%
DAMAGE: 46-66
REQUIRED: [Scout / Sniper 4]
9.9) Stealth Op Naga Rifle
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +7
RANGE: 7
PENETRATION: 120%
DAMAGE: 36-56
REQUIRED: [Scout / Sniper 4]
9.10) Synchro Sight
RELIC
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +9
RANGE: 7
PENETRATION: 56%
DAMAGE: 48-68
ADDITIONAL: +15% Critical
REQUIRED: [Scout / Sniper Rifle Relic 2 (End of Sniper Path)]
10.0) Repeaters
A repeating weapon is the equivalent of the tripod-mounted machine guns of the pre-spaceflight
era. However, Shalun was a talented engineer as well as a visionary, and so he redesigned
the Leviathan chassis such that these massive weapons require neither tripod nor a large crew;
instead one man can carry and operate the weapon from within a single Leviathan; this man
is called the Neptune Specialist.
The repeating weapons share a common trait in that they will hit ALL adjacent targets to the
aim point. This power, however, does not come without cost; A Neptune builds up heat
at a dramatic rate and forfeits all movement points whenever the massive weapon is fired.
Consequently, the Neptune is a matter of some controversy among Templars; Like the soldier,
it is capable of overwatch. Because of this and its deadly weapon, some consider it
one step below the Cherubim, whose deadly rain of fire more than compensates for its
weaknesses, particularly if there is an engineer nearby able to act as a heat sink.
Others sneer at the Neptune as little better than a mobile sentry turret. Especially against later
enemies, the relatively low penetration of Neptune ammunition may make it little better than
a doorstop.
Berserkers, of course, cannot understand why anyone would fight with a gun when one
could fight with an axe, but even among Templar warriors, a class not noted for
mellowness, the berserkers are seen as just a little crazy.
10.1) Leviathan Repeater
AP cost: 2
Gear cost: 2
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +4
RANGE: 5
PENETRATION: 40%
DAMAGE: 48-58
REQUIRED: [None/Starting Weapon]
10.2) Repeater MG
AP cost: 2
Gear cost: 5
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 5
PENETRATION: 44%
DAMAGE: 64-74
REQUIRED: [Neptune Specialist 4]
10.3) Mk 14 Autocannon
AP cost: 2
Gear cost: 7
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +7
RANGE: 6
PENETRATION: 60%
DAMAGE: 56-66
REQUIRED: [Neptune / Cannonier 3]
10.4) Mk 14 Viper
AP cost: 2
Gear cost: 9
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +5
RANGE: 5
PENETRATION: 84%
DAMAGE: 64-74
REQUIRED: [Neptune / Concentrator 4]
10.5) Mk 17 Defender
AP cost: 2
Gear cost: 11
APPLICABLE SKILL: Strength, Gunnery
ACCURACY: +8
RANGE: 5
PENETRATION: 92%
DAMAGE: 64-74
REQUIRED: [Neptune / Defensive 5]
10.6) Mk 18 Dominant
AP cost: 2
Gear cost: 11
ACCURACY: +7
RANGE: 5
PENETRATION: 72%
DAMAGE: 84-94
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Neptune / Cannonier 5]
11.0) Flamethrower
"Flamethrower" is a misnomer, as these weapons actually project a wide stream of plasma;
it is like carrying a miniature Void engine into battle with a weaponized exhaust.
They can be adjusted to cover many squares at once for an area of
effect attack. This inflicts fire damage in addition to standard damage, which,
as with plasma, appears to be less affected by armor and deflection.
Further, this effect is persistent; a square touched by this plasma will
remain saturated with it for many turns, inflicting damage on any creature passing
through or remaining in the square. Hydra troopers, who carry the flamethrowers, work
especially well with overwatch-capable soldiers.The overwatch troops will stop enemy movement,
allowing a flame attack to cover the lot of them. After the hydra has done the work, overwatch
will permit the Templar to retire unharmed.
This attack is not without its drawbacks; The attack is short-ranged at a range of 4,
the Hydra is itself incapable of overwatch and thus requires protection
from other Templars when on the defense. There is also the small issue that the Hydra's
weapon cannot tell friend from foe; a mis-aimed napalm storm can engulf
teammates as well as enemies. Of all the Templars on the field,
only the Hydra has the potential to kill its entire team at once. Finally, there are
a few flame-resistant enemies against whom the conventional damage of the flamethrower
is pitiful.
Further, unlike the first game, a wall of flame is no longer an impassable defense;
even weak enemies can skitter through it quickly, taking minimal damage, although
on the plus side the flames are not disturbed by the passage of units through the square.
Because of this, some Templars prefer to leave their Hydras at home and take along
overwatch-capable units such as the Neptune; whatever else you can say about the Neptune,
none have ever killed their own team-mates. This does not deter the Hydra's adherents,
however, who praise their ability both to inflict great damage and to place walls of fire
before the enemy.
11.1) Hydra Cannon
AP cost: 2
Gear cost: 2
ACCURACY: +4
RANGE: 4
PENETRATION: 8%
DAMAGE: 32-48
ADDITIONAL: +36 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [None / Starting Weapon]
11.2) Hydra Incinerator
AP cost: 2
Gear cost: 5
ACCURACY: +5
RANGE: 4
PENETRATION: 12%
DAMAGE: 40-56
ADDITIONAL: +38 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire 1]
11.3) Hellfire Incinerator
AP cost: 2
Gear cost: 7
ACCURACY: +6
RANGE: 4
PENETRATION: 24%
DAMAGE: 48-64
ADDITIONAL: +42 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire 3]
11.4) Reaper-VX2 Hellfire Cannon
AP cost: 2
Gear cost: 7
ACCURACY: +7
RANGE: 3
PENETRATION: 24%
DAMAGE: 52-68
ADDITIONAL: +42 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra / Close In Fire 2 ]
11.5) Reaper-C Hellfire Cannon
AP cost: 2
Gear cost: 9
ACCURACY: +5
RANGE: 3
PENETRATION: 24%
DAMAGE: 38-54
ADDITIONAL: +92 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Napalm Cross 3]
11.6) Slayer-C Hellfire cannon
AP cost: 2
Gear cost: 11
ACCURACY: +6
RANGE: 4
PENETRATION: 12%
DAMAGE: 58-68
ADDITIONAL: +102 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire Master (End of Precision Flames Path)]
11.7) Reaper VX Inferno
AP cost: 2
Gear cost: 11
ACCURACY: +6
RANGE: 3 (NOTE: Short ranged).
PENETRATION: 32%
DAMAGE: 64-80
ADDITIONAL: +86 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Napalm Cross Master (End of Napalm Cross Path)]
SUPPLEMENT:
TEMPLAR FIELD MANUAL 34-4556 : WAR GEAR
1) WHAT IS WAR GEAR?
All Templars are able to carry a primary weapon, a secondary weapon or shield, and a suit of armor.
In addition to these all templars are able to carry two additional accessories: These accessories are called
War Gear.
War Gear is often used when a Templar has an increased ability to carry gear, but yet
lacks either the necessary gear or requisition to handle better weapons or armor; in this
case, War Gear can be employed to use up the excess gear points, amplifying the Templar's
original capabilities.
War Gear can also be used to complement the remainder of a Templar's loadout; A sniper
may find attachments which will improve ranged accuracy and critical hit percentage; a
defensive fighter may find improvements to Auto-Block or Defense. Thus War Gear can be
used to mitigate weaknesses and accentuate strengths.
Even so , War Gear is a tradeoff; when adequate gear points exist, a Templar may be faced
with the choice of either a top-of-the-line suit of armor OR two high-end accessories and
an average suit. Whether this is a good tradeoff depends entirely on the fighting style
of the Templar and their commanding officer. Many combinations are possible.
2) WHO MAY USE WAR GEAR?
While all Templars may use two items of war gear, some war gear is restricted to particular classes.
These restrictions are as follows;
2.1) USAGE OF WAR GEAR BY CLASS
2.1.1) Captain
Tactical system, pilot kit
2.1.2) Paladin
Tactical system, armor coating.
2.1.3) Berserker
Targeting System
Expert-Proc
2.1.4) Hydra
Leviathan Reactor
Armor Coating
2.1.5) Neptune
Weapon Modification
Armor Coating
2.1.6) Engineer
Leviathan Reactor
Sensorkit Modification.
2.1.7) Soldier
Weapon modification
Targeting system
2.1.8) Scout
Sensorkit modification
Pilot suit
WHAT IS A RELIC?
A relic is a holdover from the Pre-Exodus era, one-of-a-kind and irreplaceable. Consequently only one Templar can carry them at a time. Despite this, they
are well built and nearly indestructible, such that they will be recovered from the wreckage of a destroyed Leviathan.
WAR GEAR DESCRIPTIONS, BY SYSTEM, SORTED BY GEAR COST.
3.0) Tactical Systems
Tactical systems are sensor suites designed to enable a Templar officer to orient,
observe, decide , and act on information in as short a time frame as possible. It is
different from a sensorkit modification in that the emphasis is on command and control
rather than pure observation. Captains and Paladins use Tactical Systems, which primarily
increase a Templar's offensive capabilities. Despite this, some very strong Aegis variants
exist which can improve defense as well.
3.1) Targeting Module
Gear Cost: 1
Effects: 1 All Accuracy, +3% Critical
Useable by: Captain, Paladin
Required: Captain / Battle Suit Modifications (Early on Captain Path)
3.2) Watchdog Wiring
Gear Cost: 1
Effects: +2 Parry, +1 Dodge
Useable by: Captain, Paladin
Required: Melee Specialists 2 (Path common to Paladin and Berserker)
3.3) Aegis Wiring
Gear Cost: 2
Effects: +8% Auto-Blcock
Useable by: Captain, Paladin
Required: Captain / Captain 4
3.4) Adept-Ocular
Gear Cost: 2
Effects: +5% Critical
Useable by: Captain, Paladin
Required: Heavy Suit Adaptations (early Melee path, common to Hydra, Neptune, Paladin, and Berserker)
3.5) War-Strike Tact
Gear Cost: 3
Effects: +2 Melee Accuracy, +10 Damage, +2 Parry
Useable by: Captain, Paladin
Required: Paladin / Warrior 2
3.6) Range-Finder
Gear Cost: 4
Effects: +4 ranged accuracy, +6% critical
Useable by: Captain, Paladin
Required: Captain / Pistoleer 2
COMMENTS: The ranged accuracy component is wasted on a Paladin, since they cannot
use any ranged weapons.
3.7) Prowess Wiring
Gear Cost: 4
Effects: +3 Melee Accuracy, +12 Damage
Useable by: Captain, Paladin
Required: Captain / Blademaster 1
3.8) Watchdog Whisper
Gear Cost: 4
Effects: +6% Auto-Block, +3 Parry, +3 Dodge
Useable by: Captain, Paladin
Required: Melee Specialists 3 (Path common to Paladin and Berserker)
3.9) Tact-Whisper
Gear Cost: 4
Effects: +9% Critical
Useable by: Captain, Paladin
Required: Captain / Pistoleer 4
3.10) Hydraul-Punch Kit
Gear Cost: 5
Effects: +16% Penetration, +3 Critical
Useable by: Captain, Paladin
Required: Captain / Pistoleer Poisoner
3.11) Aegis Defense
Gear Cost: 5
Effects: +12% Counter-Attack, +8% Auto-Block
Useable by: Captain, Paladin
Required: Captain / Blademaster 3
3.12) Prowess Core
Gear Cost: 5
Effects: +5 Melee Accuracy, +6 Damage, +10% Penetration
Useable by: Captain, Paladin
Required: Captain / Reaver (end of Blademaster path)
3.13) Battle Tact
Gear Cost: 5
Effects: +4 Melee Accuracy, +18 Damage
Useable by: Captain, Paladin
Required: Paladin / Warrior 4
3.14) Skirmish Tact
Gear Cost: 6
Effects: +3 All Accuracy, + 10% Counter-Attack, +3 Parry, +3 Dodge
Useable by: Captain, Paladin
Required: Paladin 6
4.0) Weapons Modifications
Serious gun enthusiasts make their own ammunition, and the Templars are no
exception. Soldiers and Neptunes constantly fiddle with their weapons for greater
lethality, greater penetration, and more kills. These devices without exception improve
offensive capabilities, most commonly the damage and penetration of a weapon.
4.1) Autoloader
Gear Cost: 1
Effects: +6 Damage
Useable by: Soldier/Neptune
Required: Captain / Battle Suit Modifications (Early on Captain Path)
4.2) Piercer Ammo
Gear Cost: 1
Effects: +6% Penetration
Useable by: Soldier/Neptune
Required: Heavy Infantry 2 (Path between Hydra and Neptune)
4.3) X-Jacket Ammo
Gear Cost: 2
Effects: +8 Damage
Useable by: Soldier/Neptune
Required: Soldier 3
4.4) Seeker Rounds
Gear Cost: 2
Effects: +7% Critical
Useable by: Soldier/Neptune
Required: Neptune Specialist 3
4.5) Explosive Ammo
Gear Cost: 3
Effects: +12 Damage, +4% Penetration
Useable by: Soldier/Neptune
Required: Soldier / Close In Fighting 2
4.6) Heavy Core Ammo
Gear Cost: 3
Effects: +4 Damage, +10% Penetration
Useable by: Soldier/Neptune
Required: Neptune Specialist 2
4.7) N-Jacket Ammo
Gear Cost: 3
Effects: +12 Damage, +3% Critical
Useable by: Soldier/Neptune
Required: Neptune Specialist 2
4.8) Hydraul-Feed Loader
Gear Cost: 3
Effects: +3 Ranged Accuracy, +8% Penetration
Useable by: Soldier/Neptune
Required: Neptune / Suppressor 2
4.9) P-Jacket Ammo
Gear Cost: 4
Effects: +6 Damage, +10% Penetration
Useable by: Soldier/Neptune
Required: Soldier / Close In Fighting 4
4.10) Shattershell Rounds
Gear Cost: 5
Effects: +18 damage
Useable by: Soldier/Neptune
Required: Neptune / Suppressor 4
4.11) NX-Jacket Rounds
Gear Cost: 6
Effects: +4 Damage, +13% Critical
Useable by: Soldier/Neptune
Required: Neptune / Concentrator 5
4.12) Wraithsight Kit
RELIC
Gear Cost: 6
Effects: +4 Ranged Accuracy, +12 Damage, +16% Penetration
Useable by: Soldier/Neptune
Required: Neptune / Weapon-Mod Relic (end of Neptune Concentrator path)
5.0) Targeting Systems
Targeting systems are primarily optical systems which improve the capability of a soldier
or berserker to land precise hits on enemies. Despite this, there are a number of other
improvements, such as backbone improvements for the Leviathan structure or deflector fields,
which also fall in this category.
5.1) Twitch Backbone
Gear Cost: 2
Effects: +4% Auto-Block
Useable by: Berserk/Soldier
Required: Soldier 1
5.2) Armored Backbone
Gear Cost: 2
Effects: +12 Hit Points, +6 Armor
Useable by: Berserk/Soldier
Required: Soldier / Leader-In-The-Ranks 2
5.3) Plated Backbone
Gear Cost: 2
Effects: +3% Penetration, +6 Armor
Useable by: Berserk/Soldier
Required: Soldier / Leader-In-The-Ranks 2
5.4) Glance Field
Gear Cost: 2
Effects: +10% Deflection, +8 Parry, +4 Armor
Useable by: Berserk/Soldier
Required: Berserker / Shield Wall 1
5.5) Fortified Backbone
Gear Cost: 3
Effects: +15 Hit Points, +15 Max Heat
Useable by: Berserk/Soldier
Required: Soldier / Leader-In-The-Ranks 1
5.6) Vital-Core Lock
Gear Cost: 4
Effects: +4 Damage, +12% Critical
Useable by: Berserk/Soldier
Required: Berserker / Overpowering 4
5.7) Hunter Lock
Gear Cost: 5
Effects: +8 Damage, +6% Critical
Useable by: Berserk/Soldier
Required: Soldier / Leader-In-The-Ranks 4
5.8) Predator Lock
Gear Cost: 5
Effects: +3 Accuracy, +3 Parry
Useable by: Berserk/Soldier
Required: Soldier 7
6.0) Pilot Kits
The operator of a Leviathan mech is called a 'pilot' , and pilot kits are designed
for the sake of the human inside the machine rather than the machine itself. Because
the pilot is the brain of the Leviathan, Pilot Kit improvements to that brain result
in all kind of effects, ranging from increased mobility to better accuracy to better
defense. Because of limited availability, Pilot Kit improvements are restricted to
Captains and Scouts, who have the greatest need for them.
6.1) Reinforced Pilot Kit
Gear Cost: 1
Effects: +1 Parry, +4 Armor
Useable by: Captain / Scout
Required: Captain / Battlefield Leader (Early in Captain path)
6.2) Wraithbone Kit
RELIC
Gear Cost: 2
Effects: +12 Plasma Damage, +6% Auto-block, +12 Plasma Resist
Useable by: Captain / Scout
Required: Captain / Pilot Suit record (Middle of Captain path, just before it forks)
6.3) Swift Kit
Gear Cost: 2
Effects: +1 MP
Useable by: Captain / Scout
Required: Scout 4
6.4) Ballast Pilot Kit
Gear Cost: 3
Effects: +32 Max Hit Points, +2 Armor
Useable by: Captain / Scout
Required: Captain 4
6.5) Force Pilot Kit
Gear Cost: 4
Effects: +12 Damage
Useable by: Captain / Scout
Required: Captain 4
6.6) Pilot Sensorkit
Gear Cost: 4
Effects: +2 ranged accuracy, +6 Damage
Useable by: Captain / Scout
Required: Captain / Pistoleer 1
6.7) Reactive Pilot Kit
Gear Cost: 4
Effects: +6 ranged accuracy, +5% Auto-Block
Useable by: Captain / Scout
Required: Captain / Pistoleer 5
6.8) Specialist Pilot Kit
Gear Cost: 4
Effects: +4 damage, +8% Critical
Useable by: Captain / Scout
Required: Scout / Sniper 4
6.9) Twitch Kit
Gear Cost: 4
Effects: +1 MP, +3 Parry, +3 Dodge
Useable by: Captain / Scout
Required: Scout 6
6.10) Blitz Kit
Gear Cost: 4
Effects: +2 MP, +10 Max Heat
Useable by: Captain / Scout
Required: Scout / Stealth Operative 5
6.11) Darkline Kit
RELIC
Gear Cost: 4
Effects: +6% Penetration, +20% Counter-Attack, +10% Auto-block
Useable by: Captain / Scout
Required: Captain / Pilot Suit Relic 2 (End of Captain Path)
6.12) Precision Pilot Kit
Gear Cost: 5
Effects: +6 ranged accuracy, +6 Damage, +6% Penetration
Useable by: Captain / Scout
Required: Captain / Pistoleer Devastator
7.0) Leviathan Reactors
If the Pilot is the 'brain' of the Leviathan mech, the Leviathan reactor is the machine's
beating heart. Few Templars are entirely satisfied with the stock model and are forever
tinkering with it , creating after-market improvements. Leviathan reactor improvements
are found on Engineering specialists (of course!) and on Hydras, who look for ways to
improve the linkage between the reactor and their flame weapon. Leviathan reactors typically
improve a Templar's speed (that is, their MP) , their power (their Max HP) or their resistance
to fire. Other variants do exist, however.
7.1) Vent Manifold
Gear Cost: 1
Effects: +15 Max Heat
Useable by: Engineer, Hydra
Required: Engineer/Scout Specialist Adaptations (Early in path before Engineer and
Scout diverge)
7.2) Ember Kit
Gear Cost: 1
Effects: +2 Ranged Accuracy, +4 Fire Damage
Useable by: Engineer, Hydra
Required: Hydra Specialist 2
7.3) Tapped Reclamation
Gear Cost: 2
Effects: +3 Ranged Accuracy, +12 Fire Resist
Useable by: Engineer, Hydra
Required: Hydra / Napalm Cross 1
7.4) Irid-Plated Core
Gear Cost: 2
Effects: +2% Deflection, +1 Parry, +6 Armor
Useable by: Engineer, Hydra
Required: Engineer 4
7.5) Reinforced Reclaimers
Gear Cost: 2
Effects: +15 Max Heat, +15 Fire Resist
Useable by: Engineer, Hydra
Required: Hydra / Heatmaster 1
7.6) Boosted Reactor
Gear Cost: 3
Effects: +1 MP, +10 Max Heat
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Close In Fire 1
7.7) Cyclone Reactor
RELIC
Gear Cost: 3
Effects: +1 MP, +60 Max Heat
Useable by: Engineer, Hydra
Required: Engineer/Reactor Relic (Early in Engineer path, before it forks)
7.8) Kinetic Refine-X
Gear Cost: 3
Effects: +12 Max Hit Points, +30 Max Heat
Useable by: Engineer, Hydra
Required: Engineer / Provision Support 4
7.9) Rerouted Reclamation
Gear Cost: 4
Effects: -15 Max Heat, +28 Fire Damage
Useable by: Engineer, Hydra
Required: Engineer / Precision Flames 5
COMMENT: According to the documentation, this unit actually DECREASES your maximum heat
tolerance in exchange for greater fire damage, hence 'rerouted reclamation'.
7.10) Heat Rewiring
Gear Cost: 4
Effects: +30 Max Heat, +10% Auto-Block
Useable by: Engineer, Hydra
Required: Engineer / Heatmaster 3
7.11) Roavin Furnace
RELIC
Gear Cost: 4
Effects: +24 Max Hit Points, +24 Fire Damage, +24 Fire Resist
Useable by: Engineer, Hydra
Required: Engineer / Reactor Relic 2 (end of Heatmaster path)
8.0) SensorKit Modifications
All Templars carry sensorkits to gather information on the surrounding environment.
Scouts and Engineers are known to tinker with their sensorkits for greater performance;
Scouts, because that extra information may mean the difference between life and death,
and engineers, just because it's tinkering.
Strangely, no sensorkit modification improves the range of scans. Nonetheless, they do
improve perception-related skills such as ranged accuracy, critical hit rate, and auto-block.
8.1) Ocular Scanner
Gear Cost: 1
Effects: +2 Ranged Accuracy
Useable by: Engineer, Scout
Required: Engineer/Scout Specialist Adaptations (Early in path before Engineer and
Scout diverge)
8.2) Prox-Attack Kit
Gear Cost: 3
Effects: +3 All Accuracy, +6 Damage
Useable by: Engineer, Scout
Required: Engineer / Striker 1
8.3) Prox-Alert Scanner
Gear Cost: 3
Effects: +8% Deflection, +3 Parry, +3 Dodge
Useable by: Engineer, Scout
Required: Scout 5
8.4) Prox-Activated Kit
Gear Cost: 3
Effects: +6% Auto-Block, +3 Dodge
Useable by: Engineer, Scout
Required: Scout / Deep Operative 1
8.5) Strike Scanner
Gear Cost: 4
Effects: +8 Damage, +6% Counter-Attack, +4% Critical
Useable by: Engineer, Scout
Required: Engineer / Striker 3
8.6) Deaden-Scan
Gear Cost: 5
Effects: +12% Critical
Useable by: Engineer, Scout
Required: Scout / Sniper 5
8.7) Prox-Whisper
Gear Cost: 5
Effects: +8% Deflection, +8% Auto-Block
Useable by: Engineer, Scout
Required: Scout / Deep Operative 4
9.0) Armor Coating
Armor coating is most often heard with the phrase "Pimp My Paladin". But in addition to gold
finish, chrome attachments, and fins, Armor Coating has the more pragmatic purpose of
improving the armor protection of any heavy trooper; Hydras, Neptunes and Paladins can
all benefit from the additional protection and defense provided by armor coating.
Neptune improvements especially have an MP cost associated with it, some of them quite high.
Hydra improvements, to no one's great surprise, often provide fire resistance and increased
max heat. There is a certain irony to this , given that sustained Neptune fire can generate
a great deal more internal heat than Hydras do.
9.1) Reinforced Mech
Gear Cost: 1
Effects: +6 Max Hit Points
Useable by: Hydra, Neptune, Paladin
Required: Heavy Suit Adaptations (early Melee path, common to Hydra, Neptune, Paladin, and Berserker)
9.2) Light Heat Shielding
Gear Cost: 1
Effects: +2 Armor, +12 Fire Resist
Useable by: Hydra, Neptune, Paladin
Required: Heavy Infantry 2 (Path between Neptune and Hydra)
9.3) Rigid Blast Plate
Gear Cost: 1
Effects: +6% Deflection
Useable by: Hydra, Neptune, Paladin
Required: Hydra Specialist 2
9.4) Tiberius' Plating
RELIC
Gear Cost: 2
Effects: +26 Max Hit Points, +2 Parry, +42 Radiation Resist
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Armor Coating Relic (early in Hydra path)
9.5) Goliath Plating
Gear Cost: 3
Effects: -1 MP, +10% Deflection, +8 Armor
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Defensive 1
COMMENTS: This armor coating decreases MP.
9.6) Recoil Harness
Gear Cost: 3
Effects: +3 Ranged Accuracy, +3% Critical, +2 Armor
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Concentrator 1
9.7) Warded Plates
Gear Cost: 3
Effects: +8% Deflection, +8 Armor
Useable by: Hydra, Neptune, Paladin
Required: Paladin / Devastator 2
9.8) Radiated Heat Shielding
Gear Cost: 3
Effects: +16 Max Hit Points, +4 Armor, +14 Fire Resist
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Close In Fire 4
9.9) Bi-Plate Heat-Regulation
Gear Cost: 3
Effects: +30 Max Heat, +4% Deflection
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Suppressor 3
9.10) Irid Sheathe
Gear Cost: 4
Effects: +3 ranged accuracy, +12 Fire Resist
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Napalm Cross 4
9.11) Goliath Retrofit
Gear Cost: 4
Effects: -1 MP, +3 All Accuracy, +10% Auto-Block, +3 Parry
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Cannonier 5
9.12) Mammoth Retrofit
RELIC
Gear Cost: 4
Effects: +24 Max Hit Points
Useable by: Hydra, Neptune, Paladin
Required: Paladin / Armor Coating Relic 2 (End of Paladin Devastator Path)
9.13) Deflection Field
Gear Cost: 5
Effects: +15% Auto-Block
Useable by: Hydra, Neptune, Paladin
Required: Paladin / Devastator 3
9.14) Volcanic Shielding
Gear Cost: 5
Effects: +15 Max Heat, +6 Armor, +32 Fire Resist
Useable by: Hydra, Neptune, Paladin
Required: Hydra / Close In Fire 5
9.15) Titan Sheathe
Gear Cost: 6
Effects: -2 MP, +22% Deflection, +16 Armor
Useable by: Hydra, Neptune, Paladin
Required: Neptune / Defensive 5
COMMENTS: This armor dramatically reduces MP in favor of increased armor. Use this for a defensive
Templar who will guard a tactical point or other strategic location, for whom movement is not a
factor.
10.0) Expert Procedures
Expert-Proc is the exclusive domain of the berserker. The berserker's raison d'etre is
raw power and raw speed at the critical point. Because of this, any way to improve
a berserker's reflexes improves their fighting skill. Expert-Procs assist this by
providing an artificial set of reflexes to the Leviathan. Thus, the Leviathan will respond
more quickly and more predictably to the movements of the pilot inside. Procs primarily improve
melee offense and defense; which is just as well, since Berserkers do not use ranged weapons.
10.10 Adept-Proc
Gear Cost: 1
Effects: +10% Deflection, +10% Auto-block, +10 Fire Resist
Useable by: Berserker
Required: Berserker 2
10.2) Initiate-Proc
Gear Cost: 2
Effects: +3 Melee Accuracy, +6% Critical
Useable by: Berserker
Required: Berserker / Overpowering 1
10.3) Monger-Proc
Gear Cost: 4
Effects: +3 Melee Accuracy , +10 Damage, +10% Counter-Attack
Useable by: Berserker
Required: Berserker 5
10.4) Vitality Wiring
Gear Cost: 3
Effects: +30 HP
Useable by: Berserker
Required: Berserker / Shield Wall 3
10.5) Cyclone-Strike Proc
RELIC
Gear Cost: 4
Effects: +5 All Accuracy, +16 Damage
Useable by: Berserker
Required: Berserker / Exper-Proc Relic (Berserker / Overpowering Path)
Tactical Points, Ordinance, and Resupply
1.0 What is a Tactical Point ?
A Tactical Point is the primary mechanism by which Templar Command introduces
new personnel and equipment into a battlefield. Tactical Points may be unoccupied,
Templar-Occupied, or Enemy-Occupied.
A base tactical point has 5 hit points, produces 60 supply points per turn, and has no
defenses.
If the Templars control a single tactical point on the map, they can exchange supply points
for one of four options:
1) Veterans (Templar soldiers used in previous battles and improved at HQ).
2) Recruits (Brand new Templar soldiers auto-generated on the spot).
3) Ordnance (one use items with a variety of effects; Ordnance can be a : a
medical item, a resupply item, or a buff item).
4) Tactical Point Improvements (these improve tactical point operations and attributes).
A tactical point may be transferred to Templar control using the Engineer's Capture talent;
ordinary attacks have no effect whatsoever. Depending on the level of the capture talent,
a degree of progress will be made to freeing an enemy tactical point from enemy control;
when the HP of the tactical point is reduced to zero, it will revert to unoccupied state.
Once unoccupied , a single Engineer Capture at any level will transfer it to Templar control.
Enemies can also capture Templar or unoccupied tactical points. Any enemy unit can inflict
1 HP worth of damage to a tactical point, in addition to any attacks against Templar
troops or sentry turrets, if it is 2 squares of the tactical point or closer. A Templar-
controlled Tactical point will revert to unoccupied when its hit points are reduced to zero.
Any enemy can then transfer a tactical point to enemy control on the next turn, if within
two squares.
Enemy-controlled tactical points generate supply points for the enemy and act as spawn
points for enemy units; what's more, each tactical point has its own AI when under enemy control
which will hunt Templars; consequently, enemy Tactical points are ALWAYS a priority target
and should be at least reverted to unoccupied state if it can be done without
compromising the mission objectives.
1.1) How are supply points acquired?
In addition to being given at the start of the battle, every unmodified Templar
tactical point will generate 60 supply points per turn. These points may be upgraded
to produce even more supply points; for details see the section on tactical point
improvements.
1.2) What other effects do Tactical points have?
Every tactical point has the potential to raise the maximum number of Templars that may be
deployed on a map. The first captured tactical point will raise the maximum number to 6;
Every subsequent controlled tactical point will raise this cap by 3, to a map-defined maximum.
The highest observed total is 12.
If a tactical point is lost and you have Templars in excess of the cap, you will be able to keep the
troops you have, but not replace them if they are incapacitated.
1.3) What is the difference between recruits and veterans?
Veterans are units that have fought in previous battles and are slightly higher level than recruits,
they have also had the benefits of any customization you may have chosen to do between battles.
Recruits typically cost less in terms of supply points , but they have stock talents and stock
equipment which may not complement your playstyle.
Happily, recruits are generated at a percentage of the Captain's level; this percentage
varies by difficulty level. For example, on Ironman mode, if the Captain is level 20, a
new recruit will be 60% of that -- level 12. Thus, if casualties occur in the later
game you will not be saddled with level 1s who are barely able to hold a rifle.
1.4) What tradeoffs and drawbacks exist ?
The greatest weak point of ordnance and tactical points in general is that it is very difficult to
achieve a turn goal and make use of these things. If you have a goal of 15 turn units you
simply don't have the time to stock up many items ; you must go with what you have.
Happily, in ALMOST all maps the turn goal can be ignored completely, if your playstyle is
built around stockpiling.
Another issue is that the raised maximum number of templars isn't as wonderful as it sounds,
because if you want to actually make use of that tac point for an extended period you must
divert some of the new Templars to protecting the tac point. My experience on normal
level is that it takes a minimum of 2 Templars to adequately defend a Tac point, so for
ever captured tac point you can only add 1 new Templar to your offensive strike force.
2.0 Medical Ordnance
Medical Ordnance is a rare source of healing within the game and can be used once by any
Templar. It is HIGHLY recommended that the player research "Melee Specialists 1" to
acquire the "Minor Meditech" item, even if the player has no intention of fielding Paladins
or Berserkers. This one item is the 20% of the effort that generates the 80% of the return;
every player should have access to this one item even if they have no interest in the
remainder of the melee research branch.
Note that ordnance can sometimes be found on the map, as a secondary objective.
Medical Ordnance Equipment
2.1) Minor meditech
Cost: 400 SP
Effect: Heals 40-60 HP
Useable by: ALL
Required: Melee Specialists 1 (Prerequisite to Paladins and Berserkers)
COMMENTS: As discussed , this is extremely early in the research tree, is inexpensive
to research, and inexpensive to deploy. It is HIGHLY RECOMMENDED to acquire this one healing
item, even if the player has no other interest in melee combatants.
2.2) Meditech
Cost: 600 SP
Effect: heals 70-100 HP
Useable by: ALL
Required: Paladin/Healer 1
2.3) Major meditech
Cost: 800 SP
Effect: Heals 100-150 HP
Useable by: ALL
Required: Paladin / Healer 4
3.0) Buff Ordnance
Buffing ordnance improves the capabilities of one or more templars for a limited number of turns.
As with medical ordnance, buff ordnance can sometimes be found on maps as a secondary
objective.
Buff Ordnance Equipment
3.1) Reactor jolt
Cost: 100 sp
Effect: +2 MP for 4 turns.
Useable by: ALL
Required: Scout / Stealth Operative 4.
3.2) Null Cloak
Cost: 100 SP
Effect: +4 Stealth for 4 turns.
Useable by: Scout.
Required: Scout / Stealth Operative 4.
Comment: Stealth is only used if Overdrive or Null Field, one of the two stealth-related
buffs, is active. Consequently this item should only be used in conjunction with those
talents.
3.3) Null shield
Cost: 200 SP
Effect: +8 scout for 4 turns.
Useable by: Scout
Required: Scout / deep operative 3
Comment: Stealth is only used if Overdrive or Null Field, one of the two stealth-related
buffs, is active. Consequently this item should only be used in conjunction with those
talents.
3.4) Prolonged deployment
Cost: 50 SP
Effect: Increases duration of current buff by 4 turns; current Templar only.
Useable by: ALL.
Required: Captain 3
3.5) Commanders deployment
Cost: 300 sp
Effect; Increase duration of current buff by 4 turns for ALL active templars.
Useable by: ALL
Required: Captain / Commander 3
3.6) Assault Overflow Kit
Cost: N/A
Effect: Increase critical hit rate by 10%, +20 attack, 4 turns.
Useable by: ALL.
Required: N/A
Comment: This has been observed on maps but is unavailable through the tech tree. Reserve it for the heaviest fighting.
3.7) Deflection Core Field
Cost: 200 SP
Effect: +24 deflection, 3 turns
Useable by: ALL.
Required: Berserker 4
3.8) Radiation Shield Kit
Cost: 200 SP
Effect: +24 radiation resistance, 3 turns
Useable by: ALL
Required: Engineer 4
3.9) Flame Coat Kit
Cost: 200 SP
Effect: +24 fire resistance, 3 turns
Useable by: ALL
Required; Hydra/Precision Fire 3.
3.10) Irid Field Kit Kit
Cost: 200 SP
Effect: +18 Armor, 3 turns
Useable by: ALL
Required: Captain 7
4.0 Resupply Ordnance
Resupply is used to recharge Templar talents; some of the more interesting Templar abilities
have a finite number of uses. A Templar using a resupply ordinance will have their talent
uses restored to their maximum. For instance, a commander who has 2 uses of the "Commander's
Confidence" talent left will have this value re-set to 5 upon using a Leader's Resupply.
Interesting resupply ordinances include the turret perimeter resupply and the medic's resupply.
Sentry turrets cannot be repaired when damaged and a single engineer can place a maximum of
two turrets at a time, even though many maps allow up to 4. Use of the perimeter resupply
will allow a single engineer to emplace the maximum number of turrets on a map and replace them
when they are lost.
The medic's resupply is of paramount importance because healing is an extremely scarce
resource in Templar Battleforce. The medic's resupply recharges the Paladin's healing talents,
allowing for potentially unlimited healing.
A drawback of all resupply options is that they can only be used in close proximity to a tac point;
in-game testing has revealed that they will work at a range of 5 squares or closer to a tac point.
The in-game implications are that a unit dependent on resupply will have to stay fairly
close to a tactical point. Alternatively, if one's objective requires taking tactical points,
the enterprising Templar could plan to stock up supply points, then capture the tactical
point with Templars who are expected to be low on talent usage. At this point,
resupply the Templars with the excess supply points.
Resupply Materials
4.1) Turret perimeter resupply
Cost: 200 sp
Effect: Resupplies sentry turret
Useable by: Engineer
Required: Engineer / Defensive Perimeter 2
4.2) Engineer's resupply
Cost: 200 sp
Effect: Resupply power field, fortify position
Useable by: Engineer
Required: Engineer / Provision Support 2
4.3) Deep operative resupply
Cost: 250 sp
Effect: Resupply overdrive, field of focus, null field
Useable by: Scout
Required: Scout 7
4.4) Grenadier's Resupply
Cost: 250 sp
Effect: Resupply Concuss-Grenades
Useable by: Soldier
Required: Soldier / Grenadier 2
4.5) Leader In The Ranks resupply
Cost: 200 sp
Effect: Resupply calling shots, defensive stand, rallying shot
Useable by: Soldier
Required: Soldier / Leader In The Ranks 2
4.6) Grenadiers resupply
Cost: 250 sp
Effect: Resupply frag grenades
Useable by: Captain
Required: Captain grenadier captain 2
4.7) Leader's resupply
Cost: 200 sp
Effect: Resupplies Commander's Confidence, Pressing Need, Warrior's Wrath
Useable by: Captain
Required: Captain 5
4.8) Promethium resupply
Cost: 250 sp
Effect: Resupplies napalm charge, napalm lance, heat waves
Useable by: Hydra
Required: Hydra Precision Flames 4
4.9) Cannonier's resupply
Cost: 200 sp
Effect: Full-vent; stabilize platform;
Useable by: Neptune only
Required: Neptune cannonier 2
4.10) Medic's resupply
Cost: 400 sp
Effect: Battlefield medic, battlefield enhancers ; Paladin only.
Required: Paladin / Healer 3
Comment: This is the most efficient healing option; for the cost of a single minor meditech,
which will heal one templar for a maximum of 60 HP, you gain the ability to potentially heal
up to 5 times for 100+ hit points.The downside is that you must have a Paladin to make use
of this option, and the Paladin must be close to a tactical point to use this item.
4.11) Berserker resupply
Cost: 200 sp
Effect: Resupply battle-lock, warding shield, indomitable offense.
Useable by: Berserker
Required: Berserker 5
4.12) Assault grenadier's resupply
Cost: 250 SP
Effeect: Resupply assault grenades
Useable by: Berserker
Required: Assault Grenadier 3
5.0 Tactical Point Upgrades
Tactical point upgrades improve a tactical point's attributes, either making them
more productive or more defensible.
As stated before, a basic tactical point will produce 60 supply points per turn, has
5 hit points , and no defenses. All enemy attacks versus tactical points do one hit
point of damage.
Note that tactical point upgrades do not stack; later upgrades replace earlier ones.
For example, a Tactical point with a supply booster 1 upgrade will generate 80 supply
points per turn. If that tactical point is subsequently upgraded with supply booster 3,
it will now produce 160 supply points in the same time; the bonus from the current upgrade
will be added to the tactical points' base production but the earlier upgrade will be lost.
There is a limit to the number of upgrades a tactical point can have; I believe the maximum number
is 5. Further, some upgrades cost more upgrade points than others.
For instance, I believe the supply booster 3 will use 3 upgrade points while the supply booster
1 will use only one; so you could have a high-level supply booster upgrade and a low-level reinforced structure
but not a high-level supply booster, a fully reinforced structure, and the best defenses supply points can buy.
5.1) Supply booster 1
Cost: 200 sp
Effect: Increases supply point generation by 20
Required: Captain operational command
5.2) Supply booster 2
Cost: 600 SP
Effect: Increases supply point generation by 60.
Required; Captain Born Leader
5.3) Supply booster 3
Cost: 1000 sp
Effect: Increases Supply point generation by 100.
Required: Captain 3
5.4) Reinforced structure 1
Cost: 50 supply points
Effect: Increases the tactical points hit points by 5, to a maximum of 10.
Required: Engineer 2
5.5) Reinforced structure 2
Cost: 100 sp
Effect; Increases tactical point hit points by 10, to maximum of 15.
Required: Heavy infantry 3 (This branch is common to the Hydra and Neptune)
5.6) Reinforced structure 3
Cost: 200 SP
Effect: Increases tactical point HP by 15, to a maximum of 20.
Required: Engineer 6
5.7) Turret defense 1
Cost: 100 SP
Effect: Provides machine gun defenses to a tactical point.
Required: Engineer / defensive perimeter 1
COMMENT: According to forum comments, these defenses automatically counter-attack
any enemy who attacks the tactical point. Regrettably, as of 1.2.23, there is no visual
or graphical display of this occurrence.
While the exact damage is unknown, it IS known that these defenses are not meant to
replace Templar soldiers or sentry turrets. Anecdotal reports suggest that these defenses
are sufficient to drive off an isolated skitter or human attacker, but cannot resist any
kind of determined attack.
5.8) Turret defense 2
Cost: 150 SP
Effect: Provides improved machine gun defenses to a tactical point.
Required: Engineer / defensive perimeter 4
COMMENT: According to forum comments, these defenses automatically counter-attack
any enemy who attacks the tactical point. Regrettably, as of 1.2.23, there is no visual
or graphical display of this occurrence.
While the exact damage is unknown, it IS known that these defenses are not meant to
replace Templar soldiers or sentry turrets. Anecdotal reports suggest that these defenses
are sufficient to drive off an isolated skitter or human attacker, but cannot resist any
kind of determined attack.
5.9) Flame Cannon Defense
Cost: 200 SP
Effect: Provides flame defense to a tactical point. Note that, unlike standard
hydra weapons, these automated flame defenses do not set the target square on fire.
Required: Hydra Specialist 3
COMMENT: According to forum comments, these defenses automatically counter-attack
any enemy who attacks the tactical point, inflicting 4d6 (that is , 4-24) points of
flame damage. Regrettably, as of 1.2.23, there is no visual
or graphical display of this occurrence.
These defenses are not meant to
replace Templar soldiers or sentry turrets. Anecdotal reports suggest that these defenses
are sufficient to drive off an isolated skitter or human attacker, but cannot resist any
kind of determined attack.
Guide To Armor
1.0 Terms Used in this Guide
Armor: 1. A leviathan-class suit, which is a powered mechanized exoskeleton (or "mech")
in excess of 2.5 meters in height and massing multiple metric tons. It serves both to
carry heavy loads and weapons well in excess of those possible to a standard human (or
"squishy") and is also much more resistant to damage. All Templars go into battle
operating one of these massive suits. 2. The defense rating of a suit of armor. If an
enemy hits a Templar, the suit will "soak" up to that amount of damage. Thus, if an
enemy hits for 100 HP of damage and the armor soaks 36 points, the Templar will suffer
64 points of damage instead.
In addition, if the hit fails to penetrate the suit's deflection, additional damage
will be "soaked" before the final damage is tallied. For more details see "deflection"
Auto-Block: A percentage chance that an attack will be wholly negated by blocking it;
this action is performed automatically when the Templar is attacked. A successful
auto-block has a chance of resulting in a counter-attack.
Counter-Attack: If an attack is Auto-Blocked, there is a chance that the attacked Templar
will get a "free" hit on his attacker, expressed as a percentage. This attack costs no
action points. In theory a very lucky Templar could be surrounded by eight enemies and kill
them all on their turn by simply counter-attacking, without using a single movement or
action point.
Deflection: The extent, measured in percentage, a suit is designed to be difficult to hit properly,
turning killing blows into glancing blows instead. It is opposed by a weapon's penetration.
All weapons of all factions have a penetration rating; all armors have a deflection rating.
If the weapon fails to penetrate the armor, the armor will soak up the full value of its
armor attribute in damage in addition to standard soak. For example, if a 100 HP hit is scored
on an armor with a rating of 50 but fails to penetrate, the 50 points of damage will
be removed from the total. The armor now has a chance to perform standard soak, which may
be between 0 and 50 (the armor's rating). If the armor now soaks up an additional 24 points
of damage, the Templar will suffer a final hit of 100-74 = 26 hit points.
Because of this, armor with higher deflection may provide more protection than armor
with a greater standard rating.
Bio-poison, fire, and radiation damage are not subject to deflection.
Evade: A bonus which gives the wearer a better chance to dodge enemy attacks altogether.
Especially critical for scouts.
Fire Resist: If a suit is struck by a fire attack, this amount of fire damage will be
immediately subtracted from the total. Since fire damage is not deflected, this may be of
great importance against fire-wielding enemies.
Gear: The cost associated with operating one of these devices. The more complex
and powerful a suit of armor is, the higher its associated gear cost. Each Templar
has a maximum gear level which sums up to the total gearing of the weapon, the secondary
weapon or shield, the armor, and two items of war gear.
Melee Accuracy: The ability of the Templar to strike an enemy with a melee weapon.
Radiation Resist: If a suit is struck by radiation, this amount of damage
will be immediately subtracted from the total. Radiation is not subject to deflection.
Further, Note that many late-game enemies rely on radiation-based weaponry, so on these levels
armor with a radiation resistance capability may be more valuable than higher-quality
armor that has no ability to resist this damage type.
Relic: A holdover from before the Exodus, Relics represent advanced technology from
a bygone age. Only one Templar on the roster at a time may equip a relic.
2.0 Melee Armor
Melee armor is designed for toe-to-toe slugfests with melee enemies. As a result,
this armor tends to have higher deflection than the norm (as deflection is of
greatest value against standard melee attacks) and moreover often have a degree of
evasion as well.
2.1) Charger Leviathan
Gear: 2
Armor: 42
Deflection: 54%
OTHER: Evade +2
Useable by: Berserk, Paladin
Required: None (Starting Equipment for Berserk)
2.2) Defender's Leviathan
Gear: 2
Armor: 32
Deflection: 78%
OTHER: Evade +2
Useable by: Berserk, Paladin
Required: None (Starting Equipment for Paladin)
2.3) Assault Leviathan
Gear: 3
Armor: 36
Deflection: 84%
OTHER: Evade +2
Useable by: Berserk, Paladin
Required: Paladin 3
2.4) Warded Armor
Gear: 7
Armor: 38
Deflection: 66%
OTHER: Evade +4, +12% Auto-block, +16 Radiation Resist
Useable by: Berserk, Paladin
Required: Berserk / Shield Wall 2
2.5) Blackwing Assault
Gear: 7
Armor: 50 Armor
Deflection: 60%
OTHER: Evade +3, +2 Melee Accuracy, +10% Counter-attack
Useable by: Berserk, Paladin
Required: Berserk / Onslaught 2
3.0 Heavy Armor
Heavy Armor is an offshoot of the armor designed for the Neptune and Hydra, modified
for use by ordinary soldiers. It normally has markedly higher armor and deflection than other
suits of equivalent gear cost. This improvement, however,
typically comes at a cost of reduced mobility.
3.1) Heavy Leviathan
Gear: 3
Armor: 44
Deflection: 76%
Other: -1 MP
Useable by: Berserk, Captain, Soldier
Required: Heavy Infantry 1 (path common to Neptune and Hydra)
Comments: This suit has a movement cost. Use in conjunction with MP-boosting gear
or equip a defensive Templar with it.
3.2) Slayer-Core
RELIC
Gear: 5
Armor: 66
Deflection: 76%
Other: -2 MP
Useable by: Berserk, Captain, Soldier
Required; Heavy Armor Relic (Early on Heavy Infantry path, common to Hydra and Paladin)
Comments: There is a high movement cost associated with this suit. Equip a defensive
Templar with it.
3.3) Warpath Leviathan
Gear: 5
Armor: 34
Deflection: 70%
Other: +2 All Accuracy, +6 Damage
Useable by: Berserk, Captain, Soldier
Required: Heavy Infantry 3 (Common to both Neptune and Hydra)
3.4) Inferno Legion
Gear: 7
Armor: 50
Deflection: 64%
Other: +24 Fire Resist, +24 Radiation Resist
Useable by: Berserk, Captain, Soldier
Required; Heavy Infantry 4 (Common to both Neptune and Hydra)
3.5) Mag-Core Leviathan
Gear: 7
Armor: 56
Deflection: 68%
Useable by: Berserk, Captain, Soldier
OTHER: -1 MP
Required: Hydra / Hydra Specialist 3
COMMENTS: There is a movement penalty associated with this armor; use in
conjuction with MP-boosting equipment or give to a defensive soldier.
4.0 Command Armor
Command Armor is primarily designed for use by Captains. Since Captains are
expected to lead from the front and set an example, Captains therefore require a mix
of high protection and mobility. Command armor is therefore medium armor
modified to have slightly higher armor and deflection; no armor in this section
comes with an MP cost, and the highest-level suits even have some evasion capability.
4.1) Leviathan Command
Gear: 2
Armor: 36
Deflection: 76%
Useable by: Captain, Paladin
Required: None (Starting Equipment)
4.2) Legion Command
Gear: 5
Armor: 38
Deflection: 78%
OTHER: +12 Fire Resist, +16 Radiation Resist
Useable by: Captain, Paladin
Requirement: Captain 2
4.3) Commander's Leviathan
Gear: 7
Armor: 48
Deflection: 84%
Useable by: Captain, Paladin
Requirement: Captain 5
4.4) Interlinked Command
Gear: 9
Armor: 52
Deflection: 90%
Useable by: Captain, Paladin
Requirement: Captain / Blademaster 4
4.5) Void Legion
RELIC
Gear: 11
Armor: 58
Deflection: 98%
OTHER: +2 Evade, +10% Counter-attack
Useable by: Captain, Paladin
Requirement: Captain / Commander 4 (there are two Commander 4s right next to
each other on the path; this one is
the second one at the end of the path)
5.0 Medium Armor
Medium armor is assigned to soldiers and engineers. It has reasonable defensive statistics
but zero evasion. Very few of these suits have an associated movement penalty, so they
are designed for people who must move quickly, who will both give and receive damage.
5.1) Infantry Leviathan
Gear: 2
Armor: 38
Deflection: 72%
Useable by: Engineer, Soldier
Requirement: None (Starting Equipment)
5.2) Leviathan Armor
Gear: 3
Armor: 34
Deflection: 68%
Useable by: Engineer, Soldier
Requirement: Captain / Battle Suit Adaptations (Early in path, before Soldier diverges)
5.3) Plated Leviathan
Gear: 5
Armor: 32
Deflection: 86%
Useable by: Engineer, Soldier
Requirement: Soldier 3
5.4) Legion Leviathan
Gear: 7
Armor: 44
Deflection: 72%
Other: +16 Radiation Resist
Useable by: Engineer, Soldier
Requirement: Soldier 6
5.5) Dragoon Leviathan
RELIC
Gear: 7
Armor: 46
Deflection: 74%
OTHER: +16% Auto-block, +16 Radiation Resist
Useable by: Engineer, Soldier
Requirement: Soldier / Infantry Armor Relic (early in soldier path, off of Soldier 4)
5.6) Density-Plated Leviathan
Gear: 9
Armor: 50
Deflection: 80%
OTHER: -2 MP
Useable by: Engineer, Soldier
Requirement: Soldier / Close-in Fighting 4
COMMENTS: This armor has a significant movement penalty; use it with defensive troops.
6.0 Scout Armor
Scout armor is noted for having high evasion and very low armor rating;
the best scout suits have armor ratings on par with STARTING soldier armor. It follows
that a survivable scout is one that keeps out of attack range of the enemy, employing
stealth and high speed to avoid enemy encounters. Happily, the Overdrive buff provides
both at once.
6.1) Leviathan Scout
Gear: 2
Armor: 22
Deflection: 60%
Useable by: Scout
Requirement: None (Starting Equipment)
6.2) Leviathan Ranger
Gear: 3
Armor: 26
Deflection: 64%
OTHER: Evade +2
Useable by: Scout
Requirement: Scout 2
6.3) Null Leviathan
Gear: 5
Armor: 32
Deflection: 80%
OTHER: Evade +3
Useable by: Scout
Requirement: Scout / Sniper 3
6.4) Panther Deep Op
Gear: 7
Armor: 24
Deflection: 58%
OTHER: Evade +7, Radiation Resist +16
Useable by: Scout
Requirement: Scout / Deep Operative 3
6.5) Ranger Assault
Gear: 7
Armor: 28
Deflection: 40%
OTHER: Evade +7, Radiation Resist +16
Useable by: Scout
Requirement: Scout / Deep Operative 3
7.0 Hydra Specialist Armor
Hydra armor is of course intended for the Hydra specialist, and can only be worn
by this Templar. It is heavy armor with exceptional protection against environmental
hazards such as fire or radiation, and also provides protection against heat. Despite
this, it's armor rating is unexceptional, topping out at a mere 46 points, for which
the user must pay a -2 MP movement penalty. Consequently, this armor is NOT intended
for frontline use but for secondary fire support, to whom the greatest danger is the
Templar's own weapon.
7.1) Heat-Shielded Leviathan
Gear: 2
Armor: 30
Deflection: 80%
Useable by: Hydra
OTHER: +16 Fire Resist, +8 Radiation Resist
Required: None (Starting Armor)
7.2) Shadowflame Armor
Gear: 3
Armor: 34
Deflection: 80%
Useable by: Hydra
OTHER: +10 Max Heat, +24 Fire Resist, +12 Radiation Resist
Required: Hydra / Precision Fire 1
7.3) Vigilant Plating
Gear: 5
Armor: 46
Deflection: 82%
Useable by: Hydra
OTHER: -2 MP
Required: Hydra /Close In Fire 2
COMMENTS: There is a significant movement penalty associated with this armor;
give to a defensive unit.
7.4) Heavy Void Armor
Gear: 9
Armor: 42
Deflection: 72%
Useable by: Hydra
OTHER: +30 Max Heat, +24 Fire Resist, +12 radiation resist
Required: Hydra / Heatmaster 4
8.0 Neptune Armor
Neptune armor can be worn only by the Neptune specialist; it typically has high
armor and high deflection, but no environmental resistance to speak of. Also,
those armors with the highest armor rating tend to come with movement penalties. Despite
this, the more mobile suits are adequate in an offensive role.
8.1) Gunnery Armor
Gear: 2
Armor: 36
Deflection: 78%
Useable by: Neptune
Required: None (Starting Armor)
8.2) Gunnery Armor
Gear: 3
Armor: 44
Deflection: 78%
Useable by: Neptune
Required: Neptune Specialist 3
8.3) Artillery Armor
Gear: 5
Armor: 38
Deflection: 92%
Useable by: Neptune
Required: Neptune / Concentrator 4
8.4) Summit Plate
Gear: 9
Armor: 52
Deflection: 72%
Other: +4% Auto-block
Useable by: Neptune
Required: Neptune / Defensive 2
8.5) Sentry Plate
Gear: 9
Armor: 80
Deflection: 34%
Other: -2 MP
Useable by: Neptune
Required: Neptune / Defensive 4
COMMENTS: There is a significant movement penalty associated with this armor;
use it in a defensive role.
8.6) Obliterator Legion
RELIC
Gear: 9
Armor: 52
Deflection: 98%
Other: +16 Max Heat
Useable by: Neptune
Required: Neptune / Heavy Armor Relic 2 (early in Neptune path)
COMMENTS: Given the immense heat associated with the Neptune's talents, this
armor is invaluable. Regrettably, as a relic, only one Templar can equip it.
Read more: startradersrpg.proboards.com/thread/13100/jills-all-quadrants-weapons?page=2#ixzz3xNzX4c5E
Respectfully,
Brian P.