CONCEPT

You control a squad of between 2 and 16 Templars equipped with Leviathan Battle Suits. The Templars must accomplish any mission required by the Fleet.

Each turn, you will give your Templars individual orders. The amount of moving, shooting, and attacking that a Templar can do each turn is based on his Action Points. He may take one action per Action Point.

LEVELS

Each campaign is made up of a series of levels. Each level has a briefing which explains the objectives. Before each level you will have a chance to review the briefing and review your team of Templar Knights.

You may attempt each level as many times as you like.

You squad is defeated automatically if your Captain is slain in battle.

VICTORY

Once you are victorious on a level you have two choices. You may continue with your victory using the button ‘Vae Victis, Templars!’ which is the traditional battle shout of your Templars. You may also retry the level if it has gone badly.

If you continue after being victorious any dead Templar Knights will be converted to Fallen Comrades and cannot be deployed in future conflicts.

Therefore, even if you have defeated a level, choose to proceed carefully if you have lost Templar Knights.

TURN-BASED STRATEGY

Templar Assault is a turn-based strategy game.

Each turn allows you to move your Templar Knights individually. In the first phase of the turn, you give orders to each Templar to spend his Action Points to move, turn, attack, and shoot. When you have completed all of your orders for the turn, the second phase of the turn begins. Any Action Points that are not spent in the first phase are stored for use in the second phase. A maximum of 2 Action Points can be stored for the second phase.

In the second phase of the turn, your enemies spend their Action Points to move and attack. During this second phase, your Templars may take defensive actions if they have stored Action Points.

If a enemy, such as a xenoform, moves close to a Templar Knight who did not spend all of his Action Points during the first phase of the turn, the turn returns to the Templar and allows you to spend your remaining Action Points to move, shoot or attack.

As the second phase of the turn progresses and your enemies spend all of their Action Points, your stored Action Points will dissipate. Therefore, be sure to store enough Action Points if you are in a position where defense is important.

MAP ICONS

The battlefield map for Templar Assault features a number of different icons to indicate the Alien, your Templar squad and possible orders.

char_sprite_captain_lvl1 A Templar Knight. For example, this is your Captain — a master in both melee and ranged combat.
marine1_standing A Templar Knight. Elite warriors, they defend the Quadrant working in small squads.
char_sprite_neptune Neptune Weapon Specialist, these warriors are trained with heavy weapons. They are unable to shoot around friendly Templars.
char_sprite_flamer Hydra Weapon Specialist, these warriors are trained with plas-flame weapons. They are able to shoot a blast of flame that does damage immediately and over time.
Combat Move Selector This yellow selector shows which Templar is currently active and selected.
Single Move Selector You may move the current Templar forward into this position. Requires 1 Action Point.
Rotation Selector You may turn the Templar this direction. Leviathan Battle Suits are difficult to maneuver and repositioning is a costly exercise. Requires 1 Action Point.
Backwards Movement You may command the Templar to retreat directly backward in this position. The Templar will stay facing the same direction. Leviathan Battle Suits are difficult to maneuver and repositioning is a costly exercise. Requires 2 Action Points.
Dialog or Story Event An indicator that as you move into this area, a dialog event will occur.
Story Event or Victory An indicator that as you move into this area, a game event may strike (victory, defeat, special event).
Dangerous Xenoform or Alien A alien enemy. For example, this is one type of xenoform you may face.
Faction or Pirate Soldier A human enemy. For example, this is a rebel Planetary Defense Force soldier.
Narvidian Construct A Narvidian warrior. For example, this is a Narvidian construct equipped with a range weapon.
Special Power Turn You may activate a special power on this position. Requires 1 Action Point.
Ranged Target Finder The current Templar may open fire with a ranged weapon on this position. Requires 1 Action Point.
Melee Target Finder The current Templar may attack this target with a melee weapon. Requires 1 Action Point.
Hydra Fire Target Finder A Templar is targeting this position with plas-flame weapon. Be aware of the plasma plume, it may strike multiple targets at once.
Aliens Attack A xenoform is attacking the Templar in this position. Beware the alien, as they may attack multiple targets at once.
Enemy Attack A Faction Crew member is attacking the Templar in this position.
Flame This position is currently on fire. Moving into it may cause Damage. Armor with high Shielding will reduce this damage.

STATISTICS

Each Templar Warrior has six statistics. Two attributes, Strength and Quickness and four skills: Warrior, Ranged, Tactics and Evasion.

Strength

This attribute measures the strength of the Templar Knight’s body and mind.

Quickness

This attribute measures the speed of the Templar Warrior’s movements and thoughts.

Warrior

This skill measures the Templar Warrior’s training with Force Weapons and ancient Kraken armaments. Warrior governs the use of all melee weaponry.

Ranged

This skill measures the Templar Warrior’s mastery of ranged weapons, both light and heavy. The Ranged skill is used for all ranged weaponry, including Leviathan Guns, as well as Neptune and Hydra heavy weapons.

Tactics

This skill measures the Templar’s leadership and knowledge of Squad actions in Leviathan Armor. Tactics is required for a effective Captain, as it determines the range of his special abilities.

Evasion

This skill measures the Knight’s ability to dodge attacks and remain hidden from the senses of the Alien.

INCREASING STATISTICS

As a Templar Knight progresses through missions successfully, he gains Experience Points (XP). These XP can be spent to increase his attributes and skills directly at a 1-to-1 ratio.

An individual Templar and Leviathan Armor Suit can only be so fast or so strong. A Templar’s statistics can only be increased to a certain point by spending XP.

The Captain of a Templar Squad is chosen for the position based on exceptional physical potential and therefore has a higher maximum for his skills and attributes.

COMBAT STATISTICS

Action Points

AP = ([Quickness + Tactics] / 2 + 3)

Action Points are calculated using Quickness and Tactics.

The maximum Action Points possible for a Templar is 6 AP.

All AP penalties from Armor or Shields are applied after the AP is capped at 6.  Therefore, high Quickness and Tactics can offset penalties, but the maximum AP when wearing Armor or Shield with penalties is (6 – Penalty).

For example, a Templar with 3 Quickness and 7 Tactics has ([3 + 7] / 2 + 3) = 8 AP.  After this calculation, the maximum cap of 6 AP is applied.  Then, any penalties from Armor or Shields are applied. If this Templar is wearing armor with -1 AP Penalty, then he would have 5 AP maximum.

Ranged Accuracy

Shooting = (Quickness + Ranged)

Accuracy with a firearm is calculated using Quickness and Ranged.

Accuracy is rolled against the target’s Defense.

Ranged Defense

Defense = (Quickness+ Evasion)

Defense against ranged Alien attacks is calculated from Quickness and Evasion.

Defense is rolled against the attacker’s Accuracy score.

Melee Accuracy

Hand to Hand = (Strength + Warrior)

Prowess in hand to hand combat against the Alien comes from Strength and Warrior.

Melee Combat is rolled against the attacker’s Evasion score.

Melee Defense

Defense = (Strength + Warrior)

Defense against melee Alien attacks is calculated from Strength and Warrior.

Defense is rolled against the attacker’s Accuracy score.

 

TEMPLAR SQUADS

As the Captain of a Templar Squad you are responsible for recruiting, training and equipping your Templars.

Your Templar Battleforce can contain more Templar Knights than you will use in a single battle. This will allow you to select specialists and command units which can be deployed on an as-needed basis.

Your Battleforce can consist of four Templar Scouts, four Templar Soldiers, four Weapon Specialists and four Templar Command units.

Weapon Specialists include Hydra Incinerators and Neptune Gunners. Templar Command the fearsome Berserker unit.

As a Captain you must select your recruits carefully because the Templar Fleet Command only issues additional Templar Knights to successful commanders at a high cost of accrued Honor.

You may also rename your Templar Knights to personalize your Squad.

AMMUNITION

Based on the type of weapon a Templar Warrior carries the Leviathan Battle Suit also carries a specific quantity of heavy shells.

A Templar must be careful to monitor his usage of ammunition in order to insure he does not run out before completing his mission.

Between levels the Templar Warriors can resupply the Leviathan Battle Suits from drop-pods or on their Spear Cruisers.

PROFESSION SPECIAL ABILITIES

Class Ability: Exo-Scout (Commander Only)

May grant a Templar Knight +2 AP.

Cost 1 AP, Maximum Range (6)

Class Ability: Templar Chaplain (Commander Only)

May grant a Templar Knight Full HP.

Cost 1 AP, Maximum Range (3)

Class Ability: Naval Veteran (Commander Only)

May grant a Templar Knight Full Ammo.

Cost 1 AP, Maximum Range (3)

Class Ability: Exo-Scout

Make first move for free.

Cost: 0 AP

Class Ability: Soldier

Defensive fire has a 55% chance of costing 0 AP.

Cost: 0 AP

Class Ability: Hydra Weapon Specialist

Fire Hydra Incinerator at any given position (with or without a specific enemy target) within 4 tiles.

Cost: 1 AP.

The Hydra Specialist includes a special fire mode which allows you to fire the incinerator even when the specialist has 0 AP.  This special fire mode costs 0 AP and can be used repetitively even when the specialist is out of actions for the turn.

Class Ability: Neptune Weapon Specialist

Successful attacks cost 0 AP.

Cost: 0 AP if attack hits, 1 AP on a miss.

Once the Neptune heavy weapons specialist has started firing, he cannot move for the rest of the turn.

Neptune Weapon cannot fire around friendly Templars.

Class Ability: Berserker

Berserkers are trained as melee specialists and can carry Leviathan Shields.

Berserkers have a 50% chance to gain a +1 AP bonus when they hit an enemy.

Berserkers gain +1 AP when they are hit by an enemy.

Berserkers will not carry ranged weapons.

WEAPONS

Damage

This is the maximum amount of damage that this weapon can do.

Damage Type

The type of damage done by the weapon.

  • Zero (0) is for Melee attacks against the targets Armor Plating.
  • One (1) is for Ranged attacks against the target’s Armor Shielding.
  • Two (2) is for explosive or flame attacks against the target’s Armor Shielding.

Attack Bonus

This bonus is added to your Melee or Ranged Accuracy, as determined by your Combat Statistics.

Rounds

The base ammo capacity of the weapon.

Range

The range of the weapon, expressed in tiles. Most weapons have either 3 and 4 range.

AP Cost

The number of Action Points that must be spent to use the weapon.

Burst

Burst determines the area effect of the weapon. Higher Burst values will cause more tiles to be damaged. Flame and explosive weapons will have Burst values above 1.

Honor

The cost to acquire the weapon from Templar Fleet Command, expressed in Squad Honor.

ARMOR

Plating

Plating protects against melee attacks from aliens and other enemies.

Shielding

Shielding protects against ranged attacks and fire damage.

AP Cost

The Action Point cost of wearing this armor in combat. Heavier armor will cost more AP.

Atreus System

The Atreus System provides the Templar with an powerful combat sense capable of detecting enemies at greater distances.

Warding

Armor with Warding receives a defensive test against any monster attacks, even critical hits and void damage.

Honor

The cost to acquire the armor from Templar Fleet Command, expressed in Squad Honor.

SHIELDS

Blocking

Plating protects against melee attacks from aliens and other enemies.

Armor

Armor protects against ranged attacks and fire damage.

AP Cost

The Action Point cost of wearing this armor in combat. Heavier armor will cost more AP.

Atreus System

The Atreus System provides the Templar with an powerful combat sense capable of detecting enemies at greater distances.

Warding

Armor with Warding receives a defensive test against any monster attacks, even critical hits and void damage. Shields offer 50% of the Ward protection of an Armor. Warding Armor and Shields work together to offer multiple chances for a Ward save.

Honor

The cost to acquire the armor from Templar Fleet Command, expressed in Squad Honor.

SPECIAL LEVEL PROPERTIES

Extended Deployment

Extended Deployment missions require the same squad of Templars complete a sequence of missions without any replacing members or reinforcing following casualties.

Access to Armory

Many levels will provide your Templar squad with access to the Fleet Armory. This will allow you to exchange earned Honor points for Weapons and Armor upgrades.

Access to Supply Drops

Many levels will provide your Templar squad with access to Fleet Supply Drops. This will allow you to equip your squad with single use items that provide a temporary boost for the next level.

ENEMIES OF THE TEMPLAR

The Xeno

alien_command_walking1

Alien Hive Tyrant

  • HP: 20+
  • AP: 4+
  • Move: 1 to 2
  • Attack: 5
  • Defense: 15
  • Armor: 1

 

npc_alien_d

Ancient Xenoform

  • HP: 1 to 2
  • AP: 2
  • Move: 3
  • Attack: 8
  • Defense: 2
  • Armor: 1

 

Dangerous Xenoform or Alien

Modern Xenoform

  • HP: 1 to 3
  • AP: 3 to 4
  • Move: 2
  • Attack: 6
  • Defense: 4
  • Armor: 1

 

npc_alien2

Gravity Xenoform

  • HP: 2 to 4
  • AP: 3
  • Move: 2
  • Attack:  7
  • Defense: 5
  • Armor: 1

 

npc_alien3

Unknown Hybrid Sub-Type

  • HP: 6 to 8
  • AP: 3
  • Move: 3
  • Attack: 9
  • Defense: 10
  • Armor:  4

 

Corrupt FDF

Faction or Pirate Soldier

Defense Trooper

  • HP: 1 to 2
  • AP: 3
  • Move: 1
  • Attack: 3
  • Range: 3
  • Defense: 3
  • Armor: 1

 

npc_pdf

FDF Heavy Trooper 

  • HP: 1 to 2
  • AP: 3
  • Move: 1
  • Attack: 6
  • Range: 3
  • Defense: 4
  • Armor: 1

 

npc_pdf3

Commando Trooper

  • HP: 1 to 3
  • AP: 4
  • Move: 2
  • Attack: 9
  • Range: 4
  • Defense: 5
  • Armor: 3

 

Narvidians

npc_narvidian_drone

Narvidian Scout Drone

  • HP: 1 to 3
  • AP: 4
  • Move: 5
  • Attack: 9
  • Range: 3
  • Defense: 4
  • Armor: 1

 

npc_narvidian_spear

Narvidian Lance Drone

  • HP: 4 to 6
  • AP: 3
  • Move: 2
  • Attack: 12
  • Defense: 8
  • Armor: 4

 

Narvidian Construct

Narvidian Mobile Cannon

  • HP: 3 to 5
  • AP: 3
  • Move: 2
  • Attack: 12
  • Range: 4
  • Defense: 8
  • Armor: 4