Contents
- 1 CONCEPT
- 1.1 LEVELS
- 1.2 VICTORY
- 1.3 TURN-BASED STRATEGY
- 1.4 MAP ICONS
- 1.5 STATISTICS
- 1.6 INCREASING STATISTICS
- 1.7 COMBAT STATISTICS
- 1.8 TEMPLAR SQUADS
- 1.9 AMMUNITION
- 1.10 PROFESSION SPECIAL ABILITIES
- 1.10.1 Class Ability: Exo-Scout (Commander Only)
- 1.10.2 Class Ability: Templar Chaplain (Commander Only)
- 1.10.3 Class Ability: Naval Veteran (Commander Only)
- 1.10.4 Class Ability: Exo-Scout
- 1.10.5 Class Ability: Soldier
- 1.10.6 Class Ability: Hydra Weapon Specialist
- 1.10.7 Class Ability: Neptune Weapon Specialist
- 1.10.8 Class Ability: Berserker
- 1.11 WEAPONS
- 1.12 ARMOR
- 1.13 SHIELDS
- 1.14 SPECIAL LEVEL PROPERTIES
- 1.15 ENEMIES OF THE TEMPLAR
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.
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)
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 Hive Tyrant
- HP: 20+
- AP: 4+
- Move: 1 to 2
- Attack: 5
- Defense: 15
- Armor: 1
Ancient Xenoform
- HP: 1 to 2
- AP: 2
- Move: 3
- Attack: 8
- Defense: 2
- Armor: 1
Modern Xenoform
- HP: 1 to 3
- AP: 3 to 4
- Move: 2
- Attack: 6
- Defense: 4
- Armor: 1
Gravity Xenoform
- HP: 2 to 4
- AP: 3
- Move: 2
- Attack: 7
- Defense: 5
- Armor: 1
Unknown Hybrid Sub-Type
- HP: 6 to 8
- AP: 3
- Move: 3
- Attack: 9
- Defense: 10
- Armor: 4
Corrupt FDF
Defense Trooper
- HP: 1 to 2
- AP: 3
- Move: 1
- Attack: 3
- Range: 3
- Defense: 3
- Armor: 1
FDF Heavy Trooper
- HP: 1 to 2
- AP: 3
- Move: 1
- Attack: 6
- Range: 3
- Defense: 4
- Armor: 1
Commando Trooper
- HP: 1 to 3
- AP: 4
- Move: 2
- Attack: 9
- Range: 4
- Defense: 5
- Armor: 3
Narvidians
Narvidian Scout Drone
- HP: 1 to 3
- AP: 4
- Move: 5
- Attack: 9
- Range: 3
- Defense: 4
- Armor: 1
Narvidian Lance Drone
- HP: 4 to 6
- AP: 3
- Move: 2
- Attack: 12
- Defense: 8
- Armor: 4
Narvidian Mobile Cannon
- HP: 3 to 5
- AP: 3
- Move: 2
- Attack: 12
- Range: 4
- Defense: 8
- Armor: 4