recursal/Fanatic-Fandom huggingface dataset:
Combat Log

The combat log provides a summary of all the dice rolls made behind the scenes and is accessed via the LOG button in the top left corner of the game screen. Its primary use is to provide the player with information on how each templar is performing in combat; it also allows for anomalies to be found and reported.

The log is generated as follows:

1) Attacker [Hits for X dmg/ Hits and KILLS with X dmg/ misses / misses (blocked)] Defender.

*The letter p will appear after the number X to signify a penetrating attack*

2) Attack/Overwatch [strong dice + regular dice] = X vs Defend [strong dice + regular dice] = Y (auto-block %)

*The auto-block comes into play should the defender score generate fewer successful dice; all missed/blocked attacks finish here.*

3) Deflect [ X% Deflect - Y% Pen] = Z%.

*Z is the value used to determine the size of the armour soak.*

4) Phys Dmg (critical multiplier) [X(min)-X(max)] = X dmg, Soak [Y(min)-Y(max)] = Y soak.

*The outcome is shown in the first line of the combat log and includes the non-physical damage (if applicable).*

*The critical multiplier is expressed as a value from 1.06 - 2.92 should a critical hit be scored, otherwise no number will appear here.*

5) Fire/Plasma/Rad Dmg [X(min)-X(max)] - Soak [Y(min)-Y(max)] = Z dmg

   *Requires special damage type to appear, and shows the player the potency of the special damage component of the attack.*

**Notes:**

Azason used Shredding Fire Level 7 and was equipped with an AR3 plasma rifle and the Strikepoint Kit Relic. Remember min plasma damage is 30% of max, rounded down to nearest integer.

The Sentry Turret was talent level 9 from an Engineer with 16 points in Engineering and used Burst Fire Level 9 to attack .
Wrought in Ruin

**Wrought in Ruin** is a weapon in *Tyranny*.

## Description

A sword of such advanced degradation would typically be retired or melted down, but this one's stubborn adherence to its function has kept it battle-ready beyond the lifespan of ordinary iron.

## Location

* Automatically added to inventory after logging into the game with a Paradox account.
Vellum Citadel

**Vellum Citadel** is a location in *Tyranny*.

## Background

The Vellum Citadel was a library fortress, the largest archive of the written word in the Tiers. The School of Ink and Quill protected and maintained the archive of ancient lore for centuries, standing apart from the political upheavals of the Younger Realms as an enduring pillar of knowledge and culture.

The Sages of the **Vellum Citadel** publically swore fealty to Kyros, but from within the safety of their **Vellum Citadel**, these scholars continued to study and copy forbidden lore, and used magic to repulse any attempts by the Disfavored and Scarlet Chorus to claim the Citadel that was promised to the Overlord.

In retribution, Kyros pronounced an Edict of Fire on the **Vellum Citadel**, turning the home of the School of Ink and Quill into a smoldering ruin now known as the Burning Library.

## During Conquest

The Vellum Citadel is one of three postings the Young Fatebinder can opt for in Year 3. The other options are Stalwart and Azure.

Choosing the Citadel allows you to determine if your Spires will have Sage recruits, as well as the loot composition within the Burning Library. Also, Sirin is heavily involved in the region, allowing you to earn much Loyalty or Fear with her.
Wave's Crest

## Bonuses

### Bonus

**Surging**: On weapon crit: 18-24 Crush Damage vs. Dodge, Soaked for 15s in a 5m radius
Sanguine Gift: Calling on both the water of life and searing rays of Gravelight, Eb establishes a link between her blood and that of her victim, slowly leaching from them their very essence and adding it to her own. The amount of health she drains scales with Wave's Crest's renown.

## Technical

### ID

vx1\_wpn\_art\_2h\_sp\_stf\_ebsstaff

**Wave's Crest** is an item in *Bastard's Wound*.

## Description

Formed by Tidecaster Eb in a variation of her traditional warstaff, this weapon is only perfectly solid when swung. When held at rest, the staff ebbs and flows around the hands that grip it. Created from metals that have been transmuted into water and reshaped, such weaponry was, in times past, fiercely guarded by Occulted Jade, Archon of Tides.

## Location

* Obtained by talking to Eb once you get the Vial of Inexplicably Heavy Water from Wagstaff (either as reward for Blood of the Beast, by killing him during Fatebinder's Judgement, by giving him the Gravelight tools requested by Jaspos, or by completing his quest Tide Together without offending him; you might need Eb in the party regardless).
Resistance

Resistance is the measure of the health of a templar's immune system, how well his/her body handles routine anti-radiation medicines, as well as the small tweaks he/she has made to his/her armor to redirect external heat sources away from less insulated joints and vents.

Resistance acts similar to bonus Armor but unlike armor, cannot be penetrated and only applies to non-standard damage such as Fire and Radiation. Resistance is granted by a class multiplier and a templar's willpower. So a templar with a class multiplier of 150% and a willpower of 6 would have 6 \* 1.5 = 9 resistance. Fractions are rounded downward, so a willpower of 7 would only result in 10 resistance in this example.

Resistance is subtly different than the element-specific Res and despite one seeming to be an abbreviation of the other, they are independent statistics.

Suppose an attack of 40 standard damage and 30 radiation damage lands on your templar who possesses 10 Resistance. Further suppose that the blow was not penetrating and you have 44 armor. Great! You take no standard damage. However, you still have to deal with the radiation component. Your armor is useless here, even though you had a surplus of 4 armor points. We will further assume you have no radiation-specific Res. Similar to Toughness, half of your Resistance will be applied against the radiation damage, and the other half will be rolled as a single "big die". The result from that roll will also be reduced from the total damage your poor templar will suffer.

```
   end damage = damage - 0.5 * resistance - random(1, 0.5 * resistance) = 30 - 0.5 * 10 - random(1, 0.5 * 10) = 30 - 5 - random(1, 5) = 25 - random(1, 5) = uniform distribution from 20 to 24 damage.

```

Resistance is a way to soften up the less common forms of damage that will totally ignore your armor. It will also protect you from environmental fire damage from burning tiles you pass through and the heat cost you have applied to your templar from moving through those tiles.
Campaign Record

On this screen, accessible from the Headquarters, the overall Campaign statistics ("Lifetime Battleforce Record") are displayed (such as the total number of turns, kills in all missions completed so far).

Below that the statistics for each mission is displayed separately. In a New Game+, the second (or third) playthrough missions are visible alongside the first.

The Leaderboard Score is displayed at the bottom of the screen.
Requisition tree

For the RP that's acquired over the course of the campaign, from the Requisition tree you can unlock additional Templar classes, talents, Armor, Weapons, Gear, Ordnance. Every templar force starts at root of the tree, (at the centre north). From there you are relatively free to expand in whichever direction suits your play style; the need for certain templars on a regular basis will encourage a minimum level of investment in Engineers, Scouts, Soldiers and Captains (left half of the tree). *Do not expect to acquire everything the requisition tree has to offer in one play through as the cost of everything is 18 590 RP. This more than triple the base reward level (5105 - 5595 RP) of all the missions including the Kaldun and Stratos missions on easy difficulty.*

As you invest in the tree, the symbols will change colouration & appearance to signify their availability to your forces. Potential acquisitions are signified by a red padlock in the bottom right corner of the icon, as well as being a darker shade. Prior to purchasing a node on the tree you are permitted to see the details of what it will unlock, in order to see if that purchase should be made now or later. You will also be shown which purchases must be made when upgrading a templar, as it will take you to the tree when you try to raise a talent beyond a currently available level e.g. Burst Fire 5, when you've only purchased up to level 4.

The tree itself provides an easy visual indication of the prerequisite purchases that must be made in order to advance. Generally this is just the icon prior, as you can't buy Onslaught 3 without buying Onslaught 1 & 2. The only time you must invest in 2 branches is for Reconnaissance 1, where you must have both Engineer 4 AND Scout 4 purchased.

The only limitations placed on purchasing are:

1. You are not permitted to overspend RP. No credit is available.
2. Purchases become final and cannot be undone when the game is saved which happens automatically when starting a mission. When exiting the game, the "Unsaved Changes" popup lets you choose whether to save or discard any purchases or gear changes since the last save, so you can experiment freely with requisitions.

For achievements linked to purchasing sections of the requisition tree, all talents AND relics must be acquired.
Fire

Fire is a non-standard damage type used by both Templar and Narvidian alike (no known Xeno uses fire in its attacks). Fire is also an environmental hazard on some missions.

## Mechanics

Like all non-standard damage types, rolls for dealing fire damage range between 30% and 100% of the stated damage. This differs from bonus damage from other sources which is from 0% to 100% of the stated damage. This, combined with the fact that non-standard damage types ignore armor, makes it a powerful method of dealing with most foes and a significant threat to your Templars. (Non-standard attacks *do* have to contend with opposing Resistance and Res, but those are usually very weak defenses.)

## Known Fire Users

Fire is resisted by the Magma Carapace. Currently, that is the only enemy to be fire resistant, with that resistance being very high.

Fire damage is a large portion of the Hydra and the Narvidian Flamespider's damage output. It can also be used by Engineers wearing Flame-Tank Armor, as they may then equip Hand-Flamers and deploy Pyro Turrets.
Veterans' List

Members of the squad, dead or alive, are listed on the Veterans screen. Templars belonging to Classes already unlocked in the Requisition tree can be recruited. Templars can also be dismissed; apart from decluttering the list, dismissal of inexperienced knights can improve the Score.

On each Templar's status screen, you can allocate Levelup Bonuses to Attributes, Skills. Talent points can similary be allocated on the talents screen. You can also rearrange Equipment on the equipment screen.

## Respecing

On the status and talent screens, it is also possible to *respec* Templars entirely by redistributing all previously earned Attribute, Skilll and Talent points. This allows Templars to be switched to different builds. Some parameters of the next Mission are displayed in the blue circle in the screenshot, but these only give vague idea of what is to come. Effective respecing requires knowledge of the challenges facing the squad and is primarily for runs on high Difficulties.
Templar Battleforce Wiki/Top section

Welcome to *Templar Battleforce* Wiki
the *Templar Battleforce* guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Templar Battleforce

Templar Battleforce is an addictive mix of strategic combat and army building with the precision of a RPG. Step into the pilot suit of a Leviathan mech and lead the Templar Knights in battle against fierce enemies. Create your own unique Battleforce by recruiting an array of Templar specialists and then design their exact build of equipment and talents. Invent distinct strategies and fire teams that guarantee no two armies will be the same. Deploy your forces into tactical scenarios that will challenge both novice and veterans alike. Command your forces with precision, move with speed and claim snatch victory from defeat in this fast-paced turn-based wargame. [Read more...]

Links

Campaign

Classes

Army

Combat Rules

Enemies

Attributes

Skills

Classes

Dice Mechanics

Combat Rules

Weapons

Armors

Attack and Defense

Damage and Soak

Overwatch

Mission Rewards

1. ↑ [1] Text was taken from the press kit
Tonves

**Tonves** is a character in *Bastard's Wound*.

## Background

The Forge-Bound apprentice stares intently at the amber hide he holds aloft, pounding its surface methodically with a heavy, iron mace. The light from the nearby hearth dances across his eyes. As you draw closer, the pungent odors of tanning agents thickens in the air. Tonves has been an apprentice of Jaspos for three years, earning his master's displeasure with his proclivity for tanning and leatherworking. Tonves planned to apprentice with a Master of Tanning when they returned North, but ever since Jaspos decided to detour by way of the Wound he has been clothing and feeding its denizens.

## Interactions

### Quests

* Gambler's Ruin: Tonves plays a crucial role in the quest.
RP

Requisition Points (RP) are the currency used to purchase some additional classes (Neptune, Hydra, Paladin, Berserker), armour, weapons, talents, ordnance and relics from the requisition tree. You are allowed to examine an upgrade prior to purchasing but RP can not be reimbursed should you make a choice you later regret, such as buying a high level gun too early. *i.e. a gear level 9 plasma gun when your total gear limit is 10.*

They can only be earned through the completion of a mission. The number of RP awarded depends on the mission itself, as some will offer poor rewards and others will be generous, in all cases the base reward is only shown at the end of a mission. The base reward is modified by the game difficulty (as higher difficulty tiers payout more than easier tiers) and the cumulative of the multiplier (x1.00-1.40) earned as your Mission Rewards. Secondary Objectives and escorted humans will not award any bonus to the amount of RP you receive.

The incentive for earning as large a multiplier as possible is that the cost to acquire everything on the requisition tree is at least 18,590 RP. For comparison a successful campaign will reward as little as 5,105 RP, depending on the missions you attempt.
Southbound Trail

## Mission Parameters

* Closed deploy 5
* Turn goal: 20
* Starting squad: Captain, Soldier, Soldier, Scout, Scout
* Starting SP: 375
* Base XP on Easy: 100
* Base RP on Easy: 120
* Secondary objectives: 2
* Max turrets: 4

## Objectives

* The primary objective is to reach the south end of the trench with any single templar.

* One secondary objective is about 20 tiles south-west from the starting position, another is north of the exit on the east wall.

## Walkthrough

This is a sprint level. As usual, on the first turn, buff up with
Rallying Charge 8 and Pressing Need 8. Especially the Scout in
front who will be running to the end zone all alone. The Scout should
have max Fortitude, max Stealth, max Overdrive, with
Crippling Fire 1 and the rest in Null Field. Blitz Kit (+2MP)
or Ballast Pilot Kit (+32HP) depending on risk tolerance.

The Captain collects the western secondary alone. The rest of the team
spreads out and tries to kill as many xenos as possible. It doesn't
matter what class they are.

Finishing in 5 turns is easy, but you may want to hang around to
increase the kill rate to maximize the score.

Alternatively, the Captain with Warrior's Wrath (+1MP) and the Blitz
Kit shall run to the exit collecting the secondary on the way, while
the rest of the squad leisurely takes the other secondary. This is
the safer option.
Spawn Criteria

Each spawning point has a permitted spawning list, which determines what type of enemies it might create. The exact decision about monster type is determined by the level and whether or not the enemy has any Tact Points. Depending on whether they do or not, the enemy runs one of two simulated economies to determine spawn picks. Spawn locations are not equivalent to each other; some are deadlier than others. The spawning itself takes place in two waves; with only those spawned in wave one capable of moving and attacking in the turn they appeared.

The decision whether or not to spawn from a spawn point is not affected by how many enemies are on the map *unless* the enemy squad cap (not shown to player) has been reached, as it is based on Difficulty and story related conditions. Story conditions act as an on/off switch for spawn points, such as reaching an area to trigger an ambush. The other ways to alter spawning rates are to destroy any spawning towers present and to cover a spawning point with flames (this prevents spawning occurring there for the duration of the flame). Overwatch will only inhibit the movement of freshly spawned enemies.
Toughness

**Toughness** is the measure of sheer grit a templar has to survive, the capability to shrug off lesser blows, and sometimes even the protective scar tissue formed beneath the layers of Templar battle suits from repeated exposure to deadly Xeno claw and Hex-shells alike.

Toughness acts similar to bonus Armor but unlike armor, cannot be penetrated. Toughness does not protect against non-standard damage such as Fire or Radiation. Toughness is granted by a class multiplier and a templar's fortitude. So a templar with a class multiplier of 150% and a fortitude of 6 would have 6 \* 1.5 = 9 toughness. Fractions are rounded downward, so a fortitude of 7 would only result in 10 toughness in this example.

During an attack if, after armor has been accounted for, a positive number of damage points remains, half of toughness will immediately reduce it, and the remainder of toughness will be rolled as a single die to reduce it further. (Because the minimum roll of a die is always 1, you effectively are always guaranteed (toughness / 2) + 1 reduction.)

So if damage after armor is 20 points, and toughness is 10:

```
   end damage = damage - 0.5 * toughness - random(1, 0.5 * toughness) = 20 - 0.5 * 10 - random(1, 0.5 * 10) = 20 - 5 - random(1, 5) = uniform distribution from 10 to 14 damage.

```

Toughness can be thought of as a stop-gap measure to help templars with armor that has low deflection but there really is no good substitute for high armor or simply not being in range of attacks.
Plasma

Plasma is a non-standard damage type used exclusively by humans: both by Templar and Cultists. No known Xeno or Narvidian uses Plasma in its attacks. Plasma is not currently an environmental hazard on any missions.

## Mechanics

Like all non-standard damage types, rolls for dealing plasma damage range between 30% and 100% of the stated damage. This differs from bonus damage from other sources which is from 0% to 100% of the stated damage. This, combined with the fact that non-standard damage types ignore armor makes it a powerful method of dealing with most foes. (Non-standard attacks *do* have to contend with opposing Resistance and Res, but those are usually very weak defenses.)

## Known Plasma Users

Plasma is resisted by the Magma Carapace, Radiated Scittering and Radiation Brood. Of the three, the Magma Carapace has the weakest plasma resistance and the Radiated Scittering has the best.

Plasma damage is an optional damage type for: a Soldier (range), Paladin (melee), Berserker (melee), Captain (both), and Scout (both, but only through the use of the Wraithbone Kit [RELIC] shared with the Captain). Its presence is dependent on which weapon has been selected, as it is not a damage type present on every weapon available. The only enemy to use it are the Heavy Troopers, who are an uncommon spawn.
Combat Stats

In combat, each Templar has two basic gauges next to the portrait of the active Templar in the lower left corner of the screen: the green line of representing the remaining HP and the red line of Heat. Unsurprisingly, if HP is reduced to 0, then the Templar dies and depending on the Difficulty may remain so. Heat is increased in varying amounts by all actions taken on the battlefield. It is decreased by a fixed amount every turn, by moving slowly, and by some talents. If the red heat line reaches the top, the Templar starts suffering overheating damage which gets worse with more heat and can culminate in the critical shutdown of the mech rendering the Templar a sitting duck while the mech cools. HP and Heat carry over from turn to turn. The other two combat stats, Move and Action Points, on the other hand, renew at the beginning of every turn.
Turn Goal

Each mission has a preset primary objective completion timer, known as a turn goal i.e. you are challenged to complete the mission within X turns to be considered competent. (X = 15 or any even number from 6-32 inclusive). In some cases the mission will automatically end upon reaching the turn goal, such as Patrol Route, as the objective is to hold an area long enough for information to be gathered or for reinforcements to arrive. Sometimes a certain number of turns must pass before an event that will allow you to complete the mission is triggered. In this case it will be hard to do significantly better than the turn goal.

If you can complete the mission before or by the time the turn goal is reached, you will receive bonus as outlined in Mission Rewards.

If you go over the turn goal you will not automatically fail the mission but will receive no reward for your speed. There is an exception relating to your playing speed causing a mission failure, as 1 mission has a second timer that has a slow 5 count. In that mission reaching 5 will cause an automatic mission failure.
Levelup Bonuses

Upon gaining a level, Templars acquire the following:

* 1 additional point of HP
* 1 point to apply to any Attribute not already at 16.
* 1 point to apply to any Skill not already at 16.
* 1 Gear Point allowing the use of better (or more) Equipment (unlocked via the Requisition tree).
* 1 point is given to spend on a talent on some levels specific to each Templar's class that have been unlocked (via the Requisition tree.)
* Between levels 2-10, the SP cost to deploy the Templar increases by 5 SP per level.

The following is a table for level, XP, and Talent points. Note that the "Total talent points" below **include talents that are initially given**. For example, the Captain has 4 talent points total at level 1 but all of them are locked. Hydra and Neptunes only have 3 points locked, while Berserkers and Paladins only have 2 locked, allowing more customization.

XP needed for next level greatly increases at lvl 19, and becomes class dependent.

Maximum possible Templar level is 32. At reaching this point the experience meter will be completely full and show current XP / -25,900 XP with zero percent required for the next level. The minimum party member experience level will be set at level 24. This could be considered an optional endgame objective.
Dice Mechanics

Templar Battleforce's combat system uses 3 types of dice rolls in combat, as covered below.

### Opposing Pools

The first is to roll opposing pools of dice. This type of dice roll is used in attack and defense.

The attacker and defender both gather a pool of D10s (ten-sided dice) and roll them. Depending on the type of dice (strong or standard), the dice that roll successes are counted. The attacker and defender compare success counts, and whoever has more wins. A tie goes in favor of the attacker.

A **Strong Die** is a D10 that is rolled and counts a success on any result higher than a 6 (40% success rate). A **Weak Die** is a D10 that is rolled and counts a success on any result higher than a 8 (20% success rate). The dice are modeled after real-life D10s, so have 1-10 on them.

The amount of strong and standard dice a Templar has is determined by their Talents, active Buffs, Weapons, Skills and Attributes.

### One Big Die

A Big Die indicates a single large die with a wide range of numbers. For example, when rolling damage, you roll a Big Die to determine the final damage. Therefore, if your weapon does 20 - 60 Damage, you add your base damage (19 in this case) to the roll of a single large die (a D41 in this case) resulting in a range of damage from 20 - 60. As is the case with physical dice, every number on the Big Die has the same probability of being rolled, there is no weighting.

### Percentage Roll

Often, a percentage is rolled. In this case, a D100 (a one hundred sided dice) is rolled and compared to a percentage. For example, in the case of a 15% Critical chance, a D100 is rolled. If the roll is 15 or less, a Critical is scored.
Templar Knights

**Templar Knights** are specialized fighters. What they specialize in determines their Class which in turn affects how their Attributes and Skills translate into Combat Stats, the cost of deploying them in missions, and maybe most importantly their Talents. For example, the Fortitude attribute contributes to HP, while the Strength attribute - among other things - affects attack accuracy with strength-based weapons. The chance of successful melee defense and attacks are increased by the Warrior skill. The Stealth skill helps remain undetected by enemies. As opposed to Attributes and Skills which are more passive in nature, Talents are special actions available in combat. The Sensorkit Scan talent, for instance, reveals an area of the battlefield, and the Crippling Fire talent slows down enemies by reducing their Move Points (MP).

Every Templar has five slots of Equipment that can be changed. One Armor slot, two for Weapons, and two for War Gear which provide miscellaneous bonuses. The various Armors, Weapons and War Gear are all grouped into subcategories which are available to a subset of all Classes. So not only do Templar Classes come with different intrinsic qualities, differences in the equipment available set them even further apart. Even within a class, many builds are possible. Finding builds that work well individually is fun. Designing squads that cover each other's weakness and accentuate their strengths is even more so.
Grenades

Captains, Soldiers and Berserkers have talents that allow them to throw grenades. Grenades always hit every enemy unit in their blast pattern except for one on the very tile they are thrown at. Thus it is best to throw them on an empty tile if possible. Friendly units are not affected by the blast.

Below are the charts for the three grenade talents available. Each class requires the unlocking of a specific ordnance from the requisition tree, in order to permit a resupply during a mission at a cost of 200SP per templar resupplied. The Templar must be within 6 tiles of an allied Tact point in order to be successfully re-supplied. Grenades benefit from the grenade skill of the templar.

There is only one grenade related relic and that is only available to Berserkers: The Roavin Detonator, a Level 4 Proc that allows grenade attacks to automatically penetrate on hit.

The purpose of these tables is to allow an ease of comparison of the damage dealt by each grenade type.

**A quick summary**: Frag grenades have the highest damage and natural penetration for a given talent level; Assault Grenades can damage the most enemies in one attack; Concussion grenades provide assistance in pinning enemies either for an easier attack (-dodge) or withdrawal (-MP) but are the fewest in number.

They all cost 1 AP to be thrown at an enemy and have the same degree of accuracy for a given talent level. As of v2.6.39 it is possible for a templar to target an unoccupied square with a grenade, in order to either hit an otherwise unreachable enemy or to better target the enemy with the blast.

**Frag Grenades**

**Concussion Grenades**

**Assault Grenades**
Physical Damage

Physical damage is the standard type of damage in the game. The vast majority of attacks from both Templars and Enemies deal physical damage.

## Mechanics

When an attack hits, the attacker rolls damage. Physical (or "standard") damage is rolled on one big die plus a fixed value, so in the example of 30-60 Damage, that is a D31 + 29 damage. Gear, skills, buffs or Talents that increase the standard physical damage dealt by a weapon, do so by raising the maximum range that may be rolled. Note that they do not increase the minimum damage range. Thus equipping Shattershell Rounds (+18 damage) to the above weapon, and using a higher level Talent (+42 damage) raises the roll to D91+29 damage.

Physical damage is resisted by Armor and then by Toughness. Unlike other damage types, physical damage comes with a penetration value, which reduces the deflection of armor. However, this does not make physical damage more powerful overall, as armor values tend to be high compared to Resistance and Res.
The Way of the Horde

**The Way of the Horde** is a side quest in Act I of *Tyranny*.

## Synopsis

The Scarlet Chorus Horde depend on recruitment to increase their numbers. However, due to the casualties and lack of prisoners in battle, their numbers have begun to thin. Death Knell, a Scarlet Fury, has a new tactic she would like to test out, if you are willing to participate.

## Walkthrough

* Death Knell told you that villagers in this remote settlement were willing to join the Chorus. Find the settlers and convince them to join the Chorus.
* Enter the settlement. The remote settlement is actually a Vendrien Guard hideout, and your presence has lured them out. Defeat the ambushers. You will have to face four of them attacking from all sides. Preferably fall back towards the entrance to get out of the archer's field of fire and attack the spellblade to the side immediately.
* The Horde gang in the area knew all along you were walking into a Vendrien Guard trap - they just needed bait. Report back to Death Knell Knell and confront her about what happened. Regardless of whether you punch her or demand an explanation, you receive a twisted iron sword and a Cleansing Charm. Pressing your annoyance will result in an additional 550 rings.

## Results

You confronted Death Knell about her tactic to use you as bait to lure out the Vendrien Guard in the settlement.

* Finishing this quest will force you to kill three Vendrien Guard soldiers, which results in a higher Wrath from them.
* You will receive a twisted iron sword and a Cleansing Charm. An option also allows you to get an additional 550 rings.
Templar Battleforce

Mode(s) | Single Player

**Templar Battleforce** is an addictive mix of strategic combat and army building with the precision of an RPG. Step into the pilot suit of a Leviathan mech and lead the Templar Knights in battle against fierce enemies. Create your own unique Battleforce by recruiting an array of Templar specialists and then design their exact build of equipment and talents. Invent distinct strategies and fire teams that guarantee no two armies will be the same. Deploy your forces into tactical scenarios that will challenge both novice and veterans alike. Command your forces with precision, move with speed and claim snatch victory from defeat in this fast-paced turn-based wargame.

Discover more here!

### Key Features

* Fast-paced combat in a turn-based strategy game
* 50+ challenging scenarios and hours of unforgiving combat will be the crucible to forge your elite veterans
* Rich tactical warfare with defensive shooting, flamethrowers, sentry turrets, counter-attack and more
* 8 types of specialist Knights to recruit, train, and specialize
* Unlock 250 levels of requisition to customize your army – new weapons, armor, gear, and talents
* Combine strategic army build with tactical combat in battle deployments

1. ↑ [1] Text was taken from the press kit
Nyra

Paladin **Nyra** Ridaan, is the chief Paladin aboard the Righteous Fallen and acts as Major Luthor Kaen's second in command, both on and off the battlefield. As a paladin she is both medic and templar historian, enabling her to dispense additional information before your squad departs on its next campaign.

Your first of many encounters with Nyra is the Rychart Prime mission: Patrol Route. Throughout the campaign you will have multiple encounters with Nyra, due to her position of being second in command and thereby permitting her to oversee important events or go exploring. In the missions where she is present, it is unlikely you will need to select your own customised paladin.

## In Battle

Sometimes you will only know Nyra is joining your party on deployment, other times you will find out from the mission briefing area or cut scene at the end of a mission. In all cases you will be unable to remove her from your party or alter any of Nyra's skills, attributes, talents or gear; you can however inspect everything once she has been deployed. Nyra behaves as a paladin who specialises in supporting templars who favour close combat, being equipped with the best sword and then shield her experience level will allow. Her experience level will always be comparable to that of your own captain, with Nyra's attributes and skills focused on surviving close combat whilst healing (fortitude, strength, warrior & medic). Her talents will always be Slay, Battlefield Medic, Inspiration and Warding Fire. The focus is primarily on slay and battlefield medic, with inspiration receiving fewer ranks of improvement and warding fire remaining at level 1 regardless of her level.

*Sample profile: L25 227HP Fortitude 14 Willpower 4 Focus 3 Strength 14 Quickness 4; Warrior 16 Tactics 4 Evasion 4 Medic 16; Arcum Warblade, Hunter's Shield, Legion Command Armour, Reinforced Mech (Armour Plate), Adept-Ocular (Tact System); Slay 7, Battlefield Medic 7, Inspiration 3, Warding Fire 1. As of v2.6.39 the Adept-Ocular has been replaced with the Relic: Renown Kit.*

***Max profile L32 246HP Fortitude 16 Willpower 4 Focus 3 Strength 16 Quickness 4; warrior 16 Tactics 4 Evasion 4 Medic 16; Arcus Warblade, Hunter's Shield, Legion Command Armour, Reinforced Mech (Armour Plate) Renown-Kit (tact-system); Slay 10, Battlefield Medic 10 Inspire 3 Warding Fire 1.***

A point to bear in mind is that due to the temporary membership of her in your squad, **all of her kills are removed when calculating the reward for your kill/turn ratio**. The mission complete screen will show an initial ratio, but your mission record will have all of her kills omitted and the rewards you actually receive will be equivalent to the the result of this new ratio.

*e.g. 52 kills in 10 turns, with 5 killing blows belonging to Nyra. The ratio of 5.2 awards +8%, but without her kills the ratio is 4.7 which rewards +6%. Thus, you will be rewarded +6%.*
Damage Types

Damage is most commonly Physical. This includes hits by Blades, Sniper Rifles, etc.

Non-physical, also called special damage, comes in four flavours. Fire is mainly associated with Hand-Flamers and Flamers. Plasma with various Templar Weapons such as Plasma Rifles. Radiation is purely the territory of aliens, while Bio-Poison is can only be found on some Templar Weapons.

Each damage type has a corresponding Res, but Templars have no Bio-Poison Res (because no Enemies have Bio-Poison attacks), while Enemies have no Radiation Res for similar reasons.
Dread Falcon

## Mission Parameters

* Closed deploy 4
* Turn goal: 20
* Starting squad: Captain, Soldier, Scout, Scout
* Starting SP: 300
* Base XP on Easy: 80
* Base RP on Easy: 80
* Secondary objectives: 3
* Max turrets: 4

## Objectives

* The primary objective is to visit three data terminals. They are in the south-west, the south-east, and straight east from the starting position.

* Two secondary objectives are en route to the eastern terminal, and the north one gives you a Minor Medikit. The secondary near the south-west corner holds Reactor Jolts.

* The mission ends when the three terminals are visited and any templar steps on an orange square of the extraction zone in the north.

## Walkthrough

As it is often the case, the default deployment is optimal. Two Scouts and a Soldier in this case, but feel free to swap the slower Scout for basically any templar who needs experience. Rallying Charge 8, Pressing Need 8, Blitz Kit (+2MP) for the Scouts and the Captain, too. Max Fortitude, Stealth and Overdrive for the Scouts.

In the 1st turn, put RC an PN on everyone. Move the faster Scout to the south with either the Captain or the Soldier, and move others east. Put Overdrive on after exhausting MPs.

In the team moving east, the Scout collects the two secondaries on the way to the east terminal. The Scout's companion can go north-east directly to the extraction zone.

Meanwhile, the team moving south collects the secondary with the Reactor Jolts. Uses one of them on the Scout, the other on anyone else who needs it. The Scout goes straight to the terminal in the south-east corner. By turn 4 when she gets there, all other objectives and secondaries will have been collected and a templar who has been waiting next to the extraction zone steps on an orange square to finish the level.
Templar Battleforce Wiki/Top section 2

Welcome to *Templar Battleforce* Wiki
the *Templar Battleforce* guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Templar Battleforce

Templar Battleforce is an addictive mix of strategic combat and army building with the precision of a RPG. Step into the pilot suit of a Leviathan mech and lead the Templar Knights in battle against fierce enemies. Create your own unique Battleforce by recruiting an array of Templar specialists and then design their exact build of equipment and talents. Invent distinct strategies and fire teams that guarantee no two armies will be the same. Deploy your forces into tactical scenarios that will challenge both novice and veterans alike. Command your forces with precision, move with speed and claim snatch victory from defeat in this fast-paced turn-based wargame. [Read more...]

Page

Missions

Campaign

Army

Enemies

Mission Rewards

Combat Mechanics

* Classes
	+ Attributes
	+ Skills
* Combat Mechanics
	+ Dice Mechanics
	+ Combat Rules
	+ Attack and Defense
	+ Armor
	+ Counter-attack
	+ MP
	+ HP
	+ Heat
	+ Resistance
	+ Damage and Soak
	+ Overwatch

-->

1. ↑ [1] Text was taken from the press kit
Wilderness

**Wilderness** is a location in *Tyranny*. There are several versions of this location with the same name. Once you leave, you cannot return to the same location, as they do not show up on your map.

## Background

This area is encountered in Act I as an Ambush on the world map after traveling from the Disfavored Camp for the first time. This is the location where the player first encounters Eb.

## Points of Interest

This is a small map with some generic loot containers. There is also a small herd of deer.

* A pile of rocks on the southern face of the central plateau.
* A pile of rocks next to the small lake in the southwest corner.
* A hidden patch of soft dirt near a tree just south of the plateau.
AP

## Mechanics

AP or Action Points are used by your units to perform actions, make attacks, apply buffs and use ordnance.

Whenever a Templar uses any number of AP, the same number of MP are also consumed. This strongly encourages move-then-fight tactics and slows down melee units more compared to ranged attackers.

## Managing AP

Unlike MP, the number of Templar AP cannot be increased or decreased. It is always 5 at the beginning of the turn, unless the Templar is sufferent critical shutdown due to Overheating.

Enemies on the other hand can lose AP. High-level Crippling Fire hinders with -2 AP which, against most enemies, limits them to one attack per turn. There is no other way to decrease enemy AP.
Patrol Route

## Mission Parameters

* Closed deploy 5
* Turn goal: 6
* Starting squad: Captain, Nyra, Soldier, Soldier, Scout
* Starting SP: 260
* Base XP on Easy: 80
* Base RP on Easy: 80
* Secondary objectives: 2
* Max turrets: 4
* Enemies: Cultists

## Objectives

* The primary objective is kill a certain number of Cultists (about 25?).

* One secondary objective is in the building north-west of the starting location. Another is in the building to the south-southeast.

## Walkthrough

This is the first mission against Cultists. They are very easy to kill, so how much damage Templars make matters little. A lowly Sentry Turret 3 is enough to make one-shot kills most of the time, too. On the hand, most of the Cultist units - especially the Snipers - are capable of inflicting considerable damage, and they are all ranged fighters. Apart from Auto-Block, there is no good defense against ranged attacks, so respec everyone for HP by raising Fortitude and use +HP Gear. The Soldier equips a long-range Leviathan Rifle.

### Score & Speed

Swap in a Flash Field Engineer with Sentry Turret 3 for the second Soldier. Pull everyone briefly together to buff up with Rallying Charge, Pressing Need, Warding Fire and Power Field. Have the Engineer set up a turret to cover the passage leading to the west. Stay behind the turret. Next turn drop another one to Overwatch the south. The Captain goes into the north-west building, collects the secondary, and goes to the other exit of the building. Grenades and shoots the Cultists beyond that door. Nyra shall go into the south-southeast building to collect the secondary there, and carefully exit through the other door to kill some cultists quickly. The Soldier's Overwatch catches everyone approaching from the bridge at the north-east, while the Scout initiates Null Field and snipes enemies coming from the north.

Finishing in 4 turns is doable, but Templars must really spread out to do so which increases the risk. With high HP builds and careful positioning the risk is minimal.

### Safety

Same as the previous approach, but don't use Rallying Charge and after collecting the secondaries retreat from the buildings and let Cultists come to you.
Artifact Vaults

## Mission Parameters

* Open deploy 4
* Turn goal: 12
* Starting squad: Captain, Engineer (swap in class), Soldier, Soldier
* Starting SP: 540
* Max deployment: 6
* Base XP on Easy: 100
* Base RP on Easy: 100
* Secondary objectives: 1 (the fourth orange artifact site on the map)
* Max turrets: 4

## Objectives

* The objective is to collect three artifacts (marked by orange squares on the map), then extract at the orange exit grid at the south.

* The fourth artifact is a secondary objective.

## Walkthrough

### Deployment

The usual method of camping at the TP to max out deployment and then collecting the objectives by moving the whole squad as a single unit is actually more dangerous than the speedy one, so don't do it. Follow the Score method below, but max out deployment before extracting which is not possible while getting max turn bonus.

Since speed and turn bonus is not an issue, you may use Reactor Jolts at the beginning although that further delays deployments.

### Score

For the Engineer, put 1-3 points into Sentry Turret and the rest into Power Field, and 4 points into Tactics. Blitz Kit (+2MP) for the Captain, Pressing Need 8, Warrior's Wrath 1. Soldier with Rallying Charge 8, as usual. Have two Scouts with max Stealth, gobs of Overdrive and some Null Field. Equip them with either the Ballast Pilot Kit (+32HP) or the Blitz Kit (+2MP) if feeling adventurous. Max Fortitude for all of them.

On turn 1, swap out the second Soldier for a Scout. Move the Engineer one tile up to be able to put Power Field on the 4 templars. Captains then puts PN on on the others, Soldier uses RC. Then the Scout goes for top right artifact, the Captain for the top left (moving, then using PN and WW), the Soldier goes for the left, while the Engineer captures the TP and collects the top middle.

On turn 2, recruit another Scout and support the Soldier who will be meeting some resistance. Having collected all four artifacts, fall back as quickly to the TP as possible.

Then, improve the kill rate until turn 8 before extracting.

### Speed

Same as Score, but ignore the fourth artifact and extract at the earliest opportunity which is turn 4.
Drop Zone on Galantia

## Mission Parameters

* Closed deploy 5
* Turn goal: 15
* Starting squad: Captain, Soldier, Soldier, Scout, Scout
* Starting SP: 300ish?
* Base XP on Easy: 100
* Base RP on Easy: 80
* Secondary objectives: 0
* Max turrets: 4
* Enemies: Xeno

## Objectives

* The first objective is to survive until turn 10.

* Then to kill the Brood Mother which appears on turn 10 and survive an extra turn.

## Walkthrough

The Brood Mother appears in the north, at the end of a 1 tile wide, very defensible ledge.

### Safety & Score & Speed

Mobility is not important, but plenty of Overwatch, Sentry Turret, Landmine is very helpful. Time it so that when the Brood Mother appears the squad arrives to kill her. By then, there can be a bit of a crowd, maybe take some Grenades.
Leo Drop Zone

## Mission Parameters

* Open deploy 5
* Turn goal: 20
* Starting squad: Captain, Soldier, Soldier, Scout, Engineer (swap in class)
* Starting SP: 260
* Max deployment: 6
* Base XP on Easy: 100
* Base RP on Easy: 100
* Secondary objectives: 3
* Max turrets: 4

## Objectives

* The primary objective is to kill 36 xenos.

* The three secondary objectives are the TP itself, and the two groups of crates north and south of it. The north one has Assault Overflow Kits, the south Medikits.

## Walkthrough

This is less of a rush than most missions. Rallying Charge 8 is
still useful to capture the TP quickly enough to be able to deploy a
sixth templar. To ensure that, have a Capture 6 Engineer around.

On the first turn, move towards the TP with the Engineer, put RC on
him and some others who can make it to the Soldier in time. Move as
far north as possible, set up a Sentry Turret, kill a few xenos,
and set up Overwatch.

On the second turn, the Captain can take out most of the xenos with
grenades. Capture the TP, Overwatch west from the south secondary,
north from the north secondary to cover the spawn points. There are
spawn towers which you may want to keep alive to get the best possible
time and turn bonus. Recruit a sixth templar when possible. Move most
units back towards the shuttle to speed things up even more.

Finishing in 6 turns is possible.
Xenia

**Xenia** is a character in *Tyranny*. She only appears if the Crossing is entered without slaughtering the Scarlet Chorus garrison.

## Background

A Forge-Bound smith currently dealing with a thief, Wenhaver. Cold-hearted, despite being bound to the fiery forge.

## Interactions

### Fatebinder Time

* The situation: Wenhaver, after Xenia refused to hire her for even the worst of jobs, was forced to steal from the Forge-Bound (minor supplies, dagger, iron scrap, the like) to make a living. Half Scar bought these from her, in order to gauge her potential for Scarlet Fury training. Your options:
	+ Punish Wenhaver for stealing from the Forge-Bound. The penalty is removal of the hand.
	+ Punish Xenia for driving Wenhaver to thievery (she suspected her of stealing, but didn't intervene) by three months menial labor in the foundry.
	+ Punish Half Scar for pawning stolen goods by stripping him of his rank.
	+ Sentence Wenhaver to menial labor for the Forge-Bound until she works off her debt, then send her to the Furies. This gains you Favor with both the Forge-Bound and the Chorus.
	+ Banish everyone from Haven for contributing to the problem.
	+ Dismiss everyone precisely because everyone is part of the problem and forbid them from contacting each other.
Equipment

Every Templar has five slots of equipment that can be changed. One Armor slot, two for Weapons, and two for War Gear which provide miscellaneous bonuses. The various Armors, Weapons and War Gear are all grouped into subcategories which are available to a subset of all Classes. For instance, Blades are usable by the Captain and Paladins only.

Every piece of Equipment has an associated Gear Level. The more powerful it is, the higher its level. The sum of the Gear Levels of equipped items cannot exceed the Templar's Gear Points.

How to equip knights is a major puzzle of squad design.