Berserker

Berserkers (also called "Berserks") are one of the Templar Classes you may choose to deploy on missions.

## Overview

Berserkers are the melee specialists of the Templar forces. They tend to be high-risk/high-reward attackers best used to kill foes in a single turn. Prolonged combat in melee against the Xeno and, more dangerous threats is not advised even for these mighty Templars so it is their job to end things quickly. Berserkers have access to a single ranged attack in the form of their deadly Assault Grenades, but otherwise are reliant purely on their axe (or axes!) to deal with foes. Berserkers tend to have builds identified by whether they dual-wield axes, use an axe and a shield, or focus heavily on grenades.

## Starting Attributes

Berserkers begin with the following attributes, skills, and class features:

### Class Features

* Base HP: 104 + 1 per level
* HP Modifier: + 6 HP per Fortitude
* Toughness Modifier: 150% of Fortitude
* Resistance Modifier: 200% of Willpower
* SP Cost: 500 + 5 x Level, maximum = 550

### Attributes

* Fortitude: 4
* Willpower: 2
* Focus: 2
* Strength: 4
* Quickness: 3

### Skills

* Warrior: 4
* Tactics: 3
* Evasion: 3
* Grenades: 1

## Starting Talents

The Berserker starts with a single rank in Strike and Unbalancing Blows.

## Usable Gear

The Berserker uses either an Axe and a Shield, or an Axe plus a Hand Axe. He/She also uses Targeting Systems (War Gear shared with the Soldiers) and Expert-Procs (War Gear only used by Berserkers!) The Berserker wears either Assault Armor (evasion-focused armor also used by some Paladins) or Heavy Armor (also used by the Captain and Soldiers.)

## Berserker Talents

##### Strike

Single-target melee attack that generates only 3 Heat.
Used by counter-attacks, and thus worthy of investment for that reason alone.
Gains a large damage bonus and moderate accuracy bonus at higher ranks.

* Weapon: Axe
* Max targets: 1
* Range: 1 (melee)
* Cost: 2 AP, +3 Heat

##### Unbalancing Blows

Crippling, single-target melee attack that develops into a melee AoE crippling attack at higher ranks.
Enemy debuffs include MP reduction, AP reduction, and ranged and melee accuracy reduction for 3 turns.
Of course, if you're in melee with the foe already, the MP reduction won't help you unless you retreat with your remaining movement points after landing this attack.
Investing at least two points to reach rank 3+ is highly recommended to allow the attack to hit a group of foes.
Has roughly the same accuracy as Strike, the same AP cost, but about half the bonus damage and isn't used in counter-attacks.

* Weapon: Axe
* Hinder: 3 turns
* Max targets: 1 up to rank 2, 5 Cross  above
* Range: 1 (melee)
* Cost: 2 AP, +3 Heat

##### Assault Grenade

Limited-use ranged AoE attack.
Can hit 13 targets under ideal circumstances.
Unlike the Soldier's grenades, it gains up to three additional uses per deployment at higher ranks.
Because the starting Grenade skill for Berserkers is so abysmal, some investment into Grenades, Quickness, or this talent may be needed to reliably hit targets.
Can be combined with a particular relic for auto-penetration...

* Weapon: Grenade
* Max targets: 13 Diamond
* Range: 1 (melee)
* Cost: 2 AP, +3 Heat
* Restriction: Limited Use
* Ordnance: Assault Grenadier's Resupply

##### Indomitable Defense

Limited-use self-only misnomer buff that improves offensive statistics for 3 turns.
Grants damage and unlimited counter-attacks, counter-attack rate (on hits you failed to block/parry) joined by melee accuracy and critical hit chance at higher levels.
Costs no AP but has a 15 Heat cost and ends your movement.
The early benefits of this talent are mostly applicable if you are getting hit.
Given that no Templar survives melee hits for long, this may not be as promising of a buff as you might think.
Requires a shield.

* Buff: 3 turns
* Max targets: 1
* Range: 0 (self)
* Cost: 0 AP, +15 Heat
* Restriction: Limited Use, Requires Shield , Ends Move
* Ordnance: Berserker's Resupply

##### Warding Shield

Limited-use self-only buff that grants defensive bonuses for 4 turns.
Grants a significant amount of auto-block and a smaller amount of parry and armor.
Lasts 1 turn longer than Indomitable Defense so it won't expire as quickly, but it does require 1 AP to use.
Combining this with Indomitable defense every 4 turns while active in combat or moving can quickly rack up heat as the combination is +30 Heat while only consuming 1 of your MP.

* Buff: 4 turns
* Max targets: 1
* Range: 0 (self)
* Cost: 1 AP, +15 Heat
* Restriction: Limited Use, Requires Shield
* Ordnance: Berserker's Resupply

##### Berserk Slash

Powerful, low-accuracy melee AoE attack.
Hits a cross shape with high damage bonus, good penetration bonus and a large bonus to critical hit chance.
Costs 9 Heat unlike Slash and Unbalancing Blows, and has no bonus to accuracy at any level, leaving you more open to potential counter-attacks.

* Weapon: Axe
* Max targets: 5 Cross
* Range: 1 (melee)
* Cost: 2 AP, +9 Heat

##### Uncapped Fury

Limited-use self-healing combined with a self-buff for 4 turns.
Heals a very small amount of health but gives significant bonuses to damage and critical chance at a growing cost to parry.
The lost parry will probably offset the health restored unless your current foes are primarily ranged attackers.

* Buff: 4 turns
* Max targets: 1
* Range: 0 (self)
* Cost: 1 AP, +12 Heat
* Restriction: Limited Use

##### Battle-Lock

Limited-use self-buff that ends your movement and lowers your MP going forward.
The upside is a significant boost to melee accuracy (no dice, grenades!) a small bonus to damage and a moderate bonus to armor.
If you were planning to stay and fight anyway, this can be a large advantage.
The MP cost increases from 2 to 3 at rank 8, making rank 7 a natural stopping point.

* Buff: 3 turns
* Max targets: 1
* Range: 0 (self)
* Cost: 1 AP, +15 Heat
* Restriction: Limited Use, Ends Move
* Ordnance: Berserker's Resupply

##### Kill Strike

Limited use single-target melee attack that deals bonus plasma damage and has good penetration.
It is very easy to run out uses for this attack, even at higher ranks.
The plasma damage grows to a very high level at higher ranks making it effective against highly armored enemies without plasma resistance.
The accuracy is somewhat higher than the most accurate of Berserker attacks.

* Weapon: Axe
* Max targets: 1
* Range: 0 (self)
* Cost: 2 AP, +9 Heat
* Restriction: Limited Use
* Ordnance: Fury Resupply

##### Wrathful Defense

Limited-use self-only defensive buff.
Only usable with dual axes.
Grants unlimited counter-attacks which may help if swarmed by a large group of low damage melee attackers such as Skitterlings.
Grants a large amount of deflection and auto-block to help offset the lack of a shield.

* Buff: 2 turns, grants unlimited counter-attacks
* Max targets: 1
* Range: 0 (self)
* Cost: 1 AP, +9 Heat
* Restriction: Limited Use, Requires Dual Axes
* Ordnance: Fury Resupply

##### Hacking Blows

Limited-use self-only offensive buff.
Only usable with dual axes.
Grants a moderate accuracy and damage bonus with a moderately-large bonus to penetration in exchange for a growing penalty to parry for 4 turns.
Useful when dealing with high deflection foes but the defensive penalty makes higher ranks of this skill very risky if enemy melee attackers are nearby.

* Buff: 4 turns
* Max targets: 1
* Range: 0 (self)
* Cost: 1 AP, +9 Heat
* Restriction: Limited Use, Requires Dual Axes
* Ordnance: Fury Resupply