Templar Battleforce Wiki


Turretplacement.png

Overview A remote controlled explosive with the ability to attract the enemy. The mine will also self destruct if it sustains sufficient damage to render it's HP to zero.


It is deployed by an Engineer in an adjacent tile indicated by the green circle; it can not be placed on a tile containing a railing/barrier or similar obstacle (white X). If you try to do this the landmine will be placed in the next available tile in that direction. This results in situations where you gain deployment range on the talent and the landmine is placed in an advantageous position, which can be used to tactical effect.


The majority of the landmine's profile stats are fixed with only Fortitude & Quickness being linked to the deploying Engineer's Engineering skill. The landmine will colour co-ordinate with the engineer's armour, allowing you to identify which engineer placed it when 2+ Engineer's are deployed; assuming they have different armour colours selected.

By default it is weaker than either turret for survivability, but can use the Bolt Seal ability to provide a 3 turn boost to it's deflection, armour and fire resistance. From Level 1 upwards it has the ability to hit 9 targets in a 3x3 square centered on the mine when it detonates.

Skill Features[]

Cost: 3 AP & 12 Heat

Number of Landmines available on deployment: Linked to skill level, minimum of 3.

Additional landmines may be acquired from a tactical point at a cost of 150 SP for X landmines; multiple resupplies may be purchased at once. The Engineer must be within 6 tiles of a tactical point in order to use the resupply ordnance.

The landmine has an experience level equal to that of a new recruit. This only affects the amount of HP it has by a small degree.

Stats[]

Fortitude: 3 + (Engineering/3) [Max 8]

Willpower: 2

Focus: 2

Strength: 2

Quickness: 1 + (Engineering/4) [Max 5]

HP: 40 + (4 x Fortitude) +1 per experience level.

Warrior: 2

Tactics: 2

Evasion: 1

Grenade: 4

Talents

Self Destruct: Level equal to landmine talent level. Damage is equal to damage output of the weapon it deploys with (high explosives). Higher levels see an improved chance to score a critical hit. Grenade & quickness are used when calculating the attack's chance of success.

As of build 2.7.5 the possible damage range variability is 40HP for all levels. Only the baseline alters.

Bolt Seal: Level equal to landmine talent level. The number of charges is equal to (talent level/2 [rounded down] +2); min 2, max 7. Lasts for 3 turns and improves deflection % , armour and fire resistance of the landmine. The potency of the deflection boost decreases after Level 7.

Equipment

Landmines have pre-selected equipment whose performance can be found by selecting the load-out details once a landmine is deployed. You can't see this information any other way.

Self Destruct damage & base armour values
Level Damage Penetration (%) Accuracy Critical Chance bonus Armour Deflection (%)
1 51-90 56 3 - 20 22
2 51-90 56 3 - 24 26
3 61-100 66 4 - 24 26
4 61-100 66 4 - 28 30
5 71-110 76 5 - 28 30
6 71-110 76 5 - 34 34
7 81-120 86 6 +2% 34 34
8 81-120 86 6 +2% 38 38
9 101-140 106 7 +2% 38 38
10 121-160 120 9 +2% 38 38


Bolt Seal potency
Skill Level No. of charges Deflection gain (+%) Armour Gain Fire Res gain
1 2 14 +2 +6
2 3 24 +4 +8
3 3 32 +6 +10
4 4 40 +8 +12
5 4 48 +10 +14
6 5 54 +12 +16
7 5 60 +14 +18
8 6 62 +16 +20
9 6 64 +18 +22
10 7 66 +20 +28