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Blades[ | ]

Equip weapon blade

Blades are weapons used in melee combat. They combine with Shields to provide bonuses to both defense and offense. When auto-block and counter-attack stats are high, a Templar armed with blade and shield can often take zero damage from either melee or ranged attacks, then hit back on the enemy's turn without AP penalty.

As a rule, blades designed for the Captain have greater offensive capabilities, with increased penetration and damage. Paladin weapons, by contrast, are designed with defense in mind. All weapons can be used by either class, however.

Gear Acc. Parry Auto-block Damage Pen. Prerequisite Other
Blade 2 +3 +3 +8% 48-58 18%
Broadblade 3 +4 +3 +10% 56-76 18% Born Leader
Heavy Warblade 3 +3 +4 +10% 61-80 12% Paladin 2
Drakos Sword 3 +4 +6 +14% 51-70 14% Warrior 1
Captain's Blade 5 +5 +4 +12% 53-72 34% Captain 2
Force Blade 5 +4 +6 +8% 53-72 72% Devastator 2
Null Blade 7 +4 +4 +6% 61-80 68% Captain 6 +14 Plasma Dmg
Palace Blade 9 +4 +8 +22% 65-86 14% Devastator 4
Arcum Blade 9 +5 +6 +16% 75-100 28% Blademaster 2
Null Devastator Blade 12 +6 +3 +12% 59-80 90% Reaver
Arcum Warblade 12 +9 +5 +14% 77-96 42% Blademaster 4
Rakeen's Warblade [RELIC] 13 +12 +5 +12% 65-84 42% Blade Relic +32 Plasma Dmg
Cortas Crossblade [RELIC] 14 +9 +9 +26% 73-92 42% Blade Relic 2

Shields[ | ]

Equip shield

Shields are an essential part of a melee combatant's build, increasing defense, auto-block, counter, and other defensive stats. Weapons that boost counter-attack are found early on the Melee Specialists branch, as well as the end of the Captain branch. Paladin shields tend to have higher auto-block, and there are no shields save relics designed specifically for Berserkers.

Gear Parry Auto-block Prerequisite Other
Shield 2 +3 +12%
Knight's Shield 3 +5 +16% Captain 2
War Shield 3 +5 +6% Melee Specialists 2 +6% Deflection, +12% Counter-Attack
Thunder Shield 5 +6 +8% Melee Specialists 3 +16 Max Hit Points, +16 Max Heat
Hunter's Shield 5 +6 +18% Captain 6
Relliar's Shield [RELIC] 7 +8 +16% Shield Relic +38 Max Hit Points, +18 All Resistances
Defender's Shield 7 +6 +26% Paladin 5
Orion Shield 7 +8 +16% Blademaster 2 +10% Deflection
Null Shield 9 +4 +30% Blademaster 4 +10% Deflection, +10% Counter-Attack

Captain's Sidearm[ | ]

Equip weapon pistol plasma

The Captain's sidearm is a backup weapon designed to give the Captain a ranged capability. As a sidearm, it is short-ranged and possesses no Overwatch capability. Despite this, the Captain's weapons are designed for offense and so can cause significant damage, particularly if they are plasma-based. Some needle weapons are available; these weapons inflict additional poison damage immediately to biological targets and on every turn thereafter, for a set number of turns.

Gear Acc. Range Damage Pen. Plasma Dmg Bio-Poison Dmg Prerequisite Other
Plasma Sidearm 2 +4 3 25-44 30% +20
Heavy Plasma Sidearm 3 +5 3 49-68 30% +20 Battlefield Leader
Needling Sidearm 5 +5 3 57-66 12% +38 Pistoleer 2
Heavy Needle Pistol 6 +6 4 53-62 18% +42 Pistoleer Poisoner
Sighted Sidearm 7 +7 4 59-78 32% Commander 2
Devastator Sidearm 7 +5 4 53-82 44% Pistoleer Devastator

Gauntlets[ | ]

Equip weapon fist

Gauntlets are intended primarily as a backup melee weapon for use by ranged combatants. Despite this, the gauntlet has one startling attribute which makes it attractive as a primary weapon: it has a usage cost of only 1 AP compared to 2 AP for almost all other weapons. This means that a Soldier in melee range of an enemy has the choice of shooting it twice with a gun or punching it five times with a gauntlet! In addition, because it is intended as a backup weapon, the gauntlet has a relatively low Gear level: compared to other weapons, so a soldier specializing in gauntlet could carry a minimal ranged weapon and make up the difference with better armor and other attachments.

Regrettably, the skills for gauntlet use are different from those for projectile weapons, so a ranged combatant who specializes in gauntlets may find that they struggle somewhat with their primary, ranged weapon.

Gear Acc. Parry Auto-block Damage Pen. Prerequisite Other
Armored Gauntlet 2 +3 +2 +2% 11-40 10%
Aegis Gauntlet 3 +2 +4 +10% 19-48 26% Heavy Suit Adaptations
Heavy Gauntlet 3 +3 +3 +5% 23-52 32% Soldier 1
Relliar's Gauntlet [RELIC] 3 +4 +4 +20% 11-40 26% Gauntlet Relic
Irid-Coated Gauntlet 5 +4 +2 +16% 21-50 18% Deep Operative 2
Chaplain Gauntlet [RELIC] 7 +4 +2 +8% 25-54 18% Shield Relic +24 Plasma Dmg, +8% Critical
Power Gauntlet 7 +6 +5 +2% 37-66 48% Melee Specialists 2

Cutter Fists[ | ]

Equip weapon fist

Cutter fist is the Engineer's backup melee weapon, usable by no other class. It otherwise has the same traits as the gauntlet other than an exceptionally high penetration level which makes it situationally very useful against high deflection targets in dangerous positions.

Gear Acc. Parry Auto-block Damage Pen. Prerequisite Other
Cutter Fist 2 +4 +2 +2% 21-30 30%
Cutter Gauntlet 3 +4 +2 +4% 31-40 50% Engineer 1
Burning Cutter 5 +7 +5 +2% 31-42 60% Transitional Engineer +18 Fire Dmg
Cutter Barb 5 +6 +4 +10% 35-44 64% Striker 2
Cutter Indus-Fist 9 +8 +4 +12% 45-54 78% Master Striker

Revolvers[ | ]

Equip weapon pistol

Revolvers are a backup ranged sidearm intended to give a minimal ranged capability to Engineers. They tend to be short-ranged compared to other weapons, and also have no overwatch capability. Even with these drawbacks , however, some players find it useful so they can bring a gun to a knife fight. Revolvers depend on the quickness and gunnery skills, which are completely different from the Warrior and Strength required for melee weapons, so many templars who may carry them will find they have to choose to excel at one or the other but not both.

Gear Acc. Range Damage Pen. Prerequisite Other
Pistol 2 +2 3 35-44 8%
Snub Revolver 3 +4 3 47-56 12% Engineer 1
Mk3 Revolver 5 +5 3 61-70 16% Engineer 3
Architect Revolver 7 +8 4 65-74 22% Engineer 5
Scoped Revolver 9 +7 5 69-78 24% Master Engineer
Cannon Revolver 9 +4 3 71-80 50% Striker 3

Hand-Flamers[ | ]

Equip weapon pistol flame

Hand-Flamers are alternatives to Revolvers available to flame-tank Engineers only. Their penetration is typically slightly higher than that of the Revolvers at the expense of raw physical damage. However, they get a large amount of fire damage and some critical bonuses. However, flamers are not capable of doing area damage like the Hydra's Flamers, and Flame-Tank armor has its own drawbacks.

Gear Acc. Range Damage Pen. Fire Dmg Critical Prerequisite Other
Conflag Hand-Flamer 2 +2 3 29-44 22% +30 +10% Pyro 1
Jet Flamer 3 +4 3 37-52 12% +40 +12% Pyro 3
Dhragen Hand-Flamer 7 +6 3 53-68 30% +50 +12% Pyro 5
Fiend X2 Hand-Flamer 9 +6 3 57-72 36% +72 +16% Pyro 6
Hell-Mouthed Flamer [RELIC] 11 +7 4 69-84 34% +88 +20% Hand-Flamer Relic

Scout Rifles[ | ]

Sniper Rifles[ | ]

Equip weapon sniper rifle

Sniper Rifles are the exclusive province of Scouts. They hit at long range. Sniper rifles are complemented by Scout talents which greatly increase the critical rate, and will frequently inflict damage twice the stated values below.

Gear Acc. Range Damage Pen. Prerequisite Other
Scout Rifle 2 +3 6 33-52 36%
Longsight Rifle 3 +4 7 37-56 44% Scout 1
Hellsight Rifle [RELIC] 5 +6 8 37-56 42% Sniper Rifle Relic
Sniper Rifle 5 +5 7 47-66 48% Sniper 1
Stealth Op MK6 7 +8 7 53-72 56% Stealth Operative 2
Mensin-Naga Rifle 7 +5 7 47-66 100% Sniper 4
Syncro Sight [RELIC] 9 +9 7 49-68 56% Sniper Rifle Relic 2 +15% Critical
Stealth Op Naga Rifle 9 +7 7 39-58 120% Elite Deep Operative

Needle Guns[ | ]

Equip weapon needlegun

Like Sniper Rifles, Needle Guns are also exclusive to Scouts. They also hit at long range, have somewhat lower physical damage, but they also inflict bio-poison damage. Bio-poison damage is inflicted immediately, and continues to be inflicted on the target for several turns after the initial hit. This makes them ideal for weakening enemies before they come into range of other weapons.

Gear Acc. Range Damage Pen. Bio-Poison Dmg Prerequisite Other
Needle Gun 2 +3 6 21-30 8% +18
Needle Repeater 3 +4 7 31-40 8% +30 Scout 1
Needle Cannon 5 +5 7 53-62 10% +38 Stealth Operative 2
Needle Viper 7 +6 6 61-70 10% +42 Stealth Operative 4
Rubicon Needler [RELIC] 9 +9 7 53-62 10% +58 Needle Rifle Relic

Soldier Rifles[ | ]

Leviathan Rifles[ | ]

Equip weapon rifle

Rifles are the standard ranged weapon of the Soldier, although 'musket' is more accurate since none of the weapons have grooved barrels. These weapons cause significant damage at range and are moreover capable of being used in Overwatch; consequently, they are a must-have weapon in any game that is not a melee-only challenge. Rifles depend on Strength rather than Quickness, so a Soldier may find it possible to attain some proficiency in both the rifle and gauntlet by maximizing the strength statistic. In addition to the basic rifle, there are two sub-types of note: "Long" weapons have range almost as great as a sniper weapon, up to 6. They sometimes pay for this, however, in decreased damage and penetration. Nonetheless, they are ideal for defensive positions or for sniping fixed targets, such as towers, at range.

Gear Acc. Range Damage Pen. Prerequisite Other
Leviathan Rifle 2 +3 5 31-50 16%
Behemoth Rifle [RELIC] 3 +5 4 49-58 42% Leviathan Rifle Relic +20 Fire Dmg
Long Leviathan 3 +6 6 37-56 22% Soldier 3
Heavy Leviathan 3 +5 5 39-58 42% Soldier 1
Battalion Rifle 5 +6 5 49-68 40% Soldier 5
Battalion Mk3 Rifle 7 +7 5 51-73 42% Grenadier 3
Assault Long Mk9 9 +9 6 59-78 26% Soldier 7
Assault Mk8 9 +8 5 61-80 44% Soldier 6
Roavin MK9 [RELIC] 11 +5 5 53-72 44% Leviathan Rifle Relic 2 +22 Bio-Poison Dmg
LevLock Rifle[RELIC] 12 +11 4 69-88 52% Leviathan Rifle Relic 3

Plasma Rifles[ | ]

Equip weapon plasma

Plasma Rifles closely resemble the submachine guns of the second world war, such as the MP-40. They sacrifice range in exchange for a great deal of power and penetration, including additional plasma damage. They are best used in an offensive role in which the user kicks in a door and sprays madly while being overwatched by other Soldiers armed with more conventional weapons. In addition to the short range, plasma weapons have an additional drawback in that some enemies have been specifically engineered to be plasma-resistant; these creatures will be able to soak a degree of plasma damage, which in early weapons may negate their effect entirely, leaving conventional damage which is not all that great. But there is another factor which may tilt the scale the other way: late-game enemies possess high hit points and deflection in excess of 100%. Thus, it may be necessary to re-equip with plasma weapons merely to cause significant damage to enemies in a short amount of time.

Gear Acc. Range Damage Pen. Plasma Dmg Prerequisite Other
Plasma Rifle 3 +2 3 39-58 40% +20 Heavy Infantry 1
Twin-Barrel Plasma 5 +3 3 31-50 48% +44 Heavy Infantry 4
Talon Plasma Rifle 9 +6 3 35-54 48% +62 Close In Fighting 5
Plasma AR2 9 +4 3 55-74 80% +20 Close In Fighting 2
Roar’s Talon [RELIC] 11 +5 3 35-54 112% +42 Plasma Rifle Relic +5% Critical
Plasma AR3 11 +4 3 19-38 96% +62 Heavy Infantry 5

Flamers[ | ]

Equip weapon flamer

"Flamer" is a misnomer, as these weapons actually project a wide stream of plasma; it is like carrying a miniature Void engine into battle with a weaponized exhaust. They can be adjusted to cover many squares at once for an area of effect attack. This inflicts fire damage in addition to standard damage, which, as with plasma, appears to be less affected by armor and deflection. Further, this effect is persistent; a square touched by this plasma will remain saturated with it for many turns, inflicting damage on any creature passing through or remaining in the square. Hydra troopers, who carry the flamers, work especially well with overwatch-capable soldiers.The overwatch troops will stop enemy movement, allowing a flame attack to cover the lot of them. After the Hydra has done the work, overwatch will permit the Templar to retire unharmed. This attack is not without its drawbacks; it is short-ranged at a range of 4, the Hydra is itself incapable of overwatch and thus requires protection from other Templars when on the defense. There is also the small issue that the Hydra's weapon cannot tell friend from foe; a mis-aimed napalm storm can engulf teammates as well as enemies. Of all the Templars on the field, only the Hydra has the potential to kill its entire team at once. Finally, there are a few flame-resistant enemies against whom the conventional damage of the flamer is pitiful. Further, a wall of flame is no longer an impassable defense; even weak enemies can skitter through it quickly, taking minimal damage, although on the plus side the flames are not disturbed by the passage of units through the square. Because of this, some Templars prefer to leave their Hydras at home and take along overwatch-capable units such as the Neptune; whatever else you can say about the Neptune, none have ever killed their own team-mates. This does not deter the Hydra's adherents, however, who praise their ability both to inflict great damage and to place walls of fire before the enemy.

Gear Acc. Range Damage Pen. Fire Dmg Prerequisite Other
Hydra Cannon 2 +4 4 43-58 12% +38
Hydra Incinerator 5 +5 4 53-68 16% +46 Precision Fire 1
Hellfire Incinerator 7 +7 4 57-72 16% +42 Precision Fire 3
Reaper VX2 7 +7 3 53-78 32% +42 Close In Fire 3
Reaper-C Hellfire Cannon 9 +5 4 47-58 16% +92 Napalm Cross 3
Slayer-C Hellfire Cannon 11 +6 4 57-68 12% +102 Precision Fire Master
Reaper VX3 Inferno 11 +6 3 65-80 32% +86 Napalm Cross Master
Hellgout Cannon [RELIC] 13 +7 4 59-74 12% +110 Incenerator Relic

Repeaters[ | ]

Equip weapon neptune

A repeating weapon is the equivalent of the tripod-mounted machine guns of the pre-spaceflight era. However, Shalun was a talented engineer as well as a visionary, and so he redesigned the Leviathan chassis such that these massive weapons require neither tripod nor a large crew; instead one man can carry and operate the weapon from within a single Leviathan; this man is called the Neptune Specialist. The repeating weapons are capable of hitting a large area. This power, however, does not come without cost: a Neptune builds up heat at a dramatic rate and often forfeits all movement points whenever the massive weapon is fired. Consequently, the Neptune is a matter of some controversy among Templars; Like the Soldier, it is capable of overwatch. Because of this and its deadly weapon, some consider it one step below the Cherubim, whose deadly rain of fire more than compensates for its weaknesses, particularly if there is an Engineer nearby able to act as a heat sink. Others sneer at the Neptune as little better than a mobile sentry turret. Berserkers, of course, cannot understand why anyone would fight with a gun when one could fight with an axe, but even among Templar warriors, a class not noted for mellowness, the Berserkers are seen as just a little crazy.

Gear Acc. Range Damage Pen. Prerequisite Other
Leviathan Repeater 2 +4 5 49-58 40%
Repeater MG 5 +5 5 65-74 44% Neptune Specialist 4
Mk14 Autocannon 7 +7 6 57-66 60% Cannonier 3
Mk14 Viper 9 +5 5 65-74 84% Concentrator 4
Mk17 Defender 11 +8 5 65-74 92% Defensive 5
Mk18 Dominant 11 +7 6 85-94 58% Cannonier 5
Vright's Mk23 [RELIC] 13 +6 5 77-86 122% Repeater Relic Mk23
Dragoon Mk21 [RELIC] 13 +6 6 93-102 78% Repeater Relic Mk21
Karthian Mk25 [RELIC] 14 +4 5 97-106 90% Repeater Relic Mk25

Shock Hammers[ | ]

Equip weapon hammer

Hammers are two handed melee weapons specific to Paladins. Selecting one will automatically unequip a shield. The mentality is enhanced offense at the cost of defence. Their higher cost to equip inhibits higher calibre wargear from being selected by a low level Paladin.

They are designed for offensive minded Paladins who aim to strike hard and fast, and leave no survivors. They are the ideal complement to a dual axe wielding berserker orientated squad. As the hammer provides strong physical damage coupled with plasma damage at the cost of significantly reduced blocking and parrying abilities. This increases the need for group healing skills, as the Paladin is more likely to sustain damage.

Gear Acc. Parry Auto-Block Damage Pen. Plasma Dmg Prerequisite Other
Kree Hammer 7 +4 +2 - 53-114 34% +22 Shock Hammer 1
Dhragen Hammer 9 +5 +4 - 61-95 34% +22 Shock Hammer 2
Obliterator Maul 12 +6 +3 - 69-110 38% +32 Shock Hammer 2
Shock Maul 17 +7 +4 +4% 81-122 48% +42 Shock Hammer 4
Arcum's Anchor [RELIC] 20 +8 +4 +6% 101-126 56% +60 Shock Hammer Relic

Axes[ | ]

Equip weapon ax

Axes are melee weapons and are the signature weapon of Berserkers. No other class is permitted to use one. As a rule, Axes emphasize offensive power over all else. They have higher penetration but minimal auto-block stats. Axe+Shield also has the potential to counter-attack enemies on their turn.

Gear Acc. Parry Auto-block Damage Pen. Prerequisite Other
Great Axe 2 +2 +1 - 41-70 28%
Berserker's Axe 3 +4 +2 +2% 55-84 40% Berserker 2
Warblade Axe 5 +4 +2 +2% 55-90 60% Berserker 3
Irid-Edged Axe 7 +5 +2 +2% 57-86 84% Onslaught 1
Batallion Axe 9 +6 +4 +6% 61-96 70% Onslaught 2
Null Axe 12 +7 +5 +4% 81-110 42% Overpowering 2
Devastator Axe 15 +10 +8 +6% 97-126 50% Onslaught 4

Hand Axes[ | ]

Equip weapon handax

Hand Axes are dual-wielded with an Axe in the other hand. If the Hand Axe's Accuracy or Parry value is higher than the base Axe's, then they are used. Otherwise they have no effect. Damage and Penetration of the Hand Axe is added to the Axe's values.

Gear Acc. Parry Auto-block Damage Pen. Prerequisite Other
Hand Axe 2 3 3 - +11-36 +20% Wrath 1
Kangree Hand Axe 3 2 4 +8% +13-40 +24% Wrath 2
T-Hawk Slayer 7 3 3 - +15-54 +34% Wrath 3
Bruk Hunter Axe [RELIC] 9 8 2 - +17-62 +36% Hand Axe Relic
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