Captain

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Captain is the Class of the commander of your Templar Battleforce.

Overview[edit | edit source]

Captain top.png
Captain Default Helmet.png

The Captain can specialize into a variety of different play-styles to compensate for, or augment, nearly any squad composition thinkable. Captain builds are typically first distinguished by whether they specialize in their Sidearm, a Blade and Shield, or a balanced combination of the two. Captains have rather high base attributes such as HP and Toughness that allow them better survival than perhaps any other class.

They represent the player on the battlefield as no additional captains may be recruited and their death is the only one that will always result in a mission failure; everyone else can be replaced.

Starting Attributes[edit | edit source]

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

Class Features[edit | edit source]

  • Base HP: 110 + 1 per level
  • HP Modifier: + 7 HP per Fortitude
  • Toughness Modifier: 150% of Fortitude
  • Resistance Modifier: 250% of Willpower
  • SP Cost: 0 (Leads every deployment)

Attributes[edit | edit source]

Skills[edit | edit source]

Starting Talents[edit | edit source]

The Captain starts with a single rank in Slash, Precision Fire, Commander's Confidence, and Frag Grenade.

Usable Gear[edit | edit source]

The Captain uses Blades, Shields or Sidearms, Tact-Systems (War Gear also used by Paladins) and Pilot Suits (War Gear also used by Scouts). The Captain wears Command and Heavy armor.

Captain's Talents[edit | edit source]

Slash[edit | edit source]
Talent captain slash normal.png

Basic single-target melee attack. Gains considerable bonus accuracy, damage, and even penetration at high ranks. Also used in counter-attacks. Has higher bonuses than Warrior's Wrath, but it only affects a single talent. Even for a pure melee fighter focusing on Slash and Bladeweave, Warrior's Wrath is often the better investment.

  • Weapon: Blade
  • Range: 1 (melee)
  • Cost: 2 AP, +3 Heat
Rank: 1 2 3 4 5 6 7 8 9 10
Accuracy +2 +3 +5 +7 +8 +9 +10 +11 +12 +14
Damage +3 +6 +9 +12 +15 +20 +25 +30 +35 +42
Penetration - - - - +2% +4% +6% +8% +10% +12%
Precision Fire[edit | edit source]
Talent captain precision fire normal.png

Single-target Sidearm attack and as such it cannot be used with a Shield. Has a low heat cost, and gains considerable accuracy and damage bonuses at high ranks.

  • Weapon: Sidearm
  • Range: up to weapon's range (3 or 4 in practice)
  • Cost: 2 AP, +3 Heat
Rank: 1 2 3 4 5 6 7 8 9 10
Accuracy +2 +4 +5 +6 +7 +8 +9 +11 +13 +15
Damage +3 +6 +9 +12 +15 +18 +21 +24 +27 +30
Commander's Confidence[edit | edit source]
Talent captain commanders confidence normal.png

Buffs a group of allied templars with additional accuracy (melee and ranged) as well as dodge (ranged defense) in a 3x3 tile square centered on a templar. The bonuses are fairly modest, but this talent can save skill points for the entire squad, indirectly increasing damage by allowing skill points in Gunnery and Warrior to be reallocated to Tactics for more criticals. It is most useful at low levels where templars (especially Engineers) often struggle to hit.

Rank: 1 2 3 4 5 6 7 8 9 10
All Accuracy +2 +3 +4 +5 +6 +7 +8 +9 +10 +12
Dodge +2 +2 +3 +4 +4 +5 +6 +7 +8 +9
Uses 4 5 5 6 6 7 7 8 8 9
Frag Grenade[edit | edit source]
Talent captain frag grenade normal.png

Deadly AoE attack for 1 AP to a 3x3 tile area. Grenades can be thrown to empty tiles and even some walls. Uses the grenade skill for accuracy, but it rarely misses even without any investment. Has limited uses. At rank 1, it may be used 3 times per mission. Higher ranks add a considerable amount of penetration as well as additional uses per mission.

Rank: 1 2 3 4 5 6 7 8 9 10
Range 3 3 4 4 4 4 4 4 4 4
Accuracy +3 +5 +7 +9 +11 +13 +15 +17 +19 +23
Damage 46-86 52-92 58-92 64-104 70-110 76-116 82-122 88-128 94-134 102-142
Penetration 56% 56% 64% 64% 70% 70% 80% 80% 92% 92%
Uses 3 4 4 5 5 5 5 5 6 7
Pressing Need[edit | edit source]
Talent captain pressing need normal.png

Single-target buff of self or ally to give additional MP and some Dodge.

Rank: 1 2 3 4 5 6 7 8 9 10
MP +1 +1 +1 +2 +2 +2 +2 +3 +3 +3
Dodge +2 +3 +4 +4 +5 +6 +7 +7 +8 +9
Uses 4 5 5 6 6 7 7 8 8 9
Warrior's Wrath[edit | edit source]
Talent captain warrior wrath normal.png

Self-only buff that increases MP by a single point, and grants bonus accuracy and damage for Sidearm, Blade and grenade attacks. Higher ranks also increase critical hit chance by a moderate amount.

Rank: 1 2 3 4 5 6 7 8 9 10
MP +1 +1 +1 +1 +1 +1 +1 +1 +1 +1
All Accuracy +2 +3 +4 +5 +6 +7 +8 +9 +10 +12
Damage +3 +6 +9 +12 +15 +20 +25 +30 +35 +42
Critical - - - - +2% +2% +4% +4% +6% +6%
Uses 4 4 5 5 5 6 6 6 7 7
Denounce[edit | edit source]
Talent captain denounce normal.png

Single-target crippling melee attack that causes a foe that takes damage from this skill to be easier to critically hit, and have lowered parry and armor for 3 turns. Requires triple the heat to use compared to Slash and has slightly lower accuracy and significantly lower damage. The debuff resulting from Denounce opens the target up to attacks from other templars as well as followups from the Captain. This makes a Denounce followed by a slash a particularly deadly combination for a moderate amount of heat, assuming the talents both have reasonably high ranks.

  • Weapon: Blade
  • Max targets: 1
  • Range: 1 (melee)
  • Hinder: 3 turns on hit
  • Cost 2 AP, +9 Heat
Rank: 1 2 3 4 5 6 7 8 9 10
Accuracy +2 +3 +4 +5 +6 +7 +8 +9 +10 +12
Damage - +2 +4 +6 +8 +10 +12 +14 +16 +18
Crit. Vulnerability Hinder +5% +8% +10% +12% +14% +16% +18% +20% +24% +28%
Parry Hinder -2 -3 -4 -4 -5 -5 -6 -6 -7 -8
Armor Hinder -6 -8 -10 -12 -14 -16 -18 -20 -22 -24
Honing[edit | edit source]
Talent captain honing normal.png

Single-target ranged attack that applies a self buff if it hits and deals damage. The buff grants significant damage as well as critical hit chance for the following three turns. The attack itself is weaker and less accurate than Precision Fire while requiring quadruple the heat expenditure. Unlike Denounce, this skill will not aid other templars against a foe directly, but will allow the Captain to use his/her other talents against enemies not hit with Honing and still benefit.

  • Weapon: Sidearm
  • Range: up to weapon's range
  • Buff: 3 turns on hit
  • Cost: 2 AP, +12 Heat
Rank: 1 2 3 4 5 6 7 8 9 10
Accuracy +2 +3 +4 +5 +6 +7 +8 +9 +10 +12
Damage - +2 +4 +6 +8 +10 +12 +14 +16 +18
Damage Buff +3 +6 +9 +12 +15 +18 +21 +24 +27 +30
Critical Buff +2% +4% +6% +8% +10% +12% +15% +18% +21% +25%
Bladeweave[edit | edit source]
Talent captain bladeweave normal.png

A cross-shaped melee AoE attack affecting up to 5 tiles. Costs triple the heat when compared to Slash but hitting multiple targets is typically worth the cost. Has a greater damage and penetration bonus than Slash with slightly less accuracy.

  • Weapon: Blade
  • Max targets: 5 Cross Shape cross.png
  • Range: 1 (melee)
  • Cost: 2 AP, +9 Heat
Rank: 1 2 3 4 5 6 7 8 9 10
Accuracy +2 +3 +4 +5 +6 +7 +8 +9 +10 +12
Damage +6 +9 +12 +16 +20 +24 +30 +36 +42 +48
Penetration +2% +4% +6% +8% +10% +12% +12% +14% +14% +16%
Arc Fire[edit | edit source]
Talent captain arc fire normal.png

A small fan shaped ranged AoE attack with a bonus critical hit chance affecting up to 3 tiles. Costs 6 Heat and can hit up to three targets, rewarding excellent positioning quite seriously. Less damaging than Precision Fire.

  • Weapon: Sidearm
  • Max targets: 3 Small Fan Shape small fan.png
  • Range: up to weapon's range
  • Cost: 2 AP, +6 Heat
Rank: 1 2 3 4 5 6 7 8 9 10
Accuracy +3 +4 +5 +6 +7 +8 +9 +10 +11 +12
Damage +2 +4 +4 +6 +6 +8 +8 +10 +12 +16
Critical +2% +4% +6% +8% +10% +12% +14% +16% +18% +20%
Discerning Eye[edit | edit source]
Talent captain discerning eye normal.png

A group debuff ability that lowers foes' deflection and parry (melee defense). The range on this skill is quite high and combined with a 1 AP cost and unlimited number of uses makes this an excellent skill to use frequently if you can spare the 9 heat.

  • Max targets: 5 Cross Shape cross.png up to rank 5, then 9 3x3 Shape 3x3.png, limited by Captain's Tactics skill
  • Range: 6
  • Hinder: 3 turns
  • Cost: 1 AP, +9 Heat
Rank: 1 2 3 4 5 6 7 8 9 10
Deflection Hinder -5% -8% -11% -14% -17% -20% -23% -26% -30% -35%
Parry Hinder -3 -4 -5 -6 -7 -8 -9 -10 -12 -14
Fire Commander[edit | edit source]
Talent captain fire command normal.png

A group debuff ability that lowers foes' dodge (ranged defense) and makes the Captain and his allies more likely to land critical hits on them. The range on this skill is quite high and combined with a 1 AP cost and unlimited number of uses makes this an excellent skill to use frequently if you can spare the 9 heat.

  • Max targets: 5 Cross Shape cross.png up to rank 5, then 9 3x3 Shape 3x3.png, limited by the Captain's Tactics skill
  • Range: 6
  • Hinder: 3 turns
  • Cost: 1 AP, +9 Heat
Rank: 1 2 3 4 5 6 7 8 9 10
Crit Vulnerability Hinder +5% +7% +10% +12% +14% +16% +18% +20% +24% +28%
Dodge Hinder -3 -4 -5 -6 -7 -8 -9 -10 -12 -14

Builds[edit | edit source]

Dasher[edit | edit source]

Like a Runner Scout, the Dasher Captain is built to get to objectives quickly without support from the rest of the squad except for some initial buffs. For survivability, Fortitude should be maximized. If the mission is longer than 3 turns, raise Willpower to 5 or 6, and the rest of the attribute points may go into Focus for the Auto-Block bonus or into Quickness or Strength depending on the weapon equipped. The rest of the Skill points should probably go into Warrior or Gunnery.

As for talents, Pressing Need 1, 4 or 8 (+1/+2,+3 MP) is a must, and so is Warrior's Wrath 1 (+1 MP). Should the Captain run into a crowd Bladeweave or Arc Fire can help. Better yet, dump all remaining talent points into Frag Grenade.

For a low-level Captain, use the Ballast Pilot Kit (+32HP) which is worth about 4.5 points in Fortitude. For a high-level Captain with lots of HP on a short mission, the Blitz Kit (+2MP, -10 Heat) is a better option.

Just before separating from them, the Dasher typically gets buffed by other squad members (Rallying Charge, Warding Fire and Power Field to name some of the most common ones). The Dasher then moves away, turning on Pressing Need and Warrior's Wrath after having exhausted the MPs.