Templar (TJ)

Class Overview
The Templars are a melee-focused psionic soldier that wields their psionic abilities in very unique ways. They require "focus" in order to use their abilities but each carry strong and unique effects and holding onto focus no longer grants any bonuses. To gain focus, they must use Rend, which is now aim-based instead of guaranteed, to attack an enemy regardless of whether they hit, miss or kill their targets unlike the base game which required a kill. Further focus generation can be gained through the perks they can obtain as they promote and can increase their max focus with each upgrade of their gauntlets. After using Rend, they gain a Momentum action which allows for movement or to deploy their shield. Instead of Parry/Deflect, Templars now deploy a psionic shield that grants them temporary shield HP until the next turn that allows them to absorb attacks.
The Templar can concentrate more into their psiblades to further enhance their melee capabilties to deal great damage to a single target or to a group of them.
The Templar can gain more psionic abilities to disrupt enemies, assist their allies or to deal great damage.
The Templar can become a shield, greatly increasing their defenses and can take great damage with little to no injuries.
Weapons
Primary: Templar Gauntlet
Secondary: None
Abilities
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XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges. |
This soldier is able to climb walls. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Gain 1 focus whenever your squad activates an enemy pod of size 3 or more. |
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive. |
All your attacks deal +2 damage. |
Summon a pillar of Psionic energy to act as a high cover point. Free action, does not cost focus. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission. Reduce wound recovery times for this soldier by 2 HP. |
You do one additional point of base damage when using guns. |
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Psionic lightning based attacks such as Volt do 40% more damage. |
Grants 1 free flashbang item to your inventory. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
The soldier is immune to fire, poison, acid, and explosive damage. |
Your grazing attacks are automatically upgraded to normal hits. |
Mark an area with a 6.7 Tile radius. Until the end of turn, killing enemies in that area refunds Action Points for you and your squad members. |
When the squad is revealed, this soldier remains concealed. |
Your first reaction shot each turn is guaranteed to hit. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Temporarily phase out of existence to teleport to a nearby location. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Gain 1-tile bonus radius for Volt. |
When foes survive the soldier's melee attacks, immediately perform a bladestorm attack against them. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
When an enemy dies, it may leave behind Psionic energy the Templar can collect to raise their Focus level. |
Your assigned weapon attacks against mechanical units have bonus Aim and shred armor. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks. |
The Psi Operative may immediately extinguish mental impairments for a squadmate. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Lightning crackles wildly and strikes a random foe. May chain to an additional target. Free Action. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Psionically heal an ally from moderate range. |
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative. |
Your Dodge is increased by 20 and you are immune to poison. |
Raise a dead soldier, civilian, or ADVENT soldier as a Psionic zombie. |
project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed. |
Free Psionic attacks on any enemies that enter or attack from within 2 tiles. Guaranteed to hit but will not target robots or units with Shadowstep. |
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles. |
Grants bonus will, critical chance and ablative hit points to an ally until the beginning of the player's next turn. |
Open a small Psionic rift that disables the weapons of any units caught in its radius, and deals damage within that radius after one turn. |
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Stat Progression
| Rank | |||||||||
| Per Level | Health |
0 | 1 | 0 | 1 | 0 | 0 | 1 | 0 |
Aim |
3 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Total | Health |
0 | 1 | 1 | 2 | 2 | 2 | 3 | 3 |
Aim |
3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |