XCOM | Organizations
The Templar Division
"Just because they're not carrying guns doesn't mean they're easy kills."
- Runianarch PSA on potential Templar encounters
XCOM Tactics File 027
Author: Iosif Bronis
Applicable Division: The Templar Division
File Name: Templar Tactical Analysis & Recommendations
Forward: In the weeks and months since the official founding of the Templar Division, there have been a significant number of developments and refinements that have been pioneered by Templars, Psions, and other soldiers to increase our durability and lethality. To further streamline the integration of new Templars and to better synergize with integration into XCOM squads, this document is being put together to clarify the role of Templars and the optimal usages for their specific skill set and equipment.
Battle Role: The role the Templars hold on the battlefield is a highly offensive one. Even Aegii Templars will often use their abilities to steadily push forward and challenge an enemy position, and not hold or reinforce. Templars operate at a high battle tempo, with an emphasis on rapid movement, steady repositioning, target prioritization, and distance closing with enemy operatives.
The majority of the weapons the Templar uses are best suited to close range and against single targets. While Templars can carry multi-targeting pieces of equipment, such as grenades, those are limited in number and are best used as misdirection or distractions for the Templar in combat. There is a high likelihood that the Templar is heavily outnumbered and cut off, or a notable distance from allied forces. This is by design, as the Templar is ideally suited for eliminating enemies quickly.
To focus more directly on specific roles, most if not all Templars will fall into one of the following:
Enemy Line Disruption: This line of tactics refers to the Templar being sent against an entrenched enemy position with the sole purpose of causing significant disruption to their own battle tempo and defenses, allowing a reduced degree of threat against allied forces. This is most optimal in closed-quarters or urban environments.
As the majority of defenders are likely to be various classes of infantry, there will likely be few plausible counters to challenge an invading Templar, outside of retreating or calling in specialized units, both of which achieve the stated tactical intention of disrupting enemy lines and allowing allied forces to advance, eliminate, or otherwise exploit this newfound opening.
Single-Target Elimination: The Templar armament is best suited to directly target and remove individual targets, which makes them ideal for eliminating individual units which have proven to be significantly more dangerous than others. These can include aliens and vehicles both, with the possible exception of super-armor units such as Executors and most Ethereals. If attacked in conjunction with multiple Templars, these exceptions may no longer apply.
As a general rule, this applies to units which are feasibly capable of being defeated by a Templar, such as Custodians, Oyariah, Sargons, Elites, Praetorians, and other elite units. SPECTREs are an exception and should not be engaged without a plan of mitigation and elimination.
Aggressive Push: In the event that XCOM or an allied force wants to make a forceful push against an enemy position, Templars are ideally suited to compliment this approach, by taking a position on the forward charge and making themselves a major target, allowing for allied forces to gain optimal positions or opportunities of exploitation. This is similar to an Enemy Disruption battle role, with the caveat that allied forces are directly exploiting the opportunity in a specific way.
Optimal Weapons & Equipment: There is a very specific armament that has been identified as the superior Templar battle kit, which will be detailed below:
Armor: Despite some degree of experimentation, it has been determined that the Titan armor is best-suited for Templar usage. While there is a solid argument to be made that the armor limits mobility in comparison to the Warden armor, the fact remains that the Warden armor has severely inferior protection compared to Titan armor, and due to Templars being in situations with high enemy density and the inevitability of receiving multiple hits, survivability trumps a slightly reduced mobility.
The Titan armor also has advantages in that it provides enhanced forward momentum, if reduced directional control. It also enhances strength, allowing for stronger strikes and increased lethality. The nanite capabilities of the armor also allow for sustained combat, medical service if cut off from allies, and synergizes extremely well with all genetic modifications.
Weapons: Due to the intended purpose of the Templars, melee weapons are essential for proper threat and lethality. This is both due to the enhanced capabilities of the weapons which make such attacks viable, but also due to the lack of an appropriate counter Collective forces have to melee weaponry.
We have seen proof that Collective units have very little idea of how to react to a close-range melee enemy, often resorting to firing inaccurate shots, which take longer than swinging a weapon. This is not an issue exclusive to the Collective; ADVENT suffers similar psychological reactions to the Battlemaster, Oyariah Titans, and Dath'Haram Bladedancers. The differences are that ADVENT has taken steps to counter melee operatives in the form of the Lancer Executors and the Order of Terra.
Melee weapons are classified in three groups – edged, blunt, and hybrid.
Edged weapons are self-explanatory, edged on one or both sides, and includes swords, daggers, and katanas. Surviving edged weapons is more difficult than potentially assumed for enemies, as edged weapons have been enhanced with MELD treatment, which can provide enhanced armor penetration or electrical currents to stun or destroy organic and mechanical units alike.
Blunt weapons are more varied in design, and come in the form of maces or warhammers, where the objective is blunt trauma. Blunt weapons are largely considered superior for wounding or taking on larger numbers of enemies due to being able to be used with minimal precision, but they lack armor penetration capabilities and are more effective for wounding than killing.
Hybrid weapons can have qualities of both. This is a rare and largely ineffective category, which includes flails and throwing weapons. While there was initial experimentation with these early in the war, they have largely been proven to be less effective in comparison to the previous two categories. Some operatives will still train with them and use them in combat. Thus they are viable, though as noted, not as effective compared to bladed and blunt weapons.
It is recommended that the number of weapons carried be kept to a minimum, as additional weapons will reduce mobility. A singular larger weapon or two medium or small weapons are optimal for engagement. Projectile weapons, if a Templar chooses to take them into battle, are recommended to be WHEEE Cannons or Alloy Cannons.
Equipment: There should be a minimal amount of additional equipment carried by Templars as the engagements are unlikely to allow for complex tactical planning and be extremely quick and fluid. As such, additional pieces of equipment should serve to complement current loadouts. Symbiote grenades are highly recommended, as are traditional plasma grenades. More specialized loadouts are unlikely to be extremely beneficial unless tailored for a specific target.
Optimal Psionic Trask Level: Psionic Templars are largely considered the most effective Templar, but an optimal spectrum exists where the psionic potential of the Templar is fully utilized and not squandered. Due to Templars having a smaller-scale focus on the battlefield, high-Trask level psions will find it easier to use their abilities, though be constrained overall by the limited scope.
The most optimal Trask Level for psionic Templars has been identified to be low-Psion tiers and below. Higher-tier psions have displayed diminishing returns, and are best suited for supporting or participating in combat as a psion proper, to best take advantage of their capabilities. Exceptions can be made, but only if there is a justifiable reason to do so.
Psionic Synergy: Specifically for psionic Templars, there should be a greater focus on synergy between physical weapons and psionics. An optimal number of strategies have been developed and refined by psionic Templars, which will be detailed here, broken down by discipline. More complex sub-disciplines are not included as most require significant concentration.
Dynamo: The most common tactic used by Dynamo Templars has been the shrouding or surrounding of melee weapons in psionic energy, which has given them additional lethality and penetrative capabilities. This approach does inflict moderate damage on the weapons themselves, which can be mitigated, but also limits their more specialized capabilities, especially for bladed weapons.
Quick bursts of Dynamo psionics interspersed with strikes and charges are also optimal uses of psionics. Sustained bursts or attacks which require stationary positioning are not recommended, even if they are more powerful. Dynamo psionics should be utilized to augment your primary capabilities, not supplement them.
Aegii: The obvious applications of Aegii psionics are the rapid placement of barriers to provide limited cover for charges and attacks. These are best used only in existence for seconds before dissipating, as movement is rapid. More recently, Aegii Templars have been using mid-air barriers as springboards to briefly achieve the high ground over an enemy, granting more tactical flexibility and flanking opportunities.
Brief uses of Aegii psionics, such as using barriers to trip, hit, or otherwise put enemies off-balance have also become prominent, especially on secondary targets. Despite the temptation, it is not recommended that sustained barriers be utilized as that will require significant concentration and require stationary movement. Personal shields over armor is also something which is very useful, but has the potential of being extremely draining for newer Aegii psions.
Telekinesis: Telekinetics have arguably the most versatility, as they can easily scale their abilities to the situation at hand, from throwing enemies off balance, to pulling them in closer for an attack, or -removing their weapons from their hands. Telekinetic Templars can also use their abilities to augment their own movements, making them faster than they normally would be.
The incorporation of telekinesis using melee weapons themselves, such as throwing and directing them has been noted to have mixed effectiveness, despite the inclination to experiment with such. While it can greatly expand the effective range of the Templar, it also reduces movement, forces sustained concentration, and increases the possibility of losing a weapon due to distraction. This tactic should only be used by very experienced Templars, if utilized at all.
Telepathy: Initially Telepaths were discouraged from becoming Templars due to the fact their abilities required extensive concentration and time to work effectively, which seemed incompatible with the required tempo Templars follow. Since this initial period, there have been several discoveries that make Telepaths not only viable, but arguably one of the most effective Templars.
There are two main tactics that Telepathic Templars perform, the first is the creation of an aura which is similar to those used by Ethereals. This aura is inferior to Ethereal ones, but it works on unprotected enemies, and can give tangible benefits in battle. These auras are typically based on negative emotions such as fear, terror, and self-preservation, which while not debilitating, will throw enemies facing the Templar off-guard. This kind of aura would normally be problematic for allied units, but this factor is mitigated due to Templars often acting outside of most allied positions and units.
The second tactic is a recently-developed technique which is best described as a 'Psionic Scream' which is a localized psionic command projected into the immediate vicinity. It is not targeted, and the dispersed command is more easily defended against than a direct psionic command. Nonetheless it has been shown to be effective in off-balancing enemies or outright killing them in some cases. This is a highly effective tactic with few downsides which can be easily integrated into Templar battle tempo.
Teleportation: Templars which utilize teleportation are accurately considered the most mobile of all Templars, as they can move in and out of danger and attack range within the blink of an eye, as well as teleport enemies away, or even move between battle lines and hold multiple engagements within a short span of time. The tactics of teleportation Templars are straightforward and extremely effective.
Battlemaster,
While the so-called XCOM Templars have been in operation for some time, it is prudent to provide a more comprehensive overview of them considering the advances in XCOM technology and the fact that you are a prime target for their direct attacks. This will take into account their current threat, and where they could potentially become more dangerous.
ORIGIN: We believe that there is a very high likelihood that XCOM developed the Templar Division in response to you, Battlemaster. Melee weaponry and overt tactics relying on non-projectile weapons were largely nonexistent prior to the realization that melee tactics in conjunction with other factors were viable on a battlefield.
Having fought multiple Templars yourself, you are likely aware of the initial deployment of these soldiers against you. Early in the war they were inexperienced and were likely relying on basic tactics, attacks, and techniques provided by Aegis, who may have been one of the driving minds behind the project.
Since then they have become far more refined, and likely served as direct inspiration for the similar branch of Lancers who use standardized weapons and tactics to augment their special forces.
CURRENT THREAT: The threat a Templar poses to the Collective is varied. Each Templar is to some degree, unique. There is no true standardization, and each Templar outfits themselves to mitigate their weaknesses and highlight their strengths. To most Collective soldiers, they are extremely difficult to kill, both because they are modified far beyond Human standard, and because our soldiers are ill-prepared to combat an enemy at close-range.
What further complicates classifying Templars in a standard threat level is because some of them are psionic, and others are not. It is usually not apparent at first where a Templar falls until they start fighting, at which point it is too late. Due to this, all Templars are classified as psionic threats, even if they may not all be psionic.
What is worth noting is that the psions who are Templars tend to be less powerful than pure psions, which may be by design. A means of XCOM to more creatively utilize the weaker psions they would normally leave to ADVENT. It should also be noted that ADVENT has yet to emulate using psions in this manner, though with the creation of the Order of Terra, such a unit may be implemented in the future.
To date, there have only been a few units which have seen success against Templars. Ethereals, Oyariah Titans, and vehicles such as Heralds, Sectopods, and Executors, the latter units of which are unsurprising. Nanoweapons such as SPECTREs are not included, and aerial units have also not engaged Templars enough to provide a benchmark of how they would perform.
EQUIPMENT: A misconception which has spread throughout Collective ranks is that Templars only use melee weapons. This is not true. Non-psion Templars carry close-range weapons such as alloy cannons with them in case they encounter an especially dangerous enemy. Psionic Templars tend not to do this, and simply use their psionics. This is a means of identifying non-psionic Templars, though difficult at long-range.
However, every Templar carries with them some kind of melee weapon. These are all based on historical Human weapons, modified to be relevant and useful on a modern battlefield. Edged weapons such as swords, katanas, and greatswords are treated with nanites which allow armor penetration and weapon repair. Blunt weapons such as maces and warhammers are reinforced with nanites, and both can be repaired by the nanites as well.
As a general rule, there does not seem to be an overall preference Templars have when it comes to their weapons. Most have a bladed and blunt weapon, though some have two weapons of the same category. The equipment largely reflects the fighting style of the Templar, further compounded by their psionic aptitude, or lack thereof.
All Templars wear some iteration of the XCOM Titan armor, which provides significant protection, is equipped with self-healing capabilities, armor repair, and limited nanite projection. XCOM has thus far not developed Templar-specialized armor.
BATTLE TACTICS: Templars are most likely to be found within XCOM squads. They often are seen operating alone, outside of specific instances where they believe that multiple Templars are necessary – such as engaging with you, Battlemaster. Otherwise their role is to compliment the XCOM squad they are attached to.
They are an aggressive unit, and have not been seen being used in a defensive context. Their purpose is to disrupt and eliminate entrenched enemy positions, and excel in confined and close-quarters engagements. Templars tend not to be deployed on open fields, but will lead a charge in areas with large distance between both parties, though also somewhat confined, such as urban streets.
All Templars have undergone genetic modification which increases their strength, speed, and agility. They are difficult to pin in place, and will rapidly reposition throughout the course of a battle. Some Templars have shown a tendency to be flashy, such as performing the occasional flip, though they do restrain themselves most of the time.
They do, of course, use psionics liberally, if they are able. They prefer mixing up their attacks between physical and psionic, both to confuse the enemy and conserve energy for later. However, they generally don't use psionics unless extremely outnumbered or against particularly difficult enemies.
A concerning development is that while Templars have, for a long time, been using psionics and weapons almost as independent attacks, more are beginning to seamlessly meld the two, augmenting the overall threat level of the individual Templar.
FUTURE DEVELOPMENT: There are a number of potential directions the Templars could take. They are continuing to refine their battle tactics, and while there has not been a major technological upgrade beyond the Titan armor, there is significant room for improvement on the technological front.
As noted above, the tactics, especially those of psionic Templars, are continuing to be refined and objectively pose a greater threat to the Collective military. This is expected as each Templar gradually becomes more familiar with their capabilities, and the division itself matures beyond a proof-of-concept, but it is nonetheless a threat we should mitigate.
While XCOM has not signaled that technological enhancements and developments for Templars are coming, it is likely that XCOM is also researching preliminary methods to increase their lethality. If psionic technology becomes more prominent within XCOM, a Templar-variant of psionic weapons and armor is likely to follow in the intermediate future.
If that is the case, then we could expect psionic iterations of current Templar weapons, though what form that would take is still unknown, as well as how it could modify current battle tactics moving forward.
- Zar'Chon'ravarian'vitiary
XCOM Project File 1322
Project Codename: "Nebula Wisp"
Project Type: Psionic Technology; Weaponry; Armor
Unit Designation(s): N/A
Authors: Dr. Fang Mercado, Head of XCOM Engineering; Dr. Moira Vahlen, Head of XCOM Research and Development
Overview: Due to the recent breakthroughs in regards to psionic technology, we have decided to take another look at upgrading and augmenting other units which can benefit from these breakthroughs. The most prominent one which is applicable is the Templar Division, which has been in operation for months, though has stagnated on the technological front.
As a majority of their operatives are psions in their own right, and because of the recent breakthroughs, the Templar Division is uniquely suited to be able to benefit from new developments in the realm of weapons and armor technology. Based on research and interviews with Templars, as well as multiple researchers involved in the creation and design of psionic technology, several prototypes have been put together for further approval.
Proposed Psionic Templar Armor – The Lancelot Armor: We have designed the next iteration of psionic Templar technology around the armor itself. The unique loadouts each Templar has is a core advantage of their battle strategy, and allows them to fine-tune their own capabilities to compliment their strengths. This goal is what we sought to augment with the Lancelot armor, which has been approached from a different perspective.
Whereas the Titan and Warden armors can be classified as 'static', due to their inability to be modified, the Lancelot armor is classified as 'modular', which in essence means that it can be modified to some degree, and tailored based on the user in question. The armor itself is similar in design to the current Aurora armor and Warden armor, in that it is not inherently as durable as baseline Titan Armor.
In practice, we have managed to retain the durability of Titan armor through modularity if the Templar desires so. There are three main modular 'points' on the armor: the torso, the thighs/legs, and the forearms. Each part outside of these modular points is armored, and it is highly recommended that Templars do not take unmodulated Templar armor into the field as it is vastly inferior.
The Lancelot armor itself retains features such as nanite armor repair and medical services, as well as the fact that it is considered power armor. It also has built-in ports that allow Templars to connect any potential psionic weapons to them. As a result, it does require the Templars are augmented to be able to utilize psionic technology.
Modular Point 1 – Torso: There are several options to be mounted onto this first modular point:
Hardsuit: This is a modular part which has no external goal other than to provide significantly more durable protection over the torso by effectively adding an entire additional layer. This module will be synchronized to the suit to be affected by nanite repair. This module will likely reduce mobility, but provide enhanced durability.
Psionic Shielding: While not as heavily armored, this module performs the same function that exists in Aurora armor, which when it synchronizes with the suit, will be able to provide passive psionic shields over critical parts of the Templar, powered for as long as the Templar can sustain it. In theory, this is infinitely durable, but it also depends on the stamina of the Templar in question, and only covers critical portions. Like with all current Aegii-based armor, it is susceptible to frame drops during fast movement, which could potentially be exploited.
Aura Emitter: One of the more complex pieces of torso modules, the Aura Emitter is self-explanatory, in that it is capable of emitting a telepathic aura which can be tuned by the user to a couple different outputs – Resolve, to support allies. Terror, to pacify enemies. Die, to kill enemies. The range can also be tuned from five meters to fifteen meters. Ranges beyond that proved to be overly taxing. The larger the radius, the more draining it will be for the Templar, and it is not recommended that it be indefinitely sustained.
Modular Point 2 – Legs: The following options for this modular point are below; it should be noted that while both legs can have different modules attached to them, they are not optimized for non-paired used, and mixing and matching is not recommended:
Hardsuit: Similar to the above module option, this simply provides additional solid hardsuit protection for the Templar at the expense of no additional capabilities and a potential loss of mobility.
Booster: This is a telekinetic piece of psionic technology which is intended to enhance the mobility of the Templar by providing a notable telekinetic 'boost,' which will launch them into the air, or in any direction they see fit, allowing Templars to quickly close distances between enemies or rapidly escape. The intensity of the boost can be adjusted easily by the Templar, with appropriate training.
Smokebomb: A module which is intended to elicit confuse and disorientation in enemy lines, the Smokebomb module is self-explanatory in that it is capable of emitting XCOM-issue smoke in thick quantities, which the Lancelot helmet is tuned to filter out, ultimately not hindering the Templar at all. This would have limited capacity, but the Templar could carry additional cartridges to refill if necessary. Future iterations could potentially replace smoke with an equally heavy poisonous gas, but that is currently being researched right now.
Deathblossom: A one-encounter usage module, the Deathblossom module acts in function similar to the Smokebomb, except it does not emit smoke, but nanites which are programmed to consume organic and certain metallic and alloy compositions around the Templar for exactly one minute before self-destructing. They do not reproduce, only destroy. This can only be used all at once, and does not recharge, although nanite cells can be carried by Templars to replace them. This module is only recommended when facing extremely dangerous enemies, or to provide a final trump card in situations where the Templar is heavily outnumbered.
Modular Point 3 – Forearms: The following options for this modular point are below. These could be classified as weapons, but for the sake of organization, they are included in this section. It should be noted that both forearms can have different modules attached to them. A final note to make is that Templars may find it easy to exhaust themselves through extensive use, and it should be reminded that these modules are intended to complement the loadout, not supplant it:
Hardsuit: As other iterations, the hardsuit module does nothing but drastically improve the durability of the soldier, at the expense of not providing any other additional features or capabilities.
Telekinetic Blast: This module is straightforward, in that it is designed to simply emit a single telekinetic blast in the direction that it is pointed towards, with the intensity capable of being adjusted, which can be used to disrupt or knock down enemies while engaging at close range.
Vanguard Blade: As the name implies, this weapon was directly inspired from the Sectoid Vanguard Gauntlet, which was in turn the basis for much of the psionic technology in usage today. The gauntlet here is capable of emitting a simple pointed blade which extends a half-meter at maximum past the fist, and is an ultra-thin Aegii-barrier which can penetrate most armor and all skin. The blade length and width can be slightly adjusted, depending on the Templar. The downside to this is that sustained use has been noted as being draining, with Dynamo iterations incapable of being sustained long-term, which was why an Aegii variant was proposed and implemented.
Proposed Psionic Templar Weapons: We have defined the weapons here as 'primary' weapons, indicating that they are the primary tools that Templars use in combat operations. There are two main categories of proposed weapons, which are listed below.
Psionic Augmented Weapons: Augmented weapons are defined as those where the overall shape and purpose is closer to a hybrid weapon, fusing psionics and traditional weapons design as opposed to a purely psionic weapon. There are only a limited number of prototypes, and there are differences between these types of weapons compared to standard Templar weapons. For instance, there are no additional features, or nanite enhancements. Each weapon also must be physically linked to the suit which presents some operational risk, which is why it is advised that even psions carry one psionic weapon and one standard weapon into combat.
The weapons are broken into two types:
Aegii-Bladed: The weapons are shaped similar to bladed weapons, with a notable difference. Where there would be a blade, there is a thin slit between them, and no actual edge. When activated, this edge is filled by a thin Aegii shield, which surrounds the entire weapon, providing the edge for it. This, effectively, gives the weapon a perpetually sharp edge so long as it is powered, and provides superior slashing and armor penetration compared to most bladed weapons, and equivalent to current Templar bladed weapons.
Telekinetic Impact: This is a psionic module attachment to blunted weapons with a solid end, such as a warhammer, which in effect produced a telekinetic jolt or push upon impact, which causes physical trauma in addition to further throwing the individual back. With heavier weapons this can be used to cause shockwaves if hitting the ground, further destabilizing multiple enemies.
The Crucible Hilts: These are weapons which are purely psionic in nature, and some of the most intensive which have yet been developed. There is a significant amount of versatility in how they can be created and refined, and as such they have been divided into two groups, as there are only two current models which can properly harness the technology.
The Crucible Hilt refers to what will be the main emitter for the psionic weapon, which will be melee in usage. This hilt can be heavily personalized and does not necessarily have to follow an archetype, though most will fall in one category or another, as will be demonstrated in the below paragraphs.
Aegii Crucible Hilts: These are Crucibles which output Aegii psionics into a predetermined form. This has most commonly produced hilts which resemble sword hilts, which appear to lack a blade, but, when activated, create a psionic blade. In image, it is comparable to a regular weapon, but entirely made out of an Aegii barrier, incapable of chipping or breaking.
While sword hilts have been the most common design, some have also designed the output to come out of a spear-design, with the tip as the Aegii barrier. More will be potentially designed, but those are the main Crucible Hilts that are ready for additional production.
Dynamo Crucible Hilts: This was more difficult to weaponize due to the extreme channeling and energy demands forced on the psion. It is, without a doubt, the most effective psionic weapon of this listing, but it cannot be used for very long without the user becoming exhausted.
The hilt has thus far been most efficient as a cylinder, which emits a beam of pure Dynamo energy roughly one meter into the air, which is capable of cutting most anything and with superior armor penetration that other weapons have not been able to match. It is highly unstable, and only gives the image of a coherent blade.
We are confident that this is a weapon which could be effectively used against the Battlemaster and his Harbinger, as Dynamo psionics have been the only reliable weapon which has damaged his armor. Nonetheless, we expect this to be used by psionic Templars if they are able, along with the others which have been listed.
All that remains now, is to finalize these designs, and put them into production.
