Tutorial: Combat Training II

In this level, you must hold against waves of oncoming aliens. Using your defensive prowess as Templar Knights will be critical to your survival.

Each turn your Templars can each spend up to a certain number of Action Points, determined by their attributes and armor. This limits how far they can move and how many attacks they can make a turn.

Your Templars may store up to 2 unused AP for defense. These AP are shown in the HUD as a deep purple color to indicate that they can be used as defensive AP. When you end your turn, if you have remaining AP and a xeno or other enemy moves close to you or a nearby Templar, you will be able to interupt the enemy turn and spend your defensive AP to move or shoot. If you end your turn with more than 2 unused AP, these extra AP are lost.

Also, in an extended engagement, watch your Templars' ammo carefully and conserve shots. If you run out of ammo, your scouts and soldiers can switch to their Leviathan Fist weapons. Your captain should rely on his blade as much as possible.


Background

Your squad had breached the engine bays.

The xenos activity is increasing and the aliens are rushing your position.

If you are able to successfully re-engage the ship's engines, you will be able to take control of the ship, its life-support systems, and on-board systems.

As a long patrol craft, the ship is fitted with many upgrades that would be useful if you can gain control of the ship again.

Primary Objective

Your squad has reached the engine bays.

Proceed to the engine control console and re-engage the engines.

Then, hold against the xeno forces for 12 turns.

Your current position at the entry to the engine bays may not be an optimal place to make your stand, as the xenos are pouring into that area from structural damage near the doors.