Gunner-Knight Templar
Gunner-Knight Templar
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 Level:  24   | |
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 Attribute Range Mean Formula Attacker Level 1-24 600 XP Attacker Level 25-29 300 XP Attacker Level 30-34 60 XP Attacker Level 35+ 0 XP  | |
| 
 Acid Res: 0 Elec Res: 25 Cold Res: 25 Heat Res: 25  | |
 Character  
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 t  | 
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 ID?  
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 Gunner-Knight Templar  | 
 Faction  
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 Putus Templar (Loved100 Reputation)  | 
 Demeanor  
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 neutral  | 
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 Inventory 
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 Inventory 
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 Skills 
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 Skills 
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 Corpse Dropped  
 | 
 human corpse(favilink error!) (100%)  | 
 Experience?  
 | 
 600 XP  | 
 XP Tier  
 | 
 4  | 
 Role  
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 Unspecified  | 
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 Extra info: 
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Infobox data from game version 2.0.201.60 
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Gunner-Knight Templars may appear as part of a legendary Putus Templar warband, and are notable for the guns and artillery they carry.
They are guaranteed to carry the following items:
- Some 
fullerite flake armor - An 
ontological anchor - A 
folded carbide long sword - One of the following guns:[1]
eigenrifle (50% chance)
hypertractor (12.5% chance)
freeze ray (12.5% chance)
flamethrower (12.5% chance)
grenade launcher and 6-106-10 (Avg: 8) mk III grenades (12.5% chance)
 - Two mk II or mk III grenades (or a stack of 
sower's seed) 
Implant Chance
As is true for various members of the Putus Templar faction, Gunner-Knight Templar have a chance to be implanted with one or more cybernetics.[2][3] Implanted cybernetics can be removed from the corpse of a Gunner-Knight Templar with Butchery.
- The Gunner-Knight Templar has a 25% chance to be implanted.
 - If implanted, the Gunner-Knight Templar will have random cybernetics chosen as if from zone tier 4 (described on the cybernetics rack page), with a combined license tier of 6 or higher.
 
References
| This information is reliable as of patch 2.0.201.50. | 
This information is reliable as of patch 2.0.201.50.
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