Difference between revisions of "Chargin' Targe"

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The '''Chargin' Targe''' is an unlockable secondary weapon for the [[Demoman]]. It appears as an antique, blood-stained wooden shield with an iron rim and a deadly center spike. A relatively large section of the shield is missing.
 
The '''Chargin' Targe''' is an unlockable secondary weapon for the [[Demoman]]. It appears as an antique, blood-stained wooden shield with an iron rim and a deadly center spike. A relatively large section of the shield is missing.
 
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Equipping this weapon adds 50% resistance to [[fire]] damage, and 40% resistance to explosions. As a bonus, pressing alternate fire initiates a charge attack; the player will move forward at an extremely fast pace, but will be unable to change direction. The strength of the charge can be indicated in a meter in the [[HUD]] which changes color as it depletes, and by the rapidly glowing melee weapon. When at white or green, a melee attack will only do normal damage. At the yellow color, essentially half of the charge distance, striking will add [[Mini-Crit]] damage. Finally, moving the full distance and attacking at red will give it a full-power [[Critical hit]]. The Targe cannot replenish its charge meter using resupply lockers, ammo crates, or through immediate death and instant respawn. When charging with a [[Grenade Launcher]], the glowing animation will occur as with a melee weapon, yet it will only do normal damage upon firing and will not cancel the charge.
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Equipping this weapon adds 50% resistance to [[fire]] damage, and 40% resistance to explosions. As a bonus, pressing alternate fire initiates a charge attack; the player will move forward at an extremely fast pace, but will be unable to change direction. The strength of the charge can be indicated in a meter in the [[HUD]] which changes color as it depletes, and by the rapidly glowing melee weapon. When at white or green, a melee attack will only do normal damage. At the yellow color, essentially half of the charge distance, striking will add [[Mini-Crit]] damage. Finally, moving the full distance and attacking at red will give it a full-power [[Critical hit]]. The Targe cannot replenish its charge meter using resupply lockers, ammo crates, or through immediate death and instant respawn. When charging with a [[Grenade Launcher]], the glowing animation will occur as with a melee weapon, yet it will only do normal damage upon firing and will not cancel the charge. While charging, any enemy in your path will be subject to being bashed by your Chargin' Targe provided you do not end the charge by attacking with your primary or melee weapon. Heads collected using the [[Eyelander]] or [[Horseless Headless Horsemann's Headtaker]] will increase the power of the Targe bash up to a maximum of 5 times.
  
 
==Damage==
 
==Damage==

Revision as of 20:47, 16 November 2010

Template:Targeted Template:Weapon infobox

“If I were to pick up this cowering-plate, I would have to put down my second sword,” a Scotsman thinks. “And surely that is madness.”
The Chargin’ Targe solves this riddle by turning the useless shield into a deadly weapon you can run at people with and then bludgeon to death.
— Close Combat Kit publicity blurb

The Chargin' Targe is an unlockable secondary weapon for the Demoman. It appears as an antique, blood-stained wooden shield with an iron rim and a deadly center spike. A relatively large section of the shield is missing. , Equipping this weapon adds 50% resistance to fire damage, and 40% resistance to explosions. As a bonus, pressing alternate fire initiates a charge attack; the player will move forward at an extremely fast pace, but will be unable to change direction. The strength of the charge can be indicated in a meter in the HUD which changes color as it depletes, and by the rapidly glowing melee weapon. When at white or green, a melee attack will only do normal damage. At the yellow color, essentially half of the charge distance, striking will add Mini-Crit damage. Finally, moving the full distance and attacking at red will give it a full-power Critical hit. The Targe cannot replenish its charge meter using resupply lockers, ammo crates, or through immediate death and instant respawn. When charging with a Grenade Launcher, the glowing animation will occur as with a melee weapon, yet it will only do normal damage upon firing and will not cancel the charge. While charging, any enemy in your path will be subject to being bashed by your Chargin' Targe provided you do not end the charge by attacking with your primary or melee weapon. Heads collected using the Eyelander or Horseless Headless Horsemann's Headtaker will increase the power of the Targe bash up to a maximum of 5 times.

Damage

See also: Damage

Alternate fire initiates a charge attack, which deals damage on its own, or may be used in conjunction with another weapon.

  • Charge Damage: 50 (if shield connects with enemy at the end of the charge) + 10 per head (up to 5 heads).
  • The shield damage is affected by weapon damage spread, it is not a constant number.
  • Fire Resistance: 50%
  • Blast Resistance: 40%
  • Charge Speed: 750 Hammer units/sec. (Approximately 2.5 times faster than 'Base' Speed)
    • Charge Speed: 638 Hammer units/sec. with Scotsman's Skullcutter equipped. (Approximately 2.1 times faster than 'Base' Speed)

Function times

  • Charge Interval: 12 seconds

Times are approximate and determined by community testing.

Related Achievements

The Targe Charge
The Targe Charge
Charge and kill someone with your shield bash.

As a Crafting Ingredient

Razorback Chargin' Targe Gunboats
Item icon Razorback.png + Item icon Chargin' Targe.png = Item icon Gunboats.png

Previous Changes

January 13, 2010 Patch

  • Reduced the explosive damage resistance on the Chargin' Targe to 50%

April 28, 2010 Patch

  • Direct charge hit now does 50 damage + 10 per head (up to 5 heads).


Gallery

See also

External links