Difference between revisions of "Technician"

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[[File:Techniciancrop.jpg|right|520px]]
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An engineering specialist capable of controlling neurotech attachments. Specialized in support and mechanical devices.
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Technician class is available for [[File:NJ.png|30px|link=New Jericho]] [[New Jericho]] and [[File:subject24small.jpg|40px|link=The Pure]] [[The Pure]]. Technicians are [[combat#proficiency|proficient]] with these [[File:technician_weapons.png|45px|link=Technician_weapons]] [[Technician weapons]].
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{| class="wikitable"
 
{| class="wikitable"
 
! rowspan="2" | Level !! rowspan="2" | Picture !! rowspan="2" | Name !! rowspan="2" | Learn cost !! rowspan="2" | Description !! colspan="4" | Use costs
 
! rowspan="2" | Level !! rowspan="2" | Picture !! rowspan="2" | Name !! rowspan="2" | Learn cost !! rowspan="2" | Description !! colspan="4" | Use costs
 
|-align=center
 
|-align=center
| <b>AP</b> || <b>WP</b>
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| <b>[[Combat#Action_Points_.28APs.29|AP]]</b> || <b>[[Combat#Will_Points_.28WPs.29|WP]]</b>
 
|-
 
|-
 
| style="text-align:center;" |1
 
| style="text-align:center;" |1
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| style="text-align:center;" |'''Technician training'''
 
| style="text-align:center;" |'''Technician training'''
 
| style="text-align:center;" |0
 
| style="text-align:center;" |0
| style="text-align:center;" |Proficiency with PDWs, robotic arms and turret deployment.  
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| style="text-align:center;" |[[combat#proficiency|Proficiency]] with PDWs, robotic arms and turret deployment.  
 
| style="text-align:center;" colspan="2" | passive
 
| style="text-align:center;" colspan="2" | passive
 
|-
 
|-
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| style="text-align:center;"|'''Fast use'''
 
| style="text-align:center;"|'''Fast use'''
 
| style="text-align:center;"|10
 
| style="text-align:center;"|10
| style="text-align:center;"|The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1
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| style="text-align:center;"|The [[Combat#Action_Points_.28APs.29|action point]] cost of medkits, stimpacks and robotic arm abilities is reduced by 1
| style="text-align:center;"|1
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| style="text-align:center;" colspan="2" | passive
| style="text-align:center;"|4
 
 
|-
 
|-
 
| style="text-align:center;"|3
 
| style="text-align:center;"|3
 
| style="text-align:center;"|[[File:Manual control.png]]
 
| style="text-align:center;"|[[File:Manual control.png]]
| style="text-align:center;"|'''Manual control'''
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| style="text-align:center;"|'''Remote control'''
 
| style="text-align:center;"|15
 
| style="text-align:center;"|15
 
| style="text-align:center;"|Take manual control of a turret or vehicle weapon and shoot at a target
 
| style="text-align:center;"|Take manual control of a turret or vehicle weapon and shoot at a target
| style="text-align:center;"|1
+
| style="text-align:center;"|2
| style="text-align:center;"|4
+
| style="text-align:center;"|2
 
|-
 
|-
 
| style="text-align:center;"|4
 
| style="text-align:center;"|4
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| style="text-align:center;"|'''Field medic'''
 
| style="text-align:center;"|'''Field medic'''
 
| style="text-align:center;"|20
 
| style="text-align:center;"|20
| style="text-align:center;"|Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored
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| style="text-align:center;"|Restore 10 hit points and 10 armor to all body parts of the selected target. </br> Disabled body parts are restored
| style="text-align:center;"|1
+
| style="text-align:center;"|2
| style="text-align:center;"|4
+
| style="text-align:center;"|2
 
|-
 
|-
 
| style="text-align:center;"|6
 
| style="text-align:center;"|6
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| style="text-align:center;"|'''Remote deployment'''
 
| style="text-align:center;"|'''Remote deployment'''
 
| style="text-align:center;"|25
 
| style="text-align:center;"|25
| style="text-align:center;"|Turrets can be thrown and deployed for 1 action point
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| style="text-align:center;"|Turrets can be thrown and deployed for 1 [[Combat#Action_Points_.28APs.29|action points]]
| style="text-align:center;"|2
+
| style="text-align:center;"|1
| style="text-align:center;"|4
+
| style="text-align:center;"|0
 
|-
 
|-
 
| style="text-align:center;"|7
 
| style="text-align:center;"|7
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| style="text-align:center;"|'''Electric reinforcement'''
 
| style="text-align:center;"|'''Electric reinforcement'''
 
| style="text-align:center;"|30
 
| style="text-align:center;"|30
| style="text-align:center;"|All allies gain 20 temporary armor for 1 turn
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| style="text-align:center;"|Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack.
| style="text-align:center;"|0
+
| style="text-align:center;"|1
| style="text-align:center;"|5
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| style="text-align:center;"|6
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|}
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<b>[[Classes_and_Skills#Technician|Technician class and abilities explained here]]</b>

Latest revision as of 19:13, 20 March 2025

Techniciancrop.jpg

An engineering specialist capable of controlling neurotech attachments. Specialized in support and mechanical devices.

Technician class is available for NJ.png New Jericho and Subject24small.jpg The Pure. Technicians are proficient with these Technician weapons.png Technician weapons.

Level Picture Name Learn cost Description Use costs
AP WP
1 Technician training.png Technician training 0 Proficiency with PDWs, robotic arms and turret deployment. passive
2 Fast use.png Fast use 10 The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1 passive
3 Manual control.png Remote control 15 Take manual control of a turret or vehicle weapon and shoot at a target 2 2
4 New class.png New class 50 Choose a secondary class to train in passive
5 Field medic.png Field medic 20 Restore 10 hit points and 10 armor to all body parts of the selected target.
Disabled body parts are restored
2 2
6 Remote deployment.png Remote deployment 25 Turrets can be thrown and deployed for 1 action points 1 0
7 Electric reinforcement.png Electric reinforcement 30 Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack. 1 6


Technician class and abilities explained here