Technomedic

From Underrail Wiki
Revision as of 05:36, 4 November 2023 by PaposikG6 (talk | contribs) (Created page with "{{heavyduty}} {{Character Infobox | name = Technomedic | type = generic | portrait = Xphw_exodoc_l.png | background = Xphw metro.png | image = Technomedic.p...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
This page contains content from Underrail: Heavy Duty expansion.
Technomedic

Xphw metro.png Xphw exodoc l.png
530
 

Technomedic.png

Description
Faction Exosoldiers
Location The Compound
Abilities Exoskeleton Power
Equipment Wireless Recharge
Fast Metabolism
Parafibriotic Regenerative Injection
Sensorimotor Command
Sprint
Sure Step
Thick Skull
Wristblade Stab
Combat Stats
Combat Stats Action Points: 50
Resistances Mechanical: 35% / 15
Heat: 12% / 10
Cold: 0% / 0
Electricity: 0% / 0
Acid: 5
Energy: 28% / 12
Bio: 50% / 5

Technomedics are field medics of the Exosoldier forces. They are armed with SMGs but will prioritize healing their allies and administering them Adrenaline Shots and Parafibriotic Regenerative Injections over attacking.

Description

Technomedics wear Technomedic Exoskeletons which increase their combat efficiency as long as they are powered and grants them immunity against caltrops. They also are immune to stun thanks to their Thick Skull feat and have access to Sensorimotor Command buff which increases their combat skills, reduces AP cost of their attacks and reduces all damage taken by them. This buff is removed once you kill the Cognator in the heart of The Compound.

Fighting Tactics

You can use EMP Grenades to disable their energy shields and exoskeletons to lower their combat effectiveness and prevent them from using their healing buffs on allies. Also, any Thought Control psi abilities used against them will inflict Sensorimotor Command Disruption effect which lowers number of Sensorimotor Command stacks they have.