- Trials In Tainted Space Tech Specialist Build Xcom 2
- Trials In Tainted Space Tech Specialist Building
- Trials In Tainted Space Tech Specialist Build
'The Sons of Fenris they are, hardened in the forge of their harsh world, eager for battle and honour. They are the grey warriors, ashen like the wolf, whose greatest joy is to hear the clamour of steel amidst the din of war.' The Space Wolves Catechism The Space Wolves, known in their own dialect of Juvjk as the Vlka Fenryka or 'Wolves of Fenris,' are one of the original 20 First Founding. Forums Adult Games Trials in Tainted Space Tech Specialist Build. Discussion in 'Trials in Tainted Space' started by Coalsack, Aug 25, 2017. Page 1 of 2 1 2 Next. Trials in Tainted Space. You may want to do this for every new build released that you plan on playing. Making Tech Specialists with a Stun. Tech Specialist Job Training Description. As a tech specialist, your abilities would rely heavily on your intelligence and aim. You’d learn to work with all kinds of technologies, perhaps even make your own robotic defense turrets! Your intellect would be your greatest weapon, though you wouldn’t shy away from tweaking your own high-tech.
- 1Mercenary Job Training
- 1.2Class Specialties
Description
As a mercenary, you’d depend on raw physique or aim for your attacks, focusing more on a good battle plan and tough armor than anything else. You’d learn to overpower your foes with sheer strength and determination, defend yourself with all manner of weapons and equipment, and fly a ship when the situation calls for it. The life of a mercenary is one of profit through violence.
Class Specialties
Starter Items
- Melee Weapon:Knife
- Ranged Weapon:Eagle Handgun
- Armor:Dress Clothes
- Shield:Cheap JoyCo Shield Generator
Perks
Steele gains class-specific perks for each level earned.
Level | Name | Description |
---|---|---|
2 | Critical Blows | Your strikes and shots gain a 10% chance of inflicting double damage on normal melee and ranged attacks. |
3 | Tough | Resistance to Kinetic damage increased by 10%. |
4 | Juggernaut | Grants a 25% chance to overcome any paralysis or stun effect every combat round. |
5 | Second Wind | Grants the ability to recover half of your maximum HP and Energy once per combat encounter. |
6 | Tough 2 | Upgrades the 'Tough' ability from 10 to 15%. |
7 | Iron Will | Allows your physical fortitude to contribute slightly to your willpower, granting one point of willpower for every five points of physique. |
8 | Heroic Reserves | Raises your maximum energy reserves by 33, allowing you to use more special attacks before tiring. |
9 | Heavily Armored | Reduces the effectiveness of Sunder (and Sunder-like effects) on you by 50%. |
10 | Single Minded | Increases willpower to maximum when your HP is below 50%. |
Special Abilities
When choosing the special ability perks, Steele may attain abilities that fall under two specific themes to define the player's play style.
Level | Close-Quarters | Ranged Fighter |
---|---|---|
2 | Bloodthirsty | Armor Piercing |
3 | Power Strike | Rapid Fire |
4 | Riposte | Take Cover |
5 | Carpet Grenades | Detonation Charge |
6 | Heavy Weapons | Low Tech Solutions |
7 | Cleave | Concentrate Fire |
8 | Second Attack | Second Shot |
9 | Rending Attacks | Giant Slayer |
10 | Lunge | Bigger Guns |
Level | Name | Description |
---|---|---|
1 | Headbutt(Starter Ability) | A physique-based attack that does not factor in weapon damage but has a chance of stunning your target. |
2 | Bloodthirsty | Melee attacks restore a few points of energy. |
Armor Piercing | Ranged attacks ignore the first few points of enemy defense. | |
3 | Power Strike | Grants the ability to perform a single melee attack for 200% normal damage |
Rapid Fire | Grants the ability to perform a ranged attack with two extra, reduced-accuracy shots. | |
4 | Riposte | Grants +15% evasion after any melee attack made for the remainder of the combat round. |
Take Cover | Grants the ability to avoid nearly all incoming ranged attacks for 3 combat rounds. | |
5 | Carpet Grenades | Grants the ability to toss out a handful of micro-grenades, damaging everything in a large area. Hits all enemies. |
Detonation Charge | Grants the ability to throw a focused detonation charge at an enemy for very high Burning damage. Focusing the charge restricts the blast radius to a single target. | |
6 | Heavy Weapons | Increases damage from Kinetic ranged weapons by 20%. |
Low Tech Solutions | Increases damage from Kinetic melee weapons by 20%. | |
7 | Cleave | Grants an extra, low-accuracy swing when fighting groups of enemies or 'plural' type foes. |
Concentrate Fire | Allows consecutive ranged attacks to gain a bonus to damage. | |
8 | Second Attack | Allows you to make a second, low-accuracy attack whenever you perform a melee attack. Can stack with 'Cleave'. |
Second Shot | Allows you to make a second, low-accuracy attack whenever you shoot a ranged weapon. | |
9 | Rending Attacks | Allows your 'Power Strike' to apply Sunder (reducing armor by 50%) and your 'Rapid Fire' to Stagger your opponents (reducing reflexes and aim). |
Giant Slayer | Grants +5% chance to critical strike foes who are 7 feet or taller. | |
10 | Lunge | Grants the ability to target most flying enemies with melee attacks and a low chance to stagger ground-bound foes. |
Bigger Guns | You can use Heavy weapons without needing to meet the physique requirements. |
Notes
Base Critical chance is 5%. Critical Blows adds 10% for 15% Critical chance before item bonuses.
Tough and Tough 2 also increase Shield Kinetic Resistance.
Iron Will also increases maximum Willpower to Level * 6. Increasing maximum Physique with equipment also increases maximum Willpower.
Bloodthirsty restores 2-4 Energy per round. It does not grant more Energy with Second Attack or Cleave.
Armor Piercing ignores Level + (0-2) Armor.
Power Strike damage multiplier is 2x by default. It increases to 2.7x if the attacker also has Second Attack.
Carpet Grenades does Burning damage equal to 10 + Level * 2.5 + Intelligence / 1.5.
Detonation Charge does Burning damage equal to 15 + Level * 4 + Intelligence.
Heavy Weapons and Low Tech Solutions only apply to base weapon damage, not to bonus damage from Physique or Aim.
Concentrate Fire bonus damage equals Level / 2 on the first consecutive hit and Level on all consecutive hits after. Resets on a miss.
Lunge is a 1/20 chance for a Physique vs Physique check to apply Stagger.
Bigger Guns Heavy weapons means Power Armor weapons. Despite the name, it also applies to melee weapons.
The bonus attacks provided by Rapid Fire, Second Attack and Second Shot do not have the accuracy reduction if the weapon used has the 'Bonus Hit Rate' flag.
Trials In Tainted Space Tech Specialist Build Xcom 2
Slut Ray, Advanced Slut Ray, Heavy slut ray, Bimboleum Emitter and FZR Fire Suppression System cannot normally be fired more than once per turn. However, Rapid Fire gets the normal bonus shots and with Second Shot, they will make the full 4 attacks per round.
Cleave
Amara Faell - Cyberpunk Security Operatives & Slamwulfe - Dr. Khan - Eitan - Gray Prime - Infected Crew Members - Krym if she adds Turrets - Naleen Mating Ball - Nyrean Praetorian - Raskvel Gang - Raskvel Turret - Rat Thieves - Red Zil Males - Rocket Pods - Security Droid - Security Drone - Security Robots - Tam - Typhon - Urbolg if he adds Turrets - Venus Zil Trap - Void Pirates
Cleave vs a single enemy is only one additional attack.
Giant Slayer
Agrosh - Bothrioc Quadomme - Captain Khorgan - Chaurmine - Dane - Demon Queen Syri - Doll Maker - Dr. Calnor - Excavation Robot - Feruze - Forgehound - Frostwyrm - Gabilani Vacationers - Gel Zon - Kaska - Milodan Amazon - Milodan Bruiser - Milodan Infiltrator - Milodan Priestess - Milodan Male - Milodan War Lion - Queen of the Deep - Shizuya - Sydian Female - Sydian Male - Dr. Teyaal - Wetraxxel Brawler - Zaalt
In a stunning recent case involving imputed disqualification, Adams v. Aerojet-General Corp., (2001) 86 Cal. App. 4th 1324, the California Court of Appeal recognized that confidentiality must be balanced with the reality of modern practices, i.e., attorneys move, merge and dissolve. Continuing to apply the substantial relationship theory in a knee-jerk manner to successive representations is not promoting fairness. (Motions to disqualify can be abused.)
California lawyers have been erecting screens, walls and 'cones of silence' (my personal favorite) since SpeeDee Oil, (1999) 20 Cal. 4th 1135, implied that, in the right circumstances, such a wall might rebut disqualification. Those 'mystery' circumstances must involve the integrity and fortitude of the ethical wall, since, sooner or later, opposing counsel will try to knock it down.
Trials In Tainted Space Tech Specialist Building
Traditionally, timely erection was mandated immediately upon realization of the problem. The 'tainted' lawyer must be prohibited from accessing any files. Everyone (clerk to partner) must be restricted from any discussion regarding the case and be willing to execute a declaration under oath. Obviously, the tainted lawyer could not personally (financially) gain from the case.
Everyone in the firm should be educated regarding the duty of confidentiality, so that they understand what is being protected. Consider locking up the sensitive files with keys being distributed only to a select few, including electronic files (use passwords) and don't forget to eliminate access to e-mail.
Sometimes separating the lawyer (such as relocation to another office) is the only way to prevent casual dialogue, the type that occurs over coffee or 'down the hall.' All meetings and discussions regarding the case should be formal. Memorialize the names of attendees, so that they are continually reminded of the issue, and can execute affidavits should the need arise.
A monthly e-mail reminder requiring that everyone sign off is another method of ringing the bell. The wall should be guarded by a principal or managing partner, so that if there is a problem, someone is designated as being responsible.
Trials In Tainted Space Tech Specialist Build
In adjudicating the strength of the screen, a court will likely consider: timely implementation of the wall; whether the original case was long ago, leading to faded memories; law firm size (although this is unfair, larger firms have more departments for segregation and separation, more space, and satellite offices for relocation); the number of lawyers needing to be screened (screening one is easier than a dozen); the screened lawyer was merely a junior associate doing peripheral work or a key player; and whether he or she is a specialist with limited exposure to the issues of the current case.
The policy issues involving walls are profound. Will clients continue to fully trust us if we can screen? Will they feel betrayed? Remember that clients have been known to manipulate our fiduciary duties and can 'poison the well,' or spread their secrets in anticipation of litigation, to plant the seeds of disqualification for a future motion. So, erect them quickly, build them solidly and make certain that they are properly maintained.