Tech specializations/powers
The term Tech refers to abilities related with electronic and
biological systems. These abilities don’t derive from special
features of a character’s body, they are trained and learned
through a character’s life and career. Tech abilities are based
around reverse engineering, hacking technologies or biology
knowledge. Tech powers are deployed with omni-tools.
Only some classes allow a character to improve his Tech powers
by providing Tech Specialization. These allow the character to
gain specializations, gaining new ranks in Tech powers, thus use a
specific Tech power. A character can also take the Extra Tech Training
feat to gain one extra rank in one Tech power. The same feat may be
chosen several times, each time improving the ranks in a Tech power
by 1 (provided the character meets the prerequisites to gain the rank).
Alternatively, a character can take the Simple Tech Training to gain
access to a single Tech power, which is a valuable feat for characters of
classes that provide no Tech powers but wish to use Techs.
A character increases his ranks in a specific Tech power by spending one
tech specialization to increase his rank by one step for that power. All
characters are considered to start with 0 ranks in all Tech powers. Until
the Rank 1 in a Tech power is gained, characters are not allowed to use
that power. Once a rank is attained, the character can still choose to use
a lesser rank of that power. He can also decide the lower the statistics
of the power’s rank he is using (such as damage, area or effect, etc)
but not cooldown or the tech point cost of the rank he uses.
Tech powers have prerequisites that have to be met in order to gain
the 1st rank in a specific Tech power. The prerequisites are present
in each Tech power description, below. To gain additional ranks,
only skill prerequisites must be met, which increase by 2 for each
additional rank beyond 1st. Thus the 5th rank in AI Hacking requires
the character to have 10 ranks in the Hacking skill.
Tech powers possess a Tech Cooldown. This cooldown represents
the amount of time during which no Tech use can use Tech
powers. Tech Cooldown only kicks-in once the power is used,
unless otherwise stated, or once certain conditions are met.
Some Tech powers also have “maintenance”. Maintenance
removes tech points from a character’s biotic points pool for
as long as a power with maintenance is active. If during an
encounter the character performs something to recover points,
the points reserved to maintenance return only after the powers
with maintenance have been removed or dismissed.
Some Tech powers can be dismissed with 1 free action. These
present a (D) in the target entry. The following provides
information about each power. In the table below is also a list
and short description of each power.
Tech Points
The Engineer’s, Infiltrator’s, Sentinel’s and Scientist’s tech points are equal to her
(Intelligence modifier+1) times Class level (minimum of 1).
The Engineer, being fully focused on tech gets +1 additional tecb point/engineer level.
At the start of each encounter, the the tech has a number
of Tech points as mentioned above. If those points are
expended during an encounter, she can no longer
use tech powers for the remaining of the encounter’s
duration. At the end of the encounter, she regains all
lost tech points.
By spending 2 actions, the Tech can recover a
number of Tech points equal to her Wisdom modifier.
She can do this any number of times per encounter.
Doing so provokes attacks of opportunity. If any
damage is dealt to her Shields, Plating or her Hit
Points, the entire effort is expended without effect.
The sentinel also recovers biotic points with the same recovery action.
Tech Specializations/powers table
| Tech Powers | Description | 1st rank Skill Requirement |
| AI Hacking | Hack a synthetic or mech to have it attack its allies | Computers 2 ranks |
| Combat Drone | Deploy an holographic drone that attacks on its own | Electronics 4 ranks, Engineer |
| Cryo Blast | Launch a blast that can freeze the target | Electronics 3 ranks |
| Adhesive Mine | Deploy a small tech-mine that explodes into a sticky substance when enemies are near. | Electronics 3 ranks, ability to use Cryo Blast |
| Disruptor | Target cannot use Tech or Biotic powers | Life Science 3 ranks |
| Energy Drain | Drain target’s Shield HP to recover your own | Electronics 7 ranks, Physical Science 7 ranks, Computers 7 ranks |
| Incinerate | Launch a blast that sets target on fire | Electronics 1 rank |
| Invasion | Infect enemies with a virulent VI that disrupts their shields, armors and weapons | Electronics 3 ranks, Computers 3 ranks, Engineering 3 ranks |
| Neural Shock | Paralyze the target | Medicine 3 ranks, Life sciences 3 ranks |
| Overload | Deal damage to Shield HP, synthetics or mechs | Electronics 1 rank |
| Proximity Mine | Deploy a mine that explodes when enemies are near | Electronics 5 ranks |
| Sabotage | Overheat target’s weapons | Engineering 1 rank |
| Sentry Turret | Deploy a small stationary turret that attacks on its own | Electronics 3 ranks, Engineer class |
| Shield Block | Create a a shield that increases defense | Electronics 1 rank, Proficiency with Medium Armor |
| Tactical Cloak | Become invisible for a short period of time | Electronics 2 ranks, Infiltrator class |
| Team Support | Improve defenses of whole squad | Computers 2 ranks, Electronics 2 ranks, Profession(Soldier) 1 rank, Engineer 2 ranks |
| Tech Armor | Create a protective armor | Electronics 1 rank,Sentinel class |
Tech Specializations/powers descriptions
Adhesive Mine
Deploy a small tech-mine that explodes into a sticky substance
when enemies are near.
Prerequisite: Electronics 2 ranks, ability to use Cryo Blast
Target: Creatures in area
Activation: 1 action
Range: Target area up to 12 squares away.
Effect: By manipulating the omni-tool, the character can create a mine filled with super-cooled subatomic particles altered to cover large flat surfaces once the mine is triggered.
An Adhesive Mine is always placed in a square.
Cooldown: 2 actions
Requires a can of chillants(takes a grenade slot)
Anyone, identified as enemy by the character’s IFF,
passing the through the square triggers the mine,
which projects a huge blast of super-cooled subatomic
particles. Those particles, however, are launched in a
spray very close to ground level, snap-freezing it in a
4 square radius of the mine. Creatures passing through
the frozen area must make Balance checks to move.
Success allows the creature to move at half speed.
Failing for 4 or less means the creature cannot move.
Failing by 5 or more means the creature slips in the
frozen surface and falls to prone on the ground (an action with
a Balance DC 15 is required get up). Creatures can still move
while prone without penalty.
This spray does not affect creatures. It also only affects one
surface, so if the mine is placed on the ground it does not affect
the walls, nor does it affect any sort of apparatus or furniture
within the radius.
Only 3 Adhesive Mines can be places by the same character at the
same time. They last 1 minute when not triggered.
If the character doesn’t have enough tech points upon the time
when the mine would be activated, then the mine doesn’t trigger
at all, remaining in place until it is triggered again and there are
enough tech points for it to activate.
In ranks 4, 5 and 6, choose one of two different permanent effects
at each rank.
Rank 1
This power has the following statistics:
Balance check DC 10 + Electronics ranks divided by 2 + Int modifier.
Freeze lasts for 2 actions.
Cost: 1 tech point to activate.
Rank 2
Changes:
This power has the following statistics:
Balance check DC 11 + Electronics ranks divided by 2 + Int modifier.
Cooldown reduced to 1 action.
Cost: 2 tech points to activate.
Rank 3
Rank 4
Rank 5
This power gains one of the following upgrades:
Detection Radius:
Smooth Surface:
Rank 6
This power gains one of the following upgrades:
Smooth Surface:
Duration:
AI Hacking
Hack an enemy synthetic or mech and have it fight for you.
Prerequisite: Computers 1 ranks
Target: Targets in the area
Activation: 1 action
Range: Target up to 12 squares away.
Effect: This tech power turns enemy synthetic or mechs into allies that fights for the character during an amount of time. The effects of this power are immediately recognized by the Identify Friend/Foe systems (IFF) of other synthetics, mechs and vehicles, which immediately alerts them for the change of behavior of the hacked target. The creatures affected by this power do not need to remain in the area. Once affected, they are only released from this power after its duration lasts, no matter how far they move.
No ranged touch attack is required.
Save: Will save negates. DC equals 10 + computer ranks divided by 2 + Int modifier.
Cooldown: 4 actions
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Duration:
Radius:
Rank 5
This power gains one of the following upgrades:
Explosive Hack:
If affected targets are destroyed, while this power last, they deal 4d6 points of damage to any creature within 2 squares
Increase cost by 1 tech point.
Recharge:
Rank 6
This power gains one of the following upgrades:
Berserk:
Tech Vulnerability:
Combat Drone
Create a solid holographic sphere to attack your enemies.
Prerequisite: Electronics 4 ranks, Engineer
Activation: 1 action
Effect: This power summons forth a Combat Drone that fights for the character. No more than one Combat Drone can be active at any given time. After the drone is destroyed or disappears, the character suffers a blowback that messes up his computers and omnitool, imposing the cooldown time of this power. The drone remains active until destroyed or until the end of the encounter. The drone never goes beyond 29 squares away from the character and performs no other actions than attacking the character’s enemies.
Cooldown: 4 actions after previous Combat Drone has disappeared or was destroyed.
Requires a microdrone
If the character manages to move away
from the drone, increasing the distance between
each beyond 20 squares, the drone stops any action and
starts moving towards the character. If the drone is
not within 20 squares of the character, it does not attack.
Combat Drones are not mechs nor synthetics, so they
cannot be targeted by any power that specifically
targets those types of creatures. Combat Drones only
have Shields and their attack does not have any form
of range increment so they can only attack targets that
are up to their maximum range from them.
The drones have 2 actions per turn, that take place in
the character’s turn, but only one of those can be used
to attack. They are completely independent from the
character and are unable to receive orders from the
character, always attacking the nearest enemy. However,
the drone’s limited VI is intelligent enough to move
around the battlefield, taking advantage of it and always
trying to remove the enemy’s cover benefits.
The Drone appears in a designated square that cannot be
more than 2 squares away from the character.
When ranks 4, 5 and 6 are attained, the character must
choose one of two different permanent effects at each rank.
Rank 1
This power has the following statistics:
Drone has a Defense of 15.
Drone has 30 Shield HP.
Drone has an attack range of 4 squares
Drone has an attack bonus equal to character’s Int modifier × 2.
Drone deals 3d6 damage per attack.
Drone can move at a speed of 4 squares
Cost: 2 tech points to activate.
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Shield & Attack:
Increase Drone’s Shield HP by 10 and Defense by +2.
Increase Drone’s damage by 1d6.
Increase Drone’s attack range by 2 squares
Drone’s attack is increased by Int modifier × 1.
Detonate:
Rank 5
This power gains one of the following upgrades:
Shock:
The drone’s attack now daze the target for 1 action. The target can save (DC 15 + character’s Int modifier) to avoid the daze effect.
Drone’s attack now affects enemies adjacent to the target.
Increase cost by 1 tech point.
Shield & Damage:
Increase drone’s Shield HP by 20 and Defense by +2.
Increase drone’s damage by 1d6.
Drone’s attack is increased by Int modifier × 1.
Increase cost by 1 tech point.
Rank 6
This power gains one of the following upgrades:
Rockets:
The drone’s attacks become rocket-like attack.
Increase drone’s attack range by 4 squares
Increase drone’s damage by 1d6.
Damage is also dealt to any creature adjacent to the target.
Drone’s attack is increased by Int modifier × 1.
Increase cost by 1 tech point.
Chain Lightning:
The drone’s attack can now hit 3 additional targets. Each target cannot be more than 4 squares away from another.
Drone’s attack is increased by Int modifier × 1.
Increase cost by 1 tech point.
Cryo Blast
Launch a blast of super-cooled particles to freeze
and damage a target.
Prerequisite: Electronics 3 ranks
Target: One target
Activation: 1 action
Range: Target must be up to 12 squares away
Effect: When activated, the user’s fire a mass of super-cooled subatomic particles capable of snap-freezing the target and chill those near it.
The frozen target also falls prone if his last action, before being hit by this tech power, was to move.
Chilled targets can still move but have their movement reduced.
Cooldown: 4 actions
Save: Fortitude save negates. DC equals 10 + Electronics ranks divided by 2 + Int modifier.
Requires a can of coolant
The character must succeed on a ranged touch attack to
affect the target. This power affects only enemies, and they
can save to avoid the power’s effects. Success on the save,
however, chills the target.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
Rank 1
This power has the following statistics:
Duration of freeze and chill: 1 action.
Chilled character’s speed is reduced by 1 squares
Radius: target is frozen, adjacent creatures are chilled.
Cost: 2 tech points to activate.
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Duration:
Radius:
Rank 5
This power gains one of the following upgrades:
Speed Reduction:
Cryo Explosion:
Rank 6
This power gains one of the following upgrades:
Recharge Speed:
Frozen Vulnerability:
Creatures frozen or chilled by this power have their armor DR reduced by 2.
Characters with Plating take 1 additional damage per shot made against them.
Increase cost by 1 biotic point.
Disruptor
Disrupt target’s tech and biotic abilities.
Prerequisite: Life Science 3 ranks
Target: Targets in area
Activation: 1 action
Range: Area up to 12 squares away
Effect: This power is extremely useful for battlefield control because it not only dazes creatures in the target area but also negates them the ability to use Tech and Biotic powers for a short time.
Affected targets can spend 1 full round (in which they cannot take damage or the attempt is ruined) and make an Electronics check with a DC equal to save DC to reboot the systems of their tools and armors to remove the effects of this power.
Cooldown: 7 actions
Save: Will save negates the daze effect. DC equals 10 + Life Science ranks divided by 2 + Int modifier.
The character must succeed on a ranged touch attack to
affect the target. This power targets only enemies in the
area. Targets can save to negate the stunning effect.
In ranks 4, 5 and 6, choose one of two different
permanent effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Duration:
Radius:
Rank 5
This power gains one of the following upgrades:
Stronger Disruption:
Recharge:
Rank 6
This power gains one of the following upgrades:
Area & Duration:
Increase duration by 1 action.
Increase affected area radius by 1 square
Increase cost by 1 tech point.
Recharge Speed:
Energy Drain
Drain energy from the target’s shields and add it to your own.
Prerequisite:
Target: Enemies in area
Activation: 1 action
Range: Target up to 12 squares away.
Effect: Energy Drain saps enemies’ kinetic barrier power to boost the character’s shields, while affecting all around the target. Synthetics/mechs in the area without Shield HP take the same amount of damage but the character does not gain any Shield HP from them.
Cooldown: 3 actions
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
No ranged attack is required.
Rank 1
This power has the following statistics:
Area affected: square radius centered on the target.
Damage dealt to Shields: 6d6.
Character gains: 50% of damage dealt as Shield HP.
Cost: 2 tech points to activate.
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Damage:
Radius:
Rank 5
This power gains one of the following upgrades:
Drain:
Multiple Targets:
Rank 6
This power gains one of the following
upgrades:
Improved Damage:
Strengthen Shield:
After gaining Shield HP with this power, the character also gains DR 1 that applies for attacks made against the character’s shields.
The DR provided lasts for 5 actions.
Multiple uses do not stack but they reset the duration of the DR.
Increase cost by 1 tech point.
Incinerate
Launch a blast of high-explosive plasma towards a target.
Prerequisite: Electronics 3 ranks
Target: One target
Activation: 1 action
Range: Target must be within 12 squares
Effect: A high-explosive plasma round fired from the that inflicts damage over time to the target and those near it.
Burning duration lasts a number of actions equal to this power’s rank.
The character must succeed on a ranged touch attack to affect the target. Affected creatures can put out the flames normally by spending one action (they do not take damage during the action they spend putting out the flames)
If this power is used to kill frozen targets, the target explodes and any adjacent creature is immediately frozen for 1 action.
Cooldown: 4 actions
Requires a can of volatiles like camping gas
In ranks 4, 5 and 6, choose one of two different
permanent effects at each rank.
Rank 1
This power has the following statistics:
Damage dealt: 4d6 + 2d6 per action while in flames.
Damage dealt to Plating: +50%.
Cost: 2 tech points to activate.
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Damage:
Radius:
Rank 5
This power gains one of the following upgrades:
Burning Damage:
Recharge Speed:
Rank 6
This power gains one of the following upgrades:
Freeze Combo:
Armor Damage:
Invasion
Infects opponents with an invasive VI controlled machine swarm that
weakens defenses.
Prerequisite: Electronics 3 ranks, Computers 3 ranks, Engineering 3 ranks
Target: Area
Activation: 1 action
Range: Target area must be within 12 squares
Effect: This infects the armor and weapons of creatures in the area. The virus affects disrupts weapon’s targeting systems and counteracts the armor’s shield generators.
Cooldown: 8 actions
Note: Not very useful at start as most enemies will not have shields or targeting systems in weapons.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Affected creatures have their Shield HP DR reduced by 2. If this would bring their Shield HP DR below 0, then they suffer an additional damage, from any source and shot that damages their Shield HP, equal to the negative amount of the Shield HP DR.
Affected creatures suffer a -1 penalty to attack when using pistols, submachine guns, shotguns, assault rifles, sniper rifles and a -1 penalty to all Heavy Weapons checks when using heavy weapons if their weapon incorporates targeting systems.
Area radius: 2 squares
Effect lasts for 5 actions.
Cost: 4 tech points to activate.
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Recharge Speed:
Outbreak:
Increases area radius by +2 squares
Increases duration by 1 action.
Increase cost by 1 tech point.
Rank 5
This power gains one of the following upgrades:
Epidemic:
Increases area radius by 3 squares
Increases duration by 1 action.
Increases cost by 2 tech points.
Weaken:
Increases the penalty to attack rolls and Heavy Weapons checks to -2
Affected creatures also suffer a -2 penalty to Fortitude and Reflex saves.
Increases cost by 1 tech points.
Rank 6
This power gains one of the following upgrades:
Virulence:
Sabotage:
Affected creatures suffer a -2 penalty on all damage rolls made with beam/elmag/grav pistols, submachine guns, assault rifles, shotguns, sniper rifles and heavy weapons (not multiplied on a critical hit)
Increases cost by 2 tech points.
Neural Shock
Paralyze target organic creature.
Prerequisite: Medicine 3 ranks, Life sciences 3 ranks
Target: One target
Activation: 1 action
Range: Target up to 12 squares away
Effect: Neural Shock paralyzes organic enemies for a brief amount of time. The target can make a Fortitude save to resist the effect when it hits.
Failing this save paralyzes the target but every action he remains paralyzed he can attempt a Fortitude save to break the effect of this power.
The character must succeed on a ranged touch attack to affect the target.
Targets under this power’s effect cannot be targeted again while under this power’s effect.
Targets with Shields or Plating gain a +5 bonus on the save.
Cooldown: 4 actions
Save: Will save to initially resist, Will save to break the effects. DC equals 10 + Medicine ranks divided by 2 + Int modifier.
In ranks 4, 5 and 6, choose one of two different permanent effects
at each rank.
Rank 1
This power has the following statistics:
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Duration:
Radius:
Rank 5
This power gains one of the following upgrades:
Lingering Shock:
Recharge Speed:
Rank 6
This power gains one of the following upgrades:
Improved Duration:
Brain Damage:
Affected creatures receive a -1 penalty to Defense, attack rolls, saving throws, skill checks and ability checks. This penalty is recovered once they make a successful rest.
Increase cost by 1 tech point.
Overload
Make a system overload to shut it down or burn it
Prerequisite: Electronics 1 rank
Target: One target
Activation: 1 action
Range: Target up to 12 squares away.
Effect: Overload blasts enemies and shuts down an enemy’s shields, rendering them vulnerable to attack.
Affected synthetics or mechs are stunned for a brief period of time. Effects vary with rank. Affected creatures can attempt a save to negate the stunning effect.
It can also be used on explosive containers to make them detonate more violently dealing 50% more damage than they usually would do.
This power deals double damage to shields but little to unprotected organics. It doesn’t deal extra damage to barrier.
No ranged touch attack is required.
Cooldown: 3 actions
Save: Will save negates the stun effect. DC equals 10 + Electronics
ranks divided by 2 + Int modifier.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
Rank 1
This power has the following statistics:
Damage done to Shields HP, synthetics and machines: 3d6.
Damage done to organics 1d8.
Stunning duration: 1 action.
Cost: 1 tech point to activate.
Rank 2
Rank 3
Changes:
Damage done to Shields HP, synthetics and machines: 6d6.
Damage done to organics 1d10.
Cost: 2 tech point to activate.
Rank 4
This power gains one of the following upgrades:
Chain Overload:
Damage:
Rank 5
This power gains one of the following upgrades:
Mind Shock:
Stunning Synergy:
Rank 6
This power gains one of the following upgrades:
Chain Overload:
Shield Damage:
Proximity Mine
Deploy a tech-mine that explodes into flames when
enemies are near.
Prerequisite: Electronics 5 ranks
Target: Creatures in area
Activation: 1 action
Range: Target area up to 12 squares away.
Effect: The character is capable of placing a mine of highly explosive plasma on a target area. Anyone, identified as enemy by the character’s IFF, passing the through the squares triggers it, making it explode in a larger area and damaging everyone in that area. Creatures affected can attempt a save to halve the damage.
Only 3 Proximity Mines can be placed by the same character at the same time. They last 1 minute when not triggered. If the character doesn’t have enough tech points upon the time when the mine would be activated, then the mine doesn’t trigger at all, remaining in place until it is triggered again and there are enough tech points for it to activate.
Save: Reflex save halves damage. DC equals 10 + Electronics ranks divided by 2 + Int modifier.
Cooldown: 2 actions
Requires a grenade
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.
Rank 3
Rank 4
This power gains one of the following upgrades:
Damage:
Blast Radius:
Rank 5
This power gains one of the following upgrades:
Fast Blast:
Slow:
Rank 6
This power gains one of the following upgrades:
Damage:
Trigger Area & Blast Radius:
Increase the radius of the area that triggers the mine by 1 square.
Increase blast area radius by 1 square
Increase cost by 1 tech point.
Sabotage
Overheat the target’s weapons or an explosive container.
Prerequisite: Engineering 3 ranks
Target: One target
Activation: 1 action
Range: Target must be within 12 squares
Effect: Sabotage is used to stop an enemy from firing at you by overheating the target’s weapons.
This only overheats the weapon being used, so if the target has other weapons he can still switch and use them.
Certain enemies, however, especially synthetics and mechs, have little variety in firepower.
For creatures wielding more than 1 weapon, the character must select which weapon this power affects.
The target can save to avoid this power’s effects.
Affected targets can spend 1 full round (in which they cannot take damage or the attempt is ruined) and make an Electronics or engineering check with a DC equal to save DC to reboot the systems of their weapons to remove the effects of this power.
The character must succeed on a ranged touch attack to affect the target. Like Overload, this power can be used on explosive containers to make them detonate more violently dealing 50% more damage than they usually would do.
Save: Will save negates. DC equals 10 + Engineering ranks divided by 2 + Int modifier.
Cooldown: 4 actions
Requires a can of grit
In ranks 4, 5 and 6, choose one of two different
permanent effects at each rank.
Rank 1
This power has the following statistics:
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Duration:
Radius:
Rank 5
This power gains one of the following upgrades:
Recharge Speed:
Full Sabotage:
This power now affects all of the target’s weapons.
Reduce duration by 1 action.
Increase cost by 1 tech point.
Rank 6
This power gains one of the following upgrades:
Damage:
This power now deals 4d6 points of damage to Shield HP, synthetics and mechs.
Increase cost by 1 tech point.
Improved Duration:
Sentry Turret
Deploy a small turret that attacks enemies.
Prerequisite: Electronics 3 ranks, Engineer class
Activation: 1 action
Range: Turret must be placed within 4 squares
Effect: This power allows the character to send a small device that turns itself into a turret.
This turret fires blasts of energy against an enemy within range, at a rate of 1 blast per action.
Like a Combat Drone, the turret also possesses 2 actions, however it cannot move so it can spend its two actions attacking.
The character must deploy the turret in a square up to 4 squares away.
Also like the Combat Drone, it cannot be at a distance higher than 20 squares from the character.
Since it cannot move, if the character moves more than 20 squares from the turret, the Sentry Turret is destroyed.
The turret lasts until destroyed, until the end of the encounter or until the character deploys another.
Cooldown: 4 actions
Requires a turret core.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Turret has a Defense of 10.
Turret has 60 Shield HP.
Turret has an attack range of 10 squares
Turret has an attack bonus equal to character’s Int modifier × 2.
Turret deals 2d6 damage per attack.
Cost: 1 tech points to activate.
Rank 2
Rank 3
Rank 4
This power gains one of the following
upgrades:
Shield & Damage:
Increase turret’s shields by 20.
Increase turret damage by 2d6.
Turret’s attack is increased by Int modifier × 1.
Increase cost by 1 tech point.
Shock:
Rank 5
This power gains one of the following upgrades:
Cryo Ammo:
Turret’s attack is upgraded with cryo ammo, giving its attack a 30% chance of freezing the target, for 1 action, with a successful attack.
Increase cost by 1 tech point.
Armor-Piercing Ammo:
Turret’s attack is upgraded with armor-piercing ammo, dealing extra 4d6 points of damage against Plating.
Increase cost by 1 tech point.
Rank 6
This power gains one of the following upgrades:
Rockets:
The turret’s attacks become rocket-like attack.
Increase turret’s attack range by 4 squares
Increase turret damage by 2d6
Damage is also dealt to any creature adjacent to the target.
Turret’s attack is increased by Int modifier × 1.
Increase cost by 1 tech point.
Flamethrower:
Turret is upgrades with a close-range flamethrower.
This flamethrower has a range of only 4 squares
This flamethrower attacks in a line, affecting all creatures in it, and does not need to make an attack roll against the targets’ Defense
Creatures affected by the flamethrower catch fire, and can put out the flames normally with one action
The flamethrower deals 6d6 points of damage.
Creatures in flames take 1d8 damage per action.
Increase cost by 1 tech point.
Shield Block
A shimmering field appears in the palm of your hand, emitting a deflector
shield.
Prerequisite: Electronics 1 rank, Proficiency with Medium Armor
Target: Self (D)
Activation: 1 action
Maintenance: Equal to cost
Effect: This power generates a small but powerful deflector shield that provides some cover or pushes someone back. Sustaining this ability does not count as a hostile action and it does not provoke AoO. However, it increases the cooldown of other abilities and powers, for as long as this power is active.
The character may perform melee attacks when using this power, which gain a bonus to damage and can knockback targets.
Affected targets can save to resist the knockback effect.
Shield block lasts until dismissed. Using this power makes it impossible to recover any Shield HP, in any way, until the power is dismissed.
Cooldown: 3 actions after dismissal.
Save: Fortitude save negates knockback effect. DC equals 10 +Electronics ranks divided by 2 + Int modifier.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Note: Using this power occupies one
hand in order to sustain it, meaning that when using this
power the character is unable to perform tasks that require
two hands and can only wield a melee weapon, a pistol or a
sub-machinegun.
Rank 1
This power has the following statistics:
Character gains +1 cover bonus for the duration of this power.
Melee bonus damage: +1d8. This damage is multiplied on critical hits.
On a successful melee strike: 1 square knockback
Cooldown of other powers is increased by 2 actions.
Power occupies one hand in order to be activated and sustained.
Cost: 2 Tech Points
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Resilient:
Increase Cover bonus, provided by this power, by 1.
Increase Shield DR by 2
Increase Tech Point Cost by 1
Unobstructive:
Cooldown penalty reduced by 1
Power no longer occupies one hand to be activated or sustained.
Increase Tech Point Cost by 1
Rank 5
This power gains one of the following upgrades:
Advanced Protection:
Repulsive:
Rank 6
This power gains one of the following upgrades:
Regenerative:
While this power is active, the repulsion field takes less of a toll on the armor’s systems and diverts power to shields to slowly regenerate the character’s shields at the rate of 2 point per action.
Increase Tech Point Cost by 1
Extended Guard:
If the character is occupying a square where they are adjacent to a creature targeted by weapons fire or a power, the character may choose to incur a -2 penalty to his Defense until the start of their next turn to provide a +2 bonus to that creature’s Defense. This counts as a reaction ability, thus this ability cannot be used more than once per round, but it can be used even if it is not the character’s turn.
Increase cost by 1 Tech point.
Tactical Cloak
Become invisible for a short period of time.
Prerequisite: Electronics 2 ranks, Infiltrator class
Target: Self (D)
Activation: 1 action
Effect: Tactical Cloak is a tech power available to Infiltrators. When activated, it instantly renders the character almost invisible to all enemies and optic senses, making targets flat-footed against his attacks.
The character gains a +10 bonus to Hide checks, and while under this powers effects he must make that check only once (making this check requires no action). Likewise, other characters can attempt Spot checks to determine if they see the character (these Spot checks are made normally, so they usually consume 1 action unless the GM determines otherwise).
The character can still be felt or even heard.
Also, powers or weapons that seek nearby characters can still seek the character under the effect of the Tactical Cloak.
However, while under the influence of this power, the character cannot use any ability or power that allows him to regenerate shields or HP.
Using Tech powers while the cloak is in effect removes the Tactical Cloak.
The cloak is also removed if the character makes an attack, uses any kind of power that targets others than the character itself (so the character can activate, for example, a Barrier or an Ammo Power), reloads a weapon, harges a Heavy Weapon or makes any offensive action (the cloak only disappears after the attack, after the power is sed, after the weapon is reload or after the Heavy Weapon is charged, unless this power has a smaller duration than the time it takes to charge the Heavy Weapon in which case it ends first).
Besides making the character invisible, the cloak also provides a damage bonus to shots made in the attack action that broke the cloak.
Cooldown: 3 actions after the cloak is removed.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Duration: 4 actions.
Bonus damage to shots: +2 or +1d8 with sniper rifles.
Melee damage bonus: +1d6.
Cost: 2 tech points to activate.
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Duration:
Damage:
Increase bonus damage to shots by +2 or by +1d8 with sniper rifles.
Increase melee damage bonus by +1d8.
Increase cost by 1 tech point.
Rank 5
This power gains one of the following upgrades:
Recharge Speed:
Melee Damage:
Rank 6
This power gains one of the following upgrades:
Bonus Power:
The character can use one power without breaking the cloak. Using a second, while the cloak lasts, breaks it.
Increase cost by 1 tech point.
Sniper Damage:
Increase the critical threat range of sniper rifles, wielded by the character while cloaked, by 1.
Increase cost by 1 tech point.
Team Support
Improves defenses and support for the whole squad through
kinetic barrier generator and hardsuit enhancements.
Prerequisite: Computers 2 ranks, Electronics 2 ranks, Profession(Soldier) 1 rank, Engineer 2 ranks
Target: All allies within 6 squares of the character, when the power is activated (D)
Activation: 1 action.
Maintenance: Equals power cost.
Effect: This passive power enhances the armor and shields of allies with the use of powerful combat-support VIs. To gain the benefits of this power, allies must be within 6 squares of the character. Once the power is activated, they retain the bonuses provided they don’t move more than 20 squares away from the character. This power affects the character as well. When this power is dismissed, the characters lose a number of Shield HP equal to the amount gained, if possible.
Cooldown: 3 actions. Cooldown is also applies after this power is dismissed.
In ranks 4, 5 and 6, choose one of two different permanent effects at
each rank.
Rank 1
This power has the following statistics:
Rank 2
Rank 3
Rank 4
This power gains one of the following upgrades:
Squad Regeneration:
While this power is active, whenever the character uses the First Aid skill, he or she can heal one additional character within range.
Increase cost by 1 tech point.
Deflective Shields:
Rank 5
This power gains one of the following upgrades:
Team Shielding:
Increases ally Shield HP by an additional amount equal to 4× Intelligence modifier.
Increases ally Shield HP regeneration by 2.
Increases cost by 2 tech points.
Tactical Revival:
While this power is active, whenever an ally within 2 squares falls to 0 or less HP, the character can choose to immediately and use the First Aid skill on that character (only one character can be healed this way each round).If the amount healed is enough to keep the ally above 0 HP, the ally never falls unconscious.
Increases cost by 1 tech point.
Rank 6
This power gains one of the following
upgrades:
Defense Grid:
Life Support:
Tech Armor
Create a protective armor around yourself.
Prerequisite: Electronics 1 rank, Sentinel class
Target: Self (D)
Activation: 1 action
Maintenance: Equals power cost.
Effect: This power generates an energy armor suit that boosts the user’s shields. When the character’s Shields HP reach 0, this armor is destroyed and sends out a pulse of energy, damaging nearby enemies, knocking down those without shields or Plating.
Cooldown: 3 actions after tech armor is removed or destroyed.
Save: Fortitude save negates knockdown effect. DC equals 10 + Electronics ranks divided by 2 + Int modifier.
This power’s major drawback is
that increases the cooldown of other powers and abilities
while it is in place. Tech Armor lasts until dismissed or
destroyed.
In ranks 4, 5 and 6, choose one of two different permanent
effects at each rank.
Rank 1
This power has the following statistics:
Character’s armor base Shield HP is increased by 30%.
Character’s shields gain DR 2 that applies only while the character has Shields. It stacks with other forms of DR the character might have to his/her shields.
Cooldown of other powers is increased by 2 actions.
Explosion Radius: 2 squares
Explosion Damage: 3d6
Cost: 2 tech points to activate.
Rank 2
Rank 3
This power has the following statistics:
Rank 4
This power gains one of the following upgrades:
Damage & Radius:
Increase explosion radius by 1 squares
Increase explosion damage by 1d6.
Increase cost by 1 tech point.
Durability:
Rank 5
This power gains one of the following upgrades:
Improved Durability:
Melee Damage:
Rank 6
This power gains one of the following upgrades:
Power Recharge:
Stronger Hologram: