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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.
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 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 |
Deploy a small tech-mine that explodes into a sticky substance when enemies are near.
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.
This power has the following statistics:
Changes: This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Detection Radius:
Smooth Surface:
This power gains one of the following upgrades:
Smooth Surface:
Duration:
Hack an enemy synthetic or mech and have it fight for you.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Duration:
Radius:
This power gains one of the following upgrades:
Explosive Hack:
Recharge:
This power gains one of the following upgrades: Berserk:
Tech Vulnerability:
Create a solid holographic sphere to attack your enemies.
Prerequisite:
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.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Shield & Attack:
Detonate:
This power gains one of the following upgrades:
Shock:
Shield & Damage:
This power gains one of the following upgrades:
Rockets:
Chain Lightning:
Launch a blast of super-cooled particles to freeze and damage a target.
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.
This power has the following statistics:
Changes:
Changes
This power gains one of the following upgrades:
Duration:
Radius:
This power gains one of the following upgrades:
Speed Reduction:
Cryo Explosion:
This power gains one of the following upgrades:
Recharge Speed:
Frozen Vulnerability:
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Disrupt target’s tech and biotic abilities.
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.
This power has the following statistics:
Changes
Rank 3: This power has the following statistics: • Area affected: 15 ft radius. • Duration: 3 actions. • Dazes for 1 action. • Cooldown reduced to 6 actions. • Cost: 3 tech points to activate. Rank 4: This power gains one of the following upgrades: Duration: • Increase duration by 1 action. • Increase cost by 1 tech point. Radius: • Increase affected area radius by 5 ft. • Increase cost by 1 tech point. Rank 5: This power gains one of the following upgrades: Stronger Disruption: • Increase daze duration by 1 action. • Increase DC by 1. • Increase cost by 1 tech point. Recharge: • Reduce cooldown by 1 action. • Increase cost by 1 tech point. Rank 6: This power gains one of the following upgrades: Area & Duration: • Increase duration by 1 action. • Increase affected area radius by 5 ft. • Increase cost by 1 tech point. Recharge Speed: • Reduce cooldown by 1 action. • Increase cost by 1 tech point.
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Drain energy from the target’s shields and add it to your own. Prerequisite: Electronics 7 ranks, Damping 7 ranks, Decryption 7 ranks Target: Enemies in area Activation: 1 action Range: Target up to 60 ft 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. No ranged attack is required. Cooldown: 3 actions Rank 1: This power has the following statistics: • Area affected: 5 ft radius centered on the target. • Damage dealt to Shields: 4d6. • Character gains: 50% of damage dealt as Shield HP. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Area affected: 5 ft radius centered on the target. • Damage dealt to Shields: 4d6. • Character gains: 50% of damage dealt as Shield HP. • Cooldown reduced to 2 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Area affected: 5 ft radius centered on the target. • Damage dealt to Shields: 5d6. • Character gains: 50% of damage dealt as Shield HP. • Cooldown reduced to 2 actions. • Cost: 3 tech points to activate. Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d6. • Increase cost by 1 tech point. Radius: • Increase affected area radius by 5 ft. • Increase cost by 1 tech point. Rank 5: This power gains one of the following upgrades: Drain: • Character gains 100% of damage dealt Shields as Shield HP. Multiple Targets: • Affects two targets within range, applying this powers effects to them. Rank 6: This power gains one of the following upgrades: Improved Damage: • Increase damage by 2d6. Increase cost by 1 tech point. 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.
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Advanced diagnostics redirect power into offensive systems, boosting combat capabilities. Prerequisite: Hacking 7 ranks, Geth race (cannot be selected by other races even through Unique Specializations) Target: Self (D) Activation: Free action Maintenance: Equals cost Effect: This power increases the Geth’s targeting abilities, allows the Geth to see in complete darkness, and even detect targets through walls or other obstacles. It also provides damage bonus on melee attacks. Effects vary with rank. While this power is active the Geth takes double damage to Shield HP from all sources. In addition, Shield HP cannot be recovered or regenerated while this power is active. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 1 action Rank 1: This power has the following statistics: • Grants Nightvision 60ft • Grants X-Ray Vision 30ft (inanimate objects and terrain do not block line of sight within this range but still block line of effect, invisible characters are revealed) • Melee damage bonus: +1 • Can increase speed by 5 ft base speed • Cost: 2 +1 for each 5 ft increase to speed. Rank 2: This power has the following statistics: • Grants Nightvision 60ft • Grants X-Ray Vision 30ft (inanimate objects and terrain do not block line of sight within this range but still block line of effect, invisible characters are revealed) • Melee damage bonus: +1 • Can increase speed by 5 ft or by 10 ft base speed • Cost: 2 +1 for each 5 ft increase to speed. Rank 3: This power has the following statistics: • Grants Nightvision 60ft • Grants X-Ray Vision 30ft (inanimate objects and terrain do not block line of sight within this range but still block line of effect, invisible characters are revealed) • Melee damage bonus: +2 • Can increase speed by 5 ft or by 10 ft base speed • Increase the critical threat range of all ranged weapon by +1 while this power is active. • Cost: 3 +1 for each 5 ft increase to speed. Rank 4: This power gains one of the following upgrades: Power Recharge: • Decrease cooldown of all powers by 1 while this power is active. • Increase cost by 1 tech point. Weapon Accuracy: • Increase the critical threat range of all ranged weapon by another +1 while this power is active. • Gain a +1 attack bonus while this power is active. • Increase cost by 1 tech point. Rank 5: This power gains one of the following upgrades: Power Damage: • Powers that deal damage have their damage increased by +1d6 while Hunter Mode is active. • Increase cost by 1 tech point. Rate of Fire: • Increase weapon’s RoF by 1 while this power is active. • Increase cost by 1 tech point. Rank 6: This power gains one of the following upgrades: Speed & Vision: • Speed increase can now go up to 15ft. • Increase all of the power’s vision modes by +30ft. • Increase cost by 1 tech point. Damage: • Increase the critical multiplier for all ranged weapons by 1 while this power is active. • Increase cost by 1 tech point.
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Launch a blast of high-explosive plasma towards a target. Prerequisite: Electronics 3 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft away. Effect: A high-explosive plasma round fired from the user’s omni-tool 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 4 actions Rank 1: This power has the following statistics: • Damage dealt: 2d8 + 1d8 per action while in flames. • Damage dealt to Plating: +50%. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Damage dealt: 2d8 + 1d8 per action while in flames. • Damage dealt to Plating: +50%. • Cooldown reduced to 3 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Damage dealt: 3d8 + 1d8 per action while in flames. • Damage dealt to Plating: +50%. • Cooldown reduced to 3 actions. • Cost: 2 tech points to activate. Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d8. • Increase cost by 1 tech point. Radius: • This power now affects any creature adjacent to the target. • Increase cost by 1 tech point. Rank 5: This power gains one of the following upgrades: Burning Damage: • Increase damage taken for each action spend while burning by 1d8. • Increase cost by 1 tech point. Recharge Speed: • Reduce cooldown by 1 action. • Increase cost by 1 tech point. Rank 6: This power gains one of the following upgrades: Freeze Combo: • Frozen or chilled targets take double damage from this power. • Increase cost by 1 tech point. Armor Damage: • This power now deals 100% damage to Plating instead of 50%. • Increase cost by 1 tech point.
Infects opponents with an invasive VI controlled machine swarm that weakens defenses.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Recharge Speed:
Outbreak:
This power gains one of the following upgrades:
Epidemic:
Weaken:
This power gains one of the following upgrades:
Virulence:
Sabotage:
Paralyze target organic creature.

In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Duration:
Radius:
This power gains one of the following upgrades:
Lingering Shock:
Recharge Speed:
This power gains one of the following upgrades:
Improved Duration:
Brain Damage:
Make a system overload to shut it down or burn it
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Chain Overload:
Damage:
This power gains one of the following upgrades:
Mind Shock:
Stunning Synergy:
This power gains one of the followingupgrades:
Chain Overload:
Shield Damage:
• Increase cost by 1 tech point.
Deploy a tech-mine that explodes into flames when enemies are near.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Change:
Changes:
This power gains one of the following upgrades:
Damage:
Blast Radius:
This power gains one of the following upgrades:
Fast Blast:
Slow:
This power gains one of the following upgrades:
Damage:
Trigger Area & Blast Radius:
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Overheat the target’s weapons or an explosive container. Prerequisite: Decryption 3 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft away 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 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Save: Will save negates. DC equals 10 + Decryption ranks divided by 2 + Int modifier. Cooldown: 4 actions Rank 1: This power has the following statistics: • Duration: 1 action. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Duration: 1 action. • Cooldown reduced to 3 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Duration: 2 actions. • Cooldown reduced to 3 actions. • Cost: 3 tech points to activate. Rank 4: This power gains one of the following upgrades: Duration: • Increase duration by 1 action. • Increase cost by 1 tech point. Radius: • This power now affects enemies adjacent to the target. • Increase cost by 1 tech point. Rank 5: This power gains one of the following upgrades: Recharge Speed: • Reduce cooldown by 1 action. • Increase cost by 1 tech point. 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 3d6 points of damage to Shield HP, synthetics and mechs. • Increase cost by 1 tech point. Improved Duration: • Increase duration by 1 action. • Increase cost by 1 tech point
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Deploy a small turret that attacks enemies. Prerequisite: Electronics 5 ranks, Engineer class or Quarian Machinist class. Activation: 1 action Range: Turret must be placed at up to 20 ft away Effect: This power allows the character to send a small device that floats 3 ft in the air 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 20 ft away. Also like the Combat Drone, it cannot be at a distance higher than 100 ft from the character. Since it cannot move, if the character moves more than 100 ft 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 4 actions Rank 1: This power has the following statistics: • Turret has a Defense of 10. • Turret has 30 Shield HP. • Turret has an attack range of 50 ft • Turret has an attack bonus equal to character’s Int modifier × 2. • Turret deals 1d8+1 damage per attack. • Cost: 1 tech points to activate. Rank 2: This power has the following statistics: • Turret has a Defense of 10. • Turret has 35 Shield HP. • Turret has an attack range of 50 ft • Turret has an attack bonus equal to character’s Int modifier × 2. • Turret deals 1d8+1 damage per attack. • Reduce cooldown to 3 actions. • Cost: 1 tech points to activate. Rank 3: This power has the following statistics: • Turret has a Defense of 10. Turret has 40 Shield HP. • Turret has an attack range of 50 ft • Turret has an attack bonus equal to character’s Int modifier × 2. • Turret deals 2d8+2 damage per attack. • Reduce cooldown to 3 actions. • Cost: 2 tech points to activate. Rank 4: This power gains one of the following upgrades: Shield & Damage: • Increase turret’s shields by 10. • Increase turret damage by 1d8+1. • Turret’s attack is increased by Int modifier × 1. • Increase cost by 1 tech point. Shock: • Turret’s attack now daze the target for 1 action. • Increase cost by 1 tech point. 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 2d8 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 20 ft. • Increase turret damage by 1d8+1. • 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 20 ft. • 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 4d6 points of damage. • Creatures in flames take 1d6 damage per action. • Increase cost by 1 tech point.
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A shimmering field appears in the palm of your hand, emitting a deflector shield. Prerequisite: Electronics 3 ranks, 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 3 actions after dismissal. Save: Fortitude save negates knockback effect. DC equals 10 + Electronics ranks divided by 2 + Int modifier. Note: This power can only be used while armed with an Enforcer Gauntlet. Using this power usually 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: +1d6. This damage is multiplied on critical hits. • On a successful melee strike: 5 ft knockback. • Cooldown of other powers is increased by 2 actions. This includes the following abilities as well: First Aid and Shield Boost. • Power occupies one hand in order to be activated and sustained. • Cost: 2 Tech Points Rank 2: This power has the following statistics: • Character gains +2 cover bonus for the duration of this power. • Melee bonus damage: +1d6. This damage is multiplied on critical hits. • On a successful melee strike: 5 ft knockback. • Cooldown of other powers is increased by 2 actions. This includes the following abilities as well: First Aid and Shield Boost. • Power occupies one hand in order to be activated and sustained. • Cost: 2 Tech Points Rank 3: This power has the following statistics: • Character gains +2 cover bonus for the duration of this power. • Melee bonus damage: +2d6. Damage is multiplied on critical hits. • On a successful melee strike: 5 ft knockback. • Cooldown of other powers is increased by 2 actions. This includes the following abilities as well: First Aid and Shield Boost. • Power occupies one hand in order to be activated and sustained. • Cost: 3 Tech Points Rank 4: This power gains one of the following upgrades: Resilient: • Increase Cover bonus, provided by this power, by 1. • Increase Shield DR by 1 • 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: • Increase Cover bonus, provided by this power, by 1. • Increase Shield DR by 1 Repulsive: • Melee bonus damage increases to +2d8. This damage is multiplied on critical hits. • On a successful melee strike: 10 ft knockback. 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 1 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.
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Entangle enemies in an electrified net. Prerequisite: Electronics 8 ranks, Knowledge (physics) 4 ranks, Batarian race, Sentinel class Target: One Target Activation: 1 action Range: Target must be up to 60 feet away Effect: This Power causes an enemy to be completely immovable by an electrified net that attaches to the closest plain surface, either a wall or ground. Armored targets take damage over time. Targets without Plating HP are instead held immovable for short duration, becoming unable to perform any actions except trying to break free (see below). While in Submission Net, targets that are affected by this power’s immovable feature cannot be moved by powers and abilities that force the target to move do not work. The target can save to negate this power’s effects. Once caught, the target can spend 1 action to Strength check against the Net to escape it (net’s Strength check bonus equals Int modifier + this power’s rank). For each additional action spent inside the net, the target gains a +1 bonus on the Strength check. The character must succeed on a ranged touch attack to affect the target. However, the net travels somewhat slower than most projectiles so targets gain double movement bonus to Defense. In case the power failed, either by missing the ranged touch attack or a successful save, the net falls in a random square adjacent to the target and remains there for a maximum number of rounds equal to this power’s rank. If an enemy walks into the square occupied by it, the Net springs and its effects occur normally (though in such occasion no ranged touch attack is required). The net, however, is visible so enemies can see it even when it is simply waiting for a foe to activate it. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 4 actions Save: Reflex save negates. DC equals 10 + Electronics ranks divided by 2 + Int mod. Note: Only one Submission Net can exist at each time. If you use this power again while one Submission Net is active, that Submission Net dissipates. If someone tries to grapple the target affected by the Submission Net, that character is automatically affected by the Net for the remaining of this power’s duration (no save allowed and no attack roll is necessary). Rank 1: This power has the following statistics: • Targets without Plating HP remain immovable for 2 actions. Damage dealt if target has Plating HP: 1d8 per action during 3 actions • Cost: 3 Tech points to activate. Rank 2: This power has the following statistics: • Targets without Plating HP remain immovable for 2 actions. • Damage dealt if target has Plating HP: 1d8 per action during 3 actions • Cooldown reduced to 3 actions. • Cost: 3 Tech points to activate. Rank 3: This power has the following statistics: • Targets without Plating HP remain immovable 3 actions. • Damage dealt if target has Plating HP: 1d10 per action during 4 actions. • Cooldown reduced to 3 actions. • Cost: 4 Tech points to activate. Rank 4: This power gains one of the following upgrades: Damage: • Damage dealt if target has Plating changed to 2d6 per action during 5 actions. • Increases cost by 1 Tech point. Duration: • Increase immovable duration by 1 action. • Increases cost by 1 Tech point. Rank 5: This power gains one of the following upgrades: Damage and Slow: • Damage dealt if target has Plating changed to 2d8 per action and that target moves at half speed for the duration of this power. • Increases cost by 1 Tech point. Recharge Time: • Reduce power cooldown by 1 action. • Increase cost by 1 Tech point. Rank 6: This power gains one of the following upgrades: Shield and Barrier: • Damage dealt if target has Plating HP increases by 50% against Shield HP. If the target has a Barrier the damage also increases by 50% but does not stack with the increased damage to Shield HP caused by this rank. • Increase cost by 1 Tech point. Electric Field: • The electrified net now also deals 1d6 damage per action to all creatures in a 20 ft radius for the duration of this power. • Increase cost by 1 Tech point.
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Become invisible for a short period of time. Prerequisite: Electronics 4 ranks, Infiltrator class or Turian Agent class Target: Self (D) Activation: 1 action Effect: Tactical Cloak is a tech power available to Infiltrators or Turian Agents. 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, charges a Heavy Weapon or makes any offensive action (the cloak only disappears after the attack, after the power is used, 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 3 actions after the cloak is removed. Rank 1: This power has the following statistics: • Duration: 4 actions. • Bonus damage to shots: +1 or +1d6 with sniper rifles. • Melee damage bonus: +1d4. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Duration: 4 actions. • Bonus damage to shots: +1 or +1d6 with sniper rifles. • Melee damage bonus: +1d4. • Reduce cooldown to 2 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Duration: 5 actions. • Bonus damage to shots: +1 or +1d6 with sniper rifles. • Melee damage bonus: +1d6. • Reduce cooldown to 2 actions. • Cost: 3 tech points to activate. Rank 4: This power gains one of the following upgrades: Duration: • Increase duration by 2 actions. • Increase cost by 1 tech point. Damage: • Increase bonus damage to shots by +1 or by +1d6 with sniper rifles. • Increase melee damage bonus by +1d6. • Increase cost by 1 tech point. Rank 5: This power gains one of the following upgrades: Recharge Speed: • Reduce cooldown by 1 action. • Increase cost by 1 tech point. Melee Damage: • Melee damage bonus becomes d8 instead of d6 and the melee attack that breaks the cloak has its critical threat range increased by 1. • Increase cost by 1 tech point. 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.
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Reveal weaknesses in defenses, increasing all damage done to the target and slowing its movement speed. Prerequisite: Decryption 8 ranks, Damping 8 ranks, Electronics 8 ranks, Hacking 8 ranks, Quarian race Target: One target Range: Target up to 60 ft Activation: 1 full-round action Effect: This power surrounds the enemy with a visible red holographic field. This field constantly provides information about the enemy to the characters omni-tool, allowing him to see how the target is moving and the target’s distance from the omni-tool. In addition, the holographic field slows the enemy down and provides information of weak points, in the target’s defense and movement, to anyone that attacks the target. The character must succeed on a ranged touch attack to affect the target. Each target can only have one Tactical Scan applied to him at any given time. This power cannot be used on Thresher Maws. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 2 actions Save: Will save negates this power. DC equals 10 + Hacking ranks divided by 2 + Int mod. Rank 1: This power has the following statistics: • Target has its speed reduced by 5 ft. • Target takes 1d4 points of damage from each power that deals direct damage uses against him. • Attacks made against the target have their critical threat range increased by 1. • Duration: 6 actions • Cost: 5 Tech points. Rank 2: This power has the following statistics: • Target has its speed reduced by 5 ft. • Target takes 1d4 points of damage from each power that deals direct damage uses against him. • Attacks made against the target have their critical threat range increased by 1. • Cooldown reduced to 1 action. • Duration: 6 actions • Cost: 5 Tech points. Rank 3: This power has the following statistics: • Target has its speed reduced by 5 ft. • Target takes 1d4 points of damage from each power that deals direct damage uses against him. • Attacks made against the target have their critical threat range increased by 1. • Cooldown reduced to 1 action. • Duration: 9 actions • Cost: 6 Tech points. Rank 4: This power gains one of the following upgrades: Weapon Damage: • Attacks made against the target deal +1 point of damage per shot or per melee attack. • Increase cost by 1 tech point. Power Damage: • Target takes an additional +1d6 points of damage from each power that deals direct damage uses against him. • Increase cost by 1 tech point. Rank 5: This power gains one of the following upgrades: Headshots: • Critical hits against the target now have their critical multiplier increased by 1. • Increase cost by 2 tech point. Movement Speed: • Target has its speed reduced by another 5 ft. • Increase cost by 2 tech point. Rank 6: This power gains one of the following upgrades: Damage: • Target takes an additional +1d4 points of damage from each power that deals direct damage uses against him. • Attacks made against the target have their critical threat range increased by an additional +1. • Increase cost by 1 tech point. Area Scan: • Duration of this power is increased by 6 actions. • This power now affects enemies up to 10-ft away from the initial target. For each enemy, more Tech points must be paid and the enemies can save to negate this power’s effects. • Increase cost by 1 tech point.
Improves defenses and support for the whole squad through kinetic barrier generator and hardsuit enhancements.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
This power has the following statistics:
Changes:
Changes:
This power gains one of the following upgrades:
Squad Regeneration:
Deflective Shields:
This power gains one of the following upgrades:
Team Shielding:
Tactical Revival:
This power gains one of the following upgrades:
Defense Grid:
Life Support:
Create a protective armor around yourself.
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.
This power has the following statistics:
Changes:
This power has the following statistics:
This power gains one of the following upgrades:
Damage & Radius:
Durability:
This power gains one of the following upgrades:
Improved Durability:
Melee Damage:
This power gains one of the following upgrades:
Power Recharge:
Stronger Hologram: