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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: Electronics 4 ranks, Engineer
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:
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
Changes:
This power gains one of the following upgrades:
Duration:
Radius:
This power gains one of the following upgrades:
Stronger Disruption:
Recharge:
This power gains one of the following upgrades:
Area & Duration:
Recharge Speed:
Drain energy from the target’s shields and add it to your own.
In ranks 4, 5 and 6, choose one of two different permanent effects at each rank.
No ranged attack is required.
This power has the following statistics:
Changes
Changes
This power gains one of the following upgrades:
Damage:
Radius:
This power gains one of the following upgrades:
Drain:
Multiple Targets:
This power gains one of the following upgrades:
Improved Damage:
Strengthen Shield:
Launch a blast of high-explosive plasma towards a 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:
Damage:
Radius:
This power gains one of the following upgrades:
Burning Damage:
Recharge Speed:
This power gains one of the following upgrades:
Freeze Combo:
Armor Damage:
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:
Overheat the target’s weapons or an explosive container.
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:
Recharge Speed:
Full Sabotage:
This power gains one of the following upgrades:
Damage:
Improved Duration:
Deploy a small turret that attacks enemies.
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:
Shield & Damage:
Shock:
This power gains one of the following upgrades:
Cryo Ammo:
Armor-Piercing Ammo:
This power gains one of the following upgrades:
Rockets:
Flamethrower:
A shimmering field appears in the palm of your hand, emitting a deflector shield.
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.
This power has the following statistics:
Changes
Changes:
This power gains one of the following upgrades:
Resilient:
Unobstructive:
This power gains one of the following upgrades:
Advanced Protection:
Repulsive:
This power gains one of the following upgrades:
Regenerative:
Extended Guard:
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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: