Tech

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Omni-tools

Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance.
The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.
Omni-tools are standard issue for soldiers and first-in colonists and have a wide variety of uses, but the most common use for them in combat are tech modules, installable programs that produce specific results with minimal input from the user. The inbuilt fabricator in the omnitool creates most of the necessary accessories and provides the energy needed. VI-computers calculate the required effort and take into consideration external elements, such as atmosphere or weather conditions, and adapt accordingly. A person with a biotic amp can also use their omni-tool to align their amp to use specific biotic powers.
A standard omni-tool has space for biotic powers and tech modules equal to 2 + the wielder’s wisdom modifier. In addition, omni-tools provide the wearer, in conjunction with the worn armor, with kinetic barriers, or shields (See: armor).
To add a Tech module to your power suite you must pay 1,000 credits and spend one hour mastering the module.

New skill use:

Use Computer (int)
Activate tech module (trained only): You make a Use Computer check to use a Tech module. This use of the skill requires no action.
Activate static tech module: You activate a static tech module. This use of the skill requires no action.

Using tech modules

Only characters training in Use Computers can use most tech modules. If undisturbed, a character may take 10 on a Use Computer check to activate a module. Some modules do not require a Use Computer check, such as Adrenaline Rush or ammo modules; these modules can be used even if the character isn’t trained in Use Computer.
Each module has a predetermined recharge time. Once a character has used a tech module, they cannot activate the same module until the recharge time has passed. A module with the [persistent] keyword begins its recharge only once the module’s effect ends. A single omni-tool cannot sustain more than one persistent effect, such as Flamer or Tactical Cloak.

New keywords

Four new keywords are introduced for tech modules: [ammo], [armor], [familiar] and [persistent]. A character may have only a single module of each keyword active at any given time. In addition, the [primer] and [detonator] keywords also appear.
[Ammo] modules modify the output of the gun the character is wielding to fire different types of ammo. Each ammo type has its own benefits and penalties. A character can only benefit from a single ammo module at any given time. Only weapons that deal kinetic damage can benefit from ammo powers.
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[Armor] modules form a field of protective holographic armor surrounding the user, which increase defensive or offensive capabilities. Armor modules last indefinitely, but some of them can be detonated as a swift action, granting various bonuses. Detonating an armor module ends the regular effect immediately and does not include a recharge period. While an [armor] module is active, all recharge times are increased by 1 round.
[Familiar] modules create autonomous drones and turrets made from mass effect fields. They can be upgraded for both defense and offense. See the Combat Familiars section for more information on upgrades and statistics.
[Persistent] modules apply some longer lasting effect on the character or their omni-tool, such as activating a flamethrower or a cloaking device. Persistent modules do not apply their recharge immediately; once the module’s effect ends the listed recharge period begins. A character may activate another module from the same omni-tool during a persistent effect, but the persistent module then ends immediately and begins its recharge period.

Tech explosions

Tech modules can prime and detonate tech explosions similarly to biotic explosions, but the exact explosion depends on what module was used to prime the explosion.
There are three types of tech explosions: fire, cryo and tech explosions. Each have their own set of priming modules, marked in the keyword. Any module with the detonator keyword can detonate a tech explosion, regardless of damage type. However, the primer and detonator cannot be the same ability. Biotic powers can detonate tech explosions with the right talent, but tech modules can never detonate biotic explosions.
If a module marked with [primer] does not have a duration listed for an effect, the duration is 1 round. Once a tech explosion is detonated, any effect the primed ability had ends immediately.
Tech explosions do not require any additional talents to be able to prime. However, they still require a talent to detonate, and are less effective.
Targets on fire (SWSE core rulebook, page 255) can be used to prime fire explosions. Once detonated, the priming condition ends. If the target has multiple powers active, use the newest priming condition as the primer.
When you detonate a tech explosion, compare the Use Computer or Biotics result used to detonate the power to the Reflex defense to the target and each adjacent creature to it. If the attack hits, they take full damage and the ongoing effect, with half damage on a miss with no ongoing effect. These ongoing effects cannot ever be used to prime more explosions.
Cryo explosion: 4d6 fire damage to target and all adjacent creatures. On a hit, reduces any DR the target has by 5 for 1 round.
Fire explosion: 6d6 fire damage to target and 4d6 fire damage to all adjacent creatures. On a hit, deals 1d6 fire damage to target after 1 round.
Tech explosion: 4d6 electric damage to target and all adjacent creatures.
Unlike biotic explosions, tech explosion damage does not scale with level.

New talent tree:

Tech Expert
This talent tree is available to the Improviser, Infiltrator, Medic, Military Engineer and Saboteur prestige classes.
Dual omni-tool: You can use tech modules from two omni-tools at a time. You are still limited to a single [armor] and [ammo] module at a time, but you can have two different [persistent] or [familiar] modules active at a time.
Familiar expertise: You may choose an additional upgrade for any familiar you have.
Tech armor mastery: You no longer take a penalty to recharge times while you have an active [armor] module.
Prerequisites: Tech mastery with an [armor] power.
Tech mastery: Choose a number of tech modules equal to your Intelligence modifier. Reduce the recharge times of those modules by 1 round. You can take this talent multiple times, and must choose different modules each time.
Tech detonator: You can detonate tech explosions.
Ammo mastery: Your Incendiary, Cryo and Disruptor Round powers now prime Fire, Cryo and Tech explosions, respectively. In addition, your ammo powers can affect weapons that have a damage type other than Kinetic.
Prerequisite: Tech detonator
Melee tech: You can apply your ammo powers to any melee weapon you wield.

List of Tech Modules

AI hacking [primer: tech]
You access the inner workings of a droid within range, making it fight for you for a brief time.
Time: Standard action Target: One synthetic enemy in 12 squares Recharge: 4 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Will defense. If the attack hits, the target turns friendly for 1 round. For every 5 points you beat the target’s Will defense, the effect lasts 1 additional round. The target will obey your commands without hesitation, and in combat will defend you and your allies with its life.
Special: Targets affected by AI Hacking gain a stacking +5 to their Will defense to resist subsequent attempts each time they are targeted by AI Hacking during an encounter. You can spend an Action point to increase the duration of AI Hacking by 3 rounds.

Ballistic Blades
You use your omni-tool to configure your weapon to fire a rain of blades rather than a standard round.
Time: Standard action Target: One enemy within 4 squares, or a 2 square wide cone. Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Reflex defense. If the attack hits, the target takes 6d6 damage. You may also choose to attack all targets within 2 squares, dealing 4d6 damage to all targets. Treat both attacks as a scatter attack with a range increment of 2. Targets take half damage on a miss.
Special: You can spend an Action point to deal 2d6 untyped damage each round for 2 rounds against all targets hit by the ability.

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Carnage [primer: fire] [detonator]
You launch a highly explosive round.
Time: Standard action Target: One enemy in 8 squares Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Reflex defense. If the attack hits, the target takes 4d6 explosive damage. On the next round on your turn, the target takes 2d6 fire damage.
Special: You can spend an Action point to deal an extra 2d6 fire damage on impact to the target and all adjacent enemies.

Combat Drone [familiar]
You create your personal Combat Drone.
Time: Standard action Target: One unoccupied square in 6 squares Recharge: 3 rounds
Make a Use Computer check. The drone lasts for an amount of rounds based on your Use Computer check.
DC 20: 4 rounds.
DC 25: 5 rounds.
DC 30: 6 rounds.
Special: You can spend an Action point to double the base Shield Rating of your Combat Drone.

Concussive Shot [detonator]
You configure your weapon to fire an extraordinarily dense round that knocks your target down.
Time: Move action Target: One enemy in 8 squares Recharge: 2 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Reflex defense. If the attack hits, the target takes 2d6 kinetic damage. If the result also exceeds the target’s Fortitude defense, the target is pushed 1 square and knocked prone.
Special: Concussive shot ignores BR and SR. You can spend an Action point to push the target 2 additional squares and move it -1 step along the condition track.

Cryo Blast [primer: cryo]
You rapidly chill your target, making their armor more brittle and slowing their movement.
Time: Standard action Target: One enemy in 12 squares Recharge: 2 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Fortitude defense. If the attack hits, the target takes 4d4 cold damage and is limited to two actions per round and has its DR reduced by 10. If the result exceeds the target’s Fortitude defense by 10, the target is limited to a single action per turn and has its DR reduced by 15.
The effect lasts for 2 rounds.
Special: You can spend an Action point to move the target -1 step along the condition track.

Damping
You hack an enemies omni-tool functionality, stopping them from using their own tech or biotic powers for a short time.
Time: Standard action Target: One enemy in 12 squares Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Will defense. If the attack hits, any biotic powers or tech modules the target has cannot be used for 1 round. For every 5 points your result beats the target’s Will defense, add 1 additional round to the effect, up to a maximum of 4.
Special: You can spend an Action point to add 2 rounds of duration to the effect.

Decoy [familiar]
You create a holographic decoy of yourself nearby.
Time: Move action Target: One unoccupied square in 6 squares Recharge: 3 rounds
Make a Use Computer check. Enemies must succeed on a Perception check with a DC equal to your Use Computer result to notice it’s a decoy. The decoy cannot attack or move and only mimics your actions. It has shields equal to double your Use Computer check and a Reflex defense of 10. Once its shield is depleted, the Decoy ends.
Enemies who see the decoy being created recognize it as a decoy immediately. Enemies within 2 squares gain + 5 to their Perception check and enemies adjacent gain + 10 to their Perception check to recognize the decoy.
Special: You can spend an Action point to further double the shields of the decoy.

Defense Drone [familiar]
You create your own personal Defense Drone.
Time: Standard action Target: You Recharge: 2 rounds.
Make a Use Computer check. The drone lasts for an amount of rounds based on your Use Computers check.
DC 15: 6 rounds.
DC 20: 8 rounds.
DC 25: 10 rounds.
Special: You can spend an Action point to double the base Shield Rating and Shield Strength of the defense drone.

Electric Slash [detonator]
You charge up energy in your omni-tool, launching it at an enemy when it reaches critical levels.
Time: Standard action Target: 3-square cone Recharge: 3 rounds.
Make a Use Computer check. Make one roll and compare the result to the targets’ Reflex defense. If the attack hits, the target takes 4d8 electric damage, with half damage on a miss.
Electric Slash ignores cover and improved cover, but does not ignore total cover.
Special: You can spend an Action point to increase the damage by 2d8.

Energy Drain [primer: tech] [detonator]
You siphon energy from an enemies shield or barrier.
Time: Standard action Target: One shielded or synthetic enemy within 12 squares. Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare it to the target’s Will defense. If the attack is a hit, the target takes damage based on your Use Computer check. You immediately restore shields or barriers equal to half of the damage dealt.
DC 15: 4d6 electric damage.
DC 20: 5d6 electric damage.
DC 25: 6d6 electric damage.
DC 30: 8d6 electric damage.
Special: You can spend an Action point to deal the listed damage to every enemy in a 2-square radius.
Energy Drain can detonate tech explosions only on shielded or synthetic enemies.

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Flamer [persistent] [primer: fire]
You activate a flamethrower in your omni-tool.
Time: Move action Target: All enemies in a 3-square cone Recharge: 3 rounds
Make a Use Computer check. Each round, you can use a standard action to attack all enemies within a 3-square cone of you. The attack is an area attack that deals 3d10 fire damage and lasts for a number of rounds based on your Use computer check:
DC 15: 2 rounds
DC 20: 4 rounds
DC 25: 6 rounds
You may prematurely shut off the flamethrower before the duration is over. If you do so, reduce the recharge time by 1.
Special: You can spend an Action point to increase the flamethrower’s damage by + 1d10.
An omni-tool using Flamer may be used as a weapon while dual wielding. Treat the omni-tool as a medium weapon to determine dual wield penalties.
Targets who take full damage from the flamethrower may be used to prime fire explosions.

Hex Shield [persistent]
You create an energy shield that blocks incoming fire.
Time: Standard action Target: One square adjacent to you. Recharge: 4 rounds.
Make a Use Computer check. The energy shield you create has a Shield Strength equal to your Use Computer check and Shield Rating equal to half your heroic level. The shield acts as Improved Cover against all attacks including your own, but does not block line of sight. If an attack against a target with cover granted by Hex Shield misses, the Hex Shield takes the entire damage of the attack, even if it would normally deal half damage. While Hex Shield occupies a square, it can be moved through. A creature in the shield’s square does not gain any benefits.
Melee attacks are unaffected by Hex Shield.
Special: You can spend an Action point to create two smaller Hex Shields adjacent to the original shield. These shields provide Cover (instead of Improved Cover), and use the Hex Shield’s Shield Rating and Strength as a collective pool of shields.

Homing Grenade [detonator]
You create a layer of explosive material over your grenade and fire it towards the enemy.
Time: Standard action Target: One enemy in 8 squares Recharge: 1 round
Make a Use Computer check. Compare the result of the Use Computer check to the enemy’s Reflex defense. If the attack hits, the target takes the base grenade’s effects and an extra 2d8 explosive damage.
You must have a grenade of any type to use Homing Grenade, and the grenade is consumed in the process.
Special: You can spend an Action point to fire an additional grenade against the same or another target. If you do so, make a separate Use Computer check for each grenade, and they deal only 1d8 extra explosive damage.

Incinerate [primer: fire] [detonator]
You attack an enemy with an intense blast of heat and flame.
Time: Move action Target: One enemy in 12 squares Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Fortitude defense. If the attack hits, the target takes 6d6 fire damage. If the damage exceeds the target’s Damage Threshold, it is set on fire.
Special: You can spend an Action point to increase the damage dealt by + 2d6 and automatically succeed on setting the target on fire.

Neural Shock
You attack an enemy with a charged burst of electricity.
Time: Standard action Target: One organic enemy in 6 squares Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Will defense. If the attack hits, the target moves – 1 step along the condition track. For every 5 points by which you exceed the target’s Will defense, the target moves an additional – 1 step along the condition track.
Special: You can spend an Action point to move the target an additional – 1 step along the condition track.

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Overload [primer: tech] [detonator]
Time: Standard action Target: One enemy or unattended object in 12 squares Recharge: 2 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Fortitude defense. If the attack hits, the target takes 4d8 electric damage. Organic enemies takes half damage to their hitpoints if their shields are depleted. Shields, barriers and synthetic enemies take full damage.
Special: You can spend an Action point to deal half damage to an additional target within 4 squares or the original target.

Proximity Mine [detonator]
You launch a proximity mine that detonates when an enemy moves too close.
Time: Standard action Target: One square within 10 squares. Recharge: 3 rounds
Make a Use Computer check When an enemy moves into the square of the mine, compare your Use Computer check to the Reflex defense of the target and creatures adjacent to it. If the attack hits, the target takes 4d6 explosive damage, with half damage on a miss. Enemies adjacent to the target take half damage on a hit, and no damage on a miss.
Enemies may make an opposed Perception check against your Use Computer result to notice the proximity mine.
Special: You can spend an Action point to move the target – 1 square down the condition track.
You can directly attack an enemy with Proximity Mine. If so, treat the power as a ranged attack and resolve the damage as normal.
You can only have one proximity mine in effect at a time. If you fire another mine, the previous one explodes harmlessly.

Recon Mine
You create a recon mine which assists you and your allies in targeting nearby enemies and detonating at your command.
Time: Standard action Target: One square within 10 squares. Recharge: 4 rounds.
Make a Use Computer check. One round after being deployed, the recon mine digitally paints every enemy within 3 squares of it. Allies attacking those targets ignore any concealment and total concealment they might have, and automatically succeed in Perception checks against the targets.
After the mine has deployed you may use a swift action to detonate the recon mine. If you do so, make a Use Computer check and compare it to the Reflex defense of all creatures in a 3×3 square centered on the mine. If the attack hits, it deals 6d8 explosive damage, with half damage on a miss. The painting effect ends immediately when the mine is detonated.
Enemies may make an opposed Perception check against your Use Computer result to notice the recon mine.
Special: You can spend an action point to increase the size of both the painting and detonation by 1.
You can only have one recon mine in effect at a time. If you fire another mine, the previous one explodes harmlessly.

Sabotage [primer: tech]
You hack an enemies weapon, interfering with its capabilities.
Time: Standard action Target: One enemy in 12 squares Recharge: 3 rounds
Make a Use Computer check: Make one roll and compare it to the target’s Will defense. If the attack hits, the weapon the target is using overheats and cannot be used for 2 rounds.
If your attack beats the target’s Will defense by 5, the target takes a – 2 penalty to hit for 5 rounds.
If your attack beats the target’s Will defense by 10, the target’s maximum Shield Rating is halved for 2 rounds. After 2 rounds, shields can be restored to their normal maximum as usual.
Sabotage deals 4d6 damage to unshielded synthetic enemies on a hit.
Special: You can spend an Action point to target a 2-square radius within 12 squares, affecting every enemy in it.

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Shadow Strike [persistent]
You use your omni-tool to cloak yourself, moving up to an enemy and striking them while hidden.
Time: Full-round action Target: You Recharge: 4 rounds
Make a Use Computer check. You gain total concealment until the end of your turn and move up to double your speed. If you stop adjacent to an enemy, you may make a melee attack against the enemy, and deal bonus damage based on your Use Computer result.
DC 20: + 2d6 damage.
DC 25: + 3d6 damage.
DC 30: + 4d6 damage.
DC 35: + 5d6 damage.
The attacked enemy makes an opposed Perception check against your Use Computer check. If the enemy wins, you do not gain the bonus damage.
After attacking, you may move up to half your speed.
Special: You can spend an Action point to move back to your original position after attacking, whether you hit or not.

Shield Boost
You restore shields and barriers nearby allies.
Time: Move action Target: 3×3-square area, centered around you Recharge: 3 rounds
Make a Use Computer check. Each ally within the area has their shield or barrier restored if they have an active shield or barrier. The amount restored is equal to half your Use Computer check result.
Shield Boost cannot increase shields or barriers over their maximum normal amount.
Special: You can spend an Action point to use Shield Boost as a Reaction.

Siege Pulse [detonator] [persistent]
You create several charges of energy which empower your armor and can be shot at an enemy if needed.
Time: Full-round Target: You Recharge: 4 rounds
Make a Use Computer check. The result of the check determines the amount of charges generated, if any:
DC 20: 1 charge.
DC 25: 2 charges.
DC 30: 3 charges.
DC 35: 4 charges.
While you have charges, you may use two swift actions to fire a single charge at an enemy within 12 squares. Treat this as a ranged attack modified by your Intelligence modifier. Each charge deals 3d8 energy damage. If the target is unshielded and the attack exceeds the target’s Fortitude defense, it is also knocked prone.
While Siege Pulse is active, you gain DR 1/- for every active charge. This damage reduction stacks with other sources. The charges last for 5 rounds.
Special: You can spend an Action point to create 1 additional charge.

Snap Freeze [primer: cryo]
You flash freeze the air around your enemy, halting their movement.
Time: Move action Target: All enemies in a 3-square cone Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare the result to the targets’ Reflex and Fortitude defenses. If the attack hits both, the targets are immobilized and may take only one swift action during their turn.
The effect lasts for 1 round.
Special: You can spend an Action point to extend the effect for 1 additional round.

Sentry Turret [familiar]
You create your personal stationary Sentry Turret.
Time: Standard action Target: One unoccupied square in 6 squares Recharge: 3 rounds
Make a Use Computer check. The Sentry Turret lasts for an amount of rounds based on your Use Computer check.
DC 15: 4 rounds.
DC 20: 5 rounds.
DC 25: 6 rounds.
Special: You can spend an Action point to grant the turret a +3 to all attack rolls and half your heroic level on all damage rolls.

Submission Net [primer: tech]
You craft a net with your omni-tool and charge it with electrify to incapacitate and shock an enemy.
Time: Standard action Target: One enemy in 6 squares Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare the result to the target’s Reflex defense. If the attack hits, the target takes 3d6 electric damage at the start of their round for the duration of the effect. In addition, if the result also exceeds the target’s Fortitude defense, the target is immobilized for the duration of the effect. The target adds its size modifier to its Fortitude defense: Colossal, + 40; Gargantuan, + 25; Huge, + 15; Large, + 10; Medium, + 0; Small, – 5; Tiny, – 10; Diminutive, – 15; Fine, – 20.
The effect lasts 3 rounds.
Special: You can spend an Action point to change the damage type to another of your choosing (the module primes fire or cryo explosions if fire or cold damage is chosen, otherwise it primes tech explosions).

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Tactical Cloak [persistent]
You use your omni-tool to cloak yourself, becoming hidden from your enemies.
Time: Standard action Target: You Recharge: 3 rounds
Make a Use Computer check. The result of the check determines the effect, if any:
DC 20: You are considered to have total concealment against all targets until the beginning of your next turn.
DC 25: As DC20, and you gain a + 2 tech bonus to Stealth checks until the beginning of your next turn.
DC 30: As DC15, and you gain a + 5 tech bonus to Stealth checks until the beginning of your next turn.
Special: You can maintain the effect from round to round, extending the normal duration. Maintaining the effect is a move action, and you must make a new Use Computer check each round. If you take damage while maintaining the effect, you must succeed on a Use Computer check (DC = 10 + damage taken) or the effect ends. If you attack when cloaked, the effect ends at the end of your turn.
You can spend an Action point to be able to maintain the effect with a swift action each round.

Tactical Scan
You target an enemy to assist your allies in their attacks.
Time: Move action Target: One enemy in 12 squares Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare it to the target’s Will defense. If the attack hits, the result of the check determines the effect:
Hit: You reveal weaknesses in the target as well as digitally painting its location. The target cannot benefit from concealment and all allies gain + 2 tech bonus to attack rolls against it
If you exceeded the target’s Will defense by 5, you gain an additional effect: Allies ignore up to 5 points of damage reduction the target has.
If you exceeded the target’s Will defense by 10, you gain an additional effect: The critical threat range of allies’ attacks increases by one (for example, from 20 to 19-20).
The effect lasts for 3 rounds or until the target is dead, whichever comes first. You count as your own ally for purposes of this effect.
Special: You can spend an Action point to increase the attack bonus to + 5 and grant a + 5 tech bonus to damage for allies.

Static Tech Modules

Adrenaline Rush [persistent]
You inject yourself with a burst of adrenaline, momentarily increasing your combat effectiveness.
Time: Move action Target: You Recharge: 3 rounds
Effect: For 2 rounds, you gain a + 2 tech bonus to Dexterity, a + 4 tech bonus on damage rolls and the time required to use the Aim action is reduced by 1 swift action. When you activate Adrenaline Rush you may reload your weapon as a free action.
Special: You can spend an Action point to restore your shields to full as a free action when you use Adrenaline Rush. You may not have Adrenaline Rush and Marksman active at the same time.

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Armor-piercing rounds [ammo]
You empower your weapon with ammunition that are better at penetrating enemy armor.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon attacks ignore up to 10 points of DR or AR.

Blade Armor [armor]
You protect yourself with holographic armor which improve your armor and also covers you with sharp protrusions which increases your melee damages and damages enemies who strike you in melee.
Time: Standard action Target: You Recharge: 3 rounds
Effect: You gain 5/- DR and deal + 2d6 piercing and slashing damage on unarmed strikes and successful grab attacks:
In addition, each enemy that attacks you with a melee attack or tries to grab you takes 2d6 piercing and slashing damage.
Special: You can spend an Action point to increase the DR granted by 5 for the duration of the encounter.

Cryo rounds [ammo]
You empower your weapon with ammunition that slow or potentially freeze your enemies.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals cold damage. If your weapon attacks exceed both the target’s Reflex and Fortitude defenses, their movement speed is reduced by 3 and their DR is reduced by 2. This effect lasts for 2 rounds and does not stack with other similar effects. If the attack exceeds the target’s Fortitude defense by 10 and is unshielded, the target is frozen and may take only a single action per turn for the duration of the effect.

Defense Matrix [armor]
You protect yourself with holographic armor which improves the effectiveness of your shields. This armor can also be detonated at a later time to fully recharge your shields.
Time: Standard action Target: You Recharge: 3 rounds
Effect: You gain a + 15 tech bonus to Shield Strength a + 5 tech bonus to Shield Rating.
Special: You can detonate an active Defense Matrix as a reaction to restore your shields to full strength without the bonus shields conferred by Defense Matrix. Doing so ends the effects of Defense Matrix.
You can spend an Action point to increase the bonus Shield Rating by + 5 for the duration of the encounter.

Disruptor rounds [ammo]
You empower your weapon with ammunition holding an electrical charge which reduce your enemies abilities to recharge their shields.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals electric damage. In addition, an enemy affected by Disruptor rounds cannot recharge their shields or barriers for 2 rounds.

Drill rounds [ammo]
You empower your weapon with ammunition to allow it to penetrate cover and pierce armor more effectively.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon attacks ignore up to 5 points of the target’s damage reduction and ignores up to 1 square of cover entirely. You still require line of sight to fire effectively.

Explosive rounds [ammo]
You empower your weapon with ammunition with explosive charges that detonate on contact with the enemy.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals explosive damage. If your weapon attacks exceed the target’s Fortitude defense, one round after hitting you deal 1 explosive damage per damage dice dealt to the enemy. This damage bypasses shields.

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Fortification [armor]
You protect yourself with holographic armor which improves the capabilities of your armor. This armor can also be detonated at a later time to increase your melee capabilities.
Time: Standard action Target: You Recharge: 3 rounds
Effect: You gain DR5/- and a + 2 tech bonus to your Reflex and Fortitude defenses.
Special: You can detonate an active Fortification module with a swift action to gain + 4d6 damage to melee attacks for 1 round. Doing so ends the Fortification effect.
You can spend an Action point to increase the tech bonus to Reflex and Fortitude by + 2 for the duration of the encounter.

Incendiary rounds [ammo]
You empower your weapon with ammunition that burns on contact.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals fire damage. If your weapon attacks exceed both the target’s Reflex and Fortitude defense, they take 1d6 fire damage on the beginning of their next turn and on their turn after that. The effect stacks up to three times from different attacks, but each individual effect has it’s own duration (so a continuous stream of incendiary ammo is needed to keep the 3d6/round up). The effect lasts for 2 rounds.

Marksman [persistent]
You temporarily increase the combat effectiveness of your weapons.
Time: Move action Target: You Recharge: 3 rounds
Effect: For 2 rounds, you gain a + 3 tech bonus to attack rolls and reduce the penalty for the autofire, burst fire, double and triple attack actions by – 2 (to a minimum of 0). When you activate Marksman you may reload your weapon as a free action.
Special: You can spend an Action point to increase your critical threat range with all ranged weapons by 1 for the duration of the effect.
You may not have Adrenaline Rush and Marksman active at the same time.

Phasic rounds [ammo]
You empower your weapon with rounds holding a small mass effect field which assist in breaching the defenses offered by shields and barriers.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals energy damage. Your weapon attacks ignore Shield Gate and up to 5 points of Shield Rating and Barrier Rating.

Tech Armor [armor]
You protect yourself with holographic armor which improves your shield capabilities. This armor can also be detonated at a later time to damage nearby enemies.
Time: Standard action Target: You Recharge: 2 rounds
Effect: You create a layer of armor around you, gaining a + 2 tech bonus to Reflex defense and + 10 tech bonus to Shield Strength.
Special: You can detonate an active Tech Armor as a swift action to deal 4d6 explosive damage to all adjacent enemies. Doing so ends the Tech Armor effect.
You can spend an Action point to increase the bonus Shield Strength by + 10 for the duration of the encounter.

Warp rounds [ammo]
You empower your weapon with ammunition holding biotic energy which pierces shields and barriers more effectively.
Time: Move action Target: You Recharge: 1 round
Effect: Your weapon deals biotic damage. Your weapon attacks deal + 1 biotic damage per dice to targets primed by biotic powers, and ignores up to 5 of the SS and BS of such targets.

Combat Familiars

Familiars are granted by tech abilities, and all follow a specific set of rules unless otherwise specified. Once deployed, they act on their owner’s initiative count, taking their first round after the round when it was deployed. A familiar’s attack uses the owner’s base attack bonus and Intelligence modifier. They do not gain bonus damage from the owner’s heroic levels. All drone attacks and activated abilities are standard actions and target the Reflex defense unless stated otherwise. Each familiar has a standard and move action to use each round, even though they might not be able to move.

Tech familiars can be customized. Customization options are chosen when the tech modules are equipped, and can be changed by adjusting the omni-tool for 1 minute.

assault_drone.jpg
Combat Drone
A combat drone is a spherical tech drone that autonomously seeks out enemies, drawing fire and acting as a distraction as well as dealing damage.
A standard combat drone has the following statistics:

  • Defenses are equal to the owner’s defenses -5.
  • 40 shield strength with a shield rating of 5.
  • A shock attack that deals 3d6 electric damage to a single target with a range of 6.
  • A hover speed of 3.
    In addition, each combat drone can have a number of upgrades equal to the owner’s Intelligence modifier. The possible upgrades are:
  • Hardening: + 10 shield strength and + 5 shield rating. May be taken multiple times.
  • Regeneration: Regenerate 10 shields per turn, regardless of whether or not it took damage in the previous round.
  • Increased Defenses: Increase drone defenses by 5.
  • Rocket Pod: A rocket launcher attack that deals 4d6 explosive damage to a single target with a range of 10. This ability has a recharge of 1 round.
  • Flamethrower: A flamethrower area attack that deals 3d6 fire damage in a 3-square cone. This ability has a recharge of 2 rounds.
  • Detonation: A detonating area attack that triggers when the drone is destroyed, dealing 4d6 explosive damage to all adjacent creatures.
  • Chain Shock Upgrade: Upgrade the shock to a chain shock that deals 3d6 electric damage with a range of 6 squares to the primary target and 2d6 electric damage to two additional targets within 3 squares of the original.
  • High Voltage: Increase the damage of the basic shock attack by + 1d6. May be taken multiple times.
  • Energy Converter: Change the damage type of the shock attack into another type.
  • Thrust Upgrade: + 3 increase to hover speed. May be taken multiple times.
  • Restoration Module: The ability to restore 10 shields to all allies within 2 squares of the drone. This ability has a recharge of 2 rounds.
    - Widen Restoration: Increases the area of the Restoration module by 1.
    - Improved Restoration: Increase the amount of shields restored by Restoration Module by 5. May be taken multiple times.

Defense Drone
A defense drone is similar to the combat drone, but it hovers around its owner, attacking enemies who get too close. A defense drone cannot be attacked, but any damage dealt to the owner will be transferred to the drone first.
A standard defense drone has the following statistics:

  • 20 shield strength with a shield rating of 5.
  • A shock attack that deals 3d6 electric damage to a single target within 3 squares of the owner. The attack activates as a reaction once per round to the first enemy that enters its radius.
  • A deterrent field area attack that deals 2d6 electric damage to all enemies within 2 squares of the owner. Targets Fortitude. The deterrent field can be activated by the owner as a free action on their turn.
    In addition, each combat drone can have a number of upgrades equal to the owner’s Intelligence modifier. The possible upgrades are:
  • Hardening: + 10 shield strength.
  • Strengthening: + 5 shield rating.
  • Regeneration: Recharges 10 shields per turn, but must not have taken damage in the previous round.
  • Bullet Deflector: A deflection field which grants the owner a + 2 tech bonus to Reflex defense.
  • Stabilizer: A deflection field which grants the owner a + 2 tech bonus to Fortitude defense.
  • Mental Defense Screen: A deflection field which grants the owner a + 2 tech bonus to Will
  • Concussive Blast: A concussive attack that triggers when the owner is attacked in melee. Targets Fortitude. If it hits the attacker is knocked prone and the attack takes a – 5 penalty.
  • Chain Shock Upgrade: Upgrade the shock to a chain shock that deals 3d6 electric damage with a range of 6 squares to the primary target and 2d6 electric damage to two additional targets within 3 squares of the original. Can only be used once per round.
  • Capacity Increase: An additional use of the shock attack per round. May be taken multiple times.
  • High Voltage: Increase the damage of both shock and deterrent field by + 1d6.
  • Energy Converter: Change the damage type of the shock and deterrent field into another type.
  • Detonation: A detonating area attack that triggers when the drone is destroyed, dealing 4d6 explosive damage to all adjacent creatures (but not the owner).

Sentry Turret

A sentry turret is a small stationary arms platform which attacks enemies autonomously.
A standard sentry turret has the following statistics:

  • Defenses equal to the owner’s defenses -5.
  • 30 shield strength with a shield rating of 10.
  • A turret attack that deals 3d6 kinetic damage to a single target at a range of 8.
    sentry_turret.jpg
    In addition, each sentry turret can have a number of upgrades equal to the owner’s Intelligence modifier. The possible upgrades are:
  • Hardening: + 10 Shield Strength and + 5 Shield Rating. May be taken multiple times.
  • Regeneration: Regenerate 10 shields per turn, regardless of whether or not it took damage in the previous round.
  • Increased Defenses: Increase turret defenses by 5.
  • Rocket Pod: A rocket launcher attack that deals 4d6 explosive damage to a single target with a range of 10. This ability has a recharge of 1 round.
  • Flamethrower: A flamethrower area attack that deals 4d6 fire damage in a 3-square cone. This ability has a recharge of 2 rounds.
  • Shock Aura: An area shock attack that deals 2d6 damage to each enemy within 2 squares of the turret. Targets Fortitude.
  • Autofire Upgrade: Upgrades the basic turret attack into an autofire turret, which does area attacks with autofire.
  • Burst Upgrade: Grants the turret the Burst Fire feat.
  • Dual Barrel: Gives the sentry turret an additional gun, allowing the turret to use the Double Attack feat.
  • Increased Damage: Increase the damage of all attacks by + 1d6.
  • Barrel Extension: Increase the damage of the turret attack by + 1d6. Requires Increased Damage.
  • Ammo Canister: Apply a single ammo type to the turret. If Cryo, Disruptor or Incendiary ammo is chosen, the turret can prime tech explosions as per the ammo type.
  • Rapid Deployment: Allow the turret to take a single standard action after being deployed.
  • Restoration Module: Allows the acquisition of the following upgrades:
    - Area Restoration Module: The ability to restore 10 shields to all allies within 2 squares of the turret. This ability has a recharge of 1 round.
    - Improved Restoration: Increase the amount of shields restored by both Restoration Modules by 5. May be taken multiple times.
    - Target Restoration Module: The ability to restore 15 shields to a single ally within 2 squares of the turret as a move action. This ability has a recharge of 2 rounds.
    – Longer Restoration: Increase the range of the targeted shield restore by 2 squares. Requires Target Restoration Module.
    - Rapid Restoration: Decreases the recharge of the Target Restoration Module by 1 round. Requires Target Restoration Module.

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