source: Starfinder Core Rulebook
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Operative Exploit
[Level: 2]
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.
Operative's Edge
[Level: 1]
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
Orders
Prerequisites: Level 6
At 6th level, you can grant an additional action to one member of the crew by spending 1 Resolve Point and succeeding at a difficult skill check at the beginning of the phase in which the crew member would normally act. The type of check depends on the role of the crew member targeted: a Computers check for a science officer, an Engineering check for an engineer, a gunnery check (see page 320) for a gunner, and a Piloting check for a pilot. The DC of this check is equal to 15 + 1½ × your starship’s tier. If the check succeeds, the crew member can take two actions in her role this round (both when she would normally act), but she can’t take the same action twice. You can’t give yourself orders
Overcharge
[Level: 2]
As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn.
Overclocking
[Level: 2]
You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves.