Overheat
Level:
School: evocation
Casting Time: 1 standard action
Range: 15 ft.
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: yes
Overload
[Level: 3]
As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.
Overload Systems
Level:
Technomancer 4
School: enchantment
Casting Time: 1 standard action
Range: touch
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: yes
Overload Weapon
[Level: 2]
As a full action or as a move action by spending 1 Resolve Point, you can cause a powered weapon (either a ranged energy weapon or a melee weapon with the powered special property) in your possession to explode. You can use the weapon as if it were a grenade of the weapon’s item level or lower dealing the weapon’s normal damage type, except the weapon has a range increment of only 10 feet unless it is a thrown weapon. If someone tries to attack with the weapon, it explodes as a grenade would instead, centered on the user, and the user doesn’t receive a Reflex save to negate the grenade’s effect (if any). Once you’ve primed a weapon to explode in this way, it’s difficult to reverse the effect, requiring 8 hours of work and a successful Engineering check (DC = 15 + your Engineering bonus); failing the check by 5 or more detonates the weapon. Once detonated, the weapon is destroyed, just like a grenade.
Overpower
Prerequisites: Engineering, 6 ranks
If you have at least 6 ranks in Engineering, you can spend 1 Resolve Point and attempt an Engineering check (DC = 15 + 1½ × your starship’s tier) to squeeze more out of your ship’s systems. If you’re successful, this functions as the divert action, but you can send extra power to any three systems listed in that action. This action and the divert action can’t be taken in the same round.
Override
[Level: 9]
Your overload class feature now affects androids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) or be dazed for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and you can dictate its actions for 1 round, though these actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours.
Parting Shot
Prerequisites: Dex 15, Mobility, Shot on the Run, base attack bonus +6. Benefit:
You are an expert skirmisher and are able to take a final shot as you retreat.
Passwall
Level:
Technomancer 5
School: transmutation
Casting Time: 1 standard action
Range: touch
Duration: 1 hour/level (D)
Saving Throw: none
Effect: 5-ft.-by-8-ft. opening
Spell Resistance: no
Patch
You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round, and this check is not modified by any critical damage to the core.
| Critical Damage Condition |
Actions To Patch |
DC |
| Glitching |
1 |
10 + 1½ × your Starship’s tier |
| Malfunctioning |
2 |
15 + 1½ × your Starship’s tier |
| Wrecked |
3 |
20 + 1½ × your Starship’s tier |
Peacemaker
Level: 16
Price: 185,300
Bulk: L
Damage: 6d6 B
Critical: Knockdown
Special: Operative, Powered (capacity 20, usage 2), Stun