Tech Powers

Tech Powers

While biotics users have a number of special powers available to them, in the Mass Effect universe, some mechanics, engineers, and computer users, especially those who see combat regularly, have developed ‘powers’ of their own. All tech powers require the use of an Omni-tool to be effective, and each can only be used one per encounter.
Disable Mechanics
As Force Stun (see SECR, p.98), but it only effects droids or synthetic beings.
Electromagnetic Shockwave
The user sends a bolt of EM (electro-magnetic) energy at either a droid, synthetic, or electronics device of some kind. Like Force Lightning (See SECR, p.97), but it only affects droids, synthetics, and electronics devices with a Will Defense, and its damage is considered ion damage (but the targets take full damage instead of half).
Re-Program Mechanics
Like Mind Trick (see SECR, p.98), but it only affects droids, synthetics, and electronics devices with a Will Defense.
Damage Components
From a distance, a Tech can damage electronic components. This ability only affects droids, synthetics, and electronic devices of any kind.
Time: Standard Action
Target: One droid, synthetic, or electronic device within 6 squares and line of sight
Make a Use Computer check and compare the result to the target’s Will Defense. If the result equals or exceeds the target’s Will Defense, it takes 4d6 points of force damage.
Special: If the target moves one or more steps down the condition track, the condition becomes persistent until the target is treated with a DC 20 Mechanics check to repair the damage. You can spend a Tactical Point to increase the damage by 2d6.
Cryo Blast
When activated, this power causes the user’s Omni-tool to fire a mass of super-cooled subatomic particles capable of snap-freezing targets within a certain radius.
Time: Standard Action
Target: A 2×2 squares area within 12 squares and line of sight
Make a Use Computer check and compare the result to the Reflex Defenses of any targets caught in the power’s radius. All targets hit take 4d6 Freeze damage, and targets missed take half freeze damage. In addition, the freeze damage has a chance of pushing targeted creatures down the condition track. A target with the Evasion talent takes half freeze damage on a successful attack roll, and no freeze damage on a miss. Treat freeze damage as stun damage, except that it affects droids, vehicles, and objects.
Overload
You use your Omni-tool to send a pulse that weakens or brings down an enemy’s shields, making them more vulnerable to attack.
Time: Standard Action
Target: One target within 12 squares and line of sight
Make a Use Computers check. Depending on the results of the check, you may diminish or even entirely remove a target’s shields for the duration of the power.Use the following table to determine results.
DC 15: You reduce the target’s shields by 5 until the end of your next turn.
DC 20: You reduce the target’s shields by 10 until the end of your next turn.
DC 25: You reduce the targets shields by 15 for 2 full rounds.
DC 30: You bring down the enemy’s shields for the rest of the encounter; they can gain no more benefit from their shields.
Special: Enemies who do not have shields are unaffected by this power.
AI Hacking
As the biotics power Dominate, but it only affects droids, synthetics, and electronics devices with a Will Defense.
Incinerate
You fire a highly explosive and flammable plasma round from your Omni-tool, causing great damage to anyone who stands in its way.
Treat this power as a single-use Flamethrower (see SECR, p. 128); it requires no special proficiency to use, and costs nothing to be reloaded. As with other tech powers, it can only be used once per encounter.

Tech Powers

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