Rise of the Rebellion
You learn one or more engineering techniques.
Prerequisites: Trained in the Mechanics skill, trained in the Use Computer Skill.
Benefit: You add to your Engineering Technique suite a number of Engineering Techniques equal to 1 + your Intelligence modifier (minimum 1). You can add the same technique more than once.
Special: You can take this feat more than once. Each time you do, add a number of Engineering Techniques equal to 1 + your Intelligence modifier (minimum 1).
If your Intelligence modifier permanently increases, you immediately gain a number of Engineering Techniques equal to the number of Engineer Training feats you have taken.
Engineer Training grants your character a number of engineering techniques equal to his Intelligence Modifier + 1. Once an engineering technique is used, it remains unavailable for the duration of the encounter until the character has about a minute to calibrate the devices he applied previous techniques to. Your character can spend a force point as a reaction to return a single engineering technique to his active suite.
Note that for vehicles, engineering techniques can only be performed by the lead engineer unless stated otherwise. An object may only have one engineering technique performed on it per turn unless the activation time is a swift action, the technique says otherwise, or the GM rules otherwise. Engineering Training also assumes that your character has made modifications to the corresponding equipment and vehicle to allow techniques to be used. Vehicles or items your character has never worked on cannot be targeted by engineering techniques.
Expert Shield Recharge
Your character is so adept at recharging shields that he’s able to push the shields beyond their normal capability. Time: 3 swift actions. Target: One vehicle you occupy.
Make a Mechanics check. The result of the check determines the effect, if any:
DC 20: Your character is only able to recharge the shield rating of your vehicle by 5.
DC 25: Your character recharges the shield rating by 10 instead of 5.
DC 30: Your character recharges the shield rating by 15 instead of 5.
DC 35: Your character recharges the shield rating by 20 instead of 5.
Special If your character possesses any talents or feats that allow him to recharge shields faster, he may also benefit from those feats and talents when using this technique.
Your character is adept at getting the most out of equipment that runs off of power packs, such as blaster pistols. Time: Move action. Target: One weapon that operates off power cell charges.
Make a Mechanics check. You can use additional charges to create a more powerful shot with your weapon. This technique cannot be used to augment an autofire attack. Extra damage from this technique is not multiplied on a critical hit. The result of your check determines the benefit, if any:
DC 15: Your character’s next attack with the weapon uses an additional charge and deals an additional 1d6 damage.
DC 20: As DC 15, but the weapon deals an additional 2d6 damage and uses 2 additional charges.
DC 25: As DC 15, but the weapon deals an additional 3d6 damage and uses 3 additional charges.
DC 30: As DC 15, but the weapon deals an additional 4d6 damage and uses 4 additional charges.
DC 35: As DC 15, but the weapon deals an additional 5d6 damage and uses 5 additional charges.
Special: If the shot is redirected at another target, the new target takes additional damage as determined by the check result.
Your character can use advanced hacking techniques to greatly improve the rate at which he improves access to a system. Time: Full round action. Target: One computer system your computer is connected to.
Make a Use Computer check. For every 5 by which you beat the Will Defense of the target computer system, your character improves the attitude of the computer by one additional step.
Special: If your character has a talent or feat that allows him to attempt to improve access faster than a full round action, that ability also applies to this technique.
Your character is adept at rerouting power from one system to bolster another. Time: Full round action. Target: One vehicle you occupy
Make a Mechanics check. The result of the check determines the benefit, if any:
DC 20: You can subtract from your vehicles speed to enhance its shields or vice verse. If your vehicle is Colossal or smaller, you subtract 5 from your Shield Rating to add 1 square to your starship scale movement or subtract 1 from your starship scale movement to increase your shield rating by 5. If your vehicle is larger than colossal size, the shield rating changes by 10 instead of 5. This technique has no effect if your shields are currently at 0 or it would reduce your ship’s movement to 0 squares.
DC 25: As DC 20, but you can increase and decrease the ship’s shield and speed ratings by twice the normal amount.
DC 30: As DC 20, but you can increase and decrease the ship’s shield and speed ratings by three times the normal amount.
Firing up the tractor beam to grab another ship for only a brief moment, your character can deny the target vehicle’s pilot the ability to move. Time: Swift action. Target: One vehicle within range of your ship’s tractor beam that is the same size or one size category smaller.
Roll a Use Computer check. If your check overcomes the target’s Reflex check, roll opposed grapple checks. Assuming you exceed the target ship’s grapple check, you can hamper the target’s movement for a round. Ships targeted with this technique using all out movement cannot take the all out movement action on the following round while ships that moved or were stationary in the previous round cannot move at all. This technique also negates the usual pilot check to avoid collision for the target vehicle.