Mechanic Class Options

New Drone Chassis

Assassination Drone

A variant of the combat drone, the assassination drone is a smaller, more compact unit. It is designed to go unnoticed until the point where it can take the shot, and take out it’s target. Usually armed with either a powerful sniper rifle or a weapon with poisoned ammo, it can in principle be used to deliver any kind of small payload. Pirates use these to take out targets that they would not otherwise be able to get to, such as system governors or pirate hunters that they are not interested in engaging in open battle.

Size Small
Speed 30 feet
AC EAC 11, KAC 11
Good Save Fortitude
Poor Saves Reflex, Will
Ability Scores Str 14, Dex 12, Con —, Int 6, Wis 10, Cha 6
Ability Increases Strength, Dexterity
Bonus Skill Unit Stealth
Initial Mods reductive plating, weapon mount, weapon proficiency

Source: FGG:CO:POTS

Demolitions Drone

A demolitions drone is a combat drone that has been repurposed for the laying and removing of minefields. It is heavily armored to protect it from damage from accidental explosions, and as a result is slow, but durable. It is often used by pirates wishing to attach hull-breacher mines to the hull of an enemy ship, without exposing themselves to any sort of fire.

Size Medium
Speed 20 feet
AC EAC 14, KAC 14
Good Save Fortitude
Poor Saves Reflex, Will
Ability Scores Str 10, Dex 10, Con —, Int 14, Wis 14, Cha 6
Ability Increases Intelligence, Wisdom
Bonus Skill Unit Engineering
Initial Mods armor slot, cargo rack (only fitted for mines), manipulator arms, reductive plating

Source: FGG:CO:POTS

Hacker Drone

One of the smallest of drones, the hacker drone is made from a lightweight frame, but equipped only with almost-vestigial legs, as it is designed to remain attached to it’s owner, with only occasional forays away from them. This drone can move at a slow pace and avoid obstacles, and is quite stealth. That is not its normal purpose,however, as it is instead designed for infiltration and hacking, to obtain secure information for its controller, who can remain at a safe distance Pirates use these drones to get into systems that they would otherwise be unable to physically access, such as security main frames in spaceports, so that they they can obtain cargo manifests and flight plans, and with that information decide who their next target will be.

Size Tiny
Speed 10 feet
AC EAC 13, KAC 13
Good Save Will
Poor Saves Fortitude, Reflex
Ability Scores Str 6, Dex 16, Con —, Int 10, Wis 6, Cha 6
Ability Increases Dexterity, Intelligence
Bonus Skill Unit Computers
Initial Mods camera, enhanced sensors, manipulator arms

Source: FGG:CO:POTS

Maintenance Drone

For most people the maintenance drone is a pest, reminding them of nothing so much as an annoying, if unusually large, rodent. It tries to communicate with squeaks and and trills, and is almost constantly in motion, sitting still only when it is directly working on something. They’re small, and cheap, but they are quite versatile, coming with a multitudes of programming that allows them to perform most types of ship duties. Pirates use them for menial repair tasks that no one can really be bothered to do, but which are required for the ship to continue functioning.

Size Tiny
Speed 30 feet
AC EAC 13, KAC 13
Good Save Reflex
Poor Saves Fortitude, Will
Ability Scores Str 6, Dex 16, Con —, Int 10, Wis 6, Cha 6
Ability Increases Dexterity, Intelligence
Bonus Skill Unit Engineering
Initial Mods enhanced sensors, manipulator arms, tool arm (with Engineering toolkit), 1 free basic mod as chosen by the owner.

Source: FGG:CO:POTS

Infiltration Drone

An offshoot from the stealth drone, the infiltration drone has been equipped with gear to maximize surveillance and spying activities, and is designed to get into — and out of spaces — that a normal humanoid would not be able to without attracting unwarranted attention. Pirates use these to observe potential targets. In some cases, this means using them for stakeouts in dingy cantinas, in space docks, or having the unit smuggle itself aboard a starship, only for it to transmit critical information once it arrives at it’s destination, such as the codes used to access the mainframe computer aboard a starship, gained through careful observation.

Size Tiny
Speed 30 feet, climb 20 feet
AC EAC 12, KAC 12
Good Save Reflex
Poor Saves Fortitude, Will
Ability Scores Str 12, Dex 14, Con —, Int 6, Wis 10, Cha 6
Ability Increases Dexterity, Wisdom
Bonus Skill Unit Stealth
Initial Mods camera, climbing claws, miniaturized system-wide comm unit, reactive camouflage

Source: FGG:CO:POTS

Sentry Drone

The sentry drone takes the basic combat drone and upgrades certain parts, and adds sub-routines to allow for an efficient guard. Usually heavily armed and armored, it is slow, and is therefore generally not used directly on the frontline of a battle, but it makes for an efficient “pill-box,” and prison-guard. Pirates in particular use this model of drone as the guard any prisoners that they take, knowing that it is immune to bribery or deceit and will carry out its duties come what may.

Size Medium
Speed 20 feet
AC EAC 12, KAC 12
Good Save Fortitude
Poor Saves Reflex, Will
Ability Scores Str 14, Dex 14, Con —, Int 6, Wis 10, Cha 6
Ability Increases Strength, Wisdom
Bonus Skill Unit Perception
Initial Mods reductive plating, 2 weapon mounts (used for heavy weaponry), weapon proficiency

Source: FGG:CO:POTS


New Mechanic Tricks

2nd-Level

You must be 2nd level or higher to choose these mechanic tricks.

Enemy Database (Ex)

Your exocortex possesses advanced databases of known creature species and biological structures, as well as the ability to predict enemy attack algorithms based on physical data gathered from your senses. Whenever you designated a foe for your exocortex to track, you can attempt a skill check to identify that creature, except you roll a Computers check instead of the usual check for that creature’s type. Once you have attempted to identify a creature using this ability, you cannot attempt to identify that specific creature again until you take a 10-minute rest, at which point you can take 20 on the skill as if you had access to a database. You must have an exocortex to select this trick.

Source: EG:SL:EO

Exocortex Datajack (Ex)

You install a programmable data port into your exocortex that allows it to access different types of computers and storage media. Effectively, your exocortex acts as a datajack with an item level equal to your mechanic level. This allows you to combine your exocortex with your custom rig as if it were datajack. If your exocortex is connected to a network or a downloaded data set, you can make Computers checks to recall information about topics related to any of the following skills: Culture, Life Science, Mysticism, Physical Science, or any Profession skill. You must have an exocortex to select this trick.

Source: EG:SL:EO

Genius Mechanic (Ex)

You can prepare for future contingencies without defining what those preparations are until they are relevant. As part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend any number of credits, up to a maximum equal to 50 credits times your mechanic level squared, to create your genius mechanic fund. (For instance, at 2nd level you could spend up to 200 credits, while at 20th level you could spend up to 20,000 credits.) While you have a genius mechanic fund pending, you are always treated as carrying 2 additional bulk (though you may choose to carry more bulk, see below), even before you define your genius plan. You can take 10 minutes to enact a brilliant plan once per day. When you do so, you withdraw any technological item or weapon that would have been available in the settlement that you visited, or that you could have crafted yourself given your abilities and the resources available in that settlement. Any item produced cannot weight more than 2 bulk, and the GM must approve of your choice based upon the settlement you selected. If the GM approves, subtract the price of the item from your genius mechanic fund. Once you have spent all of the credits in your genius mechanic fund or procured items equaling the bulk of your genius mechanic fund in this manner, you cannot use this mechanic trick again until you replenish your brilliant mechanic fund.

Source: EG:SL:MT

Improved Combat Tracking (Ex)

Whenever you make an attack with a melee weapon with the operative special property or with any small arm or long arm against a creature that you have designated with your combat tracking ability, you can attempt a skill check to identify the creature as a swift action. The DC for this check is equal to 15 + 1-1/2 your target’s CR, and if you succeed at the check, your attack deals additional damage equal to your mechanic level. This stacks with Weapon Specialization. If your attack strikes multiple targets, only the target you identified takes this additional damage. You must have an exocortex to select this trick.

Source: EG:SL:EO

Precision Demolitionist (Ex)

Whenever you attack with a weapon with the explode weapon special property, you may choose a number of 5-foot squares equal to 1 + your Intelligence bonus (minimum 0) that are within the explosion’s radius. Creatures within those squares are not considered to be within the explosion’s radius; they take no damage and suffer none of the weapon’s usual effects. You can spend 1 Resolve Point when attacking with such a weapon to double your Intelligence bonus for determining the number of squares that you can target with this trick. If the weapon requires an attack roll (such as a grenade) and your attack misses, this ability does not function for that attack.

Source: EG:SL:MT

Ranged Maneuvers (Ex)

Your knowledge of machinery and computers allows you to hamper your foes by attacking such devices from afar. Choose two of the following combat maneuvers: dirty trick, disarm, reposition, sunder, or trip.

You can attempt the chosen combat maneuvers by making a melee attack roll or a ranged attack roll with a small arms weapon, provided the target of your combat maneuver is within your weapon’s first range increment. You cannot use this ability to make ranged combat maneuver attempts if your foe or the surrounding environment has no mechanic devices or computers for you to exploit with this ability.

If you chose a drone for your artificial intelligence at 1st level, your drone may also attempt your chosen ranged combat maneuvers as described above. If you chose an exocortex for your artificial intelligence at 1st level, you may also attempt your chosen ranged combat maneuvers by making a ranged attack roll with a longarms weapon, but only if you attempt the combat maneuver against a foe that you have designated with the combat tracking exocortex ability.

Source: EG:SL:MT

8th-Level

AI Usurpation (Ex)

You can upload your exocortex’s AI into another computer, starship, or vehicle in order to usurp control of its systems. To use this ability, your exocortex first must successful access the computer, starship, or vehicle’s systems using the wireless hack ability. Once your exocortex has gained access, you can begin uploading the exocortex into the system as a move action. It takes 2d4 rounds to fully upload your exocortex, after which it acts like an artificial personality, except it uses your Buff, Diplomacy, Intimidate, and Sense Motive bonuses when interacting with others and it only obeys your spoken commands, as well as the commands of those you designate as allies. While your exocortex is uploaded into a system in this manner, you lose the benefits of all of your exocortex’s abilities, as well as any mechanic tricks that require you to have an exocortex. Instead, you gain a +2 bonus on all Computers, Engineering, and Piloting checks involving the starship that your exocortex. During starship combat, this benefit expands to all skill checks made as part of starship stunts or crew actions that you take, and you use your mechanic level as your base attack bonus during starship combat. Finally, you can spend 1 Resolve Point at the start of a round in order to gain one additional minor crew action during that round. If unused, the Resolve Point is wasted and the additional action lost.

Downloading your exocortex’s AI back into your exocortex takes a move action to initiate and 2d4 rounds of uplink. If the data for your exocortex’s AI is ever lost (such as if the system is wiped or physically destroyed), you retain backups of its mind and all of its subroutes in your custom rig, and can recode its AI for free using your custom rig as if you were replacing a drone’s body. Your AI still cannot fill a starship combat role when uploaded into a starship’s computer. You must have an exocortex to select this trick.

Source: EG:SL:EO

Augment Explosives (Ex)

Whenever you successfully arm explosives using the Engineering skill or attack with a weapon with the explode weapon special property, any creature that is in the explosion’s radius and fails their Reflex saving throw against the explosion takes additional damage equal to +1 per 4 levels you possess (maximum +5).

Source: EG:SL:MT

Enhanced Memory Module (Ex)

Your memory module has enhanced functionality, and you can overclock it to use it multiple times. You can use your exocortex’s memory module ability to reroll any Intelligence-based skill check, even if you aren’t recalling knowledge. Additionally, you can spend 1 Resolve Point as a reaction to use your exocortex’s memory module to reroll a failed Intelligence-based skill check. You gain a +5 bonus on this rerolled check. You must have an exocortex to select this trick.

Source: EG:SL:EO

Expanded Ranged Maneuvers (Ex)

You can attempt ranged maneuvers with all of the combat maneuvers listed by the ranged maneuvers mechanic trick. You must have the ranged maneuvers mechanic trick in order to select this trick.

Source: EG:SL:MT

Explosive Trick (Ex)

Whenever you use the dirty trick or sunder combat maneuver against an opponent, you can damage or tamper with your opponent’s gear, causing an explosion as if you had attacked the opponent with a grenade with an item level equal to your mechanic level (choose one grid intersection adjacent to the creature’s space to be the center of the explosion’s radius). The grenade’s type is chosen by the GM, based upon the item that was destroyed. If you used the dirty trick combat maneuver to trigger this explosion, the target falls prone if it fails its Reflex save against the explosion. If you used the sunder combat maneuver to trigger this explosion, the sundered item is automatically damaged by the explosion, applying its hardness and other defenses normally. Once you have used this ability, you cannot use it again until you take a 10 minute rest and spend 1 Resolve Point to regain your stamina.

Source: EG:SL:MT

Improved Genius Mechanic (Ex)

If you have enacted a genius plan using your genius mechanic fund within the past 24 hours, you can spend 1 Resolve Point to enact another genius plan, as if you hadn’t already used the genius mechanic ability that day. This doesn’t change how long you must wait to regain your daily use of the genius mechanic mechanic trick. You must have the genius mechanic mechanic trick before selecting this trick.

Source: EG:SL:MT

Martial Rewire (Ex)

Your exocortex integrates into your muscle memory, allowing you to gain combat tricks and abilities otherwise impossible for you to master. You treat your base attack bonus for the purpose of meeting the prerequisites of combat feats as being equal to your mechanic level plus your base attack bonus from any other classes you have levels in. Additionally, select three combat feats for which you meet the prerequisites. As a move action, you can command your exocortex to rewire your muscle memory, allowing you to gain one of these three combat feats. You retain use of this feat until you take a 10-minute rest and spend 1 Resolve Point to regain Stamina Points, at which point you may use this ability again to change which of your chosen feats you have access to. Whenever you gain a new character level, you may change what 3 combat feats you can access with this ability. You must have an exocortex to select this trick.

Source: EG:SL:EO

14th-Level

You must be 14th level or higher to choose these mechanic tricks.

Construct Usurpation (Ex)

You can upload your exocortex into a construct with the technological subtype to usurp control of it. To do so, you must attempt a Computers check with a DC equal to 15 + 1-1/2 times the construct’s CR as a full action. If you succeed, the target construct must succeed on a Will save or have control of its body wrest from it by your exocortex’s AI, functioning as control machines except you can only target one construct at a time with a CR no greater than your level + 1, the save DC is equal to 10 + 1/2 your mechanic level + your Intelligence modifier, and if the target fails, your exocortex maintains concentration instead of you, allowing you to act normally. Your exocortex’s AI can remain in control of the target for a number of rounds up to your level, after which it is wirelessly transmitted back into your exocortex. While your exocortex is uploaded into a system in this manner, you lose the benefits of all of your exocortex’s abilities, as well as any mechanic tricks that require you to have an exocortex. If the exocortex’s AI is in the target when it is destroyed, an emergency protocol instantly transmits it back into your exocortex. Once you attempt this ability with a construct, whether it succeeds or fails, you cannot use it again against that construct for 24 hours. You must have the AI usurpation mechanic trick and an exocortex before selecting this trick.

Source: EG:SL:EO

Enhanced Martial Rewire (Ex)

Your exocortex further integrates with your body, granting you additional tricks and abilities. You gain a second set of three combat feats you can access with the martial rewire feat. You can access any two of these six feats at a time. You must have an exocortex to select this trick.

Source: EG:SL:EO

Penetrating Demolitionist (Ex)

Whenever you arm an explosive using the Engineering, you can attempt an Engineering check to assess the structural integrity of every vehicle and object in the explosion’s radius. When doing so, you roll one Engineering check and compare the result to each target’s Engineering DC. For items and structures, the DC is 20. For vehicles, the DC is 15 + 1-1/2 times the vehicle’s level. If your check succeeds against a creature or object, reduce the damage reduction, hardness, and energy resistances of that creature or object against the explosion’s damage by an amount equal to your class level (to a minimum of 0). This stacks with the benefit of the Penetrating Attack feat and any special materials that the exploding item is crafted from, if applicable, but not other effects that reduce damage reduction, hardness, and energy resistances.

Source: EG:SL:MT

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