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Index > Classes > Weapons Tech

Weapons Tech

Weapons techs are crewmen that specialize in operating a ship's or vehicle's offensive and defensive systems. Whether they are the gunners of a tank or a starship, their detailed and specific training allows them to maximize the effectiveness of the weapons under their care.

Prerequisites:
Repair: 4
Knowledge (Weapon Systems): 4

Alignment: Any
Hit Dice: d8
Skills: 6 + int, per level
Class Skills: Disable Device, Drive, Fly, Heal, Knowledge (Explosives), Knowledge (Weapons), Knowledge (Warfare), Perception, Pilot, Profession, Repair
Proficiencies: Simple Weapons, Light Armour

Level: BAB: Fort Save: Ref Save: Will Save: Special:
1 +0 +0 +2 +1 Kind of Like a Video Game
2 +1 +0 +3 +2 Disabling Strike +1d6
3 +2 +1 +3 +2 Weapons Familiarity
4 +3 +1 +4 +2 Disabling Strike +2d6
5 +3 +1 +4 +3 Just Like a Video Game
Kind of Like a Video Game

The Weapons Tech may use his Intelligence bonus instead of his Dexterity bonus when making ranged attacks with weapons controlled by a computer system.

Disabling Strike

The Weapons Tech has a talent for taking things apart in a hurry. At 2nd level the Technician adds 1d6 to all of is damage rolls against immobile objects within 30 feet of him. This increases by an additional 1d6 at the 4th level. If he gains this ability from multiple sources, it stacks.

Weapons Familiarity

Weapons Techs are broadly familiar with a wide variety of weapon systems, and thus only take half the normal penalty for using a ranged weapon which they are not proficient with.

Just of Like a Video Game

The weapons tech may add his Intelligence bonus to his damage rolls when making ranged attacks with weapons controlled by a computer system.