Technical Specializations

The following specializations are available for the gearhead.

## Demolitionist

You're an expert at creating and using explosive devices.

### Explosives Printer (1st)

You may use your rapid prototyper to create inert explosive charges. These charges may be modified into a variety of different types of explosives as needed. Furthermore, you gain an insight bonus equal to your level on checks made to craft, place, or disable all types of explosives.

Your explosives are custom-made, highly versatile and do 1d6 damage per character level. The type of damage is chosen when the inert explosive charge is crafted, and can deal either bludgeoning, fire, piercing, or slashing damage. Explosive charges offer a Reflex Save DC equal to 10 + ½ your level + your Intelligence modifier to take half damage. When detonated, they have a 10 foot radius, which increases to 15 feet at 5th level, and 20 feet at 10th level.

These inert explosive charges require 100 UBP per level to craft at 1-5th levels, 200 UBP per level to craft at 6th-10th levels, 300 UBP per level to craft at 11th - 15th levels, and 400 UBP per level to craft at 16th-20th levels. You may craft a lower level explosive charge if you choose to and may craft explosive charges with explosive weapon mods already applied, paying the cost of the mods in UBP in addition to the cost of the explosive charges.

#### Explosive Types

There are three basic types of explosives: inert charges, stable explosives, and unstable explosives.

* **Stable Explosives**: You can create stable explosives that can be stored and used by other characters. This method requires you to spend a half hour per explosive charge crafted, and you can craft an explosive charge of up to your level so long as you have enough UBP's available. Stable explosive charges remain inert as long as the demolitionist is within their blast radius.
* **Unstable Explosives**: You can create unstable explosive charges on the fly. Unstable explosives must be used immediately. Creating an unstable explosive charge costs a movement action, and 3/4th the explosive charge's cost in UBPs. The explosive will detonate 2 full rounds after it has been created. If the explosive charge is still in your possession when it detonates, you take full damage from the explosive charge with no save allowed. These explosive charges are low quality, can’t be broken down by your printer, and if they are disable somehow, they break down after 3 rounds.
* **Inert Charges**: An explosive charge is considered inert until it’s modified, regardless of whether or not the explosive charge is stable or unstable. You may store the charges as they are and modify them later as a standard action.

#### Modifying Explosive Charges

You can decide how the explosive charge will detonate by modifying it. You initially have the option to make the explosive charges into grenades, or remote mines. The explosive is still considered an explosive charge for class abilities regardless of its form.

* **Grenades**: Grenades may be launched from a grenade launcher or thrown with a range of 20 feet. Grenades can be stable or unstable.
* **Remote Mines**: Remote Mines can be placed as a standard action and detonated at will once activated. To activate a remote mine, you must link it to your variable control interface as a movement action. The mine remains active and linked so long as it is within 200 feet of you. Remote mines are always considered stable charges.

### Demolitions Expertise (5th)

You gain a bonus on saving throws offered by explosives equal to 1/3 your level, rounded down. You may also use the Engineering skill to modify explosives as a move action. Whenever you create an unstable explosive charge, you may now spend a Resolve Point to convert it to a stable explosive charge and remove the risk that it will detonate in your possession.

### Improved Charge Modification (7th)

Your ability to modify your explosive charges improves. As a movement action, you can spend a Resolve Point and choose any weapon mod which can apply to an explosive and apply it to a single explosive charge for the next 1d4+1 rounds, spending 3 UBP per mod level to craft and apply the mod.

The following mods apply to explosives: *acrid, bore, carbon edge, concealable, cryonic, electromagnetic, incendiary, kamikaze, loud, mono-filament lacing, nano-sharpened, nano-swarm, painter, power+, spider, sticky, tazing*

Additionally, you gain proficiency with Heavy Weapons and the ability to modify explosive charges into a mini rocket:

* **Mini Rockets**: Mini-rockets are ammunition which can be fired from any weapon which uses mini-rockets as ammunition. When an explosive charge is modified into a mini-rocket, it only detonates on impact after being fired from a weapon as a standard action. The attack roll is made as if you were attacking with the weapon, and the attack uses the weapon's range, but the attack does not gain any special qualities, effects or abilities from the weapon, and deals the damage and special effects of an explosive charge.

### Improved Demolitions Expertise (9th)

You may choose to spend a Resolve Point as part of modifying an explosive charge as a move action to improve the Reflex Save DC to a DC equal to 10 + your level + your Intelligence modifier. You may also spend a full action and spend a Resolve Point to modify two unstable explosive charges as grenades at once and throw them immediately. Both grenades must be the same level. They consume UBP as normal.

### Wrecker (11th)

You can use explosives charges for increased affect against objects. Whenever you deliberately damage a structure or vehicle with explosives, you may spend a Resolve Point to deal double damage to that structure or vehicle.

### Demolition Production (15th)

When crafting stable explosive charges, you may at the same time craft a number of explosive charges of the same type equal to your Intelligence modifier without extending the crafting time as long as you meet all other prerequisites for crafting them.

### Quick Modification (17th)

You have learned that speed is as important as power. You may now modify your charges as a swift action.

### Master Demolisher (19th)

You gain powerful insight into the nature of explosive materials. You may now spend a Resolve Point when crafting an unstable explosive charge to make it especially dangerous. This explosive charge cannot be converted into a stable explosive charge, but deals double the normal damage and has a Reflex Save DC equal to 10 + your level + your Intelligence modifier. Due to the nature of the process used to craft this explosive charge, your printer may only craft one of these charges every other round. Additionally, you gain an insight bonus on Reflex Saves against explosives equal to your level.

## Drone Jockey

As a drone jockey, you excel at using your custom-built drones to support your team on the battlefield.

### Custom Drone (1st)

*Main article: Custom Drones*
You begin play with a customized drone. Only you understand your custom drone well enough to operate or repair it. The drone's level is equal to yours and, as you gain experience and increase in level, you improve your drone by adding additional command strings and drone mods to the drone as listed on the drone advancement chart. You may also craft and use drones without using schematics following the normal rules for crafting items.

### Improved Drone VCI (5th)

Your familiarity with the VCI Mk1 interface and drones allows you to gain the following benefits:

* The custom drone you create at 1st level counts as if its item level were half its level, rounded down for the purpose of determining the number of VCI control ports it occupies. You may also use your VCI to assume direct control of multiple drones at once.
* Rather than use your own actions to pilot the drones, you can spend a full round action to immerse yourself in the VCI and control the drone(s) using the actions they would have in autonomous mode. You may simultaneously take direct control of up to two drones in this way.
* Every four levels, you may control an additional drone. At the beginning of your turn, you must specify which drones you are directly controlling this turn, and any other drones return to autonomous mode. While controlling multiple drones, you are considered flat footed and off target.
* When you only have a single custom drone linked to your VCI, and no other devices, the drone gains the ability to full attack in autonomous mode at a -4 penalty rather than the normal -6 penalty.

### Improved Custom Drone (7th)

You may choose to build a second custom drone. This drone's level is equal to your Gearhead level - 4. This drone counts as your custom drone for all purposes, such as treating the drone as if it were half its level for determining the number of VCI control ports it occupies. Additionally, if a single custom drone is the only device linked to your VCI, it gains the ability to double move and full attack as a full action, attacking at any point during its movement.

### Focus Fire (9th)

As a movement action, you can spend a Resolve Point to direct all of your drones that have the attack command string to attack the same target. All of these drones gain a +2 to hit against that target until your next turn. Additionally, if a single custom drone is the only device linked to your VCI, it gains a +3 to hit the target when you use this ability, and you may use the ability as a swift action.

### Greater Drone VCI (11th)

You may directly control all of your drones at once as a standard action, allowing them to also take a swift and movement action on their turn. You are not considered flat footed while directly controlling your drones and may issue up to two separate commands to all of your drones at once, dividing them into two groups that each follow one command. Issuing separate commands in this way requires no action. You may still issue separate commands to each of your drones if you choose. If you control more than three drones at once, this is a movement action.

If your custom drone is the only drone linked to your VCI, you’re not considered off target when controlling the drone, and may directly control the drone as a movement action.

### Rapid Command and Control (15th)

You may now issue up to two commands to any number or combination of your drones as a swift action. You are no longer considered off target when you are in direct control of your drones. If your custom drone is the only drone linked to your VCI, you may directly control that drone as a swift action, controlling its full turn of actions while still taking the rest of your turn.

### Rapid Repurpose (17th)

You can spend a Resolve Point and work for an hour to reselect some or all of the mods assigned to one of your custom drones.

### Drone Master (19th)

You have reached the pinnacle of your skill. Your drones count as if their item levels were 1 lower when determining how many you can control. You may issue separate commands to each drone with no action. Additionally, if a single custom drone is the only device linked to your VCI, and it is under your direct control, that drone may now use your character level for its base attack bonus.

## Gunprinter

As a gunprinter, you focus on creating and modifying ranged weapons and ammunition.

### Gun Printing (1st)

You use your rapid prototyper to produce and modify ranged weapons and ammunition. To craft any of these items, the normal rules for crafting. You may craft weapons with modifications already included. Crafting any of these items consumes the item's cost in cryptos in UBP as well as the cost of any modifications. You may also craft schematics of ranged weapons or use schematics to craft ranged weapons with your rapid prototyper. At 3rd level, you may also use your quick rigging ability to apply temporary repairs to ranged weapons. Finally, you gain proficiency with Longarms, Heavy Weapons and Sniper Weapons.

### Junk Mods (5th)

You have learned how to quickly create temporary and low-quality modifications for ranged weapons.

As a movement action, you can spend a Resolve Point and choose one of the following weapon mods to apply to a held weapon for the next 1d4+1 rounds, spending 5 UBP per mod level to craft and apply the mod: *capacity+, cryonic, electromagnetic, forward hand grip, incendiary, loud, nanomolecular grip, power+, silencer, smart lock, target correction, tazing*

Additionally, as part of an action made to reload your weapon, you may spend a Resolve Point and 1/2 the ammunition's cost in UBP to quickly print enough ammunition to fill your ranged weapon to full capacity. This ammunition is low quality, can’t be broken down by your printer, and degrades, breaking down into base molecules after an hour.

### Personalized Model (7th)

You can choose one weapon you have crafted and designate that weapon as a personalized model. Whenever you gain a level, you can choose another weapon of your level to replace your personalized model.

The personalized model you designate uses your level as its item level whenever it would be beneficial, such as determining the weapon's Hit Points, or how many mods it can accept. Any junk mods applied to the custom model last for an hour instead of their normal duration. These effects only work when you are using the weapon.

### Lock Weapon (9th)

You can quickly disable an adjacent ranged weapon more effectively by using your quick sapping ability on the item. If the weapon is unattended, you may make an Engineering check to disable the weapon as a movement action. If the weapon is being wielded, worn, or is otherwise attended, you must attempt a disarm combat maneuver against a DC equal to the target's KAC.

If successful, the weapon is not disarmed, and you can use your quick sapping ability and make an Engineering check to disable the device as a movement action. If you successfully disable the device, you can spend a Resolve Point to extend the duration that the weapon is disabled to last until the weapon is repaired. The weapon can be either attended or unattended. If you do not gain the quick sapping ability for some reason, such as an archetype, you gain it in addition to this ability, but only for use with this ability.

### Improved Personalized Model (11th)

Your ability to improve your personalized weapon improves dramatically. Junk mods applied the weapon last until you remove them, at which point they may be scrapped as a full round action, granting you 3 UBP per mod level. Additionally, when using your personalized model, you may spend a Resolve Point to treat your base attack bonus as if it were equal to your class level until your next turn.

### Improved Junk Mods (15th)

You are especially gifted at modifying weapons. All junk mods you add to weapons (other than your personalized model) have their mod level count as 1 level lower (to a minimum of level 1) for the purpose of determining how many mods a weapon can accept. Additionally, when you apply junk mods, you may spend a Resolve Point to extend the duration of those mods to 24 hours.

### Superior Personalized Model (17th)

You can spend a Resolve Point to treat your base attack bonus as if it were equal to your class level until your next turn. When using your personalized model, you always treat your base attack bonus as if it were equal to your class level.

### Master Gunprinter (19th)

You have reached the peak of your ability. You can fasten your rapid prototyper to your personalized model, and have it print ammunition at a cost of 3 UBP each time it fills the weapon to capacity. Additionally, you can spend a Resolve Point any time you craft a ranged weapon to reduce the UBP cost of producing that weapon by 75%. This doesn’t stack with other reductions of cost, and only reduces the cost of the weapon from its base cost.

## Mechanic

You were born with oil in your veins. You use your expertise in vehicles to dominate the land with your tricked out vehicles.

### Fortified Vehicle Control Interface (1st)

Like all gearheads, you begin play with the vehicle control interface installed in your brain. This implant does not count against the number of cybernetic systems you can have installed in your head. You can link your VCI with a single vehicle as a movement action so long as you are in the driver’s seat or pilot seat, and the vehicle's item level doesn’t exceed the amount of unoccupied control ports in your VCI. Your VCI remains linked with the vehicle so long as you remain within 200ft of the vehicle.

Once your VCI is linked, you gain a circumstance bonus equal to 1/2 your Gearhead level to Pilot and Engineering checks made with this vehicle. This bonus increases by +1 per 5 character levels. You may also treat that vehicle as if it had the autopilot special vehicle quality with a pilot skill modifier equal to yours. Autopilot is described in the vehicle rules in the Starfinder RPG Core Rulebook. At 3rd level. When VCI is linked with a vehicle, you may also use the quick rigging ability to make temporary repairs to the vehicle with which you are linked.

### Carjack (5th)

You are especially adept at getting a vehicle to do what you want it to do. You can use the Engineering skill to disable security countermeasures on any vehicle which wouldn't normally permit you to use it, using the hacking DC to gain access to the vehicle as the Engineering DC to disable the security.

### Field Mechanic (7th)

Your understanding of vehicles allows you to make temporary enhancements to vehicles with which you are linked. With one hour of work, you can spend a Resolve Point and choose one of the following vehicle mods to apply to your linked vehicle for the next 1d4+1 hours, spending 10 UBP per mod level to craft and apply the mod: *body spikes, body armor plating, engine armor plating, forward facing weapon mount, left flank weapon mount, improved acceleration, increased speed, reinforced, right flank weapon mount, top turret weapon mount, wheel spikes, window armor plating*.

### Road Warrior (9th)

Your VCI enables you to enhance your attacks when firing the vehicle’s weapons. You ignore penalties for firing from a moving vehicle. You also use your own level in place of the vehicle's item level for the purpose of determining how much collision damage the vehicle deals. You can spend a Resolve Point when repairing a vehicle with quick rigging to grant the vehicle a number of temporary Hit Points equal to half the amount of Stamina Points you would recover if using a Resolve Point to recover Stamina points. These Stamina Points vanish when the temporary repairs wear off.

### Remote VCI Piloting (11th)

You have learned how to modify your vehicle to function more like a drone. You can now maintain your VCI link with the vehicle at a range of up to one mile and can take direct control of any vehicle which you are linked even if you are not in the pilot or driver’s seat. You use the vehicle's camera and sensors to control the vehicle remotely, as if it were a drone, following all the usual rules for directly controlling a drone.

### Road Warrior Speed (15th)

You have obtained a high level of synchronization with vehicles and can push linked vehicles beyond their normal limits. You can spend a Resolve Point when piloting a linked vehicle to increase its drive speed and full speed by +50%, rounded down to the nearest five. This effect lasts 1 hour.

### Road Warrior Battlemaster (17th)

While linked with a vehicle which has weapon mounts, you may make a single attack with any mounted weapon on the vehicle in addition to any other actions you would take on your turn. This attack is made at a -2 penalty in addition to any other penalties.

### Master Mechanic (19th)

You have reached the peak of your abilities, and all vehicles are an open book to you. As a swift action or reaction, you can establish a VCI link with any vehicle within 30ft that isn’t currently occupying control ports in another user's VCI. This allows you to take control of vehicles that have lost control due to their pilot being dead or unconscious, or to take control of unattended vehicles.

## See Also

* Gearhead
* Custom Drones