Technician (Snow Trolls)

The Technicians are the support personnel of their teams. Rather than training for combat, the Technicians improve their technical skills, becoming more capable of building and maintaining equipment. Normally unarmed or lightly armed, the Technicians are not prepared for direct confrontation with enemies, but their skills with drones and vehicles make them crucial members of any team.

Role:

Hit Die: 5 + Technician level +  (2 x Con modifier)

Tolerance: 1d10 + (3 + Con modifier) x Technician level

Class Features
The following are class features of the Technician

Proficiencies:
Technicians are also proficient with all classes of armour.
 * Basic II proficiency with all handguns
 * Marksman proficiency with one ranged weapon class
 * Qualified II proficiency with one melee weapon classs

Grit:
See page Grit and Deeds

Deeds:
See page Grit and Deeds

Technician Deeds:

 * Improvise Firearm Use: At 3rd level, the Technician can spend a full round and one grit point to study a weapon with which they have at most Sharpshooter II proficiency in order to gain 1 additional proficiency level with it for the next minute. Does not apply to melee weapons.
 * Recover Drone: At 7th level, as long as the Technician has at least 2 grit, they can make a DC 15 wisdom save to avoid catastrophic failure when their drone is damaged.
 * Reset Fuse: At 7th level, the Technician spend 2 grit to reset the fuse of a grenade they capture, delaying the explosion to the start of their next turn.
 * Wrong Wire: At 19th level, the Technician can spend all remaining grit they have (minimum 1) to get a second chance at defusing/disarming an explosive device. The changes that they made to the device so far will not be reset, but the catastrophic failure will be delayed until a second failure.

Technical Knowledge I:
At level 2, the Technician learns more about the pre-Winter technology, and he is able to evaluate the possible value of any pre-Winter item in the modern markets. Furthermore, they gain the ability to remove less valuable parts of an item to raise the value per weight in the loot they carry.

Feat: Hand Loading:
At level 3, the Technician gains the ability to produce ammunition types which would otherwise be available only through purchases. The amount of ammunition the Technician can make at a given time is determined by the resources and tools they have at their disposal.

Arms Master:
Even though the Technicians cannot use firearms well, they are very well trained in maintaining and modifying them. After level 4, the Technician no longer takes penalties for operating on a common firearm. They can also help others maintain their weapons to ensure maximum effectiveness, giving the weapons short-term bonuses.

Feat: Skilled Coder
At level 5, the Technician learns how to use their electronic devices more effectively. In their downtime, they can write or update programs to give their wearable electronics new purposes. They can also use their skills to interact with enemy electronics and intercept other people's radio transmissions.

Chosen Path:
At level 10, the Technician must choose how they want to focus their skills to assist their squads further.


 * Old World Enthusiast: After spending so much time following the pre-Winter technological advancements, the Technician learns how to use, maintain and build almost all the developments made before the Exodus in 2032, given they have the technical skills to understand the developments. If they learn more about an area after level 10, they immediately gain the ability to work in those areas as well.


 * Robotics Expert: The Technician's fascination in electronics and robotics give them the ability to work on anything electrical more efficiently, reducing their risk of failure in operation and maintenance. They can also develop their own machines and drones, giving them more flexibility in their operations.


 * Explosive Ordnance Expert: Between fixing vehicles and salvaging valuable loot, the Technician has improved their creativity in the use of explosives. They no longer have to be concerned about their safety when they are around explosives; their risk of accident is now permanently reduced to 1 (does not stack with any other modifiers) and they can avoid catastrophic accidents with their own explosives, with a DC 15 reflex save. They also gain a +5 modifier to handling other people's explosives (defusal, maintenance and recovery).


 * Techmarine: Not satisfied by building simple things, some Technicians give up their pursuit of old world relics or dangerous equipment, and instead focus on improving their capabilities by the means of technology. Upon becoming a Techmarine, a Technician is allowed to have their fully customizable powered exoskeleton suit frame and develop their own exoskeleton armour parts and cybernetic implants.

Gunsmith:
At 14th level, the Technician gains the ability to craft small arms. The core stats (type, cartridge, features) are decided by the player, but the performance of the weapon they craft is determined by their Knowledge(Firearms) skill.

Improvised Vehicle Repair:
At 14th level, the Technician can attempt to conduct critical repairs on vehicles without using optimal parts or tools, succeeding if they pass a Knowledge(Electronics) or Knowledge(Mechanics) check with DC determined by the complexity of the repair. Their temporary fix will be effective for d20 minutes.