Primary Ability:
You know how to build 2 types of turrets, the Protector, and the Mangler. When you use the Build action, you may deploy 1 of the turret types, and connot build another one until you use a Build action to disasemble the existing turret.
Secondary Action:
You have 2 portable Plasma Fences that are 10 ft long, and stun enemies that touch them. Stunned enemies lose 1 action until your next turn.
Bonus Action:
As a bonus action, you may supercharge a teammate's shield to be double the current shield points regardless of the normal capacity. You cannot supercharge someone who is currently supercharged.
Social Ability:
When repairing or interacting with a delicate mechanical object, you may fail multiple times without negative consequences. This number of attempts equals your Intellect modifier.
Crew Ability:
Whatever non-weapon ship action you take, the power cost of the action is reduced by 1.
HP: 60
Shield: 20
Recharges 1d8 shield points to players within 5' at the start of the target's turn
HP: 40
Shield: 10
Player opperated, 1 Action=1 attack. 1-6 miss, 7-10 1 die, 11-15 2 dice, 16-20 3 dice. Damage die = d10
Stuns anyone who passes between through the fence. Stunned enemies loss 1 Action until their next turn. Alerts the Engineer when someone passes through.
Use 1 Action to remotely set-up your fence anywhere within 60 ft.
Stuns for 1 turn extra. Deals 1d10 damage anyone who walks through it.