Weapon Overheat
Requires The ability to cast 2nd level tech powers
VentureStarships of the Galaxy
At a glance
- Prerequisite
- The ability to cast 2nd level tech powers
As a bonus action, you may spend three tech points to empower a ship weapon on your ship. For up to an hour, as long as you maintain concentration, you can cool the weapon once per turn without using an action, and as a bonus action on each of your turns you can make one attack with the weapon. \pagebreakNum
