Tech Countermeasures (Su)

Source: Starfinder Core Rulebook p.123


As a move action, you can spend 1 Resolve Point to make it more difficult for enemies to target you with technological weapons for 1 round. Until the start of your next turn, as a reaction just before an enemy attacks you with a technological weapon, you can force that enemy to roll the attack twice and take the lower result; if the weapon allows a Reflex save instead of requiring an attack roll, you instead gain the benefit of evasion (as the operative's class feature) against the attack. This magic hack has no effect on spells that target you or on weapons or attacks that are not technological in nature.