Post by John Robinson on Feb 21, 2018 11:11:19 GMT -5
+ Politics x
Note-1: Factions in trade Alliances will now accept same trade permit. If you had no trade permit with Rychart
but a trade lic-4 with Steel Song. Rychart will trade class 4 goods with you during the alliance..
Note-2 If Captain also has Diplomat, Intimidate will grow quickly.
For more links and tables see: Unofficial Players Guide
----------------------------- Optional Alternatives -----------------------------------------------------------
Political Captain: Diplomat , Merchant, Spy. Mainly missions given by Politician.
Occasional >$5k trades. Huge fuel tank. Spy stockpile intel records for quick access to contacts, increase rep.
Strong officer combat team for difficult situations.
Merchant Captain: Merchant, Explorer, Smuggler. (will also trigger automatic Merch rep talents)
The Explorer will find allot of artifacts, you will need a Smuggler job to sell them on the black market.
Diplomat: Negotiate, Intimidateion
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Merchant: Tactics, Command, Negotiate
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Explorer: Tactics, Electronics, Explore
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Smuggler: Stealth, Negotiate, Intimidate
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Commander: (Redacted Version) Tactics, Command, Intimidate
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Military Officer: (Redacted version) Pistols, Tactics, Command
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Spy: Pistols, Stealth, Electronics
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Commander | 1 | Aura of Command | Autopass Command |
8 | Shrewd Dealings | When Accepting Mission (Char + Comnd%) = Discover Contact trait. Unique 3 week cool down | |
Diplomat | 1 | Settlement | Autopass Negotiation test |
1 | Winning Compromise | (10% + Negotiation) Bonus $ Every mission step | |
1 | Expose Quality | Wisdom% = Contact Trait whenever money changes hands. 26 week cool down | |
5 | Upstaged Success | Charisma% Bonus Contact Rep and Influence when Completing Mission | |
11 | Political Hooks | (10% + Faction Rank) Bonus Conflict Score, running missions that impact a conflict | |
Merchant | 1 | Wise Counsel | Autopass negotiation test |
1 | Market Confidant | Trade Exchange >$5k (10% + Charisma) = New Contact Local Faction Note-1 | |
1 | Friendly Banter | (Charisma % chance) = New Contact when spicing | |
5 | Garner Favor | >$5k Negotiate = Bonus rep with local faction | |
5 | Cordial Invitation | Negotiate = Starting rep when purchasing new contact | |
8 | Trader's Reciprocity | >$5k (Trade Licence rank) = Bonus rep all know local contacts | |
11 | Bold Statement | Trade into ban or war. Negative rep enemy = +rep ally | |
Military Officer | 1 | Stiff Salute | Autopass Military or Zealot |
1 | Power Play | Charisma % = Bonus Faction rep every step of a mission | |
5 | Leader in the Ranks | Team Debuff | |
Quartermaster | 1 | Stern Leader | Autopass Command test |
1 | Perceptive Boss | ( 30% + Command) discover crew trait everytime they are paid | |
5 | Reliable Hand | (10% + Intimidate Skill) Bonus$ every step of a mission Note-2 | |
Smuggler | 1 | Cunning Slip | Autopass stealth check |
5 | Slippery Trader | Reduces the Rep penalty by (30% + Negotiate), trading into war or ban | |
8 | Insider Trading | >$5k Blk-Mrkt = Bonus Contact rep | |
11 | Criminal Connections | >$5k Blk-Mrkt = (30% + Charisma) = New Contact | |
11 | Unlawful Royalty | >$50,000 Blk-Mrkt (50% + Charisma) = New Smuggler Prince | |
Spy | 1 | Sly Move | autopass stealth check |
1 | Close Observation | Wisdom% = Contact trait whenever money changes hands. 26 week cool down | |
8 | Data Haul | Sell records to contact bonus rep = Charisma%. Get a better price too. | |
Zealot | 5 | Retribution Justice | Bonus Faction rep = (10% + Faction rank) conflict score 3 week cool down |
Crewdog | 1 | Methodical Sweep | When Patrolling a system, reroll a card. |
5 | Hawkish Siege | When Blockading a system, reroll a card. | |
Engineer | 11 | Unforeseen Discovery | Exploring a Wild Zone, replace a risk card with a Experience bonus card |
Etech | 5 | Wide Sweep | Spying in the orbit of a system, reroll a card. |
8 | Listening Post | (10% + Elect) = New Contact when landing in Urban zone | |
11 | Clink of Credits | From Orbit Replace a risk card with a Credit Skim or Score reward card | |
1 | Buzzing Wires | When attempting to access a Black Market, remove a risk card | |
Exo-Scout | 1 | Scout's Intuition | Autopass failed explore test |
11 | Resolute Hunter | replace a risk card with an Artifacts reward card | |
Navigator | 8 | Talk of Far Worlds | (10% + Nav) = New Contact when Spicing |
Pilot | 8 | Swift Sweep | Spying in the orbit of a system, remove a risk card. |
Zealot | 5 | Fanatical Siege | Blockade of a system, replace a risk card with a Tithe or Influence Conflict reward card. |
but a trade lic-4 with Steel Song. Rychart will trade class 4 goods with you during the alliance..
Note-2 If Captain also has Diplomat, Intimidate will grow quickly.
For more links and tables see: Unofficial Players Guide
----------------------------- Optional Alternatives -----------------------------------------------------------
Political Captain: Diplomat , Merchant, Spy. Mainly missions given by Politician.
Occasional >$5k trades. Huge fuel tank. Spy stockpile intel records for quick access to contacts, increase rep.
Strong officer combat team for difficult situations.
Merchant Captain: Merchant, Explorer, Smuggler. (will also trigger automatic Merch rep talents)
The Explorer will find allot of artifacts, you will need a Smuggler job to sell them on the black market.
Diplomat: Negotiate, Intimidateion
Settlement | d-1 | Automatically passes a failed Negotiation test |
Winning Compromise | d-1 | Increases your payment for every step in a Mission by 10% + Negotiate Skill |
Silver Tongue | d-1 | Price for military Rank is discounted by 10% + Negotiate Skill |
Expose Quality | d-1 | Wisdom % to reveal a Contact's hidden Traits when money changes hands |
Hand that Feeds | d-5 | Morale bonus for those paid. Any Morale penalty for any unpaid crew is reduced |
Upstaged Success | d-5 | Increase Contact Reputation and Influence bonuses when completing a Mission by Charisma % |
Warm Invitation | d-5 | Receive a [10 + Negotiate]% discount on price of Contact Introductions |
Magnanimous Victory | d-8 | victory over another ship, negates Reputation damage up to your Negotiation Skill |
Legal Pressure | d-11 | Bonus ransoming defeated ship back to their faction by 10% + Intimidate |
Political Hooks | d-11 | Increase Conflict Score bonus by 10% + Faction Rank in conflict missions every step |
Merchant: Tactics, Command, Negotiate
Wise Counsel | m-1 | Automatically passes a failed Negotiation test |
Known Trader | m-1 | Discounts price for trading Permit by 10% + Negotiate, Contact spends Charisma % less Rep |
Market Confidant | m-1 | over $5k,, 10% + Charisma chance of gaining an introduction to a Contact local Faction |
Friendly Banter | m-1 | Spice plate, you have a Charisma % chance to learn about a Contact |
Garner Favor | m-5 | over $5k, gain Rep up to your Negotiation Skill with the local Faction |
Cordial Invitation | m-5 | [Negotiate Skill] Reputation bonus with a new Contact when buying an Introduction |
Generosity | m-5 | increase Morale bonus for those paid. Any Morale penalty for any unpaid crew is reduced |
Jettison Cargo | m-5 | Dumping one ship's cargo to avoid Pirate ship combat |
Righteous Profits | m-8 | over $5k, barters for better price by 10% + Negotiation (purchase and sale) |
Trader's Reciprocity | m-8 | >$5k, gain Rep = trade permit rank, with all local known Contacts |
Bold Statement | m-11 | Buy/sell into Trade Ban or War +Rep ally = -Rep enemy |
Lucrative Wholesale | m-11 | > $50k = free Intel Records up to Negotiate |
Explorer: Tactics, Electronics, Explore
Gut Instinct | e-1 | Automatically passes a failed Explore test |
Vigilant Search | e-1 | reroll any card |
Plentiful Rewards | e-1 | increase reward by 10% + Explore Skill |
Far Voyager | e-1 | Hyperwarp, reduces fuel cost by 2 + Explore |
Unseen Traces | e-5 | 10% + Explore Skill = new contact |
Reduced Exposure | e-5 | remove a risk card |
Artifact Hunter | e-5 | Sell Artifacts, increase the profit of the deal by 25% + Explore |
Makeshift Repairs | e-5 | repairs to damaged components equal to Richness rating up to Explore Skill |
Dredge Artifacts | e-8 | recover a number of Artifacts up to your Explore Skill |
Face the Terror | e-8 | xeno ship in space combat, prevents Morale loss on up to Explorer Skill number of crew |
Legacy Seeker | e-8 | replace a risk with a reward card |
Digging Deeper | e-11 | increase all resource or artifact rewards by 30% + Explorer Skill |
Driven Prospector | e-11 | replace a risk with a Mission Success reward card |
Smuggler: Stealth, Negotiate, Intimidate
Cunning Slip | sm-1 | Automatically passes a failed Stealth test |
Word in the Market | sm-1 | access to the Black Market, you may learn about a Rumor |
Hideout | sm-1 | Prevents seizure of packages, prisoners or passengers |
Backroom Deal | sm-1 | Black Market, replace a risk card with a Market Access |
Illicit Notoriety | sm-1 | Black Market, always gain access at one Access Level higher |
Bootleg Profits | sm-5 | over $5,000, increase your profit of the trade by 20% + Negotiate |
Forged Permit | sm-5 | reduce the hostility of military ships |
Garbled Identity | sm-5 | prevent identification. reduce possible Reputation damage by up to Stealth Skill |
Faked Signature | sm-5 | Autopass Bounty Hunters |
Slippery Trader | sm-5 | rading into a Trade Ban or War, reduces the Rep penalty by 30% + Negotiate |
Insider Trading | sm-8 | over $5,000, gain Reputation up to your Negotiation Skill with your Contact |
Underworld Renown | sm-8 | replace a risk card with a Market Access card with Contact Influence bonus |
Criminal Connections | sm-11 | over $5,000, gain a 30% + Charisma chance to learn about a Contact |
Unlawful Royalty | sm-11 | over $50,000, gain a 50% + Charisma = a Smuggler or Smuggler Prince Contact |
Commander: (Redacted Version) Tactics, Command, Intimidate
Aura of Command | c-1 | Automatically passes a failed Command test |
Rallying Aura | c-1 | Team buff: +10% Dmg, Crit, Armor 3T add (10 + Command) to Morale |
Barked Order | c-5 | Curse attack -25% All Accuracy, -10% Dmg for 3T, Knockback target 1 x o o o | o o o x |
Bolster | c-8 | Remove Debuffs self add (30 + 0 Command) Morale |
Shrewd Dealings | c-8 | accepting a Mission, (Charisma + Comm %) = Contact hidden trait 3 week cool down |
Military Officer: (Redacted version) Pistols, Tactics, Command
Power Play | ml-1 | completing steps in a Mission, increase Faction Reputation bonuses by Charisma % |
Stiff Salute | ml-1 | Autopass Military & Zealot ships |
Tactical Precaution | ml-1 | Buffs with +10 Initiative, +25% Dmg, +10% Armor for 3 Turns. Pushes 1 crew 1 forward |
Damning Aim | ml-5 | Pist curse attk -10 Initiative, -1 Deflection, -25% Armor for 3 T. x o o o | o o x x |
Leader in the Ranks | ml-5 | Team: Remove Debuffs add (10 + 0 Tactics) Morale |
Deserving Rank | ml-5 | Price for military Rank is discounted by 10% + Command Skill |
Commanding Sweep | ml-5 | Patrolling a system, replace a card with a Reputation bonus or a Conflict Influence |
Steely Authority | mil-8 | Buffs 2 targ +3 Deflection, +10% Arm, +75% To Resist Debuffs 3T add (10 + 0 Tac) Morale |
Guardian Vigil | mil-11 | Patrolling a system, replace a risk card with Mission success |
Spy: Pistols, Stealth, Electronics
Sly Move | sp-1 | Automatically passes a failed Stealth test |
Espionage Sweep | sp-1 | Spying in the orbit of a system, remove a risk card |
Disappearing Act | sp-1 | Self buff see combat table |
Close Observation | sp-1 | Wisdom % = Contact hidden trait when paid, cool = 26 weeks |
Shadowed Fire | sp-1 | Pistol attack see combat table |
Deft Control | sp-5 | Automatically passes a failed Electronics test |
Bolt | sp-5 | Buffs Ship with +30 Escape for next 3 Turns |
Distracting Shots | sp-5 | see combat table |
Scouring Search | sp-5 | Spying in the orbit of a system, replace a risk card with an Intel Records card |
Data Haul | sp-8 | Bonus $ Intel Records = 10% + Elect, Charisma% bonus Contact influence |
Faked Signature | sp-8 | Autopass Bounty Hunter |
Sneak Attack | sp-8 | see combat table #1 best attack |
High Stakes | sp-11 | Urban Zone, 10% + Elect = gather Intel Records about the local Faction |
Cloak and Dagger | sp-11 | Spying in the orbit of a system, replace a risk card with an Mission Success |
Killer's Aim | sp-11 | attack buff see combat table |
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