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Post by drspendlove on Nov 17, 2019 14:22:49 GMT -5
Combo Cut
Swordsman 15
Weapon attack for +10% Damage, -5% Accuracy; if hit connects, grants "Combo Ready", 1x initiative
Usable from positions 1 and 2
Combo Ready: +20% Melee Accuracy, +40% Damage, 50% chance to be removed when striking enemy (otherwise lasts 3 turns)
Idea is to sacrifice a strong attack up front for a nearly normal attack that sets up one or more subsequent attacks to land with very high damage. It's kind of an offensive analogue to Sharp Counter.
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Post by drspendlove on Nov 17, 2019 15:00:37 GMT -5
Diplomat Rank 15
Announce Triumph
Salvage Option versus destroyed Xeno craft: Spreading word of your victory over the Xeno far and wide, convince the local faction to pay Intimidate% additional credits and gain up to Negotiate additional reputation.
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Post by drspendlove on Nov 28, 2019 13:08:08 GMT -5
Wing Commando 15
Sabotage Approach
Flight Pattern Talent for Shuttles
Launch a Shuttle craft with a 4 Turn flight plan (launch, close, board, land) to make a boarding run against the enemy ship. When attempting boarding causes -20% to Hit Craft, -10% Accuracy, -5% Evasion versus Craft for the next 3 Turns
Alternatively:
-20% to Hit Craft, -15% Evasion versus Craft
The idea is to make a themed way for both the shuttle to escape safely, but also give bombers a clear attack on the ship.
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Post by fallen on Nov 28, 2019 13:41:59 GMT -5
Wing Commando 15 Sabotage Approach Flight Pattern Talent for Shuttles Launch a Shuttle craft with a 4 Turn flight plan (launch, close, board, land) to make a boarding run against the enemy ship. When attempting boarding causes -20% to Hit Craft, -10% Accuracy, -5% Evasion versus Craft for the next 3 Turns Alternatively: -20% to Hit Craft, -15% Evasion versus Craft The idea is to make a themed way for both the shuttle to escape safely, but also give bombers a clear attack on the ship. Very cool concept, will work on this one!
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Post by drspendlove on Nov 29, 2019 11:09:04 GMT -5
Radiation Ward (or Inoculation or Medical Shielding)
Doctor 11 (or 15)
Ship Battle
+60 + Medical Rating Radiation Resist, 50% Protection for Crew Damage for 3 turns.
3 Week Cooldown
(Very helpful for protecting crew, benefits from medical rating, less helpful for protecting components from damage than the E-tech talent unless you have a ton of medical components because it doesn't add to shielding.)
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Post by drspendlove on Nov 30, 2019 17:25:46 GMT -5
Showdown
Zealot 15
Ship Battle
+35 Boarding, +10 Range Change, +10 Component Damage/turn for 3 turns.
Usable from range 1, 2, and 3. (Doesn't count as a boarding talent; you still have to board via your move action. This is just a buff.)
9 Week Cooldown
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Post by drspendlove on Nov 30, 2019 17:35:32 GMT -5
Medical Armistice
Doctor 15
Ship Encounter
If your ship has a higher medical rating than the opposing ship, end a hostile encounter with a Military Officer, Spy, or Zealot in a draw with a Wisdom-based chance of gaining reputation as you take 3 days to improve the health of the opposing vessel's crew. Will cause reputation loss with factions opposing this ship in a Solar War.
12 Week Cooldown
Note: This gives a way other than SoTV to avoid Spy encounters. It would also have a time cost element that other avoidance talents do not require. Having the option appear would give a fun way to know that your foe's medical rating is below yours.
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Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,004
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Post by Swami on Nov 30, 2019 17:40:10 GMT -5
I'm going to go out on a limb here and say "doesn't apply to aliens".
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Post by lordscrod on Nov 30, 2019 21:16:42 GMT -5
It's A Trap!
Pirate 15 (maybe 11)
On any encounter where submitting to inspection is a possibility, begin the fight at range 4 with a Quickness (or Wisdom) chance to start at range 3.
Basically, you mask your weapon signatures and send them a false message of surrender. They move in, and SURPRISE!! Definitely seems like a dirty pirate trick. Might even risk some additional rep loss for false surrender.
Edit - Thinking a bit more, how is this any different than Flash Charge but without the hyperdrive damage? Hmm. Maybe it deals up to 10% to the engine from the hot reboot you have to do. Or deals random damage to a weapon. Or perhaps you can't shoot for one round upon appearing. You can still use talents, but guns are offline. Hmm. Mostly, I kinda like it thematically, and there are many instances of duplicate talents spread across multiple classes. At the moment, Flash Charge's effects are found only on Navigators.
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Post by cerseisadvocate on Dec 9, 2019 8:36:16 GMT -5
Adjusting Stance Swordman 15 Upon missing with a meele attack Buff yourself with +100% Meele Accuracy for 1 turn
You wont miss twice with this.
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Post by drspendlove on Dec 17, 2019 8:18:53 GMT -5
Doctor 15 Trait Conditioning (Needs a better title)
Trait Removal requires 1 fewer personal reputation, 1 fewer week and costs (Doctor x 2)% fewer credits. 6 Week Cooldown
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Post by drspendlove on Dec 17, 2019 8:30:56 GMT -5
Bodyguard 15 Guardian Presence Crew Combat Talent
Buff entire party with +20% Deflection and 10% Auto-block for 3 turns. 12 Initiative Usable from all positions
Notes: This auto-block would additively stack with Honor Guard for a total of 85% auto-block on protected targets. However, auto-blocks of either kind would have a 50% chance of ending honor guard as usual, leaving the 10% auto-block intact. This is vulnerable to buff removal, certainly as its high initiative cost makes it hard to spam. But being usable from all positions gives some versitility to the BG when moved out of position and gives a small nod to pistol-leaning BGs.
Compare to Steely Authority, Military Officer rank 8: In crew combat, Buffs 2 targets with +30% Deflection, +10% Armor, +75% To Resist Debuffs for 3 Turns and Restores (10 + 0 Tactics) Morale
The MO talent has superior deflection, a nice armor bonus, and a massive debuff resist while restoring morale for the same initiative cost. The 10% auto-block is where it needs to shine, as well as being a buff that applies to the entire party and one that can be applied from even the fourth position.
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Post by drspendlove on Dec 17, 2019 8:43:59 GMT -5
Wing Bomber 15 Dive Bomb Pattern Flight Pattern
Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship with -25% Craft Evasion and -15% Armor but with +25% Dmg, +20% Critical, and +65 Void Damage. If the attack run hits, causes +30 Component Dmg/Turn for the next 3 Turns
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Post by drspendlove on Dec 17, 2019 9:37:32 GMT -5
Sniper 11 Shadowed Shot Crew Combat
In crew combat, attack with +5% Armor Piercing. If you hit, Engages Stealth Mode, (+10% + Stealth) Critical. Costs 1x initiative. Usable from position 4 only.
Notes: Useful if you don't want to rely on the rank 15 on-init talent, or only have 8 initiative in a turn and want to have stealth set up for the following turn while still getting an attack off. It doesn't buff beyond stealth, and requires exactly position 4 and has only a tiny armor piercing bonus. But the 1x initiative opens up other strategies as long as you can keep your sniper in this spot.
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Post by resistor on Dec 17, 2019 14:26:46 GMT -5
Sniper 11 Fading Shot Crew Combat In crew combat, attack with +5% Armor Piercing. If you hit, Engages Stealth Mode, (+10% + Stealth) Critical. Costs 1x initiative. Usable from position 4 only. Notes: Useful if you don't want to rely on the rank 15 on-init talent, or only have 8 initiative in a turn and want to have stealth set up for the following turn while still getting an attack off. It doesn't buff beyond stealth, and requires exactly position 4 and has only a tiny armor piercing bonus. But the 1x initiative opens up other strategies as long as you can keep your sniper in this spot. I like the idea of being able to use an attack to get to stealth mode for snipers, but I think I should point out Fading Shot is already the name of a Pistoleer talent.
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