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Post by drspendlove on Aug 31, 2020 10:19:51 GMT -5
Doctor Rank 11 Radiation Vaccination
Protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) while granting additional Experience reward.
Cooldown 6 weeks
Mirror of Engineer's rank 8 "Stormhunter" talent.
Hmm this doesn't make sense though. How could a vaccine protect a ship?
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Post by drspendlove on Sept 8, 2020 9:43:55 GMT -5
Quartermaster Rank 15 Rich Resupply
Replace a risk card when performing Orbital Salvage with a "Rich Resupply" Card which discovers amenities your crew desires among ruins giving (40 + Command) morale to the every member of the crew and a large experience reward.
12 Week Cooldown
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Post by drspendlove on Sept 8, 2020 10:15:31 GMT -5
Bounty Hunter Rank 11 Fear of the Mark Crew Combat
On init: ALL foes are debuffed for -15% Dodge and -10 morale/turn. Lasts 3 turns.
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Post by resistor on Oct 19, 2020 23:01:55 GMT -5
Scientist Rank 5 Expeditionary Study
When drawing a raw resource card or xeno artifact card in Exploration, 10%+Explore chance to gain scientific intel
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Post by fallen on Oct 21, 2020 13:27:50 GMT -5
Scientist Rank 5 Expeditionary Study When drawing a raw resource card or xeno artifact card in Exploration, 10%+Explore chance to gain scientific intel Oh cool!
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Post by drspendlove on Oct 22, 2020 7:04:32 GMT -5
Scientist Rank 8 Temporal Analysis 12 Week Cooldown
When drawing a time warp card* in exploration, gain up to Exploration scientific intel and a small** experience reward.
*Is that what they're called? **XP would be 30-60 across the crew.
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Post by drspendlove on Oct 22, 2020 7:28:45 GMT -5
Commander Rank 5 Quixotic Advance 6 Week Cooldown Ship Combat
-10% Defense, +20 Range Change, -20 Escape, +20% Accuracy for 3 Turns. Recovers 15 + Command Morale to 20 Crew. Usable from all positions.
More range change than Acrobatic Dive, no retreat advantages, boosts accuracy instead of RP and shields compared to Perfected Approach, Gives a massive morale boost. Downside... a non-trivial defensive self-debuff.
Use cases include desperate Range Changes to get into boarding or ideal weapon range when twitch surges are all on cooldown, Landing hits against a foe with superior defenses (but not offenses) while getting into good weapon position, or boarding reliably while topping off crew morale once beyond the range of a ship's main guns.
Alternatively replacing +20% Accuracy with +20 Boarding makes this a bit more appealing.
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Post by resistor on Oct 23, 2020 1:48:38 GMT -5
Bounty Hunter
Diligent Warden When completing steps in a Mission that requires an Edict or involves picking up or dropping off a Prisoner, increase Contact Reputation and Influence bonuses by Resilience % This would effectively be a lesser version of the Diplomat's Upstaged Success talent. Compared to Upstaged Success, Diligent Warden would use Resilience instead of Charisma, and would only apply to a limited variety of missions.
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Post by drspendlove on Nov 2, 2020 10:40:41 GMT -5
Wing Bomber rank 11 Appeal to Force 4 Week Cooldown
When patrolling as the pilot of a bomber craft, replace a risk card with an Unnerving Protection card which gives 1-8k credits. If used during a quarantine, replace a risk card with a Quarantine Shortening card that shortens the quarantine with a (10 + Electronics)% bonus duration shortening.
Note: Not good enough to be the first rank 15 WB talent.
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Post by drspendlove on Nov 2, 2020 10:53:11 GMT -5
Wing Leader Rank 8 Stunt Flying On landing 8 Week Cooldown
When landing on an urban zone with population 8+ while piloting an interdictor, a fancy flyover amazes spectators, raising faction rep (if already positive) by up to 4 points.
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Post by drspendlove on Nov 11, 2020 9:48:42 GMT -5
Gunner Rank 15: Trapped Ordnance Post-Boarding 9 Week Cooldown
After a successful Boarding, sabotaged ammunition cripples 1 weapon causing up to 60% + Gunnery Skill damage and 30 component damage/turn for 4 turns.
Compare to: Rank: 5 Disarming Sabotage 9 weeks Cooldown After a successful Boarding, ruthless sabotage cripples 2-4 weapons causing up to 40% + Gunnery Skill damage
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Post by drspendlove on Nov 11, 2020 10:46:47 GMT -5
Gunner Rank 15: Final Sacrifice Post-Boarding No cooldown After successful boarding, carries and delivers improvised munition explosive with a manual trigger device. Causes 3 random crew or ship crippling effects and -40% Accuracy, -40% Defense for 4 turns, but the crew member is irrevocably lost, ignoring all saves. Self-inflicts 50 morale damage/turn for 3 turns. Cannot be used by Captain. Credit: Streamlock from Discord
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Post by drspendlove on Nov 13, 2020 9:57:47 GMT -5
Sniper Level 11 Breach Round 9 Week Cooldown
After successful boarding, a specialized anti-material round is fired into a vulnerable component causing 40-100% damage and 15 crew damage/turn for 3 turns. The impacted component is slightly more likely to be the bridge, hyperwarp engine, or engine than usual.
Effectively the component is randomly selected, but if the component isn't one of those three powerful components, it rerolls once and selects again.
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Post by drspendlove on Nov 30, 2020 11:53:14 GMT -5
Bounty Hunter 11 Prepare to Board (Needs a new name!!) 9 Week Cooldown Ship Combat, usable from all positions
Only usable when fighting a bounty target. Mental preparations to engage with the edict's mark grant +40 Boarding, restores 10 + (intimidate x 2) morale for up to 10 crew and clears crew crippling effects. Lasts 3 turns.
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Post by drspendlove on Nov 30, 2020 12:00:37 GMT -5
Soldier Rank 15 Intense Salvo Crew Combat Usable from positions 4, 3, and 2 Usable against positions 1, 2, 3 and 4
Only usable against pinned targets. An extreme focus on a trapped enemy allows for an attack with +40% Damage, +15% Critical Chance. (1x init cost)
It is important to note that soldiers have no way of inflicting pinning on anything. Thus this requires another crew combatant such as a pistoleer with a rank 1 pinning shot to set up the kill. Note that if you can pin a person in position 4, this allows for backline murdering with a soldier.
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