Post by John Robinson on Mar 20, 2018 5:46:17 GMT -5
Team: Steel the Deal
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Sections:
Design: 1.) Diplomat. Can I make a go of it? Does it really help with contact influence? Can I make enough money?
2.) Ground Combat: What works, what gets me clobbered. Movement and suppression attacks.
Leveling Plan: The schedule, layout, talents, and leveling for the Captain and officers up to level(32) is very detailed.
To save space I've stored it inside the spoiler button. See Section-7 at the bottom of this thread.
Design Choices:
1.) You have 9 choices when starting a new captain. Bounty Hunter, Explorer, Merchant, Military Officer, Pirate,
Smuggler, Spy and Zealot.
2.) I chose Merchant, Diplomat(job-2), Commander(job-3), because of their mutually supporting traits, and my goals.
3.) Shrewd Dealings, Commander(8) talent. This should be just the ticket for a Diplomat. With the latest release,
discovering contact traits is becoming very important. With a 3 week cool down it should trigger just about everytime
I accept a mission from a contact. All other talents that reveal contact traits have a 26 week cooldown. Testing this
talent is the only reason I put 8 of my 36 ranks into Commander.
My Captain started with a Charisma(33), and by level(31) I have a Command skill of 12[22].
4.) Captain Template: Tough Choices. I wanted max charisma, and wisdom. +10 bonus Negotiate and Command.
Starting Ship: To make this plan work, I need a ship with 5 officers. My goal is to purchase the Longbow Cruiser,
which is not a starting ship selection. So I chose the Galtax Freighter until I could afford it.
The Bad news? Had to sacrifice the number of starting contacts to 2. However thanks to the Faen story
line. I start the game with a very powerful prince who wants my help. If you are playing a diplomat
you must select a politician as one of your starting contacts or suffer.
(This team was built before update #45 so I don't know if this has changed).
5.) Did this Captain meet my goals? Yes very slowly. Specialize! If you are going to be a Merchant play a merchant!
Every Captain has 13 talents to select over 36 levels. It's also a mistake to trade one of your 3 jobs to get a single talent.
This Captain was a one off, I did sacrifice job-2 to to test the Shrewd Dealings talent.
The merchant's Cordial Invitation works extremely well. When you purchase a contact you will start with contact rep
higher than if you had run multiple missions or sold a stack of intel records. You can now recruit based on a contact's traits.
I didn't purchase many contacts because, frequently, what was offered weren't the type I needed. However later in the game
I had the good fortune to hire a doctor as crew to carry the doctor skill load leaving officer-1 free to develop combat talents.
Smugglers & Merchants buy and sell commodities. Merchant's also have some powerful reputation boosting talents.
Diplomats and Spies buy and sell influence.
This Captain should have been: Spy(job-1), Diplomat(job-2)
Diplomacy has the same dangers as running against a trade ban when selling your intelligence records.
Using Spy and Diplomat talents really gives me the feeling of making a difference
in the lives of the people inhabiting the quadrants. I was still able to play spy missions because of crew talents,
but missing out on the bonuses a Spy captain would get. Can you guess what my next captain will be?
The design flaw should be obvious. If you have correctly designed a Captain, all your talents should be frequently used.
F = Frequently used. S = Seldom used. N = Never Used
6.) My second goal was to test crew combat. Officers 1 through 4 are designed to form my crew combat team.
This will be handled in Section-5 below. I would also recommend talking a look at leveling schedule in
the spoiler at the bottom of this thread. Each officer also uses 1 or more autopass talents. For example Officer-1 uses Medical Staff
to pass a failed doctor test. Command, Intimidate, Repair, and Doctor must be covered or you will get chewed up and spit out.
The officer autopass talents in constant use, contribute to their experience points
Section-1 Favorite UI features
1.) Intel Records in your Hold: Hot key "H' will navigate to cargo hold. Not only can you see what type of faction
and quantity of records. What's really cool, it displays which records are useful in a current conflict!
2.) Crew trait mutations: Your crew members no longer feel like ship appliances. These mutations are happening
as the lives and world view of your crew members change. Watch the event box, you'll be surprised how dynamic the crew is.
"T" hotkey can be used anytime, inside the map or on a planet. You don't have to tap Status key first.
Being able to filter view the entire crew by traits , really helps to see what's changed. It can take a long time
to figure out what makes your people tick. There are a couple talents that help, but I've found a high Charisma reliable.
3.) New Drop down Filters: Advanced powerful game feature, and a darn good reason to buy a Star Fox T-shirt.
Atlas and Quadrant filters remember more than one selection at a time.
For example. You could click on the refueling icon to display all planets in the atlas where you can refuel.
Now left click on "Planets with Contacts" icon. Both filter icons are now active. You will only see planets that let
you refuel, and have a contact on them in the atlas map.
Atlas Filter: Hotkey "A" followed by left clicking on one or more filter icon. These are your choices for single or combined display.
The same multi-filter works when you hotkey "Q" to bring up the Quadrant map, and a different set of filters as seen below.
Quadrants Filter: Hotkey Q to bring up the quadrant map. Zoom view all the way out. Now use hotkey "C" to bring up your contact list.
Left click left pointing arrow at top right of screen.
This will collapse the right side revealing the entire quadrant map, and the left column will be all your contacts.
Now use your filter button to bring up the icons.
If you click on one of your contacts in the left hand list, you will see the location on the quadrant map flash to indicate contact's location.
Quadrant Filter: Hotkey "Q" best when max (scroll) zoom out, click right side arrow collapsed. Filter choices are;
4.) More rollovers: For example you can hover over "HP" and a popup definition will appear. Let your mouse float you'll be surprised.
5.) Icons on the right side of the Event box: Hover or click your mouse on one. You will see how many cooldown talents you have
and who has them. You can get more information about a text event, for example maybe you crew experience increased
because you avoided an accident. It's a whole lot of fun, try it.
6.) Quadrant Display enhancements: This has nothing to with filters described earlier.
Hotkey "Q", max zoom out, Right or left click on any quadrant to use one of the best tools in the game.
You will get a popup screen displaying:
Quadrant Name, Faction, Number and type of planets. Quadrant Type (like wasteland), How many warp jumps to get there
and the danger level of the quadrant.
But here's what makes it so tasty. At the bottom you will see 3 buttons.
Navigate, System Atlas, or Cancel.
First one is obvious, a series of waypoints will autoplot,, and ship will display correct jump point in atlas. Hit space bar and off you go.
The Atlas, displays all planet exchanges, and other details without having to travel to the quadrant.
7.) Spice hall icons. A little stack of icons appears in the spice hall bottom right of the screen. Hover to reveal helpful info.
8.) Talents that are still in cooldown are displayed right on the character's stats screen.
9.) Artwork: Just keeps getting better. Sometimes I'm on a wilderness planet, and just enjoy looking at the art before playing the card game. I used
make a regular effort to get on Patreon and comment on the art. But it's just coming in too fast. Somehow Andrew will have to bear
the burden, of not having to read all my comments. On my bucket list lol.
10.) Wiki and Lore buttons on Splash screen. I don't have to leave the game to look up one of the wiki rules, or character talents!
Well this Favorite features list could go on and on, best to stop here.
Section-2 What Worked for me.
1.) Political Hooks talent. I'm having so much fun using this talent. Smiling just thinking about it. A Diplomat must have! Current #1.
Be sure to purchase at least 5 military ranks before using it the first time.
This is the one that makes me feel like I'm making a big impact on the factions, and people.
(Note: If PH nerfs I'll strip down to my berserker skivvies, buy a hammer, and a first class ticket to Boston .)
2.) Favorite Mission Types:
Abduction Missions. First you complete a spy mission. There is sense of suspense. You are not told what
the next parts of the mission are until you complete the first. This is daring you to bet on your own skills.
Is the gamble worth the reward, or price of failure? You make the leap of faith to find out.
These missions can involve crew combat, so I tend to take them mid-game. This allows my combat team
time to develop.
Diplomatic Missions: Love them all. Quick +rep with home faction, and contact. I enjoy making my faction's
enemies go crazy. You can run them at any stage of the game. Some may think you can't make allot of money taking
Diplomatic missions. From experience, I've made 3 to 4 million credits over a long game.
Just make sure to equip your ship with allot of fuel tanks because hostile quadrants won't let you refuel, and
will hunt you down with military ships, you name it. Keep a Military officer on board with Stiff Salute talent.
3.) Navigators and Etechs: I have 6 navigators, and 5 etechs on the payroll at all times. Navigators not only provide the skip off
the void talent. But there are mission success tests that I can only pass with allot of tactics dice. Navs also have the "talk of far worlds" talent
that provides a chance to get a new contact.
Etechs have Wide Sweep, and Clink of Credits to help with Spy card game. Listening Post gives you a chance of getting a new
contact every time you land in an Urban zone.
4.) Spy/Pistoleer: fighter finesse required but very fun. The checks and balances are stringent, but well worth the benefits.
Most likely a permanent officer from now on.
5.) Stiff Salute talent: Works every time with Military and Zealot ships. Bounty hunter talents only reduce hostility they don't prevent attack.
Mid to late game Bounty hunter talents reduces hostility by 2 points. Save your talent point for something better.
The more the faction hates you the more Military, and Zealot ship encounters you will get.
6.) Combat talent combos: Will get into that in Section 5.
7.) Contact Interaction: I have a much better understanding of the ripple effect that taking a mission has on the contact's friends and enemies.
Look at a Contact's friends because those are the ones you can buy an introduction to, it isn't random.
8.) Initial Enemy Faction: I don't know if this is still how it works after update #45. Going strait to Prince Faen lets me know right away
what faction is his enemy. This makes starting the game very easy because I already know who to start taking missions against.
I don't have to worry about negative rep with that faction because I know they will always be my enemy. For example I'm
currently running around -400 rep with Rychart.
How much more do you really want to read? There are so many things to list.
Section-3 What didn't work for me.
1.) Shrewd Dealings talent: Disappointed I couldn't get it to work.
At level(31) with Charisma(33) and Command 12[22]. This talent never triggered for me..
On my next build I'll try the Diplomat's "Expose Quality". This should trigger at the end of the mission instead
of the beginning. Uses Wisdom% instead of Charisma% + Command.
2.) Winning Compromise: One of my most important talents. I was worried that "Distant Commission" might conflict
with more important talents. This is the first time in any team design I assigned Distant Commission, and after that
Winning Compromise shut down. I don't know why. Maybe because 6 Navigators have DC and only the Captain
has WC? Next team will revert to old design excluding DC for Navigators.
3.) Too many Enemy Contacts: I have Rychart -417 Faction Rep with 16 contacts. Zenrin -330 Faction Rep with 18 contacts.
All 34 of these enemy contacts have a hostility range between -200 to -300 rep towards me.
With a Faction reputation of -417, should the Faction ever reward me with a new contact?
I constantly run missions against my enemies, requiring me to land. I'm not going to spend a million credits to buy a pardon.
If I surrender to any of their ships I'll be executed. Once a faction becomes my enemy it's for life, no quarter given, none asked.
I don't think these should trigger unless your faction rep is zero or higher. Or at the very least not trigger when negative
faction reputation is high enough to shutdown all faction starport services.
(I'm just guessing.) These talents might be causing new enemy contacts?
4.) Restoring Morale to Fighters is too slow: After crew combat takes way too long: Paying, healing, and spicing to get them ready
for the next crew combat, isn't enough to restore their morale back into the 80% or higher range. Sometimes remains very low.
This makes them too vulnerable to morale attacks when taking the next mission. My second goal for this team was to study
ground based crew combat, slow morale restore is one of the lessons learned.
My favorite spy, and abduction missions often end violently, especially if one or more of the mission steps involves a surface search in a wild zone.
I don't like delaying a new mission waiting around for their morale to get restored after completing a mission.
I know about the quality of the spice hall being a factor, they get as much as they want.
Section-4. What I wish I knew more about:
1.) Effective Reputation: I've asked about this before and still don't understand Effective rep.
Rychart calls me a "Star Hero Dedicant" because of +rep 517.
I hold military rank of "Immortal Titan Hero"
a.) I've done allot of work for prince Faen, and Politician Maedmar. they will give me anything up to
their maximum limits.
b.) Kixley the Faction Judge wouldn't buy me a cup of coffee, in a dirty cup, from a shabby cafeteria.
My fame has no effect on his personal rep.
Such a complete lack of respect. My first officer would provide a free lesson on how to turn his behind into shoulder pads.
I ask myself, Why does Effective rep matter enough to display it with a Contact such as Kixley?
2.) What do I have to do to be offered higher level weapons, and armor? Are they even available? Weapons for sale never get above lvl(15).
I vaguely remember somebody posting a level(17) weapon.
3.) Quadrant Rep & Danger? When jumping into a quadrant it might display; Danger 4, Rep+31. Is danger the chance of physical damage
that can occur from failed tests during travel? More radiation storms etc. Does quadrant danger have any effect on the average
danger in wild zones. How high can danger get and what does it do?
If Quadrant is positive will ship encounters be less hostile? If Quadrant is negative is there more chance of hostile encounters?
4.) Morale Restoration: Does a planet need a high government and a high spice rating for maximum morale restore? Or is the spice level all you need?
5.) When viewing a Contacts stats. Some of their contacts have a little eyeball icon, does this mean I haven't met them yet? Or I have no connection, don't
even know where they are, and would have to buy the contact?
6.) Captain skills revisited: Currently I have,
When a talent uses a skill %, like Negotiate% chance of... Will the number inside or outside of the parenthesis be used?
Section-5:
Crew Combat: Ground Combat Specialists (not boarding).
Links: Commander, Bounty Hunter, Soldier, Ex-Scout.
Spy, Pistoleer.
Combat Quick Reference This link will display all the pistol / rifle attacks, range, movement and their talent descriptions.
I've included a link so you can toggle back to this tread if you wish.
This is how the Officers looked at Level-32 (attack only for other talents see leveling plan).
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The Captain's 4 officer combat team uses a combination of 24 attack and 1 team debuff talents.
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A=> Advance, K=> Knockback, R=< Retreat, P<= Pull
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Ok let's get to it.
Suppression Attack: Any time an enemy cannot fire, their team loses 25% firepower per person per round.
Simplistic example. The AI is really great at knocking your team out of position. I finally learned
how not to just stand there and take it.
Song: "Payback". Artist: James Brown.
Round 1
End of Round 1: The swordsman cannot attack and 1 or more enemies may be stunned.
Round 2
End of round 2
Notes:
Off-4 sneak attack. First check if any enemy has +10 initiative buff turned on. If so target that one.
Otherwise hit slot 4, because they can usually sit back there all day and fire safely.
sneak attack is extremely effective.
Off-1 Suppressing Fire Used to knockback pistol into slot 2, pin, 25% stun.
It's likely Rifle1 may not have any attacks that it can use in slot1.
Pinning Pistol should prevent swordsman from returning to slot2
Off-2 Aggressive Advance used to setup round 3 for attack.
Off-3 Frag Grenade used to damage slot1 & 2, but importantly reduce initiative by 10.
Rfe: If you think up a really cool attack talent enhancement. If approved.
Just remember, Cory and Andrew, will automatically add the enhancement to your enemies abilities.
Ok that's long enough, you get the picture. Maybe I should create a separate combat thread?
Section-6:
Combat Team Design & Highlights: Each fighter is given the ability to move in all 4 slots, and attack from all 4 slots.
The enemy uses knockback, and pull forward attacks constantly. Every time one of your fighters cannot attack your team loses 25%
firepower per round. Enemies have an uncanny ability to concentrate on a team member with low morale to break them.
Being able to move and fire from all 4 slots, won't protect them from defuff and stun attacks.
The Military Officer's ,"Leader in ranks" talent is essential to this team's success.
It removes all debuffs from the entire team and restores a small amount of morale. The Combat medic
is the only other character that has a team debuff. But the Military officer only needs 5 ranks to get leader.
Early Coverage: The quickest way to move and fire from all positions is to take the Exo-Scout's Aggressive Advance
and the Soldier's covering fire. You might have been tempted to take Steady Mobility but you will lose a move/fire slot if you do.
Officer-1 Doctor-1 Commander-5 Soldier-26 Highlights
1.) I was fortunate the original Doctor officer had good qualities for using as a fighter, so I kept her.
2.) Barked Order: Can hit rank 1-3. Using as a tool to knock swordsman into slot 3 where they cannot use any attacks.
When combined with officer-3 Hunter's Challenge, even if the enemy has 2 swordsman in slot-1 and 2, if you have the time
there is a chance to knock both of them into slot-3 and 4.
3.) Fearsome Charge + Full Auto Combo. She did fine with just Full auto and usually fought in slot 3 or 4. But
if you use Fearsome Charge, you get a 3 turn buff before using Full Auto. You will eliminate Full auto Accuracy and Damage penalties.
This combo will raise Full auto to 45% critical hitting 2 targets. Because Fearsome charge advances 1 slot. To use
this combo she needs to start in slot-4.
Officer-2 Military Officer-5, Exo-Scout-11, Soldier-16
1.) Officer -2 is designed to be the team's zeno killer specialist.
2.) Greatest Strength: As mentioned earlier the Leader in Ranks is crucial to the team's success.
3.) Greatest Strength #2: Zeno's are very heavily armored. Know Thy Enemy will cause -2 Deflection, -25% Dodge,
-40% Armor for 3 Turns with high accuracy.
It can be fired from any slot and hit any slot!
Hitting the same zeno with Plas-Charge Slugs will and additional -20% Armor for 3 turns, and add plasma damage.
Now you have stripped the zeno's armor by 60% for 3 turns.
4.) If possible, Use Know thy enemy first. The the rest of the team can kill the zeno much more quickly, with less likelihood of missing.
5.) Best defensive attack combo: Officer-2 starts in slot-2, officer-3 starts in slot-1.
a.) Round-1, Off-2 uses Aggressive Advance. Officer-3 uses Covering Fire.
b.) Round-2, Off-3 uses Aggressive Advance, Officer-2 uses Fearsome charge or any other attack.
6.) Best offensive attack combo: Same as 5 above, but substitute Fearsome charge for Aggressive Advance.
7.) Greatest Weakness: Evasion. Because of my design, wanting to get Leader in ranks asap. His evasion skill progressed
very slowly, couldn't keep up, and by level(31) it was only 9. For most of the game he could really take a pasting. It's as if
the enemy could smell the blood in the water.
Officer-3 Bounty Hunter(11), Exo-Scout(1), Soldier(20)
1.) Designed as slot-1 stone cold killer. This may seem crazy. He spent most of his time in slot-1.
Slot-3 and 4 get very crowded with my Officer-1 and Officer-4.
2.) When Evasion is higher than 10, your fighter becomes much more difficult to hit. Officer-3 has an evasion of 13.
3.) High hit points: 129, Fortitude(25), Quickness(25) helps with Initiative along with the Thaul Injector.
4.) 24 Rifles, 21 Strength he hits what he aims at.
5.) Uses the offensive/defensive combos as described in Section-5, #5 and 6 Officer 2.
6.) Blowback, love it especially when combined with Frag Grenade. Frag grenade can fire from slot-1 and slot-2 and lower
2 enemies initiative by -10.
7.) Hunter's Challenge. If there is an enemy swordsman in slot-2. Hit enemy in slot-3. This will pull slot-3 enemy forward 1.
Causing the swordsman to automatically retreat to slot-3, stopping all possible attacks for that round.
8.) Blowback combined with Shredding Shots makes them bleed for +26 damage, reduce deflect by 2, and has a chance of 25% stun.
9.) Greatest Strength: Hard to hit, all the above attacks including Steadfast Aim.
10.) Greatest Weakness: Haven't hit any yet. This is one of those designs I don't mess with. However in the next one, I'll take talents fired from slot-1 and 2
a little sooner.
Officer-4 Spy(21), Pistoleer(21) Highlights
1.) Just because an officer can take 3 jobs doesn't always mean you should.
The Spy only has 3 attacks, and requires that "Stealth mode be active" to use.
2.) Spies cannot attack, use any skills or retreat from slot-1. They do not have a debuff talent.
If you look closely at the 3 Spy attacks you will quickly understand why these strict checks were used to balance the spy's attacks.
3.) Coupled with Pistoleer provides protection from being trapped into slot-1. Allows complete forward,
and backward movement. Selecting the right talent set will allow the spy/pistoleer to fire, and move from any slot.
4.) Greatest Weakness: Stealth. I call it the "Great Stealth desert". At rank(11) your Spy will have a Stealth skill(7),
You must reach rank(22) to reach Stealth skill(10). A crippling investment for small return. You can also forget about passing
mission tests requiring Quickness + Stealth to pass. Sly move will get you by, or other skill pools are far more effective.
5.) Stealth desert continued: Stealth mode adds (10% + Stealth) critical% for 3 turns when using the disappearing act talent.
I thought this would be so cool, but the slow stealth skill progression makes this ineffective.
6.) Greatest Strength: Sneak Attack talent. Makes all the restrictions more than worth it. It ends stealth mode when
used, but has a 50% stun and can hit all 4 enemy slots from your back 3. Zenos can be stunned! If you stun one,
then using officer-2 should slam in know thy enemy, followed by plasma charge to strip it of 60% armor.
7.) Greatest Strength #2. Disappearing Act. With the 35% Parry & Dodge, +5 Initiative. Helps the Spy to keep from getting pasted
after losing a round to turn it on. Although the 35% Parry is nice, your Spy/Pistoleer has no business being in slot-2.
Your enemy will easily knock him into slot-1.
8.) Initiative Observation: He was also equipped with a Thraul Injector adding +4 Quickness,
and +5 Initiate. He has the Brave trait for another +3 Initiative, and a Quickness of 25. However even with disappearing act,
he almost never won the initiative roll, getting the first action, in the first combat round.
9.) Recruiting Spies: When recruiting a Spy from a contact. Only use intelligence record gathering talents. Never take them into a fight.
10.) If your enemy has a fighting spy. Look for the eye icon. Disappearing act has become active. Hit him with everything you've got
especially stun attacks.
11.) Golden Admiration award. Best in show The Spy/Pistoleer.
Cory Trese , fallen this is one of those special moments of admiration, and soaring respect for your creativity.
For months I wouldn't even consider using a Spy in combat. Finesse makes this combo deadly from all slots.
Section-7:
Leveling Plan:
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Sections:
Intro | Captain Design |
Section-1 | Favorite UI features |
Section-2 | What Worked for me. |
Section-3 | What didn't work for me. |
Section-4 | What I wish I knew more about |
Section-5 | Crew Combat: Officer 1-4 |
Section-6 | Combat Team Design & Higlights |
Section-7 | Leveling Plan (inside spoiler button) |
Design: 1.) Diplomat. Can I make a go of it? Does it really help with contact influence? Can I make enough money?
2.) Ground Combat: What works, what gets me clobbered. Movement and suppression attacks.
Leveling Plan: The schedule, layout, talents, and leveling for the Captain and officers up to level(32) is very detailed.
To save space I've stored it inside the spoiler button. See Section-7 at the bottom of this thread.
Design Choices:
1.) You have 9 choices when starting a new captain. Bounty Hunter, Explorer, Merchant, Military Officer, Pirate,
Smuggler, Spy and Zealot.
2.) I chose Merchant, Diplomat(job-2), Commander(job-3), because of their mutually supporting traits, and my goals.
Merchant: | Negotiate, | Command | Diplomat: | Negotiate, | Intimidate | Commander: | Command, | Intimidate |
3.) Shrewd Dealings, Commander(8) talent. This should be just the ticket for a Diplomat. With the latest release,
discovering contact traits is becoming very important. With a 3 week cool down it should trigger just about everytime
I accept a mission from a contact. All other talents that reveal contact traits have a 26 week cooldown. Testing this
talent is the only reason I put 8 of my 36 ranks into Commander.
My Captain started with a Charisma(33), and by level(31) I have a Command skill of 12[22].
Shrewd Dealings: | Commander(8) | When accepting a Mission, gain a (Charisma + Command %) chance to discover one |
of your Contact's hidden Traits. |
4.) Captain Template: Tough Choices. I wanted max charisma, and wisdom. +10 bonus Negotiate and Command.
Starting Ship: To make this plan work, I need a ship with 5 officers. My goal is to purchase the Longbow Cruiser,
which is not a starting ship selection. So I chose the Galtax Freighter until I could afford it.
The Bad news? Had to sacrifice the number of starting contacts to 2. However thanks to the Faen story
line. I start the game with a very powerful prince who wants my help. If you are playing a diplomat
you must select a politician as one of your starting contacts or suffer.
(This team was built before update #45 so I don't know if this has changed).
CAPTAIN | Merchant | Merchant(11) | Commander(8) | Diplomat(17) | Steel Song |
Charisma(30) | Wisdom(30) | ||||
Fortitude(20) | HP(127) | ||||
+10 Negotiate | +10 Command | +3 Intimidate | |||
Charmer +3 Chr | 5 Officers | Galtac Freighter | |||
Politician | Prince | Prince Fane | |||
@lvl(31) | 23[33] Negotiate | 12[22] Command | 13[16] Intimidate |
5.) Did this Captain meet my goals? Yes very slowly. Specialize! If you are going to be a Merchant play a merchant!
Every Captain has 13 talents to select over 36 levels. It's also a mistake to trade one of your 3 jobs to get a single talent.
This Captain was a one off, I did sacrifice job-2 to to test the Shrewd Dealings talent.
The merchant's Cordial Invitation works extremely well. When you purchase a contact you will start with contact rep
higher than if you had run multiple missions or sold a stack of intel records. You can now recruit based on a contact's traits.
I didn't purchase many contacts because, frequently, what was offered weren't the type I needed. However later in the game
I had the good fortune to hire a doctor as crew to carry the doctor skill load leaving officer-1 free to develop combat talents.
Smugglers & Merchants buy and sell commodities. Merchant's also have some powerful reputation boosting talents.
Diplomats and Spies buy and sell influence.
This Captain should have been: Spy(job-1), Diplomat(job-2)
Diplomacy has the same dangers as running against a trade ban when selling your intelligence records.
Using Spy and Diplomat talents really gives me the feeling of making a difference
in the lives of the people inhabiting the quadrants. I was still able to play spy missions because of crew talents,
but missing out on the bonuses a Spy captain would get. Can you guess what my next captain will be?
The design flaw should be obvious. If you have correctly designed a Captain, all your talents should be frequently used.
F = Frequently used. S = Seldom used. N = Never Used
# | Job | Talents | F | S | N |
1 | Mer | Market Confidant | x | ||
2 | Dip | Winning Compromise | x | ||
3 | Dip | Upstaged Success | x | ||
4 | Dip | Settlement | x | ||
5 | Dip | Political Hooks | x | ||
6 | Dip | Silver Tongue | x | ||
7 | Mer | Cordial Invitation | x | ||
8 | Mer | Righteous Profits | x | ||
9 | Com | Shrewd Dealings | x | ||
10 | Com | Quell Mutiny | x | ||
11 | Mer | Bold Statement | x | ||
12 | Mer | Generosity | x | ||
13 | Mer | Friendly Banter | x |
6.) My second goal was to test crew combat. Officers 1 through 4 are designed to form my crew combat team.
This will be handled in Section-5 below. I would also recommend talking a look at leveling schedule in
the spoiler at the bottom of this thread. Each officer also uses 1 or more autopass talents. For example Officer-1 uses Medical Staff
to pass a failed doctor test. Command, Intimidate, Repair, and Doctor must be covered or you will get chewed up and spit out.
The officer autopass talents in constant use, contribute to their experience points
Section-1 Favorite UI features
1.) Intel Records in your Hold: Hot key "H' will navigate to cargo hold. Not only can you see what type of faction
and quantity of records. What's really cool, it displays which records are useful in a current conflict!
2.) Crew trait mutations: Your crew members no longer feel like ship appliances. These mutations are happening
as the lives and world view of your crew members change. Watch the event box, you'll be surprised how dynamic the crew is.
"T" hotkey can be used anytime, inside the map or on a planet. You don't have to tap Status key first.
Being able to filter view the entire crew by traits , really helps to see what's changed. It can take a long time
to figure out what makes your people tick. There are a couple talents that help, but I've found a high Charisma reliable.
3.) New Drop down Filters: Advanced powerful game feature, and a darn good reason to buy a Star Fox T-shirt.
Atlas and Quadrant filters remember more than one selection at a time.
For example. You could click on the refueling icon to display all planets in the atlas where you can refuel.
Now left click on "Planets with Contacts" icon. Both filter icons are now active. You will only see planets that let
you refuel, and have a contact on them in the atlas map.
Atlas Filter: Hotkey "A" followed by left clicking on one or more filter icon. These are your choices for single or combined display.
Refueling Planets, | Visited, | Not Us, | Planets with a Contact, | Mission beacon, | Wild Zone, | Colored codes: gold, red, blue, green |
The same multi-filter works when you hotkey "Q" to bring up the Quadrant map, and a different set of filters as seen below.
Quadrants Filter: Hotkey Q to bring up the quadrant map. Zoom view all the way out. Now use hotkey "C" to bring up your contact list.
Left click left pointing arrow at top right of screen.
This will collapse the right side revealing the entire quadrant map, and the left column will be all your contacts.
Now use your filter button to bring up the icons.
If you click on one of your contacts in the left hand list, you will see the location on the quadrant map flash to indicate contact's location.
Quadrant Filter: Hotkey "Q" best when max (scroll) zoom out, click right side arrow collapsed. Filter choices are;
Mission Givers, | Trade permits, | Military rank, | Edicts, | Black Market, | Introductions, | Recruits, | Pardon, | Rare trade goods, | Weapons, | Armor, | Gear, | Color code |
4.) More rollovers: For example you can hover over "HP" and a popup definition will appear. Let your mouse float you'll be surprised.
5.) Icons on the right side of the Event box: Hover or click your mouse on one. You will see how many cooldown talents you have
and who has them. You can get more information about a text event, for example maybe you crew experience increased
because you avoided an accident. It's a whole lot of fun, try it.
6.) Quadrant Display enhancements: This has nothing to with filters described earlier.
Hotkey "Q", max zoom out, Right or left click on any quadrant to use one of the best tools in the game.
You will get a popup screen displaying:
Quadrant Name, Faction, Number and type of planets. Quadrant Type (like wasteland), How many warp jumps to get there
and the danger level of the quadrant.
But here's what makes it so tasty. At the bottom you will see 3 buttons.
Navigate, System Atlas, or Cancel.
First one is obvious, a series of waypoints will autoplot,, and ship will display correct jump point in atlas. Hit space bar and off you go.
The Atlas, displays all planet exchanges, and other details without having to travel to the quadrant.
7.) Spice hall icons. A little stack of icons appears in the spice hall bottom right of the screen. Hover to reveal helpful info.
8.) Talents that are still in cooldown are displayed right on the character's stats screen.
9.) Artwork: Just keeps getting better. Sometimes I'm on a wilderness planet, and just enjoy looking at the art before playing the card game. I used
make a regular effort to get on Patreon and comment on the art. But it's just coming in too fast. Somehow Andrew will have to bear
the burden, of not having to read all my comments. On my bucket list lol.
10.) Wiki and Lore buttons on Splash screen. I don't have to leave the game to look up one of the wiki rules, or character talents!
Well this Favorite features list could go on and on, best to stop here.
Section-2 What Worked for me.
1.) Political Hooks talent. I'm having so much fun using this talent. Smiling just thinking about it. A Diplomat must have! Current #1.
Be sure to purchase at least 5 military ranks before using it the first time.
This is the one that makes me feel like I'm making a big impact on the factions, and people.
Diplomat(11) | Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict |
through Missions, Spying, Blockade or Patrol |
2.) Favorite Mission Types:
Abduction Missions. First you complete a spy mission. There is sense of suspense. You are not told what
the next parts of the mission are until you complete the first. This is daring you to bet on your own skills.
Is the gamble worth the reward, or price of failure? You make the leap of faith to find out.
These missions can involve crew combat, so I tend to take them mid-game. This allows my combat team
time to develop.
Diplomatic Missions: Love them all. Quick +rep with home faction, and contact. I enjoy making my faction's
enemies go crazy. You can run them at any stage of the game. Some may think you can't make allot of money taking
Diplomatic missions. From experience, I've made 3 to 4 million credits over a long game.
Just make sure to equip your ship with allot of fuel tanks because hostile quadrants won't let you refuel, and
will hunt you down with military ships, you name it. Keep a Military officer on board with Stiff Salute talent.
3.) Navigators and Etechs: I have 6 navigators, and 5 etechs on the payroll at all times. Navigators not only provide the skip off
the void talent. But there are mission success tests that I can only pass with allot of tactics dice. Navs also have the "talk of far worlds" talent
that provides a chance to get a new contact.
Etechs have Wide Sweep, and Clink of Credits to help with Spy card game. Listening Post gives you a chance of getting a new
contact every time you land in an Urban zone.
4.) Spy/Pistoleer: fighter finesse required but very fun. The checks and balances are stringent, but well worth the benefits.
Most likely a permanent officer from now on.
5.) Stiff Salute talent: Works every time with Military and Zealot ships. Bounty hunter talents only reduce hostility they don't prevent attack.
Mid to late game Bounty hunter talents reduces hostility by 2 points. Save your talent point for something better.
The more the faction hates you the more Military, and Zealot ship encounters you will get.
6.) Combat talent combos: Will get into that in Section 5.
7.) Contact Interaction: I have a much better understanding of the ripple effect that taking a mission has on the contact's friends and enemies.
Look at a Contact's friends because those are the ones you can buy an introduction to, it isn't random.
8.) Initial Enemy Faction: I don't know if this is still how it works after update #45. Going strait to Prince Faen lets me know right away
what faction is his enemy. This makes starting the game very easy because I already know who to start taking missions against.
I don't have to worry about negative rep with that faction because I know they will always be my enemy. For example I'm
currently running around -400 rep with Rychart.
How much more do you really want to read? There are so many things to list.
Section-3 What didn't work for me.
1.) Shrewd Dealings talent: Disappointed I couldn't get it to work.
At level(31) with Charisma(33) and Command 12[22]. This talent never triggered for me..
Shrewd Dealings | Com(8) | When accepting a Mission, gain a (Charisma + Command %) chance to discover |
one of your Contact's hidden Traits. 3 weeks Cooldown |
On my next build I'll try the Diplomat's "Expose Quality". This should trigger at the end of the mission instead
of the beginning. Uses Wisdom% instead of Charisma% + Command.
Expose Quality | Dip(1) | Empathetic sense grants Wisdom % to reveal a Contact's hidden Traits during any |
interaction where money changes hands 26 weeks Cooldown |
2.) Winning Compromise: One of my most important talents. I was worried that "Distant Commission" might conflict
with more important talents. This is the first time in any team design I assigned Distant Commission, and after that
Winning Compromise shut down. I don't know why. Maybe because 6 Navigators have DC and only the Captain
has WC? Next team will revert to old design excluding DC for Navigators.
3.) Too many Enemy Contacts: I have Rychart -417 Faction Rep with 16 contacts. Zenrin -330 Faction Rep with 18 contacts.
All 34 of these enemy contacts have a hostility range between -200 to -300 rep towards me.
With a Faction reputation of -417, should the Faction ever reward me with a new contact?
I constantly run missions against my enemies, requiring me to land. I'm not going to spend a million credits to buy a pardon.
If I surrender to any of their ships I'll be executed. Once a faction becomes my enemy it's for life, no quarter given, none asked.
I don't think these should trigger unless your faction rep is zero or higher. Or at the very least not trigger when negative
faction reputation is high enough to shutdown all faction starport services.
(I'm just guessing.) These talents might be causing new enemy contacts?
Talk of Far Worlds | Nav(8) | grants a 10% + Navigation Skill of new contact when spicing |
Listening Post | Etech(8) | landing in an Urban Zone, 10% + Electronics Skill = new contact |
Friendly Banter | Mer(1) | Charisma % when spicing = new C |
4.) Restoring Morale to Fighters is too slow: After crew combat takes way too long: Paying, healing, and spicing to get them ready
for the next crew combat, isn't enough to restore their morale back into the 80% or higher range. Sometimes remains very low.
This makes them too vulnerable to morale attacks when taking the next mission. My second goal for this team was to study
ground based crew combat, slow morale restore is one of the lessons learned.
My favorite spy, and abduction missions often end violently, especially if one or more of the mission steps involves a surface search in a wild zone.
I don't like delaying a new mission waiting around for their morale to get restored after completing a mission.
I know about the quality of the spice hall being a factor, they get as much as they want.
Section-4. What I wish I knew more about:
1.) Effective Reputation: I've asked about this before and still don't understand Effective rep.
Rychart calls me a "Star Hero Dedicant" because of +rep 517.
I hold military rank of "Immortal Titan Hero"
a.) I've done allot of work for prince Faen, and Politician Maedmar. they will give me anything up to
their maximum limits.
b.) Kixley the Faction Judge wouldn't buy me a cup of coffee, in a dirty cup, from a shabby cafeteria.
My fame has no effect on his personal rep.
Such a complete lack of respect. My first officer would provide a free lesson on how to turn his behind into shoulder pads.
I ask myself, Why does Effective rep matter enough to display it with a Contact such as Kixley?
2.) What do I have to do to be offered higher level weapons, and armor? Are they even available? Weapons for sale never get above lvl(15).
I vaguely remember somebody posting a level(17) weapon.
3.) Quadrant Rep & Danger? When jumping into a quadrant it might display; Danger 4, Rep+31. Is danger the chance of physical damage
that can occur from failed tests during travel? More radiation storms etc. Does quadrant danger have any effect on the average
danger in wild zones. How high can danger get and what does it do?
If Quadrant is positive will ship encounters be less hostile? If Quadrant is negative is there more chance of hostile encounters?
4.) Morale Restoration: Does a planet need a high government and a high spice rating for maximum morale restore? Or is the spice level all you need?
5.) When viewing a Contacts stats. Some of their contacts have a little eyeball icon, does this mean I haven't met them yet? Or I have no connection, don't
even know where they are, and would have to buy the contact?
6.) Captain skills revisited: Currently I have,
23[33] Negotiate, | 12[22] Command, | 13[16] Intimidate |
Section-5:
Crew Combat: Ground Combat Specialists (not boarding).
Links: Commander, Bounty Hunter, Soldier, Ex-Scout.
Spy, Pistoleer.
Combat Quick Reference This link will display all the pistol / rifle attacks, range, movement and their talent descriptions.
I've included a link so you can toggle back to this tread if you wish.
This is how the Officers looked at Level-32 (attack only for other talents see leveling plan).
+
Officer-1 | # | Attack / Move | x x x x | x x x x | Rnk | Chk | Officer-2 | # | Attack / Move | x x x x | x x x x | Rnk | Chk |
Doc-1 | 1 | Barked Order | x o o o | o o o x | c-5 | Military-5 | 1 | Aggressive Advance | o o o x | o o o x | e-1 | ||
Commd-5 | 2 | Burst Fire | o o o x | o o x x | s-1 | Exo-S-11 | 2 | Covering Fire | x o o o | o o x x | s-5 | ||
Soldier-26 | 3 | Suppressing Fire | o o x x | o o x x | s-1 | Soldier-16 | 3 | Plas Charge Slugs | o o x x | o o x x | e-11 | ||
Rifles-21 | 4 | Rallying Aura | x o o o | T Buff | c-1 | Rifles-20 | 4 | E-Shock Grenade | x x o o | o o x x | e-8 | ||
Evasion-13 | 5 | Covering Fire | x o o o | o o x x | s-5 | Evasion-9 | 5 | Know thy Enemy | o o o o | o o o o | e-8 | ||
6 | Blowback | x x x o | o o x x | s-5 | 6 | Fearsome Charge | o o o x | o o o x | s-11 | ||||
7 | Full Auto | o o x x | o o x x | s-8 | 7 | Bust Fire | o o o x | o o x x | s-1 | ||||
8 | Concussion Grenade | x x x o | o o x x | s-8 | 8 | Leader in Ranks | Team Debuff | m-5 | ||||
9 | Fearsome Charge | o o o x | o o o x | s-11 | 9 | Full Auto | o o x x | o o x x | s-8 | ||||
10 | Roaring Barrels | x x o o | o o x x | s-1 |
+
Officer-3 | # | Attack / Move | x x x x | x x x x | Rnk | Chk | Officer-4 | # | Attack / Move | x x x x | x x x x | Rnk | Chk |
Bounty-11 | 1 | Aggressive Advance | o o o x | x o o o | e-1 | Spy-11 | 1 | Fading Shot | x x o o | o o x x | pis-1 | ||
Exo-S-1 | 2 | Covering Fire | x o o o | o o x x | s-5 | Pistoleer-21 | 2 | Disappearing Act | o o o x | Buff | spy-1 | ||
Soldier-20 | 3 | Steadfast Aim | o o o x | x o o o | b-1 | Evasion-10 | 3 | Distracting Shots | x o o x | o o o x | spy-5 | ||
Rifles-24 | 4 | Blowback | x x x o | o o x x | s-5 | Pistols-21 | 4 | Sneak Attack | o o o x | o o o o | spy-8 | ||
Evasion-10 | 5 | Fearsome Charge | o o o x | o o o x | s-11 | Stealth-7 | 5 | Tricky Gunplay | x o o o | o o x x | pis-5 | ||
6 | Hunter's Challenge | o o o x | x o o x | b-5 | 6 | Shadowed Fire | o o o x | o o o o | spy-1 | ||||
7 | Full Auto | o o x x | o o x x | s-8 | 7 | Killer's Aim | o o o x | Buff | spy-11 | ||||
8 | Frag Grenade | x x o o | o o x x | b-11 | 8 | Advancing Front | o o o x | o o x x | pis-8 | ||||
9 | Shredding Shots | o o o x | x o o x | b-11 | ||||||||
10 | Roaring Barrels | x x o o | o o x x | s-1 |
The Captain's 4 officer combat team uses a combination of 24 attack and 1 team debuff talents.
+
A=> Advance, K=> Knockback, R=< Retreat, P<= Pull
Advancing Front | o o o x | o o x x | A=> | Pistol Attack with +10% Dmg, +25% Critical, advances 1 slot |
Aggressive Advance | o o o x | x o o o | A=> | Rifle Attack, advances 1 slot. On hit buff +10 Initiative, +25% Acc / Resist debuff +2 Armor P 3 Turns |
Barked Order | x o o o | o o o x | K=> | Intimidating Command causes -25% All Accuracy, -10% Dmg for 3 Turns, knocks target back 1 slot |
Blowback | x x x o | o o x x | K=> | Rifle Attack;hit causes 25% Stun, +10 Bleeding, -2 Deflection for 3 Turns, knocks target back 1 slot |
Burst Fire | o o o x | o o x x | Rifle Attack hits 2 targets with -35% Dmg, +1 Armor Piercing, +10% Critical | |
Concussion Grenade | x x x o | o o x x | stun | Attack hits 2 targets with 20-30 Morale Dmg causes 25% Stun, -10 Initiative for 2 Turns |
Covering Fire | x o o o | o o x x | R<= | Rifle Attack hit Pins Target and causes 25% Stun for 2 Turns, retreats 1 slot |
Disappearing Act | o o o x | Spy | stlh | Buff self 5 Initiative, +35% Parry/ Dodge, Engages Stealth Mode, +(10% + Stealth) Critical; for 3 Turns |
Distracting Shots | x o o x | o o o x | R<= | Pistol Attack +10% Dmg, +1 Armor P, Hit buff self stealth Mode, +(10% + Stealth) Critical for 3 T |
E-Shock Grenade | x x o o | o o x x | stun | Grenade Attack hits 2 targets with 11-20 Dmg 25% Stun, -10% All Accuracy, -25% Dmg for 2 Turns |
Fading Shot | x x o o | o o x x | R<= | |
Fearsome Charge | o o o x | o o o x | A=> | Rifle Attack, advances 1 slot. On Hit buff self +25% Dmg, +25% Critical for 3 Turns |
Frag Grenade | x x o o | o o x x | pin | hits 2 targets with 21-44 Dmg Pins Target and causes -10 Initiative, -1 Deflection, -10% Armor for 3 Turns |
Full Auto | o o x x | o o x x | Rifle Attack hits 2 targets 35% Dmg, +20% Critical. On hit debuff self -25% Range / Acc -10% Dodge 2T | |
Hunter's Challenge | o o o x | x o o x | P<= | Intimidating Command causes 20 (+Intimidation) Morale Loss, pulls target forward 1 slot |
Killer's Aim | Spy Buff | Requires Stealth Mode active, +1 Armor Piercing, +25% Critical for 3 Turns | |
Know thy Enemy | o o o o | o o o o | xeno only, Rifle Attack causes -2 Deflection, -25% Dodge, -40% Armor for 3 Turns | |
Leader in Ranks | Team Debuff | Team Removes all Debuffs and Restores entire team (10 + 0 Tactics) Morale | |
Plas-Charge Slugs | o o x x | o o x x | Rifle Attack with +16 Plasma. On hit, -20% Armor for 3 Turns | |
Roaring Barrels | x x o o | o o x x | Rifle Attack with +25% Dmg, +2 Armor Piercing and removes all Buffs from target | |
Shadowed Fire | o o o x | o o o o | Requires Stealth Mode, +25% Acc / Dmg +2 Armor Piercing | |
Shredding Shots | o o o x | x o o x | Rifle Attack causes +16 Bleeding, -2 Deflection for 2 Turns | |
Sneak Attack | o o o x | o o o o | stun | Requires Stealth Mode/ends stealth, Pistol Attack +10% Dmg, +10% Crit; hit 50% Stun target -5 Initiative 3 Turns |
Steadfast Aim | o o o x | x o o o | Rifle Attack. On Hitr Buffs self with +25% Ranged Accuracy, +25% Dmg, +2 Armor Piercing for 2 Turns | |
Suppressing Fire | o o x x | o o x x | K=> | Rifle Attack +25% Acc. Hit hit causes -25% All Accuracy for 2 Turns, knocks target back 1 slot |
Ok let's get to it.
Suppression Attack: Any time an enemy cannot fire, their team loses 25% firepower per person per round.
Simplistic example. The AI is really great at knocking your team out of position. I finally learned
how not to just stand there and take it.
Song: "Payback". Artist: James Brown.
Position | slot 4 | slot 3 | slot 2 | slot 1 | slot 1 | slot 2 | slot 3 | slot 4 | |
Begin | Off-1 | Off-4 | Off-2 | Off-3 | SW | PIS | RF1 | RF2 |
Round 1
Off-3 Fires | Blowback | to knockback swordsman into slot-2, and pushes pistol into slot-1 |
Off-1 Fires | Barked Order | to knockback swordsman into slot-3, and pushes rifle1 onto slot-2 |
Off-4 Fires | Distracting Shots | Hitting pistol in slot-1, retreats 1, and turns on stealth mode |
Off-2 Fires | E-Shock Grenade | 25% chance to stun slot-1 and slot-2 |
End of Round 1: The swordsman cannot attack and 1 or more enemies may be stunned.
slot 4 | slot 3 | slot 2 | slot 1 | slot 1 | slot 2 | slot 3 | slot 4 | |
Off-4 | Off-1 | Off-2 | Off-3 | Pis | Rf1 | Sw | Rf2 |
Round 2
Off-4 Fires | Sneak Attack | at most dangerous, or slot 4 to paralyze Rf2 |
Off-1 Fires | Suppressing Fire | at Pis slot 1 knockback, stun 25%,pin. Pushes Rf1 into slot1 |
Off-2 Fires | Aggressive Advance | at Swordsman slot 3. Off-2 advances to slot-1 gains +10 init |
Off-3 Fires | Frag Grenade | hitting slot1 and slot2 (rf1 & Pis) pins causes -10 Initiative |
End of round 2
slot 4 | slot 3 | slot 2 | slot 1 | slot 1 | slot 2 | slot 3 | slot 4 | |
Off-4 | Off-1 | Off-3 | Off-2 | Rf1 | Pis | Sw | Rf2 |
Notes:
Off-4 sneak attack. First check if any enemy has +10 initiative buff turned on. If so target that one.
Otherwise hit slot 4, because they can usually sit back there all day and fire safely.
sneak attack is extremely effective.
Off-1 Suppressing Fire Used to knockback pistol into slot 2, pin, 25% stun.
It's likely Rifle1 may not have any attacks that it can use in slot1.
Pinning Pistol should prevent swordsman from returning to slot2
Off-2 Aggressive Advance used to setup round 3 for attack.
Off-3 Frag Grenade used to damage slot1 & 2, but importantly reduce initiative by 10.
Rfe: If you think up a really cool attack talent enhancement. If approved.
Just remember, Cory and Andrew, will automatically add the enhancement to your enemies abilities.
Ok that's long enough, you get the picture. Maybe I should create a separate combat thread?
Section-6:
Combat Team Design & Highlights: Each fighter is given the ability to move in all 4 slots, and attack from all 4 slots.
The enemy uses knockback, and pull forward attacks constantly. Every time one of your fighters cannot attack your team loses 25%
firepower per round. Enemies have an uncanny ability to concentrate on a team member with low morale to break them.
Being able to move and fire from all 4 slots, won't protect them from defuff and stun attacks.
The Military Officer's ,"Leader in ranks" talent is essential to this team's success.
It removes all debuffs from the entire team and restores a small amount of morale. The Combat medic
is the only other character that has a team debuff. But the Military officer only needs 5 ranks to get leader.
Early Coverage: The quickest way to move and fire from all positions is to take the Exo-Scout's Aggressive Advance
and the Soldier's covering fire. You might have been tempted to take Steady Mobility but you will lose a move/fire slot if you do.
Officer-1 Doctor-1 Commander-5 Soldier-26 Highlights
1.) I was fortunate the original Doctor officer had good qualities for using as a fighter, so I kept her.
2.) Barked Order: Can hit rank 1-3. Using as a tool to knock swordsman into slot 3 where they cannot use any attacks.
When combined with officer-3 Hunter's Challenge, even if the enemy has 2 swordsman in slot-1 and 2, if you have the time
there is a chance to knock both of them into slot-3 and 4.
3.) Fearsome Charge + Full Auto Combo. She did fine with just Full auto and usually fought in slot 3 or 4. But
if you use Fearsome Charge, you get a 3 turn buff before using Full Auto. You will eliminate Full auto Accuracy and Damage penalties.
This combo will raise Full auto to 45% critical hitting 2 targets. Because Fearsome charge advances 1 slot. To use
this combo she needs to start in slot-4.
Officer-2 Military Officer-5, Exo-Scout-11, Soldier-16
1.) Officer -2 is designed to be the team's zeno killer specialist.
2.) Greatest Strength: As mentioned earlier the Leader in Ranks is crucial to the team's success.
3.) Greatest Strength #2: Zeno's are very heavily armored. Know Thy Enemy will cause -2 Deflection, -25% Dodge,
-40% Armor for 3 Turns with high accuracy.
It can be fired from any slot and hit any slot!
Hitting the same zeno with Plas-Charge Slugs will and additional -20% Armor for 3 turns, and add plasma damage.
Now you have stripped the zeno's armor by 60% for 3 turns.
4.) If possible, Use Know thy enemy first. The the rest of the team can kill the zeno much more quickly, with less likelihood of missing.
5.) Best defensive attack combo: Officer-2 starts in slot-2, officer-3 starts in slot-1.
a.) Round-1, Off-2 uses Aggressive Advance. Officer-3 uses Covering Fire.
b.) Round-2, Off-3 uses Aggressive Advance, Officer-2 uses Fearsome charge or any other attack.
6.) Best offensive attack combo: Same as 5 above, but substitute Fearsome charge for Aggressive Advance.
7.) Greatest Weakness: Evasion. Because of my design, wanting to get Leader in ranks asap. His evasion skill progressed
very slowly, couldn't keep up, and by level(31) it was only 9. For most of the game he could really take a pasting. It's as if
the enemy could smell the blood in the water.
Officer-3 Bounty Hunter(11), Exo-Scout(1), Soldier(20)
1.) Designed as slot-1 stone cold killer. This may seem crazy. He spent most of his time in slot-1.
Slot-3 and 4 get very crowded with my Officer-1 and Officer-4.
2.) When Evasion is higher than 10, your fighter becomes much more difficult to hit. Officer-3 has an evasion of 13.
3.) High hit points: 129, Fortitude(25), Quickness(25) helps with Initiative along with the Thaul Injector.
4.) 24 Rifles, 21 Strength he hits what he aims at.
5.) Uses the offensive/defensive combos as described in Section-5, #5 and 6 Officer 2.
6.) Blowback, love it especially when combined with Frag Grenade. Frag grenade can fire from slot-1 and slot-2 and lower
2 enemies initiative by -10.
7.) Hunter's Challenge. If there is an enemy swordsman in slot-2. Hit enemy in slot-3. This will pull slot-3 enemy forward 1.
Causing the swordsman to automatically retreat to slot-3, stopping all possible attacks for that round.
8.) Blowback combined with Shredding Shots makes them bleed for +26 damage, reduce deflect by 2, and has a chance of 25% stun.
9.) Greatest Strength: Hard to hit, all the above attacks including Steadfast Aim.
10.) Greatest Weakness: Haven't hit any yet. This is one of those designs I don't mess with. However in the next one, I'll take talents fired from slot-1 and 2
a little sooner.
Officer-4 Spy(21), Pistoleer(21) Highlights
1.) Just because an officer can take 3 jobs doesn't always mean you should.
The Spy only has 3 attacks, and requires that "Stealth mode be active" to use.
2.) Spies cannot attack, use any skills or retreat from slot-1. They do not have a debuff talent.
If you look closely at the 3 Spy attacks you will quickly understand why these strict checks were used to balance the spy's attacks.
3.) Coupled with Pistoleer provides protection from being trapped into slot-1. Allows complete forward,
and backward movement. Selecting the right talent set will allow the spy/pistoleer to fire, and move from any slot.
4.) Greatest Weakness: Stealth. I call it the "Great Stealth desert". At rank(11) your Spy will have a Stealth skill(7),
You must reach rank(22) to reach Stealth skill(10). A crippling investment for small return. You can also forget about passing
mission tests requiring Quickness + Stealth to pass. Sly move will get you by, or other skill pools are far more effective.
5.) Stealth desert continued: Stealth mode adds (10% + Stealth) critical% for 3 turns when using the disappearing act talent.
I thought this would be so cool, but the slow stealth skill progression makes this ineffective.
6.) Greatest Strength: Sneak Attack talent. Makes all the restrictions more than worth it. It ends stealth mode when
used, but has a 50% stun and can hit all 4 enemy slots from your back 3. Zenos can be stunned! If you stun one,
then using officer-2 should slam in know thy enemy, followed by plasma charge to strip it of 60% armor.
7.) Greatest Strength #2. Disappearing Act. With the 35% Parry & Dodge, +5 Initiative. Helps the Spy to keep from getting pasted
after losing a round to turn it on. Although the 35% Parry is nice, your Spy/Pistoleer has no business being in slot-2.
Your enemy will easily knock him into slot-1.
8.) Initiative Observation: He was also equipped with a Thraul Injector adding +4 Quickness,
and +5 Initiate. He has the Brave trait for another +3 Initiative, and a Quickness of 25. However even with disappearing act,
he almost never won the initiative roll, getting the first action, in the first combat round.
9.) Recruiting Spies: When recruiting a Spy from a contact. Only use intelligence record gathering talents. Never take them into a fight.
10.) If your enemy has a fighting spy. Look for the eye icon. Disappearing act has become active. Hit him with everything you've got
especially stun attacks.
11.) Golden Admiration award. Best in show The Spy/Pistoleer.
Cory Trese , fallen this is one of those special moments of admiration, and soaring respect for your creativity.
For months I wouldn't even consider using a Spy in combat. Finesse makes this combo deadly from all slots.
Section-7:
Leveling Plan:
Team: Steel the Deal
Captain: Merchant, Diplomat, Commander
+
+
*Note: Hyperwarp Navigator crew: Do Not give any off them the Distant Commission talent. In my experience
it stops Diplomat's, Winning Compromise talent, from working. Winning Compromise is much more important
to have. Cory & Andrew have assured me there is no problem, guess it's just luck, why risk it.
Note-1 Purchase at least 5 Military ranks before getting Political Hooks.
Note-2 Bold Statement; Trade against your worst enemy, to get more rep with another faction,
doesn't have to be home faction, just another faction u want +rep.
Note-3 Make lots of small trades >$5k in home quadrant to risk fewer pirates and trigger Market Confidant.
Note-4. I'm taking Righteous Profits at this point to try and score >$ 50 k to trigger Lucrative Wholesale
by that stage in the game it could easily kick out 30 free intel records.
Note-5. A Contact will only offer introductions to the type of friends they have.
So if you see a Contact supporting a Provost Marshall for example, that is the
only type of contact that will be offered for purchase.
Note-6. By now I should have allot of Contacts. Shrewd dealings has a unique short 3 week cool down.
For all other character types it's a 26 week cool down., Shrew has a good chance it will
trigger every time you take a mission. Level-26 is a great time to really understand who you are dealing with.
Note-7 Best results when accepting Diplomatic Tour. Remember if taking more than one mission at a time
the bonus will only trigger on the first one you choose.
Note-8 Each Military rank raises Political hooks. The cost can get very expensive as you go higher
that's where silver tongue comes in. Don't forget each military rank increases you mission pay by 2%.
Note-10 ? I really need to ask about how a contact increases influence inside a faction. Because
even with Upstaged success most of my missions result in positive rep for me, and influence = 0 for my contacts
Initiative:
Crew Combat Initiative = Big Dice((Quickness + Wisdom)/2)) + Initiative Bonuses
If you had 20 Quickness and 10 Wisdom ..
you'd get BigDice((20+10)/2) = BigDice((30)/2)) = BigDice(15) ... means you roll a D15.
+
+
Note-1 Find a contact that will let you hire a Doctor. Let that one carry the medical load.
Note-2 Level-26 Soldier has base Rifles(21), Evasion(13).
Note-3 1 tactics adds 2 Critical.
Note-4 If you use Fearsome charge first, it removes accuracy penalty, reduces damage penalty
of Full Auto, and sends critical through the roof for 3T. (45% when combined)
+
+
Note-1 Aggressive Advance combined with Covering Fire. You can move and fire from any slot.
Note-2 Know thy enemy combined with Plasma slugs will strip Zenos of 60% Armor.
Important: You can stun, bio-poison, bleed or pin Zenos (just wasn't being displayed yet).
They are immune to Morale damage.
Note-3 E-Shock Grenade can be fired from slot-1 & slot-2.
+
+
+
Note-1 Hunter's Challenge. Very Important in Neutralizing Swordsman who
have very powerful attacks from slot-2. Use Hunter's against the target in slot-3,
This will push the slot-2 swordsman into slot-3 where they can't hurt you.
Note-2 Grenade can fire from slot-1 & 2
+
+
Note-1 Fading shot is crucial, Spy cannot fight, or use spy talents in Slot-1, keep him out of there!
+
Note-1 Zenos can be stunned! Can't wait to use Sneak Attack
Note-2 Using both Fading attack, and Distracting shot to retreat
from first three positions. Always keep the Spy out of Slot-1 !
Note-3 About the Spy. Use Spy/Pistoleer Officer. Why?
Without pistoleer, Spies in slot-1 tare crippled. Cannot use any spy buffs or attacks.
Cannot retreat from slot-1, and have no way to debuff themselves.
To use a spy for battle, you need an officer with Spy / Pistoleer.
A finesse fighter, but the payoff is well worth it.
Hiring a Spy as Crew; Use to aid in card game, and gather intel records.
Never take him on the battlefield.
Note-4. Advancing Front (single shot) = 25% Crit, Add Combo, Killer's Aim (3T) = 25% Crit, Add Stealth Mode (3T) = (10% + Stl) Crit
Captain: Merchant, Diplomat, Commander
Team: Steel the Deal | *Note (important) |
+ | CAPTAIN |
CAPTAIN | Merchant | Merchant-11 | Commander-8 | Diplomat-17 | Steel Song |
Charisma(30) | Wisdom(30) | ||||
Fortitude(20) | HP(127) | ||||
+10 Negotiate | +10 Command | +3 Intimidate | |||
Charmer +3 Chr | 5 Officers | Galtac Freighter | |||
Politician | Prince | Prince Fane |
XP | LVL | Rank | TP | Talent | Rank | Note | Chk |
0 | 1 | Mer-1 | 1 | __ Bank | |||
50 | 2 | Dip-1 | 0 | x Winning Compromise | d-1 | Note-7 | |
150 | 3 | Dip-2 | 1 | __ Market Confidant | m-1 | Note-3 | |
275 | 4 | Dip-3 | 0 | x | |||
400 | 5 | Dip-4 | 0 | x | |||
600 | 6 | Dip-5 | 1 | __Upstaged Success | d-5 | Note-10 | |
800 | 7 | Dip-6 | 0 | x | |||
1,000 | 8 | Dip-7 | 1 | __Settlement | d-1 | ||
1,200 | 9 | Dip-8 | 0 | x | |||
1,500 | 10 | Dip-9 | 0 | x | |||
1,800 | 11 | Dip-10 | 0 | x | |||
2,100 | 12 | Dip-11 | 1 | __Political Hooks | d-11 | Note-1 | |
2,400 | 13 | Mer-2 | 0 | x | |||
-------> | ---> | m-3 | 0 | x | |||
2,700 | 14 | m-4 | 1 | __Silver Tongue | d-1 | Note-8 | |
3,100 | 15 | m-5 | 0 | x | |||
-------> | ---> | m-6 | 0 | x | |||
3,500 | 16 | m-7 | 0 | x | |||
4,000 | 17 | m-8 | 1 | __Cordial Invitation | m-5 | Note-5 | |
4,500 | 18 | m-9 | 0 | x | |||
5,000 | 19 | m-10 | 0 | x | |||
-------> | ---> | Com-1 | 0 | x | |||
5,500 | 20 | c-2 | 0 | x | |||
-------> | ---> | c-3 | 0 | x | |||
6,000 | 21 | c-4 | 1 | __Righteous Profits | m-8 | Note-4 | |
6,500 | 22 | c-5 | 0 | x | |||
7,250 | 23 | c-6 | 0 | x | |||
8,000 | 24 | c-7 | 0 | x | |||
8,750 | 25 | c-8 | 1 | __Shrewd Dealings | c-8 | Note-6 | |
9,500 | 26 | Mer-11 | 0 | x | |||
11,000 | 27 | Dip-12 | 0 | x | |||
12,000 | 28 | d-13 | 1 | __Quell Mutiny | |||
13,000 | 29 | d-14 | 0 | x | |||
14,000 | 30 | d-15 | 1 | __Bold Statement | m-11 | Note-2 | |
15,000 | 31 | d-16 | 1 | __Generosity | m-5 | ||
16,000 | 32 | d-17 | 1 | __Friendly Bander | m-1 | ||
Total | 36 | 13 |
1 | Dip-1 | Winning Compromise | Bonus $ (10% + Negotiate) per mission step | Note-7 | Chk |
2 | Mer-1 | Market Confidant | >$5k (10% + Charisma) = New Contact local faction | Note-3 | |
3 | Dip-5 | Upstaged Success | Charisma% bonus Contact Rep & Influence end of mission | Note-10 | |
4 | Dip-1 | Settlement | Automatically passes a failed Negotiation test | ||
5 | Dip-11 | Political Hooks | Conflict Score bonus by 10% + Faction Rank | Note-1 | |
6 | Dip-1 | Silver Tongue | Military Rank is discounted by 10% + Negotiate Skill | Note-8 | |
7 | Com-8 | Shrewd Dealings | Accepting a Mission, (Charisma + Comm %) = C hidden trait | Note-6 | |
8 | Mer-5 | Cordial Invitation | [Negotiate Skill] Reputation bonus buying new Contact | Note-5 | |
9 | Mer-8 | Righteous Profits | >$5k barters for better price by 10% + Negotiation | Note-4 | |
10 | Quell Mutiny | Note-9 | |||
11 | Mer-11 | Bold Statement | Trade into ban or war, +rep ally = -rep enemy | Note-2 | |
12 | Mer-5 | Generosity | Paying your crew, increase Morale bonus | ||
13 | Mer-1 | Friendly Banter | Spicing Charisma % = new contact |
*Note: Hyperwarp Navigator crew: Do Not give any off them the Distant Commission talent. In my experience
it stops Diplomat's, Winning Compromise talent, from working. Winning Compromise is much more important
to have. Cory & Andrew have assured me there is no problem, guess it's just luck, why risk it.
Note-1 Purchase at least 5 Military ranks before getting Political Hooks.
Note-2 Bold Statement; Trade against your worst enemy, to get more rep with another faction,
doesn't have to be home faction, just another faction u want +rep.
Note-3 Make lots of small trades >$5k in home quadrant to risk fewer pirates and trigger Market Confidant.
Note-4. I'm taking Righteous Profits at this point to try and score >$ 50 k to trigger Lucrative Wholesale
by that stage in the game it could easily kick out 30 free intel records.
Note-5. A Contact will only offer introductions to the type of friends they have.
So if you see a Contact supporting a Provost Marshall for example, that is the
only type of contact that will be offered for purchase.
Note-6. By now I should have allot of Contacts. Shrewd dealings has a unique short 3 week cool down.
For all other character types it's a 26 week cool down., Shrew has a good chance it will
trigger every time you take a mission. Level-26 is a great time to really understand who you are dealing with.
Note-7 Best results when accepting Diplomatic Tour. Remember if taking more than one mission at a time
the bonus will only trigger on the first one you choose.
Note-8 Each Military rank raises Political hooks. The cost can get very expensive as you go higher
that's where silver tongue comes in. Don't forget each military rank increases you mission pay by 2%.
Note-10 ? I really need to ask about how a contact increases influence inside a faction. Because
even with Upstaged success most of my missions result in positive rep for me, and influence = 0 for my contacts
Initiative:
Crew Combat Initiative = Big Dice((Quickness + Wisdom)/2)) + Initiative Bonuses
If you had 20 Quickness and 10 Wisdom ..
you'd get BigDice((20+10)/2) = BigDice((30)/2)) = BigDice(15) ... means you roll a D15.
+
+ | OFFICER-1 |
OFFICER-1 | Doctor-1 | Commander-5 | Soldier-26 | Keep starting Doctor officer |
XP | LVL | Rank | TP | Talent | Note | Chk | |
0 | 1 | Doc-1 | 1 | __Medical Staff | d-1 | Note-1 | |
50 | 2 | Com-1 | 0 | x | |||
150 | 3 | Sol-1 | 1 | __Aura of Command | c-1 | ||
275 | 4 | s-2 | 0 | x | |||
400 | 5 | s-3 | 0 | x | |||
600 | 6 | s-4 | 1 | __Burst Fire | s-1 | ||
800 | 7 | s-5 | 0 | x | |||
1,000 | 8 | s-6 | 1 | __Covering Fire | s-5 | ||
1,200 | 9 | s-7 | 0 | x | |||
1,500 | 10 | s-8 | 0 | x | |||
1,800 | 11 | s-9 | 0 | x | |||
2,100 | 12 | s-10 | 1 | __Discipline | s-1 | ||
2,400 | 13 | s-11 | 0 | x | |||
2,700 | 14 | Com-2 | 1 | __Fearsome Charge | s-11 | ||
3,100 | 15 | c-3 | 0 | x | |||
3,500 | 16 | c-4 | 0 | x | |||
4,000 | 17 | c-5 | 1 | __Full Auto | s-8 | ||
4,500 | 18 | Sol-12 | 0 | x | |||
5,000 | 19 | s-13 | 0 | x | |||
5,500 | 20 | s-14 | 0 | x | |||
6,000 | 21 | s-15 | 1 | __Barked Order | c-5 | ||
6,500 | 22 | s-16 | 0 | x | |||
7,250 | 23 | s-17 | 0 | x | |||
8,000 | 24 | s-18 | 0 | x | |||
8,750 | 25 | s-19 | 1 | __Concussion Grenade | s-8 | ||
9,500 | 26 | s-20 | 0 | x | |||
11,000 | 27 | s-21 | 0 | x | |||
12,000 | 28 | s-22 | 1 | __Suppressing Fire | s-1 | ||
13,000 | 29 | s-23 | 0 | x | |||
14,000 | 30 | s-24 | 1 | __Rallying Aura | c-1 | ||
15,000 | 31 | s-25 | 0 | x | |||
16,000 | 32 | s-26 | 1 | __Blowback | s-5 | ||
Total | 32 | 12 |
+
1 | Doc-1 | Medical Staff | Auto passes a failed Doctor test | Note-1 | Chk |
2 | Com-1 | Aura of Command | Automatically passes a failed Command test | ||
3 | Com-5 | Barked Order | Command causes -25% All Accuracy, -10% Dmg for 3 Turns, | ||
knocks target back 1 slot | |||||
4 | Sol-1 | Discipline | Removes all Debuffs, buff self +25% Dodge, +10% Armor, | ||
+25% To Resist Debuffs for 3 Turns | |||||
5 | Sol-1 | Burst Fire | Attack hits 2 targets with -35% Dmg, +1 Armor Piercing, +10% Crit | Note-3 | |
6 | Sol-1 | Suppressing Fire | Attack with +25% Acc, On Hit. causes -25% All Accuracy for 2T | ||
knocks target back 1 slot | |||||
7 | Com-1 | Rallying Aura | Team +10% Dmg, Crit, Armor 3T add (10 + Comm) Morale | ||
8 | Sol-5 | Covering Fire | Curse Attack, On hit. Pins Target and causes 25% Stun for 2 T | ||
, retreats 1 slot | |||||
9 | Sol-5 | Blowback | Curse attk. On Hit. causes 25% Stun, +10 Bleeding, -2 Deflect 3T | ||
knocks target back 1 slot | |||||
10 | Sol-8 | Full Auto | Attack hits 2 targets with +35% Dmg, +20% Critical. On Hit. | ||
curse self -25% Acc / Dmg, -10% Dodge for 2 Turns | |||||
11 | Sol-8 | Concussion Grenade | Attack hits 2 targets with 20-30 Morale Dmg, | ||
with causes 25% Stun, -10 Initiative for 2 Turns | |||||
12 | Sol-11 | Fearsome Charge | Attack, advances 1 slot.. On Hit. Buff self 25% Dmg, +25% Crit 3T | Note-4 |
# | Attack / Move | x x x x | x x x x | Rank | Note | Chk |
1 | Barked Order | x o o o | o o o x | c-5 | Knockback | |
2 | Burst Fire | o o o x | o o x x | s-1 | 2 Targets | |
3 | Suppressing Fire | o o x x | o o x x | s-1 | Knockback | |
4 | Rallying Aura | x o o o | T Buff | c-1 | Team Buff | |
5 | Covering Fire | x o o o | o o x x | s-5 | Retreat 1 | |
6 | Blowback | x x x o | o o x x | s-5 | Knockback | |
7 | Full Auto | o o x x | o o x x | s-8 | 2 Targets | |
8 | Concussion Grenade | x x x o | o o x x | s-8 | 2 Targets | |
9 | Fearsome Charge | o o o x | o o o x | s-11 | Use w Full Auto | Note-4 |
Note-1 Find a contact that will let you hire a Doctor. Let that one carry the medical load.
Note-2 Level-26 Soldier has base Rifles(21), Evasion(13).
Note-3 1 tactics adds 2 Critical.
Note-4 If you use Fearsome charge first, it removes accuracy penalty, reduces damage penalty
of Full Auto, and sends critical through the roof for 3T. (45% when combined)
+
+ | OFFICER-2 |
OFFICER-2 | Military Officer(5) | Exo-Scout(11) | Soldier(16) | Promoted Strong Soldier |
XP | LVL | Rank | TP | Talent | Note | Chk | |
0 | 1 | Sol-1 | 1 | __Bank | |||
50 | 2 | Mil-1 | 0 | x Stiff Salute | m-1 | ||
150 | 3 | Exo-1 | 1 | __ Aggressive Advance | e-1 | Note-1 | |
275 | 4 | Sol-2 | 0 | x | |||
400 | 5 | Sol-3 | 0 | x | |||
600 | 6 | Sol-4 | 1 | __Bank Sol-5 | |||
800 | 7 | Sol-5 | 0 | x Covering Fire | s-5 | ||
1,000 | 8 | Mil-2 | 1 | __Burst Fire | s-1 | ||
1,200 | 9 | Mil-3 | 0 | x | |||
1,500 | 10 | Mil-4 | 0 | x | |||
1,800 | 11 | Mil-5 | 0 | x | |||
2,100 | 12 | Sol-6 | 1 | __Leader in Ranks | m-5 | ||
2,400 | 13 | s-7 | 0 | x | |||
2,700 | 14 | s-8 | 1 | __Roaring Barrels | s-1 | ||
3,100 | 15 | s-9 | 0 | x | |||
3,500 | 16 | s-10 | 0 | x | |||
4,000 | 17 | s-11 | 1 | __Fearsome Charge | s-11 | ||
4,500 | 18 | Exo-2 | 0 | x | |||
5,000 | 19 | e-3 | 0 | x | |||
5,500 | 20 | e-4 | 0 | x | |||
6,000 | 21 | e-5 | 1 | __Full Auto | s-8 | ||
6,500 | 22 | e-6 | 0 | x | |||
7,250 | 23 | e-7 | 0 | x | |||
8,000 | 24 | e-8 | 0 | x | |||
8,750 | 25 | e-9 | 1 | __E-Shock Grenade | e-8 | ||
9,500 | 26 | e-10 | 0 | x | |||
11,000 | 27 | e-11 | 0 | x | |||
12,000 | 28 | Sol-12 | 1 | __Know thy Enemy | e-8 | ||
13,000 | 29 | s-13 | 0 | x | |||
14,000 | 30 | s-14 | 1 | __Plas-Charge Slugs | e-8 | Note-2 | |
15,000 | 31 | s-15 | 0 | x | |||
16,000 | 32 | s-16 | 1 | __Resolute Hunter | e-11 | ||
Total | 32 | 12 |
1 | Mil-1 | Stiff Salute | Military Officer or Zealot Autopass | Note | Chk |
2 | Mil-5 | Leader in Ranks | Team: Removes all Debuffs, add (10 + 0 Tactics) Morale | ||
3 | Exo-1 | Aggressive Advance | advances 1 slot. On Hit buff self +10 Initiative, +25% Acc, +2 Armor P | ||
+25% To Resist Debuffs for 3 Turns | |||||
4 | Sol-5 | Covering Fire | retreats 1 slot. Hit Pins Target and causes 25% Stun for 2 Turns | ||
5 | Exo-11 | Plas-Charge Slugs | Attack with +16 Plasma; Hit causes -20% Armor for 3 Turns | ||
6 | Exo-8 | E-Shock Grenade | Grenade Attack hits 2 targets, 11-20 Dmg , causes 25% Stun, | ||
-10% All Accuracy, -25% Dmg for 2 Turns | |||||
7 | Exo-8 | Know Thy Enemy | Zeno Attack causes -2 Deflection, -25% Dodge, -40% Armor for 3 T | ||
8 | Sol-11 | Fearsome Charge | Attack, advances 1 slot. Hit buffs self 25% Dmg, +25% Critical for 3 T | ||
9 | Sol-1 | Burst Fire | Attack hits 2 targets with -35% Dmg, +1 Armor Piercing, +10% Critical | ||
10 | Sol-1 | Roaring Barrels | Attack with +25% Dmg, +2 ArmorP and removes all Buffs from target | ||
11 | Exo-11 | Resolute Hunter | Exploring replace a risk card with an Artifacts reward card | ||
12 | Sol-8 | Full Auto | (Best after Fearsome Charge attk) Attack hits 2 targets with +35% Dmg, | ||
+20% Critical. On Hit defuff self -25% Accuracy, -25% Dmg, | |||||
-10% Dodge for 2 Turns |
# | Attack / Move | x x x x | x x x x | Rank | Note | Chk |
1 | Aggressive Advance | o o o x | o o o x | e-1 | Note-1 | |
2 | Covering Fire | x o o o | o o x x | s-5 | Retreat | |
3 | Plas-Charge Slugs | o o x x | o o x x | e-11 | ||
4 | E-Shock Grenade | x x o o | o o x x | e-8 | Note-3 | |
5 | Know Thy Enemy | o o o o | o o o o | e-8 | Note-2 | |
6 | Fearsome Charge | o o o x | o o o x | s-11 | ||
7 | Burst Fire | o o o x | o o x x | s-1 | ||
8 | Blowback | x x x o | o o x x | s-5 | knockback | |
9 | Full Auto | o o x x | o o x x | s-8 |
Note-1 Aggressive Advance combined with Covering Fire. You can move and fire from any slot.
Note-2 Know thy enemy combined with Plasma slugs will strip Zenos of 60% Armor.
Important: You can stun, bio-poison, bleed or pin Zenos (just wasn't being displayed yet).
They are immune to Morale damage.
Note-3 E-Shock Grenade can be fired from slot-1 & slot-2.
+
+
+ | OFFICER-3 |
OFFICER-3 | Bounty Hunter(11) | Exo-Scout(1) | Soldier(20) | Promoted Strong Soldier |
XP | LVL | Rank | TP | Talent | Rank | Note | Chk |
0 | 1 | Sol-1 | 1 | __ Bank | |||
50 | 2 | Bount-1 | 0 | x Unwavering Attention | b-1 | ||
150 | 3 | Exo-1 | 1 | __ Aggressive Advance | e-1 | ||
275 | 4 | Sol-2 | 0 | x | |||
400 | 5 | s-3 | 0 | x | |||
600 | 6 | s-4 | 1 | __Bank Sol-5 | |||
800 | 7 | s-5 | 0 | x Covering Fire | s-5 | ||
1,000 | 8 | s-6 | 1 | __Steadfast Aim | bh-1 | ||
1,200 | 9 | s-7 | 0 | x | |||
1,500 | 10 | s-8 | 0 | x | |||
1,800 | 11 | s-9 | 0 | x | |||
2,100 | 12 | s-10 | 1 | __Blowback | s-5 | ||
2,400 | 13 | s-11 | 0 | x | |||
2,700 | 14 | Boun-2 | 1 | __Fearsome Charge | s-11 | ||
3,100 | 15 | b-3 | 0 | x | |||
3,500 | 16 | b-4 | 0 | x | |||
4,000 | 17 | b-5 | 1 | __Hunter's Challenge | b-5 | ||
4,500 | 18 | b-6 | 0 | x | |||
5,000 | 19 | b-7 | 0 | x | |||
5,500 | 20 | b-8 | 0 | x | |||
6,000 | 21 | b-9 | 1 | __Full Auto | s-8 | ||
6,500 | 22 | bh-10 | 0 | x | |||
7,250 | 23 | bh-11 | 0 | x | |||
8,000 | 24 | Sol-12 | 0 | x | |||
8,750 | 25 | s-13 | 1 | __Frag Grenade | b-11 | ||
9,500 | 26 | s-14 | 0 | x | |||
11,000 | 27 | s-15 | 0 | x | |||
12,000 | 28 | s-16 | 1 | __Discipline | s-1 | ||
13,000 | 29 | s-17 | 0 | x | |||
14,000 | 30 | s-18 | 1 | __Shredding Shot | b-11 | ||
15,000 | 31 | s-19 | 0 | x | |||
16,000 | 32 | s-20 | 1 | __Roaring Barrels | s-1 | ||
Total | 32 | 12 |
1 | Bh-1 | Unwavering Attention | Automatically passes a failed Intimidate | Chk |
2 | Bh-1 | Steadfast Aim | Attack. On Hit buff self +25% Acc / Dmg | |
+2 Armor Piercing for 2 Turns | ||||
3 | Bh-5 | Hunter's Challenge | Intimidating Command causes 20 (+Intimidation) | |
Morale Loss, pulls target forward 1 slot (put swd out) | ||||
4 | Bh-11 | Frag Grenade | Grenade Attack hits 2 targets 21-44 Dmg and Cripples | |
Pins Target and causes -10 Initiative, -1 Deeflection | ||||
-10% Armor for 3 Turns | ||||
5 | Bh-11 | Shredding Shots | Attack causes +16 Bleeding, -2 Deflection for 2 Turns | |
6 | sol-1 | Roaring Barrels | +25% Dmg, +2 ArmorP, removes all Buffs from target | |
7 | Exo-1 | Aggressive Advance | ||
8 | Sol-5 | Covering Fire | ||
9 | Sol-11 | Fearsome Charge | ||
10 | Sol-8 | Full Auto | ||
11 | Sol-5 | Blowback | Attack; successful hit causes 25% Stun, +10 Bleeding, | |
-2 Deflection for 3 Turns, knocks target back 1 slot | ||||
12 | Sol-1 | Discipline | Debuff etc |
# | Attack / Move | x x x x | x x x x | Rank | Note | Chk |
1 | Aggressive Advance | o o o x | x o o o | e-1 | ||
2 | Covering Fire | x o o o | o o x x | s-5 | ||
3 | Steadfast Aim | o o o x | x o o o | b-1 | ||
4 | Blowback | x x x o | o o x x | s-5 | ||
5 | Fearsome Charge | o o o x | o o o x | s-11 | ||
6 | Hunter's Challenge | o o o x | x o o x | b-5 | Note-1 | |
7 | Full Auto | o o x x | o o x x | s-8 | ||
8 | Frag Grenade | x x o o | o o x x | b-11 | Note-2 | |
9 | Shredding Shots | o o o x | x o o x | b-11 | ||
10 | Roaring Barrels | o o x x | o o x x | s-1 |
have very powerful attacks from slot-2. Use Hunter's against the target in slot-3,
This will push the slot-2 swordsman into slot-3 where they can't hurt you.
Note-2 Grenade can fire from slot-1 & 2
+
+ | OFFICER-4 |
OFFICER-4 | Spy-11 | Pistoleer-21 | Promoted Strong Pistoleer | |
XP | LVL | Rank | TP | Talent | Rank | Note | Chk |
0 | 1 | Pis-1 | 1 | __Bank | |||
50 | 2 | Spy-1 | x Sly Move | s-1 | |||
150 | 3 | Pis-2 | 1 | __Fading Shot | p-1 | Note-2 | |
275 | 4 | Spy-2 | 0 | x | |||
400 | 5 | s-3 | 0 | x | |||
600 | 6 | s-4 | 1 | __ Disappearing Act | s-1 | Round-1 | |
800 | 7 | s-5 | 0 | x | |||
1,000 | 8 | s-6 | 1 | __Distracting Shots | s-5 | ||
1,200 | 9 | s-7 | 0 | x | |||
1,500 | 10 | s-8 | 0 | x | |||
1,800 | 11 | Pis-3 | 0 | x | |||
2,100 | 12 | p-4 | 1 | __Sneak Attack | s-8 | Note-1 | |
2,400 | 13 | p-5 | 0 | x | |||
2,700 | 14 | p-6 | 1 | __Tricky Gunplay | p-5 | ||
3,100 | 15 | Spy-9 | 0 | x | |||
3,500 | 16 | s-10 | 0 | x | |||
4,000 | 17 | s-11 | 1 | __Shadowed Fire | s-1 | ||
4,500 | 18 | Pis-7 | 0 | x | |||
5,000 | 19 | p-8 | 0 | x | |||
5,500 | 20 | p-9 | 0 | x | |||
6,000 | 21 | p-10 | 1 | __Advancing Front | p-8 | ||
6,500 | 22 | p-11 | 0 | x | |||
7,250 | 23 | p-12 | 0 | x | |||
8,000 | 24 | p-13 | 0 | x | |||
8,750 | 25 | p-14 | 1 | __Killer's Aim | s-11 | ||
9,500 | 26 | p-15 | 0 | x | |||
11,000 | 27 | p-16 | 0 | x | |||
12,000 | 28 | p-17 | 1 | __Data Haul | s-8 | ||
13,000 | 29 | p-18 | 0 | x | |||
14,000 | 30 | p-19 | 1 | __High Stakes | s-11 | ||
15,000 | 31 | p-20 | 0 | x | |||
16,000 | 32 | p-21 | 1 | __Cloak & Dagger | s-11 | ||
Total | 32 | 12 |
Note-1 Fading shot is crucial, Spy cannot fight, or use spy talents in Slot-1, keep him out of there!
1 | Spy-1 | Sly Move | Autopass stealth test | Chk |
2 | Spy-1 | Disappearing Act | Buff Self +5 Initiative, +35% Parry / Dodge | |
Engages Stealth Mode, +(10% + Stealth) Critical 3T | ||||
3 | Pis-1 | Fading Shot | Attack, retreats 1 slot. On Hit buff self | |
+25% Acc / Armor 3T | ||||
4 | Spy-5 | Distracting Shots | Attack with +10% Dmg, +1 Armor P. Retreats 1. On Hit | |
Engage Stealth mode, and (10% + Stl) Crit 3T | ||||
5 | Spy-8 | Sneak Attack | Attack with +10% Dmg / Crit. On Hit 50% Stun target | Note-1 |
causes -5 Initiative for 3 Turns. req stl mode. | ||||
ends stealth mode when used. | ||||
6 | Pis-5 | Tricky Gunplay | Attack causes -20 Initiative, -2 Deflection for 2 Turns | |
7 | Spy-1 | Shadowed Fire | +25% Acc / Dmg, +2 ArmP. Req stealth mode | |
8 | Pis-8 | Advancing Front | Attack with +10% Dmg, +25% Critical, advances 1 slot | Note-4 |
9 | Spy-11 | Killer's Aim | Buff self +25% Crit, +1 ArmP, 3T, req Stealth Mode | |
10 | Spy-8 | Data Haul | Bonus $ 10% + Elect, Bonus Contact Influence = Chr% | |
11 | Spy-11 | High Stakes | Increase all Intel rewards by 30% + Electronics Skill | |
12 | Spy-11 | Cloak & Dagger | Replace risk with Mission Success |
# | Attack / Move | x x x x | x x x x | Rank | Note | Chk |
1 | Fading Shot | x x o o | o o x x | p-1 | Note-2 | |
2 | Disappearing Act | o o o x Buff | p-1 | Round-1 | |
3 | Distracting Shots | x o o x | o o o x | s-5 | Note-3 | |
4 | Sneak Attack | o o o x | o o o o | s-8 | Note-1 | |
5 | Tricky Gunplay | x o o o | o o x x | p-5 | ||
6 | Shadowed Fire | o o o x | o o o o | s-1 | ||
7 | Killer's Aim | o o o x Buff | s-11 | ||
8 | Advancing Front | o o o x | o o x x | s-8 | Note-4 |
Note-1 Zenos can be stunned! Can't wait to use Sneak Attack
Note-2 Using both Fading attack, and Distracting shot to retreat
from first three positions. Always keep the Spy out of Slot-1 !
Note-3 About the Spy. Use Spy/Pistoleer Officer. Why?
Without pistoleer, Spies in slot-1 tare crippled. Cannot use any spy buffs or attacks.
Cannot retreat from slot-1, and have no way to debuff themselves.
To use a spy for battle, you need an officer with Spy / Pistoleer.
A finesse fighter, but the payoff is well worth it.
Hiring a Spy as Crew; Use to aid in card game, and gather intel records.
Never take him on the battlefield.
Note-4. Advancing Front (single shot) = 25% Crit, Add Combo, Killer's Aim (3T) = 25% Crit, Add Stealth Mode (3T) = (10% + Stl) Crit
+