Good day fellow hunters. I would like to ask you for your know-how on hunting scumbags called Xeno.
What combat crew do you use?
What ship do you use (if you prefer to meet this s***heads in Void)?
My go to Captain is usually Xeno Hunter (background), Soldier, Bounty Hunter/Exo Scout
He is happy third slot with strength rifle. I want to make something to work on second slot with shotgun but Xeno Hunter isn't best at that place.
Crew: This is the problem.
I tried:
Sniper/Exo Scout/Bounty Hunter
Doctor/Zealot/Commamder
Doctor/Combat Medic/Military Officer
Combat Medic/Pistoleer/Military Officer
Zealot/Bladesman/Assasin
Zealot/Bladesman/Wing Commando
Xeno Hunter/Soldier/Bounty Hunter
Soldier/Exo Scout/Bounty Hunter
With many members having self heal im usually good with only one medic. Permadeath is pain mainly with developed character. I think I have enough dmg but many times odds are against you and if frontline falls you are deadmeat.
I'm fan of exploring so I have from start one officer in Enginer/Scavanger/Explorer to help my mission on finding xeno.
I have two problems with your setup (on hard or higher):
1. Your strongest character is the captain, putting him in the first two ranks to "soak" damage is a very good idea. The "cookie-cutter" Ass-Spy-Swordsman role works very well..
2. I know most guides equip the healer with pistols due to stacking synergies from the Combat medic class, but I really don't like the position of the healer or the impact of a heal on the ability to dish damage.
To elaborate;
- The first two positions are both damage-soakers as the disruptors with quick attacks culling the enemy offense. Disrupting from position 3-4 is not as effective due to the longer duration of the attacks.
- A heal/cleanse action is at least 2 Sword-Pistol attacks in initiative, so you loose damage and control.
My suggestion:
1. Pistolier/Military Commander/Zealot => Pistolier: Close range barrage. Than either branch to tricky gunplay or advancing front (because you need to be able to handle being knocked from spot 1). Military commander for the utility skills (stiff saluter) and neccesary command dice in ship combat. Zealot for off hand blade (defensive bonus)
2. Assasin/Swordsman/Spy. => Only person with an ON-INIT buff for 30+ initiative rounds! => Build up swordsman/assasin, then bvranch to spy). LVL 1 skills: Swordsman on init braverline, Assasin Venonblad, Spy vanishing act. => Get the lvl 5 swordsman flash fury, other talents more in the assasin branch, though venonm blade/flash fury is pretty much covering all bases so utility spy skills are a consideration here (especially since this will still buff your stealth/dodge).
3. Exo-Scout (or hunter)/Bountyhunter/Utility profession. Exo scout level 1 and 5 rifle skills are very nice. Branch out to exo-scout xeno-buster skills and bountyhunter ship-based skills.
4. Doctor/Combat Medic/Sniper => Doctor at job level 1 for spot heal, build up sniper (just bullet trace, then level for rifle skill) and combat medic (for esuture, Flatline, Lifeline). Other talents for skills-saves/ship combat/utility.
The pistolier can debuff enemy front rank (especially Melee) with damage reducing blasts. The captain just Spams venomous blade or uses flash Fury to disrupt ranks. Rifleman at rank three can reach all ranks if needed (The two mainstay Exo-Scout rifle skills are covering the whole range). The doctor can either heal/restore moral or if things are rosy pop off Bullet trace.
=>
Raw damage is less important than control! Damage debuffs/Stuns/Pushing enemies around are key!
Further on ship combat/general crew.
1. AT LEAST get 3 skill saves for general skills (doctor, ship ops, repair etc). 2 for Intimidate/command/tactics, 1 negotitiate/stealth. Death saves NEVER ENOUGH!
2.Fill the necessary dice pools (pilots/ship ops/electronics/gunnery/navigation) etc. => As boarding generally is most effective a lvl 4 and lvl 2 weapon for applying debuffs is enough. Fill the remainder of slots with things that help your defense and range change.
3. Stack on military officers for a shit ton of command dice (commanders/quartermasters also works, but military officers have fine utility and are easier to get from initial contacts, FDF commander!).
4. Only IMMEDIATELY necessary utility class: Doctor (death save). Really nice 2 have: Merchant (jettison cargo). I tend to skip explorer as I prefer scavengers by a long shot. Diplomats/Smugglers are fun but can be skipped. 2 extra spies for intel snatching is worthwhile if you are able to start boarding battles, otherwise it's not yet needed (in the beginning ship battles are to avoid^^).
Note that I see Spies/Military officers generally as utility class in the same vein as commander/Merchants etc.