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Skills

As a character advances in the Electronics Tech Job, he or she gains the following Skill points at each Rank.

Ranks 1 to 12

Rank Ship Ops Gunnery Electronics
1 2 0 4
2 2 1 4
3 2 1 5
4 2 2 5
5 3 2 5
6 3 2 6
7 4 2 6
8 4 2 7
9 4 3 7
10 4 3 8
11 5 3 9
12 5 4 9

Ranks 13 to 24

Rank Ship Ops Gunnery Electronics
13 6 4 9
14 6 4 10
15 7 5 10
16 7 5 11
17 7 5 12
18 7 5 13
19 8 5 13
20 8 5 14
21 8 6 14
22 9 6 15
23 9 6 16
24 9 6 17

Ranks 25 to 36

Rank Ship Ops Gunnery Electronics
25 9 6 18
26 9 7 18
27 9 7 19
28 10 7 19
29 10 7 20
30 10 8 21
31 10 8 22
32 11 9 22
33 12 10 22
34 12 10 23
35 12 10 24
36 13 11 24

Talents

Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.

Talent skill eletrconics normal
SKILL SAVE
Rank: 1
Hotwire
3 weeks Cooldown

Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission

Talent elo alertscanner normal
ORBIT
Rank: 1
Alert Scanner
9 weeks Cooldown

Upon entering the orbit of a new system, 10% + Electronics Skill chance to learn a Rumor

Talent elo signjam normal
ENCOUNTER
Rank: 1
Signature Jammer
3 weeks Cooldown

Masks ship's signal to prevent identification. When ending a ship encounter in a draw, reduce possible Reputation loss by up to Electronics Skill to a minimum of -1

Talent elo shielding normal
STORM
Rank: 1
Storm Shielding
3 weeks Cooldown

Protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) by redirecting and modulating ship shielding

Talent blackmarket remove normal
SMUGGLE
Rank: 1
Buzzing Wires
3 weeks Cooldown

When attempting to access a Black Market, remove a risk card


Talent spy reroll normal
SPY
Rank: 5
Wide Sweep
3 weeks Cooldown

When Spying in the orbit of a system, reroll a risk card

Talent spy passive rumor normal
SPY
Rank: 5
Static Talks
9 weeks Cooldown

When Spying in the orbit of a system, learn a Rumor when scoring a positive result

Talent salvage credits normal
SALVAGE
Rank: 5
Weakened System
6 weeks Cooldown

While Salvaging at an Orbital, increase credit and Intel rewards by 10% + Electronics Skill

Talent etech ecm surge normal
Rank: 5
Hunt and Seek
9 weeks Cooldown

Buffs launched friendly Craft with +20% Hit Chance, +30% Critical for next 3 Turns


Talent elo vigilantscanners normal
Rank: 8
Vigilant Scanners
3 weeks Cooldown

Buffs Ship with +25% Accuracy, +25% Defense for next 2 Turns

Talent elo listening normal
AT PORT
Rank: 8
Listening Post
13 weeks Cooldown

Upon landing in an Urban Zone, 10% + Electronics Skill chance of learning about a new Contact by snooping on local transmissions

Talent etech huntseek normal
Rank: 8
ECCM Surge
9 weeks Cooldown

Debuffs launched enemy Craft with -10% Hit Chance, -30% Craft Evasion for next 3 Turns


Talent elo boostedshields normal
Rank: 11
Boosted Shields
3 weeks Cooldown

Buffs Ship with +10% Shield, +50 Radiation Resist, +50 Void Resist for next 3 Turns

Talent spy upgrade normal
SPY
Rank: 11
Clink of Credits
3 weeks Cooldown

When Spying in the orbit of a system, replace a risk card with a Credit Skim or Score reward card


Talent etech knockvoid normal
Rank: 15
Knock From the Void
12 weeks Cooldown

Overwhelming interference forces one enemy craft to immediately land regardless of the current progress of their flight plan


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