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.
Rank: 1
Hotwire 3 weeks CooldownAutomatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission | |
Rank: 1
Alert Scanner 9 weeks CooldownUpon entering the orbit of a new system, 10% + Electronics Skill chance to learn a Rumor | |
Rank: 1
Signature Jammer 3 weeks CooldownMasks 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 | |
Rank: 1
Storm Shielding 3 weeks CooldownProtects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) by redirecting and modulating ship shielding | |
Rank: 1
Buzzing Wires 3 weeks CooldownWhen attempting to access a Black Market, remove a risk card |
Rank: 5
Wide Sweep 3 weeks CooldownWhen Spying in the orbit of a system, reroll a risk card | |
Rank: 5
Static Talks 9 weeks CooldownWhen Spying in the orbit of a system, learn a Rumor when scoring a positive result | |
Rank: 5
Weakened System 6 weeks CooldownWhile Salvaging at an Orbital, increase credit and Intel rewards by 10% + Electronics Skill | |
Rank: 5
Hunt and Seek 9 weeks CooldownBuffs launched friendly Craft with +20% Hit Chance, +30% Critical for next 3 Turns |
Rank: 8
Vigilant Scanners 3 weeks CooldownBuffs Ship with +25% Accuracy, +25% Defense for next 2 Turns | |
Rank: 8
Listening Post 13 weeks CooldownUpon landing in an Urban Zone, 10% + Electronics Skill chance of learning about a new Contact by snooping on local transmissions | |
Rank: 8
ECCM Surge 9 weeks CooldownDebuffs launched enemy Craft with -10% Hit Chance, -30% Craft Evasion for next 3 Turns |
Rank: 11
Boosted Shields 3 weeks CooldownBuffs Ship with +10% Shield, +50 Radiation Resist, +50 Void Resist for next 3 Turns | |
Rank: 11
Clink of Credits 3 weeks CooldownWhen Spying in the orbit of a system, replace a risk card with a Credit Skim or Score reward card |
Rank: 15
Knock From the Void 12 weeks CooldownOverwhelming interference forces one enemy craft to immediately land regardless of the current progress of their flight plan |