A commander’s presence is palpable in high tension moments. With a steady hand of leadership, the commander calms, buffs and inspires officers and crew alike to ensure success.
Skills[edit | edit source]
As a character advances in the Commander Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 11[edit | edit source]
Ranks 11 to 21[edit | edit source]
Ranks 21 to 31[edit | edit source]
Talents[edit | edit source]
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.
|Aura of Command||1||Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission||3 weeks Cooldown|
|Steady Hands||1||Buffs Ship with +20% Defense for next 3 Turns, Purges your Ship's Crew of any Crippling Effects, Restores Command Skill worth of Morale to 10 Crew||3 weeks Cooldown|
|Discerning Glance||1||When Recruiting, discover one Trait from a new crew member. Your newly hired Recruit gains improved Attributes||3 weeks Cooldown|
|Loyalty Rousing||1||Upon defeating enemy ship, you give an inspiring speech which causes up to 10 crew gain 10 + Command Skill in Morale||3 weeks Cooldown|
|Rallying Aura||1||In crew combat, Buffs entire team with +10% All Damage, +10% Critical, +10% Armor for 3 Turns and Restores (10 + 0 Command) Morale||Costs 12 Initiative to use|
|Quell Mutiny||5||Powerful words from a strong leader pull the crew together. The mutiny ends and Morale of the entire crew is increased by 10 + Command skill||26 weeks Cooldown|
|Barked Order||5||In crew combat, intimidating command causes -25% All Accuracy, -25% All Damage for 3 Turns, knocks target back 1 slot||Costs 12 Initiative to use|
|Bolster||8||In crew combat, Removes all Debuffs; Restores (30 + 0 Command) Morale||Costs 6 Initiative to use|
|Shrewd Dealings||8||When accepting a Mission, gain a (Charisma + Command %) chance to discover one of your Contact's hidden Traits||3 weeks Cooldown|
|Precision Action||8||Purges your Ship of both Crew and Ship Crippling Effects||3 weeks Cooldown|
|Scorn||11||In crew combat, intimidating command hits 2 targets causes -4 Initiative, -25% Deflection for 2 Turns||Costs 8 Initiative to use|
|Coordinated Fire||11||Buffs Ship with +35% Dmg, +25% Critical for next 3 Turns||3 weeks Cooldown|
|Ship Operations|| Commander • Crew Dog • Diplomat • Doctor • Electronics Tech • Engineer • Explorer |
Gunner • Hyperwarp Navigator • Mechanic • Merchant • Pilot • Pirate • Quartermaster • Smuggler
|Fighters|| Assassin • Bounty Hunter • Combat Medic • Exo-Scout • Military Officer |
Pistoleer • Soldier • Swordsman • Spy • Zealot • Sniper