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Electronics Tech

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Electronics Tech
Icon job electronics.png
Type Ship Operations
Acquisition Contacts
Luxury Population
  High Tech Industry
  Orbital Stations
SKILLS
Primary Skill Electronics
Secondary Skill Ship Ops
Tertiary Skill Gunnery

A backbone of most bridge crews, the electronics tech operates critical ship components, commands the ECM suite and provides guidance and situational awareness via scanners and radar.


Skills[edit | edit source]

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

Ranks 1 to 11[edit | edit source]

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

Ranks 12 to 22[edit | edit source]

Rank Ship Ops Gunnery Electronics
12 5 4 9
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

Ranks 22 to 32[edit | edit source]

Rank Ship Ops Gunnery Electronics
22 9 6 15
23 9 6 16
24 9 6 17
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

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.

Talent skill eletrconics normal.png
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.png
ORBIT
Rank: 1
Alert Scanner
9 weeks Cooldown

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

Talent elo signjam normal.png
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.png
STORM
Rank: 1
Storm Shielding
2 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.png
SMUGGLE
Rank: 1
Buzzing Wires
3 weeks Cooldown

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


Talent spy reroll normal.png
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.png
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.png
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.png
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.png
Rank: 8
Vigilant Scanners
3 weeks Cooldown

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

Talent elo listening normal.png
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.png
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.png
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.png
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.png
Rank: 15
Knock From the Void
18 weeks Cooldown

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


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