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

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 1 0 5
2 1 1 5
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
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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
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ORBIT
Rank: 1
Alert Scanner
9 weeks Cooldown

Upon entering the orbit of a new system, chance of learning a Rumor

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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 damage by up to Electronics Skill

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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

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SMUGGLE
Rank: 1
Buzzing Wires
3 weeks Cooldown

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

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SPY
Rank: 5
Wide Sweep
3 weeks Cooldown

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

Talent spy passive rumor normal.png
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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 badge shipcombat.png

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

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

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LANDING
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 badge shipcombat.png

Talent elo boostedshields normal.png
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Ui combat rangefinder ship blue.png
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Rank: 11
Boosted Shields
3 weeks Cooldown

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

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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


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