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]
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.
|Hotwire||1||Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission||3 weeks Cooldown|
|Alert Scanner||1||Upon entering the orbit of a new system, chance of learning a Rumor||9 weeks Cooldown|
|Signature Jammer||1||Masks ship's signal to prevent identification. When ending a ship encounter in a draw, reduce possible Reputation damage by up to Electronics Skill||3 weeks Cooldown|
|Storm Shielding||1||Protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) by redirecting and modulating ship shielding||2 weeks Cooldown|
|Buzzing Wires||1||When attempting to access a Black Market, remove a risk card||3 weeks Cooldown|
|Wide Sweep||5||When Spying in the orbit of a system, reroll a card.||3 weeks Cooldown|
|Static Talks||5||When Spying in the orbit of a system, learn a Rumor when scoring a positive result||3 weeks Cooldown|
|Vigilant Scanners||8||Buffs Ship with +25% Accuracy, +25% Defense for next 3 Turns||3 weeks Cooldown|
|Listening Post||8||Upon landing in an Urban Zone, 10% + Electronics Skill chance of learning about a new Contact by snooping on local transmissions||13 weeks Cooldown|
|Boosted Shields||11||Buffs Ship with +10% Shield, +50 Radiation Resist, +50 Void Resist for next 3 Turns||3 weeks Cooldown|
|Clink of Credits||11||When Spying in the orbit of a system, replace a risk card with a Credit Skim or Score reward card||3 weeks Cooldown|
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