Across the many Quadrants await planets to be explored, full of dangers ranging from deadly lifeforms, xeno, toxic atmosphere, parasitic worms and worse. The exo-scout is the master of survival in hostile zones, ranging out from the ships to find riches.
Skills[edit | edit source]
As a character advances in the Exo-Scout Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 11[edit | edit source]
Ranks 12 to 22[edit | edit source]
Ranks 22 to 32[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.
Scout's Intuition3 weeks Cooldown
Automatically passes a failed Explore test in any situation; including Exploration or during a mission
Persistent Search6 weeks Cooldown
While Exploring a Wild Zone, increase reward by 10% + Explore Skill
Bio-Agent FlechetteWeapon's Initiative
In crew combat, Crippling Rifle Attack causes -25% All Damage, +20 Bio-Poison Damage for 3 Turns
Aggressive AdvanceWeapon's Initiative
In crew combat, Rifle Attack, advances 1 slot. Successful attack Buffs yourself with +2 Initiative, +25% Ranged Accuracy, +25% Armor Piercing, +25% To Resist Debuffs for 3 Turns
Steady MobilityWeapon's Initiative
In crew combat, Rifle Attack. Successful attack Buffs yourself with +25% Ranged Damage, +25% Armor Piercing, +25% Dodge, +25% To Resist Debuffs for 3 Turns
Burrowing Shots1.5X Weapon's Initiative
In crew combat against xeno only, Crippling Rifle Attack with +10% Ranged Accuracy; successful hit causes -4 Initiative, +36 Bleeding, -10 Energy (Plas/Rad) Resist, -10 Bio-Poison Resist for 3 Turns
Keen Senses3 weeks Cooldown
While Exploring a Wild Zone, reroll any card
E-Shock Grenade16 Initiative
In crew combat, Crippling Grenade Attack hits 2 targets with 31-60 Dmg and causes 25% Stun, -25% All Accuracy, -25% All Damage, -20% Deflection for 2 Turns
Know Thy EnemyWeapon's Initiative
In crew combat against xeno only, Crippling Rifle Attack causes -25% Deflection, -25% Dodge, -40% Armor, -16 Energy (Plas/Rad) Resist for 3 Turns
Plas-Charge SlugsWeapon's Initiative
In crew combat, Crippling Rifle Attack with +20 Plasma Damage, +10% Armor Piercing; successful hit causes -25% Armor, -16 Energy (Plas/Rad) Resist for 3 Turns, knocks target back 1 slot
Artifact Hunter9 weeks Cooldown
While Exploring a Wild Zone, replace a risk card with an Artifacts reward card; however there is a Danger-based chance to draw Artifacts guarded by xeno card instead
Combat Talent Strategy[edit | edit source]
Bio-Agent Flechette[edit | edit source]
This is a good go-to talent for mitigating high-damage threats as 25% damage reduction can make a large difference in terms of survival. The bio-poison damage is significant as well. This is a useful early combat talent for the Exo-Scout as it doesn't move positions.
Aggressive Advance[edit | edit source]
This talent grants a powerful set of offensive and defensive bonuses but can push you into a position where your attacks are limited if you aren't careful with your formation. Be aware of the attack position limitations of your other talents as they might not be usable from your new position. This works well on Soldier Hybrid officers who can retreat with Covering Fire after using this talent. Interestingly, you can hit the back position with this talent, which you cannot do with the basic rifle. You cannot hit the front-most position, however.
Steady Mobility[edit | edit source]
This talent grants a different set of bonuses than Aggressive Advance but has the advantage of not altering your formation. It is a good go-to talent to start combat with and then follow up with several uses of Bio-Agent Flechette.
Burrowing Shots[edit | edit source]
This is an interesting talent for fighting Xeno. It can be used from any position and gives several defensive debuffs to soften up a Xeno target. Both bio-poison and energy resistance debuffs are useful for the Exo-Scout as it has other talents that can capitalize on both of them. The bleeding is massive, which is helpful given Xenos' large health pools.
E-Shock Grenade[edit | edit source]
This is an extremely powerful grenade. The damage is significant, the stun is powerful, and the offensive and defensive debuffs almost completely shut down foes if you can hit them. The high initiative cost makes it a risky talent to use but the benefits are massive if you can hit two foes.
Know Thy Enemy[edit | edit source]
This talent softens Xeno targets up massively, combined with a Sniper or Soldier you can reliably kill a Xeno in two hits. Being able to hit any target and being usable from all positions makes it a versatile anti-Xeno talent.
Plas-Charge Slugs[edit | edit source]
This talent is great if you've lowered the foe's energy resist but is also a great talent for moving swordsmen out of position for non-Officer Exo-Scouts. Be aware of its limited attack positions.
|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 • Sniper • Xeno Hunter • Zealot