Exo-Scout

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Exo-Scout
Icon job exoscout.png
Type Fighter
Acquisition Contacts
SKILLS
Primary Skill Explore
Secondary Skill Rifles

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]

Rank Rifles Evasion Explore
1 2 1 1
2 3 1 3
3 3 2 3
4 4 2 3
5 4 2 4
6 4 3 4
7 5 3 4
8 5 3 5
9 6 3 5
10 6 4 5
11 7 4 6

Ranks 12 to 22[edit | edit source]

Rank Rifles Evasion Explore
12 8 4 6
13 8 5 6
14 8 5 7
15 9 5 8
16 10 5 8
17 10 5 9
18 10 5 10
19 11 5 10
20 11 6 10
21 12 6 10

Ranks 22 to 32[edit | edit source]

Rank Rifles Evasion Explore
22 13 6 11
23 13 6 12
24 13 6 13
25 14 6 13
26 14 7 14
27 14 7 14
28 15 7 14
29 15 7 15
30 16 8 15
31 17 8 15
32 17 9 16

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 explorer normal.png
SKILL SAVE
Rank: 1
Scout's Intuition
3 weeks Cooldown

Automatically passes a failed Explore test in any situation; including Exploration or during a mission

Talent explorer passive bonus normal.png
EXPLORE
Rank: 1
Persistent Search
6 weeks Cooldown

While Exploring a Wild Zone, increase reward by 10% + Explore Skill

Talent combat biodart normal.png
Rank: 1
Bio-Agent Flechette
Weapon's Initiative

In crew combat, Crippling Rifle Attack causes -25% All Damage, +20 Bio-Poison Damage for 3 Turns

Talent combat scout mobility normal.png
Rank: 1
Aggressive Advance
Weapon'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

Talent combat scout adv normal.png
Rank: 1
Steady Mobility
Weapon'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


Talent combat scout burrowing normal.png
Rank: 5
Burrowing Shots
1.5X 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

Talent explorer reroll normal.png
EXPLORE
Rank: 5
Keen Senses
3 weeks Cooldown

While Exploring a Wild Zone, reroll any card


Talent combat scout plasgrenade normal.png
Rank: 8
E-Shock Grenade
16 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

Talent combat scout xeno normal.png
Rank: 8
Know Thy Enemy
Weapon'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


Talent combat scout plaschargeslug normal.png
Rank: 11
Plas-Charge Slugs
Weapon'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

Talent explorer xeno normal.png
EXPLORE
Rank: 11
Artifact Hunter
9 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.

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