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Each Job provides a series of Talents representing the special abilities granted by the Job-specific training. As Characters progress through Job Ranks, more and more Talents become available.

There are many different types of Talents available to your characters, including talents that are useful before, during and after ship combat, during crew combat, those used while using Contact Services, and others used while traveling, landing, Exploring, Spying, Patrolling, Blockading or trying to access the Black Market. All talents that reference a skill use the skill level of the individual crew member using the talent. All talents that use attributes, use the attributes of the individual crew member using the talent as well.

Talent Types and Stacking[ | ]

There are three main types of Talents -- Ship Combat Talents, Crew Combat Talents, and all Game Event Talents.  

In Ship Combat, you can use a single Talent a turn. A Ship Combat Talent goes on Cooldown after use and cannot be used again until its Cooldown ends.  Any buffs or debuffs from a Ship Combat Talent can stack. Therefore, you can use multiple copies of Evasive Maneuvers in a single combat and gain the stacked bonuses.

Crew Combat Talents cost a certain amount of Initiative to use and you can only use one when it is your turn. Crew Combat Talents do not go on Cooldown after use. Any buffs or debuffs from a Crew Combat Talent do not stack. Therefore, rebuffing yourself with the same ability does not double the effect but does reset the effect's duration.

The Game Event Talents are linked to a game event, such as landing on a world, making a hyperwarp jump, completing a Skill test such as Stealth or making a $5,000 credit or more trade. When such an event happens, a single Talent is selected from your crew and applied. Only one Game Event Talent can be applied to any given game event. These Game Event Talents go on Cooldown after use and cannot be used again until its Cooldown ends.

Ship Combat Talent Stars[ | ]

Each Ship Combat Talent displays up to 5 stars in its icon bar. These stars indicate the Ship Combat ranges at which the Talent is valid. Your ship must be at one of these ranges to use the Talent.

  • Stars denote Ship Combat ranges 5-4-3-2-1, in that order from left to right.
  • A blue star means that the Talent is a self-buff, or has instant effect, on your own ship, and is valid at this range.
  • A red star means that the Talent is a debuff on the enemy ship (if any of your weapons hit this turn), and is valid at this range.
  • A black dot means that the Talent is not valid at this range.

Crew Combat Talent Details[ | ]

Crew Combat Talent Weapon Requirements[ | ]

If a crew combat ability makes mention of one of Blades, Pistols, or Rifles, then a weapon of that type must be equipped for that talent to be used. For example, the Strength of Steel Talent mentions the Blades Skill in its equation to restore Health and therefore can only be used if a blade is equipped. Buffs that rely on a non-weapon Skill, such as Evasion, can be used regardless of the weapon equipped.

Crew Combat Talent Dot Indicators[ | ]

Each Crew Combat Talent displays two sets of 4 dots each. These dots indicate the Crew Combat positions at which the Talent is valid, and which friendly or enemy positions it may target (if applicable).

Left-side Bank of 4 Dots (Blue, Green, Black)[ | ]

The left-side bank of 4 dots indicates friendly crew positions 4-3-2-1, in the same order you see them in a Crew Battle.

  • A green dot (on the left) means that this Talent is valid at this position, and self-targets its host (or the host's party).
  • A blue dot (on the left) means that this Talent is valid at this position, and may target other crew as shown in the right-side bank; see below.
  • A black dot (on the left) means that this Talent is not valid in this position. If the Talent is a self-buff, you can't do it from here. If the Talent targets the enemy, you can't target them from here.
Right-side Bank of 4 Dots (Red, Green, Black, blank)[ | ]

The right-side bank of 4 dots can indicate either friendly crew positions in 4-3-2-1 order, or enemy crew positions in 1-2-3-4 order, in both cases in the same order you see them in Crew Combat.

  • All-blank (on the right) means that this Talent is a self-buff, and automatically targets its host.
  • A red dot (on the right) means that this Talent can target enemy crew in this position (in 1-2-3-4 order).
    • Examples: Soldier T1 Suppressing Fire can target enemy positions 1-2.
    • Exo-Scout T5 Burrowing Shots (with rifle, vs. Xeno crews only) and Spy T8 Sneak Attack (with pistol) can target all enemy positions 1-4.
    • All grenade Talents automatically attack both enemy positions 1-2, and thus are shown as (red-red-black-black).
  • A green dot (on the right) means that this Talent can target a friendly crew in this position (in 4-3-2-1 order, same as for the left side). Some Talents explicitly state that they target the entire party, or 2 friendly positions, and these show 4 or 2 green dots, respectively.
    • Examples: Most healing Talents (Combat Medic T1 Cleansing Purge, et al.) are 4-blue 4-green, meaning that you can stand in any position and heal any 1 friendly position (including yourself).
    • Some party buffs explicitly state "entire team", and show 4-green on the right: Combat Medic T1 E-Suture, Commander T1 Rallying Aura, Soldier T5 Backline Leader and T8 Frontline Brave, etc.
    • Military Officer T1 Tactical Edge shows (blue-blue-blue-black) (green-green-green-black), which means you can stand in positions 4-2 and target friendly positions 4-2 (including yourself). Note that if you're in position #2 and you target yourself, then this Talent will advance you into position #1 as part of its effect, and then this Talent is disabled as long as you remain in #1.
  • A black dot (on the right) means that this Talent cannot target this position. The order of the positions is implied by the color of the other dots (and there's always a minimum of 1 colored dot).

All Talents[ | ]

Icon Name Job Required Rank Type Description Cooldown


Talent money edict normal
EDICT
Abiding Death Bounty Hunter 1 EDICT Price for death warrant Edict is discounted by 10% + Intimidate Skill 3 weeks Cooldown


Talent salvage remove normal
SALVAGE
Accurate Predictions Scientist 5 SALVAGE While Salvaging at an Orbital, remove a risk card 9 weeks Cooldown


Talent pirate acrobaticdrive normal
Acrobatic Dive Pirate 5 SHIP COMBAT Buffs Ship with +25% Accuracy, +15 Range Change, -10 Escape for next 3 Turns 3 weeks Cooldown


Talent diplo reduce rep loss normal
MISSION
Adept Mediation Diplomat 5 MISSION When completing steps in a Mission using Negotiation Skill legally (not bribes), your careful mediation mitigates your Reputation loss by up to Negotiation Skill 18 weeks Cooldown


Talent combat pistoleer advance normal
Advancing Front Pistoleer 8 CREW COMBAT In crew combat, Pistol Attack with +10% Ranged Damage, +20% Armor Piercing, +35% Critical, advances 1 slot Costs Weapon's Initiative to use (No Valid Weapon)


Talent plan interdictor defend normal
Aegis Pattern Wing Leader 1 FLIGHT PLAN Launch an Interdictor craft with a 3 Turn flight plan to defend against enemy craft and shoot down up to one Missile or Torpedo a Turn. On launch, Buffs Ship with +25% to Hit Craft, +10% Defense, +10 Range Change for 3 Turns no time Cooldown


Talent sabo afterthought normal
BOARDING
Afterthought Murder Saboteur 8 BOARDING After a successful Boarding, leaves the corridors and decks rigged with deadly traps; 4 enemy crew suffer 30 - 50 Damage plus Stealth Skill 9 weeks Cooldown


Talent combat scout mobility normal
Aggressive Advance Exo-Scout 1 CREW COMBAT 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 Costs Weapon's Initiative to use (No Valid Weapon)


Talent pistoleer aimedshot normal
Aimed Focus Pistoleer 1 CREW COMBAT In crew combat, Buff yourself with +25% Ranged Accuracy, +25% All Damage, +10% Critical for 3 Turns, Restores (10 + 0 Evasion) Morale Costs 6 Initiative to use


Talent skill tactics normal
SKILL SAVE
Airtight Plan Wing Tech 1 SKILL SAVE Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission 3 weeks Cooldown


Talent blockade bomber passive normal
BLOCKADE
Alarming Pass Wing Bomber 8 BLOCKADE When Blockading a system as the pilot of a Bomber craft, increase all credit rewards by 20% + Electronics 9 weeks Cooldown


Talent elo alertscanner normal
ORBIT
Alert Scanner Electronics Tech 1 ORBIT Upon entering the orbit of a new system, 10% + Electronics Skill chance to learn a Rumor 9 weeks Cooldown


Talent eng all power normal
All The Power Engineer 15 SHIP COMBAT Routing more power to the void reactor to escape. Buffs Ship with -10% Shield, +20 Range Change, +40 Escape, Self-inflicts +30 Component Dmg/Turn for next 2 Turns 9 weeks Cooldown


Talent science radstorm xp normal
STORM
Amplified Assay Scientist 8 STORM Protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) while granting additional Experience reward 9 weeks Cooldown


Talent combat assassin antidote normal
Antidote Assassin 8 CREW COMBAT In crew combat, Removes all Debuffs; Buffs with +10% Armor, +32 Bio-Poison Resist for 3 Turns Costs 6 Initiative to use


Talent skill negotiate normal
SKILL SAVE
Appeal to Honor Blade Dancer 5 SKILL SAVE Automatically passes a failed Negotiate test in any situation; including deep space travel, mutiny or during a mission 3 weeks Cooldown


Talent combat assassin arterial normal
Arterial Slash Assassin 8 CREW COMBAT In crew combat, Crippling Blade Attack with +10% Melee Accuracy, +10% Melee Damage, +10% Armor Piercing; successful hit causes -3 Initiative, +8 Bleeding for 3 Turns; Requires but ends Stealth Mode to use Costs Weapon's Initiative to use (No Valid Weapon)


Talent skill repair normal
SKILL SAVE
Artful Solder Scavenger 1 SKILL SAVE Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel 3 weeks Cooldown


Talent explorer xeno normal
EXPLORE
Artifact Hunter Exo-Scout 11 EXPLORE When 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 9 weeks Cooldown


Talent explorer profit artifacts normal
ARTIFACTS
Artifact Profiteer Explorer 5 ARTIFACTS When selling Xeno Artifacts, increase the profit of the deal by 25% + Explore Skill 9 weeks Cooldown


Talent doctor assistedcare normal
DOCTOR
Assisted Care Doctor 1 DOCTOR Reduces the price for medical care at the Doctor by 10% + Doctor Skill 3 weeks Cooldown


Talent money repair normal
UPGRADE
Assisted Installation Engineer 5 UPGRADE Discounts any upgrade of a ship component at the Starport by 10% + Repair Skill 3 weeks Cooldown


Talent salvage xp normal
SALVAGE
Astounding Find Engineer 8 SALVAGE While Salvaging at an Orbital, replace a risk card with a Experience Bonus card 6 weeks Cooldown


Talent skill repair normal
SKILL SAVE
Attentive Overhaul Engineer 1 SKILL SAVE Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel 3 weeks Cooldown


Talent skill command normal
SKILL SAVE
Aura of Command Commander 1 SKILL SAVE Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission 3 weeks Cooldown


Talent combat soldier backline normal
Backline Leader Soldier 5 CREW COMBAT In crew combat, Buffs entire team with +10% Ranged Accuracy, +10% All Damage, +10% Armor, +25% To Resist Debuffs for 3 Turns Costs 10 Initiative to use


Talent blackmarket upgrade normal
SMUGGLE
Backroom Deal Smuggler 1 SMUGGLE When attempting to access a Black Market, replace a risk card with a Market Access card 3 weeks Cooldown


Talent swordsman bladestrike normal
Balanced Blade Swordsman 1 CREW COMBAT In crew combat, Blade Attack. Successful attack Buffs yourself with +25% Melee Accuracy, +10% Melee Damage, +10% Armor Piercing, +25% Melee Defense for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent skill intimidate normal
SKILL SAVE
Baleful Grimace Quartermaster 1 SKILL SAVE Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission 3 weeks Cooldown


Talent combat commander barked normal
Barked Order Commander 5 CREW COMBAT In crew combat, intimidating command causes -25% All Accuracy, -25% All Damage for 3 Turns, knocks target back 1 slot Costs 12 Initiative to use


Talent pirate barrelroll normal
Barrel Roll Pirate 5 SHIP COMBAT Buffs Ship with -25% Standard Dmg, +35% Defense, +10% Shield, -10 Escape for next 3 Turns 3 weeks Cooldown


Talent victory battle dmg normal
VICTORY
Battle Damage Repair Crew Dog 8 VICTORY In the aftermath of a ship battle, repair one Ship Component damage equal to 10% + Repair Skill 6 weeks Cooldown


Talent science xeno salvage normal
VICTORY
Behavioral Analysis Scientist 11 VICTORY When salvaging a destroyed xeno ship in the void, gain up to Explorer Skill in Scientific Intel 3 weeks Cooldown


Talent commando disable normal
BOARDING
Behind Enemy Lines Wing Commando 5 BOARDING After a successful Boarding, clever sabotage disables best enemy weapon, causing 80% Damage; +10 Component Dmg/Turn, +10 Crew Dmg/Turn for next 4 Turns 9 weeks Cooldown


Talent boarding cm biobomb normal
BOARDING
Bio-Agent Bomb Combat Medic 5 BOARDING After a successful Boarding, release deadly bio-agents into the enemy ship's ventilation; +10 Morale Dmg/Turn, +25 Crew Dmg/Turn for next 4 Turns 9 weeks Cooldown


Talent combat biodart normal
Bio-Agent Flechette Exo-Scout 1 CREW COMBAT In crew combat, Crippling Rifle Attack causes -25% All Damage, +20 Bio-Poison Damage for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent combat biopoison grenade normal
Bio-Poison Grenade Combat Medic 5 CREW COMBAT In crew combat, Crippling Grenade Attack hits 2 targets with 31-50 Dmg and -2 Initiative, +14 Bio-Poison Damage, -25% Melee Defense, -25% Ranged Defense, -10 Bio-Poison Resist for 3 Turns Costs 16 Initiative to use


Talent combat biodart normal
Bio-Poison Slugs Combat Medic 1 CREW COMBAT In crew combat, Crippling Pistol Attack causes +20 Bio-Poison Damage, -10% Melee Defense, -10% Ranged Defense for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent skill stealth normal
SKILL SAVE
Blackcat Saboteur 1 SKILL SAVE Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission 3 weeks Cooldown


Talent pirate sigjam normal
ENCOUNTER
Blackheart Fraud Pirate 8 ENCOUNTER Confusing or forged credentials are enough to throw even the most dogged pursuer; can be used to reduce the hostility of Bounty Hunters 3 weeks Cooldown


Talent bd dance normal
SPICE
Blade Walker Blade Dancer 1 SPICE When entertaining in the spice hall, reduce price of Spicing to $0 and grant all revelers a Morale bonus equal to 30% of your Charisma 6 weeks Cooldown


Talent combat sword bladehilt normal
Blade and Hilt Swordsman 11 CREW COMBAT In crew combat, Blade Attack hits 2 targets. Successful attack Buffs yourself with +10% Melee Damage, +10% Armor Piercing, +25% Critical, -15% Melee Defense, -15% Ranged Defense for 3 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent combat sword rally normal
Bladesman Rally Swordsman 8 CREW COMBAT In crew combat, Removes all Debuffs; Restores 2 targets for (25 + 0 Evasion) Morale Costs 6 Initiative to use


Talent bh bloodgame normal
Blood Game Bounty Hunter 1 SHIP COMBAT In Ship Combat, always allows a boarding attempt at range 1 to 3; only allows an attempt at range 4 or 5 during Mission battles as the hunter tracks their prey 6 weeks Cooldown


Talent explore xeno normal
EXPLORE
Blooded Lure Xeno Hunter 1 EXPLORE When Exploring a Wild Zone, replace a risk card with a dreaded Xeno card with an Explorer Skill chance to draw Artifacts guarded by xeno card instead 3 weeks Cooldown


Talent combat zealot bloodletting normal
Bloodletting Blow Zealot 5 CREW COMBAT In crew combat, Crippling Blade Attack causes +8 Bleeding, -20% Deflection for 3 Turns, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)


Talent soldier blowback normal
Blowback Soldier 5 CREW COMBAT In crew combat, Crippling Rifle Attack; successful hit causes 25% Stun, +4 Bleeding, -20% Deflection for 3 Turns, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)


Talent boarding eng demo normal
BOARDING
Boarder's Demolition Engineer 5 BOARDING After a successful Boarding, rig an explosion which leaves the enemy ship vulnerable to continued attack; -15% Defense, -15% Shield, -15% Armor for next 4 Turns 9 weeks Cooldown


Talent plan shuttle board debuff normal
Boarder's Storm Wing Commando 8 FLIGHT PLAN Launch a Shuttle craft with a 4 Turn flight plan (launch, close, board, land) to make a boarding run against the enemy ship. When attempting boarding causes -20% Defense, -10% Shield, -10 Range Change, +15 Morale Dmg/Turn for the next 4 Turns no time Cooldown


Talent gunner boardingassault normal
Boarding Assault Gunner 1 SHIP COMBAT In Ship Combat, allows a boarding attempt from range 3 or below as gunners give heavy covering fire to assault shuttle 6 weeks Cooldown


Talent combat mo boardingrush normal
ON INIT
Boarding Rush Military Officer 11 ON INIT When making Initiative Roll in Crew Combat, Buff yourself with +4 Initiative, +10% All Accuracy, +10% All Damage for 2 Turns One team member's On Init Talent activates at the start of each combat turn


Talent combat bodyguard bodyshot normal
Body Shot Bodyguard 5 CREW COMBAT In crew combat, Crippling Pistol Attack; successful hit Pins Target and causes 25% Stun for 3 Turns, knocks target back 1 slot Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent trade into conflict normal
TRADE
Bold Statement Merchant 11 TRADE Trading into a Trade Ban or War grants Rep bonus with second Faction up to the Rep penalty with the offended Faction 9 weeks Cooldown


Talent commander oversee normal
Bolster Commander 8 CREW COMBAT In crew combat, Removes all Debuffs; Restores for (30 + 0 Command) Morale Costs 6 Initiative to use


Talent wingleader flyover normal
Bolstering Fly-By Wing Leader 1 SHIP COMBAT When piloting a launched Interdictor in ship combat, Purges your Ship's Crew of any Crippling Effects 1 week Cooldown


Talent spy bolt normal
Bolt Spy 5 SHIP COMBAT Buffs Ship with +30 Escape for next 3 Turns 3 weeks Cooldown


Talent gunner bombardment normal
Bombardment Gunner 1 SHIP COMBAT Under continual attack an enemy ship struggles to return fire. If any ship weapons hit, this Crippling Attack causes -15% Accuracy, -10% to Hit Craft, -10% Standard Dmg, -5% Armor for the next 3 Turns 3 weeks Cooldown


Talent plan bomber debuff normal
Bombing Run Wing Bomber 1 FLIGHT PLAN Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship. If the attack run hits, causes -1 Reactor Pts, -25% Accuracy, -25% Defense for the next 4 Turns no time Cooldown


Talent elo boostedshields normal
Boosted Shields Electronics Tech 11 SHIP COMBAT Buffs Ship with +10% Shield, +50 Radiation Resist, +50 Void Resist for next 3 Turns 3 weeks Cooldown


Talent smuggler profits normal
SMUGGLE
Bootleg Profits Smuggler 5 SMUGGLE When executing a trade at the Black Market worth over $5,000, increase your profit of sale or reduce price of purchase by 20% + Negotiate Skill 9 weeks Cooldown


Talent engineer brace normal
Brace for Impact Engineer 1 SHIP COMBAT Buffs Ship with +20% Shield, +20% Armor, 10% Protection against Crew Dmg for next 3 Turns 3 weeks Cooldown


Talent strooper braced normal
Braced Fire Shock Trooper 5 CREW COMBAT In crew combat, Rifle Attack. Successful attack Buffs yourself with +25% Ranged Accuracy, +10% Armor, Resists Pinned and Forced Movement for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent swordsman braveryline normal
ON INIT
Bravery Line Swordsman 1 ON INIT When making Initiative Roll in Crew Combat, Buff yourself with +3 Initiative, +15% Critical, +15% Melee Defense for 3 Turns (requires blade) One team member's On Init Talent activates at the start of each combat turn


Talent plan shuttle board normal
Breacher's Assault Wing Commando 1 FLIGHT PLAN Launch a Shuttle craft with a 4 Turn flight plan (launch, close, board, land) to make a boarding run against the enemy ship. When attempting boarding causes -10% Accuracy, -10% Shield, -10 Escape, +15 Crew Dmg/Turn for the next 4 Turns no time Cooldown


Talent comando breakneck normal
Breakneck Assault Wing Commando 1 CREW COMBAT In crew combat, Crippling Blade Attack with +10% Melee Accuracy, -30% Melee Damage; successful hit hits 2 targets and causes -2 Initiative, -10% Deflection, -10% Armor for 3 Turns, advances 1 slot Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent pilot broadside normal
Broadside Angle Pilot 5 SHIP COMBAT Buffs Ship with +25% Accuracy, +20% to Hit Craft, +40% Standard Dmg, -25% Defense, -15% Armor for next 3 Turns 3 weeks Cooldown


Talent combat sniper trace normal
Bullet Trace Sniper 1 CREW COMBAT In crew combat, Crippling Rifle Attack with +10% Ranged Accuracy, +15% Armor Piercing; successful hit causes -15% Deflection, -15% Ranged Defense for 2 Turns and removes all Buffs from target Costs Weapon's Initiative to use (No Valid Weapon)


Talent skill tactics normal
SKILL SAVE
Bullseye Certainty Gunner 1 SKILL SAVE Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission 3 weeks Cooldown


Talent pirate burnerskid normal
Burner Skid Pirate 11 SHIP COMBAT Infamous pirate maneuver, dangerous over-charging the engine for killing power. Buffs Ship with +20% Critical, +80 Radiation Dmg, Self-inflicts +25 Component Dmg/Turn, Self-inflicts +25 Morale Dmg/Turn for next 3 Turns 3 weeks Cooldown


Talent combat scout burrowing normal
Burrowing Shots Exo-Scout 5 CREW COMBAT In crew combat against xeno only, Crippling Rifle Attack with +10% Ranged Accuracy; successful hit causes -4 Initiative, +8 Bleeding, -15 Energy (Plas/Rad) Resist, -15 Bio-Poison Resist for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent soldier burstfire normal
Burst Fire Soldier 1 CREW COMBAT In crew combat, Rifle Attack hits 2 targets with -35% All Damage, +10% Armor Piercing, +10% Critical Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent blackmarket remove normal
SMUGGLE
Buzzing Wires Electronics Tech 1 SMUGGLE When attempting to access a Black Market, remove a risk card 3 weeks Cooldown


Talent salvage reroll normal
SALVAGE
Calculated Search Scavenger 1 SALVAGE While Salvaging at an Orbital, reroll a risk card 3 weeks Cooldown


Talent boarding mo surrender normal
BOARDING
Call for Surrender Military Officer 5 BOARDING After a successful Boarding, demand for quick surrender cause 4 enemy crew to suffer Morale loss up to 30 + Tactics Skill; -10 Range Change, +25 Morale Dmg/Turn for next 4 Turns 9 weeks Cooldown


Talent quartermaster face xeno normal
XENO
Call to Arms Quartermaster 8 XENO When encountering a xeno ship in space combat, prevents Morale loss on up to Intimidate Skill number of crew 6 weeks Cooldown


Talent qm mutimy speech normal
MUTINY
Calming Speech Quartermaster 5 MUTINY Speaking as a leader but also as a member of the crew, the quartermaster knows what to say. The mutiny ends and Morale of the entire crew is increased by 40 + Command skill 13 weeks Cooldown


Talent salvage remove normal
SALVAGE
Careful EVA Scavenger 5 SALVAGE While Salvaging at an Orbital, remove a risk card 9 weeks Cooldown


Talent skill repair normal
SKILL SAVE
Careful Testing Mechanic 1 SKILL SAVE Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel 3 weeks Cooldown


Talent boarding scav cascade normal
BOARDING
Cascading Destruction Scavenger 5 BOARDING After a successful Boarding, rapidly sabotaging a nearby component causes 40% + Repair Skill in damage 13 weeks Cooldown


Talent explorer remove normal
EXPLORE
Certain Knowledge Scientist 8 EXPLORE When Exploring a Wild Zone, remove a risk card 3 weeks Cooldown


Talent sabo chain normal
BOARDING
Chain Reaction Saboteur 5 BOARDING After a successful Boarding, expertly chained explosions leave a wake of death and fires, causing Stealth Skill damage to 1 component; +25 Component Dmg/Turn, +15 Morale Dmg/Turn, +20 Crew Dmg/Turn for next 3 Turns 9 weeks Cooldown


Talent medic purge normal
Cleansing Purge Combat Medic 1 CREW COMBAT In crew combat, Removes all Debuffs; Restores for (10 + 0 Doctor) HP and Morale Costs 10 Initiative to use


Talent spy upgrade normal
SPY
Clink of Credits Electronics Tech 11 SPY When Spying in the orbit of a system, replace a risk card with a Credit Skim or Score reward card 3 weeks Cooldown


Talent spy mission normal
SPY
Cloak and Dagger Spy 11 SPY When Spying in the orbit of a system, replace a risk card with a Mission Success reward card 3 weeks Cooldown


Talent spy closeobserve normal
TRAIT
Close Observation Spy 1 TRAIT Sharp scrutiny grants Wisdom % to reveal a Contact's hidden Traits during any interaction where money changes hands 18 weeks Cooldown


Talent gunner closein normal
Close-In Defenses Gunner 11 SHIP COMBAT Debuffs launched enemy Craft with -10 Boarding, -20% Hit Chance, -15% Craft Evasion for next 3 Turns 9 weeks Cooldown


Talent pistoleer unloadingfire normal
Close-Range Barrage Pistoleer 1 CREW COMBAT In crew combat, Crippling Pistol Attack with +25% Ranged Damage; successful hit causes -25% Melee Accuracy, -25% All Damage, -10% Critical Chance for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent boarding bh threats normal
BOARDING
Cold-blooded Threats Bounty Hunter 8 BOARDING After a successful Boarding, threats of merciless reprisal cause 5 enemy crew to suffer Morale loss up to 40 + Intimidate Skill 13 weeks Cooldown


Talent patrol upgrade normal
PATROL
Commanding Sweep Military Officer 5 PATROL When Patrolling a system, replace a card with a Reputation bonus or a Conflict Influence in the case of a Conflict 3 weeks Cooldown


Talent diplomat conscript normal
CONSCRIPT
Compelling Conscription Diplomat 11 CONSCRIPT When conscripting enemy to serve in your crew after a ship victory, new crew member starts with higher Morale and does not gain new negative Traits 3 weeks Cooldown


Talent soldier grenade concuss normal
Concussion Grenade Soldier 8 CREW COMBAT In crew combat, Crippling Grenade Attack hits 2 targets with 20-30 Morale Dmg and 50% Stun, -4 Initiative for 3 Turns Costs 14 Initiative to use


Talent skill eletrconics normal
SKILL SAVE
Conduit Thought Engineer 8 SKILL SAVE Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission 3 weeks Cooldown


Talent pistoleer confound normal
Confounding Gunplay Pistoleer 15 CREW COMBAT In crew combat, Crippling Pistol Attack with +15% Ranged Accuracy, +10% Ranged Damage; successful hit causes 50% Stun to target and causes -10% All Accuracy for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent bd confront normal
Confrontation Stance Blade Dancer 1 CREW COMBAT In crew combat, Removes all Debuffs; Buff yourself with +25% Melee Accuracy, +25% Melee Damage, +25% Critical, -15% Melee Defense, -15% Ranged Defense for 3 Turns, advances 1 slot (requires blade) Costs 8 Initiative to use


Talent engineer science intel profilt normal
SCIENCE
Contemplative View Engineer 8 SCIENCE Increases price for sold Scientific Records by 30% + Electronics Skill and Contact Influence gains are increased by Wisdom % 3 weeks Cooldown


Talent qm contract normal
DESERTER
Contract Bargain Quartermaster 1 DESERTER When landing in a zone, the highest level crew member who attempts to abandon the ship reconsiders, but their salary increases by $2 3 weeks Cooldown


Talent commander coordinatedfire normal
Coordinated Fire Commander 11 SHIP COMBAT Buffs Ship with +10% to Hit Craft, +35% Standard Dmg, +25% Critical for next 3 Turns 3 weeks Cooldown


Talent merchant cordialinvite normal
INTRODUCTION
Cordial Invitation Merchant 5 INTRODUCTION Receive up to your Negotiate Skill in Reputation bonus with a new Contact when buying an Introduction 3 weeks Cooldown


Talent blockade merchants normal
BLOCKADE
Corsair's Eye Pirate 1 BLOCKADE During a Blockade of a system, replace a risk card with a Merchant card 3 weeks Cooldown


Talent spy forged normal
ENCOUNTER
Counterfeit Identity Spy 8 ENCOUNTER A subtle interchange of espionage protocols creates a truce between covert operators; can be used to reduce the hostility of Bounty Hunters 3 weeks Cooldown


Talent combat soldier covering normal
Covering Fire Soldier 5 CREW COMBAT In crew combat, Crippling Rifle Attack; successful hit Pins Target and causes 25% Stun for 3 Turns, retreats 1 slot Costs Weapon's Initiative to use (No Valid Weapon)


Talent spy covert handshake normal
ENCOUNTER
Covert Signals Spy 1 ENCOUNTER When encountering a Spy Captain, a subtle exchange of espionage protocols can reduce hostility 12 weeks Cooldown


Talent skill stealth normal
SKILL SAVE
Crafty Twist Sniper 5 SKILL SAVE Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission 5 weeks Cooldown


Talent smuggler crimcons normal
SMUGGLE
Criminal Connections Smuggler 11 SMUGGLE When executing a trade at the Black Market worth over $5,000, gain a 30% + Charisma chance to learn about a Contact 9 weeks Cooldown


Talent commando recruit normal
RECRUIT
Cull the Chaff Wing Commando 8 RECRUIT When Recruiting the trained eye of a soldier spots the best, new crew member gains improved Attributes and you discover one of their hidden Traits 3 weeks Cooldown


Talent skill stealth normal
SKILL SAVE
Cunning Slip Smuggler 1 SKILL SAVE Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission 3 weeks Cooldown


Talent combat mo damning normal
Damning Aim Military Officer 5 CREW COMBAT In crew combat, Crippling Pistol Attack causes -2 Initiative, -10% Deflection, -25% Armor for 3 Turns and removes all Buffs from target Costs Weapon's Initiative to use (No Valid Weapon)


Talent spy intel profit normal
INTEL
Data Haul Spy 8 INTEL Increases price for sold Intel Records by 10% + Electronics Skill. Contact Influence gains or losses increased by Charisma % 3 weeks Cooldown


Talent skill intimidate normal
SKILL SAVE
Daunting Presence Xeno Hunter 1 SKILL SAVE Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission 3 weeks Cooldown


Talent gundeck deadeye normal
Dead Eye Gundeck Boss 1 SHIP COMBAT Buffs Ship with +35% to Hit Craft, +15% Standard Dmg for next 3 Turns 3 weeks Cooldown


Talent sabo deadsights normal
Deadsights Saboteur 5 CREW COMBAT In crew combat, Crippling Pistol Attack; successful hit causes 50% Stun, -2 Initiative for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent combat assassin danceshadows normal
Death Among Shadows Assassin 11 CREW COMBAT In crew combat, front line enemy freezes in fear of unseen opponent; -25% All Accuracy, -25% All Damage, -10% Armor for 3 Turns, drags target forward 1 slot; Requires Stealth Mode to use Costs 8 Initiative to use


Talent combat xeno hunter death haunt normal
Death Haunt Xeno Hunter 8 CREW COMBAT In crew combat, Removes all Debuffs; Buffs 3 targets with +10% Critical for 3 Turns and Restores for (30 + 0 Intimidate) Morale Costs 12 Initiative to use


Talent gundeck discipline normal
Deck Discipline Gundeck Boss 8 SHIP COMBAT Purges your Ship's Crew of any Crippling Effects, Restores Gunnery Skill worth of Morale to 20 Crew 6 weeks Cooldown


Talent strooper breacher normal
BOARDING
Deepstrike Detonator Shock Trooper 15 BOARDING After a successful Boarding, installs a overloaded shockwave detonator in a passageway, disabling 2-7 components which have at least 40% but less than 60% damage with up to 20% + Rifle Damage 9 weeks Cooldown


Talent strooper deepstrike normal
Deepstrike Grenade Shock Trooper 1 CREW COMBAT In crew combat, Crippling Grenade Attack hits 2 targets with 20-30 Morale Dmg and 25% Stun, -30% All Accuracy, +4 Bleeding, -5 Bleed Resist for 3 Turns Costs 14 Initiative to use


Talent combat bodyguard honorguard normal
Defensive Striker Bodyguard 8 CREW COMBAT In crew combat, Blade Attack with +25% Melee Accuracy. Successful attack Buffs yourself with +2 Initiative, Counter-attacks enemy attacker in front 2 rows, 50% chance to end after each counter for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent skill eletrconics normal
SKILL SAVE
Deft Control Spy 5 SKILL SAVE Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission 3 weeks Cooldown


Talent salvage bomber normal
SALVAGE
Deliberate Destruction Wing Bomber 8 SALVAGE While Salvaging at an Orbital as the pilot of a Bomber craft, replace a risk card with Bombed Salvage card (20-40K credits). If used on a Orbital Construction or Disaster Rumor, drawing Bombed Salvage causes 2-4 Rep loss 9 weeks Cooldown


Talent sabo demojoy normal
BOARDING
Demolition Joy Saboteur 11 BOARDING After a successful Boarding, destructive rampage increases the number of Boarding Talents that can be used from 2 to 3 9 weeks Cooldown


Talent discount fuel normal
REFUEL
Depot Sweep Scavenger 1 REFUEL When refueling your ship, scouring the starport for better deals grants a 15% + Explore Skill discount 12 weeks Cooldown


Talent money rank normal
RANK
Deserving Rank Military Officer 5 RANK Price for military Rank is discounted by 10% + Command Skill 3 weeks Cooldown


Talent combat sword charge normal
Devastating Charge Swordsman 5 CREW COMBAT In crew combat, Crippling Blade Attack; successful hit causes 50% Stun, -2 Initiative, -25% Melee Defense for 2 Turns, advances 1 slot Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent pilot devastatingapproach normal
Devastating Shot Pilot 8 SHIP COMBAT If any ship weapons hit, this Crippling Attack causes -25% Standard Dmg, -15 Range Change for the next 4 Turns 3 weeks Cooldown


Talent increase mission rep commander normal
MISSION
Devoted Service Zealot 1 MISSION When completing steps in a Mission, increase Faction Reputation bonuses by 10% + Command Skill 9 weeks Cooldown


Talent explorer passive bonus normal
EXPLORE
Diamond in the Debris Scavenger 1 EXPLORE When Exploring a Wild Zone, increase reward by 10% + Explore Skill 6 weeks Cooldown


Talent patrol mission normal
PATROL
Diehard Defense Zealot 11 PATROL When Patrolling a system, replace a risk card with Mission success reward card 3 weeks Cooldown


Talent explorer passive double normal
EXPLORE
Digging Deeper Explorer 11 EXPLORE When Exploring a Wild Zone, increase all resource or artifact rewards by 30% + Explorer Skill 6 weeks Cooldown


Talent pirate disablinghit normal
Disabling Approach Pirate 11 SHIP COMBAT If any ship weapons hit, this Crippling Attack causes -25% Defense, -25 Range Change for the next 4 Turns 3 weeks Cooldown


Talent combat spy disappear normal
Disappearing Act Spy 1 CREW COMBAT In crew combat, Buff yourself with +2 Initiative, +25% Melee Defense, +25% Ranged Defense, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns Costs 8 Initiative to use


Talent boarding gunner disarm normal
BOARDING
Disarming Sabotage Gunner 5 BOARDING After a successful Boarding, ruthless sabotage cripples 2-4 weapons causing up to 40% + Gunnery Skill damage 9 weeks Cooldown


Talent commander discernglance normal
RECRUIT
Discerning Glance Commander 1 RECRUIT When Recruiting, new crew member gains improved Attributes and you discover one of their hidden Traits. 3 weeks Cooldown


Talent soldier discipline normal
Discipline Soldier 1 CREW COMBAT In crew combat, Removes all Debuffs; Buff yourself with +25% Ranged Defense, +10% Armor, +25% To Resist Debuffs for 3 Turns (requires rifle) Costs 6 Initiative to use


Talent wingtech discount normal
NEW CRAFT
Discounted Acquisition Wing Tech 5 NEW CRAFT Reduces cost of purchasing a new small craft by Repair Skill % 18 weeks Cooldown


Talent money repair normal
REPAIR
Discounted Repairs Mechanic 1 REPAIR Reduces cost and duration of ship and small craft repair at a Starport by 10% + Repair Skill 3 weeks Cooldown


Talent science explore intelboost normal
EXPLORE
Dissected Scrutiny Scientist 1 EXPLORE When Exploring a Wild Zone, increase all rewards by 10% + Doctor Skill 6 weeks Cooldown


Talent combat assassin dissection normal
Dissection Assassin 11 CREW COMBAT In crew combat, Crippling Blade Attack with +50% Melee Damage; successful hit hits 2 targets and causes +3 Bleeding for 2 Turns; Requires but ends Stealth Mode to use Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent increase mission nav normal
MISSION
Distant Commission Navigator 8 MISSION When accepting a Mission that requires more than 4 Hyperwarp jumps, increase payment by 3% bonus per jump, to a maximum of 30% bonus 3 weeks Cooldown


Talent combat spy distracting normal
Distracting Shots Spy 5 CREW COMBAT In crew combat, Pistol Attack with +10% Ranged Damage, +10% Armor Piercing, retreats 1 slot. Successful attack Engages Stealth Mode, +(10% + Stealth) Critical for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent skill doctor normal
SKILL SAVE
Dogged Treatment Scavenger 8 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 6 weeks Cooldown


Talent combat sniper dominanteye normal
ON INIT
Dominant Eye Sniper 1 ON INIT When making Initiative Roll in Crew Combat, Requires Stealth Mode active; Buff yourself with +25% Ranged Accuracy, +20% Armor Piercing, +10% Critical, +10% Ranged Defense for 3 Turns One team member's On Init Talent activates at the start of each combat turn


Talent strooper dragon normal
Dragonfire Shell Shock Trooper 1 CREW COMBAT In crew combat, Crippling Rifle Attack with -80% Ranged Damage; successful hit hits 3 targets and causes -10% All Damage, +10 Bleeding, -20% Deflection for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent bd dance3 normal
SPICE
Dramatic Performance Blade Dancer 8 SPICE When entertaining in the spice hall, reduce the price of Spicing to $0 and gain a Charisma % chance to learn about a Contact 6 weeks Cooldown


Talent victory dredge artifacts normal
DESTROY
Dredge Artifacts Explorer 8 DESTROY Pick over the wreck of a destroyed xeno ship to recover a number of Artifacts up to your Explore Skill 6 weeks Cooldown


Talent explorer mission normal
EXPLORE
Driven Prospector Explorer 11 EXPLORE When Exploring a Wild Zone, replace a risk with a Mission Success reward card 3 weeks Cooldown


Talent smuggler dubious nod normal
ENCOUNTER
Dubious Handshake Smuggler 1 ENCOUNTER When encountering a Smuggler Captain, a subtle greeting among criminals ends the encounter in a peaceful Draw; 30% + Negotiate Skill chance to learn a new Rumor 12 weeks Cooldown


Talent sabo duck normal
Duck and Go Saboteur 1 CREW COMBAT In crew combat, Removes all Debuffs; Buff yourself with +2 Initiative, +25% Melee Defense, +25% Ranged Defense for 3 Turns, retreats 1 slot (requires pistol) Costs 8 Initiative to use


Talent combat pistoleer stance normal
Dueler's Stance Pistoleer 5 CREW COMBAT In crew combat, Removes all Debuffs; Buff yourself with +20% Deflection, +25% Melee Defense, +25% Ranged Defense, +50% To Resist Debuffs for 3 Turns (requires pistol) Costs 6 Initiative to use


Talent combat scout plasgrenade normal
E-Shock Grenade Exo-Scout 8 CREW COMBAT In crew combat, Crippling Grenade Attack hits 2 targets with 31-60 Dmg and 25% Stun, -25% All Accuracy, -25% All Damage, -20% Deflection for 2 Turns Costs 16 Initiative to use


Talent medic esuture normal
E-Suture Combat Medic 1 CREW COMBAT In crew combat, Heals entire team for (6 + 0 Doctor) HP Costs 12 Initiative to use


Talent etech huntseek normal
ECCM Surge Electronics Tech 8 SHIP COMBAT Debuffs launched enemy Craft with -10% Hit Chance, -30% Craft Evasion for next 3 Turns 9 weeks Cooldown


Talent combat sniper eagle normal
Eagle Eye Sniper 5 CREW COMBAT In crew combat, Buff yourself with +2 Initiative, +10% Ranged Accuracy, +10% Ranged Damage, +10% Critical, +25% To Resist Debuffs for 3 Turns Costs 8 Initiative to use


Talent exoscout science normal
EXPLORE
Earned Revelations Exo-Scout 15 EXPLORE While Exploring a Wild Zone, replace a risk card with Xenoform Traces or Abandoned Lab reward card 9 weeks Cooldown


Talent nav cheapjump normal
JUMP
Efficient Route Navigator 1 JUMP Methodical planning of Hyperwarp Jumps reduces fuel cost by 4 + Navigation skill 3 weeks Cooldown


Talent gunner elusive barrage normal
Elusive Barrage Gunner 1 SHIP COMBAT Well-aimed shots prevent pursuit. If any ship weapons hit, this Crippling Attack causes -10% Accuracy, -15 Range Change for the next 3 Turns 9 weeks Cooldown


Talent wingtech grounding normal
Emergency Grounding Wing Tech 11 SHIP COMBAT Recalls and immediately lands all craft as first action regardless of the current progress of their flight plan 13 weeks Cooldown


Talent science wildland rumor normal
WILD
Empirical Tell Scientist 1 WILD When landing in a Wild Zone, 10% + Explore Skill chance of discovering a previously unknown Rumor 9 weeks Cooldown


Talents patrol reroll all normal
PATROL
Enduring Defender Zealot 15 PATROL When Patrolling a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent pilot engagefighters normal
Engage Fighters Pilot 15 SHIP COMBAT Buffs Ship with -20% Accuracy, +30% to Hit Craft, -15% Standard Dmg, +35% Dmg to Craft, +15% Craft Evasion for next 1 Turns 3 weeks Cooldown


Talent sabo engine normal
BOARDING
Engine Disruption Saboteur 15 BOARDING After a successful Boarding, radiation bomb disrupts engine containment field causing Stealth Damage to ship's Engine if it has less than 25% Damage; -3 Reactor Pts for next 2 Turns 9 weeks Cooldown


Talent crewdog lockdown normal
Engine Lockdown Crew Dog 8 SHIP COMBAT Routing reactor power to defenses and weaponry. Buffs Ship with Protection from Damage to Engine component, -2 Reactor Pts, +10% Shield, +25 Radiation Dmg for next 2 Turns 9 weeks Cooldown


Talent engineer precision normal
Engine Precision Mechanic 1 SHIP COMBAT Buffs Ship with +2 Reactor Pts, +20% Defense, Self-inflicts +10 Component Dmg/Turn for next 2 Turns 3 weeks Cooldown


Talent mechanic reboot normal
Engine Reboot Mechanic 5 SHIP COMBAT Repairs Ship Engine up to 10% + Repair Skill 9 weeks Cooldown


Talent blockade bomber normal
BLOCKADE
Ensnare Wing Bomber 1 BLOCKADE When Blockading a system as the pilot of a Bomber craft, remove a risk card 3 weeks Cooldown


Talent salvage duration normal
SALVAGE
Entropic Estimate Mechanic 1 SALVAGE While Salvaging at an Orbital, predicts the time remaining on the orbital salvage Rumor 18 weeks Cooldown


Talent xeno hunter eradicate normal
VICTORY
Eradication Prize Xeno Hunter 15 VICTORY When salvaging a destroyed xeno ship in the void, gain 30% + Explorer Skill bonus to Experience, Rep and credit gains 18 weeks Cooldown


Talent spy remove normal
SPY
Espionage Sweep Spy 1 SPY When Spying in the orbit of a system, remove a risk card 3 weeks Cooldown


Talent bd escort normal
MISSION
Esteemed Guest Blade Dancer 5 MISSION When completing Mission steps that pick up or drop off a new Passenger on an urban zone, gain up to 20% + Negotiate Skill profit 6 weeks Cooldown


Talent pilot evasive normal
Evasive Maneuvers Pilot 1 SHIP COMBAT Buffs Ship with +25% Defense, +5% Shield, +5% Armor for next 3 Turns 3 weeks Cooldown


Talent bodyguard lifesaver normal
ON DEATH
Everwatch Bodyguard 11 ON DEATH Saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Tactics Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown


Talent skill tactics normal
SKILL SAVE
Exacting Design Navigator 1 SKILL SAVE Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission 3 weeks Cooldown


Talent increase mission xeno normal
MISSION
Exalted Hunter Xeno Hunter 11 MISSION When accepting a Mission to hunt xeno, increases payment by Charisma + Intimidate Skill % in addition to bonuses from standard Mission Talents 9 weeks Cooldown


Talent strooper titan normal
Execution Shell Shock Trooper 11 CREW COMBAT In crew combat, Crippling Rifle Attack; successful hit Pins Target and causes 50% Stun, +6 Bleeding for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent skill doctor normal
SKILL SAVE
Experimental Treatments Scientist 1 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 3 weeks Cooldown


Talent skill pilot normal
SKILL SAVE
Expert Maneuver Pilot 1 SKILL SAVE Automatically passes a failed Pilot test in any situation, including deep space travel, landing, or hyperwarp travel 3 weeks Cooldown


Talent skill tactics normal
SKILL SAVE
Expert Planning Military Officer 1 SKILL SAVE Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission 3 weeks Cooldown


Talent bomber meteor normal
METEOR
Explosive Screen Wing Bomber 1 METEOR Defensive screen protects ship from a Meteor Storm in orbit of a system. Reduces ship and crew damage by Electronics Skill 2 weeks Cooldown


Talent diplo quality normal
TRAIT
Expose Quality Diplomat 1 TRAIT Empathetic sense grants Wisdom % chance to reveal a Contact's hidden Traits during any interaction where money changes hands 18 weeks Cooldown


Talent pistoleer exposed normal
Exposed Shot Pistoleer 11 CREW COMBAT In crew combat, Pistol Attack with +30% Ranged Accuracy, -20% Ranged Damage, +15% Armor Piercing. Successful attack Debuffs yourself with -10% Melee Defense, -10% Ranged Defense for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent patrol craft normal
PATROL
Extended Vigil Wing Leader 8 PATROL When Patrolling a system as the pilot of an Interdictor craft, increase rewards by 20% + Gunnery Skill 9 weeks Cooldown


Talent explorer face xeno normal
XENO
Face the Terror Explorer 8 XENO When encountering a xeno ship in space combat, prevents Morale loss on up to Explorer Skill number of crew 6 weeks Cooldown


Talent pistoleer fadingshot normal
Fading Shot Pistoleer 1 CREW COMBAT In crew combat, Pistol Attack, retreats 1 slot. Successful attack Buffs yourself with +25% Ranged Accuracy, +20% Armor for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent crew purge normal
Failsafe Protocols Crew Dog 1 SHIP COMBAT Purges Ship of any Crippling Ship Effects 6 weeks Cooldown


Talent smuggler faked sig normal
ENCOUNTER
Faked Signature Smuggler 5 ENCOUNTER Confusing or forged credentials are enough to throw even the most dogged pursuer; can be used to reduce the hostility of Bounty Hunters 3 weeks Cooldown


Talent skill intimidate normal
SKILL SAVE
Famous Fury Zealot 1 SKILL SAVE Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission 3 weeks Cooldown


Talent prize ship zealot normal
VICTORY
Fanatical Court Zealot 15 VICTORY Seize a defeated enemy ship during a Conflict at a local prize court (limited enemy types by Conflicts). Requires Military Rank or Edict and a tithe of 60% of the ship's value but strike a blow in the Conflict, losing 10 Reputation with the enemy 36 weeks Cooldown


Talent blockade money normal
BLOCKADE
Fanatical Siege Zealot 5 BLOCKADE During a Blockade of a system, replace a risk card with a Tithe or Influence Conflict reward card 3 weeks Cooldown


Talent explorer voyager normal
JUMP
Far Voyager Explorer 1 JUMP An expert rover knows the ins and outs of the Hyperwarp, reduces fuel cost by 2 + Explore Skill 3 weeks Cooldown


Talent nav fastgetaway normal
Fast Getaway Navigator 1 SHIP COMBAT Rapid Navigation calculations make for a quick escape. Buffs Ship with +5% Shield, +5% Armor, +20 Escape for next 3 Turns 3 weeks Cooldown


Talent combat assassin deathblow normal
Fatal Blow Assassin 5 CREW COMBAT In crew combat, Blade Attack with +10% Melee Accuracy, +50% Critical and removes all Buffs from target Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent combat soldier charge normal
Fearsome Charge Soldier 11 CREW COMBAT In crew combat, Rifle Attack, advances 1 slot. Successful attack Buffs yourself with +25% All Damage, +25% Critical for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent bd feint normal
Feint Blade Dancer 1 CREW COMBAT In crew combat, Crippling Blade Attack with +50% Melee Accuracy, -60% Melee Damage, -40% Critical Chance; successful hit causes -4 Initiative, +2 Bleeding, -15% Melee Defense, -15% Ranged Defense for 3 Turns, advances 1 slot Costs Weapon's Initiative to use (No Valid Weapon)


Talent boarding soldier crossfire normal
BOARDING
Ferocious Crossfire Soldier 5 BOARDING After a successful Boarding, sprays the corridor and decks with hexshell fire and leaves a trail of wounded; 4 enemy crew suffer 30 - 50 Damage plus Rifle Skill 9 weeks Cooldown


Talent combat soldier ferocity normal
ON INIT
Ferocity Soldier 1 ON INIT When making Initiative Roll in Crew Combat, Buff yourself with -10% Ranged Accuracy, +30% Ranged Damage, +15% Critical, -25% Ranged Defense for 3 Turns (requires rifle) One team member's On Init Talent activates at the start of each combat turn


Talent combat zealot fervor normal
Fervor Zealot 8 CREW COMBAT In crew combat, Removes all Debuffs; Buffs 3 targets with +2 Initiative for 3 Turns and Restores for (10 + 0 Command) Morale Costs 6 Initiative to use


Talent science radstorm intel normal
STORM
Field Distortion Survey Scientist 5 STORM Protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) while creating Scientific Intel up to your Command Skill 9 weeks Cooldown


Talent combat doctor surgeon normal
Field Surgery Doctor 1 CREW COMBAT In crew combat, Removes all Debuffs; Heals for (20 + 0 Doctor) HP Costs 10 Initiative to use


Talent gunner firinglock normal
Firing Orders Gunner 11 SHIP COMBAT Buffs Ship with +35% Accuracy, +35% Standard Dmg for next 3 Turns 3 weeks Cooldown


Talent skill doctor normal
SKILL SAVE
First Aid Combat Medic 1 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 3 weeks Cooldown


Talent combat assassin first blood normal
ON INIT
First Blood Assassin 1 ON INIT When making Initiative Roll in Crew Combat, front line enemy freezes in fear of unseen opponent; -3 Initiative, -10% All Accuracy, -25% Melee Defense, -10% Armor for 3 Turns; Requires Stealth Mode to use One team member's On Init Talent activates at the start of each combat turn


Talent gundeck flak normal
Flak Attack Gundeck Boss 11 SHIP COMBAT If any ship weapons hit, this Crippling Attack causes Inability to Launch Craft, -15% to Hit Craft, -10% Shield for the next 3 Turns 3 weeks Cooldown


Talent nav flashcharge normal
ENCOUNTER
Flash Charge Navigator 15 ENCOUNTER Uses a short hyperwarp burst to charge an enemy ship; start battle at Range 4 or 3 based on an Engine Agility test. Causes 5-15% Damage to the hyperwarp drive and burns Fuel equal to 25% of a hyperwarp jump 9 weeks Cooldown


Talent combat swords flashfury normal
Flash Fury Swordsman 5 CREW COMBAT In crew combat, Blade Attack with +25% Armor Piercing, +25% Critical and removes all Buffs from target, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)


Talent combat medic flatline normal
Flatline Combat Medic 8 CREW COMBAT In crew combat, Removes all Debuffs; Restores entire team for (10 + 0 Doctor) Morale Costs 14 Initiative to use


Talent mech flawless normal
Flawless Reset Mechanic 15 SHIP COMBAT Purges your Ship of one Debuff caused by enemy Talents with a Resilience-based chance to purge up to 3 Debuffs 9 weeks Cooldown


Talent medic flechette normal
Flechette Rounds Combat Medic 15 CREW COMBAT In crew combat, Crippling Pistol Attack causes +14 Bio-Poison Damage, +7 Bleeding, -15% Deflection, -12 Bio-Poison Resist, -6 Bleed Resist for 3 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent wingtech repair normal
REPAIR
Fleet Maintenance Wing Tech 1 REPAIR Reduces cost and duration of ship and small craft repair at a Starport by 10% + Repair Skill 3 weeks Cooldown


Talent bd forbidden normal
Forbidden Edge Blade Dancer 11 CREW COMBAT In crew combat, Buff yourself with +4 Initiative, +25% Melee Damage, +4 Bleeding, +25% Armor Piercing, +10% Critical for 3 Turns, advances 1 slot (requires blade) Costs 8 Initiative to use


Talent smuggler forged permit normal
ENCOUNTER
Forged Permit Smuggler 5 ENCOUNTER Well-forged documents can remove barriers; during travel can reduce hostility of Military Officers or Zealots by 2 and Spies by 1 3 weeks Cooldown


Talent pilot forwardthrusters normal
Forward Thrusters Pilot 11 SHIP COMBAT Buffs Ship with +10% Defense, +20% Shield, +5% Armor, +20 Range Change, -40 Escape for next 3 Turns 3 weeks Cooldown


Talent combat bh frag normal
Frag Grenade Bounty Hunter 11 CREW COMBAT In crew combat, Crippling Grenade Attack hits 2 targets with 31-60 Dmg and -2 Initiative, +7 Bleeding, -30% Deflection, -20% Armor for 3 Turns Costs 16 Initiative to use


Talent strooper frag normal
Frag Shell Shock Trooper 8 CREW COMBAT In crew combat, Crippling Rifle Attack causes -3 Initiative, +12 Bleeding, -20% Armor for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent merchant banter normal
SPICE
Friendly Banter Merchant 1 SPICE When on spice leave in the hall, you have a Charisma % chance to learn about a Contact from the idle banter in the Hall 13 weeks Cooldown


Talent combat soldier frontline normal
Frontline Brave Soldier 8 CREW COMBAT In crew combat, Buffs entire team with +2 Initiative, +10% All Damage, +10% Critical, +10% Armor for 3 Turns Costs 12 Initiative to use


Talent discount fuel normal
REFUEL
Fuel Bargain Merchant 1 REFUEL When refueling your ship, tough negotiation at the starport grants a 15% + Negotiation Skill discount 12 weeks Cooldown


Talent combat soldier fullauto normal
Full Auto Soldier 8 CREW COMBAT In crew combat, Rifle Attack hits 2 targets with +10% Ranged Damage, +10% Armor Piercing, +20% Critical. Successful attack Debuffs yourself with -25% Ranged Accuracy, -25% All Damage, -10% Ranged Defense for 2 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent pirate prodding normal
Furious Prodding Pirate 1 SHIP COMBAT Purges your Ship's Crew of any Crippling Effects, Restores Intimidate Skill worth of Morale to 10 Crew 6 weeks Cooldown


Talent smuggler signjam normal
ENCOUNTER
Garbled Identity Smuggler 5 ENCOUNTER Masks ship's signal to prevent identification. When ending a ship encounter in a draw, reduce possible Reputation loss by up to Stealth Skill to a minimum of -1 3 weeks Cooldown


Talent increase exchange rep normal
TRADE
Garner Favor Merchant 5 TRADE When executing a trade at the Exchange worth over $5,000, you have a 10% + Negotiation chance to gain Reputation with local faction based on trade's profit (max 10) 9 weeks Cooldown


Talent increase pay morale2 normal
PAY
Generosity Merchant 5 PAY When paying your crew, increase Morale bonus for those paid. Any Morale penalty for any unpaid crew is reduced 3 weeks Cooldown


Talent doctor generous normal
AT PORT
Generous in Service Doctor 8 AT PORT If ship's Medical Rating exceeds zone's Economy Rating, free medical care to citizenry gains Rep up to Medical Rating but max 10 with diminishing returns above 40 Rep 13 weeks Cooldown


Talent science xeno harvest normal
XENO
Genetic Sequencing Scientist 8 XENO Upon victory in crew combat against xeno, vivisection and genetic sequencing produces up to Doctor Skill in Scientific Intel but max 10 9 weeks Cooldown


Talent combat assassin gliding normal
Gliding Advance Assassin 5 CREW COMBAT In crew combat, Buff yourself with +20% Melee Damage, +10% Critical, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns, advances 1 slot (requires blade) Costs 8 Initiative to use


Talent commando mission increase normal
MISSION
Grandiose Arrival Wing Commando 11 MISSION When completing Mission steps that pick up or drop off a new Passenger or Prisoner on an urban zone as the pilot of a Shuttle craft, gain up to 20% + Pilot Skill profit 9 weeks Cooldown


Talent skill shipops normal
SKILL SAVE
Greaser Reaction Mechanic 8 SKILL SAVE Automatically passes a failed Ship Ops test in any situation, including deep space travel, landing, or hyperwarp jumps 3 weeks Cooldown


Talent combat xeno hunter grenade normal
Grenade Launch Xeno Hunter 1 CREW COMBAT In crew combat, Crippling Grenade Attack hits 2 targets with 31-60 Dmg and 25% Stun, -15% Melee Defense, -15% Ranged Defense, -20% Armor, -26 Energy (Plas/Rad) Resist for 3 Turns Costs 16 Initiative to use


Talent patrol mission normal
PATROL
Guardian Vigil Military Officer 11 PATROL When Patrolling a system, replace a risk card with Mission success reward card 3 weeks Cooldown


Talent pilot guidedfire normal
Guided Fire Pilot 1 SHIP COMBAT Buffs Ship with +15% Accuracy, +10% to Hit Craft, +10% Critical for next 3 Turns 3 weeks Cooldown


Talent skill explorer normal
SKILL SAVE
Gut Instinct Explorer 1 SKILL SAVE Automatically passes a failed Explore test in any situation; including Exploration or during a mission 3 weeks Cooldown


Talent boarding assassin gutleader normal
BOARDING
Gut the Leadership Assassin 15 BOARDING After a successful Boarding, whirling shade strikes down an enemy leader; one enemy officer dies. If there is no officer to take the hit, the enemy Captain takes up to 30 + Stealth Skill Dmg 18 weeks Cooldown


Talent combat bodyguard hamstring normal
Hamstring Slice Bodyguard 5 CREW COMBAT In crew combat, Crippling Blade Attack; successful hit Pins Target and causes -2 Initiative, -10% All Damage for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent increase pay morale normal
PAY
Hand that Feeds Diplomat 5 PAY When paying your crew, increase Morale bonus for those paid. Any Morale penalty for any unpaid crew is reduced 3 weeks Cooldown


Talent victory repair craft normal
VICTORY
Hangar Triage Wing Tech 8 VICTORY In the aftermath of a victorious ship battle, repair hull of 2-4 small craft up to 10% + Repair Skill 3 weeks Cooldown


Talent money newship normal
NEW SHIP
Hard Bargain Engineer 8 NEW SHIP When buying a new ship, gain a discount up to half of your Repair Skill with maximum of 10% 3 weeks Cooldown


Talent plan bomber critical normal
Havoc Burst Pattern Wing Bomber 11 FLIGHT PLAN Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship with +10% Standard Dmg, +55% Critical. If the attack run hits, causes -10% Shield, -10% Armor for the next 4 Turns no time Cooldown


Talent blockade reroll normal
BLOCKADE
Hawkish Siege Crew Dog 5 BLOCKADE When Blockading a system, reroll a risk card 3 weeks Cooldown


Talent qm doctor trait normal
PAY
Healer's Intuition Doctor 5 PAY When crew are paid, your constant and close observation of crew's health grants a 30% + Doctor Skill chance to learn hidden Trait from among those paid 9 weeks Cooldown


Talent money upgrade normal
UPGRADE
Helpful Hands Mechanic 8 UPGRADE Discounts any upgrade of a ship component at the Starport by 10% + Repair Skill 3 weeks Cooldown


Talent patrol xeno normal
PATROL
Here Be Monsters Xeno Hunter 5 PATROL When Patrolling a system, replace a card with a dreaded Xeno Ship card 3 weeks Cooldown


Talent smuggler hideout normal
SEARCHED
Hideout Smuggler 1 SEARCHED Prevents seizure of mission packages, prisoners or passengers when searched by an enemy vessel 3 weeks Cooldown


Talent spy passive double normal
SPY
High Stakes Spy 11 SPY When Spying in the orbit of a system, increase all Intel rewards by 30% + Electronics Skill 6 weeks Cooldown


Talent combat assasin hitman normal
ON INIT
Hitman Rush Assassin 1 ON INIT When making Initiative Roll in Crew Combat, Requires Stealth Mode active; Buff yourself with +2 Initiative, +25% Melee Accuracy, +10% Critical for 3 Turns One team member's On Init Talent activates at the start of each combat turn


Talent combat bodyguard overguard normal
Honor Guard Bodyguard 5 CREW COMBAT In crew combat, Removes all Debuffs; Buffs with +15% Deflection, Auto-Blocks 75% of all attacks, 50% chance to end after each block for 3 Turns Costs 10 Initiative to use


Talent increase ransom mo normal
RANSOM
Honorable Release Military Officer 8 RANSOM Increase profit when ransoming defeated ship back to their Faction by 10% + Command Skill, plus Wisdom % chance to gain small Reputation bonus 9 weeks Cooldown


Talent prize ship commando normal
VICTORY
Hostile Tribunal Wing Commando 15 VICTORY Seize a defeated enemy ship during a Conflict at a local prize court (limited enemy types by Conflicts). Requires Military Rank or Edict and a tithe of 50% of the ship's value but strike a blow in the Conflict, losing 40 Reputation with the enemy 36 weeks Cooldown


Talent strooper breacher normal
BOARDING
Hota-Cored Shells Shock Trooper 5 BOARDING After a successful Boarding, fires explosive shells into already damaged areas of the ship, disabling up to 3 components which have at least 40% but less than 60% damage with up to 20% + Rifle Damage 9 weeks Cooldown


Talent skill eletrconics normal
SKILL SAVE
Hotwire Electronics Tech 1 SKILL SAVE Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission 3 weeks Cooldown


Talent plan bomber bigdmg normal
Hull Buster Wing Bomber 1 FLIGHT PLAN Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship with +40% Standard Dmg. If the attack run hits, causes +10 Component Dmg/Turn for the next 4 Turns no time Cooldown


Talent plan shuttle hull slice normal
Hull Slicer Saboteur 11 FLIGHT PLAN Launch a Shuttle craft with a 4 Turn flight plan (launch, close, board, land) to make a boarding run against the enemy ship. When attempting boarding causes -15% Shield, -15% Armor for the next 4 Turns no time Cooldown


Talent etech ecm surge normal
Hunt and Seek Electronics Tech 5 SHIP COMBAT Buffs launched friendly Craft with +20% Hit Chance, +30% Critical for next 3 Turns 9 weeks Cooldown


Talent combat bh challenge normal
Hunter's Challenge Bounty Hunter 5 CREW COMBAT In crew combat, intimidating command causes 20 (+Intimidate) Morale Loss, drags target forward 1 slot Costs 10 Initiative to use


Talent skill intimidate normal
SKILL SAVE
Icy Stare Pirate 1 SKILL SAVE Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission 3 weeks Cooldown


Talent blackmarket passive normal
SMUGGLE
Illicit Notoriety Smuggler 1 SMUGGLE When accessing a Black Market, always gain access at one Access Level higher 3 weeks Cooldown


Talent skill eletrconics normal
SKILL SAVE
Improvised Patch Wing Tech 8 SKILL SAVE Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission 3 weeks Cooldown


Talent combat zealot incensed normal
Incensed Strikes Zealot 1 CREW COMBAT In crew combat, Crippling Blade Attack with +10% Critical; successful hit causes -3 Initiative, -10% Melee Defense, -10 Bleed Resist for 2 Turns and removes all Buffs from target Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent mo incitevictory normal
Incite Victory Military Officer 11 SHIP COMBAT Buffs Ship with +10 Boarding, +10% Accuracy, +20% Standard Dmg, +10% Critical for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew 3 weeks Cooldown


Talents smuggler reroll all normal
SMUGGLE
Incorrigible Sneak Smuggler 15 SMUGGLE When attempting to access a Black Market, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent blockade passive bonus normal
BLOCKADE
Infamous Presence Pirate 5 BLOCKADE During Blockade of a system, increase rewards by 10% + Intimidate Skill 6 weeks Cooldown


Talent combat zealot rage normal
ON INIT
Infliction Rage Zealot 11 ON INIT When making Initiative Roll in Crew Combat, Buff yourself with +3 Initiative, +25% All Damage, +20% Armor for 3 Turns, Restores (5 + 0 Intimidate) Morale One team member's On Init Talent activates at the start of each combat turn


Talent increase blackmarket rep normal
SMUGGLE
Insider Trading Smuggler 8 SMUGGLE When executing a trade at the Black Market worth over $5,000, gain Reputation up to your Negotiate Skill with your Contact 9 weeks Cooldown


Talent bodyguard combat rally normal
Inspiring Rally Bodyguard 8 CREW COMBAT In crew combat, Removes all Debuffs; Restores entire team for (25 + 0 Tactics) Morale Costs 12 Initiative to use


Talent commander squadron normal
Inspiring Squadron Commander 5 SHIP COMBAT Buffs launched friendly Craft with +25% Hit Chance, +25% Craft Evasion, +10% Shield, +10% Armor for next 3 Turns 9 weeks Cooldown


Talent plan interdictor attack2 normal
Interdiction Swarm Wing Leader 11 FLIGHT PLAN Launch a Interdictor craft with a 4 Turn flight plan (launch, close, attack, land) to make an attack run against the enemy ship with +10% to Hit Craft, +25% Critical. If the attack run hits, causes Inability to Launch Craft, -2 Reactor Pts, -30% Defense, -30 Range Change for the next 4 Turns no time Cooldown


Talent increase mission rep bomber normal
MISSION
Intimidating Fly Over Wing Bomber 5 MISSION When completing Mission steps in an urban zone as the pilot of a Bomber craft, increase Faction Reputation bonuses by 20% + Pilot Skill with a chance add -1 Rep loss with local faction 9 weeks Cooldown


Talent combat xeno hunter team normal
ON INIT
Irid-Laced Resolve Xeno Hunter 1 ON INIT When making Initiative Roll in Crew Combat against Xeno, Buffs entire team with +2 Initiative, +15% Melee Defense, +15% Armor, +25% To Resist Debuffs for 3 Turns One team member's On Init Talent activates at the start of each combat turn


Talent nav voidhoming normal
Jammer Warfare Navigator 5 SHIP COMBAT Buffs launched friendly Craft with +30% Craft Evasion, +15% Shield for next 3 Turns 9 weeks Cooldown


Talent merchant jettison normal
ENCOUNTER
Jettison Cargo Merchant 5 ENCOUNTER Dumping one randomized type of our ship's cargo into space buys time to escape a Pirate before Ship Combat starts 3 weeks Cooldown


Talent bd quality normal
TRAIT
Keen Empath Blade Dancer 1 TRAIT Knife-sharp senses grants Wisdom % chance to reveal a Contact's hidden Traits during any interaction where money changes hands 9 weeks Cooldown


Talent explorer reroll normal
EXPLORE
Keen Senses Exo-Scout 5 EXPLORE When Exploring a Wild Zone, reroll any risk card 3 weeks Cooldown


Talent combat spy killeraim normal
Killer's Aim Spy 11 CREW COMBAT In crew combat, Requires Stealth Mode active; Buff yourself with +2 Initiative, +20% Armor Piercing, +35% Critical for 3 Turns Costs 6 Initiative to use


Talent commando knifework normal
Knife Work Wing Commando 5 CREW COMBAT In crew combat, Removes all Debuffs; Buffs 2 targets with +25% Melee Accuracy, +25% Melee Damage, +10% Critical, +20% Melee Defense for 3 Turns (requires blade) Costs 12 Initiative to use


Talent etech knockvoid normal
Knock From the Void Electronics Tech 15 SHIP COMBAT Overwhelming interference forces one enemy craft to immediately land regardless of the current progress of their flight plan 12 weeks Cooldown


Talent combat scout xeno normal
Know Thy Enemy Exo-Scout 8 CREW COMBAT In crew combat against xeno only, Crippling Rifle Attack causes -25% Deflection, -25% Ranged Defense, -40% Armor, -16 Energy (Plas/Rad) Resist for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent money permit normal
PERMIT
Known Trader Merchant 1 PERMIT Discounts price for trading Permit by 10% + Negotiate Skill. Contact spends Charisma % less Reputation 3 weeks Cooldown


Talent science lifesaver normal
ON DEATH
Laboratory Triage Scientist 11 ON DEATH Saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Doctor Skill + 3 x Medical Rating of onboard medical components 18 weeks Cooldown


Talent commando craft normal
BOARDING
Launchpad Spike Wing Commando 1 BOARDING After a successful Boarding, attacking a carrier's hangers and bays damages all landed craft up to 20% + Pilot Skill of their max hull; Inability to Launch Craft for next 3 Turns 9 weeks Cooldown


Talent combat mo leader normal
Leader in the Ranks Military Officer 5 CREW COMBAT In crew combat, Removes all Debuffs; Restores entire team for (10 + 0 Tactics) Morale Costs 12 Initiative to use


Talent explorer upgrade normal
EXPLORE
Legacy Seeker Explorer 8 EXPLORE When Exploring a Wild Zone, replace a risk with a reward card 3 weeks Cooldown


Talent increase ransom normal
RANSOM
Legal Pressure Diplomat 8 RANSOM Increase profit when ransoming defeated ship back to their faction by 20% + Intimidate Skill at the cost of 0-2 extra Rep loss 9 weeks Cooldown


Talent pirate lethal example normal
MUTINY
Lethal Example Pirate 8 MUTINY Outright killing the lowest Morale mutineer sets a cruel example and reminds the crew who is in charge. The mutiny ends and Morale of the entire crew is increased by 40 + Intimidate Skill 26 weeks Cooldown


Talent combat bh lethaltrap normal
Lethal Trap Bounty Hunter 1 CREW COMBAT In crew combat, Crippling Rifle Attack; successful hit Pins Target and causes -20% Deflection, -10% Armor for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent doctor lifesaver normal
ON DEATH
Life Saver Doctor 5 ON DEATH Saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Doctor Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown


Talent combat medic lifeline normal
Lifeline Combat Medic 8 CREW COMBAT In crew combat, Buffs with +2 Initiative, +10% Armor Piercing, +50% To Resist Debuffs for 3 Turns and Heals for (36 + 0 Doctor) HP Costs 12 Initiative to use


Talent salvage passive normal
SALVAGE
Light-Fingers Smuggler 8 SALVAGE While Salvaging at an Orbital, increase cargo rewards by 10% + Stealth Skill 6 weeks Cooldown


Talent explorer remove normal
EXPLORE
Light-Foot Tracker Scavenger 5 EXPLORE When Exploring a Wild Zone, remove a risk card 3 weeks Cooldown


Talent gunner lightning lock normal
Lightning Lock Gunner 8 SHIP COMBAT Buffs Ship with +35% to Hit Craft, +5% Critical for next 2 Turns 9 weeks Cooldown


Talent elo listening normal
AT PORT
Listening Post Electronics Tech 8 AT PORT Upon landing in an Urban Zone, 10% + Electronics Skill chance of learning about a new Contact by snooping on local transmissions 13 weeks Cooldown


Talent salvage craft normal
SALVAGE
Long Patrol Wing Leader 8 SALVAGE While Salvaging at an Orbital as the pilot of an Interdictor craft, remove a risk card 9 weeks Cooldown


Talent explorer craft normal
EXPLORE
Long Range Support Wing Commando 8 EXPLORE When Exploring a Wild Zone as the pilot of a Shuttle craft, increase rewards by 20% + Pilot Skill 9 weeks Cooldown


Talent victory battle weapons normal
VICTORY
Loot Armory Gunner 1 VICTORY As an expert in military hardware, looting a captured vessel repairs up to 3 of your Ship's Weapon Components by 10% + Gunnery Skill 6 weeks Cooldown


Talent pirate bonus cargo normal
BLOCKADE
Looter's Instinct Pirate 11 BLOCKADE During a Blockade of a system, whenever encountering a Merchant your raider's sense helps pick one loaded with bonus cargo 9 weeks Cooldown


Talent bodyguard combat lowblow normal
Low Blow Bodyguard 1 CREW COMBAT In crew combat, Crippling Blade Attack; successful hit causes 25% Stun, -15% Armor Piercing, -10% Critical Chance for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent commander loyalty normal
VICTORY
Loyalty Rousing Commander 1 VICTORY In the aftermath of a ship battle, give an inspiring speech which causes up to 10 crew to gain 10 + Command Skill in Morale 6 weeks Cooldown


Talent trade create intel normal
TRADE
Lucrative Wholesale Merchant 11 TRADE When executing a trade at the Exchange worth over $50,000, generates Intel Records up to Negotiate Skill from market insight 9 weeks Cooldown


Talent xeno hunter harvest normal
XENO
Macabre Harvest Xeno Hunter 5 XENO Upon victory in crew combat against xeno, xenobiological expertise allows harvesting a number of Xeno Artifacts up to Explorer Skill 9 weeks Cooldown


Talent diplo magnanimous normal
VICTORY
Magnanimous Victory Diplomat 8 VICTORY Forgiving and charitable in victory over another ship, reduces Reputation damage equal to your Negotiate Skill but cannot prevent loss of Permit, Edict or Rank and prevents any further looting or aggression 6 weeks Cooldown


Talent skill command normal
SKILL SAVE
Magnetic Clarity Scientist 8 SKILL SAVE Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission 3 weeks Cooldown


Talent explorer repairs normal
WILD
Makeshift Repairs Explorer 5 WILD Upon landing in a Wild Zone, automatically repair damage to 2 Ship Components for Richness rating, or up to Explore Skill whichever is greater 13 weeks Cooldown


Talent merchant marketcon normal
TRADE
Market Confidant Merchant 1 TRADE When executing a trade at the Exchange worth over $5,000, you have a 10% + Charisma chance of gaining an introduction to a Contact from the local Faction 9 weeks Cooldown


Talent salvage reroll all normal
SALVAGE
Master Reclamation Scavenger 15 SALVAGE When Salvaging at an Orbital, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent doctor reset normal
Medical Reset Doctor 15 CREW COMBAT In crew combat, Removes all Debuffs/Buffs; Heals entire team for (45 + 0 Doctor) HP Costs 20 Initiative to use


Talent skill doctor normal
SKILL SAVE
Medical Staff Doctor 1 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 3 weeks Cooldown


Talent victory health normal
VICTORY
Medical Ward Doctor 5 VICTORY Upon defeating an enemy ship, heal 3 crew, or up to (Medical Rating x 3) on ships with medical facilities. Each patient gains 10 + Doctor Skill in HP 6 weeks Cooldown


Talent pirate reduce rep loss normal
MISSION
Menacing Demeanor Pirate 8 MISSION When completing steps in a Mission using Intimidate Skill, your status as a known scoundrel mitigates your Reputation loss by up to Intimidate Skill 18 weeks Cooldown


Talent gunner meteor normal
METEOR
Meteor Defense Gunner 5 METEOR Defensive fire protects ship from a Meteor Storm in orbit of a system. Reduces ship and crew damage by Gunnery Skill 2 weeks Cooldown


Talent gundeck meteor normal
METEOR
Meteor Lockdown Gundeck Boss 11 METEOR Defensive fire protects ship from a Meteor Storm in orbit of a system. Reduces ship and crew damage by Gunnery Skill 3 weeks Cooldown


Talent patrol reroll normal
PATROL
Methodical Sweep Crew Dog 1 PATROL When Patrolling a system, reroll a risk card 3 weeks Cooldown


Talent skill repair normal
SKILL SAVE
Meticulous Checklist Gundeck Boss 5 SKILL SAVE Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel 9 weeks Cooldown


Talent patrol passive bonus normal
PATROL
Militant Patrol Military Officer 1 PATROL When Patrolling a system, increase rewards by 10% + Command Skill 6 weeks Cooldown


Talent mo military discipline normal
MUTINY
Military Discipline Military Officer 8 MUTINY Barked orders and rigid authority can snap a mutiny in seconds. The mutiny ends and Morale of entire crew is increased by 20 + Command skill 26 weeks Cooldown


Talent prize ship milofficer normal
VICTORY
Military Tribunal Military Officer 15 VICTORY Seize a defeated enemy ship during a Conflict at a local prize court (limited enemy types by Conflicts). Requires Military Rank or Edict and a tithe of 70% of the ship's value but strike a blow in the Conflict, losing no extra Reputation with the enemy 36 weeks Cooldown


Talent explorer reroll normal
EXPLORE
Mitigation Protocols Scientist 1 EXPLORE When Exploring a Wild Zone, reroll any risk card 3 weeks Cooldown


Talent prize ship pirate normal
VICTORY
Murderous Tribute Pirate 15 VICTORY Seize a defeated enemy ship during a Conflict at a local prize court (limited enemy types by Conflicts). Requires Military Rank or Edict and a tithe of 30% of the ship's value but strike a blow in the Conflict, losing 70 Reputation with the enemy 36 weeks Cooldown


Talents bd murmurs normal
Murmurs of Renown Blade Dancer 8 Whenever completing a Blockade, Patrol or Spy mission step, gain a Charisma % chance to learn of a Contact of the mission's faction 6 weeks Cooldown


Talent skill stealth normal
SKILL SAVE
Never There Assassin 5 SKILL SAVE Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission 5 weeks Cooldown


Talent combat sword bladehilt normal
Nine Blade Cut Swordsman 15 CREW COMBAT In crew combat, Crippling Blade Attack; successful hit causes 75% Stun, -5 Initiative, -20% Melee Defense, -10% Ranged Defense for 2 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent salvage rtg normal
SALVAGE
Nose for Loot Pirate 8 SALVAGE While Salvaging at an Orbital, replace a risk card with a Rare Trade Loot card 13 weeks Cooldown


Talent patrol pirates normal
PATROL
Obsessive Defense Zealot 5 PATROL When Patrolling a system, replace a risk card with a Pirate reward card 3 weeks Cooldown


Talent skill tactics normal
SKILL SAVE
One Step Ahead Bodyguard 1 SKILL SAVE Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission 9 weeks Cooldown


Talent combat sniper oneshot normal
One-Shot Sniper 11 CREW COMBAT In crew combat, Rifle Attack with +10% Ranged Damage, +15% Armor Piercing, +55% Critical; Requires Stealth Mode to use Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent salvage remove normal
SALVAGE
Orbital Guard Gunner 5 SALVAGE While Salvaging at an Orbital, remove a risk card 6 weeks Cooldown


Talent victory scavenge normal
DESTROY
Orchestrated Salvage Mechanic 1 DESTROY Salvage the wreck of a destroyed ship for valuable scrap, add 10% + Repair Skill to your profits and repair equal % of your own Hull 3 weeks Cooldown


Talent nav orderlydrop normal
LANDING
Orderly Drop Navigator 5 LANDING Lands efficiently in a zone, reduces operation time to 1 Turn and Fuel Cost to 1 3 weeks Cooldown


Talent mechanic weapon overhaul normal
Ordnance Overhaul Mechanic 8 SHIP COMBAT Repairs Ship Weapons up to 10% + Repair Skill 9 weeks Cooldown


Talent engineer overclocked normal
Overclocked Reactor Engineer 5 SHIP COMBAT Buffs Ship with +2 Reactor Pts, +10 Range Change, Self-inflicts +10 Crew Dmg/Turn for next 2 Turns 3 weeks Cooldown


Talent mo overridingdiscipline normal
Overriding Discipline Military Officer 8 SHIP COMBAT Buffs Ship with +10 Boarding, +10% Accuracy, +10% Standard Dmg, +10% Defense for next 3 Turns, Purges Ship of any Crippling Ship Effects, Restores Command Skill worth of Morale to 10 Crew 6 weeks Cooldown


Talent gundeck overwhelmingbarrage normal
Overwhelming Pressure Gundeck Boss 5 SHIP COMBAT Extreme targeting lock forces one enemy craft to immediately land regardless of the current progress of their flight plan 6 weeks Cooldown


Talent plan bomber debuff3 normal
PX Incendiary Payload Wing Bomber 5 FLIGHT PLAN Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship. If the attack run hits, causes +25 Component Dmg/Turn, +25 Morale Dmg/Turn, +25 Crew Dmg/Turn for the next 4 Turns no time Cooldown


Talent boarding sniper partinggift normal
BOARDING
Parting Gift Sniper 8 BOARDING After a successful Boarding, fires one final shot with deadly accuracy and kills an unlucky target; one enemy crew member dies 9 weeks Cooldown


Talent explorer shiprepair normal
EXPLORE
Patchwork Scavenger 8 EXPLORE When Exploring a Wild Zone, replace a risk card with a Ship Repairs card 6 weeks Cooldown


Talent skill command normal
SKILL SAVE
Pathfinder's Lead Navigator 11 SKILL SAVE Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission 3 weeks Cooldown


Talent mechanic peakburn normal
Peak Reactor Burn Mechanic 15 SHIP COMBAT In ship combat, increases the flight plan duration of all currently launched and defensive Interdictors. Buffs launched friendly Craft with +10% Hit Chance, +10% Craft Evasion for next 3 Turns 9 weeks Cooldown


Talent qm perceptiveboss normal
PAY
Perceptive Boss Quartermaster 1 PAY When paying your crew, your intuition grants a 30% + Command Skill chance to learn hidden Trait from among your crew 9 weeks Cooldown


Talent nav perfectapproach normal
Perfected Approach Navigator 5 SHIP COMBAT Faultless tracking of the enemy allows rapid closing. Buffs Ship with +1 Reactor Pts, +5% Shield, +25 Range Change, -10 Escape for next 2 Turns 3 weeks Cooldown


Talent engineer xeno normal
XENO
Perilous Study Engineer 11 XENO When encountering a xeno ship, rapid analysis of the ship's scanner data reveals new findings about the xeno and grants additional Experience reward 3 weeks Cooldown


Talent explorer passive bonus normal
EXPLORE
Persistent Search Exo-Scout 1 EXPLORE When Exploring a Wild Zone, increase reward by 10% + Explore Skill 6 weeks Cooldown


Talent salvage passive normal
SALVAGE
Pick Clean Scavenger 1 SALVAGE While Salvaging at an Orbital, increase cargo rewards by 10% + Explore Skill 6 weeks Cooldown


Talent salvage reroll money normal
SALVAGE
Picky Looters Scavenger 5 SALVAGE While Salvaging at an Orbital, replace a risk card with a credit-bearing Salvage card 9 weeks Cooldown


Talent pistoleer pinningshot normal
Pinning Shot Pistoleer 1 CREW COMBAT In crew combat, Crippling Pistol Attack; successful hit Pins Target and causes -20% Melee Defense, -20% Ranged Defense, -10% Armor for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent combat scout plaschargeslug normal
Plas-Charge Slugs Exo-Scout 11 CREW COMBAT 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 Costs Weapon's Initiative to use (No Valid Weapon)


Talent combat xeno hunter plasma normal
Plasma Burner Xeno Hunter 8 CREW COMBAT In crew combat, Rifle Attack hits 2 targets with +36 Plasma Damage, +5% Critical Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent explorer passive bonus normal
EXPLORE
Plentiful Rewards Explorer 1 EXPLORE When Exploring a Wild Zone, increase reward by 10% + Explore Skill 6 weeks Cooldown


Talent gundeck pointdefense normal
Point Defense Gundeck Boss 1 SHIP COMBAT Debuffs launched enemy Craft with -10 Boarding, -30% Hit Chance, -25% Standard Dmg for next 4 Turns 3 weeks Cooldown


Talent diplo politicalhooks normal
CONFLICT
Political Hooks Diplomat 11 CONFLICT Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol 3 weeks Cooldown


Talent engineer portmaint normal
AT PORT
Port Maintenance Engineer 1 AT PORT Upon landing, automatically repairs damage to 2 to 4 Ship Components for 10%, or up to Repair Skill if it is greater 13 weeks Cooldown


Talent increase mission rep normal
MISSION
Power Play Military Officer 1 MISSION When completing steps in a Mission, increase Faction Reputation bonuses by Charisma % 9 weeks Cooldown


Talent plan interdictor debuff normal
Precise Pursuit Wing Leader 5 FLIGHT PLAN Launch a Interdictor craft with a 4 Turn flight plan (launch, close, attack, land) to make an attack run against the enemy ship with +50% Hit Chance. If the attack run hits, causes -30 Escape, -35 Radiation Resist, -35 Void Resist, +20 Morale Dmg/Turn for the next 4 Turns no time Cooldown


Talent commander precisionaction normal
Precision Action Commander 8 SHIP COMBAT Purges your Ship of both Crew and Ship Crippling Effects 6 weeks Cooldown


Talent commando team init normal
ON INIT
Predictive Intel Wing Commando 11 ON INIT When making Initiative Roll in Boarding Combat and piloting a Shuttle, Buffs entire team with +2 Initiative, +10% All Damage, +10% Armor Piercing, +10% Critical for 3 Turns One team member's On Init Talent activates at the start of each combat turn


Talent bodyguard mission increase normal
MISSION
Preeminent Security Bodyguard 8 MISSION When completing Mission steps that pick up or drop off a new Passenger or Prisoner on an urban zone, gain up to 20% + Tactics Skill profit 9 weeks Cooldown


Talent sabo preempt normal
ON INIT
Preemptive Assault Saboteur 11 ON INIT When making Initiative Roll in Crew Combat, front line enemy freezes in fear of unseen opponent; -4 Initiative, -25% All Accuracy, -25% Armor for 3 Turns One team member's On Init Talent activates at the start of each combat turn


Talent skill command normal
SKILL SAVE
Professional Respect Doctor 8 SKILL SAVE Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission 3 weeks Cooldown


Talent wingleader protectivearc normal
Protective Escort Wing Leader 1 SHIP COMBAT When piloting a launched Interdictor in ship combat, Buffs Ship with +25% Defense, +5% Armor, +15 Range Change for next 2 Turns 1 week Cooldown


Talent combat bodyguard protector normal
ON INIT
Protective Instincts Bodyguard 1 ON INIT When making Initiative Roll in Crew Combat, Buff yourself with +3 Initiative, +10% Melee Defense, +10% Ranged Defense, +10% Armor for 3 Turns One team member's On Init Talent activates at the start of each combat turn


Talent salvage rep normal
SALVAGE
Prowling the Void Gunner 8 SALVAGE While Salvaging at an Orbital, increase any Reputation rewards by 10% + Gunnery Skill 6 weeks Cooldown


Talent combat xeno hunter puncture normal
Puncture Points Xeno Hunter 5 CREW COMBAT In crew combat, Crippling Rifle Attack with +16 Plasma Damage, +20% Armor Piercing; successful hit causes -25% Deflection, -5% Armor, -20 Energy (Plas/Rad) Resist for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent commander quell mutiny normal
MUTINY
Quell Mutiny Commander 5 MUTINY Powerful words from a strong leader pull the crew together. The mutiny ends and Morale of the entire crew is increased by 20 + Command skill 26 weeks Cooldown


Talent pirate cargoscan normal
ENCOUNTER
Raider's Scrutiny Pirate 1 ENCOUNTER Experienced pirates can spot the slightest signs and anomalies in an arc scanner reading, identifying how many units of raw, manufactured and rare cargo a ship is carrying 9 weeks Cooldown


Talent plan shuttle raiders normal
Raiders Away Saboteur 1 FLIGHT PLAN Launch a Shuttle craft with a 4 Turn flight plan (launch, close, board, land) to make a boarding run against the enemy ship. When attempting boarding causes -2 Reactor Pts, -10 Range Change for the next 4 Turns no time Cooldown


Talent pistoleer flashingsteel normal
ON INIT
Raining Steel Pistoleer 1 ON INIT When making Initiative Roll in Crew Combat, Buff yourself with +3 Initiative, +15% Ranged Damage, +15% Critical for 3 Turns (requires pistol) One team member's On Init Talent activates at the start of each combat turn


Talent gunner rakingfire normal
Raking Fire Gunner 1 SHIP COMBAT Softening your target increases the damage of every additional hit. If any ship weapons hit, this Crippling Attack causes -20% Shield, -10% Armor for the next 3 Turns 3 weeks Cooldown


Talent combat commander rally normal
Rallying Aura Commander 1 CREW COMBAT In crew combat, Buffs entire team with +10% All Damage, +10% Critical, +10% Armor for 3 Turns and Restores for (10 + 0 Command) Morale Costs 12 Initiative to use


Talent startrader rallyingcry normal
Rallying Cry Quartermaster 5 SHIP COMBAT Buffs Ship with 20% Protection against Crew and Morale Dmg/Turn for next 2 Turns, Purges your Ship's Crew of any Crippling Effects, Restores Intimidate Skill worth of Morale to 20 Crew 6 weeks Cooldown


Talents spy reroll all normal
SPY
Rampant Theft Spy 15 SPY When Spying in the orbit of a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent increase ransom wingleader normal
RANSOM
Ransom Escort Wing Leader 5 RANSOM Interdictor escort increases profit when ransoming defeated ship back to their Faction by 10% + Pilot Skill, plus Quickness % chance to gain small Reputation bonus 9 weeks Cooldown


Talent strooper bandage normal
Rapid Bandage Shock Trooper 1 CREW COMBAT In crew combat, Buff yourself with +20% Deflection, +10% Armor for 3 Turns, Heals (14 + 0 Command) HP and Morale Costs 6 Initiative to use


Talent combat pistoleer rapid normal
Rapid Fire Pistoleer 11 CREW COMBAT In crew combat, Crippling Pistol Attack hits 2 targets causes +5 Bleeding, -10% Deflection for 2 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent wingtech maintpoint normal
MAINT POINT
Rapid Refurb Wing Tech 5 MAINT POINT Whenever a craft would incur Maintenance Points, automatically prevents up to 1 Maintenance Point 3 weeks Cooldown


Talent explorer rtg normal
EXPLORE
Rarest Find Explorer 11 EXPLORE When Exploring a Wild Zone, replace a risk card with a Rare Trade Goods reward card; however there is a Danger-based chance to draw Rare Trade Goods guarded by pirates instead 9 weeks Cooldown


Talent combat sword rash normal
Rash Courage Swordsman 1 CREW COMBAT In crew combat, Buff yourself with +30% Melee Accuracy, +30% Melee Damage, +10% Armor Piercing, -10% Armor for 4 Turns, advances 1 slot (requires blade) Costs 6 Initiative to use


Talent blackmarket remove normal
SMUGGLE
Razor-Sharp Tongue Saboteur 5 SMUGGLE When accessing a Black Market, remove a risk card 3 weeks Cooldown


Talent mechanic reactorsurge normal
Reactor Surge Mechanic 11 SHIP COMBAT Buffs Ship with +3 Reactor Pts, +20% Accuracy, Self-inflicts +10 Component Dmg/Turn, Self-inflicts +10 Crew Dmg/Turn for next 1 Turns 3 weeks Cooldown


Talent skill navigation normal
SKILL SAVE
Read Charts Navigator 1 SKILL SAVE Automatically passes a failed Navigation test in any situation, including hyperwarp jumps or deep space travel 3 weeks Cooldown


Talent prize ship bountyhunter normal
VICTORY
Realm's Justice Bounty Hunter 15 VICTORY Seize a defeated enemy ship during a Conflict at a local prize court (limited enemy types by Conflicts). Requires Military Rank or Edict and a tithe of 50% of the ship's value but strike a blow in the Conflict, losing 40 Reputation with the enemy 36 weeks Cooldown


Talent salvage reroll normal
SALVAGE
Recovery Plan Crew Dog 1 SALVAGE While Salvaging at an Orbital, reroll a risk card 6 weeks Cooldown


Talent wingtech lifesaver normal
CRAFT DEATH
Recovery Pod Wing Tech 1 CRAFT DEATH When a craft is destroyed in ship combat, the pilot is saved and restored to HP equal to Repair Skill + 3 x Medical Rating of onboard medical components 3 weeks Cooldown


Talent mo recruit normal
RECRUIT
Recruiter's Eye Military Officer 5 RECRUIT When Recruiting, new crew member gains improved Attributes and you discover one of their hidden Traits. 3 weeks Cooldown


Talent reduce mission rep edict normal
MISSION
Red Badge Bounty Hunter 5 MISSION When completing steps in a Mission and bearing an Edict of the sponsoring Faction, your fearsome prestige reduces your Reputation loss by up to Intimidate Skill 18 weeks Cooldown


Talent scavenger purge normal
Redemption Purge Scavenger 8 SHIP COMBAT Purges Ship of any Crippling Ship Effects, Repairs 10% + Repair Skill in Dmg to 2-4 Ship Components 6 weeks Cooldown


Talent explorer remove normal
EXPLORE
Reduced Exposure Explorer 5 EXPLORE When Exploring a Wild Zone, remove a risk card 3 weeks Cooldown


Talent quartermaster regimented normal
Regimented Order Quartermaster 11 SHIP COMBAT Buffs Ship with 40% Protection against Crew Dmg for next 2 Turns, Purges your Ship's Crew of any Crippling Effects 6 weeks Cooldown


Talent crewdog relaxing normal
SPICE
Relaxing Leave Crew Dog 1 SPICE When passing the Spice plate in the Hall, grant all other revelers a Morale bonus equal to 30% of your Charisma 9 weeks Cooldown


Talent gundeck hard stare normal
DESERTER
Relentless Stare Gundeck Boss 5 DESERTER When landing in a zone, the highest level crew member who attempts to abandon the ship reconsiders, but their salary increases by $2 3 weeks Cooldown


Talent increase mission pilot normal
MISSION
Reliable Hand Quartermaster 5 MISSION When accepting a Mission, increases payment by 10% + Intimidate Skill 3 weeks Cooldown


Talent salvage shiprepair normal
SALVAGE
Repurposed Parts Mechanic 5 SALVAGE While Salvaging at an Orbital, replace a risk card with a Ship Repairs card 9 weeks Cooldown


Talent salvage mission normal
SALVAGE
Rescue Mission Scavenger 11 SALVAGE While Salvaging at an Orbital, replace a risk with a Mission Success reward card 3 weeks Cooldown


Talent combat bh resolute normal
Resolute Hound Bounty Hunter 8 CREW COMBAT In crew combat, Removes all Debuffs; Buff yourself with +20% Armor for 3 Turns, Heals (5 + 0 Intimidate) HP and Morale Costs 8 Initiative to use


Talent strooper retal normal
Retaliation Shock Trooper 1 CREW COMBAT In crew combat, Rifle Attack. Successful attack Buffs yourself with +2 Initiative, +15% Melee Defense, +15% Ranged Defense, Counter-attacks enemy attacker in front 2 rows, 50% chance to end after each counter for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent zealot retribution normal
CONFLICT
Retribution Justice Zealot 5 CONFLICT Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol 3 weeks Cooldown


Talent sabo richochet normal
Ricochet Rain Saboteur 8 CREW COMBAT In crew combat, Crippling Pistol Attack hits 2 targets, removes all Buffs and causes -3 Initiative, +2 Bleeding for 3 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent merchant profits normal
TRADE
Righteous Profits Merchant 8 TRADE When executing a trade at the Exchange worth over $5,000, barters to increase your profit of sale or reduce price of purchase by 10% + Negotiate Skill 9 weeks Cooldown


Talent money rank normal
RANK
Righteous Rank Zealot 1 RANK Price for military Rank is discounted by 10% + Command Skill 3 weeks Cooldown


Talent pirate search normal
VICTORY
Rigorous Search Pirate 1 VICTORY A pirate's keen sense for treasure sniffs out secret hideaways from defeated Smugglers; new lootable cargo is added 3 weeks Cooldown


Talent commando ripcord normal
Ripcord Wing Commando 8 CREW COMBAT When fighting in a boarding combat as the pilot of a Shuttle craft, make a quick escape to your shuttle and exit combat immediately, leaving any other squad members behind Costs 10 Initiative to use


Talent bd dance2 normal
SMUGGLE
Ritualized Retreat Blade Dancer 11 SMUGGLE When accessing a Black Market, defuse the situation to negate the effects of any Cargo Lost card 3 weeks Cooldown


Talent combat soldier roaring normal
Roaring Barrels Soldier 1 CREW COMBAT In crew combat, Rifle Attack with +25% Ranged Damage, +20% Armor Piercing and removes all Buffs from target Costs Weapon's Initiative to use (No Valid Weapon)


Talent zealot interrogation normal
VICTORY
Rough Interrogation Zealot 1 VICTORY Upon victory in ship combat, thoroughly questioning the enemy crew creates up to your Intimidate Skill in Intel Records but causes further Rep loss 9 weeks Cooldown


Talent mechanic rushedpatches normal
Rushed Patches Mechanic 8 SHIP COMBAT Purges Ship of any Crippling Ship Effects, Repairs 10% + Repair Skill in Dmg to 2-4 Ship Components 6 weeks Cooldown


Talent victory bomb destroy normal
VICTORY
Ruthless Destruction Wing Bomber 5 VICTORY Bombing a disabled ship into complete oblivion increases both credit and Solar War Rep rewards from destroy and salvage by 10% + Electronics Skill 3 weeks Cooldown


Talent skill shipops normal
SKILL SAVE
Safety Protocols Crew Dog 1 SKILL SAVE Automatically passes a failed Ship Ops test in any situation, including deep space travel, landing, or hyperwarp jumps 3 weeks Cooldown


Talent salvage passive normal
SALVAGE
Salvage at Will Gundeck Boss 8 SALVAGE While Salvaging at an Orbital, increase credit rewards by 20% + Gunnery Skill 6 weeks Cooldown


Talent science wildland intel normal
WILD
Sample Analysis Scientist 1 WILD Upon landing in a Wild Zone, 10% + Doctor Skill chance to generate Scientific Intel up to the Zone's Danger rating or your Explore Skill, whichever is greater 18 weeks Cooldown


Talent exoscout science normal
EXPLORE
Sawbones Seeker Doctor 11 EXPLORE While Exploring a Wild Zone, replace a risk card with Xenoform Traces or Abandoned Lab reward card 6 weeks Cooldown


Talent gunner scattershot normal
Scattershot Gunner 8 SHIP COMBAT If any ship weapons hit, this Crippling Attack causes -10% Armor, -25 Range Change, -10 Escape, +10 Morale Dmg/Turn for the next 3 Turns 3 weeks Cooldown


Talent commander scorn normal
Scorn Commander 11 CREW COMBAT In crew combat, intimidating command hits 2 targets causes -4 Initiative, -25% Armor Piercing, -25% Deflection for 2 Turns in addition to (10 + 0 Intimidate) Morale Loss Costs 8 Initiative to use


Talents spy intel normal
SPY
Scouring Search Spy 5 SPY When Spying in the orbit of a system, replace a risk card with an Intel Records reward card. 3 weeks Cooldown


Talent skill explorer normal
SKILL SAVE
Scout's Intuition Exo-Scout 1 SKILL SAVE Automatically passes a failed Explore test in any situation; including Exploration or during a mission 3 weeks Cooldown


Talent blackmarket craft normal
SMUGGLE
Scrambled Authorization Wing Commando 5 SMUGGLE When accessing a Black Market as the pilot of a Shuttle craft, replace a risk card with Market Access 2 to 4 3 weeks Cooldown


Talent salvage passive normal
SALVAGE
Scrap Procedures Crew Dog 5 SALVAGE While Salvaging at an Orbital, increase credit rewards by 20% + Repair Skill 6 weeks Cooldown


Talent explorer healer normal
EXPLORE
Scrappy Recovery Scavenger 11 EXPLORE When Exploring a Wild Zone, replace a risk card with a Scrappy Healing card 3 weeks Cooldown


Talent combat bodyguard screening normal
Screening Fire Bodyguard 1 CREW COMBAT In crew combat, Crippling Pistol Attack causes -10% All Accuracy, -20% All Damage, -10% Armor Piercing for 3 Turns, knocks target back 1 slot Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent plan interdictor defend3 normal
Screening Swarm Wing Leader 11 FLIGHT PLAN Launch an Interdictor craft with a 3 Turn flight plan to defend against enemy craft and shoot down up to one Missile or Torpedo a Turn. On launch, Buffs launched friendly Craft with +10% Hit Chance, +30% Craft Evasion for 4 Turns no time Cooldown


Talent skill command normal
SKILL SAVE
Seamless Coordination Shock Trooper 5 SKILL SAVE Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission 3 weeks Cooldown


Talent quartermaster secondshadow normal
ON DEATH
Second Shadow Quartermaster 11 ON DEATH Watching crew like a hawk, saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Command Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown


Talent combat swords steel normal
Secret of Steel Swordsman 11 CREW COMBAT In crew combat, Buff yourself with +40% Melee Defense, +50% To Resist Debuffs for 1 Turns, Heals (25 + 0 Blades) HP and Morale, advances 1 slot (requires blade) Costs 12 Initiative to use


Talent spy secretsunbound normal
AT PORT
Secrets Unbound Spy 11 AT PORT Upon landing in an Urban Zone, 10% + Electronics Skill chance to gather Intel Records about the local Faction 13 weeks Cooldown


Talent skill negotiate normal
SKILL SAVE
Settlement Diplomat 1 SKILL SAVE Automatically passes a failed Negotiate test in any situation; including deep space travel, mutiny or during a mission 3 weeks Cooldown


Talent combat spy shadowfire normal
Shadowed Fire Spy 1 CREW COMBAT In crew combat, Pistol Attack with +25% Ranged Damage, +25% Armor Piercing, +25% Critical; Requires Stealth Mode to use Costs Weapon's Initiative to use (No Valid Weapon)


Talent swordsman sharpcounter normal
Sharp Counter Swordsman 1 CREW COMBAT In crew combat, Blade Attack. Successful attack Buffs yourself with +25% Melee Defense, +10% Armor, Counter-attacks enemy attacker in front 2 rows, 50% chance to end after each counter for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent pilot sharpsteering normal
Sharp Steering Pilot 1 SHIP COMBAT Buffs Ship with +15 Range Change, +10 Escape for next 3 Turns 3 weeks Cooldown


Talent wingtech sharpwing normal
Sharp Wing Wing Tech 8 SHIP COMBAT Buffs launched friendly Craft with +10 Boarding, +40% Craft Evasion, +20% Armor for next 3 Turns 3 weeks Cooldown


Talent strooper shockawe normal
ON INIT
Shock and Awe Shock Trooper 5 ON INIT When making Initiative Roll in Crew Combat, Buff yourself with +4 Initiative, +20% Melee Defense, +20% Ranged Defense, +10% Armor for 3 Turns (requires rifle) One team member's On Init Talent activates at the start of each combat turn


Talent bd confidence normal
Show of Confidence Blade Dancer 11 CREW COMBAT In crew combat, Removes all Debuffs; Buffs 3 targets with +10% All Accuracy, +10% Critical for 3 Turns and Restores for (20 + 0 Blades) Morale (requires blade) Costs 12 Initiative to use


Talent soldier shrapnel normal
Shrapnel Shell Soldier 11 CREW COMBAT In crew combat, Crippling Rifle Attack with +25% Ranged Damage, -25% Armor Piercing, +20% Critical; successful hit causes +7 Bleeding, -20% Melee Defense for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent combat bh shredding normal
Shredding Shots Bounty Hunter 11 CREW COMBAT In crew combat, Crippling Rifle Attack causes +6 Bleeding, -20% Deflection for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent commander shrewddeal normal
MISSION
Shrewd Dealings Commander 8 MISSION When accepting a Mission, gain a (Charisma + Command %) chance to discover one of your Contact's hidden Traits 18 weeks Cooldown


Talent plan bomber debuff2 normal
Shutter Strike Pattern Wing Bomber 5 FLIGHT PLAN Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship. If the attack run hits, causes -1 Reactor Pts, -20% Shield, -20% Armor for the next 4 Turns no time Cooldown


Talent gunner homingsig normal
Signature Homing Gunner 1 SHIP COMBAT Closing in and locking on makes it hard to dodge your fire. If any ship weapons hit, this Crippling Attack causes -25% Defense, -10% Armor, +10 Morale Dmg/Turn for the next 3 Turns 3 weeks Cooldown


Talent elo signjam normal
ENCOUNTER
Signature Jammer Electronics Tech 1 ENCOUNTER 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 3 weeks Cooldown


Talent science xeno preamble normal
XENO
Signature Recording Scientist 11 XENO When encountering a xeno ship, scientific analysis of the scanner data points to new findings and grants Scientific Intel 13 weeks Cooldown


Talent money edict normal
EDICT
Silent Executioner Assassin 5 EDICT Price for death warrant Edict is discounted by 10% + Stealth Skill 3 weeks Cooldown


Talent money rank normal
RANK
Silver Tongue Diplomat 1 RANK Price for military Rank is discounted by 10% + Negotiate Skill 3 weeks Cooldown


Talent strooper singlemind normal
Single-Minded Strike Shock Trooper 1 SHIP COMBAT Buffs Ship with +1 Initiative, +30 Boarding, +10 Range Change for next 3 Turns 6 weeks Cooldown


Talent combat swords skewering normal
Skewering Thrust Swordsman 8 CREW COMBAT In crew combat, Blade Attack hits 2 targets with +10% Melee Accuracy, +10% Melee Damage, +10% Critical, advances 1 slot Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent nav skipvoid normal
ENCOUNTER
Skip Off the Void Navigator 11 ENCOUNTER Uses a short-burst of the hyperwarp drive to 'bounce' a short distance and escape ship combat. Causes 30-60% Damage to the drive, mitigated by Navigation Skill and requires Fuel equal to a hyperwarp jump 9 weeks Cooldown


Talent sabo skullshot normal
Skullshot Saboteur 1 CREW COMBAT In crew combat, Crippling Pistol Attack causes -2 Initiative, -25% All Damage for 3 Turns and removes all Buffs from target Costs Weapon's Initiative to use (No Valid Weapon)


Talent swordsman slashingretreat normal
Slashing Retreat Swordsman 1 CREW COMBAT In crew combat, Blade Attack, retreats 1 slot. Successful attack Buffs yourself with +25% Melee Defense, +25% Ranged Defense, +10% Armor for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent trade into conflict smuggler normal
TRADE
Slippery Trader Smuggler 5 TRADE When trading into a Trade Ban or War, reduces the Rep penalty by 30% + double Negotiate Skill 9 weeks Cooldown


Talent skill stealth normal
SKILL SAVE
Sly Move Spy 1 SKILL SAVE Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission 3 weeks Cooldown


Talent sabo reduce rep loss normal
MISSION
Smile of Guile Saboteur 8 MISSION When completing steps in a Mission with Stealth Skill, your carefully established cover mitigates your Reputation loss by up to Stealth Skill 18 weeks Cooldown


Talent combat smokebomb normal
Smoke Bomb Assassin 1 CREW COMBAT In crew combat, Crippling Grenade Attack hits 2 targets and causes -2 Initiative, -20% Melee Defense for 2 Turns; if hits successfully Engages Stealth Mode, +(10% + Stealth) Critical for 2 Turns Costs 12 Initiative to use


Talent combat snakebite normal
Snakebite Combat Medic 11 CREW COMBAT In crew combat, Crippling Pistol Attack causes -25% Ranged Defense, -15 Bio-Poison Resist for 3 Turns, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)


Talent skill intimidate normal
SKILL SAVE
Snarling Judgment Gundeck Boss 1 SKILL SAVE Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission 3 weeks Cooldown


Talent combat spy sneak normal
Sneak Attack Spy 8 CREW COMBAT In crew combat, Crippling Pistol Attack with +10% Ranged Damage, +10% Critical; successful hit causes 50% Stun to target and causes -4 Initiative for 3 Turns; Requires but ends Stealth Mode to use Costs Weapon's Initiative to use (No Valid Weapon)


Talent doctor solace normal
Solace in Battle Doctor 11 SHIP COMBAT Purges your Ship of both Crew and Ship Crippling Effects, Restores Doctor Skill worth of Morale to 20 Crew 6 weeks Cooldown


Talent xeno hunter recruit normal
RECRUIT
Soul Piercer Xeno Hunter 8 RECRUIT When Recruiting, new crew member gains improved Attributes and you discover one of their hidden Traits. 3 weeks Cooldown


Talent bd squall normal
Squall of Blades Blade Dancer 5 CREW COMBAT In crew combat, Crippling Blade Attack with +10% Melee Accuracy, +10% Critical; successful hit hits 2 targets and causes +5 Bleeding, -10% Armor, -6 Bleed Resist for 3 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent combat sniper staggering normal
Staggering Hit Sniper 5 CREW COMBAT In crew combat, Crippling Rifle Attack with +50% Armor Piercing, +10% Critical; successful hit causes +9 Bleeding, -20% Deflection for 2 Turns, knocks target back 1 slot; Requires Stealth Mode to use Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talents patrol reroll all normal
PATROL
Stalwart Loyalist Military Officer 15 PATROL When Patrolling a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent strooper standstrong normal
Stand Strong Shock Trooper 1 CREW COMBAT In crew combat, Removes all Debuffs; Buffs 2 targets with +20% Deflection, +20% Armor, +10 Bleed Resist, +50% To Resist Debuffs for 3 Turns (requires rifle) Costs 8 Initiative to use


Talent spy passive rumor normal
SPY
Static Talks Electronics Tech 5 SPY When Spying in the orbit of a system, learn a Rumor when scoring a positive result 9 weeks Cooldown


Talent combat bh steadfastaim normal
Steadfast Aim Bounty Hunter 1 CREW COMBAT In crew combat, Rifle Attack. Successful attack Buffs yourself with +20% Ranged Accuracy, +20% Ranged Damage, +20% Armor Piercing for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent commander steadyhands normal
Steady Hands Commander 1 SHIP COMBAT Buffs Ship with +20% Defense for next 3 Turns, Purges your Ship's Crew of any Crippling Effects, Restores Command Skill worth of Morale to 10 Crew 6 weeks Cooldown


Talent combat scout adv normal
Steady Mobility Exo-Scout 1 CREW COMBAT In crew combat, Rifle Attack. Successful attack Buffs yourself with +25% Ranged Damage, +25% Armor Piercing, +25% Ranged Defense, +25% To Resist Debuffs for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent spy reduce rep loss normal
MISSION
Stealth Op Spy 5 MISSION When completing steps in a Mission with Stealth Skill, your carefully established cover mitigates your Reputation loss by up to Stealth Skill 18 weeks Cooldown


Talent combat mo steely normal
Steely Authority Military Officer 8 CREW COMBAT In crew combat, Buffs 2 targets with +30% Deflection, +10% Armor, +75% To Resist Debuffs for 3 Turns and Restores for (10 + 0 Tactics) Morale Costs 12 Initiative to use


Talent skill command normal
SKILL SAVE
Stern Leader Quartermaster 1 SKILL SAVE Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission 3 weeks Cooldown


Talent mo stiffsalute normal
ENCOUNTER
Stiff Salute Military Officer 1 ENCOUNTER When encountering a hostile Military Officer or Zealot Captain, a respectful military salute automatically ends the encounter with a Draw; Reputation penalties may still apply 9 weeks Cooldown


Talent combat soldier stillstanding normal
Still Standing Soldier 15 CREW COMBAT In crew combat, Removes all Debuffs; Buff yourself with +60% Melee Defense, +60% Ranged Defense, +60% Armor, +33% To Resist Debuffs for 1 Turns (requires rifle) Costs 16 Initiative to use


Talent hw shielding normal
STORM
Storm Navigator Navigator 1 STORM Astute and careful direction from the helm protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) 3 weeks Cooldown


Talent elo shielding normal
STORM
Storm Shielding Electronics Tech 1 STORM Protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) by redirecting and modulating ship shielding 3 weeks Cooldown


Talent eng shielding normal
STORM
Stormhunter Engineer 8 STORM Protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) while granting additional Experience reward 9 weeks Cooldown


Talent plan interdictor attack normal
Strafing Run Wing Leader 1 FLIGHT PLAN Launch a Interdictor craft with a 4 Turn flight plan (launch, close, attack, land) to make an attack run against the enemy ship with +25% Standard Dmg. If the attack run hits, causes -20% Accuracy, -40% to Hit Craft, -20% Standard Dmg, -10 Range Change for the next 4 Turns no time Cooldown


Talent combat bodyguard strat normal
Strategic Reset Bodyguard 11 CREW COMBAT In crew combat, Removes all Debuffs; Buffs 2 targets with +1 Initiative, +25% To Resist Debuffs for 2 Turns Costs 6 Initiative to use


Talent combat swords steel normal
Strength of Steel Swordsman 5 CREW COMBAT In crew combat, Buff yourself with +40% Melee Defense, +50% To Resist Debuffs for 3 Turns, Heals (10 + 0 Blades) HP and Morale (requires blade) Costs 6 Initiative to use


Talent salvage reroll normal
SALVAGE
Strict Orders Gundeck Boss 1 SALVAGE While Salvaging at an Orbital, reroll a risk card 6 weeks Cooldown


Talent mo strictsearch normal
VICTORY
Strict Search Military Officer 1 VICTORY Military discipline demands a thorough search, which uncovers secret hideaways on ships of defeated Smugglers; new lootable cargo is revealed 9 weeks Cooldown


Talent pirate summary execution normal
MUTINY
Summary Execution Zealot 8 MUTINY Capital punishment of the lowest Morale mutineer quickly reminds the crew who is in charge. The mutiny ends and Morale of the entire crew is increased by 40 + Intimidate Skill 26 weeks Cooldown


Talent soldier suppressingfire normal
Suppressing Fire Soldier 1 CREW COMBAT In crew combat, Crippling Rifle Attack with +10% Ranged Accuracy; successful hit causes -25% All Accuracy for 2 Turns, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)


Talent patrol remove normal
PATROL
Supremacy of Firepower Gunner 5 PATROL When Patrolling a system, remove a risk card 3 weeks Cooldown


Talent pilot landfall normal
LANDING
Sure Landfall Pilot 1 LANDING Lands efficiently on a world, reduces operation time to 1 Turn and Fuel Cost to 1 3 weeks Cooldown


Talent combat bh sustainedfire normal
Sustained Fire Bounty Hunter 8 CREW COMBAT In crew combat, Crippling Rifle Attack causes +4 Bleeding, -25% Armor for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent pilot swiftroute normal
JUMP
Swift Route Pilot 5 JUMP Precision planning and twitch reflexes in Hyperwarp Jump reduces fuel cost by 2 + Navigation Skill 3 weeks Cooldown


Talent spy remove normal
SPY
Swift Sweep Pilot 8 SPY When Spying in the orbit of a system, remove a risk card 3 weeks Cooldown


Talent pirate marauder normal
Swooping Marauder Pirate 5 SHIP COMBAT Buffs launched friendly Craft with +30 Boarding, +15% Craft Evasion for next 3 Turns 9 weeks Cooldown


Talent leader synchronize normal
Synchronized Strikes Wing Bomber 1 SHIP COMBAT When piloting a launched Bomber in ship combat, Buffs launched friendly Craft with +50% Hit Chance, +5% Critical for next 3 Turns 1 week Cooldown


Talent mechanic systemflush normal
System Flush Mechanic 5 SHIP COMBAT Buffs Ship with 10% Protection against Component Dmg, 10% Protection against Crew Dmg for next 2 Turns, Purges Ship of any Crippling Ship Effects 6 weeks Cooldown


Talent combat mo tactical normal
Tactical Edge Military Officer 1 CREW COMBAT In crew combat, Buffs with +4 Initiative, +20% All Damage, +10% Armor for 3 Turns, pushes target forward 1 slot Costs 6 Initiative to use


Talent combat bodyguard shove normal
Tactical Shove Bodyguard 1 CREW COMBAT In crew combat, Removes all Debuffs; Buffs with +10% Melee Defense, +10% Ranged Defense for 3 Turns, pushes target back 1 slot Costs 8 Initiative to use


Talent explorer markbeast normal
Tag the Beast Explorer 11 SHIP COMBAT Experienced explorer knows how to stay one step ahead. May only be used against xeno, if any ship weapons hit the alien, this Crippling Attack causes -20% Accuracy, -20% Shield, -15 Range Change for the next 3 Turns 3 weeks Cooldown


Talent gundeck takedown normal
Take Down Gundeck Boss 15 SHIP COMBAT Buffs Ship with +10% to Hit Craft, +50% Dmg to Craft, +5% Critical for next 3 Turns 3 weeks Cooldown


Talent crewdog talkinhall normal
SPICE
Talk in the Hall Crew Dog 5 SPICE When passing the Spice plate in the Hall, affable talk uncovers a new Rumor 3 weeks Cooldown


Talent navigator farworlds normal
SPICE
Talk of Far Worlds Navigator 8 SPICE When on spice leave in the hall, talk of distant worlds grants a 10% + Navigation Skill chance for an introduction to a new Contact 13 weeks Cooldown


Talent combat sniper targetacquired normal
ON INIT
Target Acquired Sniper 1 ON INIT When making Initiative Roll in Crew Combat, front line enemy is hindered by threat of sniper fire; -2 Initiative, -25% Ranged Defense, -10% Armor for 3 Turns One team member's On Init Talent activates at the start of each combat turn


Talent boarding assassin targetedkill normal
BOARDING
Targeted Killing Assassin 8 BOARDING After a successful Boarding, a fleeting shadow moves among the enemy crew killing an unlucky target; one enemy crew member dies 9 weeks Cooldown


Talent gunner targetinglock normal
Targeting Lock Gunner 1 SHIP COMBAT Once a lock is established, your enemy is less likely to escape. If any ship weapons hit, this Crippling Attack causes -10% Defense, -20 Escape, +10 Morale Dmg/Turn for the next 3 Turns 3 weeks Cooldown


Talent skill shipops normal
SKILL SAVE
Technical Refit Wing Tech 5 SKILL SAVE Automatically passes a failed Ship Ops test in any situation, including deep space travel, landing, or hyperwarp jumps 3 weeks Cooldown


Talent combat pistolleer terrifyingacc normal
Terrifying Accuracy Pistoleer 8 CREW COMBAT In crew combat, Crippling Pistol Attack causes +5 Bleeding, -25% Ranged Defense for 3 Turns and removes all Buffs from target Costs Weapon's Initiative to use (No Valid Weapon)


Talent pirate extort normal
ENCOUNTER
Terrifying Extortion Pirate 5 ENCOUNTER Frighten non-violent merchants into turning over their cargo in return for a promise of being unharmed at cost of Reputation loss 9 weeks Cooldown


Talent blockade mission normal
BLOCKADE
Terror of the Skies Pirate 11 BLOCKADE During a Blockade of a system, replace a risk card with a Mission Success reward card 3 weeks Cooldown


Talent skill shipops normal
SKILL SAVE
Thorough Service Gundeck Boss 8 SKILL SAVE Automatically passes a failed Ship Ops test in any situation, including deep space travel, landing, or hyperwarp jumps 3 weeks Cooldown


Talent bd 1000dance normal
Thousand Cut Dance Blade Dancer 15 CREW COMBAT In crew combat, Crippling Blade Attack with -50% Melee Damage, -25% Critical Chance; successful hit hits all enemies and causes +7 Bleeding, -10% Armor, -12 Bleed Resist for 3 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent boarding mech wrench normal
BOARDING
Thrown Wrench Mechanic 5 BOARDING After a successful Boarding, sabotage sets off a chain reaction of damage and death, causing Repair Skill damage to 1 component; -2 Reactor Pts, +35 Component Dmg/Turn, +10 Crew Dmg/Turn for next 4 Turns 9 weeks Cooldown


Talent plan interdictor defend2 normal
Tip of the Spear Wing Leader 5 FLIGHT PLAN Launch an Interdictor craft with a 3 Turn flight plan to defend against enemy craft and shoot down up to one Missile or Torpedo a Turn. On launch, Buffs launched friendly Craft with +25% Hit Chance, +10% Standard Dmg, +10% Critical for 4 Turns no time Cooldown


Talent bh tireless normal
Tireless Pursuit Bounty Hunter 5 SHIP COMBAT If any ship weapons hit, this Crippling Attack causes -10% Armor, -40 Escape for the next 3 Turns 3 weeks Cooldown


Talent strooper lancer normal
Titan Shell Shock Trooper 11 CREW COMBAT In crew combat, Rifle Attack hits 2 targets with +25% Ranged Accuracy, +25% Ranged Damage, +25% Armor Piercing Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent strooper front normal
To the Front Shock Trooper 8 CREW COMBAT In crew combat, Buffs with +20% All Accuracy, +20% All Damage, +20% Armor for 3 Turns, pushes target forward 1 slot (requires rifle) Costs 10 Initiative to use


Talent combat medic toxinterror normal
Toxin Terror Combat Medic 5 CREW COMBAT In crew combat, bio-threat hits 2 targets and causes -2 Initiative, -10 Bio-Poison Resist for 3 Turns in addition to (10 + 0 Doctor) Morale Loss Costs 12 Initiative to use


Talent science salvage intelboost normal
SALVAGE
Trace Analysis Scientist 5 SALVAGE While Salvaging at an Orbital, replace a risk card with Thesis Traces or Scientific Lead reward card 6 weeks Cooldown


Talent merchant traderepro normal
TRADE
Trader's Reciprocity Merchant 8 TRADE When executing a trade at the Exchange worth over $5,000, gain Reputation with all known Contacts in the zone of trade equal to your Trade Permit Rank with the local faction 9 weeks Cooldown


Talent skill eletrconics normal
SKILL SAVE
Transitory Fix Crew Dog 8 SKILL SAVE Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission 3 weeks Cooldown


Talent commando traps normal
BOARDING
Trapped Compartments Wing Commando 1 BOARDING After a successful Boarding, deadly devices brought from the Shuttle and hidden within the ship surprise, maim and kill; +20 Component Dmg/Turn, +20 Morale Dmg/Turn, +20 Crew Dmg/Turn for next 4 Turns 9 weeks Cooldown


Talent doctor fieldsurgeon normal
Treat Wounded Doctor 1 SHIP COMBAT Heals 3 crew, or up to (Medical Rating x 3) on ships with advanced medical facilities. Each patient gains 20 + Doctor Skill in HP 6 weeks Cooldown


Talent combat sniper trickeye normal
ON INIT
Trick of the Eye Sniper 15 ON INIT When making Initiative Roll in Crew Combat, Buff yourself with +10% Ranged Accuracy, +10% Ranged Damage, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns One team member's On Init Talent activates at the start of each combat turn


Talent combat pistoleer trickshot normal
Tricky Gunplay Pistoleer 5 CREW COMBAT In crew combat, Crippling Pistol Attack causes -6 Initiative, +3 Bleeding, -20% Deflection for 2 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)


Talent xeno hunter triumph normal
VICTORY
Triumphant Predator Xeno Hunter 11 VICTORY Upon victory in ship combat against xeno, mastery over the void's terrors restores 10 + up to Intimidate Skill Morale to every crew member 18 weeks Cooldown


Talent pilot twitchsurge normal
Twitch Surge Pilot 5 SHIP COMBAT Guarantees successful movement to closer range; 10% + Quickness chance to advance 2 positions 3 weeks Cooldown


Talent blockade remove normal
BLOCKADE
Twitchy Trigger Gunner 8 BLOCKADE When Blockading a system, remove a risk card 3 weeks Cooldown


Talent spy unauth access normal
BOARDING
Unauthorized Access Spy 5 BOARDING After a successful Boarding, breaks into the enemy ship's data banks and steals up to Electronics Skill in Intel Records but max 6 9 weeks Cooldown


Talent zealot unbendinglaw normal
DESERTER
Unbending Law Zealot 1 DESERTER When landing in a zone, the highest level crew member who attempts to abandon the ship reconsiders, but their salary increases by $2 3 weeks Cooldown


Talents blockade reroll all normal
BLOCKADE
Unbridled Raider Pirate 15 BLOCKADE During a Blockade of a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent victory deckboss battle weapons normal
VICTORY
Uncompromising Tear Down Gundeck Boss 1 VICTORY Trained in all ship weaponry systems, looting a captured vessel repairs up to 3 of your Ship's Weapon Components by 10% + Gunnery Skill 6 weeks Cooldown


Talent salvage remove normal
SALVAGE
Unconventional Tactics Shock Trooper 8 SALVAGE While Salvaging at an Orbital, remove a risk card 3 weeks Cooldown


Talent blackmarket rumor normal
SMUGGLE
Underground Whispers Smuggler 1 SMUGGLE When accessing a Black Market, replace a risk card with a Learn Rumor card 3 weeks Cooldown


Talent discount fuel normal
REFUEL
Underport Bribe Smuggler 8 REFUEL When refueling your ship, a small side bribe to the dockmaster grants a 15% + Negotiate Skill discount 12 weeks Cooldown


Talent smuggler underworld normal
SMUGGLE
Underworld Renown Smuggler 8 SMUGGLE When attempting to access a Black Market, replace a risk card with a Market Access card that includes Contact Influence bonus 3 weeks Cooldown


Talent wingtech unerring normal
Unerring Calculations Wing Tech 5 SHIP COMBAT Buffs launched friendly Craft with +20 Boarding, +20% Hit Chance, +20% Standard Dmg for next 3 Turns 3 weeks Cooldown


Talent patrol craft normal
PATROL
Unexpected Swoop Wing Leader 1 PATROL When Patrolling a system as the pilot of an Interdictor craft, remove a risk card 3 weeks Cooldown


Talent combat xeno hunter unfailing normal
Unfailing Stand Xeno Hunter 5 CREW COMBAT In crew combat, Removes all Debuffs; Buff yourself with +25% Deflection, +20% Armor, +50% To Resist Debuffs for 3 Turns, Heals (10 + 0 Intimidate) HP and Morale Costs 10 Initiative to use


Talent combat bh ire normal
Unfaltering Ire Bounty Hunter 5 CREW COMBAT In crew combat, intimidating command hits 2 targets, removes all Buffs and causes -25% All Accuracy, -25% All Damage for 3 Turns Costs 10 Initiative to use


Talent explorer reroll normal
EXPLORE
Unflinching Risk Xeno Hunter 1 EXPLORE When Exploring a Wild Zone, reroll any risk card 3 weeks Cooldown


Talent eng explore xp normal
EXPLORE
Unforeseen Discovery Engineer 11 EXPLORE When Exploring a Wild Zone, replace a risk card with an Experience bonus card 9 weeks Cooldown


Talent blackmarket reroll normal
SMUGGLE
Unlawful Loot Pirate 1 SMUGGLE When attempting to access a Black Market, reroll a risk card 3 weeks Cooldown


Talent smuggler unlawfulroyal normal
SMUGGLE
Unlawful Royalty Smuggler 11 SMUGGLE When executing a trade at the Black Market worth over $50,000, gain a 50% + Charisma chance to learn about a Smuggler or Smuggler Prince Contact 9 weeks Cooldown


Talent engineer battlerepairs normal
Unrivaled Patch Engineer 1 SHIP COMBAT Purges Ship of any Crippling Ship Effects, Repairs 20% + Repair Skill in Dmg to 2-4 Ship Components 6 weeks Cooldown


Talent combat sniper unseen normal
Unseen Fear Sniper 8 CREW COMBAT Threat of a hidden sniper sows terror among those in the open. front line enemy suffers terror from unseen threat; hits 2 targets and Pins Target and causes -2 Initiative, -25% Ranged Defense for 2 Turns in addition to (15 + 0 Stealth) Morale Loss Costs 12 Initiative to use


Talent explorer unseentraces normal
WILD
Unseen Traces Explorer 5 WILD When landing in a Wild Zone, 10% + Explore Skill chance of discovering traces of a Contact who has operatives working in the area 13 weeks Cooldown


Talent combat zealot unstoppable normal
Unstoppable Force Zealot 1 CREW COMBAT In crew combat, Buff yourself with +20% Armor, +75% To Resist Debuffs for 3 Turns, Restores (20 + 0 Intimidate) Morale Costs 6 Initiative to use


Talents explorer reroll all normal
EXPLORE
Unstoppable Hunt Explorer 15 EXPLORE When Exploring a Wild Zone, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent skill intimidate normal
SKILL SAVE
Unwavering Attention Bounty Hunter 1 SKILL SAVE Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission 3 weeks Cooldown


Talent skill intimidate normal
SKILL SAVE
Unyielding Force Diplomat 8 SKILL SAVE Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission 3 weeks Cooldown


Talent increase mission rep diplo normal
MISSION
Upstaged Success Diplomat 5 MISSION When completing steps in a Mission, increase Contact Reputation bonus by Charisma % 9 weeks Cooldown


Talent medic vacwatch normal
Vaccination Watch Combat Medic 5 CREW COMBAT In crew combat, Buffs entire team with +10% Armor, +10 Energy (Plas/Rad) Resist, +36 Bio-Poison Resist for 3 Turns Costs 12 Initiative to use


Talent science intel profit normal
SCIENCE
Value Analysis Scientist 15 SCIENCE Increases price for sold Scientific Records by 30% + Doctor Skill and Contact Influence gains are increased by Wisdom % 3 weeks Cooldown


Talent bomber vanguard normal
Vanguard Scan Wing Bomber 1 SHIP COMBAT When piloting a launched Bomber in ship combat, Buffs launched friendly Craft with +10% Hit Chance, +25% Standard Dmg, +5% Critical for next 3 Turns 1 week Cooldown


Talent combat sniper vanish normal
Vanishing Act Sniper 1 CREW COMBAT In crew combat, Buff yourself with +2 Initiative, +10% Armor Piercing, +25% Ranged Defense, +15% Armor, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns, retreats 1 slot Costs 8 Initiative to use


Talent gundeck vectorassault normal
Vector Assault Gundeck Boss 8 SHIP COMBAT Debuffs launched enemy Craft with -1 Initiative, -10% Standard Dmg, -25% Craft Evasion for next 4 Turns 3 weeks Cooldown


Talent combat assassin venomblade normal
Venomous Blade Assassin 1 CREW COMBAT In crew combat, Crippling Blade Attack with +10% Melee Accuracy, +20% Melee Damage; successful hit causes +22 Bio-Poison Damage, -10% Armor for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)


Talent crew veteran clarity normal
Veteran Clarity Crew Dog 11 SHIP COMBAT Buffs Ship with +10% Critical, 10% Protection against Morale Dmg for next 2 Turns, Purges your Ship's Crew of any Crippling Effects 6 weeks Cooldown


Talent elo vigilantscanners normal
Vigilant Scanners Electronics Tech 8 SHIP COMBAT Buffs Ship with +25% Accuracy, +25% Defense for next 2 Turns 3 weeks Cooldown


Talent explorer reroll normal
EXPLORE
Vigilant Search Explorer 1 EXPLORE When Exploring a Wild Zone, reroll any risk card 3 weeks Cooldown


Talent diplomat pact normal
PARDON
Vindication Pact Diplomat 8 PARDON Discount price of Contact Pardon by Negotiate Skill up to maximum of 30% 26 weeks Cooldown


Talent doctor voiceofreason normal
MUTINY
Voice of Reason Doctor 8 MUTINY A ship's crew loves a good doctor, and a calm voice of reason can calm angry minds. The mutiny ends and Morale of entire crew is increased by 20 + Doctor skill 26 weeks Cooldown


Talent wingtech purge normal
Void-Side Fix Wing Tech 1 SHIP COMBAT Purges launched friendly Craft of any Crippling Crew Effects 3 weeks Cooldown


Talent victory battle dmg multi normal
VICTORY
Warfare Patch Engineer 5 VICTORY In the aftermath of a victorious ship battle, repair damage to multiple Ship Components equal to 10% + Repair Skill 6 weeks Cooldown


Talent diplomat warminvite normal
INTRODUCTION
Warm Invitation Diplomat 5 INTRODUCTION Discount price of Contact Introductions by 10% + Negotiate Skill 3 weeks Cooldown


Talent commander warning shots normal
Warning Shots Commander 15 SHIP COMBAT If any ship weapons hit, this Crippling Attack causes -20 Range Change, -10 Escape, +25 Morale Dmg/Turn for the next 3 Turns while debuffing our ship with -25% Standard Dmg for next 2 Turns 3 weeks Cooldown


Talent skill shipops normal
SKILL SAVE
Watchful Eye Quartermaster 1 SKILL SAVE Automatically passes a failed Ship Ops test in any situation, including deep space travel, landing, or hyperwarp jumps 3 weeks Cooldown


Talent xeno hunter face xeno normal
XENO
We The Hunters Xeno Hunter 1 XENO When encountering a xeno ship in space combat, prevents Morale loss on up to Intimidate Skill number of crew 6 weeks Cooldown


Talent salvage credits normal
SALVAGE
Weakened System Electronics Tech 5 SALVAGE While Salvaging at an Orbital, increase credit and Intel rewards by 10% + Electronics Skill 6 weeks Cooldown


Talent wingtech weaponshot normal
Weapons Hot Wing Tech 8 SHIP COMBAT Buffs launched friendly Craft with +35% Hit Chance, +25% Standard Dmg, +5% Critical, -10% Craft Evasion for next 3 Turns 3 weeks Cooldown


Talent quartermaster conscript normal
CONSCRIPT
Welcoming Conscription Quartermaster 8 CONSCRIPT When conscripting enemy to serve in your crew after a ship victory, new crew member starts with higher Morale and does not gain new negative Traits 3 weeks Cooldown


Talent bd recruit normal
RECRUIT
Welcoming Rites Blade Dancer 8 RECRUIT When Recruiting, new crew member gains improved Attributes and you discover one of their hidden Traits. 3 weeks Cooldown


Talent commando raiderstrike normal
Whirling Blade Wing Commando 1 CREW COMBAT In crew combat, Blade Attack with +10% Melee Accuracy, +10% Melee Damage, +10% Armor Piercing. Successful attack Buffs yourself with +15% Melee Defense, +15% Ranged Defense, Counter-attacks enemy attacker in front 2 rows, 50% chance to end after each counter for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)


Talent bd whisperdance normal
ON INIT
Whisper Dance Blade Dancer 1 ON INIT When making Initiative Roll in Crew Combat, Buff yourself with +3 Initiative, +20% Melee Damage, -10% Melee Defense, -10% Ranged Defense, +15% Armor for 3 Turns (requires blade) One team member's On Init Talent activates at the start of each combat turn


Talent spy reroll normal
SPY
Wide Sweep Electronics Tech 5 SPY When Spying in the orbit of a system, reroll a risk card 3 weeks Cooldown


Talent pilot wildfly normal
Wild Flying Pilot 11 SHIP COMBAT Buffs Ship with -15% Accuracy, +30% Defense, +10% Armor, Self-inflicts +10 Morale Dmg/Turn for next 3 Turns 3 weeks Cooldown


Talent money missions normal
MISSION
Winning Compromise Diplomat 1 MISSION When accepting a Mission, increases your payment by 10% + Negotiate Skill 3 weeks Cooldown


Talent skill negotiate normal
SKILL SAVE
Wise Counsel Merchant 1 SKILL SAVE Automatically passes a failed Negotiate test in any situation; including deep space travel, mutiny or during a mission 3 weeks Cooldown


Talent sabo wrecking normal
BOARDING
Wrecking Ball Saboteur 1 BOARDING After a successful Boarding, a skillful attack on the enemy's comms leaves their crew in general disarray; -1 Reactor Pts, -10% Defense, -10 Range Change, -10 Escape, +10 Component Dmg/Turn, +10 Crew Dmg/Turn for next 4 Turns 9 weeks Cooldown


Talent wingtech interference normal
X12 Interference Wing Tech 1 SHIP COMBAT Debuffs launched enemy Craft with -10% Hit Chance, -40% Craft Evasion for next 3 Turns 9 weeks Cooldown


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