Military Officer

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Military Officer
Icon job militaryofficer.png
Type Fighter
Acquisition Contacts
Starting Captain
SKILLS
Primary Skill Command
Secondary Skill Pistols
Tertiary Skill Tactics

A military officer is skilled at assisting a faction in conflict and maintaining control of even the largest ships and crews. The Quadrants are vast and the officer will be called upon to travel across known space in defense of a faction. Military officers command with an iron spine and the authority of years of service. Be the battle on land or in space, officers are ready to take charge and roar orders.

Starting Captain Traits[edit | edit source]

A captain whose first job is Military Officer will gain the following traits:

  • Inspiring: 20% chance to gain permanent +1 Command Skill Bonus when leveling (max 12)
  • Tough: +3 Fortitude, +10% Armor.


Skills[edit | edit source]

As a character advances in the Military Officer Job, he or she gains the following Skill points at each Rank.

Ranks 1 to 11[edit | edit source]

Rank Pistols Tactics Command
1 1 1 2
2 2 2 3
3 2 2 4
4 2 2 5
5 3 2 5
6 3 2 6
7 4 2 6
8 4 2 7
9 4 3 7
10 4 3 8
11 5 3 9

Ranks 12 to 22[edit | edit source]

Rank Pistols Tactics Command
12 5 4 9
13 6 4 9
14 6 4 10
15 7 5 10
16 7 5 11
17 7 5 12
18 7 5 13
19 8 5 13
20 8 5 14
21 8 6 14

Ranks 22 to 32[edit | edit source]

Rank Pistols Tactics Command
22 9 6 15
23 9 6 16
24 9 6 17
25 9 6 18
26 9 7 18
27 9 7 19
28 10 7 19
29 10 7 20
30 10 8 21
31 10 8 22
32 11 9 22

Talents[edit | edit source]

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

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SKILL SAVE
Rank: 1
Expert Planning
3 weeks Cooldown

Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission

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MISSION
Rank: 1
Power Play
9 weeks Cooldown

When completing steps in a Mission, increase Faction Reputation bonuses by Charisma %

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PATROL
Rank: 1
Militant Patrol
3 weeks Cooldown

When Patrolling a system, increase rewards by 10% + Command Skill

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ENCOUNTER
Rank: 1
Stiff Salute
3 weeks Cooldown

When encountering a Military Officer or Zealot Captain, a respectful military salute automatically ends the encounter with a Draw; Reputation penalties may still apply

Talent badge crewcombat.png

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Rank: 1
Tactical Edge
6 Initiative

In crew combat, Buffs with +4 Initiative, +20% All Damage, +10% Armor for 3 Turns, pushes target 1 slot

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VICTORY
Rank: 1
Strict Search
3 weeks Cooldown

Military discipline demands a thorough search, which uncovers secret hideaways on ships of defeated Smugglers; new lootable cargo is revealed

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Rank: 5
Damning Aim
Weapon's Initiative

In crew combat, Crippling Pistol Attack and causes -2 Initiative, -10% Deflection, -25% Armor for 3 Turns

Talent badge crewcombat.png

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Rank: 5
Leader in the Ranks
12 Initiative

In crew combat, Removes all Debuffs; Restores entire team (10 + 0 Tactics) Morale

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RANK
Rank: 5
Deserving Rank
3 weeks Cooldown

Price for military Rank is discounted by 10% + Command Skill

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PATROL
Rank: 5
Commanding Sweep
3 weeks Cooldown

When Patrolling a system, replace a card with a Reputation bonus or a Conflict Influence in the case of a Conflict.

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RECRUIT
Rank: 5
Recruiter's Eye
3 weeks Cooldown

When Recruiting, discover one Trait from a new crew member. Your newly hired Recruit gains improved Attributes

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BOARDING
Rank: 5
Call for Surrender
9 weeks Cooldown

After a successful Boarding, demand for quick surrender cause 4 enemy crew to suffer 20-40 Morale loss; -10 Range Change, +25 Morale Dmg/Turn for next 4 Turns

Talent badge shipcombat.png

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Rank: 8
Overriding Discipline
3 weeks Cooldown

Buffs Ship with +10 Boarding, +10% Accuracy, +10% Dmg, +10% Defense for next 3 Turns, Purges Ship of any Crippling Ship Effects, Restores Command Skill worth of Morale to 10 Crew

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MUTINY
Rank: 8
Military Discipline
26 weeks Cooldown

Barked orders and rigid authority can snap a mutiny in seconds. The mutiny ends and Morale of entire crew is increased by 10 + Command skill

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Rank: 8
Steely Authority
12 Initiative

In crew combat, Buffs 2 targets with +30% Deflection, +10% Armor, +75% To Resist Debuffs for 3 Turns and Restores (10 + 0 Tactics) Morale

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Rank: 8
Honorable Release
9 weeks Cooldown

Increase profit when ransoming defeated ship back to their Faction by 10% + Command Skill, plus Wisdom % chance to gain small Reputation bonus

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Rank: 11
Incite Victory
3 weeks Cooldown

Buffs Ship with +20 Boarding, +25% Accuracy, +25% Dmg, +25% Critical for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew

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ON INIT
Rank: 11
Boarding Rush
On Initiative

When making Initiative Roll in Crew Combat, Buff yourself with +2 Initiative, +10% All Accuracy, +10% All Damage for 2 Turns

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PATROL
Rank: 11
Guardian Vigil
3 weeks Cooldown

When Patrolling a system, replace a risk card with Mission success reward card.

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VICTORY
Rank: 15
Military Tribunal
36 weeks Cooldown

Upon defeating an enemy captain during a Conflict, seize their ship through a local prize court. We must pay the court 75% of the ship's value in tithes and fees and we will lose 40 Reputation with the enemy while striking a mighty blow in the Conflict

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PATROL
Rank: 15
Stalwart Loyalist
21 weeks Cooldown

When Patrolling a system, reroll all 5 cards and draw a new hand


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