Background[edit | edit source]
Military Officers command with an iron spine and the authority of years of service. Be the battle on land or in space, Military Officers are ready to take charge and roar orders.
Traits[edit | edit source]
A captain whose first job is Military Officer will gain the following traits:
- Inspiring: +2 Charisma, 15% chance to resist Debuffs
- 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]
Ranks 11 to 21[edit | edit source]
Ranks 21 to 31[edit | edit source]
Talents[edit | edit source]
Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.
|Expert Planning||1||Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission||3 weeks Cooldown|
|Power Play||1||When completing steps in a Mission, increase Faction Reputation bonuses by Charisma %||3 weeks Cooldown|
|Militant Patrol||1||When Patrolling a system, increase rewards by 10% + Command Skill||3 weeks Cooldown|
|Stiff Salute||1||When encountering a Military Officer or Zealot Captain, a respectful military salute automatically ends the encounter with a Draw; Reputation penalties may still apply||3 weeks Cooldown|
|Tactical Precaution||1||In crew combat, Buffs with +10 Initiative, +25% Dmg, +10% Armor for 3 Turns, pushes target 1 slot||n/a|
|Strict Search||1||Military discipline demands a thorough search, which uncovers secret hideaways on ships of defeated Smugglers; new lootable cargo is revealed||3 weeks Cooldown|
|Damning Aim||5||In crew combat, Crippling Pistol Attack causes -10 Initiative, -1 Deflection, -25% Armor for 3 Turns||n/a|
|Leader in the Ranks||5||In crew combat, Removes all Debuffs and Restores entire team (10 + 0 Tactics) Morale||n/a|
|Deserving Rank||5||Price for military Rank is discounted by 10% + Command Skill||3 weeks Cooldown|
|Commanding Sweep||5||When Patrolling a system, replace a card with a Reputation bonus or a Conflict Influence in the case of a Conflict.||3 weeks Cooldown|
|Recruiter's Eye||5||When Recruiting, discover one Trait from a new crew member. Your newly hired Recruit gains improved Attributes||3 weeks Cooldown|
|Call for Surrender||5||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||9 weeks Cooldown|
|Overriding Discipline||8||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||3 weeks Cooldown|
|Military Discipline||8||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||26 weeks Cooldown|
|Steely Authority||8||In crew combat, Buffs 2 targets with +3 Deflection, +10% Armor, +75% To Resist Debuffs for 3 Turns and Restores (10 + 0 Tactics) Morale||n/a|
|Incite Victory||11||Buffs Ship with +20% Boarding, +25% Accuracy, +25% Dmg, +25% Critical for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew||3 weeks Cooldown|
|Boarding Rush||11||When making Initiative Roll in Crew Combat, Buff yourself with +5 Initiative, +10% All Accuracy, +10% Dmg for 2 Turns||n/a|
|Guardian Vigil||11||When Patrolling a system, replace a risk card with Mission success reward card.||3 weeks Cooldown|
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