|Acquisition|| Contacts |
A pirate is the terror of the shipping lanes, and can sniff out a full cargo hold or an opportunity for plunder from the ships' bridge. Pirates are skilled at ambushing merchants and smugglers as well as creeping into zones to sell their stolen cargo. They are experts at crippling and capturing enemy ships. The Quadrants are vast and a pirate who knows it well will be able to prey on the richest shipping lanes and visit the most profitable exchanges.
Starting Captain Traits[edit | edit source]
- Terrifying: +10% credits when blockading.
- Dead Aim: +15% Critical.
Skills[edit | edit source]
As a character advances in the Pirate Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 11[edit | edit source]
Ranks 12 to 22[edit | edit source]
Ranks 22 to 32[edit | edit source]
Talents[edit | edit source]
Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.
Icy Stare3 weeks Cooldown
Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission
Rigorous Search3 weeks Cooldown
A pirate's keen sense for treasure sniffs out secret hideaways from defeated Smugglers; new lootable cargo is added
Corsair's Eye3 weeks Cooldown
During a Blockade of a system, replace a risk card with a Merchant card.
Furious Prodding3 weeks Cooldown
Purges your Ship's Crew of any Crippling Effects, Restores Intimidate Skill worth of Morale to 10 Crew
Unlawful Loot3 weeks Cooldown
When attempting to access a Black Market, reroll a risk card
Barrel Roll3 weeks Cooldown
Buffs Ship with -25% Dmg, +35% Defense, +10% Shield, -10 Escape for next 3 Turns
Infamous Presence3 weeks Cooldown
During Blockade of a system, increase reward by 10% + Intimidate Skill
Terrifying Extortion3 weeks Cooldown
Frighten non-violent merchants into turning over their cargo in return for a promise of being unharmed at cost of Reputation loss
Acrobatic Dive3 weeks Cooldown
Buffs Ship with +25% Accuracy, +15 Range Change, -10 Escape for next 3 Turns
Menacing Demeanor18 weeks Cooldown
When completing steps in a Mission, your status as a known scoundrel mitigates your Reputation loss by up to Intimidate Skill
Lethal Example26 weeks Cooldown
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 20 + Intimidate Skill
Faked Signature3 weeks Cooldown
Confusing or forged credentials are enough to throw even the most dogged pursuer; can be used to reduce the hostility of Bounty Hunters
Disabling Approach3 weeks Cooldown
If any ship weapons hit, this Crippling Attack causes -25% Defense, -25 Range Change for the next 4 Turns
Burner Skid3 weeks Cooldown
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
Terror of the Skies3 weeks Cooldown
During a Blockade of a system, replace a risk card with a Mission Success reward card.
Murderous Tribute36 weeks Cooldown
Upon defeating an enemy captain during a Conflict, seize their ship through a local prize court. We must pay the court 50% of the ship's value in tithes and fees and we will lose 90 Reputation with the enemy while striking a mighty blow in the Conflict
Unbridled Raider21 weeks Cooldown
During a Blockade of a system, reroll all 5 cards and draw a new hand
|Ship Operations|| Commander • Crew Dog • Diplomat • Doctor • Electronics Tech • Engineer • Explorer |
Gunner • Hyperwarp Navigator • Mechanic • Merchant • Pilot • Pirate • Quartermaster • Smuggler
|Fighters|| Assassin • Bounty Hunter • Combat Medic • Exo-Scout • Military Officer |
Pistoleer • Soldier • Swordsman • Spy • Zealot • Sniper