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Skill Tests
There are many occasions on which a Captain will need to rely on the Skills of his or her Crew to overcome the numerous challenges standing between them and greatness as a Star Trader. Skill Tests refers to testing of the Skill total of the entire crew, in which any character who has that Skill is able to contribute dice to the test attempt. To pass a skill test, your roll must have more successes than the game world. (Ties go against the player.)
Skill Tests include:
- All Mission Tests
- All Exploring, Blockading, Patrolling, Spying, Salvaging and Black Market Tests
- All Deep Space Skill Tests
- All Landing Tests
Contents
Skill Save Talents[edit | edit source]
Before examining the various situations in which a crew's skills are tested it is important to note that there are many Talents that can provide an automatic save in case of a failed skill test. Some of the variety of situations in which the saving Talent may be applicable are listed in the the Talents description. However, it is important to note that whenever a Skill is tested in the group mode that Skill Save Talents may be used to turn a failed attempt into a success.
These talents have a cool down period so a single Skill Save Talent cannot provide perpetual protection against failures. Therefore, consider having multiple crew members who have the same Skill Save Talent in order to avoid failures, which can be especially important for the regularly occurring deep space Skill tests.
Deep Space Skill Tests[edit | edit source]
When traveling through deep space and landing, the crew will encounter many different events which could damage the ship, wound the crew or decrease crew morale, potentially leading to non-functioning Ship Components, crew incapacity, death or even a Mutiny. These events are described in the scrolling event log visible in the bottom right of many screens. These events test only the crew skills and use the Skill Pools of the ship to determine Strong and Standard dice. Skill Save Talents can help pass many failed deep space skill tests.
Larger crews will have harder social tests (Intimidate, Command, and Doctor tests) while other, mechanical tests will be scaled against ship szie. All tests gradually get harder over time.
Mission Skill Tests[edit | edit source]
When completing many missions the Captain will have the opportunity to chose between various options, testing a combination of different skills and attributes. In these tests, it is the Captain's Attributes that are tested and the ship's cumulative skills that are tested.
Though both skills and attributes are tested, it is possible to use the Skill Save Talents to pass these tests. If a save talent is available a checkmark will appear in the option icon.
Operation Results Skill Saves[edit | edit source]
Operations include Spying, Blockading, Patrolling, Exploring and accessing a Black Market. They use card games to determine the results of each operation and often negative cards will be drawn which can damage the ship, wound the crew or wound the captain. The results of these cards have a chance of being avoided by testing various skills and attributes combined. The specific tests vary with each card and operation type. To understand which skills and attributes might be tested see the operation articles.
List of Skill Save Talents[edit | edit source]
Icon | Name | Job | Required Rank | Description | Cooldown
|
---|---|---|---|---|---|
Never There | Assassin | 5 | Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission | 5 weeks Cooldown
| |
One Step Ahead | Bodyguard | 1 | Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission | 9 weeks Cooldown
| |
Unwavering Attention | Bounty Hunter | 1 | Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission | 3 weeks Cooldown
| |
First Aid | Combat Medic | 1 | Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission | 3 weeks Cooldown
| |
Aura of Command | Commander | 1 | Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission | 3 weeks Cooldown
| |
Safety Protocols | Crew Dog | 1 | Automatically passes a failed Ship Ops test in any situation, including deep space travel, landing, or hyperwarp jumps | 3 weeks Cooldown
| |
Settlement | Diplomat | 1 | Automatically passes a failed Negotiate test in any situation; including deep space travel, mutiny or during a mission | 3 weeks Cooldown
| |
Unyielding Force | Diplomat | 8 | Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission | 3 weeks Cooldown
| |
Medical Staff | Doctor | 1 | Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission | 3 weeks Cooldown
| |
Hotwire | Electronics Tech | 1 | Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission | 3 weeks Cooldown
| |
Attentive Overhaul | Engineer | 1 | Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel | 3 weeks Cooldown
| |
Gut Instinct | Explorer | 1 | Automatically passes a failed Explore test in any situation; including Exploration or during a mission | 3 weeks Cooldown
| |
Scout's Intuition | Exo-Scout | 1 | Automatically passes a failed Explore test in any situation; including Exploration or during a mission | 3 weeks Cooldown
| |
Bullseye Certainty | Gunner | 1 | Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission | 3 weeks Cooldown
| |
Meticulous Care | Gundeck Boss | 5 | Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel | 9 weeks Cooldown
| |
Snarling Judgment | Gundeck Boss | 1 | Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission | 3 weeks Cooldown
| |
Exacting Design | Hyperwarp Navigator | 1 | Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission | 3 weeks Cooldown
| |
Pathfinder's Lead | Hyperwarp Navigator | 11 | Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission | 3 weeks Cooldown
| |
Read Charts | Hyperwarp Navigator | 1 | Automatically passes a failed Navigation test in any situation, including hyperwarp jumps or deep space travel | 3 weeks Cooldown
| |
Careful Testing | Mechanic | 1 | Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel | 3 weeks Cooldown
| |
Wise Counsel | Merchant | 1 | Automatically passes a failed Negotiate test in any situation; including deep space travel, mutiny or during a mission | 3 weeks Cooldown
| |
Expert Planning | Military Officer | 1 | Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission | 3 weeks Cooldown
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Expert Maneuver | Pilot | 1 | Automatically passes a failed Pilot test in any situation, including deep space travel, landing, or hyperwarp travel | 3 weeks Cooldown
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Icy Stare | Pirate | 1 | Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission | 3 weeks Cooldown
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Baleful Grimace | Quartermaster | 1 | Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission | 3 weeks Cooldown
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Stern Leader | Quartermaster | 1 | Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission | 3 weeks Cooldown
| |
Watchful Eye | Quartermaster | 1 | Automatically passes a failed Ship Ops test in any situation, including deep space travel, landing, or hyperwarp jumps | 3 weeks Cooldown
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Artful Solder | Scavenger | 1 | Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel | 3 weeks Cooldown
| |
Dogged Treatment | Scavenger | 8 | Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission | 6 weeks Cooldown
| |
Cunning Slip | Smuggler | 1 | Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission | 3 weeks Cooldown
| |
Crafty Twist | Sniper | 5 | Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission | 5 weeks Cooldown
| |
Deft Control | Spy | 5 | Automatically passes a failed Electronics test in any situation, including spying, deep space travel, or during a mission | 3 weeks Cooldown
| |
Sly Move | Spy | 1 | Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission | 3 weeks Cooldown
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Airtight Plan | Wing Tech | 1 | Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission | 3 weeks Cooldown
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Daunting Presence | Xeno Hunter | 1 | Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission | 3 weeks Cooldown
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Famous Fury | Zealot | 1 | Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission | 3 weeks Cooldown
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