|Acquisition|| Contacts |
The quintessential warrior, solders form the backbone of most FDF forces. Exceptional at long range, their hexshell rifles are devastating, even to heavily armoured targets.
- 1 Skills
- 2 Talents
Skills[edit | edit source]
As a character advances in the Soldier 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.
When making Initiative Roll in Crew Combat, Buff yourself with -10% Ranged Accuracy, +30% Ranged Damage, +15% Critical, -25% Dodge for 3 Turns
Burst Fire2X Weapon's Initiative
In crew combat, Rifle Attack hits 2 targets with -35% All Damage, +10% Armor Piercing, +10% Critical
In crew combat, Removes all Debuffs; Buff yourself with +25% Dodge, +10% Armor, +25% To Resist Debuffs for 3 Turns
Suppressing FireWeapon's Initiative
In crew combat, Crippling Rifle Attack with +25% Ranged Accuracy; successful hit causes -25% All Accuracy for 2 Turns, knocks target back 1 slot
Roaring BarrelsWeapon's Initiative
In crew combat, Rifle Attack with +25% Ranged Damage, +20% Armor Piercing and removes all Buffs from target
Backline Leader10 Initiative
In crew combat, Buffs entire team with +10% Ranged Accuracy, +10% All Damage, +10% Armor, +25% To Resist Debuffs for 3 Turns
Covering FireWeapon's Initiative
In crew combat, Crippling Rifle Attack; successful hit Pins Target and causes 25% Stun for 2 Turns, retreats 1 slot
Ferocious Crossfire9 weeks Cooldown
After a successful Boarding, spraying corridor and decks with hexshell fire and leaves a trail of wounded; 4 enemy crew suffer 30-50 Damage
In crew combat, Crippling Rifle Attack; successful hit causes 25% Stun, +14 Bleeding, -20% Deflection for 3 Turns, knocks target back 1 slot
Full Auto2X Weapon's Initiative
In crew combat, Rifle Attack hits 2 targets with +15% Ranged Damage, +10% Armor Piercing, +25% Critical. Successful attack Debuffs yourself with -25% Ranged Accuracy, -25% All Damage, -10% Dodge for 2 Turns
Concussion Grenade16 Initiative
In crew combat, Grenade Attack hits 2 targets with 20-30 Morale Dmg and Cripples with causes 50% Stun, -4 Initiative for 3 Turns
Frontline Brave12 Initiative
In crew combat, Buffs entire team with +2 Initiative, +10% All Damage, +10% Critical, +10% Armor for 3 Turns
Fearsome ChargeWeapon's Initiative
In crew combat, Rifle Attack, advances 1 slot. Successful attack Buffs yourself with +25% All Damage, +25% Critical for 3 Turns
Talent Strategy[edit | edit source]
Ferocity[edit | edit source]
Good for use when you have a backline soldier unlikely to be in range of foes' attacks. It gives a serious offensive bonus, but unlike other on init talents, it has a defensive penalty and actually hurts your accuracy. Be careful you have a lot of accuracy to start with before choosing this talent as it will effectively compete with other "on init" talents.
Burst Fire[edit | edit source]
Good for finishing off two weakened foes at the end of a combat round. This talent competes with _Full Auto_ in terms of utility but is available much sooner.
Discipline[edit | edit source]
This is a powerful defensive buff for very little initiative. It is very helpful to use for soldiers using snubbers in positions 1 or 2 but still has some utility for other soldiers as well.
Suppressing Fire[edit | edit source]
A common go-to early talent. Not only is it more accurate than a basic attack, but the debuff on your foe can save you from return fire. Even if it misses, it still pushes a foe back a position. This can be helpful to push a swordsman out of position 2 and into position 3, forcing him or her to waste a lot of time repositioning. The only limitation of this talent is that it cannot hit the third position, unlike the basic attack with a rifle.
Roaring Barrels[edit | edit source]
This is the standard attack talent for snubbers. The bonus damage and penetration make it very deadly. Removing all buffs can change the tide of a battle as well.
Backline Leader[edit | edit source]
A powerful group buff, it can only be used in the 4th position. It is useful to use with a Soldier with at least 11 initiative who can follow up with a _Full Auto_ and have an improved chance to avoid the self-inflicted debuff from that talent.
Covering Fire[edit | edit source]
This talent is particularly helpful when foes have been pushing your squad out of position. You can attack while retreating to your usual attack range. The pinning and stun are just a nice bonus at that point!
Ferocious Crossfire[edit | edit source]
One of the easiest to get, and most powerful, boarding talents available. While it doesn't deal a ton of damage to the opposing crew, it can often finish off multiple weakened foes or injure them to the point where a followup lance from your vessel will finish them. It is very satisfying to score four kills with this one talent!
Blowback[edit | edit source]
Blowback is a hard counter to swordsmen in position 2 where it will knock them out of position, greatly weaken their defenses, and even give them some stun. The trouble is, this requires your soldier to be in position 1 which isn't always easy to maintain, and generally means you are using a snubber.
Full Auto[edit | edit source]
This talent can change the course of combat. Bonus damage, piercing, critical in serious amounts AND hitting two targets. The downside is the massive AP cost and the harsh debuff you'll incur. If a fight is ended with its use though, the debuff doesn't matter. Also, this talent pairs well with someone who has the calm trait granting +10% debuff resist, and has used _Backline Leader_ which grants another +25% resistance. You can resist the debuff as though it were applied by an enemy if you're fortunate. This talent competes for use with the more conservative _Burst Fire_ talent. Consider respecialization to only have one of the two learned if you've chosen them both.
Concussion Grenade[edit | edit source]
These grenades are quite powerful at shutting down enemy teams composed of non-Xeno foes. Despite its description, it does deal a very small amount of damage in addition to the morale loss, stun, and initiative penalty. The grenade's initiative cost makes it very costly to miss with. Be sure to review the Skills page to see what contributes to grenade accuracy.
Frontline Brave[edit | edit source]
This is another group buff, but requires you to be in positions 1 or 2. It costs more AP than _Backline Leader_ but is still a powerful early-combat move as long as you have at least 13 initiative so you can take a second action in the round.
Fearsome Charge[edit | edit source]
This is the only attack talent that is extremely useful for both machine guns as well as snubbers. Snubbers can use it to get back into position while gaining a mighty buff, while position 4 soldiers can use it to gain a buff before unleashing _Full Auto_ as their following action.
|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