Talents

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

There are many different types of Talents available to your characters, including talents that are useful before, during and after ship combat, during crew combat, those used while using Contact Services, and others used while traveling, landing, Exploring, Spying, Patrolling, Blockading or trying to access the Black Market.

Talent Types and Stacking[edit | edit source]

There are three main types of Talents -- Ship Combat Talents, Crew Combat Talents, and all Game Event Talents.  

In Ship Combat, you can use a single Talent a turn. A Ship Combat Talent goes on Cooldown after use and cannot be used again until its Cooldown ends.  Any buffs or debuffs from a Ship Combat Talent can stack. Therefore, you can use multiple copies of Evasive Maneuvers in a single combat and gain the stacked bonuses.

Crew Combat Talents cost a certain amount of Initiative to use and you can only use one when it is your turn. Crew Combat Talents do not go on Cooldown after use. Any buffs or debuffs from a Crew Combat Talent do not stack. Therefore, rebuffing yourself with the same ability does not double the effect but does reset the effect's duration.

The Game Event Talents are linked to a game event, such as landing on a world, making a hyperwarp jump, completing a Skill test such as Stealth or making a $5,000 credit or more trade. When such an event happens, a single Talent is selected from your crew and applied. Only one Game Event Talent can be applied to any given game event. These Game Event Talents go on Cooldown after use and cannot be used again until its Cooldown ends.

Icon Name Job Required Rank Description Cooldown
Talent money edict normal.png
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EDICT
Abiding Death Bounty Hunter 1 Price for death warrant Edict is discounted by 10% + Intimidate Skill 3 weeks Cooldown

Talent badge shipcombat.png

Talent pirate acrobaticdrive normal.png
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Acrobatic Dive Pirate 5 Buffs Ship with +25% Accuracy, +15 Range Change for next 3 Turns 3 weeks Cooldown

Talent badge crewcombat.png

Talent combat pistoleer advance normal.png
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Advancing Front Pistoleer 8 In crew combat, Pistol Attack with +10% Ranged Damage, +20% Armor Piercing, +35% Critical, advances 1 slot Costs Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

Talent combat scout mobility normal.png
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Aggressive Advance Exo-Scout 1 In crew combat, Rifle Attack, advances 1 slot. Successful attack Buffs yourself with +4 Initiative, +25% Ranged Accuracy, +25% Armor Piercing, +25% To Resist Debuffs for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

Talent pistoleer aimedshot normal.png
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Aimed Focus Pistoleer 1 In crew combat, Buff yourself with +25% Ranged Accuracy, +25% All Damage, +10% Critical for 3 Turns, Restores (10 + 0 Evasion) Morale Costs 6 Initiative to use
Talent elo alertscanner normal.png
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ORBIT
Alert Scanner Electronics Tech 1 Upon entering the orbit of a new system, chance of learning a Rumor 9 weeks Cooldown
Talent explorer profit artifacts normal.png
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ARTIFACTS
Artifact Hunter Explorer 5 When selling Xeno Artifacts, increase the profit of the deal by 25% + Explore Skill 9 weeks Cooldown
Talent doctor assistedcare normal.png
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DOCTOR
Assisted Care Doctor 1 Reduces the price for medical care at the Doctor by 10% + Doctor Skill 3 weeks Cooldown
Talent money repair normal.png
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UPGRADE
Assisted Installation Engineer 5 Discounts any upgrade of a ship component at the Starport by 10% + Repair Skill 3 weeks Cooldown
Talent skill repair normal.png
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SKILL SAVE
Attentive Overhaul Engineer 1 Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel 3 weeks Cooldown
Talent skill command normal.png
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SKILL SAVE
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

Talent badge crewcombat.png

Talent combat soldier backline normal.png
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Backline Leader Soldier 5 In crew combat, Buffs entire team with +10% Ranged Accuracy, +10% All Damage, +10% Armor, +25% To Resist Debuffs for 3 Turns Costs 10 Initiative to use
Talent blackmarket upgrade normal.png
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SMUGGLE
Backroom Deal Smuggler 1 When attempting to access a Black Market, replace a risk card with a Market Access card 3 weeks Cooldown

Talent badge crewcombat.png

Talent swordsman bladestrike normal.png
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Balanced Blade Swordsman 1 In crew combat, Blade Attack. Successful attack Buffs yourself with +25% Blade Accuracy, +10% Melee Damage, +10% Armor Piercing, +25% Parry for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

Talent swordsman bladestrike normal.png
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Balanced Blade Assassin 1 In crew combat, Blade Attack. Successful attack Buffs yourself with +25% Blade Accuracy, +10% Melee Damage, +10% Armor Piercing, +25% Parry for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

Talent combat commander barked normal.png
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Barked Order Commander 5 In crew combat, Intimidating Command causes -25% All Accuracy, -25% All Damage for 3 Turns, knocks target back 1 slot Costs 12 Initiative to use

Talent badge shipcombat.png

Talent pirate barrelroll normal.png
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Barrel Roll Pirate 5 Buffs Ship with -25% Dmg, +35% Defense, +10% Shield for next 3 Turns 3 weeks Cooldown
Talent victory battle dmg normal.png
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VICTORY
Battle Damage Repair Crew Dog 8 In the aftermath of a ship battle, repair one Ship Component damage equal to 10% + Repair Skill 3 weeks Cooldown
Talent boarding cm biobomb normal.png
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BOARDING
Bio-Agent Bomb Combat Medic 5 After a successful Boarding, release deadly bio-agents into the enemy ship's ventilation; +10 Morale Dmg/Turn, +25 Crew Dmg/Turn for next 4 Turns 9 weeks Cooldown

Talent badge crewcombat.png

Talent combat biodart normal.png
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Bio-Agent Flechette Exo-Scout 1 In crew combat, Crippling Rifle Attack causes -25% All Damage, +20 Bio-Poison Damage for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

Talent combat biopoison grenade normal.png
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Bio-Poison Grenade Combat Medic 5 In crew combat, Grenade Attack hits 2 targets with 31-50 Dmg and Cripples with -2 Initiative, +14 Bio-Poison Damage, -25% Parry, -25% Dodge, -10 Bio-Poison Resist for 3 Turns Costs 16 Initiative to use

Talent badge crewcombat.png

Talent combat biodart normal.png
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Bio-Poison Slugs Combat Medic 1 In crew combat, Crippling Pistol Attack causes +20 Bio-Poison Damage, -10% Parry, -10% Dodge for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

Talent combat sword bladehilt normal.png
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Blade and Hilt Swordsman 11 In crew combat, Blade Attack hits 2 targets. Successful attack Buffs yourself with +10% Melee Damage, +10% Armor Piercing, +25% Critical, -15% Parry, -15% Dodge for 3 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

Talent combat sword bladehilt normal.png
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Blade and Hilt Assassin 11 In crew combat, Blade Attack hits 2 targets. Successful attack Buffs yourself with +10% Melee Damage, +10% Armor Piercing, +25% Critical, -15% Parry, -15% Dodge for 3 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

Talent combat sword rally normal.png
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Bladesman Rally Swordsman 8 In crew combat, Removes all Debuffs; Restores 2 targets (10 + 0 Tactics) Morale Costs 10 Initiative to use

Talent badge crewcombat.png

Talent combat sword rally normal.png
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Bladesman Rally Assassin 8 In crew combat, Removes all Debuffs; Restores 2 targets (10 + 0 Tactics) Morale Costs 10 Initiative to use

Talent badge shipcombat.png

Talent bh bloodgame normal.png
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Blood Game Bounty Hunter 1 In Ship Combat, allows a boarding attempt at any range during Mission-driven battles as the hunter tracks their prey 6 weeks Cooldown

Talent badge crewcombat.png

Talent combat zealot bloodletting normal.png
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Bloodletting Blow Zealot 5 In crew combat, Crippling Blade Attack causes +24 Bleeding, -20% Deflection for 3 Turns, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

Talent soldier blowback normal.png
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Blowback Soldier 5 In crew combat, Crippling Rifle Attack; successful hit causes 25% Stun, +14 Bleeding, -20% Deflection for 3 Turns, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)
Talent boarding eng demo normal.png
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BOARDING
Boarder's Demolition Engineer 5 After a successful Boarding, rig an explosion which leaves the enemy ship vulnerable to continued attack; -15% Defense, -15% Shield, -15% Armor for next 4 Turns 9 weeks Cooldown

Talent badge shipcombat.png

Talent gunner boardingassault normal.png
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Boarding Assault Gunner 1 In Ship Combat, allows a boarding attempt from range 3 or below as gunners give heavy covering fire to assault shuttle 6 weeks Cooldown

Talent badge crewcombat.png

Talent combat mo boardingrush normal.png
style=position:relative; top:0;left:0;
ON INIT
Boarding Rush Military Officer 11 When making Initiative Roll in Crew Combat, Buff yourself with +2 Initiative, +10% All Accuracy, +10% All Damage for 2 Turns Chance to activate at the start of each combat turn
Talent trade into conflict normal.png
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TRADE
Bold Statement Merchant 11 Trading into a Trade Ban or War grants Rep bonus with second Faction up to the Rep penalty with the offended Faction 9 weeks Cooldown

Talent badge crewcombat.png

Talent commander oversee normal.png
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Bolster Commander 8 In crew combat, Removes all Debuffs; Restores (30 + 0 Command) Morale Costs 6 Initiative to use

Talent badge shipcombat.png

Talent spy bolt normal.png
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Bolt Spy 5 Buffs Ship with +30 Escape for next 3 Turns 3 weeks Cooldown

Talent badge shipcombat.png

Talent gunner bombardment normal.png
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Bombardment Gunner 1 Under continual attack an enemy ship struggles to return fire. If any ship weapons hit, this Crippling Attack causes -25% Accuracy, -10% Dmg, -10% Armor for the next 3 Turns 3 weeks Cooldown

Talent badge shipcombat.png

Talent elo boostedshields normal.png
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Boosted Shields Electronics Tech 11 Buffs Ship with +10% Shield, +50 Radiation Resist, +50 Void Resist for next 3 Turns 3 weeks Cooldown
Talent smuggler profits normal.png
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SMUGGLE
Bootleg Profits Smuggler 5 When executing a trade at the Black Market worth over $5,000, increase your profit of the trade by 20% + Negotiate Skill 9 weeks Cooldown

Talent badge shipcombat.png

Talent engineer brace normal.png
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Brace for Impact Engineer 1 Buffs Ship with +20% Shield, +20% Armor, 10% Protection against Crew Dmg for next 3 Turns 3 weeks Cooldown

Talent badge crewcombat.png

Talent swordsman braveryline normal.png
style=position:relative; top:0;left:0;
ON INIT
Bravery Line Swordsman 1 When making Initiative Roll in Crew Combat, Buff yourself with +4 Initiative, +15% Critical, +15% Parry for 3 Turns Chance to activate at the start of each combat turn

Talent badge crewcombat.png

Talent swordsman braveryline normal.png
style=position:relative; top:0;left:0;
ON INIT
Bravery Line Assassin 1 When making Initiative Roll in Crew Combat, Buff yourself with +4 Initiative, +15% Critical, +15% Parry for 3 Turns Chance to activate at the start of each combat turn

Talent badge shipcombat.png

Talent pilot broadside normal.png
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Broadside Angle Pilot 5 Buffs Ship with +25% Accuracy, +40% Dmg, -25% Defense, -15% Armor for next 3 Turns 3 weeks Cooldown

Talent badge crewcombat.png

Talent combat sniper trace normal.png
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Bullet Trace Sniper 1 In crew combat, Crippling Rifle Attack with +25% Ranged Accuracy, +15% Armor Piercing; successful hit causes -15% Deflection, -15% Dodge for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)

Talent badge shipcombat.png

Talent pirate burnerskid normal.png
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Burner Skid Pirate 11 Infamous pirate maneuver, dangerous over-charging the engine for killing power. Buffs Ship with +25% Critical, +100 Radiation Dmg, Self-inflicts +20 Component Dmg/Turn, Self-inflicts +20 Morale Dmg/Turn for next 3 Turns 3 weeks Cooldown

Talent badge crewcombat.png

Talent soldier burstfire normal.png
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Burst Fire Soldier 1 In crew combat, Rifle Attack hits 2 targets with -35% All Damage, +10% Armor Piercing, +10% Critical Costs 2X Weapon's Initiative to use (No Valid Weapon)
Talent blackmarket remove normal.png
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SMUGGLE
Buzzing Wires Electronics Tech 1 When attempting to access a Black Market, remove a risk card 3 weeks Cooldown
Talent boarding mo surrender normal.png
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BOARDING
Call for Surrender Military Officer 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
Talent fire normal.png
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XENO
Call to Arms Quartermaster 8 When encountering a xeno ship in space combat, prevents Morale loss on up to Intimidate Skill number of crew 3 weeks Cooldown
Talent fire normal.png
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MUTINY
Calming Speech Quartermaster 5 Speaking as a leader but also as a member of the crew, the quartermaster knows what to say. The mutiny ends and Morale of the entire crew is increased by 20 + Command skill 3 weeks Cooldown
Talent skill repair normal.png
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SKILL SAVE
Careful Testing Mechanic 1 Automatically passes a failed Repair test in any situation, including wild zone repairs or deep space travel 3 weeks Cooldown

Talent badge crewcombat.png

Talent medic purge normal.png
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Cleansing Purge Combat Medic 1 In crew combat, Removes all Debuffs; Restores (10 + 0 Doctor) HP and Morale Costs 10 Initiative to use
Talent spy upgrade normal.png
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SPY
Clink of Credits Electronics Tech 11 When Spying in the orbit of a system, replace a risk card with a Credit Skim or Score reward card 3 weeks Cooldown
Talent spy mission normal.png
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SPY
Cloak and Dagger Spy 11 When Spying in the orbit of a system, replace a risk card with an Mission Success reward card 3 weeks Cooldown
Talent fire normal.png
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Close Observation Spy 1 Sharp scrutiny grants Wisdom % to reveal a Contact's hidden Traits during any interaction where money changes hands 26 weeks Cooldown

Talent badge crewcombat.png

Talent pistoleer unloadingfire normal.png
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Close-Range Barrage Pistoleer 1 In crew combat, Crippling Pistol Attack with +25% Ranged Damage; successful hit causes -25% Blade Accuracy, -25% All Damage, -10% Critical Chance for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)
Talent patrol upgrade normal.png
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PATROL
Commanding Sweep Military Officer 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

Talent badge crewcombat.png

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Concussion Grenade Soldier 8 In crew combat, Grenade Attack hits 2 targets with 20-30 Morale Dmg and Cripplies with causes 50% Stun, -4 Initiative for 3 Turns Costs 16 Initiative to use
Talent qm contract normal.png
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DESERTER
Contract Bargain Quartermaster 1 When landing in a zone, the highest level crew member who attempts to abandon the ship reconsiders, but their salary increases by $2 3 weeks Cooldown

Talent badge shipcombat.png

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Coordinated Fire Commander 11 Buffs Ship with +35% Dmg, +25% Critical for next 3 Turns 3 weeks Cooldown
Talent fire normal.png
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INTRODUCTION
Cordial Invitation Merchant 5 Receive up to your Negotiate Skill in Reputation bonus with a new Contact when buying an Introduction 3 weeks Cooldown
Talent blockade merchants normal.png
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BLOCKADE
Corsair's Eye Pirate 1 During a Blockade of a system, replace a risk card with a Merchant card. 3 weeks Cooldown

Talent badge crewcombat.png

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Covering Fire Soldier 5 In crew combat, Crippling Rifle Attack; successful hit Pins Target and causes 25% Stun for 2 Turns, retreats 1 slot Costs Weapon's Initiative to use (No Valid Weapon)
Talent skill stealth normal.png
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SKILL SAVE
Crafty Twist Sniper 5 Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission 3 weeks Cooldown
Talent smuggler crimcons normal.png
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SMUGGLE
Criminal Connections Smuggler 11 When executing a trade at the Black Market worth over $5,000, gain a 30% + Charisma chance to learn about a Contact 9 weeks Cooldown
Talent skill stealth normal.png
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SKILL SAVE
Cunning Slip Smuggler 1 Automatically passes a failed Stealth test in any situation; including exploring, landing or during a mission 3 weeks Cooldown

Talent badge crewcombat.png

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Damning Aim Military Officer 5 In crew combat, Crippling Pistol Attack and causes -2 Initiative, -10% Deflection, -25% Armor for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)
Talent spy intel profit normal.png
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INTEL
Data Haul Spy 8 Increases price for sold Intel Records by 10% + Electronics Skill. Contact Influence gains or losses increased by Charisma % 3 weeks Cooldown
Talent skill eletrconics normal.png
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SKILL SAVE
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
Talent money rank normal.png
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RANK
Deserving Rank Military Officer 5 Price for military Rank is discounted by 10% + Command Skill 3 weeks Cooldown

Talent badge shipcombat.png

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Devastating Approach Pilot 8 If any ship weapons hit, this Crippling Attack causes -25% Dmg, -15 Range Change for the next 4 Turns 3 weeks Cooldown

Talent badge crewcombat.png

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Devastating Charge Swordsman 5 In crew combat, Crippling Blade Attack; successful hit causes 50% Stun, -2 Initiative, -25% Parry for 2 Turns, advances 1 slot Costs Weapon's Initiative to use (No Valid Weapon)

Talent badge crewcombat.png

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Devastating Charge Assassin 5 In crew combat, Crippling Blade Attack; successful hit causes 50% Stun, -2 Initiative, -25% Parry for 2 Turns, advances 1 slot Costs Weapon's Initiative to use (No Valid Weapon)
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MISSION
Devoted Service Zealot 1 When completing steps in a Mission, increase Faction Reputation bonuses 10% + Command Skill 3 weeks Cooldown
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PATROL
Diehard Defense Zealot 11 When Patrolling a system, replace a risk card with Mission success reward card. 3 weeks Cooldown
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EXPLORE
Digging Deeper Explorer 11 While Exploring a Wild Zone, increase all resource or artifact rewards by 30% + Explorer Skill 3 weeks Cooldown

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Disabling Shot Pirate 11 If any ship weapons hit, this Crippling Attack causes -25% Defense, -25 Range Change for the next 4 Turns 3 weeks Cooldown

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Disappearing Act Spy 1 In crew combat, Buff yourself with +2 Initiative, +25% Parry, +25% Dodge, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns Costs 8 Initiative to use
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BOARDING
Disarming Sabotage Gunner 5 After a successful Boarding, ruthless sabotage disables best enemy weapon, causing 80% damage 9 weeks Cooldown
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RECRUIT
Discerning Glance Commander 1 When Recruiting, discover one Trait from a new crew member. Your newly hired Recruit gains improved Attributes 3 weeks Cooldown

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Discipline Soldier 1 In crew combat, Removes all Debuffs; Buff yourself with +25% Dodge, +10% Armor, +25% To Resist Debuffs for 3 Turns Costs 6 Initiative to use
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REPAIR
Discounted Repairs Mechanic 1 Reduces cost of ship repair at a Starport by 10% + Repair Skill 3 weeks Cooldown
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MISSION
Distant Commission Hyperwarp Navigator 8 Increases Mission payment for Missions that require more than 4 Hyperwarp jumps, adding 3% for each jump over 4, to a maximum of 30% bonus 3 weeks Cooldown

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Distracting Shots Spy 5 In crew combat, Pistol Attack with +10% Ranged Damage, +10% Armor Piercing, retreats 1 slot. Successful attack Buffs yourself with Engages Stealth Mode, +(10% + Stealth) Critical for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)

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ON INIT
Dominant Eye Sniper 1 When making Initiative Roll in Crew Combat, Requires Stealth Mode active; Buff yourself with +25% Ranged Accuracy, +20% Armor Piercing, +10% Critical, +10% Dodge for 3 Turns Chance to activate at the start of each combat turn
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DESTROY
Dredge Artifacts Explorer 8 Pick over the wreck of a destroyed xeno ship to recover a number of Artifacts up to your Explore Skill 3 weeks Cooldown
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EXPLORE
Driven Prospector Explorer 11 While Exploring a Wild Zone, replace a risk with a Mission Success reward card 3 weeks Cooldown

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Dueler's Stance Pistoleer 5 In crew combat, Removes all Debuffs; Buff yourself with +20% Deflection, +25% Parry, +25% Dodge, +50% To Resist Debuffs for 3 Turns Costs 6 Initiative to use

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E-Shock Grenade Exo-Scout 8 In crew combat, Grenade Attack hits 2 targets with 31-60 Dmg and Cripples with causes 25% Stun, -25% All Accuracy, -25% All Damage, -20% Deflection for 2 Turns Costs 16 Initiative to use

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E-Suture Combat Medic 1 In crew combat, Heals entire team (6 HP + 0 Doctor) HP Costs 18 Initiative to use

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Eagle Eye Sniper 5 In crew combat, Buff yourself with +2 Initiative, +10% Ranged Accuracy, +10% Ranged Damage, +10% Critical, +25% To Resist Debuffs for 3 Turns Costs 8 Initiative to use
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JUMP
Efficient Route Hyperwarp Navigator 1 Methodical planning of Hyperwarp Jumps reduces fuel cost by 4 + Navigation skill 3 weeks Cooldown

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Engine Precision Mechanic 1 Buffs Ship with +2 Reactor Pts, +20% Defense, Self-inflicts +10 Component Dmg/Turn for next 2 Turns 3 weeks Cooldown

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Engine Reboot Mechanic 5 Repairs Ship Engine up to 10% plus Repair Skill 9 weeks Cooldown
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SPY
Espionage Sweep Spy 1 When Spying in the orbit of a system, remove a risk card 3 weeks Cooldown

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Evasive Maneuvers Pilot 1 Buffs Ship with +25% Defense, +5% Shield, +10% Armor for next 3 Turns 3 weeks Cooldown
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SKILL SAVE
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
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SKILL SAVE
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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SKILL SAVE
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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DESTROY
Expert Scavenger Mechanic 1 Salvage the wreck of a destroyed ship for valuable scrap, add 10% + Repair Skill to your profits and repair equal % of your own Hull 3 weeks Cooldown
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Expose Quality Diplomat 1 Empathetic sense grants Wisdom % to reveal a Contact's hidden Traits during any interaction where money changes hands 26 weeks Cooldown
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XENO
Face the Terror Explorer 8 When encountering a xeno ship in space combat, prevents Morale loss on up to Explorer Skill number of crew 3 weeks Cooldown

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Fading Shot Pistoleer 1 In crew combat, Pistol Attack, retreats 1 slot. Successful attack Buffs yourself with +25% Ranged Accuracy, +25% Armor for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)

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Failsafe Protocols Crew Dog 1 Purges Ship of any Crippling Ship Effects 3 weeks Cooldown
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ENCOUNTER
Faked Signature Smuggler 5 Confusing or forged credentials are enough to throw even the most dogged pursuer; can be used to reduce the hostility of Bounty Hunters 3 weeks Cooldown
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ENCOUNTER
Faked Signature Spy 8 Confusing or forged credentials are enough to throw even the most dogged pursuer; can be used to reduce the hostility of Bounty Hunters 3 weeks Cooldown
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ENCOUNTER
Faked Signature Pirate 8 Confusing or forged credentials are enough to throw even the most dogged pursuer; can be used to reduce the hostility of Bounty Hunters 3 weeks Cooldown
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SKILL SAVE
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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BLOCKADE
Fanatical Siege Zealot 5 During a Blockade of a system, replace a risk card with a Tithe or Influence Conflict reward card. 3 weeks Cooldown
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JUMP
Far Voyager Explorer 1 An expert rover knows the ins and outs of the Hyperwarp, reduces fuel cost by 2 + Explore Skill 3 weeks Cooldown

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Fast Getaway Hyperwarp Navigator 1 Rapid Navigation calculations make for a quick escape. Buffs Ship with +20 Escape for next 2 Turns 3 weeks Cooldown

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Fearsome Charge Soldier 11 In crew combat, Rifle Attack, advances 1 slot. Successful attack Buffs yourself with +25% All Damage, +25% Critical for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)
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BOARDING
Ferocious Crossfire Soldier 5 After a successful Boarding, spraying corridor and decks with hexshell fire and leaves a trail of wounded; 4 enemy crew suffer 30-50 Damage 9 weeks Cooldown

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ON INIT
Ferocity Soldier 1 When making Initiative Roll in Crew Combat, Buff yourself with -10% Ranged Accuracy, +30% Ranged Damage, +15% Critical, -25% Dodge for 3 Turns Chance to activate at the start of each combat turn

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Fervor Zealot 8 In crew combat, Removes all Debuffs; Buffs 3 targets with +2 Initiative for 3 Turns and Restores (10 + 0 Command) Morale Costs 6 Initiative to use

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Field Surgery Doctor 1 In crew combat, Removes all Debuffs; Heals (20 HP + 0 Doctor) HP Costs 6 Initiative to use

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Firing Orders Gunner 11 Buffs Ship with +35% Accuracy, +35% Dmg for next 3 Turns 3 weeks Cooldown
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SKILL SAVE
First Aid Combat Medic 1 Automatically passes a failed Doctor test in any situation, including onboard healing, saving lives in accidents, or while exploring 3 weeks Cooldown

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Flash Fury Swordsman 5 In crew combat, Blade Attack with +25% Armor Piercing, +25% Critical and removes all Buffs from target, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)

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Flash Fury Assassin 5 In crew combat, Blade Attack with +25% Armor Piercing, +25% Critical and removes all Buffs from target, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)

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Flatline Combat Medic 8 In crew combat, Removes all Debuffs/Buffs; Restores entire team (10 + 0 Doctor) Morale Costs 14 Initiative to use
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ENCOUNTER
Forged Permit Smuggler 5 Well-forged documents can open doors; can be used to reduce the hostility of military ships encountered in travel 3 weeks Cooldown

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Frag Grenade Bounty Hunter 11 In crew combat, Grenade Attack hits 2 targets with 31-60 Dmg and Cripples with -2 Initiative, +20 Bleeding, -30% Deflection, -20% Armor for 3 Turns Costs 16 Initiative to use
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SPICE
Friendly Banter Merchant 1 When passing the Spice plate, you have a Charisma % chance to learn about a Contact from the idle banter in the Hall 13 weeks Cooldown

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Frontline Brave Soldier 8 In crew combat, Buffs entire team with +4 Initiative, +10% All Damage, +10% Critical, +10% Armor for 3 Turns Costs 12 Initiative to use

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Full Auto Soldier 8 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 Costs 2X Weapon's Initiative to use (No Valid Weapon)

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Furious Prodding Pirate 1 Purges your Ship's Crew of any Crippling Effects, Restores Intimidate Skill worth of Morale to 10 Crew 3 weeks Cooldown
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Garbled Identity Smuggler 5 Masks ship's signal to prevent identification. When ending a ship encounter in a draw, reduce possible Reputation damage by up to Stealth Skill 3 weeks Cooldown
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TRADE
Garner Favor Merchant 5 When executing a trade at the Exchange worth over $5,000, gain Reputation up to your Negotiation Skill with the local Faction 9 weeks Cooldown
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PAY
Generosity Merchant 5 When paying your crew, increase Morale bonus for those paid. Any Morale penalty for any unpaid crew is reduced 3 weeks Cooldown
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LANDING
Generous in Service Doctor 8 If ship's Medical Rating exceeds landing zone's Economy Rating, provides free care to citizenry and gain Rep up to half Medical Rating 9 weeks Cooldown
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PATROL
Guardian Vigil Military Officer 11 When Patrolling a system, replace a risk card with Mission success reward card. 3 weeks Cooldown

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Guided Fire Pilot 1 Buffs Ship with +15% Accuracy, +10% Critical for next 3 Turns 3 weeks Cooldown
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SKILL SAVE
Gut Instinct Explorer 1 Automatically passes a failed Explore test in any situation; including Exploration or during a mission 3 weeks Cooldown
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PAY
Hand that Feeds Diplomat 5 When paying your crew, increase Morale bonus for those paid. Any Morale penalty for any unpaid crew is reduced 3 weeks Cooldown
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NEW SHIP
Hard Bargain Engineer 8 When buying a new ship, gain a discount up to Repair Skill with maximum of 15% 3 weeks Cooldown
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XENO
Hardened Soul Exo-Scout 5 CURRENTLY NOT IMPLEMENTED. Fires on encountering a Xeno Craft; 3 weeks Cooldown
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BLOCKADE
Hawkish Siege Crew Dog 5 When Blockading a system, reroll a card. 3 weeks Cooldown
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UPGRADE
Helpful Hands Mechanic 8 Discounts any upgrade of a ship component at the Starport by 10% + Repair Skill 3 weeks Cooldown
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SEARCHED
Hideout Smuggler 1 Prevents seizure of packages, prisoners or passengers when searched by an enemy vessel 3 weeks Cooldown
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SPY
High Stakes Spy 11 When Spying in the orbit of a system, increase all Intel rewards by 30% + Electronics Skill 3 weeks Cooldown
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Honorable Release Military Officer 8 Increase profit when ransoming defeated ship back to their Faction by 10% + Command Skill, plus Wisdom % chance to gain small Reputation bonus 9 weeks Cooldown
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SKILL SAVE
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

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Hunter's Challenge Bounty Hunter 5 In crew combat, Intimidating Command causes 20 (+Intimidation) Morale Loss, pulls target forward 1 slot Costs 12 Initiative to use
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SKILL SAVE
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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SMUGGLE
Illicit Notoriety Smuggler 1 When accessing a Black Market, always gain access at one Access Level higher 3 weeks Cooldown

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Incite Victory Military Officer 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
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BLOCKADE
Infamous Presence Pirate 5 During Blockade of a system, increase reward by 10% + Intimidation Skill 3 weeks Cooldown

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ON INIT
Infliction Rage Zealot 11 When making Initiative Roll in Crew Combat, Buff yourself with +4 Initiative, +25% All Damage, +25% Armor for 3 Turns, Restores (5 + 0 Intimidate) Morale Chance to activate at the start of each combat turn
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SMUGGLE
Insider Trading Smuggler 8 When executing a trade at the Black Market worth over $5,000, gain Reputation up to your Negotiation Skill with your Contact 9 weeks Cooldown
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ENCOUNTER
Jettison Cargo Merchant 5 Dumping one randomized type of our ship's cargo into space buys time to escape a Pirate before Ship Combat starts 3 weeks Cooldown
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EXPLORE
Keen Senses Exo-Scout 5 While Exploring a Wild Zone, reroll any card 3 weeks Cooldown

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Killer's Aim Spy 11 In crew combat, Requires Stealth Mode active; Buff yourself with +4 Initiative, +25% Armor Piercing, +35% Critical for 3 Turns Costs 6 Initiative to use

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Know Thy Enemy Exo-Scout 8 In crew combat against xeno only, Crippling Rifle Attack causes -25% Deflection, -25% Dodge, -40% Armor, -16 Plasma Shielding for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)
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PERMIT
Known Trader Merchant 1 Discounts price for trading Permit by 10% + Negotiate Skill. Contact spends Charisma % less Reputation 3 weeks Cooldown

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Leader in the Ranks Military Officer 5 In crew combat, Removes all Debuffs; Restores entire team (10 + 0 Tactics) Morale Costs 12 Initiative to use
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EXPLORE
Legacy Seeker Explorer 8 While Exploring a Wild Zone, replace a risk with a reward card 3 weeks Cooldown
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Legal Pressure Diplomat 8 Increase profit when ransoming defeated ship back to their Faction by 10% + Intimidate Skill 9 weeks Cooldown
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MUTINY
Lethal Example Pirate 8 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 26 weeks Cooldown

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Lethal Trap Bounty Hunter 1 In crew combat, Crippling Rifle Attack; successful hit Pins Target and causes -20% Deflection, -10% Armor for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)
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Life Saver Doctor 5 Saves a life during ship combat, blockade, spying, patrol or black market. Crew member is restored to HP equal to Doctor Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown

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Lifeline Combat Medic 8 In crew combat, Buffs with +4 Initiative, +10% Armor Piercing, +50% To Resist Debuffs for 3 Turns and Heals (36 + 0 Doctor) HP Costs 12 Initiative to use
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LANDING
Listening Post Electronics Tech 8 Upon landing in an Urban Zone, 10% + Electronics Skill chance of learning about a new Contact by snooping on local transmissions 13 weeks Cooldown
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VICTORY
Loot Armory Gunner 1 Expert in all military hardware, looting a captured vessel repairs up to 3 of your Ship's Weapon Components by 10% + Gunnery Skill 3 weeks Cooldown
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VICTORY
Loyalty Rousing Commander 1 Upon defeating enemy ship, you give an inspiring speech which causes up to 10 crew gain 10 + Command Skill in Morale 3 weeks Cooldown
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TRADE
Lucrative Wholesale Merchant 11 When executing a trade at the Exchange worth over $50,000, generates Intel Records up to Negotiate Skill from market insight 9 weeks Cooldown
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VICTORY
Magnanimous Victory Diplomat 8 Forgiving and charitable even in victory over another ship, negates Reputation damage up to your Negotiation Skill 3 weeks Cooldown
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WILD
Makeshift Repairs Explorer 5 Upon landing in a Wild Zone, effects small repairs to damaged components equal to Richness rating up to Explore Skill 9 weeks Cooldown
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Mark the Beast Explorer 11 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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TRADE
Market Confidant Merchant 1 When executing a trade at the Exchange worth over $5,000, you have a 10% + Charisma chance of gaining an introduction to a Contact from the local Faction 9 weeks Cooldown
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SKILL SAVE
Medical Staff Doctor 1 Automatically passes a failed Doctor test in any situation, including onboard healing, saving lives in accidents, or while exploring 3 weeks Cooldown
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VICTORY
Medical Ward Doctor 5 Upon defeating an enemy ship, heal 3 crew, or up to (Medical Rating x 3) on ships with advanced medical facilities. Each patient gains 10 + Doctor Skill in HP 3 weeks Cooldown
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MISSION
Menacing Demeanor Pirate 8 When completing steps in a Mission, your status as a known scoundrel mitigates your Reputation loss by up to Intimidation Skill 3 weeks Cooldown
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METEOR
Meteor Defense Gunner 5 Reduces damage caused to your ship and crew from a Meteor Storm in orbit of a system by up to Gunnery Skill 2 weeks Cooldown
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Methodical Maintenance Crew Dog 8 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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PATROL
Methodical Sweep Crew Dog 1 When Patrolling a system, reroll a card. 3 weeks Cooldown
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PATROL
Militant Patrol Military Officer 1 When Patrolling a system, increase rewards by 10% + Command Skill 3 weeks Cooldown
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MUTINY
Military Discipline Military Officer 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
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Not Implemented Pilot 11 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Pilot 11 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 1 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 1 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 1 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 1 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 5 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 5 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 5 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 5 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 8 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 8 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 11 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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Not Implemented Fighter Pilot 11 CURRENTLY NOT IMPLEMENTED. This Talent is not implemented and has no working features at this time. 3 weeks Cooldown
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PATROL
Obsessive Defense Zealot 5 When Patrolling a system, replace a card with a Pirate reward card. 3 weeks Cooldown

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One-Shot Sniper 11 In crew combat, Rifle Attack with +10% Ranged Damage, +15% Armor Piercing, +45% Critical; Requires Stealth Mode, ends Stealth Mode on use Costs 2X Weapon's Initiative to use (No Valid Weapon)
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LANDING
Orderly Drop Hyperwarp Navigator 5 Lands efficiently in a zone, halving operation time and reducing Fuel Cost to 1. 3 weeks Cooldown

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Ordnance Overhaul Mechanic 8 Repairs Ship Weapons up to 10% plus Repair Skill 9 weeks Cooldown

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Overclocked Reactor Engineer 5 Buffs Ship with +2 Reactor Pts, +10 Range Change, Self-inflicts +10 Crew Dmg/Turn for next 2 Turns 3 weeks Cooldown

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Overriding Discipline Military Officer 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
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BOARDING
Parting Gift Sniper 8 After a successful Boarding, firing one final shot with deadly accuracy kills an unlucky target; one enemy crew member dies 9 weeks Cooldown
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PAY
Perceptive Boss Quartermaster 1 When paying your crew, your intuition grants a 30% + Command Skill chance to learn hidden Trait from among your crew 3 weeks Cooldown

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Perfected Approach Hyperwarp Navigator 5 Faultless tracking of the enemy allows rapid closing. Buffs Ship with +1 Reactor Pts, +5% Shield, +25 Range Change for next 2 Turns 3 weeks Cooldown
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XENO
Perilous Study Engineer 11 When encountering a xeno ship, rapid analysis of the ship's scanner data reveals new findings about the xeno and grants additional Experience reward 3 weeks Cooldown
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EXPLORE
Persistent Search Exo-Scout 1 While Exploring a Wild Zone, increase reward by 10% + Explore Skill 3 weeks Cooldown

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Pinning Shot Pistoleer 1 In crew combat, Crippling Pistol Attack; successful hit Pins Target and causes -20% Parry, -20% Dodge, -10% Armor for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)

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Plas-Charge Slugs Exo-Scout 11 In crew combat, Crippling Rifle Attack with +20 Plasma, +10% Armor Piercing; successful hit causes -25% Armor, -16 Plasma Shielding for 3 Turns, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)
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EXPLORE
Plentiful Rewards Explorer 1 While Exploring a Wild Zone, increase reward by 10% + Explore Skill 3 weeks Cooldown
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Political Hooks Diplomat 11 Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol 3 weeks Cooldown
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LANDING
Port Maintenance Engineer 1 Upon landing, automatically repairs damage to 2 to 4 Ship Components equal to 10% up to Repair skill 9 weeks Cooldown
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MISSION
Power Play Military Officer 1 When completing steps in a Mission, increase Faction Reputation bonuses by Charisma % 3 weeks Cooldown

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Precision Action Commander 8 Purges your Ship of both Crew and Ship Crippling Effects 3 weeks Cooldown
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MUTINY
Quell Mutiny Commander 5 Powerful words from a strong leader pull the crew together. The mutiny ends and Morale of the entire crew is increased by 10 + Command skill 26 weeks Cooldown

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ON INIT
Raining Steel Pistoleer 1 When making Initiative Roll in Crew Combat, Buff yourself with +4 Initiative, +15% Ranged Damage, +15% Critical for 3 Turns Chance to activate at the start of each combat turn

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Raking Fire Gunner 1 Softening your target increases the damage of every additional hit. If any ship weapons hit, this Crippling Attack causes -25% Shield, -10% Armor for the next 3 Turns 3 weeks Cooldown

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Rallying Aura Commander 1 In crew combat, Buffs entire team with +10% All Damage, +10% Critical, +10% Armor for 3 Turns and Restores (10 + 0 Command) Morale Costs 12 Initiative to use

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Rallying Cry Quartermaster 5 Buffs Ship with 20% Protection against Crew and Morale Dmg/Turn for next 2 Turns, Purges your Ship's Crew of any Crippling Effects, Restores Intimidate Skill worth of Morale to 20 Crew 3 weeks Cooldown

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Rapid Fire Pistoleer 11 In crew combat, Crippling Pistol Attack hits 2 targets causes +16 Bleeding, -10% Deflection for 2 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)

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Rash Courage Swordsman 1 In crew combat, Buff yourself with +30% Blade Accuracy, +30% Melee Damage, +10% Armor Piercing, -10% Armor for 4 Turns, advances 1 slot Costs 6 Initiative to use

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Rash Courage Assassin 1 In crew combat, Buff yourself with +30% Blade Accuracy, +30% Melee Damage, +10% Armor Piercing, -10% Armor for 4 Turns, advances 1 slot Costs 6 Initiative to use

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Reactor Surge Mechanic 11 Buffs Ship with +3 Reactor Pts, +20% Accuracy, Self-inflicts +10 Component Dmg/Turn, Self-inflicts +10 Crew Dmg/Turn for next 1 Turns 3 weeks Cooldown
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SKILL SAVE
Read Charts Hyperwarp Navigator 1 Automatically passes a failed Navigation test in any situation, including hyperwarp jumps or deep space travel 3 weeks Cooldown
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RECRUIT
Recruiter's Eye Military Officer 5 When Recruiting, discover one Trait from a new crew member. Your newly hired Recruit gains improved Attributes 3 weeks Cooldown
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MISSION
Red Badge Bounty Hunter 5 When completing steps in a Mission and bearing an Edict of the sponsoring Faction, your fearsome prestige reduces your Reputation loss by up to Intimidation Skill 3 weeks Cooldown
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EXPLORE
Reduced Exposure Explorer 5 While Exploring a Wild Zone, remove a risk card 3 weeks Cooldown

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Regimented Order Quartermaster 11 Buffs Ship with 40% Protection against Crew Dmg for next 2 Turns, Purges your Ship's Crew of any Crippling Effects 9 weeks Cooldown
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SPICE
Relaxing Leave Crew Dog 1 When passing the Spice plate in the Hall, grant all other revelers a Morale bonus equal to 30% of your Charisma 9 weeks Cooldown
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MISSION
Reliable Hand Quartermaster 5 Increases your payment for every step in a Mission by 10% + Intimidate Skill 3 weeks Cooldown

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Resolute Hound Bounty Hunter 8 In crew combat, Removes all Debuffs; Buff yourself with +25% Armor for 3 Turns, Heals (5 + 0 Intimidate) HP and Morale Costs 8 Initiative to use
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EXPLORE
Resolute Hunter Exo-Scout 11 While Exploring a Wild Zone, replace a risk card with an Artifacts reward card 3 weeks Cooldown
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Retribution Justice Zealot 5 Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol 3 weeks Cooldown
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TRADE
Righteous Profits Merchant 8 When executing a trade at the Exchange worth over $5,000, barters for better price by 10% + Negotiation 9 weeks Cooldown
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RANK
Righteous Rank Zealot 1 Price for military Rank is discounted by 10% + Command Skill 3 weeks Cooldown
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VICTORY
Rigorous Search Pirate 1 A pirate's keen sense for treasure sniffs out secret hideaways from defeated Smugglers; new lootable cargo is added 3 weeks Cooldown

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Roaring Barrels Soldier 1 In crew combat, Rifle Attack with +25% Ranged Damage, +20% Armor Piercing and removes all Buffs from target Costs Weapon's Initiative to use (No Valid Weapon)
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VICTORY
Rough Interrogation Zealot 1 Upon victory in ship combat, thoroughly questioning the enemy crew creates up to your Intimidation Skill in Intel Records but causes further Rep loss 9 weeks Cooldown

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Rushed Patches Mechanic 8 Purges Ship of any Crippling Ship Effects, Repairs 10% Dmg to Ship Components 3 weeks Cooldown
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SKILL SAVE
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

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Scattershot Gunner 8 If any ship weapons hit, this Crippling Attack causes -10% Armor, -25 Range Change, -10 Escape for the next 3 Turns 3 weeks Cooldown

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Scorn Commander 11 In crew combat, Intimidating Command hits 2 targets causes -4 Initiative, -25% Deflection for 2 Turns Costs 8 Initiative to use
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SPY
Scouring Search Spy 5 When Spying in the orbit of a system, replace a risk card with an Intel Records reward card. 3 weeks Cooldown
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SKILL SAVE
Scout's Intuition Exo-Scout 1 Automatically passes a failed Explore test in any situation; including Exploration or during a mission 3 weeks Cooldown
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Second Shadow Quartermaster 11 Watching crew like a hawk, saves a life during ship combat, blockade, spying, patrol or black market. Crew member is restored to HP equal to Command Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown
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LANDING
Secrets Unbound Spy 11 Upon landing in an Urban Zone, 10% + Electronics Skill chance to gather Intel Records about the local Faction 9 weeks Cooldown
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SKILL SAVE
Settlement Diplomat 1 Automatically passes a failed Negotiation test in any situation; including deep space travel, mutiny or during a mission 3 weeks Cooldown

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Shadowed Fire Spy 1 In crew combat, Pistol Attack with +25% Ranged Damage, +25% Armor Piercing, +25% Critical; Requires Stealth Mode to use Costs Weapon's Initiative to use (No Valid Weapon)

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Sharp Counter Swordsman 1 In crew combat, Blade Attack. Successful attack Buffs yourself with +25% Parry, +10% Armor, Counter-attacks enemy attacker in front 2 rows, 50% chance to end after each counter for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)

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Sharp Counter Assassin 1 In crew combat, Blade Attack. Successful attack Buffs yourself with +25% Parry, +10% Armor, Counter-attacks enemy attacker in front 2 rows, 50% chance to end after each counter for 3 Turns Costs 1.5X Weapon's Initiative to use (No Valid Weapon)

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Sharp Steering Pilot 1 Buffs Ship with +15 Range Change, +15 Escape for next 3 Turns 3 weeks Cooldown

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Shredding Shots Bounty Hunter 11 In crew combat, Crippling Rifle Attack causes +20 Bleeding, -20% Deflection for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)
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MISSION
Shrewd Dealings Commander 8 When accepting a Mission, gain a (Charisma + Command %) chance to discover one of your Contact's hidden Traits 3 weeks Cooldown

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Signature Homing Gunner 1 Closing in and locking on makes it hard to dodge your fire. If any ship weapons hit, this Crippling Attack causes -25% Defense, -10% Armor for the next 3 Turns 3 weeks Cooldown
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Signature Jammer Electronics Tech 1 Masks ship's signal to prevent identification. When ending a ship encounter in a draw, reduce possible Reputation damage by up to Electronics Skill 3 weeks Cooldown
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RANK
Silver Tongue Diplomat 1 Price for military Rank is discounted by 10% + Negotiate Skill 3 weeks Cooldown

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Skewering Thrust Swordsman 8 In crew combat, Blade Attack hits 2 targets with +25% Blade Accuracy, -15% Ranged Damage, +10% Melee Damage, +15% Armor Piercing, advances 1 slot Costs 2X Weapon's Initiative to use (No Valid Weapon)

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Skewering Thrust Assassin 8 In crew combat, Blade Attack hits 2 targets with +25% Blade Accuracy, -15% Ranged Damage, +10% Melee Damage, +15% Armor Piercing, advances 1 slot Costs 2X Weapon's Initiative to use (No Valid Weapon)
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ENCOUNTER
Skip Off the Void Hyperwarp Navigator 11 Use a short-burst of the hyperwarp drive to 'bounce' a short distance and escape ship combat. Causes 30-70% Damage to the drive, mitigated by entire crew's Navigation Skill and burns Fuel equal to a Hyperwarp jump 3 weeks Cooldown

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Slashing Retreat Swordsman 1 In crew combat, Blade Attack, retreats 1 slot. Successful attack Buffs yourself with +10% Armor Piercing, +25% Parry, +25% Dodge, +10% Armor for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)

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Slashing Retreat Assassin 1 In crew combat, Blade Attack, retreats 1 slot. Successful attack Buffs yourself with +10% Armor Piercing, +25% Parry, +25% Dodge, +10% Armor for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)
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TRADE
Slippery Trader Smuggler 5 When trading into a Trade Ban or War, reduces the Rep penalty by 30% + Negotiate Skill 9 weeks Cooldown
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SKILL SAVE
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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Snakebite Combat Medic 11 In crew combat, Crippling Pistol Attack causes -25% Dodge, -15 Bio-Poison Resist for 3 Turns, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)

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Sneak Attack Spy 8 In crew combat, Crippling Pistol Attack with +10% Ranged Damage, +10 Bleeding, +10% Critical; successful hit 50% Stun target and causes -4 Initiative for 3 Turns; Requires Stealth Mode, ends Stealth Mode on use Costs Weapon's Initiative to use (No Valid Weapon)

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Solace in Battle Doctor 11 Purges your Ship of both Crew and Ship Crippling Effects, Restores Doctor Skill worth of Morale to 20 Crew 3 weeks Cooldown

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Staggering Hit Sniper 5 In crew combat, Crippling Rifle Attack with +50% Armor Piercing, +10% Critical; successful hit causes +28 Bleeding, -20% Deflection for 2 Turns, knocks target back 1 slot; Requires Stealth Mode to use Costs 1.5X Weapon's Initiative to use (No Valid Weapon)
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SPY
Static Talks Electronics Tech 5 When Spying in the orbit of a system, learn a Rumor when scoring a positive result 9 weeks Cooldown

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Steadfast Aim Bounty Hunter 1 In crew combat, Rifle Attack. Successful attack Buffs yourself with +25% Ranged Accuracy, +25% Ranged Damage, +20% Armor Piercing for 2 Turns Costs Weapon's Initiative to use (No Valid Weapon)

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Steady Hands Commander 1 Buffs Ship with +20% Defense for next 3 Turns, Purges your Ship's Crew of any Crippling Effects, Restores Command Skill worth of Morale to 10 Crew 3 weeks Cooldown

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Steady Mobility Exo-Scout 1 In crew combat, Rifle Attack. Successful attack Buffs yourself with +25% Ranged Damage, +25% Armor Piercing, +25% Dodge, +25% To Resist Debuffs for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)

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Steely Authority Military Officer 8 In crew combat, Buffs 2 targets with +30% Deflection, +10% Armor, +75% To Resist Debuffs for 3 Turns and Restores (10 + 0 Tactics) Morale Costs 12 Initiative to use
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SKILL SAVE
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
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ENCOUNTER
Stiff Salute Military Officer 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
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STORM
Storm Navigator Hyperwarp Navigator 1 Astute and careful direction from the helm protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) 2 weeks Cooldown
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STORM
Storm Shielding Electronics Tech 1 Protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system) by redirecting and modulating ship shielding 2 weeks Cooldown
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STORM
Stormhunter Engineer 8 Careful study of readings and conditions allows Engineer to guide the ship through Radiation Storms (quadrant) and Ion Storms (system) while granting additional Experience reward 6 weeks Cooldown

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Strength of Steel Swordsman 5 In crew combat, Buff yourself with +35% Parry, +10% Dodge, +50% To Resist Debuffs for 3 Turns, Heals (5 + 0 Blades) HP and Morale Costs 6 Initiative to use

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Strength of Steel Assassin 5 In crew combat, Buff yourself with +35% Parry, +10% Dodge, +50% To Resist Debuffs for 3 Turns, Heals (5 + 0 Blades) HP and Morale Costs 6 Initiative to use
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VICTORY
Strict Search Military Officer 1 Military discipline demands a thorough search, which uncovers secret hideaways on ships of defeated Smugglers; new lootable cargo is revealed 3 weeks Cooldown
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MUTINY
Summary Execution Zealot 8 Capital punishment of the lowest Morale mutineer quickly reminds the crew who is in charge. The mutiny ends and Morale of the entire crew is increased by 20 + Intimidate Skill 26 weeks Cooldown

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Suppressing Fire Soldier 1 In crew combat, Crippling Rifle Attack with +25% Ranged Accuracy; successful hit causes -25% All Accuracy for 2 Turns, knocks target back 1 slot Costs Weapon's Initiative to use (No Valid Weapon)
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PATROL
Supremacy of Firepower Gunner 5 When Patrolling a system, remove a risk card. 3 weeks Cooldown
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LANDING
Sure Landfall Pilot 1 Lands efficiently on a world, halving operation time and reducing Fuel Cost to 1. 3 weeks Cooldown

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Sustained Fire Bounty Hunter 8 In crew combat, Crippling Rifle Attack causes +12 Bleeding, -25% Armor for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)
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JUMP
Swift Route Pilot 5 Precision planning and twitch reflexes in Hyperwarp Jump reduces fuel cost by 2 + Navigation Skill 3 weeks Cooldown
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SPY
Swift Sweep Pilot 8 When Spying in the orbit of a system, remove a risk card. 3 weeks Cooldown

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System Flush Mechanic 5 Purges Ship of any Crippling Ship Effects 3 weeks Cooldown

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Tactical Edge Military Officer 1 In crew combat, Buffs with +4 Initiative, +20% All Damage, +10% Armor for 3 Turns, pushes target 1 slot Costs 6 Initiative to use
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SPICE
Talk in the Hall Crew Dog 5 When passing the Spice plate in the Hall, affable talk uncovers a new Rumor 3 weeks Cooldown
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SPICE
Talk of Far Worlds Hyperwarp Navigator 8 When passing the Spice plate in the Hall, talk of distant worlds grants a 10% + Navigation Skill chance for an introduction to a new Contact 13 weeks Cooldown

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ON INIT
Target Acquired Sniper 1 When making Initiative Roll in Crew Combat, frontline enemy suffers Stealth Threat and -2 Initiative, -25% Dodge, -10% Armor for 3 Turns in addition to (0 + 0 Stealth) Morale Loss; Requires Stealth Mode to use Chance to activate at the start of each combat turn

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Targeting Lock Gunner 1 Once a lock is established, your enemy is less likely to escape. If any ship weapons hit, this Crippling Attack causes -10% Armor, -20 Escape for the next 3 Turns 3 weeks Cooldown

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Terrifying Accuracy Pistoleer 8 In crew combat, Crippling Pistol Attack and causes +14 Bleeding for 3 Turns Costs Weapon's Initiative to use (No Valid Weapon)
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ENCOUNTER
Terrifying Extortion Pirate 5 Frighten non-violent merchants into turning over their cargo in return for a promise of being unharmed at cost of Reputation loss 3 weeks Cooldown
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BLOCKADE
Terror of the Skies Pirate 11 During a Blockade of a system, replace a risk card with a Mission Success reward card. 3 weeks Cooldown
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BOARDING
Thrown Wrench Mechanic 5 After a successful Boarding, sabotages components to cause a ripple effect of damage and death; -3 Reactor Pts, +25 Component Dmg/Turn, +10 Crew Dmg/Turn for next 4 Turns 9 weeks Cooldown

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Tireless Pursuit Bounty Hunter 5 If any ship weapons hit, this Crippling Attack causes -10% Armor, -40 Escape for the next 3 Turns 3 weeks Cooldown

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Toxin Terror Combat Medic 5 In crew combat, Crippling Threat hits 2 targets causes -2 Initiative, -10 Bio-Poison Resist for 3 Turns Costs 12 Initiative to use
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TRADE
Trader's Reciprocity Merchant 8 When executing a trade at the Exchange worth over $5,000, gain Reputation equal to your Trade Permit Rank with all local known Contacts 9 weeks Cooldown

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Treat Wounded Doctor 1 Heals 3 crew, or up to (Medical Rating x 3) on ships with advanced medical facilities. Each patient gains 20 + Doctor Skill in HP 3 weeks Cooldown

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Tricky Gunplay Pistoleer 5 In crew combat, Crippling Pistol Attack causes -6 Initiative, +6 Bleeding, -20% Deflection for 2 Turns Costs 2X Weapon's Initiative to use (No Valid Weapon)

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Twitch Surge Pilot 5 Guarantees successful movement to closer range; 10% + Quickness chance to advance 2 positions 3 weeks Cooldown
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BLOCKADE
Twitchy Trigger Gunner 8 When Blockading a system, remove a risk card. 3 weeks Cooldown
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BOARDING
Unauthorized Access Spy 5 After a successful Boarding, breaking into the enemy ship's data banks; steals up to Electronics Skill in Intel Records 3 weeks Cooldown
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DESERTER
Unbending Law Zealot 1 When landing in a zone, the highest level crew member who attempts to abandon the ship reconsiders, but their salary increases by $2 3 weeks Cooldown
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SMUGGLE
Underworld Renown Smuggler 8 When attempting to access a Black Market, replace a risk card with a Market Access card with Contact Influence bonus 3 weeks Cooldown

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Unfaltering Ire Bounty Hunter 5 In crew combat, Intimidating Command hits 2 targets, removes all Buffs and causes -25% All Accuracy, -25% All Damage for 3 Turns Costs 8 Initiative to use
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EXPLORE
Unforeseen Discovery Engineer 11 While Exploring a Wild Zone, replace a risk card with a Experience bonus card 9 weeks Cooldown
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SMUGGLE
Unlawful Loot Pirate 1 When attempting to access a Black Market, reroll a risk card 3 weeks Cooldown
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SMUGGLE
Unlawful Royalty Smuggler 11 When executing a trade at the Black Market worth over $50,000, gain a 50% + Charisma chance to learn about a Smuggler or Smuggler Prince Contact 9 weeks Cooldown

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Unrivaled Patch Engineer 1 Purges Ship of any Crippling Ship Effects, Repairs 20% Dmg to Ship Components 3 weeks Cooldown

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Unseen Fear Sniper 8 Threat of a hidden sniper sows terror among those in the open. Stealth Threat hits 2 targets and Pins Target and causes -2 Initiative, -25% Dodge for 2 Turns in addition to (15 + 0 Stealth) Morale Loss Costs 12 Initiative to use
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WILD
Unseen Traces Explorer 5 When landing in a Wild Zone, 10% + Explore Skill chance of discovering traces of a Contact who has operatives working in the area 13 weeks Cooldown

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Unstoppable Force Zealot 1 In crew combat, Buff yourself with +25% Armor, +75% To Resist Debuffs for 3 Turns, Restores (10 + 0 Intimidate) Morale Costs 6 Initiative to use
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SKILL SAVE
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
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MISSION
Upstaged Success Diplomat 5 Increase Contact Reputation and Influence bonuses when completing a Mission by Charisma % 3 weeks Cooldown

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Vaccination Watch Combat Medic 5 In crew combat, Buffs entire team with +10% Armor, +36 Bio-Poison Resist for 3 Turns Costs 12 Initiative to use

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Vanishing Act Sniper 1 In crew combat, Buff yourself with +2 Initiative, +10% Armor Piercing, +25% Dodge, +15% Armor, Engages Stealth Mode, +(10% + Stealth) Critical; lasts for 3 Turns, retreats 1 slot Costs 8 Initiative to use

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Veteran Clarity Crew Dog 11 Buffs Ship with +10% Critical, 10% Protection against Morale Dmg for next 2 Turns, Purges your Ship's Crew of any Crippling Effects 3 weeks Cooldown

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Vigilant Scanners Electronics Tech 8 Buffs Ship with +25% Accuracy, +25% Defense for next 2 Turns 3 weeks Cooldown
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EXPLORE
Vigilant Search Explorer 1 While Exploring a Wild Zone, reroll any card 3 weeks Cooldown
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MUTINY
Voice of Reason Doctor 8 A ship's crew loves a good doctor, and a calm voice of reason can calm angry minds. The mutiny ends and Morale of entire crew is increased by 10 + Doctor skill 26 weeks Cooldown
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VICTORY
Warfare Patch Engineer 5 In the aftermath of a ship battle, repair damage to multiple Ship Components equal to 10% + Repair Skill 3 weeks Cooldown
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INTRODUCTION
Warm Invitation Diplomat 5 Receive a [10 + Negotiate]% discount on price of Contact Introductions 3 weeks Cooldown
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SKILL SAVE
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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Welcoming Conscription Quartermaster 8 When conscripting enemy to serve in your crew after a ship victory, new crew member starts with higher Morale and do not gain new negative Traits 3 weeks Cooldown
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SPY
Wide Sweep Electronics Tech 5 When Spying in the orbit of a system, reroll a card. 3 weeks Cooldown
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MISSION
Winning Compromise Diplomat 1 Increases your payment for every step in a Mission by 10% + Negotiate Skill 3 weeks Cooldown
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SKILL SAVE
Wise Counsel Merchant 1 Automatically passes a failed Negotiation test in any situation; including deep space travel, mutiny or during a mission 3 weeks Cooldown
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SMUGGLE
Word in the Market Smuggler 1 When gaining access to the Black Market, you may learn about a Rumor through illicit whispers. 3 weeks Cooldown
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