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Bounty Hunter Guide
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Bounty Hunter Guide
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= Template = '''A) [[Attributes]]''' - 14 strength, 25 quickness, 22 fortitude, 25 charisma, 25 wisdom, 25 resilience * This is a '''combat captain,''' therefore, you ought to prioritize combat attributes, such as strength, quickness, and fortitude. 25 quickness gives you more initiative as well as allows you to use sniper rifles. If you wish to use assault rifles, then you must take 25 strength instead of quickness. 22 fortitude as that is about as low as you want to go and you are welcome to reduce wisdom and resilience by one each to get two more fortitude. '''B) [[Ship]]''' - [[Fidelis Cutter]] * Ships are pretty fluid, and you can choose to run another one in the beginning; however, the Fidelis Cutter is extremely powerful, and cheaper, and should allow you to get in close to the enemy without too much of a hassle. Furthermore, it is extraordinarily durable for being so cheap, as compared to the [[Paladin Cruiser]], which is a suitable alternative. '''C) [[Skills]]''' - Rifle 3, Evasion 5 * Skills to focus are on Rifles and Evasion, purely for more combat prowess. Check out [[Dice Mechanics]] for more information on how increasing raw skills can make you have a better time in various aspects of the game. In that same vein, the aspect we are focusing on is [[Crew Combat]], so make sure to review how these dice rolls will have an effect on the outcomes of your battles. '''D) [[Contacts]]''' - Ex-Bounty Hunter, Politician * Having the retired ex-bounty hunter is a must, as they will be your primary [[missions]] giver. * The politician gives you [[Mission Types#Diplomat Missions|Diplomat Missions]] which enable you to become involved in negotiation between the [[Factions]]. Diplomat Missions may require [[Military Rank]] or [[Edict]] with their Faction. Out of respect for their Faction's authority, Diplomat Missions include a +2% payment increase per [[Military Rank]] a Captain holds within their Faction. Therefore, as you will have a high edict rank as a bounty hunter, working for a politician can net you a good amount of credits. Also, typically enables you to recruit [[Diplomat Reference|Diplomats]], but that varies based on the contact's [[traits]]. By recruiting a [[Diplomat]] you will gain access to the 'Magnanimous Victory' talent, which can be useful to avoid reputation loss. '''E) [[Experience]]''' - Bounty Hunter (Key Talents Blood Game, Thrown Wrench (Mechanic)) * You don't have to go bounty hunter, seriously. It is recommended, but you don't have to. [[Explorer]] and [[Military Officer]] would also work, just not as well, and you'd likely not follow this guide very closely. It is important to note that there are plenty of variations to this template and that you absolutely must do whatever you would enjoy, rather than what you have been told to do. == Captain == This captain utilizes the Blood Game talent to board ships as early as possible. There is also a focus on the most heinous boarding victory talents so officers will be part of the initial boarding crew. === Secondary and Tertiary Captain Jobs === # [[Mechanic]] is '''required''' for your boarding party, therefore it '''must''' on your captain or another combat crew member/officer. The talent 'Thrown Wrench' needs to be used on your '''first''' successful boarding victory, typically at distance 5 or 4. Therefore, putting mechanic on your captain is not only logical but quite useful. You only need five job points into mechanic to get 'Thrown Wrench', so the rest can go into bounty hunter or soldier, depending on what stats you would like. # [[Soldier]] is the obvious choice, as it gives you an enormous amount of Rifles and Evasion, as well as some very powerful talents. # [[Sniper]] would be logical if you chose to go with Quickness as your primary attribute. The only awkward thing here is you are not stacking stealth, so you will not be as tanky were to have gone soldier. # Given you shall be doing mostly patrol to garner reputation early on--and even throughout the game--you definitely should not look past the [[Military Officer]]. N.B.: Peruse the [[Bounty Hunter Reference]] to make any decisions or changes to stats as you see fit from the above. == Officers == Many of your officers ought to be a part of your combat and boarding crew. This way, you can use multiple jobs to synergize various talents to increase your boarding prowess. It is highly recommended having an Explorer as an officer, and likely with Exo-Scout to stack more of those wonderful talents and skills. Check out the [[Explorer Reference]] for more information about why is logical to have decent exploration for [[Mission Types|bounty hunter missions]]. When going into the wild zones to search for a bounty, any extra help in reducing the damage you and your crew take from [[exploring]] might definitely pay off. You can also put [[Soldier]] or [[Sniper]] onto your Explorer/Exo-Scout and they shall be quite formidable in combat. Soldier's 'Ferocious Crossfire' is a very powerful boarding talent you ought to consider using. If you successfully get a very good combat-oriented Exo-Scout from your contacts, you absolutely may pair them with Explorer and can consider for their tertiary [[Soldier]], [[Sniper]], or even something such as [[Military Officer]]. You can also put your [[Mechanic]] on this officer, as well. If your Doctor officer rolled well, then you might consider pairing them with [[Spy]] and [[Combat Medic]]. Doing so, it is recommended to level Combat Medic to 8, then Doctor to 5, while Spy is still at 1. Then, you can decide which talents you are specifically seeking. Help with [[spying]] could be immensely helpful, and if you are stacking [[Intel]] via a [[Merchant]], you will have a tremendous profit stream. If you do not wish to do any spying whatsoever, you can avoid those missions from your ex-bounty hunter contact, and simply go [[Pistoleer]] on your doctor/combat medic. Having an officer as a merchant to increase the sale of the goods through 'Righteous Profits' talent is handy. Just make sure your cargo hold is full of all the same good type. Leave stashes around until you can do that. You may also couple your merchant with a [[Diplomat]] if you manage to hit a 5 or a 6 on [[Negotiate]]. This could be incredible, as you could make use of Diplomat's 'Magnanimous Victory' talent, which blunts reputation losses from ship victories. If your [[Engineer]] rolled high on the Doctor skill, consider pairing them with Doctor and [[Commander]] This is a fantastic non-combat officer who covers a lot of bases, including but not limited to many skill saves you will need. If any of your existing officers happened to roll high on initiative, blades, or evasion, consider pairing them with [[Swordsman]] and [[Zealot]]. You may also do just Swordsman and Commander, but two combat jobs are preferable, at least, on someone you are sending into crew combat. == Crew == It is strongly recommended to have three to five [[Mechanic]]s for their 'Throw Wrench' talent, as it is extremely powerful and core for this build. Having a solitary [[Soldier]] just for the 'Ferocious Crossfire' whenever you are boarding at range 1 is perfectly reasonable. Hiring some Exo-Scouts as crew members can help with your explore stat from the retired explorer contact. When your gunners have 'Supremacy of Firepower' talent, patrol in earnest to repair any reputation lost by early game missions. You can consider having a frontline Swordsman combatant. You can promote them if you desire. If you do, you may consider [[Zealot]] and [[Military Officer]] for the other jobs. Military Officer has a fantastic boarding talent, 'Call for Surrender' as well as a few powerful ship talents that increase your boarding chances. A Diplomat could be useful for 'Magnanimous Victory' to avoid reputation loss. Finally, having a slew of crew with jobs you are not necessarily bringing into combat just for their boarding talents is highly recommended. It is up to you to find the balance that suits your particular needs.
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