Commander | |
---|---|
Type | Ship Operations |
Acquisition | Contacts |
SKILLS | |
Primary Skill | Command |
Secondary Skill | Intimidate |
Tertiary Skill | Tactics |
A commander’s presence is palpable in high tension moments. With a steady hand of leadership, the commander calms, buffs and inspires officers and crew alike to ensure success.
Starting Captain Traits
A captain whose first job is Commander will gain the following traits:
Indomitable | Defeat is unimaginable, gains +10% Accuracy, +5% Defense, +10% Protection against Crew and Morale Dmg/Turn in Ship Combat | Profession | +3 * |
Motivating | Stirring words and powerful presence, gains +2 Charisma, +2 Wisdom, +1 Initiative, +20% Debuff Resist | Profession | +3 * |
Skills
As a character advances in the Commander Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 12
Rank | Tactics | Command | Intimidate |
---|---|---|---|
1 | 1 | 2 | 1 |
2 | 1 | 4 | 2 |
3 | 2 | 4 | 2 |
4 | 2 | 5 | 2 |
5 | 2 | 5 | 3 |
6 | 2 | 6 | 3 |
7 | 2 | 6 | 4 |
8 | 2 | 7 | 4 |
9 | 3 | 7 | 4 |
10 | 3 | 8 | 4 |
11 | 3 | 9 | 5 |
12 | 4 | 9 | 5 |
Ranks 13 to 24
Rank | Tactics | Command | Intimidate |
---|---|---|---|
13 | 4 | 9 | 6 |
14 | 4 | 10 | 6 |
15 | 5 | 10 | 7 |
16 | 5 | 11 | 7 |
17 | 5 | 12 | 7 |
18 | 5 | 13 | 7 |
19 | 5 | 13 | 8 |
20 | 5 | 14 | 8 |
21 | 6 | 14 | 8 |
22 | 6 | 15 | 9 |
23 | 6 | 16 | 9 |
24 | 6 | 17 | 9 |
Ranks 25 to 36
Rank | Tactics | Command | Intimidate |
---|---|---|---|
25 | 6 | 18 | 9 |
26 | 7 | 18 | 9 |
27 | 7 | 19 | 9 |
28 | 7 | 19 | 10 |
29 | 7 | 20 | 10 |
30 | 8 | 21 | 10 |
31 | 8 | 22 | 10 |
32 | 9 | 22 | 11 |
33 | 10 | 22 | 12 |
34 | 10 | 23 | 12 |
35 | 10 | 24 | 12 |
36 | 11 | 24 | 13 |
Talents
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.
Rank: 1
Aura of Command 3 weeks CooldownAutomatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission | |
Rank: 1
Steady Hands 6 weeks CooldownBuffs 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 | |
Rank: 1
Discerning Glance 3 weeks CooldownWhen Recruiting, new crew member gains improved Attributes and you discover one of their hidden Traits. | |
Rank: 1
Loyalty Rousing 6 weeks CooldownIn the aftermath of a ship battle, give an inspiring speech which causes up to 10 crew to gain 10 + Command Skill in Morale | |
Rank: 1
Rallying Aura 12 InitiativeIn crew combat, Buffs entire team with +10% All Damage, +10% Critical, +10% Armor for 3 Turns and Restores for (10 + 0 Command) Morale |
Rank: 5
Quell Mutiny 26 weeks CooldownPowerful words from a strong leader pull the crew together. The mutiny ends and Morale of the entire crew is increased by 20 + Command skill | |
Rank: 5
Barked Order 12 InitiativeIn crew combat, intimidating command causes -25% All Accuracy, -25% All Damage for 3 Turns, knocks target back 1 slot | |
Rank: 5
Inspiring Squadron 9 weeks CooldownBuffs launched friendly Craft with +25% Hit Chance, +25% Craft Evasion, +10% Shield, +10% Armor for next 3 Turns |
Rank: 8
Bolster 6 InitiativeIn crew combat, Removes all Debuffs; Restores for (30 + 0 Command) Morale | |
Rank: 8
Shrewd Dealings 18 weeks CooldownWhen accepting a Mission, gain a (Charisma + Command %) chance to discover one of your Contact's hidden Traits | |
Rank: 8
Precision Action 6 weeks CooldownPurges your Ship of both Crew and Ship Crippling Effects |
Rank: 11
Scorn 8 InitiativeIn crew combat, intimidating command hits 2 targets causes -4 Initiative, -25% Armor Piercing, -25% Deflection for 2 Turns in addition to (10 + 0 Intimidate) Morale Loss | |
Rank: 11
Coordinated Fire 3 weeks CooldownBuffs Ship with +10% to Hit Craft, +35% Standard Dmg, +25% Critical for next 3 Turns |
Rank: 15
Warning Shots 3 weeks CooldownIf any ship weapons hit, this Crippling Attack causes -20 Range Change, -10 Escape, +25 Morale Dmg/Turn for the next 3 Turns while debuffing our ship with -25% Standard Dmg for next 2 Turns |
Talent Strategy
The commander is almost always brought into combat when he or she is an Officer that has a secondary job as a Pistoleer or other combat job.
Rallying Aura
This is a powerful all-around buff similar to the options that Soldiers have. Unlike them, this can be used from almost any position. The morale regeneration can help top off a team at the start of battle that recently hit the Spice Hall but wasn't able to exceed the 80 morale maximum there.
Barked Order
This is a defensive option to address a powerful threat in positions one, two or three. It has the additional, and powerful use of knocking a target in position 3 back, bringing foes in position 4 into an attackable position. This can be very helpful against enemy Snipers.
Bolster
Bolster is a quick and easy way to recover from any number of debuffs. The morale gain is icing on the cake. If your team doesn't have a dedicated healer, this can be an excellent choice to deal with stacked debuffs.
Scorn
Scorn deals with front-line foes, softening up their armor and dropping enemy initiative. The cost of using this talent is entirely payed off by the initiative you cost your foes. This is an excellent talent to use when the front two enemies each have between 1 and 4 initiative as it will rob them each of a turn while dropping deflection to manageable levels.
Jobs | ||
---|---|---|
Ship Operations | Commander • Crew Dog • Diplomat • Doctor • Electronics Tech • Engineer • Explorer Gunner • Hyperwarp Navigator • Mechanic • Merchant • Pilot • Pirate • Quartermaster • Scavenger • Scientist • Smuggler | |
Fighters | Assassin • Blade Dancer • Bodyguard • Bounty Hunter • Combat Medic • Exo-Scout • Military Officer Pistoleer • Saboteur • Shock Trooper • Soldier • Swordsman • Spy • Sniper • Xeno Hunter • Zealot | |
Small Craft | Gundeck Boss • Wing Bomber • Wing Commando • Wing Leader • Wing Tech |