Difference between revisions of "Pirate"
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the terror of the shipping lanesexperts at to and .
== Traits ==
== Traits ==
A captainwhose first job is '''Pirate''' will gain the following traits:
A captain whose first job is '''Pirate''' will gain the following traits:
* Terrifying: +
* Dead Aim:+15% Critical
* Dead Aim: +15% Critical
Latest revision as of 21:08, 3 January 2018
| Contacts |
A pirate is the terror of the shipping lanes, and can sniff out a full cargo hold or an opportunity for plunder from the ships' bridge. Pirates are skilled at ambushing merchants and smugglers as well as creeping into zones to sell their stolen cargo. They are experts at crippling and capturing enemy ships. The Quadrants are vast and a pirate who knows it well will be able to prey on the richest shipping lanes and visit the most profitable exchanges.
Starting Captain Traits[edit | edit source]
- Terrifying: +10% credits when blockading.
- Dead Aim: +15% Critical.
Skills[edit | edit source]
As a character advances in the Pirate Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 11[edit | edit source]
Ranks 11 to 21[edit | edit source]
Ranks 21 to 31[edit | edit source]
Talents[edit | edit source]
Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.
|Icy Stare||1||Automatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission||3 weeks Cooldown|
|Rigorous Search||1||A pirate's keen sense for treasure sniffs out secret hideaways from defeated Smugglers; new lootable cargo is added||3 weeks Cooldown|
|Corsair's Eye||1||During a Blockade of a system, replace a risk card with a Merchant card.||3 weeks Cooldown|
|Furious Prodding||1||Purges your Ship's Crew of any Crippling Effects, Restores Intimidate Skill worth of Morale to 10 Crew||3 weeks Cooldown|
|Unlawful Loot||1||When attempting to access a Black Market, reroll a risk card||3 weeks Cooldown|
|Barrel Roll||5||Buffs Ship with -25% Dmg, +35% Defense, +10% Shield for next 3 Turns||3 weeks Cooldown|
|Infamous Presence||5||During Blockade of a system, increase reward by 10% + Intimidation Skill||3 weeks Cooldown|
|Terrifying Extortion||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|
|Acrobatic Dive||5||Buffs Ship with +25% Accuracy, +15 Range Change for next 3 Turns||3 weeks Cooldown|
|Menacing Demeanor||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|
|Lethal Example||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|
|Faked Signature||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|
|Disabling Shot||11||If any ship weapons hit, this Crippling Attack causes -25% Defense, -25 Range Change for the next 4 Turns||3 weeks Cooldown|
|Burner Skid||11||Infamous pirate maneuver, dangerous over-charging the engine for killing power. Buffs Ship with +25% Critical, +100 Radiation Dmg, +20 Component Dmg/Turn, +20 Morale Dmg/Turn for next 3 Turns||3 weeks Cooldown|
|Terror of the Skies||11||During a Blockade of a system, replace a risk card with a Mission Success reward card.||3 weeks Cooldown|
|Ship Operations|| Commander • Crew Dog • Diplomat • Doctor • Electronics Tech • Engineer • Explorer |
Gunner • Hyperwarp Navigator • Mechanic • Merchant • Pilot • Pirate • Quartermaster • Smuggler
|Fighters|| Bounty Hunter • Combat Medic • Exo-Scout • Military Officer |
Pistoleer • Soldier • Swordsman • Spy • Zealot