Pirates are the terror of the shipping lanes; they’ve become experts at blockading worlds to intercept, cripple, and capture ships.
A captain whose first job is Pirate will gain the following traits:
- Terrifying: +25% Credits on Blockade
- Dead Aim: +15% Critical
As a character advances in the Pirate Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 11
Ranks 11 to 21
Ranks 21 to 31
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|