During Ship Combat attacks by Ship Weapons and Crew Talents can generate transient effects that increase or decrease a ship's statistics. Some Ship Combat Effects can cause damage over time (DoT) to both the Ship, Crew Hit Points and Crew Morale.
Some Ship Combat Effects can be generated by Ship Components. These Ship Combat Effects are not transient and last until that Ship Component is disabled by taking 60% or more damage.
Removal of Detriments[ | ]
Removing Crippling Hit Debuffs[ | ]
These talents remove the Crippling Effects bestowed by capital and small craft weapons that are categorized as "Ship" Crippling Effects or "Crew" Crippling Effects, and sometimes both. Debuffs applied by talents are not removed by these.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Deck Discipline | Gundeck Boss | 8 | SHIP COMBAT | Purges your Ship's Crew of any Crippling Effects, Restores Gunnery Skill worth of Morale to 20 Crew | 6 weeks Cooldown
| |
Bolstering Fly-By | Wing Leader | 1 | SHIP COMBAT | When piloting a launched Interdictor in ship combat, Purges your Ship's Crew of any Crippling Effects | 1 week Cooldown
| |
Failsafe Protocols | Crew Dog | 1 | SHIP COMBAT | Purges Ship of any Crippling Ship Effects | 6 weeks Cooldown
| |
Furious Prodding | Pirate | 1 | SHIP COMBAT | Purges your Ship's Crew of any Crippling Effects, Restores Intimidate Skill worth of Morale to 10 Crew | 6 weeks Cooldown
| |
Overriding Discipline | Military Officer | 8 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +10% Standard Dmg, +10% Defense for next 3 Turns, Purges Ship of any Crippling Ship Effects, Restores Command Skill worth of Morale to 10 Crew | 6 weeks Cooldown
| |
Precision Action | Commander | 8 | SHIP COMBAT | Purges your Ship of both Crew and Ship Crippling Effects | 6 weeks Cooldown
| |
Rallying Cry | Quartermaster | 5 | SHIP COMBAT | 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 | 6 weeks Cooldown
| |
Redemption Purge | Scavenger | 8 | SHIP COMBAT | Purges Ship of any Crippling Ship Effects, Repairs 10% + Repair Skill in Dmg to 2-4 Ship Components | 6 weeks Cooldown
| |
Regimented Order | Quartermaster | 11 | SHIP COMBAT | Buffs Ship with 40% Protection against Crew Dmg for next 2 Turns, Purges your Ship's Crew of any Crippling Effects | 6 weeks Cooldown
| |
Rushed Patches | Mechanic | 8 | SHIP COMBAT | Purges Ship of any Crippling Ship Effects, Repairs 10% + Repair Skill in Dmg to 2-4 Ship Components | 6 weeks Cooldown
| |
Solace in Battle | Doctor | 11 | SHIP COMBAT | Purges your Ship of both Crew and Ship Crippling Effects, Restores Doctor Skill worth of Morale to 20 Crew | 6 weeks Cooldown
| |
Steady Hands | Commander | 1 | SHIP COMBAT | 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 | 6 weeks Cooldown
| |
System Flush | Mechanic | 5 | SHIP COMBAT | Buffs Ship with 10% Protection against Component Dmg, 10% Protection against Crew Dmg for next 2 Turns, Purges Ship of any Crippling Ship Effects | 6 weeks Cooldown
| |
Unrivaled Patch | Engineer | 1 | SHIP COMBAT | Purges Ship of any Crippling Ship Effects, Repairs 20% + Repair Skill in Dmg to 2-4 Ship Components | 6 weeks Cooldown
| |
Veteran Clarity | Crew Dog | 11 | SHIP COMBAT | Buffs Ship with +10% Critical, 10% Protection against Morale Dmg for next 2 Turns, Purges your Ship's Crew of any Crippling Effects | 6 weeks Cooldown
| |
Void-Side Fix | Wing Tech | 1 | SHIP COMBAT | Purges launched friendly Craft of any Crippling Crew Effects | 3 weeks Cooldown
|
Removing Talent Debuffs[ | ]
This talent only removes Talent debuffs which otherwise cannot be removed until they naturally expire.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Flawless Reset | Mechanic | 15 | SHIP COMBAT | Purges your Ship of one Debuff caused by enemy Talents with a Resilience-based chance to purge up to 3 Debuffs | 9 weeks Cooldown
|
Restorative Talents[ | ]
Repairing Ship Damage[ | ]
These talent repair multiple components (or the ship engine of which you only have one) selected randomly among damaged components.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Engine Reboot | Mechanic | 5 | SHIP COMBAT | Repairs Ship Engine up to 10% + Repair Skill | 9 weeks Cooldown
| |
Ordnance Overhaul | Mechanic | 8 | SHIP COMBAT | Repairs Ship Weapons up to 10% + Repair Skill | 9 weeks Cooldown
| |
Redemption Purge | Scavenger | 8 | SHIP COMBAT | Purges Ship of any Crippling Ship Effects, Repairs 10% + Repair Skill in Dmg to 2-4 Ship Components | 6 weeks Cooldown
| |
Rushed Patches | Mechanic | 8 | SHIP COMBAT | Purges Ship of any Crippling Ship Effects, Repairs 10% + Repair Skill in Dmg to 2-4 Ship Components | 6 weeks Cooldown
| |
Unrivaled Patch | Engineer | 1 | SHIP COMBAT | Purges Ship of any Crippling Ship Effects, Repairs 20% + Repair Skill in Dmg to 2-4 Ship Components | 6 weeks Cooldown
|
Recovering Crew Health[ | ]
This talent restores health to injured crew members.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Treat Wounded | Doctor | 1 | SHIP COMBAT | Heals 3 crew, or up to (Medical Rating x 3) on ships with advanced medical facilities. Each patient gains 20 + Doctor Skill in HP | 6 weeks Cooldown
|
Recovering Crew Morale[ | ]
These talents restore morale to crew members with any morale below their maximum. Note that this will restore morale above the best of spice halls (Rychart Syndicate) and thus is useful even if you've suffered no damage in the ship battle.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Furious Prodding | Pirate | 1 | SHIP COMBAT | Purges your Ship's Crew of any Crippling Effects, Restores Intimidate Skill worth of Morale to 10 Crew | 6 weeks Cooldown
| |
Deck Discipline | Gundeck Boss | 8 | SHIP COMBAT | Purges your Ship's Crew of any Crippling Effects, Restores Gunnery Skill worth of Morale to 20 Crew | 6 weeks Cooldown
| |
Incite Victory | Military Officer | 11 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +20% Standard Dmg, +10% Critical for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew | 3 weeks Cooldown
| |
Overriding Discipline | Military Officer | 8 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +10% Standard Dmg, +10% Defense for next 3 Turns, Purges Ship of any Crippling Ship Effects, Restores Command Skill worth of Morale to 10 Crew | 6 weeks Cooldown
| |
Rallying Cry | Quartermaster | 5 | SHIP COMBAT | 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 | 6 weeks Cooldown
| |
Solace in Battle | Doctor | 11 | SHIP COMBAT | Purges your Ship of both Crew and Ship Crippling Effects, Restores Doctor Skill worth of Morale to 20 Crew | 6 weeks Cooldown
| |
Steady Hands | Commander | 1 | SHIP COMBAT | 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 | 6 weeks Cooldown
|
Ship Combat Effect Features[ | ]
Boarding Bonus[ | ]
Boarding bonus applies standard dice to defense versus boarding foes, strong dice to your own boarding attempts, and if your boarding attempt is successful, will increase the value of the targeted component (you'll score a bridge or engine instead of an officer's quarters) and vice versa for boarding defense.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Incite Victory | Military Officer | 11 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +20% Standard Dmg, +10% Critical for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew | 3 weeks Cooldown
| |
Overriding Discipline | Military Officer | 8 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +10% Standard Dmg, +10% Defense for next 3 Turns, Purges Ship of any Crippling Ship Effects, Restores Command Skill worth of Morale to 10 Crew | 6 weeks Cooldown
|
Accuracy Bonus[ | ]
Accuracy bonus is an increase to the accuracy multiplier for ship weapons such as you can get from sensors components. If you had +5% accuracy bonus from a sensor, and +25% from Acrobatic Dive and 100 successes rolled, you'd have 100 * (1 + 0.05 + 0.25) = 130 successes.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Acrobatic Dive | Pirate | 5 | SHIP COMBAT | Buffs Ship with +25% Accuracy, +15 Range Change, -10 Escape for next 3 Turns | 3 weeks Cooldown
| |
Bombardment | Gunner | 1 | SHIP COMBAT | Under continual attack an enemy ship struggles to return fire. If any ship weapons hit, this Crippling Attack causes -15% Accuracy, -10% to Hit Craft, -10% Standard Dmg, -5% Armor for the next 3 Turns | 3 weeks Cooldown
| |
Elusive Barrage | Gunner | 1 | SHIP COMBAT | Well-aimed shots prevent pursuit. If any ship weapons hit, this Crippling Attack causes -10% Accuracy, -15 Range Change for the next 3 Turns | 9 weeks Cooldown
| |
Lightning Lock | Gunner | 8 | SHIP COMBAT | Buffs Ship with +35% to Hit Craft, +5% Critical for next 2 Turns | 9 weeks Cooldown
| |
Broadside Angle | Pilot | 5 | SHIP COMBAT | Buffs Ship with +25% Accuracy, +20% to Hit Craft, +40% Standard Dmg, -25% Defense, -15% Armor for next 3 Turns | 3 weeks Cooldown
| |
Firing Orders | Gunner | 11 | SHIP COMBAT | Buffs Ship with +35% Accuracy, +35% Standard Dmg for next 3 Turns | 3 weeks Cooldown
| |
Guided Fire | Pilot | 1 | SHIP COMBAT | Buffs Ship with +15% Accuracy, +10% to Hit Craft, +10% Critical for next 3 Turns | 3 weeks Cooldown
| |
Incite Victory | Military Officer | 11 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +20% Standard Dmg, +10% Critical for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew | 3 weeks Cooldown
| |
Overriding Discipline | Military Officer | 8 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +10% Standard Dmg, +10% Defense for next 3 Turns, Purges Ship of any Crippling Ship Effects, Restores Command Skill worth of Morale to 10 Crew | 6 weeks Cooldown
| |
Reactor Surge | Mechanic | 11 | SHIP COMBAT | 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
| |
Tag the Beast | Explorer | 11 | SHIP COMBAT | Experienced explorer knows how to stay one step ahead. May only be used against xeno, if any ship weapons hit the alien, this Crippling Attack causes -20% Accuracy, -20% Shield, -15 Range Change for the next 3 Turns | 3 weeks Cooldown
| |
Vigilant Scanners | Electronics Tech | 8 | SHIP COMBAT | Buffs Ship with +25% Accuracy, +25% Defense for next 2 Turns | 3 weeks Cooldown
| |
Wild Flying | Pilot | 11 | SHIP COMBAT | Buffs Ship with -15% Accuracy, +30% Defense, +10% Armor, Self-inflicts +10 Morale Dmg/Turn for next 3 Turns | 3 weeks Cooldown
|
Damage Bonus[ | ]
Damage bonus increases the standard damage type dealt by all ship weapons. It does not impact radiation or void damage.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Barrel Roll | Pirate | 5 | SHIP COMBAT | Buffs Ship with -25% Standard Dmg, +35% Defense, +10% Shield, -10 Escape for next 3 Turns | 3 weeks Cooldown
| |
Dead Eye | Gundeck Boss | 1 | SHIP COMBAT | Buffs Ship with +35% to Hit Craft, +15% Standard Dmg for next 3 Turns | 3 weeks Cooldown
| |
Bombardment | Gunner | 1 | SHIP COMBAT | Under continual attack an enemy ship struggles to return fire. If any ship weapons hit, this Crippling Attack causes -15% Accuracy, -10% to Hit Craft, -10% Standard Dmg, -5% Armor for the next 3 Turns | 3 weeks Cooldown
| |
Broadside Angle | Pilot | 5 | SHIP COMBAT | Buffs Ship with +25% Accuracy, +20% to Hit Craft, +40% Standard Dmg, -25% Defense, -15% Armor for next 3 Turns | 3 weeks Cooldown
| |
Coordinated Fire | Commander | 11 | SHIP COMBAT | Buffs Ship with +10% to Hit Craft, +35% Standard Dmg, +25% Critical for next 3 Turns | 3 weeks Cooldown
| |
Devastating Shot | Pilot | 8 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -25% Standard Dmg, -15 Range Change for the next 4 Turns | 3 weeks Cooldown
| |
Firing Orders | Gunner | 11 | SHIP COMBAT | Buffs Ship with +35% Accuracy, +35% Standard Dmg for next 3 Turns | 3 weeks Cooldown
| |
Incite Victory | Military Officer | 11 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +20% Standard Dmg, +10% Critical for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew | 3 weeks Cooldown
| |
Overriding Discipline | Military Officer | 8 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +10% Standard Dmg, +10% Defense for next 3 Turns, Purges Ship of any Crippling Ship Effects, Restores Command Skill worth of Morale to 10 Crew | 6 weeks Cooldown
|
Critical Hit Chance Bonus[ | ]
Each weapon on a ship has a Critical Hit chance, which is given by the simple sum of:
- the weapon's base Critical% chance. This ranges from 2% for a tier-1 Torpedo, to up to 45% for a tier 6 Gravcannon
- all ship components that give +Critical%. These include Targeting Matrix and Interlocking Sensor Matrix
- all active ship combat buffs that give +Critical%, listed below
- a Spy captain's Slippery Trait
It is permitted to exceed 100% Critical chance, in which case every hit is a critical hit.
- Critical hits double the internal damage amount (after armor and shield soaking) of standard damage and radiation damage.
- Critical hits have no effect on void damage.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Burner Skid | Pirate | 11 | SHIP COMBAT | Infamous pirate maneuver, dangerous over-charging the engine for killing power. Buffs Ship with +20% Critical, +80 Radiation Dmg, Self-inflicts +25 Component Dmg/Turn, Self-inflicts +25 Morale Dmg/Turn for next 3 Turns | 3 weeks Cooldown
| |
Coordinated Fire | Commander | 11 | SHIP COMBAT | Buffs Ship with +10% to Hit Craft, +35% Standard Dmg, +25% Critical for next 3 Turns | 3 weeks Cooldown
| |
Guided Fire | Pilot | 1 | SHIP COMBAT | Buffs Ship with +15% Accuracy, +10% to Hit Craft, +10% Critical for next 3 Turns | 3 weeks Cooldown
| |
Incite Victory | Military Officer | 11 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +20% Standard Dmg, +10% Critical for next 3 Turns, Restores Command Skill worth of Morale to 10 Crew | 3 weeks Cooldown
| |
Lightning Lock | Gunner | 8 | SHIP COMBAT | Buffs Ship with +35% to Hit Craft, +5% Critical for next 2 Turns | 9 weeks Cooldown
| |
Veteran Clarity | Crew Dog | 11 | SHIP COMBAT | Buffs Ship with +10% Critical, 10% Protection against Morale Dmg for next 2 Turns, Purges your Ship's Crew of any Crippling Effects | 6 weeks Cooldown
|
Defensive Bonus[ | ]
Defense Bonus increases a ship's ability to dodge attacks from enemy ships, but not from small craft.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Barrel Roll | Pirate | 5 | SHIP COMBAT | Buffs Ship with -25% Standard Dmg, +35% Defense, +10% Shield, -10 Escape for next 3 Turns | 3 weeks Cooldown
| |
Boarder's Demolition | Engineer | 5 | BOARDING | 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
| |
Broadside Angle | Pilot | 5 | SHIP COMBAT | Buffs Ship with +25% Accuracy, +20% to Hit Craft, +40% Standard Dmg, -25% Defense, -15% Armor for next 3 Turns | 3 weeks Cooldown
| |
Disabling Approach | Pirate | 11 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -25% Defense, -25 Range Change for the next 4 Turns | 3 weeks Cooldown
| |
Engine Precision | Mechanic | 1 | SHIP COMBAT | Buffs Ship with +2 Reactor Pts, +20% Defense, Self-inflicts +10 Component Dmg/Turn for next 2 Turns | 3 weeks Cooldown
| |
Evasive Maneuvers | Pilot | 1 | SHIP COMBAT | Buffs Ship with +25% Defense, +5% Shield, +5% Armor for next 3 Turns | 3 weeks Cooldown
| |
Forward Thrusters | Pilot | 11 | SHIP COMBAT | Buffs Ship with +10% Defense, +20% Shield, +5% Armor, +20 Range Change, -40 Escape for next 3 Turns | 3 weeks Cooldown
| |
Overriding Discipline | Military Officer | 8 | SHIP COMBAT | Buffs Ship with +10 Boarding, +10% Accuracy, +10% Standard Dmg, +10% Defense for next 3 Turns, Purges Ship of any Crippling Ship Effects, Restores Command Skill worth of Morale to 10 Crew | 6 weeks Cooldown
| |
Protective Escort | Wing Leader | 1 | SHIP COMBAT | When piloting a launched Interdictor in ship combat, Buffs Ship with +25% Defense, +5% Armor, +15 Range Change for next 2 Turns | 1 week Cooldown
| |
Signature Homing | Gunner | 1 | SHIP COMBAT | 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, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Steady Hands | Commander | 1 | SHIP COMBAT | 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 | 6 weeks Cooldown
| |
Vigilant Scanners | Electronics Tech | 8 | SHIP COMBAT | Buffs Ship with +25% Accuracy, +25% Defense for next 2 Turns | 3 weeks Cooldown
| |
Wild Flying | Pilot | 11 | SHIP COMBAT | Buffs Ship with -15% Accuracy, +30% Defense, +10% Armor, Self-inflicts +10 Morale Dmg/Turn for next 3 Turns | 3 weeks Cooldown
|
Armor Bonus[ | ]
Armor Bonus adds onto your cumulative armor from all of your components and base hull. If your baseline is thus 40% and you use a talent that adds +10% Armor, you end up with 50% Armor, not 44%. Using talents you can push your armor above the soft limit of 60% up to a maximum of 75%. Armor primarily protects your hull.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Boarder's Demolition | Engineer | 5 | BOARDING | 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
| |
Bombardment | Gunner | 1 | SHIP COMBAT | Under continual attack an enemy ship struggles to return fire. If any ship weapons hit, this Crippling Attack causes -15% Accuracy, -10% to Hit Craft, -10% Standard Dmg, -5% Armor for the next 3 Turns | 3 weeks Cooldown
| |
Brace for Impact | Engineer | 1 | SHIP COMBAT | Buffs Ship with +20% Shield, +20% Armor, 10% Protection against Crew Dmg for next 3 Turns | 3 weeks Cooldown
| |
Broadside Angle | Pilot | 5 | SHIP COMBAT | Buffs Ship with +25% Accuracy, +20% to Hit Craft, +40% Standard Dmg, -25% Defense, -15% Armor for next 3 Turns | 3 weeks Cooldown
| |
Evasive Maneuvers | Pilot | 1 | SHIP COMBAT | Buffs Ship with +25% Defense, +5% Shield, +5% Armor for next 3 Turns | 3 weeks Cooldown
| |
Forward Thrusters | Pilot | 11 | SHIP COMBAT | Buffs Ship with +10% Defense, +20% Shield, +5% Armor, +20 Range Change, -40 Escape for next 3 Turns | 3 weeks Cooldown
| |
Protective Escort | Wing Leader | 1 | SHIP COMBAT | When piloting a launched Interdictor in ship combat, Buffs Ship with +25% Defense, +5% Armor, +15 Range Change for next 2 Turns | 1 week Cooldown
| |
Raking Fire | Gunner | 1 | SHIP COMBAT | Softening your target increases the damage of every additional hit. If any ship weapons hit, this Crippling Attack causes -20% Shield, -10% Armor for the next 3 Turns | 3 weeks Cooldown
| |
Scattershot | Gunner | 8 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -10% Armor, -25 Range Change, -10 Escape, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Signature Homing | Gunner | 1 | SHIP COMBAT | 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, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Targeting Lock | Gunner | 1 | SHIP COMBAT | Once a lock is established, your enemy is less likely to escape. If any ship weapons hit, this Crippling Attack causes -10% Defense, -20 Escape, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Tireless Pursuit | Bounty Hunter | 5 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -10% Armor, -40 Escape for the next 3 Turns | 3 weeks Cooldown
| |
Wild Flying | Pilot | 11 | SHIP COMBAT | Buffs Ship with -15% Accuracy, +30% Defense, +10% Armor, Self-inflicts +10 Morale Dmg/Turn for next 3 Turns | 3 weeks Cooldown
|
Shield Bonus[ | ]
Shield Bonus adds onto your cumulative shielding from all of your components and base hull. If your baseline is thus 40% and you use a talent that adds +10% Shields, you end up with 50% Shields, not 44%. Using talents you can push your shields above the soft limit of 60% up to a maximum of 75%. Shields primarily protect against crew and component damage.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Engine Lockdown | Crew Dog | 8 | SHIP COMBAT | Routing reactor power to defenses and weaponry. Buffs Ship with Protection from Damage to Engine component, -2 Reactor Pts, +10% Shield, +25 Radiation Dmg for next 2 Turns | 9 weeks Cooldown
| |
Boosted Shields | Electronics Tech | 11 | SHIP COMBAT | Buffs Ship with +10% Shield, +50 Radiation Resist, +50 Void Resist for next 3 Turns | 3 weeks Cooldown
| |
All The Power | Engineer | 15 | SHIP COMBAT | Routing more power to the void reactor to escape. Buffs Ship with -10% Shield, +20 Range Change, +40 Escape, Self-inflicts +30 Component Dmg/Turn for next 2 Turns | 9 weeks Cooldown
| |
Brace for Impact | Engineer | 1 | SHIP COMBAT | Buffs Ship with +20% Shield, +20% Armor, 10% Protection against Crew Dmg for next 3 Turns | 3 weeks Cooldown
| |
Tag the Beast | Explorer | 11 | SHIP COMBAT | Experienced explorer knows how to stay one step ahead. May only be used against xeno, if any ship weapons hit the alien, this Crippling Attack causes -20% Accuracy, -20% Shield, -15 Range Change for the next 3 Turns | 3 weeks Cooldown
| |
Flak Attack | Gundeck Boss | 11 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes Inability to Launch Craft, -15% to Hit Craft, -10% Shield for the next 3 Turns | 3 weeks Cooldown
| |
Raking Fire | Gunner | 1 | SHIP COMBAT | Softening your target increases the damage of every additional hit. If any ship weapons hit, this Crippling Attack causes -20% Shield, -10% Armor for the next 3 Turns | 3 weeks Cooldown
| |
Evasive Maneuvers | Pilot | 1 | SHIP COMBAT | Buffs Ship with +25% Defense, +5% Shield, +5% Armor for next 3 Turns | 3 weeks Cooldown
| |
Forward Thrusters | Pilot | 11 | SHIP COMBAT | Buffs Ship with +10% Defense, +20% Shield, +5% Armor, +20 Range Change, -40 Escape for next 3 Turns | 3 weeks Cooldown
| |
Barrel Roll | Pirate | 5 | SHIP COMBAT | Buffs Ship with -25% Standard Dmg, +35% Defense, +10% Shield, -10 Escape for next 3 Turns | 3 weeks Cooldown
| |
Boarder's Storm | Wing Commando | 8 | FLIGHT PLAN | Launch a Shuttle craft with a 4 Turn flight plan (launch, close, board, land) to make a boarding run against the enemy ship. When attempting boarding causes -20% Defense, -10% Shield, -10 Range Change, +15 Morale Dmg/Turn for the next 4 Turns | no time Cooldown
| |
Breacher's Assault | Wing Commando | 1 | FLIGHT PLAN | Launch a Shuttle craft with a 4 Turn flight plan (launch, close, board, land) to make a boarding run against the enemy ship. When attempting boarding causes -10% Accuracy, -10% Shield, -10 Escape, +15 Crew Dmg/Turn for the next 4 Turns | no time Cooldown
| |
Havoc Burst Pattern | Wing Bomber | 11 | FLIGHT PLAN | Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship with +10% Standard Dmg, +55% Critical. If the attack run hits, causes -10% Shield, -10% Armor for the next 4 Turns | no time Cooldown
| |
Shutter Strike Pattern | Wing Bomber | 5 | FLIGHT PLAN | Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship. If the attack run hits, causes -1 Reactor Pts, -20% Shield, -20% Armor for the next 4 Turns | no time Cooldown
|
Reactor Bonus[ | ]
Most engines have a limit of 8 reactor points, not including bonuses in either direction. Some engines support more RP. Note that RP changes from talents do not impact you the turn they are selected.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Engine Lockdown | Crew Dog | 8 | SHIP COMBAT | Routing reactor power to defenses and weaponry. Buffs Ship with Protection from Damage to Engine component, -2 Reactor Pts, +10% Shield, +25 Radiation Dmg for next 2 Turns | 9 weeks Cooldown
| |
Engine Precision | Mechanic | 1 | SHIP COMBAT | Buffs Ship with +2 Reactor Pts, +20% Defense, Self-inflicts +10 Component Dmg/Turn for next 2 Turns | 3 weeks Cooldown
| |
Overclocked Reactor | Engineer | 5 | SHIP COMBAT | Buffs Ship with +2 Reactor Pts, +10 Range Change, Self-inflicts +10 Crew Dmg/Turn for next 2 Turns | 3 weeks Cooldown
| |
Reactor Surge | Mechanic | 11 | SHIP COMBAT | 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
| |
Thrown Wrench | Mechanic | 5 | BOARDING | After a successful Boarding, sabotage sets off a chain reaction of damage and death, causing Repair Skill damage to 1 component; -2 Reactor Pts, +35 Component Dmg/Turn, +10 Crew Dmg/Turn for next 4 Turns | 9 weeks Cooldown
|
Range Change Bonus[ | ]
Range change is helpful as strong dice in escaping, boarding, advancing, and retreating.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Acrobatic Dive | Pirate | 5 | SHIP COMBAT | Buffs Ship with +25% Accuracy, +15 Range Change, -10 Escape for next 3 Turns | 3 weeks Cooldown
| |
Call for Surrender | Military Officer | 5 | BOARDING | After a successful Boarding, demand for quick surrender cause 4 enemy crew to suffer Morale loss up to 30 + Tactics Skill; -10 Range Change, +25 Morale Dmg/Turn for next 4 Turns | 9 weeks Cooldown
| |
Devastating Shot | Pilot | 8 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -25% Standard Dmg, -15 Range Change for the next 4 Turns | 3 weeks Cooldown
| |
Disabling Approach | Pirate | 11 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -25% Defense, -25 Range Change for the next 4 Turns | 3 weeks Cooldown
| |
Forward Thrusters | Pilot | 11 | SHIP COMBAT | Buffs Ship with +10% Defense, +20% Shield, +5% Armor, +20 Range Change, -40 Escape for next 3 Turns | 3 weeks Cooldown
| |
Overclocked Reactor | Engineer | 5 | SHIP COMBAT | Buffs Ship with +2 Reactor Pts, +10 Range Change, Self-inflicts +10 Crew Dmg/Turn for next 2 Turns | 3 weeks Cooldown
| |
All The Power | Engineer | 15 | SHIP COMBAT | Routing more power to the void reactor to escape. Buffs Ship with -10% Shield, +20 Range Change, +40 Escape, Self-inflicts +30 Component Dmg/Turn for next 2 Turns | 9 weeks Cooldown
| |
Elusive Barrage | Gunner | 1 | SHIP COMBAT | Well-aimed shots prevent pursuit. If any ship weapons hit, this Crippling Attack causes -10% Accuracy, -15 Range Change for the next 3 Turns | 9 weeks Cooldown
| |
Protective Escort | Wing Leader | 1 | SHIP COMBAT | When piloting a launched Interdictor in ship combat, Buffs Ship with +25% Defense, +5% Armor, +15 Range Change for next 2 Turns | 1 week Cooldown
| |
Scattershot | Gunner | 8 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -10% Armor, -25 Range Change, -10 Escape, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Sharp Steering | Pilot | 1 | SHIP COMBAT | Buffs Ship with +15 Range Change, +10 Escape for next 3 Turns | 3 weeks Cooldown
| |
Tag the Beast | Explorer | 11 | SHIP COMBAT | Experienced explorer knows how to stay one step ahead. May only be used against xeno, if any ship weapons hit the alien, this Crippling Attack causes -20% Accuracy, -20% Shield, -15 Range Change for the next 3 Turns | 3 weeks Cooldown
|
Radiation Damage[ | ]
Radiation damage from a Talent buff is rolled as BigDie(stated damage) with a floor of 30% (so any roll below 30% of the stated damage is automatically raised to 30%).
- The average roll for a BigDie(d) with a floor of f is f² + (1-f )(1+f )/2, for a square of side f + a trapezoid of width (1-f ) with heights f and 1. (Quick check: At f = 0.0, all fs drop out, and it reduces to 1/2 for a fair die. At f = 1.0, the (1-f ) drops out, and it's a uniform 1.0 for a square of side 1.0.)
- Plugging in f = 0.3, we obtain an average roll of 0.545 * d.
This applies to the following Talents listed below:
- +80 Radiation damage = +43.6 Radiation damage on average: Burner Skid
- +25 Radiation damage = +13.6 Radiation damage on average: Engine Lockdown
Your weapons do not need to already deal radiation damage to gain benefits from bonus radiation damage. Radiation damage is primarily useful against crew and components.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Burner Skid | Pirate | 11 | SHIP COMBAT | Infamous pirate maneuver, dangerous over-charging the engine for killing power. Buffs Ship with +20% Critical, +80 Radiation Dmg, Self-inflicts +25 Component Dmg/Turn, Self-inflicts +25 Morale Dmg/Turn for next 3 Turns | 3 weeks Cooldown
| |
Engine Lockdown | Crew Dog | 8 | SHIP COMBAT | Routing reactor power to defenses and weaponry. Buffs Ship with Protection from Damage to Engine component, -2 Reactor Pts, +10% Shield, +25 Radiation Dmg for next 2 Turns | 9 weeks Cooldown
|
Void Damage[ | ]
Void damage from a Talent buff is rolled as BigDie(stated damage) with a floor of 30%, exactly as for Radiation damage from a Talent buff.
No talents currently exist that apply bonus void damage.
Component Damage over Time[ | ]
Component damage over time will destroy components incrementally. It is currently not known how component HP works. It is thought that higher mass components have a higher component HP pool.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Burner Skid | Pirate | 11 | SHIP COMBAT | Infamous pirate maneuver, dangerous over-charging the engine for killing power. Buffs Ship with +20% Critical, +80 Radiation Dmg, Self-inflicts +25 Component Dmg/Turn, Self-inflicts +25 Morale Dmg/Turn for next 3 Turns | 3 weeks Cooldown
| |
All The Power | Engineer | 15 | SHIP COMBAT | Routing more power to the void reactor to escape. Buffs Ship with -10% Shield, +20 Range Change, +40 Escape, Self-inflicts +30 Component Dmg/Turn for next 2 Turns | 9 weeks Cooldown
| |
Engine Precision | Mechanic | 1 | SHIP COMBAT | Buffs Ship with +2 Reactor Pts, +20% Defense, Self-inflicts +10 Component Dmg/Turn for next 2 Turns | 3 weeks Cooldown
| |
Reactor Surge | Mechanic | 11 | SHIP COMBAT | 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
| |
Thrown Wrench | Mechanic | 5 | BOARDING | After a successful Boarding, sabotage sets off a chain reaction of damage and death, causing Repair Skill damage to 1 component; -2 Reactor Pts, +35 Component Dmg/Turn, +10 Crew Dmg/Turn for next 4 Turns | 9 weeks Cooldown
|
Crew Damage over Time[ | ]
Crew damage applies with an unknown distribution across the crew. It is assumed this distribution is not uniform.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Bio-Agent Bomb | Combat Medic | 5 | BOARDING | 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
| |
Overclocked Reactor | Engineer | 5 | SHIP COMBAT | Buffs Ship with +2 Reactor Pts, +10 Range Change, Self-inflicts +10 Crew Dmg/Turn for next 2 Turns | 3 weeks Cooldown
| |
Reactor Surge | Mechanic | 11 | SHIP COMBAT | 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
| |
Thrown Wrench | Mechanic | 5 | BOARDING | After a successful Boarding, sabotage sets off a chain reaction of damage and death, causing Repair Skill damage to 1 component; -2 Reactor Pts, +35 Component Dmg/Turn, +10 Crew Dmg/Turn for next 4 Turns | 9 weeks Cooldown
|
Morale Damage over Time[ | ]
Similar to Crew damage over time, morale damage is applied according to some non-uniform distribution. Presumably, crew with 0 morale will not be targeted for morale damage, but this is not known at this time.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Bio-Agent Bomb | Combat Medic | 5 | BOARDING | 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
| |
Warning Shots | Commander | 15 | SHIP COMBAT | If 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 | 3 weeks Cooldown
| |
Signature Homing | Gunner | 1 | SHIP COMBAT | 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, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Targeting Lock | Gunner | 1 | SHIP COMBAT | Once a lock is established, your enemy is less likely to escape. If any ship weapons hit, this Crippling Attack causes -10% Defense, -20 Escape, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Scattershot | Gunner | 8 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -10% Armor, -25 Range Change, -10 Escape, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Burner Skid | Pirate | 11 | SHIP COMBAT | Infamous pirate maneuver, dangerous over-charging the engine for killing power. Buffs Ship with +20% Critical, +80 Radiation Dmg, Self-inflicts +25 Component Dmg/Turn, Self-inflicts +25 Morale Dmg/Turn for next 3 Turns | 3 weeks Cooldown
| |
Call for Surrender | Military Officer | 5 | BOARDING | After a successful Boarding, demand for quick surrender cause 4 enemy crew to suffer Morale loss up to 30 + Tactics Skill; -10 Range Change, +25 Morale Dmg/Turn for next 4 Turns | 9 weeks Cooldown
| |
Wild Flying | Pilot | 11 | SHIP COMBAT | Buffs Ship with -15% Accuracy, +30% Defense, +10% Armor, Self-inflicts +10 Morale Dmg/Turn for next 3 Turns | 3 weeks Cooldown
|
Energy (Radiation/Void) Resist[ | ]
For each type of energy damage (radiation or void), energy resistance stacks via simple addition with:
- all ship components that give +resist of that type
- all ship combat buffs that give +resist of that type
- all ship combat debuffs and crippling effects that give -resist of that type
Each type of energy resist works only against the same type of energy damage. It has no effect on hits of the other type(s).
- If energy resist is positive, it soaks energy damage of the same type at a 1:1 ratio (subtracts linearly, to a minimum of 0).
- If energy resist is negative, it adds WeightedDie(|this resist|) to every new incoming damage amount of the same energy type.[1]
- On average, a WeightedDie(N) will roll (0.75 * N + 0.5). So -20 Radiation Resist will add (11 to 20) = an average of +15.5 Radiation damage to every new Radiation hit received. Even a hit of 1 Radiation will add 15.5 more (on average).
- If a radiation weapon hits a target ship that has negative radiation resist, and the firing ship also has a +radiation damage buff (see above), the total radiation damage is then the simple sum of all 3 parts. A critical hit then doubles all of this radiation's internal damage!
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Boosted Shields | Electronics Tech | 11 | SHIP COMBAT | Buffs Ship with +10% Shield, +50 Radiation Resist, +50 Void Resist for next 3 Turns | 3 weeks Cooldown
|
Initiative Bonus[ | ]
There are no talents that modify capital ship combat initiative at this time.
Escape Bonus[ | ]
Escape is used as strong dice for escaping combat from range 5, retreating from range 4 to range 5, and maintaining position at ranges 4 and 5 while the enemy attempts to close the gap. Twitch Surge bypasses the escape/range change mechanics entirely.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Acrobatic Dive | Pirate | 5 | SHIP COMBAT | Buffs Ship with +25% Accuracy, +15 Range Change, -10 Escape for next 3 Turns | 3 weeks Cooldown
| |
Barrel Roll | Pirate | 5 | SHIP COMBAT | Buffs Ship with -25% Standard Dmg, +35% Defense, +10% Shield, -10 Escape for next 3 Turns | 3 weeks Cooldown
| |
Bolt | Spy | 5 | SHIP COMBAT | Buffs Ship with +30 Escape for next 3 Turns | 3 weeks Cooldown
| |
Scattershot | Gunner | 8 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -10% Armor, -25 Range Change, -10 Escape, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Sharp Steering | Pilot | 1 | SHIP COMBAT | Buffs Ship with +15 Range Change, +10 Escape for next 3 Turns | 3 weeks Cooldown
| |
Targeting Lock | Gunner | 1 | SHIP COMBAT | Once a lock is established, your enemy is less likely to escape. If any ship weapons hit, this Crippling Attack causes -10% Defense, -20 Escape, +10 Morale Dmg/Turn for the next 3 Turns | 3 weeks Cooldown
| |
Tireless Pursuit | Bounty Hunter | 5 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes -10% Armor, -40 Escape for the next 3 Turns | 3 weeks Cooldown
| |
All The Power | Engineer | 15 | SHIP COMBAT | Routing more power to the void reactor to escape. Buffs Ship with -10% Shield, +20 Range Change, +40 Escape, Self-inflicts +30 Component Dmg/Turn for next 2 Turns | 9 weeks Cooldown
|
Small Craft Effects[ | ]
To Hit Small Craft[ | ]
To Hit Craft increases the chance of a weapon type hitting enemy small craft. If a weapon such as a large plasma cannon has a 5% chance to hit small craft, using Dead Eye would raise that by 35% to a total chance of 40%. Grav cannons can never hit small craft, even if buffed with such a talent.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Dead Eye | Gundeck Boss | 1 | SHIP COMBAT | Buffs Ship with +35% to Hit Craft, +15% Standard Dmg for next 3 Turns | 3 weeks Cooldown
| |
Flak Attack | Gundeck Boss | 11 | SHIP COMBAT | If any ship weapons hit, this Crippling Attack causes Inability to Launch Craft, -15% to Hit Craft, -10% Shield for the next 3 Turns | 3 weeks Cooldown
|
Small Craft Evasion[ | ]
Small Craft Evasion increases the probability that a small craft can dodge incoming attacks from capital ships by a flat amount. This can be raised up to 99%. Even if the capital ship had 100% to hit small craft, in this case their effective accuracy would be a whopping 1% chance to hit.
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Vector Assault | Gundeck Boss | 8 | SHIP COMBAT | Debuffs launched enemy Craft with -1 Initiative, -10% Standard Dmg, -25% Craft Evasion for next 4 Turns | 3 weeks Cooldown
| |
Close-In Defenses | Gunner | 11 | SHIP COMBAT | Debuffs launched enemy Craft with -10 Boarding, -20% Hit Chance, -15% Craft Evasion for next 3 Turns | 9 weeks Cooldown
| |
Inspiring Squadron | Commander | 5 | SHIP COMBAT | Buffs launched friendly Craft with +25% Hit Chance, +25% Craft Evasion, +10% Shield, +10% Armor for next 3 Turns | 9 weeks Cooldown
| |
Peak Reactor Burn | Mechanic | 15 | SHIP COMBAT | In ship combat, increases the flight plan duration of all currently launched and defensive Interdictors. Buffs launched friendly Craft with +10% Hit Chance, +10% Craft Evasion for next 3 Turns | 9 weeks Cooldown
| |
Sharp Wing | Wing Tech | 8 | SHIP COMBAT | Buffs launched friendly Craft with +10 Boarding, +40% Craft Evasion, +20% Armor for next 3 Turns | 3 weeks Cooldown
| |
Swooping Marauder | Pirate | 5 | SHIP COMBAT | Buffs launched friendly Craft with +30 Boarding, +15% Craft Evasion for next 3 Turns | 9 weeks Cooldown
| |
Weapons Hot | Wing Tech | 8 | SHIP COMBAT | Buffs launched friendly Craft with +35% Hit Chance, +25% Standard Dmg, +5% Critical, -10% Craft Evasion for next 3 Turns | 3 weeks Cooldown
| |
X12 Interference | Wing Tech | 1 | SHIP COMBAT | Debuffs launched enemy Craft with -10% Hit Chance, -40% Craft Evasion for next 3 Turns | 9 weeks Cooldown
|
Small Craft Accuracy[ | ]
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Close-In Defenses | Gunner | 11 | SHIP COMBAT | Debuffs launched enemy Craft with -10 Boarding, -20% Hit Chance, -15% Craft Evasion for next 3 Turns | 9 weeks Cooldown
| |
Point Defense | Gundeck Boss | 1 | SHIP COMBAT | Debuffs launched enemy Craft with -10 Boarding, -30% Hit Chance, -25% Standard Dmg for next 4 Turns | 3 weeks Cooldown
| |
Hunt and Seek | Electronics Tech | 5 | SHIP COMBAT | Buffs launched friendly Craft with +20% Hit Chance, +30% Critical for next 3 Turns | 9 weeks Cooldown
| |
Inspiring Squadron | Commander | 5 | SHIP COMBAT | Buffs launched friendly Craft with +25% Hit Chance, +25% Craft Evasion, +10% Shield, +10% Armor for next 3 Turns | 9 weeks Cooldown
| |
Peak Reactor Burn | Mechanic | 15 | SHIP COMBAT | In ship combat, increases the flight plan duration of all currently launched and defensive Interdictors. Buffs launched friendly Craft with +10% Hit Chance, +10% Craft Evasion for next 3 Turns | 9 weeks Cooldown
| |
Synchronized Strikes | Wing Bomber | 1 | SHIP COMBAT | When piloting a launched Bomber in ship combat, Buffs launched friendly Craft with +50% Hit Chance, +5% Critical for next 3 Turns | 1 week Cooldown
| |
Tip of the Spear | Wing Leader | 5 | FLIGHT PLAN | Launch an Interdictor craft with a 3 Turn flight plan to defend against enemy craft and shoot down up to one Missile or Torpedo a Turn. On launch, Buffs launched friendly Craft with +25% Hit Chance, +10% Standard Dmg, +10% Critical for 4 Turns | no time Cooldown
| |
Unerring Calculations | Wing Tech | 5 | SHIP COMBAT | Buffs launched friendly Craft with +20 Boarding, +20% Hit Chance, +20% Standard Dmg for next 3 Turns | 3 weeks Cooldown
| |
Vanguard Scan | Wing Bomber | 1 | SHIP COMBAT | When piloting a launched Bomber in ship combat, Buffs launched friendly Craft with +10% Hit Chance, +25% Standard Dmg, +5% Critical for next 3 Turns | 1 week Cooldown
| |
Weapons Hot | Wing Tech | 8 | SHIP COMBAT | Buffs launched friendly Craft with +35% Hit Chance, +25% Standard Dmg, +5% Critical, -10% Craft Evasion for next 3 Turns | 3 weeks Cooldown
| |
X12 Interference | Wing Tech | 1 | SHIP COMBAT | Debuffs launched enemy Craft with -10% Hit Chance, -40% Craft Evasion for next 3 Turns | 9 weeks Cooldown
|
Small Craft Critical Chance[ | ]
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Havoc Burst Pattern | Wing Bomber | 11 | FLIGHT PLAN | Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship with +10% Standard Dmg, +55% Critical. If the attack run hits, causes -10% Shield, -10% Armor for the next 4 Turns | no time Cooldown
| |
Interdiction Swarm | Wing Leader | 11 | FLIGHT PLAN | Launch a Interdictor craft with a 4 Turn flight plan (launch, close, attack, land) to make an attack run against the enemy ship with +10% to Hit Craft, +25% Critical. If the attack run hits, causes Inability to Launch Craft, -2 Reactor Pts, -30% Defense, -30 Range Change for the next 4 Turns | no time Cooldown
| |
Synchronized Strikes | Wing Bomber | 1 | SHIP COMBAT | When piloting a launched Bomber in ship combat, Buffs launched friendly Craft with +50% Hit Chance, +5% Critical for next 3 Turns | 1 week Cooldown
| |
Vanguard Scan | Wing Bomber | 1 | SHIP COMBAT | When piloting a launched Bomber in ship combat, Buffs launched friendly Craft with +10% Hit Chance, +25% Standard Dmg, +5% Critical for next 3 Turns | 1 week Cooldown
| |
Weapons Hot | Wing Tech | 8 | SHIP COMBAT | Buffs launched friendly Craft with +35% Hit Chance, +25% Standard Dmg, +5% Critical, -10% Craft Evasion for next 3 Turns | 3 weeks Cooldown
|
Small Craft Shields[ | ]
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Inspiring Squadron | Commander | 5 | SHIP COMBAT | Buffs launched friendly Craft with +25% Hit Chance, +25% Craft Evasion, +10% Shield, +10% Armor for next 3 Turns | 9 weeks Cooldown
|
Small Craft Armor[ | ]
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Inspiring Squadron | Commander | 5 | SHIP COMBAT | Buffs launched friendly Craft with +25% Hit Chance, +25% Craft Evasion, +10% Shield, +10% Armor for next 3 Turns | 9 weeks Cooldown
| |
Sharp Wing | Wing Tech | 8 | SHIP COMBAT | Buffs launched friendly Craft with +10 Boarding, +40% Craft Evasion, +20% Armor for next 3 Turns | 3 weeks Cooldown
|
Small Craft Damage[ | ]
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Point Defense | Gundeck Boss | 1 | SHIP COMBAT | Debuffs launched enemy Craft with -10 Boarding, -30% Hit Chance, -25% Standard Dmg for next 4 Turns | 3 weeks Cooldown
| |
Vector Assault | Gundeck Boss | 8 | SHIP COMBAT | Debuffs launched enemy Craft with -1 Initiative, -10% Standard Dmg, -25% Craft Evasion for next 4 Turns | 3 weeks Cooldown
| |
Havoc Burst Pattern | Wing Bomber | 11 | FLIGHT PLAN | Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship with +10% Standard Dmg, +55% Critical. If the attack run hits, causes -10% Shield, -10% Armor for the next 4 Turns | no time Cooldown
| |
Hull Buster | Wing Bomber | 1 | FLIGHT PLAN | Launch a Bomber craft with a 4 Turn flight plan (launch, close, bomb, land) to make a bombing run against the enemy ship with +40% Standard Dmg. If the attack run hits, causes +10 Component Dmg/Turn for the next 4 Turns | no time Cooldown
| |
Strafing Run | Wing Leader | 1 | FLIGHT PLAN | Launch a Interdictor craft with a 4 Turn flight plan (launch, close, attack, land) to make an attack run against the enemy ship with +25% Standard Dmg. If the attack run hits, causes -20% Accuracy, -40% to Hit Craft, -20% Standard Dmg, -10 Range Change for the next 4 Turns | no time Cooldown
| |
Tip of the Spear | Wing Leader | 5 | FLIGHT PLAN | Launch an Interdictor craft with a 3 Turn flight plan to defend against enemy craft and shoot down up to one Missile or Torpedo a Turn. On launch, Buffs launched friendly Craft with +25% Hit Chance, +10% Standard Dmg, +10% Critical for 4 Turns | no time Cooldown
| |
Unerring Calculations | Wing Tech | 5 | SHIP COMBAT | Buffs launched friendly Craft with +20 Boarding, +20% Hit Chance, +20% Standard Dmg for next 3 Turns | 3 weeks Cooldown
| |
Vanguard Scan | Wing Bomber | 1 | SHIP COMBAT | When piloting a launched Bomber in ship combat, Buffs launched friendly Craft with +10% Hit Chance, +25% Standard Dmg, +5% Critical for next 3 Turns | 1 week Cooldown
| |
Weapons Hot | Wing Tech | 8 | SHIP COMBAT | Buffs launched friendly Craft with +35% Hit Chance, +25% Standard Dmg, +5% Critical, -10% Craft Evasion for next 3 Turns | 3 weeks Cooldown
|
Small Craft Boarding[ | ]
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Point Defense | Gundeck Boss | 1 | SHIP COMBAT | Debuffs launched enemy Craft with -10 Boarding, -30% Hit Chance, -25% Standard Dmg for next 4 Turns | 3 weeks Cooldown
| |
Sharp Wing | Wing Tech | 8 | SHIP COMBAT | Buffs launched friendly Craft with +10 Boarding, +40% Craft Evasion, +20% Armor for next 3 Turns | 3 weeks Cooldown
|
Small Craft Initiative[ | ]
Icon | Name | Job | Required Rank | Type | Description | Cooldown
|
---|---|---|---|---|---|---|
Vector Assault | Gundeck Boss | 8 | SHIP COMBAT | Debuffs launched enemy Craft with -1 Initiative, -10% Standard Dmg, -25% Craft Evasion for next 4 Turns | 3 weeks Cooldown
|