Party Skills: Difference between revisions
Created page with "'''Party Skills:'''<br><br> '''Tactics:''' Each point towards tactics gives a 1% bonus in initiative during combat.<br><br> '''Looting:''' This skill grants you additional ca..." |
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'''Chief Surgeon:''' This skill increases the likelihood of wounded troops surviving their injuries. Each 1 point increases skill by 1%.<br><br> | '''Chief Surgeon:''' This skill increases the likelihood of wounded troops surviving their injuries. Each 1 point increases skill by 1%.<br><br> | ||
'''Chief of Security:''' This skill increases the response time of your personnel to muster for boarding or counter-boarding operations. A chief of security trait increases response time by 1% per 1 point. | '''Chief of Security:''' This skill increases the response time of your personnel to muster for boarding or counter-boarding operations. A chief of security trait increases response time by 1% per 1 point.<br><br> | ||
'''Chief of Intelligence:''' This skill determines how well your ECM/ECCM operations department operates. Each skill point increases efficiency of this department by 1%. <br><br> | |||
'''Chief Analyst:''' This skill increases the efficiency of the sensor/detection department. Each skill point increases effectiveness by 1%. |
Latest revision as of 22:15, 21 February 2015
Party Skills:
Tactics: Each point towards tactics gives a 1% bonus in initiative during combat.
Looting: This skill grants you additional cash and resource loot when you raid an enemy ship or outpost. On the flipside having a high looting skill will make your peers look at you askance.
Quartermaster: The quartermaster skill allows you to unlock higher level equipment. (Equipment has a QM level to it). The QM skill starts at level 1 which costs 5 points. Each level afterwards increases by a cost of 5 points. A character with a quartermaster skill can become very important as you go along.
Chief Astrogator: This skill increases the ability of the ship the character is on to navigate difficult environments such as asteroid belts, planetary rings etc. Each 1 point increases the skill by 1%.
Chief Gunner: The skill increases the accuracy of a ship’s gunnery crews. Each point increases skill by 1%.
Chief Surgeon: This skill increases the likelihood of wounded troops surviving their injuries. Each 1 point increases skill by 1%.
Chief of Security: This skill increases the response time of your personnel to muster for boarding or counter-boarding operations. A chief of security trait increases response time by 1% per 1 point.
Chief of Intelligence: This skill determines how well your ECM/ECCM operations department operates. Each skill point increases efficiency of this department by 1%.
Chief Analyst: This skill increases the efficiency of the sensor/detection department. Each skill point increases effectiveness by 1%.