Assassin

Starting Captain Traits
 A captain whose first job is Assassin will gain the following traits:



Smoke Bomb
Smoke Bomb is a grenade attack and thus follows grenade attack mechanics to hit. Unlike other grenades, it costs 12 initiative instead of 16 which is vital to it being useful. This talent is a good alternative to Gliding Advance as you cannot use that talent while in the front-most position. The biggest downside of this approach to stealth is that if you are unable to hit either target, you don't get the stealth buff.

Hitman Rush
This on-init talent won't trigger on the first turn as you won't have stealth then. It is pretty useful for Assassins that are a little under-leveled as the accuracy bonus can help them hit evasive targets.

First Blood
This on-init talent is an offensive alternative to Hitman Rush. While you can learn both, only one can trigger per turn. First blood shines earlier in combat when your foes are still strong and need some debuffs to soften up. It isn't as helpful later as it always affects the front-most target, which at that point might not need an additional debuff to defeat.

Venomous Blade
This is a reliable talent to select early on. It doesn't require stealth mode to use and has a large damage over time effect with significant other bonuses. It is a fall-back move when stealth is removed even once you have other talents.

Never There
Stealth saves are nice, but you really only need one of these per entire crew. Non-combat focused Spies are often a more logical choice for this talent so you can focus on combat talents with this class.

Gliding Advance
This is the alternative way to gain a stealth buff with this class. It shifts you forward and cannot be used from the front position, so it won't always be a good option for you. However, it costs less initiative than smoke bomb and doesn't require you to hit foes in order to ensure you get the stealth buff.

Fatal Blow
This is an alternative option to Venomous Blade for non-stealth attacks. The critical chance is massive but the initiative cost can be an issue. It is also less accurate than Venomous Blade. However, removing all buffs can be extremely useful.

Targeted Killing
This is an identical talent to what the Sniper can learn. It is a strong talent early in ship combat when the opposing crew has higher health as it will one-shot a crew member regardless of health remaining.

Arterial Slash
This move ends stealth but has a massive bang for its initiative cost.

Antidote
This talent can really help when you aren't using a Combat Medic and don't have a lot of options for removing debuffs. It also helps in the rare circumstances where your foe is relying on bio-poison damage considerably. If you have a Combat Medic among your usual combat team, it isn't as helpful.

Death Among Shadows
This is a good way to shut down hard hitting enemies and possibly moving them out of attack range, such as with Soldiers not equipped with snubbers.

Dissection
This is the powerful stealth-ender that makes all the buffing worthwhile. The damage is massive and the bleeding helps finish off what the attack does not. Timing this correctly at the end of your turn without knocking you into penalty initiative for the next turn is key.

Gut the Leadership
This is a powerful talent that serves to weaken enemy combat teams as well as seriously cripple their dice pools in ship combat. It rarely deals enough damage to finish off a Captain, and can only do so if all officers are somehow already dead, however.