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Hyperwarp Navigator
Icon job navigator.png
Type Ship Operations
Acquisition Contacts
Spice >5
SKILLS
Primary Skill Navigation
Secondary Skill Tactics
Tertiary Skill Command

Plotting, charting, and safely navigating the great shipping lanes and seemingly endless empty space of the void requires a steady hand, and a sharp mind trained in mathematics and the navigation tolls of a star trading vessel.

Skills[]

As a character advances in the Hyperwarp Navigator Job, he or she gains the following Skill points at each Rank.

Ranks 1 to 12[]

Rank Tactics Navigation Command
1 2 4 0
2 2 4 1
3 2 5 1
4 2 5 2
5 2 6 2
6 2 7 2
7 2 8 2
8 2 8 3
9 2 9 3
10 2 10 3
11 2 11 4
12 2 12 4

Ranks 13 to 24[]

Rank Tactics Navigation Command
13 2 12 5
14 2 13 5
15 3 14 5
16 4 14 5
17 4 15 5
18 4 16 5
19 4 17 5
20 4 17 6
21 4 18 6
22 5 19 6
23 5 20 6
24 5 20 7

Ranks 25 to 36[]

Rank Tactics Navigation Command
25 5 20 8
26 5 21 8
27 5 22 8
28 5 23 8
29 5 24 8
30 5 25 9
31 5 26 9
32 6 27 9
33 7 27 10
34 7 28 10
35 7 29 10
36 8 29 11

Talents[]

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.

Talent skill navigation normal.png
SKILL SAVE
Rank: 1
Read Charts
3 weeks Cooldown

Automatically passes a failed Navigation test in any situation, including hyperwarp jumps or deep space travel

Talent nav fastgetaway normal.png
Rank: 1
Fast Getaway
3 weeks Cooldown

Rapid Navigation calculations make for a quick escape. Buffs Ship with +5% Shield, +5% Armor, +20 Escape for next 3 Turns

Talent nav cheapjump normal.png
JUMP
Rank: 1
Efficient Route
3 weeks Cooldown

Methodical planning of Hyperwarp Jumps reduces fuel cost by 4 + Navigation skill

Talent hw shielding normal.png
STORM
Rank: 1
Storm Navigator
2 weeks Cooldown

Astute and careful direction from the helm protects the ship and crew from damage when flying through Radiation Storms (quadrant) and Ion Storms (system)

Talent skill tactics normal.png
SKILL SAVE
Rank: 1
Exacting Design
3 weeks Cooldown

Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission


Talent nav orderlydrop normal.png
LANDING
Rank: 5
Orderly Drop
3 weeks Cooldown

Lands efficiently in a zone, reduces operation time to 1 Turn and Fuel Cost to 1

Talent nav perfectapproach normal.png
Rank: 5
Perfected Approach
3 weeks Cooldown

Faultless tracking of the enemy allows rapid closing. Buffs Ship with +1 Reactor Pts, +5% Shield, +25 Range Change, -10 Escape for next 2 Turns

Talent nav voidhoming normal.png
Rank: 5
Jammer Warfare
9 weeks Cooldown

Buffs launched friendly Craft with +30% Craft Evasion, +15% Shield for next 3 Turns


Talent increase mission nav normal.png
MISSION
Rank: 8
Distant Commission
3 weeks Cooldown

When accepting a Mission that requires more than 4 Hyperwarp jumps, increase payment by 3% bonus per jump, to a maximum of 30% bonus

Talent navigator farworlds normal.png
SPICE
Rank: 8
Talk of Far Worlds
13 weeks Cooldown

When on spice leave in the hall, talk of distant worlds grants a 10% + Navigation Skill chance for an introduction to a new Contact


Talent nav skipvoid normal.png
ENCOUNTER
Rank: 11
Skip Off the Void
9 weeks Cooldown

Uses a short-burst of the hyperwarp drive to 'bounce' a short distance and escape ship combat. Causes 30-60% Damage to the drive, mitigated by Navigation Skill and requires Fuel equal to a hyperwarp jump

Talent skill command normal.png
SKILL SAVE
Rank: 11
Pathfinder's Lead
3 weeks Cooldown

Automatically passes a failed Command test in any situation, including deep space travel, mutiny or during a mission


Talent nav flashcharge normal.png
ENCOUNTER
Rank: 15
Flash Charge
9 weeks Cooldown

Uses a short hyperwarp burst to charge an enemy ship; start battle at Range 4 or 3 based on an Engine Agility test. Causes 5-15% Damage to the drive and burns Fuel equal to 25% of a hyperwarp jump

Flash Charge Mechanics[]

The "Engine Agility test" for flash charge has both the talent user and the opponent rolling strong dice equal to their engine's agility. If the talent user rolls more successes or ties the opponent, the position jumped to is position 3. On a loss, it is position 4.

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