Xeno Hunter | |
---|---|
Type | Fighter |
Acquisition | Contacts |
SKILLS | |
Primary Skill | Rifles |
Secondary Skill | Intimidate |
Tertiary Skill | Explore |
Something burns deep inside the Xeno Hunter, compelling them to chase the true terrors of the Void. Specializing in baiting, tracking and killing the alien in deadly crew combat, the Xeno Hunter uses distance and heavy weapons to gain the advantage.
Starting Captain Traits[ | ]
A captain whose first job is Xeno Hunter will gain the following traits:
Dread Legacy | Bearing an ancient Charter signed with blood of Xeno, upon destroying a Xeno ship will gain an extra Rep bonus with all Factions in the Quadrant and a personal XP bonus | Profession | +3 * |
Inner Flame | Resolute and unwavering in the hunt, +2 Resilience, +1 Fortitude, +2 Initiative, +15% Armor and Morale will never drop below 50 | Profession | +3 * |
Skills[ | ]
As a character advances in the Xeno Hunter Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 12[ | ]
Rank | Rifles | Intimidate | Explore |
---|---|---|---|
1 | 2 | 1 | 1 |
2 | 3 | 3 | 1 |
3 | 3 | 3 | 2 |
4 | 4 | 3 | 2 |
5 | 4 | 4 | 2 |
6 | 4 | 4 | 3 |
7 | 5 | 4 | 3 |
8 | 5 | 5 | 3 |
9 | 6 | 5 | 3 |
10 | 6 | 5 | 4 |
11 | 7 | 6 | 4 |
12 | 8 | 6 | 4 |
Ranks 13 to 24[ | ]
Rank | Rifles | Intimidate | Explore |
---|---|---|---|
13 | 8 | 6 | 5 |
14 | 8 | 7 | 5 |
15 | 9 | 8 | 5 |
16 | 10 | 8 | 5 |
17 | 10 | 9 | 5 |
18 | 10 | 10 | 5 |
19 | 11 | 10 | 5 |
20 | 11 | 10 | 6 |
21 | 12 | 10 | 6 |
22 | 13 | 11 | 6 |
23 | 13 | 12 | 6 |
24 | 13 | 13 | 6 |
Ranks 25 to 36[ | ]
Rank | Rifles | Intimidate | Explore |
---|---|---|---|
25 | 14 | 13 | 6 |
26 | 14 | 14 | 7 |
27 | 14 | 14 | 7 |
28 | 15 | 14 | 7 |
29 | 15 | 15 | 7 |
30 | 16 | 15 | 8 |
31 | 17 | 15 | 8 |
32 | 17 | 16 | 9 |
33 | 18 | 16 | 10 |
34 | 18 | 16 | 11 |
35 | 18 | 16 | 12 |
36 | 19 | 17 | 12 |
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.
Rank: 1
Daunting Presence 3 weeks CooldownAutomatically passes a failed Intimidate test in any situation, including deep space travel, mutiny, or during a mission | |
Rank: 1
Unflinching Risk 3 weeks CooldownWhen Exploring a Wild Zone, reroll any risk card | |
Rank: 1
Irid-Laced Resolve On InitiativeWhen making Initiative Roll in Crew Combat against Xeno, Buffs entire team with +2 Initiative, +15% Melee Defense, +15% Armor, +25% To Resist Debuffs for 3 Turns | |
Rank: 1
Grenade Launch 16 InitiativeIn crew combat, Crippling Grenade Attack hits 2 targets with 31-60 Dmg and 25% Stun, -15% Melee Defense, -15% Ranged Defense, -20% Armor, -26 Energy (Plas/Rad) Resist for 3 Turns | |
Rank: 1
We The Hunters 6 weeks CooldownWhen encountering a xeno ship in space combat, prevents Morale loss on up to Intimidate Skill number of crew | |
Rank: 1
Blooded Lure 3 weeks CooldownWhen Exploring a Wild Zone, replace a risk card with a dreaded Xeno card with an Explorer Skill chance to draw Artifacts guarded by xeno card instead |
Rank: 5
Here Be Monsters 3 weeks CooldownWhen Patrolling a system, replace a card with a dreaded Xeno Ship card | |
Rank: 5
Macabre Harvest 9 weeks CooldownUpon victory in crew combat against xeno, xenobiological expertise allows harvesting a number of Xeno Artifacts up to Explorer Skill | |
Rank: 5
Unfailing Stand 10 InitiativeIn crew combat, Removes all Debuffs; Buff yourself with +25% Deflection, +20% Armor, +50% To Resist Debuffs for 3 Turns, Heals (10 + 0 Intimidate) HP and Morale | |
Rank: 5
Puncture Points Weapon's InitiativeIn crew combat, Crippling Rifle Attack with +16 Plasma Damage, +20% Armor Piercing; successful hit causes -25% Deflection, -5% Armor, -20 Energy (Plas/Rad) Resist for 3 Turns |
Rank: 8
Death Haunt 12 InitiativeIn crew combat, Removes all Debuffs; Buffs 3 targets with +10% Critical for 3 Turns and Restores for (30 + 0 Intimidate) Morale | |
Rank: 8
Plasma Burner 2X Weapon's InitiativeIn crew combat, Rifle Attack hits 2 targets with +36 Plasma Damage, +5% Critical | |
Rank: 8
Soul Piercer 3 weeks CooldownWhen Recruiting, new crew member gains improved Attributes and you discover one of their hidden Traits. |
Rank: 11
Triumphant Predator 18 weeks CooldownUpon victory in ship combat against xeno, mastery over the void's terrors restores 10 + up to Intimidate Skill Morale to every crew member | |
Rank: 11
Exalted Hunter 9 weeks CooldownWhen accepting a Mission to hunt xeno, increases payment by Charisma + Intimidate Skill % in addition to bonuses from standard Mission Talents |
Rank: 15
Eradication Prize 18 weeks CooldownWhen salvaging a destroyed xeno ship in the void, gain 30% + Explorer Skill bonus to Experience, Rep and credit gains |
Jobs | ||
---|---|---|
Ship Operations | Commander • Crew Dog • Diplomat • Doctor • Electronics Tech • Engineer • Explorer Gunner • Hyperwarp Navigator • Mechanic • Merchant • Pilot • Pirate • Quartermaster • Scavenger • Scientist • Smuggler | |
Fighters | Assassin • Blade Dancer • Bodyguard • Bounty Hunter • Combat Medic • Exo-Scout • Military Officer Pistoleer • Saboteur • Shock Trooper • Soldier • Swordsman • Spy • Sniper • Xeno Hunter • Zealot | |
Small Craft | Gundeck Boss • Wing Bomber • Wing Commando • Wing Leader • Wing Tech |