Bridge Officer Skills
ENGINEERING SPACE SKILLS | ||||
Skill | Ranks | Type | Description | |
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Aceton Beam | I - Lieutenant Commander II - Commander III - Commander |
Space | System: Weapons Modifications Aceton Beam places a radiation hazard on the target, drastically reducing its energy weapon damage and delivers radiation damage over the duration. |
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Auxiliary to Dampeners | I - Lieutenant II - Lieutenant Commander |
Space | System: Auxiliary Power Auxiliary Power to Inertial Dampeners redirects auxiliary power to provide significant kinetic damage resistance, movement turn and speed improvement, and immunity to repel and disable effects. |
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Auxiliary to Battery | I - Lieutenant II - Lieutenant Commander |
Space | System: Auxiliary Power Auxiliary Power to the Emergency Battery diverts your auxiliary power through the emergency battery to boost your weapons, shield, and engine power levels. |
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Auxiliary to Structural | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Auxiliary Power Auxiliary Power to the Structural Integrity Field delivers an instant hull heal, while providing good damage resistance over the duration. Increases in effectiveness based on current auxiliary power level. |
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Boarding Party | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | Boarding Party launches up to three assault shuttles at the target (pending you have enough crew). The shuttles can be destroyed by foes. If they arrive safely, they can cause damage to the ship's crew and subsystems. They can kill enemy crewmen, disable the ships subsystems, and increase the recharge time of enemy Bridge Officer abilities. Each shuttle launched removes twenty crew from your ship, who will attempt to beam back upon completing their mission. |
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Directed Energy Modulation | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Weapon Modification Directed Energy Modulation cycles the frequency of your energy weapons, resulting in increased shield penetration. |
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Eject Warp Plasma | I - Lieutenant Commander II - Commander III - Commander |
Space | System: Warp Core Eject Warp Plasma creates a plasma area of effect field behind the starship. Ships passing into the plasma cloud have their turn rate and impulse speed defbuffed, and receive a plasma fire damage. The plasma damage completely bypasses shields and the damage and debuff effect will linger even after the target leaves he plasma cloud. Any cloaked ships in the plasma will be revealed. |
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Emergency Power to Auxiliary | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Batteries Emergency Power to Auxiliary directs emergency battery power to the auxiliary systems for a short duration. |
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Emergency Power to Engines | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Batteries Emergency Power to Engines directs emergency power to the impulse engines for a short duration. |
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Emergency Power to Shields | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Batteries Emergency Power to Shields directs emergency battery power to the shields for a short duration. It provides a shield heal to each facing, as well as a shield damage resistance buff. |
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Emergency Power to Weapons | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Batteries Emergency Power to Weapons directs emergency power to the weapons systems for a short duration. |
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Engineering Team | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Crew Engineering Team delivers a good instant hull heal. Also instantly repairs subsystem damage and engineering debuffs for the duration. Can be activated even if you are Held or Disabled. |
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Extend Shields | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Shields Extend Shields regenerates the shields of the target ally and improves their damage resistance. Increases in effectiveness based on current shield power level. |
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Reverse Shield Polarity | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Shields Reverse Shield Polarity converts some incoming energy weapon damage into additional shield health. The polarity shift also makes you immune to teleportation. |
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Combat Supply | I - Commander | Ground | Combat Supply beams in a supply crate with stacks of temporary hypos, shield charges, and power cells. When the crate appears, you and your allies can interact with the crate to collect the consumable devices. The devices have 5 charages each. You can only have one of each at any time. They expire within one hour. |
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Cover Shield | I - Lieutenant Commander II - Commander |
Ground | Cover Shield creates a fixed position forcefield that blocks line of sight. Can be used as temporary cover. Cover Shield can be destroyed. Its Hit Points can be increased by the Generators skill. |
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Equipment Diagnostics | I - Lieutenant Commander II - Commander III - Commander |
Ground | Equipment Diagnostics removes and protects the target from mechanical debuffs. Also improves the effectiveness of armor and shields. Can be used on yourself or an ally. |
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Fuse Armor | I - Commander | Ground | Sends an electrical charge to the target gradually fusing its armor, resulting in slow electrical DoT and an increasing movement penalty. Slows, then roots, and then holds the target. Root and Hold are fragile, and will expire sooner if the target takes damage. Electrical damage completely bypasses shields and the DoT lasts the entire duration of the Fuse Armor. Applies resistance to additional movement debuffs once it expires. |
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Medical Generator Fabrication | I - Lieutenant Commander II - Commander |
Ground | Medical Generator Fabrication creates a fixed position generator at your location that heals allies in the immediate area. Also applies an analgesic that acts as a damage resistance buff. |
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Mine Barrier | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Chroniton Mine Barrier deploys five mines in front of you. Mines explode when hostiles get close, dealing kinetic damage with a slow effect. You can have up to 2 sets of mines active at one time. Damage from the explosion partially ignores shields. |
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Quantum Mortar Fabrication | I - Lieutenant Commander II - Commander |
Ground | Quantum Mortar Fabrication creates a fixed position weapon platform at your location that launches explosive projectiles at long range. Quantum Mortar I has no shields. Damage from the explosion partially ignores shields. |
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Quick Fix | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Quick Fix removes existing mechanical debuffs from the target and provides a ranged damage buff. Can also be used to repair fabricated objects, such as turrets and generators and android, and improve the damage resistance of those objects. Remodulates weapons to overcome Borg adaption. Can be used on yourself or an ally. |
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Reroute Power to Shields | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Reroute Power to Shields diverts energy from the engineer's tricorder to their personal shield generator, repairing lost shield health over time and temporarily increasing shield damage resistance. While the shield is repairing, any enemy that attacks the engineer has a chance to be Exposed. |
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Shield Generator | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Shield Generator Fabrications creates a fixed position generator that regenerates personal shield and reduces the damage taken by personal shields for allies in the immediate area. |
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Shield Recharge | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Shield Recharge very quickly restores lost personal shield energy to you or an ally, and temporarily hardens the shields while they are repairing. |
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Support Drone Fabrication | I - Commander | Ground | Fabricates a Support Drone that will follow and assist you. If you select an ally (Away Team member, another fabricated device like a turret or another drone, or any other ally), the support drone will assist that target. Support Drone I is equipped with a beam attack and Equipment Diagnostics. It has no shields. |
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Turret Fabrication | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Turret Fabrication creates a fixed position weapon platforms at your location that fire beam weapons at nearby enemies. Turret I is equipped with a beam attack. It has no shields. Turret II is equipped with a rapid compression burst attack, and comes with shields. |
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Weapons Malfunction | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Weapon Malfunction overloads the target's weapons, reducing its damage. It will also temporarily take the target's weapon offline. When a target's weapon come back online, the target will become resistant to Weapons Malfunction. If a target is resistant, the duration of Weapons Malfunction will be cut in half. |
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Charged Particle Burst | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Sensor Array Charged Particle Burst temporarily disables the cloaking devices of nearby hostile ships and damages their shields. Shield damage increases in effectiveness based on current auxiliary power level and skill. |
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Energy Siphon | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Deflector Dish Energy Siphon draws power from the target. This reduces the target's power settings to all systems and increases your power settings. The duration of the Siphon increases based on current auxiliary power level. |
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Feedback Pulse | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Deflector Field. Feedback Pulse harnesses energy weapon attacks directed against you. Each time you are hit, a damaging pulse is directed at the attacking ship. The Feedback Pulse travels down the attacker's energy stream and will partially bypass his shields. Feedback damage is based on the magnitude of the incoming damage and increases in effectiveness based on your current auxiliary power level and skill. |
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Gravity Well | I - Lieutenant Commander II - Commander III - Commander |
Space | System: Deflector Dish Gravity Well creates a spatial anomaly at the target's location that draws enemies to its center and gradually crushes their ships, inflicting kinetic damage. The closer the target is to the event horizon, the greater the pull. The force of gravity and damage can be improves with skill. |
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Hazard Emitters | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Hazard Hazard Emitters provide a large hull heal over time, a small damage resistance buff over duration, and it will cleanse the ship of hazard debuffs over duration. Increases in effectiveness based on current auxiliary power level. |
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Jam Sensors | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Sensory Array Jam Targeting Sensors prevents the enemy from targeting you, but delivering damage to the target can break the jam and allow them to detect you. The strength of jam is increased in effectiveness based on current auxiliary power level and skill. The stronger the jam, the more damage the target will take before detecting you. |
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Mask Energy Signature | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Sensor Array Mask Energy Signature shields the energy output of your starship, making it more difficult for enemies to detect you. Maintaining this ability drains some power from your weapon, shield, and engine systems. You cannot fire while under the effect of the ability. |
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Photonic Officer | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Emitter Photonic Officer increases the speed of the recharge time of bridge officer abilities. |
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Photonic Shock Wave | I - Lieutenant Commander II - Commander III - Commander |
Space | System: Emitter Photonic Shockwave releases a massive blast around your ship, repelling enemy ships, disabling ship abilities, and inflicting kinetic damage. Shields drastically reduce the effects of kinetic damage. |
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Polarize Hull | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Hazard Polarize Hull provides great damage resistance and provides immunity to tractor beam abilities. Increases in effectiveness based on current auxiliary power level. |
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Science Team | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Crew Science Team repairs shield damage for your own ship or an ally and removes any science debuffs for the duration. Can be activated even if you are Held or Disabled. |
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Scramble Sensors | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Sensor Probes Scramble Sensors fire a probe at the target that bursts into a particle field, confusing the affected enemies into targeting each other. The duration of the effect is increased based on current auxiliary power level and skill. |
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Tachyon Beam | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Deflector Dish Tachyon Beam drains the targets shields. Increases in effectiveness based on current auxiliary power level. |
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Tractor Beam | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Tractor Tractor Beam slows the target ship, thereby making it an easier target for weapons. Targets held in a Tractor Beam will take minor Kinetic damage and cannot cloak. Auxiliary power and skills increase the damage and strength of the Tractor Beam's snare. |
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Tractor Beam Repulsors | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Tractor Tractor Beam Repulsors push up to three enemies (dead or alive) away from your starship. Increases in effectiveness based on current auxiliary power level. |
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Transfer Shield Strength | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Deflector Field Transfer Shield Strength transfer power form the deflector field to provide a large shield heal over time and a small shield damage resistance buff over duration. Increases in effectiveness based on current auxiliary power level. |
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Tyken's Rift | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Deflector Dish Tyken's Rift creates a spatial anomaly at the target's location that places a power drain hazard on all nearby hostile ships and causes minor damage. Increases in effectiveness based on current auxiliary power level. |
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Viral Matrix | I - Lieutenant Commander II - Commander III - Commander |
Space | System: Sensor Probes Viral Matrix launches a probe that flies to the target and then shuts down its systems one by one, except for Shields. The order in which the systems are shut down is randomly determined upon each application. |
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Anesthizine Gas | I - Commander II - Commander III - Commander |
Ground | Anesthizine Gas throws a gas grenade at the target. The gas grenade explodes on contact and reduces the movement speed and damage of all targets in the area. Some targets may be lightly stunned. Stunned targets that take any damage will awaken. |
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Dampening Field | I - Commander II - Commander III - Commander |
Ground | Dampening Field creates a field that debuffs the energy damage of all foes within its effect. |
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Electro-Gravitic Field | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Electro-Gravitic Field slows all enemy movement in the field. There is a chance some of the enemy targets will also be rooted, unable to move at all. Slowed and rooted targets can still attack normally. Root is fragile, so if the target takes damage, it will break free from the root faster, but the slow debuff still applies. Enemies receive a resistance to additional Electro-Gravitic Field upon expiration. |
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Hyperonic Radiation | I - Lieutenant Commander II - Commander III - Commander |
Ground | Hyperonic Radiation infects one enemy, causing damage over time to the target and any enemies near them. |
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Hypospray - Dylovene | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Dylovene removes and protects the target from toxic debuffs and grants a boost to physical melee damage and max hit point. Can be used on yourself or an ally. |
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Hypospray - Melorazine | I - Lieutenant Commander II - Commander III - Commander |
Ground | Melorazine periodically cleanses the target of any mental debuffs and increases their energy resistance. Also removes Expose effects upon application. Can be used on yourself or an ally. |
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Medical Tricorder | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Medical Tricorder provides a quick heal. Also removes Expose effects upon application. Can be used on yourself or an ally. |
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Nanite Health Monitor | I - Commander II - Commander III - Commander |
Ground | Nanite Health Monitor applies nanites to the target which scan the host and nearby allies to determine if they are seriously injured. If the target, or any nearby ally's health drops below 75%, the nanites heal them,g rants them damage resistance, and removes any expose effects. There are enough nanites applied to perform three healing treatments. |
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Neural Neutralizer | I - Lieutenant Commander II - Commander III - Commander |
Ground | Neural Neuralizer placates nearby enemies. Placate prevents enemies from attacking you, but they can act normally otherwise. |
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Sonic Pulse | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Sonic Pulse creates an expanding burst centered on your location, damaging your opponents and interrupting their actions while knocking them back and leaving them slowed. 50% of damage bypasses shields. |
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Stasis Field | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Stasis Field puts the target in a fragile hold state. This renders them unable to take any action. Any damage to the target will break the fragile hold. Targets receive hold resistance upon expiration of the hold. |
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Tachyon Harmonic | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Tachyon Harmonic delivers a cone attack with severe damage against personal shields and will destroy forcefields. It also has a small chance of taking a personal shield generator offline. Tachyon Harmonic can expose targets. |
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Tricorder Scan | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Tricorder Scan increases the perception of the user and places a damage resistance and stealth debuff on enemy targets inside the scan radius. |
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Vascular Regenerator | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Vascular Regenerator slowly heals and removes bleeding debuffs over the duration. Also removes Expose effects upon application. Can be used on yourself or an ally. |
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Attack Pattern Beta | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Maneuvers Attack Pattern Beta grants an enhancement to the owner's weapons that marks targets. Any target you attack will have its damage resistance and stealth debuffed. The duration of the debuff is short, meaning it will shift to whichever target the owner is attacking. |
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Attack Pattern Delta | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Maneuvers Attack Pattern Delta targets can be used on yourself or your ally. The target of Attack Pattern Delta receives a damage resistance buff. Any ship that attacks the target will receive a damage resistance and stealth debuff. |
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Attack Pattern Omega | I - Lieutenant Commander II - Commander III - Commander |
Space | System: Maneuvers Attack Pattern Omega grants a damage buff and resistance while making you immune to movement debuffs. It also bestows a short burst of speed and maneuvering to quickly close in or escape out of range. |
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Beam Fire at Will | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Beams Fire at Will improves your next beam array attack. The Bridge Officer fires your beam weapons at multiple targets of their choice. |
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Beam Overload | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Beams Beam Overload improves your next beam array attack. Overloading your beam weapon delivers an extremely powerful blast, but drains significant weapon power. |
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Beam Target Auxiliary | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Target Subsystems Target Auxiliary Subsystems improves your next beam array attack. Instruct your bridge officer to target enemy auxiliary systems. This attack deals normal damage, but also drains the targets auxiliary power and has chance to take the targets auxiliary systems offline. |
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Beam Target Engines | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Target Subsystems Target Engine Subsystems improves your next beam array attack. Instruct your bridge officer to target enemy impulse engines. This attack deals normal damage, but also drains the targets engine power and has a chance to take the targets impulse engines offline. |
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Beam Target Shields | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Target Subsystems Target Shields Subsystems improves your next beam array attack. Instruct your bridge officer to target enemy shield systems. This attack deals normal damage, but also drains the targets shield power and has a chance to take the targets shields offline. |
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Beam Target Weapons | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Target Subsystems Target Weapons improves your next beam array attack. Instruct your bridge officer to target enemy weapon systems. This attack deals normal damage, but also drains the target's weapon power and has a chance to take the target's weapons offline. |
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Cannon Rapid Fire | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Cannons Rapid Fire improves your next cannon attack. Quickly fires numerous bolts. With some cannon types this decreases the amount of damage per individual shot. |
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Cannon Scatter Volley | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Cannons Scatter Volley improves your next cannon attack. Fires a cone area of effect cannon spray centered on your target. |
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Dispersal Pattern Alpha | I - Lieutenant II - Lieutenant Commander |
Space | System: Mines Dispersal Pattern Alpha improves your next mine attack. Lays a series of mines behind your ship. |
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Dispersal Pattern Beta | I - Lieutenant II - Lieutenant Commander III - Commander |
Space | System: Mines Dispersal Pattern Beta improves your next mine attack. Lays a set of mines behind your ship. |
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Tactical Team | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Crew Tactical Team deploys a security crew and grants a tactical buff for your own ship or an ally, along with automated shield strength distribution to shields under attack. Also removes crew and tactical debuffs for the duration. Tactical Team can be deployed even when held. |
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Torpedo High Yield | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Torpedos High Yield torpedo improves your next torpedo attack. Photon, Quantum, Transphasic and Chroniton torpedo launchers fire a salvo of torpedoes. Plasma launchers fire a single, slow moving and destructible heavy torpedo that does massive damage. Tricobalt Devices are upgraded to subspace weapons that can tear a rift in space at the point of detonation, disabling enemies caught in the blast. |
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Torpedo Spread | I - Ensign II - Lieutenant III - Lieutenant Commander |
Space | System: Torpedoes Spread improves your next torpedo attack. Launches multiple projectiles in a spread pattern that damage all targets in a large area around the target. |
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Ambush | I - Commander II - Commander III - Commander |
Ground | Ambush grants you a small stealth and a large damage buff for your next attack. The stealth and damage bonus expires when you attack, or the duration time runs out. |
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Battle Strategies | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Battle Strategies removes and protects the target from tactical debuffs, such as those applied from "Suppression Fire" and "Fire on my Mark", and applies a short duration buff that improves all damage. Additionally, any enemy that attacks the target will have a chance of getting Exposed. Can be used on yourself or an ally. |
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Draw Fire | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Draw Fire increases your threat and places a fake exposed marker on you, making enemies more likely to attack you. It also increases your damage resistance. This ability is fragile, meaning it will cancel early if you take too much damage. Threat Control Skill improves your threat while Special Forces skill improves your damage resistance. |
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Fire on my Mark | I - Lieutenant Commander II - Commander III - Commander |
Ground | Fire on my Mark applies a damage resistance and stealth debuff on the enemy target. |
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Lunge | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Lunge launches you across the gap to your target, dealing melee damage with a chance to knock down. This attack can Exploit Targets. |
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Motion Accelerator | I - Commander II - Commander III - Commander |
Ground | Motion Accelerator grants you, and all nearby allies, a speed and physical damage buff while making you immune to holds, roots and speed debuffs. Can be used while held. |
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Overwatch | I - Lieutenant Commander II - Commander III - Commander |
Ground | Activiating Overwatch grants a damage resistance buff to all your nearby allies. Additionally, any foes that attack your protected allies will have their damage resistance debuffed and risk getting Exposed. Allies must remain close to you to maintain the benefits of Overwatch. Squad Command skill improves the Buff while Advanced Tactics skill improves the Debuff. |
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Photon Grenade | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Photon Grenade throws a grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and knockback. It is possible for the target to move away from the blast radius while the grenade is in transit. Damage from the explosion partially ignores shields. |
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Plasma Grenade | I - Lieutenant Commander II - Commander III - Commander |
Ground | Throws a Plasma Grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage. It is possible for the target to move away from the blast radius while the grenade is in transit. A burning plasma fire lingers in the explosion area, damaging anyone that enters. Damage from the initial explosion and the plasma fire partially ignores shields. |
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Smoke Grenade | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Smoke Grenade creates a smoke cloud at the target's location that reduces enemy perception and improves ally stealth for any within the cloud effect. |
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Stealth Module | I - Lieutenant Commander II - Commander III - Commander |
Ground | Stealth Module masks you from sight, but enemies can detect you at close range. While cloaked, your abilities that affect others (including attacks) will remove the cloak.Version I has a 3% variance in its stealth strength, Version II has a 2% variance, and Version III has a 1% variance. |
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Stun Grenade | I - Commander II - Commander III - Commander |
Ground | Throws a Stun Grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and applying a fragile hold on targets - fragile means the target will wake if it takes too much damage. It is possible for the target to move away from the blast radius while the grenade is in transit. Shields drastically reduce the effects of kinetic damage. |
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Suppressing Fire | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Suppressing Fire enhances your firearms. Any target you are firing your ranged weapon at will be slowed and have its damage debuffed. There is a chance the target will also be rooted. The duration of the effect on the target is short, and will only be sustained as long as you continue to fire upon that target. |
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Sweeping Strikes | I - Ensign II - Lieutenant III - Lieutenant Commander |
Ground | Sweeping Strikes are martial arts strikes that focus on attacking multiple opponents, with a chance of delivering knockback and expose states.These strieks chain more slowly than single target focused martial arts combinations, but each delivers significant damage to multiple opponents. Since the frequency of knockback is much higher with this ability, extended resistance is applied to targets should they be knocked back. |
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Target Optics | I - Lieutenant II - Lieutenant Commander III - Commander |
Ground | Target Optics buffs your damage, perception, crit chance and crit severity. Has a chance to expose enemies within the ability's cone area. |