recursal/Fanatic-Fandom huggingface dataset:
Mods

Modding (short for modifications) are anything that changes Star Traders: Frontiers game content. Most mods will add content and graphics or alter the gameplay, visual feel of the game or give your captain more options in how they interact wtih the *Star Traders: Frontiers* galaxy.

## Purpose of Mods

In the press release announcing mods, the developers said *“We reached a point in Star Traders’ development where we could zoom out and consider larger-scope changes to the game,” said Andrew Trese, Co-founder and Creative Director. “Players’ feedback and ideas have always been a deep pool for us to draw from, and the game’s momentum is still going so strong years after release. Adding mod support seems like a natural expansion.”*

Mod support invites the community to create, play and experiment with the powerful space RPG game framework that *Star Traders: Frontiers* offers.

## Example Types of Mods

It is yet to be seen what the most popular types of mods will be, but here are some examples of what might be created.

### Story Mods

New starting storylines, vignettes and Eras can all be added through mods. Such mods likely offer new storylines within the universe, introduce unique characters and new unique rewards, recruits and ship components. See the Story Modding Doc (temporarily on Google Docs for easy review).

### New Job Mods

New Job mods are mods adding a new type of Job to the game that can be trained and/or recruited. Other such mods rebalance or change existing Jobs or add an existing Job or new Job as a starting Profession. See the Job Modding Doc for more details.

### Ship Balance Mods

Ship Balance mods are mods adding or changing the ship hulls in the game or the ship components available to purchase or battle in the game.

### Graphical Mods

Graphical mods are mods adding or changing the visual style of characters, ships, weapons or other various visual artifacts in the game.

## Mods and Bugs

Note that if you install a mod, it may stop the game from working properly or cause any manner of types of bugs. If you encounter a problem while using mods and want to report it, please first reproduce the bug in the vanilla version of the game. If the bug is present in the non-moddable version of the game, please notify the developers of the game. If the problem or bug is only resident when a certain mod is loaded, contact the mod developer.
Assassin Reference

# Skills

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

# 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.

ON INIT

ON INIT

SKILL SAVE

EDICT

BOARDING

BOARDING
Core Slots by Mass

Every ship must have 3 Core Components, a Bridge, a Void Engine, and a Hyperwarp Drive. Since the Bridge and Hyperwarp Drive occupy larger slots in larger ships, when comparing ships of different sizes, you might make the following adjustments to their Component Slots shown when viewing the hull.

 7000+ | -3 | -0 | -0

* (The Scout Bridge requires 1 SMALL component slot, however, it also provides 3 officer slots instead of 1, effectively providing a net increase of 1 small slot when compared to other bridges; albeit without the option of armored officer's quarters, etc. But as long as you plan on running your ship with more than 2 officers - which seems pretty basic - the scout bridge effectively increases your customizable SMALL slots by 1, taking one for itself, but freeing up 2 that would've held officer quarters)
Diplomat

The laws and legal codes of the star traders and the mighty factions are deep water, confusing and dangerous to cross. A diplomat knows how to safely navigate these waters, as well as the political web of princes, dignitaries, and contacts.

## Starting Captain Traits

A captain whose first job is **Diplomat** will gain the following traits:

 **Smooth** | Utterly practiced at the art of persuasion, +3 Charisma, +2 Wisdom and reduces cost of Contact Introduction by 15% while granting a +20 Personal Rep bonus

# Skills

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

# 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.

SKILL SAVE

MISSION

RANK

TRAIT

PAY

MISSION

INTRODUCTION

MISSION

VICTORY

RANSOM

SKILL SAVE

PARDON

CONFLICT

CONSCRIPT

## Special Recruitment Bonuses

Any Diplomat coming from Thulun will have increased attributes.
Merchant Reference

# Skills

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

# 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.

SKILL SAVE

PERMIT

TRADE

SPICE

REFUEL

TRADE

INTRODUCTION

PAY

ENCOUNTER

TRADE

TRADE

TRADE

TRADE
Acronyms

There are a number of acronyms that have made their way into the community's vernacular. This is an attempt at an exhaustive list of the most common of them:

AM: Alta Mesa

BH: Bounty Hunter

BM: Black Market

CC: Crew Combat

CM: Combat Medic

CMD or CO: Commander

DI: Diplomat

DPM: Defense Pattern Matrix (ship component)

DV: De Valtos

EL: Edict Level

EM: Evasive Maneuvers

ENG: Engineer

EXO: Exo Scout

EX: Explorer

FC: Fidelis Cutter

GI: Guardian Interceptor

Mok: Moklumnue

MR: Military Rank

O/C: Officer to crew ratio

PVM: Peak Velocity Matrix (ship component)

PI: Palace Interceptor

PM: Pilot Assist Module (ship component)

SC: Ship Combat

SN: Sniper

SotV: Skip Off the Void

SS or SSC: Steel Song Clan

STF: Star Traders Frontiers

TP: Trade Permit

W-F: Water-Fuel

XH: Xeno Hunter
Electronics Tech

A backbone of most bridge crews, the electronics tech operates critical ship components, commands the ECM suite and provides guidance and situational awareness via scanners and radar.

# Skills

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

# 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.

SKILL SAVE

ORBIT

ENCOUNTER

STORM

SMUGGLE

SPY

SPY

SALVAGE

AT PORT

SPY
Trent Frostbane

### Spice Hall Rumor

The following section was overheard in the Spice Hall. It is an unconfirmed rumor, at best, and may contain fan-fiction, incorrect facts, or even outright lies.

In one of the earliest constellations occupied by the Star Traders following the Exodus, a monster by the name of Trent Frostbane was created. Few suspected just how much hubris and malice the seemingly average Cadar Fixer possessed, until it was too late. Unaware of the danger, an enterprising captain, Lord Berithian, began to cultivate his connection with Trent feeding him intel and selling rich goods through contacts Trent provided in the local Black Market. The relationship became symbiotic and as the Captain's power grew and he focused nearly exclusively on augmenting Trent's influence. At the same time, Mr. Frostbane was building a network of Bounty Hunters and used his expanding influence to begin eliminating his nearest rivals. At some point, like in the ancient legends of the Narvidian Awakening, Trent, being fed a constant diet of intel, became omniscient. With access to all knowledge, nearly unlimited influence and an army of Bounty Hunters he consolidated his rule over the galaxy. No longer content just to silence his rivals, he climbed to the pinnacle of absolute power, killing off new contacts he had just spawned, until no one else remained. In the end, even the gods were powerless to counter the mighty influence of Trent Frostbane, their only recourse being to seal off his sector of space and prevent his corruption from appearing in other galaxies.

Yet, word of Trent Frostbane filtered into the many other constellations occupied by the Star Traders. For many he has become a legend, a boogey man, a ghost whose influence is still felt in the sudden disappearance of a cherished contact or appearance of a lethal bounty hunter. To this day, harried parents across the galaxy invoke the name of Trent Frostbane in order to make their children more compliant. And, for many faction Princes, Trent has become a cautionary tale of why Cadar must never be allowed amass too much power.
Alta Mesa

Zone Bonus | +4  Starport  +2  Military

Clan Alta Mesa is famous for their mastery of ship architecture and unrivaled piloting. The surface of Alta Mesa worlds are dotted with flight academies while their orbits are often dominated by Star Forges--shipyards and foundries built completely in orbit. The position of ship architect, ship builder, or ship pilot are some of the most honored positions within the clan’s structure, and even those who go on to become political leaders will look back and lean on the exploits and experiences of their youthful pilot career. The most exclusive pilot academies are hosted off-world on orbital stations in the same way as the Star Forges.

The secrets of Alta Mesa’s architects and shipyard masters closely guarded, often within family lines of the Clan. These coveted secrets of design and construction allow Alta Mesa to maintain their unique ability to build the best ships in the galaxy. Almost all of them end up in service of the Mesa Clan or military, but a few are sold to loyal Star Traders.

The men and women of Alta Mesa are known to be travelers, hard to keep still, and dreamers. They are especially attuned to low gravity and life in space on orbital stations on in spacing vessels. Certain family lines within the Alta Mesa Clan are known to have developed a gravity sickness which is passed down over generations.

### Reputation Maximums

**Selling Intel, faction maximum: 30 Reputation**

Once your Reputation reaches 30 with Alta Mesa, you will no longer gain faction Reputation from selling Intel to faction Contacts.

**Selling Intel, Contact maximum: 50 Personal Reputation**

Once your Personal Reputation with a particular Contact exceeds 50, you will no longer gain Personal Reputation for selling Intel to him or her.

**Selling Rare Trade Goods, faction maximum: 40 Reputation**

Once your Reputation reaches 40 with Alta Mesa, you will no longer gain faction Reputation for selling Rare Trade Goods originating from a Alta Mesa quadrant.

## Faction Ships

* Reach Cruiser
* Harbinger Carrier

**Faction Ship Components** (full list with specs here)

* Capital Carrier Bridge 5
* Scout-Skirmish Bridge 5
* M3400 Warhammer Hyperwarp Drive
* M8000 Void Engine: Behemoth
* Warhawk Launch Bay
* Mesa Radiate-Seal
* Hawk Mass Reducer 4
* Navigation Annex
* Reinforced Fuel Tank
* Reinforced Fuel Pod
* Joint Precision Launch System 3

### Special Rules

Unrivaled expertise in ship construction eases upgrade cycles, Alta Mesa starports install new components in 15% less time than elsewhere.

Legendary for their ace pilots, any Wing Leaders hired from Alta Mesa have bonus attributes.
Edict

Carrying an Edict marks you as a Faction agent who is licensed to participate in any form of martial justice, from being drafted in a Duel of Assassins to serving out Death Warrants for wanted criminals. In the eyes of the law, you have the right to mete out justice and, if called for, death. Edicts are most commonly carried by licensed Bounty Hunters, but a wise Star Trader knows it is always valuable to have such a mark of the law ready.

Each Faction has a different title for their most powerful and supreme class of Edict -- Thulun’s Death Rose, De Valtos’ Sword of Justice, Rychart Crimson Seal, Cadar’s Silverwasp, or Steel Song’s Bloodbadge.

There are 9 possible Edict ranks to gain. Once you have reached rank 4, you are a highly decorated Captain and scrutiny on your actions increases. Any transgression that causes a loss of Reputation with the Faction of 3 points or more will automatically cause you to lose an Edict rank. You are protected from such loss by both military ranks of 13+ or trade permits of rank 4 as one of those will be lost first. However, if you have 100+ faction reputation with the faction, it will require a loss of 4 points or more to lose your edict, not 3.

## Benefits of Edicts

Edicts grant a number of benefits, contingent on the level of the edict.

Many Missions require an Edict, such as kill or capture missions or prisoner transports. Note that missions to kill, capture and transport prisoners may not require an Edict if they are being performed illegally and out of sight of the law.

 Rank 1: Reduced Hostility & Prize Ships
 Rank 2: Recruitment
 Rank 3: Cease Inspection
 Rank 5: Recruitment

### Steel Song Bonus

Steel Song gives a 1% discount per rank of edict to any ship component upgrades, in addition to any talents you might have to reduce component upgrade costs.

## Negative Reputation

If your Reputation with the faction drops below 0, you are at risk of losing all grades of your Edict. For each transgression that causes Reputation loss below 0, you will lose an edict grade. Before you will start losing edicts, you will lose trade permits. Before you lose those, you will lose your military grades. Edicts are the last mark of honor to be revoked.
Intel

Intel (short for intelligence, or Covert Intelligence) is secret information used to turn the tides of conflicts and support the political maneuvering of contacts throughout the galaxy. Intel is most often acquired by Spying but can be gained via particular Talents, especially those of the Spy and Zealot jobs. When intel is sold the following may happen:

* You receive credits for the intel.
* You receive faction reputation for the intel (unless you are beyond the faction-specific maximum for selling intel.)
* You receive personal reputation with the contact.
* Your contact gains influence.
* Other contacts mentioned in the intel gain or lose influence.
* An active conflict referenced in the intel is shifted toward one of the two factions involved.

Intel regarding active conflicts is more valuable than non-conflict intel or intel on conflicts that have expired. Contacts belonging to one of the two involved factions in the conflict compensate for conflict intel more than contacts not belonging to either involved faction. Some Contact Traits modify how richly they reward Captains for intel. Not all contacts buy intel. Generally, the largest benefit from intel sales is personal reputation and contact influence. The Spy captain has a profession trait that boosts the compensation for intel sales.

## Scientific Intel

While standard intel is considered "Covert Intel", there is also an independent type of intel called "Scientific Intel". This latter category often relates to Xeno and can be found in wilderness zones in particular. The Scientist is a master of collecting Scientific Intel. This category of intelligence is purchased by an entirely different set of contacts. Selling Scientific Intel can have more dramatic impacts on conflicts and other contacts' well-being as a lot of Scientific intel is intrinsically dangerous information.

## Talents that modify Scientific Intel gains or sales

SCIENCE

SCIENCE
Jobs

Jobs are the primary training and improvement for any crew member of a Star Trader Ship.

Crew Members only have a single Job, and therefore perform more limited functions on board a ship. For example, a crew member might be a Gunner and therefore responsible for manning the guns during battle.

Officers and your Captain may have up to 3 Jobs, and therefore can play a much more flexible role on board a ship. For example, an officer might be a trained as a Doctor as well as Diplomat.

### Maximum Ranks

Within a Job, Rank 36 is the highest attainable rank, whereas at Rank 11 or 15 you gain access to the Job's best Talents. At level 45 (the highest character level), Officers get a total of 44 Job Ranks, whereas Captains get a total of 48 Job Ranks (and can reach Job Rank 11 in three Jobs by character level 29). A crew member only achieves 36 Job Ranks by character level 45. The Jobs Skills table below indicates the Skill points granted by each Job at particular Job Ranks: 1, 11, and 30.

### Primary, Secondary and Tertiary Skills by Job

Depending on the Job, its practitioners will learn a primary and secondary Skill, and optionally a tertiary Skill. The number of points in each Skill is determined by its priority. Therefore, someone training in Commander will find that their Command Skill is the highest of their Skills.
Electronics Tech Reference

# Skills

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

# 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.

SKILL SAVE

ORBIT

ENCOUNTER

STORM

SMUGGLE

SPY

SPY

SALVAGE

AT PORT

SPY
Clan Moklumnue

Zone Bonus | +5  Economy  +3  Government

Born in the orbit of a trinary star, Clan Moklumnue soon became known for the skill of its merchants. By the time its trade network crisscrossed the galactic core, the clan had turned into the most desired trade ally among the factions. For centuries, all doors were open to Moklumnue traders. In the years leading to the Guild War, however, the Guild worked to erode the Moklumnue network, in which it saw the backbone of the Star Traders economy and thus an obstacle in its path to power. After the end of the war and the Exodus, Moklumnue has managed to rebuild a healthy trade network, but the other factions have been wary of letting it regain its former prominence. Forced to diversify, Moklumnue has reinforced both its industry and its military, and its traders often double as diplomats.

Worldly, friendly, the scions of Moklumnue make good merchants, negotiators, and peacemakers. Trade flows best when there is peace, after all, and trade is still the lifeblood of their clan—honest trade, usually, though some Moklumnue families, chaffing under the “unfair” restrictions imposed by the other Factions, now run smuggling networks in the shadow of their trade networks.

### Reputation Maximums

**Selling Intel, faction maximum: 30 Reputation**

Once your Reputation reaches 30 with Moklumnue, you will no longer gain faction Reputation from selling Intel to faction Contacts.

**Selling Intel, Contact maximum: 40 Personal Reputation**

Once your Personal Reputation with a particular Contact exceeds 40, you will no longer gain Personal Reputation for selling Intel to him or her.

**Selling Rare Trade Goods, faction maximum: 60 Reputation**

Once your Reputation reaches 60 with Moklumnue, you will no longer gain faction Reputation for selling Rare Trade Goods originating from a Moklumnue quadrant.

### Faction Ships

* Aegis Freighter
* Azure Defender

**Faction Ship Components** (full list with specs here)

* M9000 Void Engine: Behemoth
* M9000 Performance Hyperwarp Drive
* Captial Freighter Bridge 5
* Cargo Hold 5
* Targeting Matrix

### Special Rules

Strongly focused on their internal trading backbone, any trading within this network (Moklumnue-made cargo at a Moklumnue Exchange) adds a 15% profit bonus.

Experts of trade, any Merchants recruited from Contacts of Moklumnue will have higher attributes when recruited than others.
Doctor

For the character skill named "Doctor", see Doctor (Skill).

In the big empty swathes of space, a crew looks to their doctor for medical treatment, care, and assurances. A doctor works from the medical bay to save lives during ship battle, exploration, or during inevitable spacing accidents.

# Skills

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

# 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.

SKILL SAVE

DOCTOR

ON DEATH

VICTORY

PAY

AT PORT

MUTINY

SKILL SAVE

EXPLORE

## Combat Talent Strategy

### Field Surgery

The doctor has only this sole talent to assist with in Crew Combat. It is overall weaker than the options the Combat Medic has but does do more healing than a Cleansing Purge, the comparable 10 initiative talent, at the cost of no morale restoration. It is typically used as an emergency backup if your Combat Medic has died or is critically injured from a previous battle. A hybrid Combat Medic and Doctor officer might choose and use this talent for a cheaper but weaker Lifeline with no buff.
Gunner Reference

# Skills

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

# 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.

VICTORY

SKILL SAVE

METEOR

PATROL

BOARDING

SALVAGE

BLOCKADE

SALVAGE
Medical Rating

## Overview

Medical Rating is a measure of your ship's capability to augment the efforts of your doctors. Medical rating is primarily increased by installing one or more Medical Bay components. The ship's rating is additive across all components that have a listed medical rating. Your ship's medical rating has many uses:

When a character is dropped to 0 HP in crew or ship combat but survives their Death Save, medical rating is one of the primary factors in what their HP is after death. This is especially key for ship combat, because if you survive your Death Save but end up with 10 HP, you're likely to be right into the hopper on the next torp!

This is the method used to determine the HP of anyone who survives all other events as well, such as losing all HP or near death experiences during orbital operations like Spying and Exploring.

For ship combat healing Talents (both during and after), the amount healed is set by doctor skill, while the number of healed characters is dictated by the medical rating. This doctor skill is that of the doctor using the talent, not the aggregate of all of your doctors together. Thus, having multiple doctors does not help you much if you don't have one or more good medical bays. Multiple medical bays combine their medical ratings into your ships overall medical rating additively.

When making doctor tests during travel, medical rating plays a big part in your success; specifically it adds 3 standard dice per point of rating. That's effectively the same as 1.5 doctor skill per point of rating applied to these rolls.
Exo-Scout Reference

# Skills

 As a character advances in the Exo-Scout Job, he or she gains the following Skill points at each Rank.

# 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.

SKILL SAVE

EXPLORE

EXPLORE

EXPLORE

EXPLORE
System requirements

## Windows

**Minimum:**

**OS:** Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10
**Processor:** 1.2 Ghz
**Memory:** 1024 MB RAM
**Graphics:** OpenGL 2.0 or higher
**Storage:** 250 MB available space

**Recommended:**

**OS:** Windows 7, Windows 10
**Processor:** 2.0+ Ghz
**Memory:** 2048 MB RAM
**Graphics:** OpenGL 2.0 or higher
**Storage:** 500 MB available space
*Additional Notes: Please make sure your video drivers are up-to-date!*

## Mac OSX

**Minimum:**

**OS:** OSX 10.8, 10.9, 10.10, 10.11
**Processor:** 1.2 Ghz
**Memory:** 1024 MB RAM
**Graphics:** OpenGL 2.0 or higher
**Storage:** 250 MB available space
**Recommended:**

**OS:** OSX 10.10, 10.11
**Processor:** 2.0+ Ghz
**Memory:** 2048 MB RAM
**Graphics:** OpenGL 2.0 or higher
**Storage:** 500 MB available space
## SteamOS + Linux

**Minimum:**

**OS:** Ubuntu 14+
**Processor:** 1.2 Ghz (32 or 64-bit)
**Memory:** 1024 MB RAM
**Graphics:** OpenGL 2.0 or higher
**Storage:** 250 MB available space
**Recommended:**

**OS:** Ubuntu 16
**Processor:** 2.0 Ghz (32 or 64-bit)
**Memory:** 2048 MB RAM
**Graphics:** OpenGL 2.0 or higher
**Storage:** 500 MB available space
Bridge

*See:* Ship Components

The bridge is the command center of any ship. This is where the Captain and Officers command almost every aspect of vessel; be it engines, navigation, weapons, electronic warfare or environmental controls. Pilots and Navigators also operate from here. Also includes the Captain's Quarters and, in the case of the Scout Bridge only, two Officer's Quarters. Increases required Ship Ops, Pilot, Navigation and Electronics skills needed to operate the ship.

The bridge, as a core component, cannot be swapped for another type component.
Bodyguard

Trained as a defensive fighter, a Bodyguard tries to stay between the enemy and vulnerable targets. Often dual wielding an off-hand blade and a pistol, needs to balance skill and teamwork to ensure everyone survives.

# Skills

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

# 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.

SKILL SAVE

ON INIT

MISSION

ON DEATH

## Special Recruitment Bonuses

Any Bodyguard coming from Clan Zenrin will have increased attributes.
Cautela Heavylift

A staple of heavy lift merchants and orbital operations, the Cautela Heavylift is large and boxy, but easy to control in most atmospheres. The Heavylift is armed with dual torpedoes and carries 36 crew.

Cautela Heavylift

 Small Slots | 12

 Fuel per Jump | 37

 Gunnery | 29

## Comparisons with Similar Ships

### Cautela Heavylift versus Dragoon Cruiser

These two ships are available at the start of the game via setting your Ship priority to A. They are very similar vessels. What are the advantages to selecting the Cautela Heavylift over the Dragoon Cruiser?

#### Pros for Cautela Heavylift:

* 5k credits cheaper
* Slightly sturdier with 150 more hull points
* Better Electronics dice pool
* Better long-range combat capacity with an extra torpedo component

#### Cons for Cautela Heavylift:

* Slightly worse jump efficiency (34 versus 31)
* Slightly worse Ops
* Worse Gunnery
* Is weaker in short-range combat capacity due to lacking any autocannons
* 10 less base fuel capacity

#### Conclusion:

The Heavylift has greater combat potential with higher hull points but slightly less traveling range. Otherwise this ships are identical but the starting components of the Heavylift is better geared to a long-range style of ship combat while the Dragoon is geared to short range combat.
Crew Combat Effects

During Crew Combat Crew Talents can generate transient effects that increase or decrease character's statistics. Some Crew Combat Effects can cause damage over time (DoT) to both the Hit Points and Morale.

Some Crew Combat Effects can be generated by Crew Gear. These Crew Combat Effects are not transient.

## Combat Stats Bonus

*Main article:* Crew Combat Effects/Combat Stats Bonus

## Combat Stats Malus

*Main article:* Crew Combat Effects/Combat Stats Malus

## Special Damage

*Main article:* Crew Combat Effects/Special Damage

## Buffs / Debuffs Removals

*Main article:* Crew Combat Effects/Buffs and Debuffs Removals

## Healing

*Main article:* Crew Combat Effects/Healing

## Positioning

*Main article:* Crew Combat Effects/Positioning

## Pinning / Stunning

*Main article:* Crew Combat Effects/Pinning and Stunning
Pilot Reference

# Skills

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

# 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.

SKILL SAVE

LANDING

JUMP

SPY
Explorer

The boundaries of known space are constantly being pushed back by brave and fearless explorers. An explorer is unparalleled in travelling on the surface of hostile planets. The Quadrants are a vast expanse full of backwater and fringe planets, any number of which could make an explorer rich. An explorer is skilled at both facing the xeno in space, and leading a crew onto hostile worlds.

## Starting Captain Traits

A captain whose first job is **Explorer** will gain the following traits:

 **Voyager** | Highly skilled at riding the galactic winds, +2 Wisdom, +1 Resilience and reduces travel time and fuel consumption by 10%

# Skills

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

# 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.

SKILL SAVE

EXPLORE

EXPLORE

JUMP

WILD

EXPLORE

ARTIFACTS

WILD

DESTROY

XENO

EXPLORE

EXPLORE

EXPLORE

EXPLORE

EXPLORE
Contacts

Contacts are the gravs who you will meet and work with across the hundreds of worlds of the Quadrants. Contacts are notable, influential or offer services that your Star Trader Captain will need or seek out, as seen below. Contacts have their own Contact Traits which impact their behavior and pursue their own personal goals through Missions and Conflicts.

Your Captain has a Personal Reputation score with each Contact. If you harm or help the Contact, this score will increase or decrease. Your Personal Reputation score is combined with your Faction Reputation score to derive an Effective Reputation score. Depending on their Traits and personality, Contacts will care more or less about your Personal or Faction Reputation. Your Effective Reputation is used to determine what level of services you are able to access when you visit a Contact -- basically, what they are willing to offer you in return for credits.
Scientist Reference

# Skills

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

# 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.

SKILL SAVE

EXPLORE

WILD

EXPLORE

WILD

SALVAGE

SALVAGE

STORM

EXPLORE

STORM

XENO

SKILL SAVE

XENO

VICTORY

ON DEATH

SCIENCE
Mortifor Carrier

Javat Exclusive

Mortifor Carrier

 Small Slots | 15

 Fuel per Jump | 78

 Gunnery | 27

## Comparisons

The Mortifor Carrier has a higher base cost than the Titan or the Sword Battle Cruiser but has the advantage of faction specific components. It is a Javat hull, meaning it needs positive reputation and rank 4 with Javat to purchase.

### Compared to the Sword Battle Cruiser

Pros:

* Has full use of its medium slots
* Higher upgraded components from the point of purchase, several of which are unique to factions
* Has a higher Hull than other ships

Cons:

* Fewer large slots, and some of its slots are locked by type.
* Fewer slots overall - 29 compared to 32 for the SBC

### Compared with the Warhammer class

Pros:

* One more slot
* One more usable slot (not a mass dampener)
* Better dice pools

Cons:

* Lower Hull
* More expensive
* More specialised
Star Traders Wiki/Section 2

Character Jobs

Assassin

B.Hunter

C.Medic

Commander

Crew Dog

Diplomat

Doctor

E-Tech

Engineer

Exo-Scout

Explorer

Gunner

Navigator

Mechanic

Merchant

M.Officer

Pilot

Pirate

Pistoleer

Q.master

Smuggler

Soldier

Sniper

Spy

Swordsman

Zealot

Guides

**New Players**

* Getting Started Guide
* Frequently Asked Questions
* Tips & Tricks
* Captain Creation
* Starting Ships
* Crew Combat strategy
* Ship Combat
	+ How to Avoid Ship Combat
* Important Talents
	+ Boarding Talents
	+ Talents for Introducing Contacts
* Tips for Repairing Faction Reputation
* Surrender
* Join the official Trese Brothers Discord and ask questions!

**Jobs & Operations**

* Bounty Hunter Guide
* Buying and Selling - How to Make Money as a Merchant
* Explorer Guide
* Military Officer Guide
* Spy Guide - Mission Runner
* The Complete Merchant's Handbook

**General Information**

* System Requirements
* Save Game Locations
* How to Stream Star Traders: Frontiers
Weapons Locker

The weapons locker is a Ship Component. Ships usually come equipped with a level 1 weapons locker. You can upgrade your weapons locker at the shipyard in a Zone with an appropriate shipyard level.

When you get a weapons locker level 2 or higher, you can adjust each of your crew's armor; some armors include bonuses to initiative, which can be quite powerful for Crew Combat Initiative. Note that when you do this upgrade, all of your fighters automatically equip what they think are the best weapons for them, but armor is not automatically selected; so take a moment to select the best one for each.

Note as well that the Weapons Locker is not the end-all for upgrading your fighters. Contacts also have Traits that allow them to sell special gear, such as weapons, armor, and specialty gear (which allow for extra stat upgrades beyond what is typically available).
Wrathful Corsair

Wrathful Corsair is a major Story Vignette

## Walkthrough

Reveal/Hide SPOILERS

Wrathful Corsair

This event will trigger on any faction system that can support a Black Market.

The merchant Tuko Malign will approach you upon landing. He will tell you his ships are being targeted by a pirate named Fredrieks. Accept the quest Vengeful Corsair from the missions screen.

Follow the quest marker to the first pirate battle. After being successful in battle return to Tuko’s home world and patrol to bring out Fredrieks himself.

Once back on the Tuko’s home world, a dialogue will appear between you and Fredrieks.

Here you can choose to side with Tuko or Fredrieks. Depending on which side you choose, it will affect your reward.

(Fredrieks’ side)

Siding with Friedrieks and exposing Tuko to the authorities you will get 60 faction rep and 60 personal rep with a new contact Princess Adine

The first step, smuggler observation, has you collecting evidence against Tuko by spying over a de valtos planet.

Once you have collected the data you will be zipping back to Tuko’s home world to collect more evidence via spying against him. Once that is collected the final piece of evidence will need to be collected before you can proceed to the final step of the quest.

The final step has you presenting the evidence to economic officials. So we are once again off to Tuko’s home world. Here you will have to pass a skill test to proceed. You can present a legal argument (Negotiate + Capt charisma) or Authoritative Denunciation (Command + Capt Wisdom). Upon success you will get your rep and new contact with plenty of personal rep to boot.

Once taking off from the planet Fredrieks will start another dialogue and give you his brother’s pistol Heirlock’s Otrike;

(lvl 11) 71-90 damage; +10 accuracy; +44% piercing; +4 parry; uses 9 initiative

(Tuko’s side)

You will fight Fredrieks in ship battle. Once defeated (he’s an indie pirate, so no fear of rep hit) return to Tuko to claim your credits (not sure how much original offer is for, but my base was 224k! He will give you 50,00 credits as a bonus along with ‘Bexian Tincture’

(lvl 4) offensive mod that gives +1 fort; +2 wisdom; +2 charisma; and +2 resilience

More details soon.
Scavenger Reference

# Skills

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

# 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.

SALVAGE

SKILL SAVE

SALVAGE

EXPLORE

REFUEL

SALVAGE

SALVAGE

EXPLORE

BOARDING

EXPLORE

SKILL SAVE

SALVAGE

EXPLORE

SALVAGE
Troy 'The Blade' Circin

This is a Bounty Hunter Story Mission. It is unknown when it can occur. It does require having a contact with whom the captain has sufficient negative personal rep and with enough influence to take out a Bounty Contract. Negative or positive faction rep is not taken into consideration by the contact.

## Synopsis

Your panicked officers catch word that a contact who hates you has taken out a 200,000 credit bounty contract on your head with Troy 'The Blade' Circin. It's rumored he likes to strike while the captain is at ease in a Spice Hall. Best be on the lookout for a blade in your back.

## Walkthrough

Reveal/Hide SPOILERS

Intro

* On landing in a zone you will encounter a dialogue with an airlock background. Your officers will come running back to the ship telling you of the bounty contract, the contact who took it out and warn you that Troy tends to strike in Spice Halls.
* Your officers will inform that it may also be possible to bribe Troy if you had more than 200,000.
* After this scene you are free to continue whatever activities you were engaged in.
* In the next year you will receive two warnings about signs that Troy is getting closer to finding you. After the last warning, he will strike in the next zone or two that you land in.
* You will dialogue with Troy and have the option to fight or pay him.
* You will need 250,000 to convince him to shred the bounty contract against you.
* If you fight, expect a challenging crew combat. Troy will lead his party with a unique sword.
* If you lose this combat your captain will die regardless of whether he/she participated in the combat.
* If you succeed, you will destroy the contract, gain 600 xp across the crew and recover Troy's level 11 sword, the Circin Cutter.
Sudden Departure

Sudden Departure is a major Story Vignette. This Vignette will appear near the end of the 3rd Century Era and requires a free passenger cabin.

## Synopsis

Through the mouth of an Ex-Mercenary posing as a Military Officer, you will hear about the spread of a troubling disease. Having heard rumors of the disease circulating in the habs, the Ex-Mercenary, Azeut Molt is looking for quick transport off the planet and is offering to pay you well for it. Something seems a bit off, but cold hard cash is hard to refuse.

## Walkthrough

Reveal/Hide SPOILERS

* When landing on a planet you will immediately be approached by Azeut Molt and hear his tale and desire to get off the planet.
* He will offer you $120,000 for a short passenger transport mission. The only choice is to accept or refuse the mission.
* If you accept the mission, he will come aboard and one of the crew will gain the Pox Infected trait.
* On delivery, there will be a short dialogue, you will be paid and Azeut Molt will become a local Ex-Mercenary contact who you can return to.
* Following the completion of the mission the player will soon encounter the Infected Mob scene which kicks off the Plague Era.
Reactor Points

Reactor Points (RP) represent the ability of your reactor to support most activities in Ship Combat. Reactor Points are needed for changing range in Ship Combat (either 3 or 4 points), firing weapons (between 1 and 4 points each), and launching small craft (2 points each). Your reactor points per turn are dictated by your engine. Most engines supply 8 reactor points with a few supplying 9 or 10. At least one Xeno ship makes use of a 12 RP engine. Reactor points can be temporarily increased by some talents and decreased by some Crippling Effects, debuffs from opposing talents, and even some of your own talents.
Shalun Law

The Laws of Shalun were created by the warrior-prophet Ardok-Adron Shalun following the Guild War. They exist to ensure survival for mankind by enforcing a code of limited war, restricted trade and highly ritualized warfare. Shalun Law, because of it's significance in the lives of the Star Traders is often quoted and attributed religious levels of devotion. The Law governs warfare, espionage, manufacturing, trade and criminal justice. It defines the rules of the Exchange and the role the Central Database plays in this system. All Trades in the Exchange are recorded and are public record to Spacer and Grav alike. Any who violate the laws of the Exchange can be banned for life or an edict of execution issued by the controlling Prince. Arbiters are agents of Shalun Law, and are seen as neutral parties due to their widespread reputation of incorruptibility.

### Known Quotes

"No man shall build such a device that allows a machine to communicate with another machine [free from the hand of man]."

-Shalun Law, from the Book of Ardok-Adron Shalun, passage 14, Verse II.
Zartar Fang

Unique to Clan Steel Song.

Zartar Fang

 Small Slots | 9

 Fuel per Jump | 25

 Gunnery | 15

The Zartar Fang is designed for Boarding Operations from the get go.

The Chaser engine allows quickly getting into short range, or leaving, and re-board regularly. The Pilot Module and short-range railguns help fighting on short range. The Weapons Locker is a large Bonus to Crew Combat. Effortlessly one of the best low-tonnage Boarding Ships and maybe Boarding ships in general, costing only around a half million.
Rychart Syndicate

Zone Bonus | +4  Spice  +2  Government

Rychart is known to the Syndicate most deeply entrenched in the political game. Their diplomats are everywhere, and it seems that they are constantly tipping the scales of balance one way or the other -- into conflict, pressing to break alliances, or coming back to peace again. Assisting the diplomatic core in their constant machinations, the Rychart spy corps are rumoured to be the best trained in any Quadrant. Some Rychart operatives may go undercover for the majority of their lives to serve the Syndicate, benefit their family, and either feed a stream of valuable information back to their handlers, or in fact be in a position to make decisions within the opponent’s power structure to the benefit of Rychart.

Rychart is also known to keep and employ a strong force of bounty hunters. Through centuries of paying exuberant rewards for warrants, they have an eager contingent of hunters willing to seek out and capture or kill their targets.

In the early days of the Farfallen Quadrant, Rychart took a more violent and directly military path than they have in recent centuries. During the Faction Wars, they left a number of ruined planets strewn across the galaxy in their destructive bid for power.

The men and women of Rychart are known to be clever, inquisitive, and sometimes too curious for their own good. The shadow of the Xeno cult of Shelgeroth is something they would like to forget as a people, but it is also a path that far too many Rychart follow into xeno-fascination or obsession. Their leaders are known for their tactful negotiation skills and their tireless pursuit of returning things to a profitable, peaceful balance. At least, in the visible realm of politics. Across the Quadrants, the men and women of Rychart are known to test the limits of outlandish fashion.

### Reputation Maximums

**Selling Intel, faction maximum: 50 Reputation**

Once your Reputation reaches 50 with Rychart, you will no longer gain faction Reputation from selling Intel to faction Contacts.

**Selling Intel, Contact maximum: 60 Personal Reputation**

Once your Personal Reputation with a particular Contact exceeds 60, you will no longer gain Personal Reputation for selling Intel to him or her.

**Selling Rare Trade Goods, faction maximum: 30 Reputation**

Once your Reputation reaches 30 with Rychart, you will no longer gain faction Reputation for selling Rare Trade Goods originating from a Rychart quadrant.

### Faction Ships

* Gunhawk Sabre
* Crimson Defender
* Lockwood Defender

**Faction Ship Components** (full list with specs here)

* Stealth Scout Bridge 5
* M6000 Void Engine: Behemoth
* Sig Veil Field
* Depth Scanner Omega
* Depth Scanner Omega-X
* Multi-Signal Array
* Redlight Goltha Scanner
* Redlance Goltha Scanner
* Peak Velocity Matrix 4
* Quturaan Phase Inflector 3
* Quad-Goltha Scanner

### Special Rules

Plush with every comfort and type of spice, Rychart Spice Halls can raise crew Morale to 90 (instead of 80).

Known for their covert operations, Saboteurs recruited from Rychart will always have a bonus to attributes.
Pistoleer Reference

# Skills

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

# 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.

ON INIT
Void Engines

The Void Reactor is powered by a form of fusion, and it utilizes Water-Fuel in combination with a prokaryotic xeno-organism to power the ship. The Ship's Engines are connected to the Void Reactor and channel plasma and reactor byproduct heat into combustion chambers. Together, this assembly is known as the Void Engine. The ship's Engines are a marvel of technological development and have operational modes for over 100 different atmosphere mixes. Planets with atmospheric mixes that are unsupported by the Void Engine are considered "Dead Worlds."

One by-product of the Void Reactor's operation is pure light water, which is used on board for several purposes -- it is separated into oxygen, provided as drinking water and used in the ration hydration system among other things.

After the Exodus, and before the rediscovery of the Hyperwarp Drive technology, Ships also mounted Solar Sail arrays. During deep space travel, when the Void Engines are operating in plasma propulsion mode, the Ship would deploy Solar Sails. These specialized crystal fans utilize plasma from the Void Reactor to multiply the effects of solar winds. In extreme deep space, Solar Sails can be configured to transfer force from magnetic waves that are present at the boundary of the hyperwarp. Powering the Solar Sails in this alternate configuration required a considerably larger input of energy from the Void Reactor.