Crew stats

Fed crew command system logo

## Ranks

This is the *Sentinel Worlds* parlance for experience levels. The crewmembers' rank determines their efficiency in their roles.

Addresses

 5 | 53B

## Crew officer roles

* **Pilot**: Rank increases the probability of hitting ships with the main gun, as a compound bonus with gunnery.

* **Navigator**: From 500 at Combat Cadet, promotions reduce the fuel cost of hyper jumps by 20, to as low as 120 at Command Captain. Technically, this uses highest rank between the navigator and anyone preceeding him in the marching order.

* **Com Officer**: Ranks increase the odds of success hacking the ship's computer. Rank is the only thing that affects this. Can raise programs to level 8 around Lieutenant.

* **Engineer**: Magnitude of a repair ping to a ship component is 4 + rank (5-24).

* **Medic**: Magnitude of a healing ping is 1 hp × rank (1-20).

* **Everyone**: Promos raise accuracy with weapons, as per the table, hp per stamina, skills per comprehension, eligibility for a spa training session.

## Experience

* Hostiles' xp values are defined in the data for each area. Creatures of the same species have slightly variable stats depending on the area or level.

* Xp is awarded on a kill, and is portioned out among crew according to damage dealt.

* Medic gains 1 xp per 1 hp healed, in addition to fighting.

* Blowing up a raider vessel awards the crew 25 xp, 125 total. (This is not awarded if they board the vessel and trigger its self-destruct sequence. The 100cr cash bounty *is* awarded.)

* There's a late stage in the story that awards the crew 4000 xp, 20000 total.

## Attributes

Crewmen get 70 points to spread across the 5 attributes initially. Each may be 10-20.

 Stamina
 Dexterity
 Comprehension
 Charisma

Addresses

### Tables

Stamina breakpoints
 20 | +6 hp

The cap on hitpoints is 125.

Comprehension breakpoints
 20 | +4

Medic cooldowns
 20 | 8

Magnitude of a healing ping is 1 hp × rank (1-20).

## Skills

The four weapon classes are contact, edged, projectile, and blaster. Skill points raise accuracy but not damage. Strength raises contact and edged damage. Firearm damage is random.

### Weapon to-hit calculation

```
  15%
+ rank bonus
+ weapon skill × 5
+ ceiling(tactics skill / 2) × 5
+ weapon's inherent accuracy bonus
- target's armor rating × 5
———
Constrained 0-95%

```

Weapon
 7 | +35%

Tactics
 7 | +20%

### Other skills

 Gunnery
 ATV repair
 Mining
 Athletics
 Observation
 Bribery

 16+ | Chests and footlockers

Recon does not detect items lying on the ground, nor even all armories, chests, or footlockers as advertised. The table is just the official word on what the crew's cumulative score reveals.

Addresses

## Portraits

Most of the game's artwork and GUI elements are stored in the form of 80x80 portraits. The first eight of which, indexed in hex 01 through 08, are the possible choices for fed crewmen. There's Sigourney Weaver and Arnold Schwarzenegger among them; whereas, this editor is unclear about whether there are other sci-fi heroes referenced among the other six.

0102030405060708
The category page, Portraits, has all of the stand-alone portraits for browsing. The addresses for the crew art in the savegame are the following:

 5 | 540

## Remarks

* At the lowest rank, crewmembers have not gotten the chance to put points into weapon skills yet and have close to zero chance of hitting anything in ground combat.

Cadet Allison Kent's long odds decking a Farmer
* The Caldorre Towers offer expensive spas where attributes can be raised to 20. Each crewmember can get twenty of these sessions, eventually (one per rank). Fortunately, when a promotion rolls in, there is no need to drop what you're doing and hightail it to the Towers. The R&R leave for these spa sessions is stored up.

* Raising an attribute by more than 3 points from its origin requires the athletics skill. Athletics does nothing before the 3rd promo (Ensign) as such, at which rank it could become very important to raise this skill once every promotion. The max being 7, any attribute could be raised from 10 to 20 over time.

* Since there's the initial rank of Combat Cadet, there are exactly 19 promotion events. As they are not retroactive, raising stamina/comprehension early or just setting them to where you want at the beginning gets the most out of these attributes. The trade-off is that a crew with top scores in these will start out weak and slow.

* By convention, people put the com officer in the front during civil interactions and might want extra charisma on that crewmember. If you prefer to talk with your thermocaster, be assured that plot-advancing dialogue lines are achievable without any investment beyond the required 10.

* More so than the other officers, the Pilot can benefit from high comprehension to master gunnery quickly and catch up on martial skills.

* Dexterity is more important than strength.

* The math says to put 1 point in tactics before putting anything in a weapon class. To continue specializing a weapon once it's 7, finish tactics.

* It's unclear whether observation has any effect at all. Full dialogue options, descriptions of the surroundings, and comments from the crew all seem to show up without it.

* The rank of Fleet Captain is in the data. According to the pattern established at Cadet, it should require an even 10000 xp above class level. The maximum obtainable xp above class level is 9999, and even forcibly setting the two bytes to 10000 did not trigger a promotion. Presumably, the cute Fed girl identifying herself as "Captain Michelle L." at the beginning holds this rank as the one in charge of the Interceptor deployment to the system.

'Michelle L.'