Officers

**Officers** are a type of unit in *Crying Suns*.

Upon starting a new game and after selecting a battleship, the player must pick 2 officers among a random selection of 4 regular officers. Once they have been unlocked, special officers may be selected; only 1 special officer can be picked at the start of a game.

Additional Officers can be found in ejected lifepods, during planetary expeditions, after a space battle or can be bought at Mercenary outposts along the game.

A regular Officer has (from top to bottom as showed in Officer's detail panel, see the image below): 6 HP, an ability (and which system it applies to) and 2 Skills.

Officers with the Versatile ability (Skill count: +1; Officer health: -2) have 3 Skills at the cost of -2 maximum HP (which means they have only 4 maximum HP).

## Health

Officers may lose health during battles or expeditions. Once an officer reaches 0 health, they become injured. When an injured officer's health reaches 0 health again, they die. Standard starting health is 6 HP; special officers start at 8 HP, and officers with the **Versatile** Ability start at 4 HP.

## Abilities

Officers have a variety of abilities that will **only** apply **when** they are deployed in a specific system during ship-to-ship combat. The only exceptions are the **Officer Assist** and **Adv. Critical Repair** Abilities, which work on any system, and the **Versatile** and **Famous** Abilities, which don't have any impact on systems.

### All Officers

* **CRITICAL EFFECT REPAIR**

Repairs 1 critical effect every 20 seconds on the system.
Criticals are repaired from oldest to newest.
### Hull

* **EMERGENCY REPAIR**

Hull repair: +0.5 points per second.
* **BATTLESHIP SHIELDING**

Adds 1 absorb shield every 15s to the first unshielded system in this order: Hull, Squadrons, Weapons.
* **PROXIMITY REPAIR**

Cooldown: 15s - Apply Regen to all allied squadrons in the deploy zone for 10s.
Regen: Restore 2 health per second. Remove all timed negative effects when applied.
* **PROXIMITY DEFENSE**

Deals 2 DPS (Damage Per Second) to enemies adjacent to your battleship system cells.
* **MULTI-CORE DRIVE**

Increase a unit's ability charge speed by +30%
### Squadrons

* **TACTICAL DEPLOYMENT**

Increases Squadrons' deployment zone by 1 tile, allowing deployment 4 tiles away from the Hull system
* **TACTICAL TARGETING**

Increases all Squadrons DPS (Damage Per Second) by 15%
Does not affect the damage of squadron abilities like Artillery
* **THRUSTERS BOOST**

Squadrons' speed: +15%
* **BATTLEFIELD AUTO-KRAFTER**

Cooldown: 30s - if fully charged, spawns 1 Krafted Drone (same MK with 20 health points) on any non-Krafted squadron death (note Krafted Drones will not have exploding on death effect)
* **GUERILLA TACTICS**

Patched squadrons' **melee** DPS +35% VS non-patched squadrons
* **WEAPON SABOTAGE**

Cooldown: 15s - Resets the cooldown of the weapon with the least remaining cooldown
Only charges when a friendly squadron is within 3 cells of the enemy weapons system
* **ADVANCED MANEUVERS**

Squadrons' speed +10%, or +35% when in Stealth Mode
### Weapons

* **LETHAL FIRING**

Heat sustained by systems from battleship weapons: x1.5
* **TACTICAL WEAPON**

Duration of effects created by weapons: +50% (Sub Zero Gun, Dark Matter Cannon, Tesla Field, Repair Bot Injector, Force Field Generator, Matter Destabilizer)
* **ADV. RELOAD**

Weapons reload time: -15%
### Other

* **FAMOUS**

Will sell for 3.5x greater than other officers
No combat ability other than repairing critical effects
* **VERSATILE**

Skills +1; Officer health -2
No combat ability other than repairing critical effects
* **ADV. CRITICAL REPAIR**

Immune to health loss due to critical effects
Can repair even when locked by a Hull critical effect
Critical effect repair speed: +1000%
Applies to any ship System
* **OFFICER ASSIST**

Mimics the Ability of the officer currently deployed in the previous support dock of the same system (copies the ability of the officer immediately to their left).
## Skills

Officers belong to one of three specializations: **Soldier**, **Spy** or **Scientist** (noted next to the officer's character portrait). Each group has three different skills - to a total of nine - but an officer will only have two, generated randomly.

Skills come into play in two ways:

* During events, where having an officer with a relevant skill unlocks an extra dialogue option - usually one that's superior to its alternatives
* During expeditions, where certain skills are needed to avoid dangers (and therefore commando losses) and extract scrap and other valuable assets

Having several officers with the same skill does not improve its performance in any way, so captains are advised to pick officers with different specializations to cover the most bases. This is especially relevant at the beginning of a journey, since two officers cannot possibly cover all 9 skills.

## Special Officers

There are 13 Special Officers in *Crying Suns*.
All of them (except one) have 8 HP and 3 skills, and are unlocked during the game, either during events or purchased at Mercenary outposts for 150 Scrap. Their Names, Skills and Abilities are fixed and will always be the same. If the player fails to complete a run in which they had selected a Special Officer at game start, that officer will be rendered unavailable while a new clone is grown for them. Reaching Sector 2 five times will be required before that Special Officer can be selected again. Dying, selling the Special Officer or starting a new run before completing the previous one both count as failures in that regard. This does not include Special Officers that were acquired during the aborted/failed run.

## Gallery

* All Special Officers as seen in the officer selection screen