Intelligence Bridge Officer Powers: Space

Updating list in progress: once update is complete all power will have stats laid out like this: Rank 1 [Rank 2] (Rank 3)

Space:

Intelligence Team 1=Ensign, 2=Lt, 3=Lt com:

  • Targets Friend and Self
  • 1 sec activate
  • 30 sec recharge
  • 10 km Range
  • After 1 sec, +4,480 Stealth for 9 sec [+4.580]
  • 50% less threat generation for 10 sec [66.7%]
  • +10% defense for 10 sec [15%]
  • Removes “Expose Vulnerability” debuffs for 10 sec (from intel ships)

Subspace Beacon 1: Ensign:

  • Targets Self
  • 5 Sec Recharge
  • Launches Destructible Subspace Beacon w/ constant +4,850 stealth (4,925)
  • 2nd Activation teleports you to beacon
  • Beacon expires when you are more than 10 KM away (15 KM)

Energy Weapons: Surgical Strikes 1: LT COM, 2 :COM

  • Targets Self
  • 30 sec recharge
  • +20% Accuracy for 10 seconds (30%)
  • +20% Critical Chance for 10 seconds (30%)
  • Decreases firing rate of all energy weapons for duration

Subnucleonic Carrier Wave 1, LT COM, 2 [Commander]:

  • Targets Foe (5 max) in 5 Km Sphere
  • 2 min Recharge
  • Removes 2 longest duration buffs (3)
  • 25% chance +4 sec recharge time to one of following: Energy Weapons, Projectiles, Tactical, Engineering, or Science abilities (33% chance, +8 recharge time)
  • -11.8 % power recharge speed for 15 sec (-14.3%)

Ionic Turbulence 1: LT, 2: LT COM

  • Targets Foe (10 KM range)
  • 1 min Recharge
  • 0.5 Sec activate
  • Creates an ionic turbulence for 20 sec at foes current location that affects all foes within 3 Km
  • -20% Flight Speed
  • -50% Flight Friction (-66.7%)
  • -25 All Damage Resistance Rating (-35)
  • Each second, 20% chance: Hold+Repel for 3 sec (35%)

Electromagnetic Pulse Probe 1: LT , 2: LT COM

  • Targets Foe (10 KM range)
  • 1 min recharge
  • Creates a EMP Probe the flies towards targets current location
  • 40% chance : Each sec, disable foes within 2km (half duration vs players)
  • When target reached, all foes within 2 km:
  • Disable for 8 sec
  • 2,228.6 electrical damage

Torpedo: Transport Warhead 1 [Lt Com]:

  • Targets Self
  • 30 sec recharge
  • Next Torpedo launched gains:
  • 100% shield penetration
  • 20% chance to knock a random system offline (30%)
  • Additional effects vary based on torpedo type

Kinetic Magnet 1: LT, 2 :LT COM

  • Targets Foe (10 KM range)
  • 45 sec recharge
  • -20 kinetic damage resistance rating for 10 sec (-25 resistance for 12 sec)
  • While debuffed all mines and targetable torpedoes within 5 KM
  • confused
  • dragged towards affected foe
  • Fragile: Effect ends prematurely after Foe takes 10,000 kinetic damage (15,000 damage)

Viral Impulse Burst 1: Ensign:

  • Affects Foe (5 max) 5 KM sphere
  • 1 Sec Activate
  • 45 sec recharge
  • Sets foes power levels as follows for 6 sec: 125 engine power, 25 weapons, shields, auxiliary
  • +50% flight speed for 6 sec (+75% for 7 sec)
  • -99% flight turn rate for 6 sec (-99% for 7 sec)
  • Forces opposing players throttle to stay at full for the duration

Override Subsystem Safeties 1: Ensign, 2: LT

  • Targets Self
  • 1 min recharge [1 min]
  • 2 sec activate delay
  • +30 to All Max and Current Power Levels (+40)
  • Effect lasts 20 sec, but decreases by 3 Max and Current Power every 2 sec (4 power/2sec)
  • After 20 sec, one random subsystem offline for 6 sec (4 sec)

Evade Target Lock 1: Ensign, 2: LT

  • Targets Foe
  • 1 sec activate
  • 10 km range
  • 1 min recharge (1 min)
  • To foe:
  • Disabled for 1 sec
  • -40% Accuracy vs User for 12 sec (-60%)
  • To Self:
  •  Untargetable for 1 sec
  • Cannot be targeted by mines and targetable torpedoes for 12 sec (15)

Intelligence Bridge Officer Powers: Ground

Ground:

Frictionless Particle Grenade 1:

  • Targets Foe
  • 30 M range
  • 1.25 sec activate, 1 min 40 sec cooldown
  • -25 damage resistance for 10 sec (to target)
  • Creates a 5m low friction patch for 15 sec: to foes who cross patch
  • -25 all damage resistance
  • reduced friction
  • every second: 10% chance of knockdown

Harmless 2:

  • Targets Foe
  • 30.48 M range
  • .5 sec activate, 1 min 40 sec recharge
  • Target Unable to attack you for 10 seconds
  • -80% Threat Generated for 10 seconds

Incite Chaos 2:

  • Targets Foe (does not affect non-living opponents)
  • 30.48 M range
  • 2.5 sec activate 45 sec recharge
  • To Target: confuse for 1 sec
  • To the target of the original target: 65% chance to spread to second target
  • If spread, the person/NPC who spread the effect becomes immune for 20 sec

Feign Disintegration 2:

  • Targets Self
  • +400% Threat Generation
  • Fake Expose
  • If you go below 50% hitpoints
  • Resets all threat to 0
  • +20% run speed for 10 sec
  • +600 stealth for 10 sec
  • When stealth ends: +20% damage for 5 sec

Neurolytic Hypo Injection 2:

  • Targets Foe
  • 3.05 M range
  • 1 sec activate, 1 min 10 sec recharge
  • Stun for 8 sec (16 sec if applied from flank)
  • Fragile: Foe taking damage reduces remaining duration
  • On expiration: Confused and -42.9% run speed for 6 sec

Site-to-Site Ensnare 3:

  • Targets Foe (may not be used on captain rank NPCs)
  • 60.96 M range
  • 100 sec charge? 1 min 40 sec recharge
  • after 1 second, teleport foe 3m in front of you
  • transported foe is held for 6 sec (fragile-damage taken)

Photonic Decoy 1:

  • Targets Foe
  • 30.48 M range
  • Summon a level
  • photonic decoy of yourself, directly behind targeted foe
  • decoy cannot attack, but will taunt the nearest enemy to its spawn location
  • decoy will last 10 sec OR until it receives 385 damage
  • NOTE: Meant to get target to turn back for flanking

Tripwire Drone 2:

  • Targets Foe
  • 4.57-45.72 M range
  • 1 min 40 recharge
  • Creates a level 51 tripwire drone which will travel toward your target’s location
  • To all foes within 3M w hile traveling
  • Knockdown
  • 11.5 Physical DMG per sec (ignores shields)
  • Rooted for 8 sec
  • 15% chance, hold for 8 sec
  • Upon reaching destination (original target)
  • 204.6 Kinectic Damage (50% shield pen, reduces from epicenter) to all foes within 5m