Duty Officer Creation

Maximum Specialization Reached
Please note, you have the maximum amount of this type of Duty Officer.


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Ground Skill Unlocks
Skill Selection
Requires 1 Ground Skill
Skill Selection
Requires 2 Ground Skills
Skill Selection
Requires 3 Ground Skills
Skill Selection
Requires 4 Ground Skills
Skill Selection
Requires 5 Ground Skills
Skill Selection
Requires 6 Ground Skills
Skill Selection
Requires 7 Ground Skills
Skill Selection
Requires 8 Ground Skills
Skill Selection
Requires 9 Ground Skills
Skill Selection
Requires 10 Ground Skills
Engineering Skill Unlocks
Bridge Officer Training
ENG - Emergency Power to Shields III
SCI - Hazard Emitters III
TAC - Mine Dispersal Pattern: Beta III
Requires 2 Engineering Skills
Skill Selection
Requires 5 Engineering Skills
Bridge Officer Training
ENG - Emergency Power to Engines III
SCI - Feedback Pulse III
TAC - Attack Pattern: Omega III
Requires 7 Engineering Skills
Skill Selection
Requires 10 Engineering Skills
Bridge Officer Training
ENG - Emergency Power to Weapons III
SCI - Polarize Hull III
TAC - Attack Pattern: Beta III
Requires 12 Engineering Skills
Skill Selection
Requires 15 Engineering Skills
Bridge Officer Training
ENG - Emergency Power to Auxiliary III
SCI - Transfer Shield Strength III
TAC - Attack Pattern: Delta III
Requires 17 Engineering Skills
Skill Selection
Requires 20 Engineering Skills
Ultimate Ability
EPS Corruption
Corrupt the electro-plasma systems of your foe, causing them to burn out components over time. Activating directed energy weapons will also cause the victim to suffer additional plasma damage, as the corrupted EPS is fed additional power.
Requires 24 Engineering Skills
Ultimate Selection
One selection requires 25 Engineering Skills
Two selections requires 26 Engineering Skills
Three selections requires 27 Engineering Skills
Science Skill Unlocks
Bridge Officer Training
ENG - Engineering Team III
SCI - Science Team III
TAC - Tactical Team III
Requires 2 Science Skills
Skill Selection
Requires 5 Science Skills
Bridge Officer Training
ENG - Auxiliary Power to the Emergency Batter III
SCI - Photonic Shockwave III
TAC - Mine Dispersal Pattern: Alpha III
Requires 7 Science Skills
Skill Selection
Requires 10 Science Skills
Bridge Officer Training
ENG - Auxiliary Power to Structural Integrity III
SCI - Gravity Wel III
TAC - Beam: Fire at Will III
Requires 12 Science Skills
Skill Selection
Requires 15 Science Skills
Bridge Officer Training
ENG - Auxiliary Power to Inertial Dampeners III
SCI - Tyken's Rift III
TAC - Beam: Overload III
Requires 17 Science Skills
Skill Selection
Requires 20 Science Skills
Ultimate Ability
Probability Manipulation
For a small window of time, you can force the universe to see things your way, vastly increasing the chance that every bit of damage done to your foes will be a Critical Hit.
Requires 24 Science Skills
Ultimate Selection
One selection requires 25 Science Skills
Two selections requires 26 Science Skills
Three selections requires 27 Science Skills
Tactical Skill Unlocks
Bridge Officer Training
ENG - Directed Energy Modulation III
SCI - Tachyon Beam III
TAC - Cannon: Rapid Fire III
Requires 2 Tactical Skills
Skill Selection
Requires 5 Tactical Skills
Bridge Officer Training
ENG - Eject Warp Plasma III
SCI - Jam Sensors
TAC - Torpedo: High Yield III
Requires 7 Tactical Skills
Skill Selection
Requires 10 Tactical Skills
Bridge Officer Training
ENG - Boarding Party III
SCI - Tractor Beam III
TAC - Cannon: Scatter Volely III
Requires 12 Tactical Skills
Skill Selection
Requires 15 Tactical Skills
Bridge Officer Training
ENG - Aceton Beam III
SCI - Viral Matrix III
TAC - Torpedo: Spread III
Requires 17 Tactical Skills
Skill Selection
Requires 20 Tactical Skills
Ultimate Ability
Focused Frenzy
Mark the target foe, and devote all available resources to taking them down. Each time you hit the marked foe with an energy weapon, your weapon's firing cycles will speed up progressively faster and faster.
Requires 24 Tactical Skills
Ultimate Selection
One selection requires 25 Tactical Skills
Two selections requires 26 Tactical Skills
Three selections requires 27 Tactical Skills

Captain Setup

FACTION


CAREER


Captain's Traits

Personal Ground Traits
Personal Space Traits
Starship Traits
Space Reputation
Ground Reputation
Active Reputation
Other

Captain's Equipmnet

Engineering Kit
Engineering Kit Modules
Body
Shield
Weapons
Devices

Away Team

Duty Officers - Ground

Change Log

Version 6.3.11 - August 24, 2016
  • Added the Highly Specialized and Critical Systems starship traits
Version 6.3.10 - August 12, 2016
  • Added the [Reload] modifier to Torpedos
Version 6.3.9 - July 31, 2016
  • Added items:
    • Kelvin Timeline Phaser Emitter Array
    • Kelvin Timeline Photon Torpedo Launcher
Version 6.3.8 - July 31, 2016
  • Added the [EPS] modifier to Science Consoles
  • Added Console - Universal - Crystalline Absorption Matrix
  • Added somem issing Energy Weapons Officers Duty Office abilities
  • Some performance improvements. Please report any bugs that may show up.
Version 6.3.7 - July 16, 2016
  • Added items:
    • Neutronium-Laced Combat Armor
    • Disruptor Pistol (Wide)
    • Vorgon Tetryon Discharge Prism
    • Kelvin Timeline Bat'leth
    • Console - Engineering - Trellium-D Plating
Version 6.3.6 - July 15, 2016
  • Added the Pounce trait
  • Added the Herald Projector (staff) weapons
  • Added the ground Destablizing Tetryon weapons
Version 6.3.5 - July 11, 2016
  • Added the Kelvin Lockbox and Lobi ships, equipment, and traits
Version 6.3.4 - July 10, 2016
  • Added some missing deflector modifiers
Version 6.3.3 - July 1, 2016
  • Ships:
  • Added the Temporal Operative Specialization
  • Added the Temporal Defense Initiative Reputation traits and equipment
  • Added the Temporal Operative Bridge Officer abilities
Version 6.3.2 - June 11, 2016
  • Item search bug fix
Version 6.3.1 - June 8, 2016
  • Added the "Vorgon Xyfius Heavy Escort" along with "Console – Universal – Harasser Probes" and "Harasser Mines"
  • Changed the Lieutenant Commander Universal/Command to Pilot on the "Krenim Imperium Warship"
  • Added the "Heavy Crescent Wave Cannon"
  • Various bug fixes
Version 6.3.0 - May 26, 2016
  • Beta testing period is complete
  • Various performance improvements
  • Duty Officers are now available for ships and ground
  • Added the Mirror Universe Guardian Cruiser
Version 6.2.9 Beta - May 20, 2016
  • Added the Tempest Tail Gun as a fused item on the Fleet Patrol Escort Refits
  • Added the Solanae Dual Heavy Proton Cannons as a fused item on the Dyson Science Destroyers
Version 6.2.8 Beta - May 19, 2016
  • Added turrets to ship fore weapon slots
  • Added Console - Universal - Plasma Wave
  • Known Issues:
    • 'Solanae Dual Heavy Proton Cannons' is missing (work in progress)
    • 'Tempest Tail Gun' is missing (work in progress)
Version 6.2.7 Beta - May 04, 2016
  • Fixed a bug that prevented some builds from being overwritten
  • Known Issues:
    • 'Console - Universal - Plasma Wave' is missing
    • 'Tempest Tail Gun' is missing
Version 6.2.6 Beta - May 03, 2016
  • Fixed a bug in search results
  • Potentially fixed a bug where items could not be opened/edited
  • Added traits:
    • Coalition Squad Tactics
    • Self-Modulating Shots
  • Added items:
    • Kit Module - Graviton Spike
    • Heavy Elachi Crescent Cannon
  • Known Issues:
    • 'Console - Universal - Plasma Wave' is missing
    • 'Tempest Tail Gun' is missing
Version 6.2.5 Beta - April 25, 2016
  • Added the Terran Danube Runabout
  • Romulan Republic players now have access to all Small Crafts
  • Fixed an issue where itmes that did not have modifiers weren't being created.
  • Known Issues:
    • 'Console - Universal - Plasma Wave' is missing
    • 'Tempest Tail Gun' is missing
Version 6.2.4 Beta - April 23, 2016
  • Traits
    • Updated the image for the Beam Barrage personal space trait
    • Added the Unconventional Tactics trait
  • Added pages for search results
  • Added a field for the build's link in the Bug Report page
  • Performance and stability improvements
  • Known Issues:
    • 'Console - Universal - Plasma Wave' is missing
    • 'Tempest Tail Gun' is missing
Version 6.2.3 Beta - April 20, 2016
  • Modifiers:
    • Added a Modifier filter to the Item Search
    • Added the [KPerf] and [+Pha] modifiers to kits
  • Items added:
    • Kit Module - Seismic Agitation Field
    • Hyper-Capacitor Shield Array
  • Fixed a type in the name for the Arbiter Class Battlecruiser ships
  • Changed the Bridge Officer station from Lt. Commander Engineering/Command to Lt. Commander Engineering/Pilot on the Alita Escorts
  • Implemented a fix for mobile Apple devices where long pressing on a skill wouldn't show the description.
Version 6.2.2 Beta - April 18, 2016
  • Added the [EPG] modifier to Science Consoles
  • Fixed an issue where epic modifiers weren't loading correctly
  • Changed the Jhu'ael Tactical Carrier Warbird's Lt. Commander Science/Command to Lt. Commander Science/Pilot
Version 6.2.0 Beta - April 17, 2016
  • Revamped the equipment interface and improved performance
    • When clicking an empty slot you will be able to search for an item or create a new one
    • When clicking a slot that has an item you will now be able to modify that item's data (rarity, mk, etc.)
    • When creating an item you can now filter by type (beam array, mine, etc.)
  • Revamped the sub-menus for mobile devices
  • Fixed an issue where Epic modifiers weren't loading
  • Added [EPS] modifier to Engineering Consoles
  • Ttooltips have been added to items and skills
Version 6.1.6 Beta - April 16, 2016
  • Added bold, italic, and underline to the Notes editor. You can now expand the notes horizontally.
  • Fixed an issue that seemed to be displaying the same description for all specializations.
  • Updated the image for the Terran Task Force Photon Torpedo Launcher
  • Modifiers:
    • Changed [Grav] to [CtrlX] in Science Consoles
    • Changed [SciCD] to [SciCdr] in Primary Deflectors
    • Changed [PG/SE] to [EPG/ShdHeal] in Secondary Deflectors
    • Added, [CtrlX], [DrainX], and [EPG] to Secondary Deflectors
  • Some performance improvements to selecting/creating equipment
Version 6.1.5 Beta - April 15, 2016
  • Added Modifiers:
    • [DrainX] to Science Consoles
    • [CtrlX] to Engineering Consoles
  • Added the Photonic Armor Protocol personal ground trait
  • Added the Photonic Field Protocol personal ground trait
  • Fixed a bug where weapon Epic modifiers were not displaying.
  • Fixed a bug where Skill Unlocks were not loading
  • Fixed a bug that occured when converting a few old bugs.
Version 6.1.4 Beta - April 14, 2016
  • Fixed a bug when creating Warp/Singularity Cores
  • Added the [Thrust] modifier to ship weapons
  • Changed the Fleet Valiant Tactical Escort's Lt. Commander Tactical/Command to Lt. Commander Tactical/Pilot
Version 6.1.3 Beta - April 13, 2016
  • Fixed a bug where Ground Unlocked Skills were staying checked when loading another build.
  • Added ships:
    • Na'kuhl Tadaari Raider
    • Na'kuhl Acheros
    • Na'kuhl Daemosh
  • Added items:
    • Console - Universal - Plasma Discharge Array
    • Console - Universal - Temporal Distress Beacon
    • Console - Universal - Unstable Entanglement Platform
    • Universal Kit Module - Biotoxin Injection
    • Universal Kit Module - Crawler Swarm
    • Universal Kit Module - Phasic Shroud
    • Chronoplasma space weapons
    • Na'kuhl Assassin Plasma Blade
    • Delta Alliance Reinforcements Beacon
    • Na'kuhl Temporal Operative Armor
    • Na'kuhl Temporal Operative Armor
    • Na'kuhl Temporal Operative Minigun
  • Added traits:
    • Spoils of the Victor
    • Scavenger Beam
    • Temporal Ally
    • Active Rerouting
    • Volatile Defenses
    • Automated Rerouting
    • Volatile Plating
Version 6.1.2 Beta - April 12, 2016
  • Added the Pack Leader personal ground trait
  • Added items:
    • Plasma Piercing Beam Rifle
    • Herald Engineering, Science, and Tactical Kits
    • Herald Tactical Combat Armor
    • Advanced Herald Antiproton Beam Projector
    • Temporal Flux Generator
  • Updated the unlockable Tactical skills
  • Fixed a typo in Control Amplification
Version 6.1.1 Beta - April 11, 2016
  • Fixed bugs with saving and loading
  • Added the -Defense modifier to secondary deflectors
  • Fixed the bridge officer stations on the Nandi
Version 6.1.0 Beta - April 10, 2016
  • Fixed some issues with loading builds
  • All Pilot ships had a Tactical Command slot which are now Tactical Pilot
  • Did a complete overhaul on item searches
Version 6.0.1 Beta - April 09, 2016
  • You can now copy items from a similar slot
  • When creating items you can now filter by Rarity, Type, and Mk
  • Various bug fixes
  • Darkened the white background slightly. This may only be visible in newer browsers.
Version 6.0.0 Beta - April 08, 2016
  • Version 6.0.0 Beta has been released for testing!

STOA Skill Planner

New Build

News

Version 6.3.3 (July 1, 2016) - Future me traveled back in time to give me the Skill Planner Temporal updates! Excellent work future me! Enjoy the new content and report any temporal anomalies.

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Build Notes

Space Skills

Right-click on a skill to view the description.
You can scroll horizontally to see additional skills

Lieutenant (Points: 0)
Engineering Total: 0
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Science Total: 0
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Tactical Total: 0
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Total Spent: 0
Available: 46
Lt. Commander (Points: 0)
Requires 5 points
Engineering Total: 0
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Science Total: 0
View Skill Unlocks


Tactical Total: 0
View Skill Unlocks




Total Spent: 0
Available: 46
Commander (Points: 0)
Requires 15 points
Engineering Total: 0
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Science Total: 0
View Skill Unlocks




Tactical Total: 0
View Skill Unlocks




Total Spent: 0
Available: 46
Captain (Points: 0)
Requires 25 points
Engineering Total: 0
View Skill Unlocks


Science Total: 0
View Skill Unlocks




Tactical Total: 0
View Skill Unlocks




Total Spent: 0
Available: 46
Admiral (Points: 0)
Requires 35 points
Engineering Total: 0
View Skill Unlocks



Science Total: 0
View Skill Unlocks



Tactical Total: 0
View Skill Unlocks



Total Spent: 0
Available: 46

Ground Skills

Right-click on a skill to view the description.
You can scroll horizontally to see additional skills

Ground (Points: 0)
View Skill Unlocks
 
 
 
 
Total Spent: 0
Available: 10

Specializations

Primary:
Secondary:


Specialization skills are already unlocked due to the fact that they can all be unlocked in game.

Click on a skill to view the description.

Command
Intelligence
Pilot
Temporal Operative
Commando
Strategist

Tier 1
Forward March (Ground)
Forward March (Ground)
Increase Running Speed while Sprinting for you and all nearby teammates.
Communal Targeting (Ground)
Communal Targeting (Ground)
Increase Expose Chance for you and all nearby teammates, allowing your team to more frequently create tactical openings.
Lingering Exposure (Ground)
Lingering Exposure (Ground)
Increase Expose Duration for you and all nearby teammates, allowing your team additional time to react to these openings.
Peripheral Coordination (Ground)
Peripheral Coordination (Ground)
Damage dealt from flanking angles deal less damage than normal for you and all nearby teammates.
True Aim (Ground)
True Aim (Ground)
Increase Exploit Damage for you and all nearby teammates, causing you to all deal more collective damage to susceptible enemies.
Expose Weakness I (Ground)
Expose Weakness I (Ground)
Your energy weapons gain a chance to Expose enemy targets. Your Torpedo weapons will deal a large amount of bonus damage to enemies that are Exposed by this ability.
Expose Weakness II (Ground)
Expose Weakness II (Ground)
Your energy weapons gain a chance to Expose enemy targets. Your Torpedo weapons will deal a large amount of bonus damage to enemies that are Exposed by this ability.
Tachyon Charges (Ground)
Tachyon Charges (Ground)
Your Exploit Torpedo attacks will apply an instant drain to the nearest facing of any Exposed targets' shields, in addition to their increased damage.
Violent Detonation I (Ground)
Violent Detonation I (Ground)
Make the most of the openings created by Expose Weakness. Your Torpedo Exploits now ignore a greater amount of an Exposed foe's damage resistance.
   
Violent Detonation II (Ground)
Violent Detonation II (Ground)
Make the most of the openings created by Expose Weakness. Your Torpedo Exploits now ignore a greater amount of an Exposed foe's damage resistance.
Tier 2
Superfluous Emitters (Space & Ground)
Superfluous Emitters (Space & Ground)
By redirecting energy from monitoring teammates that are not damaged, you can increase the output of your weapons. For each teammate that is near full health (or full hull capacity in space), you will receive a damage bonus.
Energy Signature Flux (Space)
Energy Signature Flux (Space)
Any incoming shield healing will grant you a short burst of defense bonus, making you more difficult to hit. Max once per 30 seconds.
Lifesign Flux (Ground)
Lifesign Flux (Ground)
Any incoming shield healing will grant you a short burst of dodge bonus, making you more difficult to hit. Max once per 30 seconds.
Restoration Harmonics (Space)
Restoration Harmonics (Space)
You and all nearby teammates receive additional hull restoration from all friendly sources.
Restoration Synergy (Ground)
Restoration Synergy (Ground)
You and all nearby teammates receive additional health restoration from all friendly sources.
Tier 3
Resilient Expose I (Ground)
Resilient Expose I (Ground)
Using an Exploit Attack on a foe that is currently Exposed gains a chance to re-apply the Expose effect, allowing additional Exploits to be used.
Resilient Expose II (Ground)
Resilient Expose II (Ground)
Using an Exploit Attack on a foe that is currently Exposed gains a chance to re-apply the Expose effect, allowing additional Exploits to be used.
Under the Radar I (Ground)
Under the Radar I (Ground)
While attacking from behind your foe, all weapon strikes gain a chance to Expose. If the weapon already had a chance to Expose, this bonus grants a second chance to Expose per shot.
Under the Radar II (Ground)
Under the Radar II (Ground)
While attacking from behind your foe, all weapon strikes gain a chance to Expose. If the weapon already had a chance to Expose, this bonus grants a second chance to Expose per shot.
Achilles' Heel I (Space)
Achilles' Heel I (Space)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires.
Achilles' Heel II (Space)
Achilles' Heel II (Space)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires.
Debilitating Weakness I (Space)
Debilitating Weakness I (Space)
Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage.
Achilles' Heel III (Space)
Achilles' Heel III (Space)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires.
Debilitating Weakness II (Space)
Debilitating Weakness II (Space)
Weaken foes afflicted by your Achilles' Heel debuff, reducing the strength of their outgoing damage.
Tier 4
Extrovert II (Space & Ground)
Extrovert II (Space & Ground)
Landing a Critical Hit on a foe will temporarily expose them to additional damage, weakening their resistances. This effect may only trigget once per 30 seconds max, but is guaranteed to apply on your next Critical Hit after this lockout period expires.
Boost Morale I (Space)
Boost Morale I (Space)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration.
Revitalize I (Ground)
Revitalize I (Ground)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration.
Boost Morale II (Space)
Boost Morale II (Space)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration.
Revitalize II (Ground)
Revitalize II (Ground)
An inspirational burst of motivation grants you and all teammates an ongoing removal of all forms of Debuffs and Control effects for a short duration.

Tier 1
Flank Protection I (Ground)
Flank Protection I (Ground)
Damage dealt from flanking angles deals less damage than normal.
Flank Protection II (Ground)
Flank Protection II (Ground)
Damage dealt from flanking angles deals less damage than normal.
Flank Refraction I (Ground)
Attackers that Flank you have a chance to be Placated for a short duration.
 
Flank Refraction II (Ground)
Flank Refraction II (Ground)
Attackers that Flank you have a chance to be Placated for a short duration.
 
Flank Refraction III (Ground)
Flank Refraction III (Ground)
Attackers that Flank you have a chance to be Placated for a short duration.
Hide Weakness I (Space)
Hide Weakness I (Space)
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing.
Hide Weakness II (Space)
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing.
Automated Reinforcement I (Space)
Automated Reinforcement I (Space)
When a shield facing is reduced to zero capacity, gains shield regeneration to all facings. (Not triggered by Shields Offline)
Hide Weakness III (Space)
Hide Weakness III (Space)
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing.
Automated Reinforcement II (Space)
Automated Reinforcement II (Space)
When a shield facing is reduced to zero capacity, gains shield regeneration to all facings. (Not triggered by Shields Offline)
Tier 2
Adaptive Targeting I (Space)
Adaptive Targeting I (Space)
By utilizing an adaptive targeting matrix, your starship can gain increased accuracy whenever an enemy evades your weapon fire.
Adaptive Targeting II (Space)
Adaptive Targeting II (Space)
By utilizing an adaptive targeting matrix, your starship can gain increased accuracy whenever an enemy evades your weapon fire.
Perception Bending (Space)
Perception Bending (Space)
Your stealth and perception values are directly increased by your current Auxiliary Power level.
Redundant Sensors I (Space)
Redundant Sensors I (Space)
Any incoming Placate and Confuse effects may be instantly and automatically cleansed as soon as they are applied.
   
Redundant Sensors II (Space)
Redundant Sensors II (Space)
Any incoming Placate and Confuse effects may be instantly and automatically cleansed as soon as they are applied.
Tier 3
Outmaneuver Foe I (Ground)
Outmaneuver Foe I (Ground)
Increase your damage when flanking your enemy during ground combat. You also have a chance to placate any foe that you successfully flank, causing them to be unable to target you for a short duration.
Outmaneuver Foe II (Ground)
Outmaneuver Foe II (Ground)
Increase your damage when flanking your enemy during ground combat. You also have a chance to placate any foe that you successfully flank, causing them to be unable to target you for a short duration.
Blind Sided I (Ground)
Blind Sided I (Ground)
Attacking an enemy's undefended flanks grants you a chance to blind them completely. A blinded enemy will not be capable of seeing any friends or foes, though they can still move and act freely.
Obliterate Defenses (Ground)
Obliterate Defenses (Ground)
This effect will leave a massive resistance debuff on your foe, increasing the damage they take from all sources.
Blind Sided II (Ground)
Blind Sided II (Ground)
Attacking an enemy's undefended flanks grants you a chance to blind them completely. A blinded enemy will not be capable of seeing any friends or foes, though they can still move and act freely.
Space Flanking I (Space)
Space Flanking I (Space)
When firing upon the rear arc of an enemy vessel, you benefit from a small passive damage increase.
Space Flanking II (Space)
Space Flanking II (Space)
When firing upon the rear arc of an enemy vessel, you benefit from a small passive damage increase.
Destabilized Emitters (Space)
Destabilized Emitters (Space)
Your projectiles gain the ability to create an opening for yourself by destabilizing the rear-facing shields of a foe.
Shoddy Engineering (Space)
Shoddy Engineering (Space)
This ability grants increased Critical Severity when striking from the rear arc.
Unprotected Systems (Space)
Unprotected Systems (Space)
This ability grants increased Critical Chance when striking from the rear arc.
Tier 4
Opportunistic (Space & Ground)
Opportunistic (Space & Ground)
All your innate Captain ability cooldowns are reduced in both Ground and Space. This bonus does not affect Kits or Bridge Officers.
Intelligence Fleet I (Space)
Intelligence Fleet I (Space)
Intelligence Fleet provides a shield and armor penetration enhancement, as well as a stealth and sensors buff, to your entire team over the duration.
Precision Offensive I (Ground)
Precision Offensive I (Ground)
Precision Offensive provides your team with increases to shield and armor penetration, along with advantages to their Expose mechanics.
Intelligence Fleet II (Space)
Intelligence Fleet II (Space)
Intelligence Fleet provides a shield and armor penetration enhancement, as well as a stealth and sensors buff, to your entire team over the duration.
Precision Offensive II (Ground)
Precision Offensive II (Ground)
Precision Offensive provides your team with increases to shield and armor penetration, along with advantages to their Expose mechanics.

Tier 1
Maneuvering Thrusters I(Space)
Maneuvering Thrusters I(Space)
While at Full Stop, or if your engines are Offline, you are still able to utilize your ship's maneuvering thrusters as if the ship retained a small portion of it's base speed and turn rate.
Maneuvering Thrusters II(Space)
Maneuvering Thrusters II(Space)
While at Full Stop, or if your engines are Offline, you are still able to utilize your ship's maneuvering thrusters as if the ship retained a small portion of it's base speed and turn rate.
Attack Pattern Expertise I (Space)
Attack Pattern Expertise I (Space)
Activating any Attack Pattern bridge officer ability grants your starship an increase in survivability, represented as temporary hitpoints. Activating an additional Attack Pattern while under these effects will refresh the pool, not stack them.
Back Her Off! (Space)
Back Her Off! (Space)
Your defense and maximum speed are increased while moving in Reverse.
Attack Pattern Expertise II (Space)
Attack Pattern Expertise II (Space)
Activating any Attack Pattern bridge officer ability grants your starship an increase in survivability, represented as temporary hitpoints. Activating an additional Attack Pattern while under these effects will refresh the pool, not stack them.
Eat My Dust I (Space)
Eat My Dust I (Space)
When an attacker fires upon the rear arc of your ship, you gain a stacking bonus to your defense, making your ship harder and harder to hit.
Eat My Dust II (Space)
Eat My Dust II (Space)
When an attacker fires upon the rear arc of your ship, you gain a stacking bonus to your defense, making your ship harder and harder to hit.
Desperate Flight I (Space)
Desperate Flight I (Space)
As the hull of your ship takes increasing amounts of damage, your flight speed and turn rate will rise higher and higher. This bonus is not applied until your Hull is below 80% capacity; and caps out when you are at 20% Hull.
Reckless Abandon (Space)
Reckless Abandon (Space)
Activating Evasive Maneuvers now grants you brief immunity to all movement-impairing effects.
Desperate Flight II (Space)
Desperate Flight II (Space)
As the hull of your ship takes increasing amounts of damage, your flight speed and turn rate will rise higher and higher. This bonus is not applied until your Hull is below 80% capacity; and caps out when you are at 20% Hull.
Tier 2
Rock and Roll (Space)
Rock and Roll (Space)
While at Full Stop, or if your engines are Offline, you are still able to utilize your ship's maneuvering thrusters as if the ship retained a small portion of it's base speed and turn rate.
All Shook Up I (Space)
All Shook Up I (Space)
After executing the "Rock and Roll" maneuver, your ship remains more difficult to hit with weapons for a short duration.
Magic Carpet Ride I (Space)
Magic Carpet Ride I (Space)
After executing the "Rock and Roll" maneuver, you retain a large turn rate bonus for a short period of time.
All Shook Up II (Space)
All Shook Up II (Space)
After executing the "Rock and Roll" maneuver, your ship remains more difficult to hit with weapons for a short duration.
Magic Carpet Ride II (Space)
Magic Carpet Ride II (Space)
After executing the "Rock and Roll" maneuver, you retain a large turn rate bonus for a short period of time.
Tier 3
Turn the Other Cheek I (Space)
Turn the Other Cheek I (Space)
Taking damage applies a temporary boost to Shield Hardness on the opposite facing from the one damaged. (All four facings may be enhanced at the same time.)
Turn the Other Cheek II (Space)
Turn the Other Cheek II (Space)
Taking damage applies a temporary boost to Shield Hardness on the opposite facing from the one damaged. (All four facings may be enhanced at the same time.)
Thick of It I (Space)
Thick of It I (Space)
Whenever "Turn the Other Cheek" becomes active on all four of your shield facings at the same time, you are granted a brief period of complete damage immunity. May only occur once every 30 seconds.
Turn the Other Cheek III (Space)
Turn the Other Cheek III (Space)
Taking damage applies a temporary boost to Shield Hardness on the opposite facing from the one damaged. (All four facings may be enhanced at the same time.)
Thick of It II (Space)
Thick of It II (Space)
Whenever "Turn the Other Cheek" becomes active on all four of your shield facings at the same time, you are granted a brief period of complete damage immunity. May only occur once every 30 seconds.
Danger Zone (Space)
Danger Zone (Space)
You gain a bonus to your damage output for each Foe within 2.0km of your ship. This bonus can stack up to 10 times maximum. (Does not apply to Mines, Turrets or Targetable Torpedoes).
Wing Man (Space)
Wing Man (Space)
You gain a bonus to your damage output for each Friend or Foe within 2.0km of your ship. This bonus can stack up to 10 times maximum. (Does not apply to Mines, Turrets or Targetable Torpedoes).
Scratch the Paint (Space)
Scratch the Paint (Space)
You become immune to one Warp Core Breach, as long as this is active. Being hit by a Warp Core Breach removes the effect, but it automatically refreshes after some time has passed.
Impulse Drafting I (Space)
Impulse Drafting I (Space)
Adds a Defense Bonus to each stack of Danger Zone, increasing your Defense for each Foe within 2.0km (and Friend, if "Wing Man" is active).
   
Impulse Drafting II (Space)
Impulse Drafting II (Space)
Adds a Defense Bonus to each stack of Danger Zone, increasing your Defense for each Foe within 2.0km (and Friend, if "Wing Man" is active).
Tier 4
Bob and Weave (Space)
Bob and Weave (Space)
When an enemy misses you in combat you take the opportunity to hit them back, right where it hurts. Critical Severity is increased for each stack of "Bob and Weave" (up to 10 max). A successful Critical Hit removes all built up stacks of this buff.
Lone Wolf I (Space)
Lone Wolf I (Space)
Any players on your team that are within 10km will automatically Placate foes near them when you activate this, making you the only valid target in range for a short time. You will gain increased Defense and automatic Shield Redistribution for the duration of this ability.
 
The Placate effect is fragile to their own damage. If they continue dealing damage, it will wear off quickly.
Shield Scraping I (Space)
Shield Scraping I (Space)
Flying at high speed into the shields of an enemy will drain their shield capacity and reduce their shield's resilience to incoming damage. The magnitude of both effects will scale with the speed at which you scrape against them. You may scrape against enemies once per second, but any enemy recently scraped will be immune to further scraping for 10 seconds.
Lone Wolf II (Space)
Lone Wolf II (Space)
Any players on your team that are within 10km will automatically Placate foes near them when you activate this, making you the only valid target in range for a short time. You will gain increased Defense and automatic Shield Redistribution for the duration of this ability.
 
The Placate effect is fragile to their own damage. If they continue dealing damage, it will wear off quickly.
Shield Scraping II (Space)
Shield Scraping II (Space)
Flying at high speed into the shields of an enemy will drain their shield capacity and reduce their shield's resilience to incoming damage. The magnitude of both effects will scale with the speed at which you scrape against them. You may scrape against enemies once per second, but any enemy recently scraped will be immune to further scraping for 10 seconds.

Tier 1
Imminent Decay (Ground)
Imminent Decay (Ground)
Your ground weapons gain a chance to inflict a short-duration Physical Damage-over-Time effect.
Decay Amplification I (Ground)
Decay Amplification I (Ground)
Increase the damage inflicted by all of your Damage-Over-Time effects.
Decayed Defenses I (Ground)
Decayed Defenses I (Ground)
Your activated abilities that inflict Damage-over-Time effects on foes will also reduce their damage resistence for a period of time, during Ground Combat.
Decay Amplification II (Ground)
Decay Amplification II (Ground)
Increase the damage inflicted by all of your Damage-Over-Time effects.
Decayed Defenses II (Ground)
Decayed Defenses II (Ground)
Your activated abilities that inflict Damage-over-Time effects on foes will also reduce their damage resistence for a period of time, during Ground Combat.
Entropic Rider (Space)
Entropic Rider (Space)
Your starship weapons gain a chance to inflict a short-duration Physical Damage-over-Time effect. The chance is greater for projectiles than it is for directed energy weapons.
Atrophied Defenses I (Space)
Atrophied Defenses I (Space)
Your activated abilities that inflict Damage-over-Time effects on foes will also reduce their damage resistence for a period of time, during Space Combat.
Entropic Amplification I (Space)
Entropic Amplification I (Space)
Increase the damage inflicted by all of your Damage-Over-Time effects.
Atrophied Defenses I (Space)
Atrophied Defenses II (Space)
Your activated abilities that inflict Damage-over-Time effects on foes will also reduce their damage resistence for a period of time, during Space Combat.
Entropic Amplification I (Space)
Entropic Amplification II (Space)
Increase the damage inflicted by all of your Damage-Over-Time effects.
Tier 2
Inevitability I (Space & Ground)
Inevitability I (Space & Ground)
Increase how quickly certain abilities recharge. In Ground Combat, this ability speeds up the recharge of Kit Moduels. In Space Combat, this ability speeds up the recharge of Exotic Damage Bridge Officer abilities.
Inevitability II (Space & Ground)
Inevitability II (Space & Ground)
Increase how quickly certain abilities recharge. In Ground Combat, this ability speeds up the recharge of Kit Moduels. In Space Combat, this ability speeds up the recharge of Exotic Damage Bridge Officer abilities.
Uncertainty I (Space & Ground)
Uncertainty I (Space & Ground)
Activating any Kit Module Damage or Exotic Damage grants you a small amount of Temporary Hitpoints. This effect can stack several times, each time adding additional Temp HP to your current pool.
Inevitability III (Space & Ground)
Inevitability III (Space & Ground)
Increase how quickly certain abilities recharge. In Ground Combat, this ability speeds up the recharge of Kit Moduels. In Space Combat, this ability speeds up the recharge of Exotic Damage Bridge Officer abilities.
Uncertainty II (Space & Ground)
Uncertainty II (Space & Ground)
Activating any Kit Module Damage or Exotic Damage grants you a small amount of Temporary Hitpoints. This effect can stack several times, each time adding additional Temp HP to your current pool.
Tier 3
Modular Momentum I (Ground)
Modular Momentum I (Ground)
Activating any Kit Module abilitiy will cause all Secondary Firing Modes to rechare more quickly. This affect is immediately applied when the Kit Module is activated, and only affects Secondary Firing Modes that are already in cooldown.
Modular Momentum II (Ground)
Modular Momentum II (Ground)
Activating any Kit Module abilitiy will cause all Secondary Firing Modes to rechare more quickly. This affect is immediately applied when the Kit Module is activated, and only affects Secondary Firing Modes that are already in cooldown.
Temporal Rebuke (Ground)
Temporal Rebuke (Ground)
Whenever you are struck by a foe within melee range, there is a chance you will automatically teleport that foe some distance away and briefly root them in place. (Does not teleport Captain-rank enemies.)
Decaying Rebuke I (Groud)
Decaying Rebuke I (Groud)
When Temporal Rebuke is triggered, the affected enemy is also afflicted with a Physical Damage-over-Time effect for several seconds.
Decaying Rebuke II (Groud)
Decaying Rebuke II (Groud)
When Temporal Rebuke is triggered, the affected enemy is also afflicted with a Physical Damage-over-Time effect for several seconds.
Temporal Cross-Wiring I (Space)
Temporal Cross-Wiring I (Space)
Activating any Exotic Damage ability will provide you with a temporal buff that improves the speed of your Energy Weapons' firing cycles, making them both activate and recharge more quickly. This buff may be applied up to 4 times.
Temporal Cross-Wiring II (Space)
Temporal Cross-Wiring II (Space)
Activating any Exotic Damage ability will provide you with a temporal buff that improves the speed of your Energy Weapons' firing cycles, making them both activate and recharge more quickly. This buff may be applied up to 4 times.
Anomaly Leash I (Space)
Anomaly Leash I (Space)
Anomalies summoned by you are now mobile and will move at a slow pace toward whatever enemey you currently have targeted.
Phasic Artillery (Space)
Phasic Artillery (Space)
Your mines and targetable torpedoes are slightly out-of-phase, granting them the ability to absorb a small amount of incoming damage before being destroyed. This is represented as Temporary Hitpoints, and may allow them to survive enemy fire and hazardous anomalies.
Anomaly Leash II (Space)
Anomaly Leash II (Space)
Anomalies summoned by you are now mobile and will move at a slow pace toward whatever enemey you currently have targeted.
Tier 4
Continuity (Space)
Continuity (Space)
When reduced to less than 10% of your Hull, you will immediately be removed from danger. Your ship will teleport approximately 8km from its current location, become briefly untargetable, and have its hull and shields restored by a large amount. This action will also wipe all accumulated threat vs. NPCs. After Continuity is triggered, your ship will perform at less than full capacity for a short period of time, as the timelines adjust to this sudden shift of probability. This effect may only trigger once every 3 minutes.
Causal Glitch I (Space)
Causal Glitch I (Space)
When Continuty is triggered, all Bridge Officer Abilities and Captain Abilities that are currently in cooldown will have their remaining recharge timers heavily reduced.
Temporal Adaptation I (Space)
Temporal Adaptation I (Space)
"Adjustment Period" debuff that is applied when Continuity is triggered does not last as long.
Causal Glitch II (Space)
Causal Glitch II (Space)
When Continuty is triggered, all Bridge Officer Abilities and Captain Abilities that are currently in cooldown will have their remaining recharge timers heavily reduced.
Temporal Adaptation II (Space)
Temporal Adaptation II (Space)
"Adjustment Period" debuff that is applied when Continuity is triggered does not last as long.

Tier 1
Resilient Power Cells I (Ground)
Resilient Power Cells I (Ground)
The secondary attacks on your weaponary are more frequently available for use.
Resilient Power Cells II (Ground)
Resilient Power Cells II (Ground)
The secondary attacks on your weaponary are more frequently available for use.
Quick Draw I (Ground)
Quick Draw I (Ground)
All of your Kit Abilities have their cooldowns reduced.
Resilient Power Cells III (Ground)
Resilient Power Cells III (Ground)
The secondary attacks on your weaponary are more frequently available for use.
Quick Draw II (Ground)
Quick Draw II (Ground)
All of your Kit Abilities have their cooldowns reduced.
Headshot I (Ground)
Headshot I (Ground)
While aiming, you are more capable of striking the neemy where it will hurt them the most.
Headshot II (Ground)
Headshot II (Ground)
While aiming, you are more capable of striking the neemy where it will hurt them the most.
Braced Crouch (Ground)
Braced Crouch (Ground)
While crouching, your health will regenerate at an increased rate.
Follow-Through (Ground)
Follow-Through (Ground)
While sprinting, all melee attacks are increased in effectiveness. This effect lingers for a few seconds after you have finished sprinting. You must be moving to gain this benefit.
Wrecking Ball (Ground)
Wrecking Ball (Ground)
Executing a tactical Roll will leave a small Spatial Mine behind. This mine ca be used to deal damage to nearby enemies.
Tier 2
Juggernaut System (Ground)
Juggernaut System (Ground)
Gives the ability to easily knock back nearby opponents simply by rushing into them.
Juggernaut Armor Plating I (Ground)
Juggernaut Armor Plating I (Ground)
You are able to gain additional health and damage resistance from any armor you are wearing.
Juggernaut Shiedling I (Ground)
Juggernaut Shiedling I (Ground)
Allows for increased protection from energy weapons and a higher maximum capacity.
Juggernaut Armor Plating II (Ground)
Juggernaut Armor Plating II (Ground)
You are able to gain additional health and damage resistance from any armor you are wearing.
Juggernaut Shiedling II (Ground)
Juggernaut Shiedling II (Ground)
Allows for increased protection from energy weapons and a higher maximum capacity.

Tier 1
Logistical Support I (Space)
Logistical Support I (Space)
Gain Temporary Hull when healed while Threatening. While not Threatening, gain a Critical Chance buff when healed.
Logistical Support II (Space)
Logistical Support II (Space)
Gain Temporary Hull when healed while Threatening. While not Threatening, gain a Critical Chance buff when healed.
Show of Force I (Space)
Show of Force I (Space)
Gain increased Incoming Healing while Threatening. While not Threatening, gain a stacking energy weapond amage buff for each foe you hit with energy weapons.
Logistical Support III (Space)
Logistical Support III (Space)
Gain Temporary Hull when healed while Threatening. While not Threatening, gain a Critical Chance buff when healed.
Show of Force II (Space)
Show of Force II (Space)
Gain increased Incoming Healing while Threatening. While not Threatening, gain a stacking energy weapond amage buff for each foe you hit with energy weapons.
Counter-Offensive I (Space)
Counter-Offensive I (Space)
Reflect 150% of incomign energy weapon damage back to your attacker. This can trigger once every 15 seconds, and reflect a maximum of 10,000 damage.
Counter-Offensive II (Space)
Counter-Offensive II (Space)
Reflect 150% of incomign energy weapon damage back to your attacker. This can trigger once every 15 seconds, and reflect a maximum of 10,000 damage.
Layered Defense I (Space)
Layered Defense I (Space)
Gain Immunity to damage from Torpedo impacts. Layered Defense can prevent damage once every 60 seconds.
Counter-Offensive III (Space)
Counter-Offensive III (Space)
Reflect 150% of incomign energy weapon damage back to your attacker. This can trigger once every 15 seconds, and reflect a maximum of 10,000 damage.
Layered Defense II (Space)
Layered Defense II (Space)
Gain Immunity to damage from Torpedo impacts. Layered Defense can prevent damage once every 60 seconds.
Tier 2
Diversionary Tactics (Space)
Diversionary Tactics (Space)
Diversionary Tactics Taunts foes within firing range into attacking you while Threatening. While not Threatening, Diversionary Tactics Placates Foes and reduces your threat generation. This Placate may break on damage.
Attrition Warfare I (Space)
Attrition Warfare I (Space)
Attrition Warfare reduces the Recharge Time of your Bridge Officers whenever you are healed while Threatening. While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates.
Maneuver Warfare I (Space)
Maneuver Warfare I (Space)
Maneuver Warfare adds an additional effect to Diversionary Tactics. When Threatening, it applies a Heal over Time based on the number of foes. When not Threatening, it increases your damage based on the number of foes.
Attrition Warfare II (Space)
Attrition Warfare II (Space)
Attrition Warfare reduces the Recharge Time of your Bridge Officers whenever you are healed while Threatening. While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates.
Maneuver Warfare II (Space)
Maneuver Warfare II (Space)
Maneuver Warfare adds an additional effect to Diversionary Tactics. When Threatening, it applies a Heal over Time based on the number of foes. When not Threatening, it increases your damage based on the number of foes.

Starship & Equipment

Fore Weapons
Deflector
Impulse
Core
Shield
Aft Weapons
Devices
Engineering Consoles
Science Consoles
Tactical Consoles
Hangar

Starship Bridge Officers

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Duty Officers - Space

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    Version 6.3.1