Star Trek BO Abilities
Ensign Rank Space Abilities
Tactical
Beam Fire at Will ( I & II )
Improves your next beam array attack.
The Bridge Officer fires your beam weapons at multiple targets of their choice.
Beam Overload ( I & II )
Improves your next beam array attack.
Overloading your beam weapon delivers an extremely powerful blast, but drains weapon power and briefly takes your beam weapons offline.
Only the energy type you Overload will go offline – so if you Overload your Phasers, all Phasers will go offline and not your plasma weapons.
Security Team ( I & II )
Deploys security personnel to you or your ally’s starship to track down boarding parties.
They attempt to protect the starship from sabotage, repair sabotage and subdue the boarders.
Torpedo: High Yield ( I & II )
Improves your next torpedo attack.
Photon, Quantum, Transphasic and Chroniton torpedo launchers fire a salvo of torpedos.
Plasma launchers fire a single, slow moving and destructable heavy torpedo that does massive damage.
Torpedo: Spread ( I & II )
Improves your next torpedo attack.
Launches multiple projectiles in a spread pattern that damage all targets in a large area around the target.
Engineer
Emergency Power to Auxiliary ( I & II )
Directs emergency battery power to the auxiliary systems for a short duration.
Emergency Power to Engines ( I & II )
Directs emergency battery power to the impulse engines for a short duration.
Emergency Power to Shields ( I & II )
Directs emergency battery power to the shields for a short duration.
Emergency Power to Weapons ( I & II )
Directs emergency battery power to the weapons systems for a short duration.
Engineering Team ( I & II )
Greatly accelerates hull repair rate over a short duration for your own ship or an ally.Also has a chance to repair subsystems.
Science
Hazard Emitters ( I & II )
Periodically clense the ship of any fire or radiation hazards, as well as restoring some hull strength over time.
Jam Sensors ( I & II )
Prevents the enemy from targeting you.
Mask Energy Signature ( I & II )
Shields the energy output of your starship, making it more difficult for enemies to detect you.
Medical Team ( I & II )
Provides greatly accelerated crew recovery rate over a short duration for your own ship or an ally.
Polarize Hull ( I & II )
Provides damage resistance against energy weapons, breaks any current tractor beams and temporarily protects against additional tractor beams.
Tachyon Beam ( I & II )
Drains the target’s shields.
Increases in effectiveness based upon current auxiliary power level.
Tractor Beam ( I & II )
Slows the target ship, thereby making it an easier target for weapons. Targets held in a Tractor Beam cannot cloak. Increases in effectiveness based upon the current auxiliary power level.
Transfer Shield Strength ( I & II )
Uses power reserves to bolster an ally’s shields, increasing their current strength and making them more resistant to damage for a short duration. Increases in effectiveness based on current auxiliary power level.
Ensign Rank Ground Abilities
Tactical
Draw Fire ( I & II )
Places you in a fake exposed state while increasing the threat generated by your actions, making enemies more likely to attack you.
Also buffs the damage resistance of nearby allies for the duration.
This ability is fragile, meaning it will cancel early if you take too much damage.
Focus Fire ( I & II )
Lowers the damage resistance of the target with each attack from you or your allies.
Leg Sweep ( I & II )
Has a high chance of knocking back any foes.
>> SUPPLEMENTAL: Enemies that are knocked back appear to have a resistance to Leg Sweep for a brief duration upon standing up.
Photon Grenade ( I & II )
Throws a grenade at the target.The grenade explodes on contact, dealing area of effect kinetic damage and knockbacks. It is possible to move away from the blast radius while the grenade is in transit. Shields drastically reduce the effects of kinetic damage.
Engineer
Mine Barrier ( I & II )
Deploys five mines in front of you. Mines explode when hostiles get close, dealing kinetic damage with a slow effect. Shields drastically reduce the effects of kinetic damage.
Quick Fix ( I & II )
Removes existing mechanical debuffs from the target and prevents new ones from taking hold. While active, this provides a small ranged damage buff. Can also be used to repair fabricated objects. Can be used on yourself or an ally.
Shield Recharge ( I & II )
Restores lost personal shield energy to you or an ally.
Weapons Malfunction ( I & II )
Overloads the target’s weapons, temporarily preventing the target from firing.Applies resistance to additional malfunctions upon expiration.
Science
Gravimetric Shift ( I & II )
Roots all enemies near the target’s location, preventing them from moving. Applies resistance to additional Gravimetric Shifts upon expiration.
Hyposray – Masiform D ( I & II )
Removes toxin ailments on application and for a short duration afterwards. Also improves the target’s physical damage and resistance. Can be used on yourself or an ally.
Medical Tricorder ( I & II )
Provides a quick heal. Can be used on yourself or an ally.
Tachyon Harmonic ( I & II )
Delivers a cone attack with severe damage against personal shields and will destroy forcefields.
Liertenant Rank Space Abilities
Tactical
Attack Pattern Beta ( I & II )
Reduces the target’s damage resistance each time it receives an attack from you or your allies.
Attack Pattern Delta ( I & II )
Targets an allied ship. Any ship that attacks your ally will receive a stacking damage resistance debuff.
Beam Target Auxiliary ( II Only )
Improves your next beam array attack. Instructs your bridge officer to target enemy auxiliary systems. This attack deals normal damage, but also drains the target’s auxiliary power and has a chance to take the target’s auxiliary systems offline. >> NOTE: The first level of this skill does not appear in the Power Store. >> Ticket: #445664
Beam Target Engines ( II Only )
Improves your next beam array attack. Instructs your bridge officer to target enemy impulse engines. This attack deals normal damage, but also drains the target’s auxiliary power and has a chance to take the target’s impulse engines offline.>> NOTE: The first level of this skill does not appear in the Power Store.>> Ticket: #445664
Beam Target Shields ( II Only )
Improves your next beam array attack. Instructs your bridge officer to target enemy shield systems. This attack deals normal damage, but also drains the target’s auxiliary power and has a chance to take the target’s impulse shields offline.>> NOTE: The first level of this skill does not appear in the Power Store.>> Ticket: #445664
Beam Target Weapons ( II Only )
Improves your next beam array attack. Instructs your bridge officer to target enemy weapon systems. This attack deals normal damage, but also drains the target’s auxiliary power and has a chance to take the target’s impulse weapons offline. >> NOTE: The first level of this skill does not appear in the Power Store. >> Ticket: #445664
Canon: Rapid Fire ( I & II )
Improves your next cannon attack. Quickly fires numerous bolts. Each bolt does less damage than a normal cannon shot. >> NOTE: Two skills are named this currently.
Canon: Rapid Fire (actually Scatter Volley) ( I & II )
Improves your next cannon attack.Fires a cone area of effect cannon spray centered on your target. >> NOTE: Two skills are named this currently. >> Ticket: #445688
Dispersal Pattern Alpha ( I & II )
Improves your next mine attack.
Lays a series of small mine clusters behind your ship.
Dispersal Pattern Beta ( I & II )
Improves your next mine attack.
Lays a wide net of mines behind your ship.
Engineer
Auxiliary to Battery ( I & II )
Reduces the existing recharge time for emergency battery powers.
Auxiliary to Dampeners ( I & II )
Redirects auxiliary power to provide significant kinetic damage resistance.
Auxiliary to Structural ( I & II )
Utilizes auxiliary power torestore damage to the hull and provide it with damage resistance over the duration. Increases in effectiveness based on the current auxiliary power level.
Boarding Party ( I & II )
Launches up to three assault shuttles at the target. If they arrive safely, they will cause damage to the ship’s crew and subsystems. Each shuttle launched removes twenty crew from your ship who attempt to beam back upon completing their mission.
Directed Energy Modulation ( I & II )
Cycles the frequency of your energy weapons, resulting in increased shield penetration.
Extend Shields ( I & II )
Regenerates the shields of the target ally and improves their damage resistance.
Reverse Shield Polarity ( I & II )
Converts incoming energy weapon damage into additional shields.
Science
Charged Particle Burst ( I & II )
Temporarily disables the cloaking devices of nearby hostile ships and damages their shields.
Energy Siphon ( I & II )
Draws power from the target. This reduces the target’s power settings to all systems and increases your power settings.
Feedback Pulse ( I & II )
Harnesses the energy of beam weapon attacks directed against you. Each time you are hit, a damaging pulse is directed at the attacking ship.
Jam Targeting Sensors (actually Scramble Sensors) ( I & II )
Fires a probe at the target that bursts into a particle field, confusing the affected enemies into targeting each other. >> Ticket: #445712
Photonic Officer ( I & II )
Reduces the recharge time of bridge officer powers.
Tractor Beam Repulsors ( I & II )
Push up to three enemies (dead or alive) away from your starship.
Tyken’s Rift ( I & II )
Creates a spatial anomaly at the target’s location that drains power from all nearby hostile ships and causes minor damage.
Commander Rank Ground Abilities
Tactical
Ambush ( I & II )
Grants you a large damage buff for your next attack. The buff is removed if you receive damage prior to making your attack, so it’s best used while in stealth mode or not under attack.
Motion Accelerator ( I & II )
Grants you a speed buff while making you immune to holds, roots and speed debuffs. Can be used while held.
Stun Grenade ( I & II )
Throws a grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and holding targets. It is possible to move away from the blast radius while the grenade is in transit. Shields drastically reduce the effects of kinetic damage.
Engineer
Combat Supply ( I & II )
Grants a temporary hypo to you and your team, with the chance to also give a power cell and shield charge.
Fuse Armor ( I & II )
Gradually fuses the target’s armor, resulting in an increasing movement debuff.
Snares, then roots, then holds the target.
Applies resistance to additional movement debuffs once it expires.
Support Drone Fabrication ( I & II )
Creates up to two mobile weapon platforms that will assist you or an ally by attacking their target.
Science
Anesthizine Gas ( I & II )
Briefly puts a fragile hold on the target. The fragile hold is broken if the target takes any damage. When the hold expires, the targets suffer from reduced movement speed and damage.
Nanite Health Monitor ( I & II )
Applies nanites to the target which scan the host and nearby allies to determine if they are seriously injured, then heal wounded targets when appropriate. There are enough nanites applied to perform three healing treatments.
Source: http://forums.startrekonline.com/showthread.php?t=67023
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