Halcyon 6: Starbase Commander/Officers

Officers are needed to do two things: complete tasks and fly ships. In the process, they will probably encounter enemies to fight.

Skill Points and Levels
Officers start at level 1 and can only reach level 15. Each level requires an increasing amount of XP, shown under their portrait, to reach it, granting one skill point. Skill points can be used to learn new space powers or upgrade existing space and ground powers. Level 2 and level 3 officers can only learn new powers. Level 4, level 5, and level 6 officers can upgrade any power once. Level 7 or above officers can upgrade existing powers a second time. Due to the level cap, you cannot upgrade all powers to the maximum tier.

Since the Officer Academy lets you promote all officers to the levels 4, 7 and 10, you should run one fleet for space combat (possibly including a fourth officer to give you options) and let them get as much of the combat XP as possible. When upgrading your main three officers, you are generally going to want to upgrade space powers rather than ground powers, since space powers will be used much more. If you have trouble with ground fights, you can have your secondary officers focus on ground powers. An important element to this is researching the bonus XP gain tasks as soon as feasible.

Stats
All officers have nine stats, of which the first six increase when the officer levels up. The first four--Diplomat, Engineering, Science and Tactical--effect the time required to complete research tasks. The other five apply to ground combat. The officer's Aim minus the target's Evasion determines the percent chance of landing a hit. Higher speeds result in more attacks per battle.

Traits
Traits come in three varieties: event traits, stat traits, and rank traits.

Event Traits
Every officer starts with at least two of these. When an event dialogue pops up, these traits may increase the options available. When they do, it is almost always advantageous to pick the new options.

Stat Traits
These are acquired from combat. Most of them provide buffs, but officers can also pick up decreased resistances to status effects.

Rank Traits
These are acquired at specific levels. They allow officers to perform higher tier tasks and command higher tier ships.

Space Powers
Most officers have three space powers that can be used in the same way that a ship power is used. None of the standard ones have extra recovery. When more than one number is listed below, each number corresponds to a specific tier of the power.

Tactical Powers

 * Fire At Will removes the Voraash's Drain effect and the Yabling's Parasitic Lash effect from the target

Science Powers

 * Warp Atomic Structure removes the Voraash's Drain effect and the Yabling's Parasitic Lash effect from the target
 * Nano Restoration Field and Spin Maneuver each have a warmup of 2 rounds

Engineering Powers

 * Broadside Salvo and Ramming Speed remove the Voraash's Drain effect and the Yabling's Parasitic Lash effect from the target

Unique Status Effects

 * Cloak +15%, 23%, or 30% healing for each of 5 rounds, +25 evasion
 * Fire At Will -50% minimum damage, +75%, 100%, or 125% maximum damage for 1.33 rounds
 * Inspired +25%, 35%, or 45% damage, +25, 35, or 45 aim for 3 rounds
 * Weapons Supercharged +150%, 175%, or 200% damage, -50% damage resistance, +100% threat for 1.33 rounds
 * Ablative Field +35%, 42.5%, or 50% damage resistance for 3 rounds
 * Dark Matter Extraction (self) 100%, 125%, or 150% healing for each of 2 rounds
 * Dark Matter Extraction (target) 100%, 125%, or 150% damage for each of 2 rounds
 * Nano Restoration Field 150%, 162.5%, or 175% healing for each of 4 rounds
 * Quicken +90%, 110%, or 150% speed for 1.33 rounds
 * Quick Tune-Up 117%, 133%, or 150% healing for each of 3 rounds
 * Reinforce Hull +20%, 30%, or 40% damage resistance for 5 rounds
 * Repair Drone Overdrive 75%, 87.5%, or 100% healing for each of 4 rounds
 * Supercharge Polarity (self) +15%, 25%, or 35% damage resistance, +100%, 150%, or 200% threat for 4 rounds
 * Supercharge Polarity (target) 30% damage for each of 2, 3, or 4 rounds

Ground Powers
Most officers have four ground powers for use in ground combat. Cadets have two. All ground powers can be used immediately without having to unlock them.

Science Powers

 * Delayed Recovery and Emergency Meds remove debuffs on the target
 * Invasive Surgery and Transfusion remove debuffs on self

Engineering Powers

 * Activated NanoRepairs and NanoMeds remove debuffs on the target

Unique Status Effects

 * Battle Stims +75%, 100%, or 125% speed for each of 2, 2, or 4 rounds
 * Delayed Recovery 120%, 150%, or 180% healing for each of 4 rounds
 * Ghost Pepper Bomb 66%, 105%, or 150% damage for each of 3 rounds
 * Grey Goo 33%, 57%, or 99% damage for each of 3 rounds
 * NanoMeds 120%, 150%, or 180% healing for each of 3 rounds
 * NanoRepairs 210%, 240%, or 270% healing for each of 2 rounds
 * NanoShield +15%, 20%, or 25% damage resistance for 3 rounds
 * Personal Magnetism +25%, 30%, or 35% damage resistance, +100, 150, or 200 threat for 4 rounds
 * Reckless +25%, 30%, or % damage, -25% aim, -10%, 15%, or 20% damage resistance for 3 rounds
 * Stealth +25%, 30%, or 35% evasion, -25, 30, or 35 threat for 3 rounds
 * Targeting Assistance +25%, 30%, or 35% damage, +25%, 30%, or 35% aim for 2 rounds
 * Transfusion (ally) 66%, 99%, or 132% healing for each of 3 rounds
 * Transfusion (enemy) 66%, 99%, or 132% damage for each of 3 rounds

Officer List
As of version 1.1.0.2, there are only a limited number of officers available. Knowing what attribute combinations they have can keep you from re-rolling in search of a combination that does not exist.

Starter Legendary Officers
You pick one of these at the beginning of the game. If you want a different set of powers, you will need to promote a fourth officer to take their place in combat.