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

 * ABI critical repair.png CRITICAL EFFECT REPAIR
 * Repairs 1 critical effect every 20 seconds on the system.
 * Criticals are repaired from oldest to newest.

Hull

 * ABI emergency repair.pngEMERGENCY REPAIR


 * Hull repair: +0.5 points per second.


 * ABI battleship shielding.pngBATTLESHIP SHIELDING


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


 * ABI proximity repair.pngPROXIMITY 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.


 * ABI proximity defense.pngPROXIMITY DEFENSE


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

Squadrons

 * ABI tactical deployment.pngTACTICAL DEPLOYMENT


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


 * ABI tactical targeting.pngTACTICAL TARGETING


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


 * ABI thrusters boost.pngTHRUSTERS BOOST


 * Squadrons' speed: +15%


 * ABI battlefield auto-krafter.pngBATTLEFIELD 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)


 * ABI guerilla tactics.pngGUERILLA TACTICS
 * Patched squadrons' melee DPS +35% VS non-patched squadrons


 * ABI weapon sabotage.pngWEAPON 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


 * ABI advanced maneuvers.pngADVANCED MANEUVERS
 * Squadrons' speed +10%, or +35% when in Stealth Mode

Weapons

 * ABI lethal firing.pngLETHAL FIRING


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


 * ABI tactical weapon.pngTACTICAL WEAPON


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


 * ABI adv. reload.pngADV. RELOAD


 * Weapons reload time: -15%

Other

 * ABI famous.pngFAMOUS


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


 * ABI versatile.pngVERSATILE


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


 * ABI adv. critical repair.pngADV. 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


 * ABI officer assist.pngOFFICER 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.