I wanted to make a post about the sol officers so everyone knows how they work because the current ones that are pinned take a lot of space and they are more importantly out of date. To make it easier to navigate press CTRL + F and search on a specified ID listed below: [1] For engineer [2] For medical [3] For helmsman [4] For science [5] For weapon [1] Chief Engineer Advanced Repair Advanced Repair I: + 1 Repair per turn. Advanced Repair II: + 3 Repair per turn. Advanced Repair III: + 5 Repair per turn. Advanced Repair IV: + 7 Repair per turn. Advanced Repair V: + 10 Repair per turn. Stress Engines Stress Engines I: + 40% Engine power (rounded up) Hull takes 5% damage(rounded up), Engine takes 10% damage (rounded up) This ability may be activated once per battle. Stress Engines II: + 80% Engine power (rounded up) Hull takes 10% damage(rounded up), Engine takes 20% damage (rounded up) This ability may be activated once per battle. Dark Matter Astrophysics Dark Matter Astrophysics I: Faster escape out of regions for capital ships. Allows class V-VII to escape the beginning of next combat turn and class VIII and higher only require one full turn to escape with their dark matter drive in combat. Dark Matter Astrophysics II: The dark matter engine can be activated anywhere on the map in combat -- they no longer need to travel to the edge of the map to escape. Power Boost Power Boost I: 5% Engine power (rounded up). Power Boost II: 10% Engine power (rounded up). Power Boost III: 15% Engine power (rounded up). Power Boost IV: 20% Engine power (rounded up). Power Boost V: 25% Engine power (rounded up). [2] Chief Medical Officer Advance Med Bays Advanced Med Bays I: 10% Crew healing per round. Advanced Med Bays II: 20% Crew healing per round. Crew Toughness Crew Toughness I: +1 Crew strength. Crew Toughness II: +2 Crew strength. Emergency Escape Emergency Escape I: Allow 1 officer to escape the ship. Emergency Escape II: Allow 2 officer to escape the ship. Emergency Escape III: Allow 3 officer to escape the ship. Emergency Escape IV: Allow 4 officer to escape the ship. Emergency Escape V: Allow 5 officer to escape the ship. Note: It will prioritize your highest ranked officers first. If you have more officers at the same rank then you can escape with - it will be based on a priority list that i don't know. A common strategy is to go for Emergency Escape II and then get another officer to rank 2. Then go to Emergency Escape rank III and make the officer with rank 2 -> 3 and another officer from 0 -> 3. It will be slow but you will never lose a ranked officer that way. [3] Helmsman Sol Evasive Sol Evasive I: -5% Enemy accuracy. Sol Evasive II: -10% Enemy accuracy. Sol Evasive III: -15% Enemy accuracy. Sol Evasive IV: -20% Enemy accuracy. Sol Evasive V: -30% Enemy accuracy. Tactical Advantage Tactical Advantage: Get +3 initiative per combat round. (Does not increase movement). Rotation Rotation: Allows for turning 2 hex sides for 1 movement point and reduce cost of moving backwards to 1 point. Maneuverability Maneuverability I: +5% movement points(rounded up). Maneuverability II: +10% movement points(rounded up). Maneuverability III: +15% movement points(rounded up). Maneuverability IV: +20% movement points(rounded up). Maneuverability V: +25% movement points(rounded up). Note: Movement also increases initiative but not the other way around. [4] Science Officer Shield Overcharge Shield Overcharge I: +1 Max power to shields. Shield Overcharge II: +2 Max power to shields. Shield Overcharge III: +3 Max power to shields. Shield Overcharge IV: +4 Max power to shields. Sensor Boost Sensor Boost I: +1 Range to sensors. Sensor Boost II: +2 Range to sensors. Sensor Shadow Sensor Shadow: -1 Sensor range detection by enemies. Targeting Targeting I: 10% Chance to disable an enemy weapon with the specified weapon for one round. Only triggers if a enemy ship is damaged. This ability can be used once per round. Targeting II: 30% Chance to disable an enemy weapon with the specified weapon for one round. Only triggers if a enemy ship is damaged. This ability can be used once per round. Targeting III: 50% Chance to disable an enemy weapon with the specified weapon for one round. Only triggers if a enemy ship is damaged. This ability can be used once per round. Targeting IV: 70% Chance to disable an enemy weapon with the specified weapon for one round. Only triggers if a enemy ship is damaged. This ability can be used once per round. Targeting V: 100% Chance to disable an enemy weapon with the specified weapon for one round. Only triggers if a enemy ship is damaged. This ability can be used once per round. [5] Weapons Officer Sol Overload Sol Overload I: +20% Damage for the selected weapon. This skill requires a cooldown by docking at a station. Sol Overload II: +40% Damage for the selected weapon. This skill requires a cooldown by docking at a station. Sol Overload III: +60% Damage for the selected weapon. This skill requires a cooldown by docking at a station. Sol Overload IV: +100% Damage for the selected weapon. This skill requires a cooldown by docking at a station. Damage Boost Damage Boost: +1 damage to all weapons. Range Boost Range Boost: +1 range to all weapons. Note: Check how accuracy is calculated in another guide/wiki. Lucky Shot Lucky Shot: +80% accuracy for the specified weapon for one round. This ability may be activated one time per campaign (Need to go back to the station to recharge). Accuracy Accuracy I: 5% Accuracy to all weapons. Accuracy II: 10% Accuracy to all weapons. Accuracy III: 15% Accuracy to all weapons. Accuracy IV: 20% Accuracy to all weapons. Accuracy V: 30% Accuracy to all weapons. Note: Check how accuracy is calculated in another guide/wiki.