Specializes in finding weaknesses in foes and remaining undetected, while countering the same.
The Intelligence Officer Specialization is a Primary Captain Specialization released with Delta Rising. Captains trained in this specialization are skilled at locating and undermining weaknesses in their foes, while simultaneously covering their own susceptibilities from enemy detection. They also specialize in Stealth tactics, and anticipating and exploiting tactical opportunities.
Intelligence Officer
Space Skill & Ground Skill
While the Intelligence Officer specialization is active, you will gain a 5% increase to your Dodge Chance (Ground Only) and Defense (Space Only).
This bonus increases by a small amount for each point spent in the Specialization.
(You must have at least 1 point spent in this Specialization to gain this bonus.)
Scaling bonus:
- +5% base +0.33% Defense per point spent (maximum of 15%)
- +5% base +0.33% Dodge chance per point spent (maximum of 15%)
Tiers Overview[ | ]
Available by default.
Title | Details | |
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Flank Protection I | Ground Skill
Damage Dealt from flanking angles deals less damage than normal.
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Flank Protection II | Ground Skill
Damage dealt from flanking angles deals less damage than normal.
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Flank Refraction I | Ground Skill
Attackers that Flank you have a chance to be Placated for a short duration.
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Flank Refraction II | Ground Skill
Attackers that Flank you have a chance to be Placated for a short duration.
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Flank Refraction III | Ground Skill
Attackers that Flank you have a chance to be Placated for a short duration.
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Hide Weakness I | Space Skill
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing. (Not triggered by Shields Offline)
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Hide Weakness II | Space Skill
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing. (Not triggered by Shields Offline)
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Hide Weakness III | Space Skill
When a shield facing is reduced to zero capacity, gain damage resistance along that arc facing. (Not triggered by Shields Offline)
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Automated Reinforcement I | Space Skill
When a shield facing is reduced to zero capacity, gain shield regeneration to all facings. (Not triggered by Shields Offline)
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Automated Reinforcement II | Space Skill
When a shield facing is reduced to zero capacity, gain shield regeneration to all facings. (Not triggered by Shields Offline)
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Unlocks after choosing 5 abilities from this specialization.
Store Unlock:
- 8 points spent - unlock:
- Ability to purchase Common Intelligence Kit Modules I from the Dilithium Store
Officer Training R&D School Unlock:
- 10 points spent - unlock:
- Ability to craft Intelligence Specialization Qualification for Bridge Officers
Title | Details | |
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Adaptive Targeting I | Space Skill
Important information about enemy movement patterns can be discerned even from failed weapon contact. By utilizing an adaptive targeting matrix, your starship can gain increased accuracy whenever an enemy evades your weapon fire.
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Adaptive Targeting II | Space Skill
Important information about enemy movement patterns can be discerned even from failed weapon contact. By utilizing an adaptive targeting matrix, your starship can gain increased accuracy whenever an enemy evades your weapon fire.
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Perception Bending | Space Skill
Your stealth and perception values are directly increased by your current Auxiliary Power level.
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Redundant Sensors I | Space Skill
Automated systems can detect when your sensors have been compromised and initiate an immediate reboot. Any incoming Placate and Confuse effects may be instantly and automatically cleaned as soon as they are applied
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Redundant Sensors II | Space Skill
Automated systems can detect when your sensors have been compromised and initiate an immediate reboot. Any incoming Placate and Confuse effects may be instantly and automatically cleaned as soon as they are applied
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Unlocks after choosing 10 abilities from this specialization.
Store Unlock:
- 13 points spent - unlock:
- Ability to purchase Uncommon Intelligence Kit Modules II from the Dilithium Store
Starship Trait Unlock:
- 15 points spent - unlock:
- Predictive Algorithms (self-debuff and accuracy boost)
Title | Details | |
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Outmaneuver Foe I | Ground Skill
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.
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Outmaneuver Foe II | Ground Skill
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.
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Blind Sided I | Ground Skill
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.
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Blind Sided II | Ground Skill
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.
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Obliterate Defenses | Ground Skill
While attacking an unaware enemy, locate the means to shut down a portion of their defensive capabilities. This effect will leave a massive resistance debuff on your foe, increasing the damage they take from all sources.
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Space Flanking I | Space Skill
When firing upon the rear arc of any enemy vessel, you benefit from a small passive damage increase.
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Space Flanking II | Space Skill
When firing upon the rear arc of any enemy vessel, you benefit from a small passive damage increase.
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Destabilized Emitters | Space Skill
Your projectiles gain the ability to create an opening for yourself by destabilizing the rear-facing shields of a foe.
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Shoddy Engineering | Space Skill
Know exactly where to strike your opponents to deal the most damage. This ability grants increased Critical Severity when striking from the rear arc.
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Unprotected Systems | Space Skill
Using precision targeting, aim your strikes at the unprotected systems of an opponent. This ability grants increased Critical Chance when striking from the rear arc.
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Unlocks after choosing 15 abilities from this specialization.
Store Unlock:
- 18 points spent - unlock:
- Ability to purchase Rare Intelligence Kit Modules III from the Dilithium Store
- 27 points spent - unlock:
- Ability to purchase Very Rare Intelligence Kit Modules IV from the Dilithium Store
Officer Training R&D School Unlock:
- 22 points spent - unlock:
- Ability to craft Intelligence Specialization Rank III Training Manuals for Bridge Officers
Starship Trait Unlock:
- 30 points spent - unlock:
- Improved Predictive Algorithms (self-debuff and higher accuracy boost)
Title | Details | |
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Opportunistic | Space Skill & Ground Skill
Your extensive training allows you to exploit any strategic opportunities that arise with more frequency. All of your Innate Captain ability cooldowns are reduces, in both Ground and Space combat scenarios. This bonus does not affect Kits or Bridge Officers.
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Intelligence Fleet I "Active" |
Space Skill
Intelligence Fleet provides a shield and armor penetration enhancement, as well as a stealth and sensors buff, to your entire team over the duration. Intelligence Fleet may not be activated while under the effects of a teammates' Intelligence Fleet.
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Intelligence Fleet II "Active" |
Space Skill
Intelligence Fleet provides a shield and armor penetration enhancement, as well as a stealth and sensors buff, to your entire team over the duration. Intelligence Fleet may not be activated while under the effects of a teammates' Intelligence Fleet.
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Precision Offensive I "Active" |
Ground Skill
Precision Offensive coordinates the attacks of your teammates, providing them with increases to shield and armor penetration, along with advantages to their Expose mechanics. Precision Offensive bonuses do not stack with other active Precision Offensives.
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Precision Offensive II "Active" |
Ground Skill
Precision Offensive coordinates the attacks of your teammates, providing them with increases to shield and armor penetration, along with advantages to their Expose mechanics. Precision Offensive bonuses do not stack with other active Precision Offensives.
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Intelligence Specialists[ | ]
Any Tactical, Engineering or Science Bridge Officer can be trained in Intelligence specialization by using the [Specialization Qualification - Intelligence]. Said item is unlocked for crafting in the Officer Training R&D School once 10 points have been spent in Intelligence Specialization, or may be purchased from the Exchange.
Common Intelligence Specialist Bridge Officers can also be purchased from Bridge Officer Requisition Officer for a modest dilithium fee.
Bridge Officer Abilities[ | ]
The abilities used by Intelligence Specialists are thematically focused on undermining the effectiveness of enemies. The use of stealth and control abilities, coupled with a few other risky and inventive maneuvers, gives this specialization a unique feel that complements the existing Professions.
Space Abilities[ | ]
Electromagnetic Pulse Probe | |
This slow-moving probe will travel toward target’s current location. The probe emits a debilitating field as it moves, periodically disabling any foes it comes in contact with. Upon reaching its destination, it will explode in a shockwave of electromagnetic energy, damaging and disabling nearby foes. | |
Energy Weapons: Surgical Strikes | |
Activating this ability will cause beam and cannon weapons to fire more accurately for the duration of the buff, benefit from increased Accuracy, Critical Hit Chance, and Critical Severity. However, they will also fire more slowly while this is in effect. | |
Evade Target Lock | |
The targeted enemy ship will have its Damage drastically reduced against the user. Additionally, using this ability will make your ship an invalid target for all nearby mines and targetable torpedoes. | |
Intelligence Team | |
Intelligence Team grants the allied target a short duration Cloak and Perception Buff, while simultaneously reducing the amount of threat the target generates against all nearby enemies. It will also remove the "Expose Vulnerability" debuffs that can be inflicted by enemy Intelligence starships. | |
Ionic Turbulence | |
Create a hazardous cloud at the targeted location. Foes caught in this hazard will have their damage resistance reduced, as well as their movement capabilities. Lingering in the cloud has a chance to cause affected ships to briefly spin out of control. | |
Kinetic Magnet | |
Resonate the enemy’s hull, causing them to take greater damage from all kinetic sources. This resonance will also draw in all nearby mines and targetable torpedoes, regardless of their allegiance. | |
Override Subsystem Safeties | |
Temporarily increase the maximum power thresholds on all subsystems. The bonuses gained by this ability fade quickly over the duration. Once the effect ends, a random subsystem will be shut down for a short duration. Higher ranks of this ability will reduce the offline time. | |
Subnucleonic Carrier Wave | |
This ability is capable of removing beneficial effects from nearby foes and playing havoc with their ability cooldowns. The effects of this power are far weaker than those of Subnucleonic Beam, but it is capable of affecting up to 5 nearby foes simultaneously. | |
Torpedo: Transport Warhead | |
Upgrades next torpedo attack, and beams a warhead directly to the command decks of the targeted foe. After a short fuse timer, the explosion will occur, completely bypassing shields and granting a small chance for a random subsystem to go offline. | |
Viral Impulse Burst | |
Multiple nearby foes will receive a speed increase, but their turn rate and throttle controls will be disabled. The culmination of these effects is that foes will end up "running away", giving them an opportunity to regroup. | |
Subspace Beacon | |
Place a beacon at current location. As long as you remain within a limited distance of this beacon, you may trigger the ability a second time to instantly jump to its location. Activating a jump, or moving more than the maximum distance away, will cause the beacon to expire. Upon activating the transport back to the beacon your ship will become briefly untargetable, and benefit from a modest reduction to Bridge Officer Ability Cooldowns. Although the beacon is destructible, it has a high stealth value. |
Ground Abilities[ | ]
Feign Disintegration | |
Convince the enemy of your untimely demise by simulating the effects of a being vaporized by incoming fire, similar to the technique employed by Section 31 operative Luther Sloan (DS9 7x16). Masked by this ruse, you will gain an impenetrable short-duration Stealth, increased speed, and an Ambush bonus. | |
Frictionless Particle Grenade | |
Lob an explosive that will cover the area in an extremely slippery substance. Enemies hit by the substance will have their damage resistance debuffed, and any foes entering the area have a periodic chance to be knocked prone. | |
Harmless | |
The targeted foe is no longer able to target you for a decent duration. While in effect, the user also generates no threat toward the foe (if an NPC). | |
Incite Chaos | |
By scrambling the target’s neurological inputs, you can force them to fire upon their allies. Any allies they strike will subsequently become confused, thus spreading the chaos. | |
Neurolytic Hypo Injection | |
This volatile chemical compound must be injected from melee range, and will completely incapacitate any foe for a short duration. When they emerge from their stupor they will remain confused for some time after. These effects are enhanced if applied from a Flanking position. | |
Photonic Decoy | |
Spawn a duplicate in a flanking position near your foe. Nearby NPCs will be taunted into attacking this new target. | |
Resonant Tachyon Stream | |
A tachyon carrier beam allows the shield capacity of the targeted enemy to be stolen and applied to your own defenses. | |
Site-to-Site Ensnare | |
Fire a long-distance tagger that will then initiate a site-to-site transport, bringing your foe to your location. Because of the sudden unexpected transport, they will be disoriented for a very short duration, but damaging them may break this effect. | |
Sonic Suppression Field | |
You are able to muffle the sounds generated by your actions, causing you to appear less threatening to nearby combatants to the point that they may ignore you entirely. While active, you will also deal additional damage to enemies you are Flanking. | |
Subspace Anesthezine Mine | |
Deploy a stealth mine near your current location, nearly imperceptible to foes. If triggered, it will release a cloud of anesthizine gas, slowing and reducing the damage output of any nearby foes. Those unfortunate enough to be caught in the cloud also have a chance of being thrown into a coughing fit, unable to act or move. | |
Tripwire Drone | |
A small drone is deployed toward the targeted foe’s location, whipping out with energy tendrils in all directions as it moves. These have a chance to trip and ensnare any foes they encounter. Upon reaching its destination, or maximum distance, the drone will explode and deal additional kinetic damage. |
Intelligence Starships[ | ]
The following playable starships can be classified as Intelligence Starships:
Active Sensor Arrays[ | ]
All Intel ships are capable of deploying an Intel sensor drone with the Gather Intelligence ability.
Once deployed, this sensor drone will scan your target until you disable it or the target is destroyed. The target of your Gather Intelligence ability will periodically receive a Penetrating Scan debuff that will stack. Once enough Penetrating Scans have stacked on your target they become Vulnerable for a short time.
While the target is Vulnerable, Intel ships can use one of the three Expose Vulnerability abilities on this target:
- Expose Vulnerability: Defenses
- Expose Vulnerability: Weapon Systems
- Expose Vulnerability: Critical Systems
These powerful abilities find a critical weakness in the target starship and then allow you and your teammates to briefly exploit it. This comes in the form of a crippling debuff or control effect. After a target has been afflicted by an Expose Vulnerability effect, the affected foe quickly compensates for its discovered weakness and thus become immune to Penetrating Scan debuffs for a short period of time.
All Intel ships also come with a built-in Warp Signature Masking which gives them a stealth bonus, rendering them undetectable from long range.
Cloak[ | ]
All Intelligence Starships, except for the Son'a Intel Battlecruiser, feature some form of cloaking device.
Starfleet and Cardassian ships come with the standard Cloak. Klingon Qib Intel Battlecruiser and Romulan T'laru Intel Carrier Warbird have a built-in Battle Cloak, while Faeht Intel Warbird has an Enhanced Battle Cloak.
Hybrid Seating[ | ]
All Intelligence Starships feature a Commander Intelligence Bridge Officer seat. Some of these ships feature an additional, lower ranking Intel BOff seating.
Other playable ships with Intel BOff seat[ | ]
A large number of playable Tier 6 starships come with either an Ensign, Lieutenant or Lieutenant Commander Intelligence BOff seating. However, these ships lack the built-in Active Sensor Arrays, and are thus not considered to be Intelligence Starships.
Captain Specializations | |
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Primary & Secondary | Secondary |
Command Officer • Intelligence Officer • Miracle Worker • Pilot • Temporal Operative | Constable • Commando • Strategist |