Tactical Advantages

Tactical Advantages are selected at the beginning of each combat. In case of a wave-battle, the advantage will last throughout the entire combat, if applicable.

Using Advantages
At the beginning of every battle you have the opportunity to select an advantage for the battle, this can be anything from more salvage to stronger sidewalls. The game gives you a selection of three random advantage from the pool below which works for only the current battle or wave battle. The game also suppresses the ability to cancel out of a battle at this screen in order to get a better tactical advantage without fleeing from the battle.

The Different Advantages
Each officer has a series of advantages based on their position. The modifiers as observed will increase the selected stat by one upgrade level. For example if you select "Boost Counter Missiles" it will increase the level of the counter missiles by one level, thereby increasing the tracked targets by two, and the damage by one [level]. However, as the modifiers are not officially described nor reflected on the battle screen, their exact effects are not certain. Currently, the game explanation only sorts the advantages by field, ex. +Engineering, +Bridge, +Weapons, +Salvage.

Hasting Locke (Executive Officer) +Bridge

 * First Shot - delays response time (firing and activating defenses) for enemy by few seconds, allowing your first salvo to almost always hit (sometimes the AI gets to shot it with lasers). Does work on each wave in wave mode. Moderate to strong (in case you use hellfire missiles to disable the enemies weapons).
 * Improved Rolling - improves rolling speed. Weak.

Deidre Grace (Chief Engineer) +Engineering +Salvage

 * Scrap Salvage Bonus - increases metal and plasma amount.
 * Component Salvage Bonus - increases the chances or quality of a component being found?
 * Missile Salvage Bonus - increases the chances or number of missiles being found?
 * Crew Salvage Bonus - does nothing, since there is no crew salvaged.
 * Enhanced Hull Repairs - increases hull repair speed. Weak.
 * More Hitpoints - increases total hitopoints by about 500 / <10% Weak.
 * Damage Avoidance - reduces the amount of system damage, without increasing system health. Weak/moderate.

Miranda Stark (Tactical Weapons) + Missiles + Counter-Missiles

 * Boost Missile Armor - missiles take a longer stand against laser fire. Weak to moderate.
 * Bigger Missile Payloads - improves the damage done by missiles. Moderate.
 * Increase System Damage - all missiles deal additional system damage to all missiles. Very powerful!
 * Counter Missiles Boosted - improves counter missiles somehow. Weak.
 * Faster Missiles - increases missile speed. Rather weak.
 * Faster Weapon Loading - increases missile reload speed. Moderate.

George Weatherly (Tactical Defenses) +ECM +Lasers

 * More Power to ECMs - improves the ECM cooldown speed. Weak.
 * Over-charge Lasers - improves laser cooldown speed. Weak.