Crew attributes · role levels · gunnery

What each crew stat does

Pick a stat to see what the game uses it for. Everything here comes from tracing the game's own compiled code to find which calculations read each stat. It tells you what a stat touches. It does not tell you how much.

The game's code reads this stat for this effect Read in the right place, but the exact effect is my reading of the name No link found

The six attributes

Every stat against every effect

Role levels

Each crewmate also earns experience in four roles. A role level is separate from the six attributes and the two are combined in the speed and rate calculations.

Captain

  • Level feeds the craft handling offset, together with hand-eye coordination.

Medic

  • Level feeds heal speed, together with hand-eye coordination.

Repairman

  • Level feeds repair speed, together with hand-eye coordination.

Gunner

  • Level feeds the gun's turn rate and its aim code, and the game defines a shot-cooldown bonus per gunner level.
  • Reload speed also reads a role level, probably this one.

The game defines these per-level amounts, so each of them grows with level:

health per levelmove speed per levelrun cooldown cut per levelrepair speed per levelreload speed per levelheal speed per levelgunner turn rate per levelgunner cooldown per level

"Gunnery" means two different things

GUNNER ROLE LEVEL

How well this crewmate shoots

Comes from the crewmate's experience as a gunner. It speeds up how fast they swing a gun, shortens the wait between shots, and goes into the gun's aim calculation next to hand-eye coordination. Each weapon also carries its own sway multiplier, so how steady a shot is depends on the crewmate and on the gun.

GUNNERY SCORE

A campaign damage bonus

A progression value for your whole fleet, not a crewmate. It is converted into extra damage when a gun fires, and two campaign unlocks add damage effects on top. It makes hits stronger and has nothing to do with aim.

What this page cannot tell you