Officer List

From Terra Invicta Official Wiki
Revision as of 03:36, 28 November 2025 by Redwah (talk | contribs) (Created page with "<i>This page presents a list of all space ship officers in Terra Invicta, as well as their stats. For a discussion of the game mechanics for space ships see Spaceships instead.</i> == Table of Officers == {{#invoke:OfficerLister|ListOfficers}} == Sources == This table is computed using data from: * TIOfficerTemplate CSV * TIOfficerTemplate EN {{Templates_Navbox}}")
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This page presents a list of all space ship officers in Terra Invicta, as well as their stats. For a discussion of the game mechanics for space ships see Spaceships instead.

Table of Officers

Officer Name
1st Rank
2nd Rank
3rd Rank
Spawn
Rules
Min
Crew
Effects
At 1st Rank
At 2nd Rank
At 3rd Rank
Medical Officer
Flight Surgeon
Doctor
Senior Doctor
1% chance when:
  • Surviving combat
40
  • Increases maximum allowed combat acceleration of the ship by 0.5 g(s)
  • Reduces chance of officer death in combat by 30%
  • Reduces radiation damage from particle weapons by 10%
  • Increases maximum allowed combat acceleration of the ship by 1 g(s)
  • Reduces chance of officer death in combat by 50%
  • Reduces radiation damage from particle weapons by 25%
  • Increases maximum allowed combat acceleration of the ship by 1.5 g(s)
  • Reduces chance of officer death in combat by 70%
  • Reduces radiation damage from particle weapons by 50%
Damage Control Officer
Ensign
Sub-Lieutenant
Lieutenant
1% chance when:
  • Surviving combat
10
  • Increases the rate at which damage control teams fix ship systems and modules by 10%
  • Reduces internal damage taken by the ship by 5%
  • Increases the rate at which damage control teams fix ship systems and modules by 20%
  • Reduces internal damage taken by the ship by 10%
  • Increases the rate at which damage control teams fix ship systems and modules by 30%
  • Reduces internal damage taken by the ship by 15%
Crew Chief
Chief Petty Officer
Senior Chief Petty Officer
Master Chief Petty Officer
1% chance when:
  • Winning combat
10
  • Increases the rate at which damage control teams fix ship systems and modules by 10%
  • Increases the rate at which damage control teams fix ship systems and modules by 20%
  • Increases the rate at which damage control teams fix ship systems and modules by 30%
  • Changes ship mission control cost by -1, to minimum of 1
Supply Officer
Ensign
Sub-Lieutenant
Lieutenant
3% chance when:
  • Completing interplanetary transfer
40
  • Increases post-combat salvage by 10%
  • Increases ship's resupply speed at habs by -20%
  • Increases post-combat salvage by 20%
  • Increases ship's resupply speed at habs by -30%
  • Increases post-combat salvage by 30%
  • Increases ship's resupply speed at habs by -50%
Propulsion Officer
Sub-Lieutenant
Sub-Lieutenant
Lieutenant
1% chance when:
  • Winning combat
  • Requires tunable drive
0
  • Adds 1 to the ship's drive combat thrust multiplier
  • Increases ship's ECM value by 2%, reducing enemy chances to target it
  • Adds 2 to the ship's drive combat thrust multiplier
  • Increases ship's ECM value by 4%, reducing enemy chances to target it
  • Adds 3 to the ship's drive combat thrust multiplier
  • Increases ship's ECM value by 6%, reducing enemy chances to target it
Commanding Officer
Captain
Senior Captain
Fleet Captain
1% chance when:
  • Winning combat
  • Bypass officer limit
0
  • Changes ship mission control cost by -1, to minimum of 1
  • Increases damage from all weapons except nuclear and antimatter missiles by 2%
  • Changes ship mission control cost by -2, to minimum of 1
  • Increases damage from all weapons except nuclear and antimatter missiles by 4%
  • Changes ship mission control cost by -3, to minimum of 1
  • Increases damage from all weapons except nuclear and antimatter missiles by 6%
CIC Officer
Ensign
Sub-Lieutenant
Lieutenant
2% chance when:
  • Killing in combat
20
  • Increases ship's ECM value by 5%, reducing enemy chances to target it
  • Reduces cooldown of point defense weapons by 5%
  • Increases ship's ECM value by 12%, reducing enemy chances to target it
  • Reduces cooldown of point defense weapons by 10%
  • Increases ship's ECM value by 20%, reducing enemy chances to target it
  • Reduces cooldown of point defense weapons by 20%
Intelligence Officer
Ensign
Sub-Lieutenant
Lieutenant
2% chance when:
  • Killing in combat
40
  • Increases all weapons' ability to overcome enemy ECM by 5%
  • Increases damage from all weapons except nuclear and antimatter missiles by 5%
  • Increases all weapons' ability to overcome enemy ECM by 10%
  • Increases damage from all weapons except nuclear and antimatter missiles by 10%
  • Increases all weapons' ability to overcome enemy ECM by 15%
  • Increases damage from all weapons except nuclear and antimatter missiles by 15%
First Officer
Lieutenant
Lieutenant Commander
Commander
1% chance when:
  • Winning combat
20
  • Increases chances an officer will be promoted on a triggering event by 100%
  • Increases all weapons' ability to overcome enemy ECM by 3%
  • Increases chances an officer will be promoted on a triggering event by 200%
  • Increases all weapons' ability to overcome enemy ECM by 6%
  • Increases chances an officer will be promoted on a triggering event by 300%
  • Increases all weapons' ability to overcome enemy ECM by 10%
Fire Control Officer
Ensign
Sub-Lieutenant
Lieutenant
6% chance when:
  • Killing in combat
  • Using missiles
0
  • Increases chance missile systems will overcome enemy ECM by 10%
  • Increases explosive, penetrator, and fragmentation missile damage by 10%
  • Increases chance missile systems will overcome enemy ECM by 20%
  • Increases explosive, penetrator, and fragmentation missile damage by 20%
  • Increases chance missile systems will overcome enemy ECM by 30%
  • Increases explosive, penetrator, and fragmentation missile damage by 30%
Marine Officer
1st Lieutenant
Captain
Major
10% chance when:
  • Successfully assaulting
  • Using marines
0
  • Increases ship Assault Value by 2
  • Increases ship Assault Value by 3
  • Increases ship Assault Value by 5
Engineering Officer
Lieutenant
Lieutenant Commander
Commander
1% chance when:
  • Surviving combat
0
  • Reduces internal damage taken by the ship by 5%
  • Increases ship's repair speed at shipyards by -20%
  • Reduces internal damage taken by the ship by 10%
  • Increases ship's repair speed at shipyards by -30%
  • Reduces internal damage taken by the ship by 15%
  • Increases ship's repair speed at shipyards by -50%
Flag Officer
Rear Admiral
Vice Admiral
Fleet Admiral
2% chance when:
  • Winning combat
  • Requires flag bridge module
  • Bypass officer limit
0
  • Reduces fleet mission control cost by 5%
  • Officer does not cost influenceInfluence to transfer to another ship.
  • Reduces fleet mission control cost by 10%
  • Officer does not cost influenceInfluence to transfer to another ship.
  • Reduces fleet mission control cost by 20%
  • Officer does not cost influenceInfluence to transfer to another ship.
Directed Energy Officer
Ensign
Sub-Lieutenant
Lieutenant
6% chance when:
  • Killing in combat
  • Using lasers or particles
0
  • Increases chance laser and particle beam systems will overcome enemy ECM by 10%
  • Increases laser and particle beam damage by 10%
  • Increases chance laser and particle beam systems will overcome enemy ECM by 20%
  • Increases laser and particle beam damage by 20%
  • Increases chance laser and particle beam systems will overcome enemy ECM by 30%
  • Increases laser and particle beam damage by 30%
Gunnery Officer
Ensign
Sub-Lieutenant
Lieutenant
6% chance when:
  • Killing in combat
  • Using naval, magnetic, or plasma guns
0
  • Increases chance magnetic, plasma, and gun-type weapons will overcome enemy ECM by 10%
  • Increases damage from magnetic, plasma and gun-type weapons by 10%
  • Increases chance magnetic, plasma, and gun-type weapons will overcome enemy ECM by 20%
  • Increases damage from magnetic, plasma and gun-type weapons by 20%
  • Increases chance magnetic, plasma, and gun-type weapons will overcome enemy ECM by 30%
  • Increases damage from magnetic, plasma and gun-type weapons by 30%

Sources

This table is computed using data from: