Conn talents typically relate to characters with a high Conn rating.
Attack Run
REQUIREMENT: Conn 4+
Whenever you take the Attack Pattern major action, enemy Attacks against you do not reduce in Difficulty due to that action.
Covering Advance
REQUIREMENT: Conn 3+
When you succeed at a task to maneuver your ship, you may spend 2 Momentum to provide cover for allied ships. When an enemy vessel next makes an Attack, before the beginning of your next turn, if you are the closest ship to that attacker but they do not target you, the difficulty of their Attack is equal to your ship’s Scale.
Efficient Evasion
REQUIREMENT: Conn 3+
When you attempt an Evasive Action major action for the second or subsequent time in a row during a scene, you add 1 Momentum to the group pool.
Fix 'Em and Fly 'Em
REQUIREMENTS: Conn 3+, Engineering 3+
You may reroll one d20 on any Engineering task to perform repairs or any ship or small craft you have piloted. You may reroll one d20 on any Conn task to pilot any ship or small craft you have repaired.
Fly-By
REQUIREMENT: Conn 2+
Whenever you use the Swift Action Momentum spend, you do not increase the Difficulty of the second task if one of the tasks you attempt is to pilot a vessel.
Glancing Impact
REQUIREMENT: Conn 4+
Whenever you succeed at the Evasive Action major action, increase the Resistance of the ship you are piloting by 2; this bonus lasts until the start of your next turn.
Hands-on Pilot
REQUIREMENTS: Conn 3+ and Engineering 3+
When you perform the Warp, Evasive Action, or Attack Pattern major actions, the ship may count its focus range as double the relevant department rating (i.e., if the ship has a Conn of 3, it will score a critical success on any roll of 6 or less). However, when anyone else pilots the ship, increase the complication range by 1.
Hot Rod Shuttle
REQUIREMENTS: Conn 4+, Engineering 4+
You have customized one of the ship’s small craft as a personal project. You have a number of points equal to your Conn score, which you may spend to improve the small craft: each point spent adds 1 to one of its systems or departments. Additionally, select one starship talent of your choice for use on the small craft.
Inertia
REQUIREMENT: Conn 3+
When you use the Impulse minor action, you may spend 1 Momentum to move one additional zone so long as you used the Impulse minor action or Warp major action in your previous turn.
Multi-tasking
REQUIREMENT: Conn 3+
When you attempt the Override major action while at a bridge station that includes one or both helm or navigator positions, you may use your Conn department instead of the department usually required for that task.
Pathfinder
REQUIREMENT: Conn 4+
Whenever you attempt a task to plot a course through unknown territory, reduce the Difficulty of the task by 1, 2, or 3, to a minimum of 1. For each point by which you reduce the Difficulty, increase the complication range of that task.
Precise Evasion
REQUIREMENT: Conn 4+
Whenever you use the Evasive Action major action, the ship does not suffer the increased Difficulty for Attacks normally caused by Evasive Action.
Precision Maneuvering
REQUIREMENT: Conn 4+
Whenever you attempt a task that requires precise or careful maneuvering, or where there is a risk of colliding with another object, you may re-roll 1d20.
Push the Limits
REQUIREMENT: Conn 4+
When you attempt a Conn task that has increased in Difficulty due to environmental conditions or damage to the engines, you may add 1 Threat to ignore the difficulty increase.
Spacewalk
REQUIREMENT: Conn 3+
Whenever the Difficulty of a task would be increased due to low- or zero-gravity, ignore that Difficulty increase. If a task that was normally possible would be made impossible because of low- or zero-gravity, you may attempt the task at +1 Difficulty instead.
Starship Expert
REQUIREMENT: Conn 3+
Whenever you take a Conn task to identify a type of starship, or to try to understand an unknown form of starship, you gain 1 bonus Momentum, which may only be used on the Obtain Information Momentum spend, or to pay part of the cost of the Create Trait Momentum spend (where the trait must represent some form of known or observed weakness in the ship being studied).
Strafing Run
REQUIREMENT: Conn 3+
Whenever you take the Attack Pattern task and then Keep the Initiative, the cost to Keep the Initiative is reduced to 0. If the character taking the next turn makes an Attack, they may re-roll one d20.
Thread the Needle
REQUIREMENT: Conn 4+
When you perform the Impulse minor action or Warp major action when piloting a starship, enemy Attacks from ships with a greater Scale than yours increase in difficulty by +1. If attacked by a ship with a Scale that is double or more the Scale of your ship, then you increase the Difficulty by 2 instead.
Visit Every Star
REQUIREMENTS: Conn 3+ and Science 2+
You gain an additional focus, and one of your focuses (either the one gained from this talent, or an existing one) must relate to Astronavigation, Stellar Cartography, or a similar field of space science. Further, when you succeed at a navigation-related task, you gain 1 bonus Momentum due to your knowledge and familiarity. Bonus Momentum cannot be saved.
Zero-G Combat
REQUIREMENTS: Conn 3+ and Security 3+
In combat, when you make an Attack while in a zero-gravity or micro-gravity environment, you may use the higher of your Conn or Security departments for the task, and you ignore any difficulty increases caused by the lack of gravity. In addition, enemies who lack similar training increase the Difficulty of Attacks against you by 1.