Abilities

From 30 Minute Missions: Wargame

Overview

Abilities are the collective name of various active and passive effects a players unit can take. there are 3 types of abilities: Systems, Mods, And Traits. the amount of each type of ability that can be taken by a single unit at any given time is based on their Pilot Rank. the higher their pilot rank, the more abilities they can take.

Systems

Systems are abilities tied to weapons, armor, and equipment on a players unit. Just equipping a piece to a mech does not automatically enable that ability, and must instead be purchased before battle. these cost an amount Of points that are added to the units total Deployment Cost. if a unit is equipped with multiple weapons that have the same system, that system only needs to be bought once to activate for all weapons with that system.

The total number of systems a player can equip their unit with is 5, regardless of pilot rank. This limit can be increased by mods

System
Name DC Cost Type Description Requirements
Alto Commander 5 Armor '+1 standard movement and Accuracy Roll to Allied Units within 2 Hex radius. 3 pieces (or more) of CAA-17
Alto CQB 3 Armor '+1 to Assault Stat and -1 Standard Movement. 3 pieces (or more) of CQBA-17
Alto Long Ranger Sniper 3 Armor '+2 to long range combat weapons and Accuracy Rolls in the prone position. 3 pieces (or more) of LRSA-17
Portanova commander 5 'Armor '+1 standard movement and Assault Roll to Allied Units within 2 Hex radius. 3 pieces (or more) of CAA-15
Portanova CQB 3 Armor '+1 to Assault Stat and -1 Standard Movement. 3 pieces (or more) of CQBA-15
Portanova Special Forces 3 Armor +1 to evasion rolls 3 pieces (or more) of SFA-15
Rabiot Commander 6 Armor +2 Accuracy and +1 Assault Roll to Allied Units within 2 Hex radius.

+1 to two of these unit’s stats. -1 to this Unit’s standard movement

3 pieces (or more) of CAA-21
Rabiot Base Attack 5 Armor Spend 4 AP then remove the terrain on ANY hex and replace it with a Grey hex. Ability has 1 hex range and 5 turn cool down. Must have chest , head, 2 sub arms, claw, and scoop of BAA-21
Rabiot Special Ops 6 Armor Spend 4 AP then place a Line of Sight blocking terrain on a Grey Hex. Ability has 1 hex range and 5 turn cooldown. Must have chest , head, 2 sub arms, claw, and scoop of SOA-21
Rabiot Spy Drone 8 Armor +1 to Accuracy stat
+1 to standard movement

Non-AI drones cost 1 ap to to command via Command Action

3 pieces (or more) of SDA-21
Cielnova Commander 8 Armor +2 Assault and +1 Accuracy Roll to Allied Units within 2 Hex radius.

+1 to two of these unit’s stats.

3 pieces (or more) of CAA-14t
Cielnova Elite Officer 8 Armor Choose one:

-Assault stat +2, Accuracy stat -1, Standard movement +1

-Accuracy stat +2, Assault stat -1, Standard movement +1

3 pieces (or more) of EOA-14t
Cielnova Defensive Ops 3 Armor Reduces incoming damage from weapons by 1 per piece of DOA-14t equipped, to a max of 4. 3 pieces (or more) of DOA-14t
Cielnova high mobility 5 Armor When performing a Thruster Movement, the unit may move in any direction. Not just in a linear path. 3 pieces (or more) of HMA-14t
Sengoku armor v1 Armor '+1 to Assault Stat and -1 to Accuracy Stat. 4 or more pieces of SA-A9 equipped
Sengoku armor v2 Armor '+1 to Assault Stat, -1 to Accuracy Stat, -1 AP cost for melee attacks, +3 bonus damage on melee weapons. 8 or more pieces of SA-A9 equipped
Ninja Armor v1 Armor
Ninja Armor v2 Armor
Forward observer 5 Drone Only When the Drone gets within 3 hexes of an enemy, the Main Unit may launch missile/ rocket attacks OVER terrain features and buildings Missile/ rocket ranges still apply. Main Unit has an AI Drone with a radar dish attached to it
Strangle Drone Only Spend 3 AP, choose an area on a target (head, legs, etc), conduct Close Combat Phase per normal. On Success, Drone leaps onto the targeted area rendering it useless and occupying the same hex. Unit gains the same attributes as if that area were destroyed. Torso can not be targeted. Drone moves with the target. Has the ability to detach. If detaches, drone lands on hex directly behind target facing it. AI Drone and it must have legs
Fly 7 Movement Units that can Fly do so at the start of the movement phase. Bonus 2 standard movement points (doesn't count towards Thruster Movement). May change elevations at will and can stay in the air for multiple turns. Class 1 = 12 Thruster Dur | Class 2 = 23 Thruster Dur | Class 3 = 34 Thruster Dur | Class 4 = 45 Thruster Dur |
Hover 5 Movement Start of the movement phase, move the unit up or down one elevation then continue per normal. Can only change elevations once per turn. The Unit can also move over terrain that would be impassable on the elevation below. Can stay in the air for multiple turns. Class 1 = 8 Thruster Dur | Class 2 = 15 Thruster Dur | Class 3 = 23 Thruster Dur | Class 4 = 30 Thruster Dur |
Jump 3 Movement Start of the movement phase, elevate to the next higher elevation. Then move forward 3 hexes. Terrain effects do not apply while jumping. The Unit may complete its phases on the higher elevation. Once completed, the Unit lands back on the elevation below. Can only be performed once every OTHER turn. Class 1 = 4 Thruster Dur | Class 2 = 8 Thruster Dur | Class 3 = 11 Thruster Dur | Class 4 = 15 Thruster Dur | Class 5 = 19 Thruster Dur |
Cruise 6 Movement Allows Units to move over the Light Blue [Shallow Ocean] hexes and Dark Blue [Deep Ocean] hexes without negative effects. Class 1 = 12 Thruster Dur | Class 2 = 23 Thruster Dur | Class 3 = 34 Thruster Dur | Class 4 = 45 Thruster Dur | Class 5 = 56 Thruster Dur |
Swim 3 Movement Allows Units to move over the Light Blue [Shallow Ocean] hexes without negative effects. Class 1 = 8 Thruster Dur | Class 2 = 15 Thruster Dur | Class 3 = 23 Thruster Dur | Class 4 = 30 Thruster Dur | Class 5 = 37 Thruster Dur |
Crushing advance 4 movement Allows unit to move through black terrain hexes for normal movement points. large tread parts must be equipped to each leg
Multi-leg 8 utility Gains +2 Standard Movement for every pair of legs attached to the Unit. More than 2 leg. Can be stacked
Multi-arm 6 utility Gains 1 additional Base AP for every arm attached to the Unit. More than 2 arms. Can be stacked
Built-in 3 utility '+1 Accuracy Roll Applied ONLY to the attached weapon. Weapon directly attached to a Core Part
Disarm 3 utility Chance to disarm enemy primary weapon while attacking once per turn D8 7+. The Axe Head part must be attached as a weapon
Anti-Missile 4 utility For every mini-gun part attached to a Unit, gains a chance to shoot down 1 missile attack 1D8 8+. The mini-gun part must be attached
Utility The searchlight part must be attached
Smoke Screen 3 utility Creates smoke cloud in a 1 hex radius around the Unit. ONLY effects the area around the initial use Lasts 1 turns Breaks LoS to everything inside the cloud. One shot per piece on the model. The smoke screen parts must be attached
utility The Hook Handle part must be attached and one hand needs to be on the handle
Reserve Energy 25 utility Doubles Base AP. Equipping multiple energy tanks will not cause this system to stack:

Class 1 & 2: 2+1d8 -> 4+1d8

Class 3: 3+1d8 -> 6+1d8

Class 4 & 5: 4+1d8 -> 8+1d8

Energy Tanks must be attached
Enhanced Lidar 8 utility +1 range to ranged weapons and negates smoke discharge effect The Radar Dish/Fin part must be attached
Vice Grip 10 utility When performing a grapple, this unit gets +1 to the Assault roll. Draws are considered successful grapples. Can be stacked twice if the requirement is met. The Large Claw part or Pincer Claw part must be attached
Stabilizing Anchors 15 Utility System is activated/ deactivated at the end of the Units turn. When activated, any ranged attacks made gain +2 range and +1 to Accuracy Rolls. The Unit cannot move, evade, or use Close Combat attacks. When deactivated, the Unit functions normally. 2 of the EXA Tank Sled parts must be attached to the
Full Charge 13 utility A Unit can store AP from its turns until it has enough to make a single attack. During that time, the Unit cannot attack or use equipment, but is able to move per normal. weapon with 9 or more AP
Full Auto 6 Weapon When making Accuracy rolls with this weapon, roll two dice instead of one. Only applies to an attacking weapon with the SMG Barrel, Gatling Barrel w/ Handle, or Heavy Gatling Barrel attached
Multi-hit 6 Weapon Every successful strike gives 2 critical rolls instead of 1. Only applies to an attacking weapon with the chainsaw or Drill Tip attached
Splash Damage 4 Weapon Successful rolls deal 100% damage (failed rolls deal 50% damage) to targeted area and 50% damage (round up) to the torso of Units in a 1 hex radius. Surrounding structures take 100% damage. Only Applies to Missile Pod, Rocket Launcher, or Bazooka weapons
Barrage Attack 15 Weapon Spend 9 AP to fire a single barrage. If Successful, shot gains 200% flat damage to targeted area, 100% flat damage to the torso of Unit in a 1 hex radius, and 50% flat damage to the torso of Units in a 2-3 hex radius. If the shot fails, then the targeted area only deals 100% flat damage. The radius effects still apply. No Crit Rolls. 4 or more Missile/ Rocket Pods (non-interchangable) on a single Unit. Only applies to Missile, Rocket, or Bazooka attacks.


Mods

Mods are abilities that normally cant be seen on a unit or their equipment, such as reinforced armor, or better energy generators. Unlike systems, mods do not cost additional points of DC to equip as their cost is tied to their pilot rank. the higher a unit's pilot rank, the more mods they are able to equip, as show below:

Mods per rank
Rank 1 2 3 4 5
# of Mods 0 1 2 2 3
Mods
Name Type Description Requirements
Ceramic Composite Armor Each successful Kinetic damage against this unit is reduced by 4. (to a minimum of 1) N/A
Semi-Transaprent Coating Armor Each successful Energy damage against this unit is reduced by 4. (to a minimum of 1) N/A
Cutting Edge Light Frame Armor Reduce 22 defense points to the head, arms, legs and 25 to the torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value. May not be used on any Unit with less than 118 total defense. Limit 1 "Frame" per Unit.
Advanced Light Frame Armor Reduce 15 defense points to the head, arms, legs and torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value. May not be used on any Unit with less than 80 total defense. Limit 1 "Frame" per Unit.
Light Frame Armor Reduce 7 defense points to the head, arms, legs and 10 to the torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value. May not be used on any Unit with less than 43 total defense. Limit 1 "Frame" per Unit.
Heavy Frame Armor Add 7 defense points to the head, arms, legs and 10 to the torso. Limit 1 "Frame" per Unit.
Advanced Heavy Frame Armor Add 15 defense points to the head, arms, legs and torso. Limit 1 "Frame" per Unit.
Cutting edge Heavy Frame Armor Add 22 defense points to the head, arms, legs and 25 to the torso. Limit 1 "Frame" per Unit.
Omni directional thrusters Movement Allows for the Thruster Movement option to be used in any direction instead of a linear path. Combat phases are still omitted when used. N/A
Central A.I. Utility Takes a group of 3 non-AI drones and groups them into a single AI drone. Each drone must stay within 1 hex radius of one another. RoyRoy Head needs to be attached to the Main Unit
quick swap Utility Unit may use the [Swap Weapons] command action without cost once per turn. N/A
Drone Swarm Utility Increases the number of active non-AI drones on the battlefield for the Unit from 3 to 6. N/A
Alpha System Utility When engaged, temporarily decreases all stats by 1 (minimum of 2) for 4 turns. On turn 5, all stats increase by 2 (maximum of 8) and standard movement is reduced by 1 (min of 1). This lasts for 2 turns after which stats and movement is returned to normal. N/A
Weapon convert Utility Allows a Unit to change all of its weapon systems from Kinetic to Energy / Energy to Kinetic. This is applied to ALL of the Units weapon systems prior to a battle and lasts the entire time. Bonuses are applied per normal. N/A
Counter Attack Utility After a successful Evasion Roll, the Unit can attack immediately after. Weapon range still applies. If a Unit has a melee weapon equipped and successfully counters but is outside of attacking range, it may move 1 hex closer to the enemy. Equipped long range weapons with AP under 3 and Melee weapons ONLY.
Emergency Coolant System Utility Spend 4 AP and negate the Overheat effect of Tan Hexes. N/A
Emergency Heating System Utility Spend 4 AP and negate the Freeze effect of White Hexes. N/A
Steady Aim Utility The Unit may spend additional AP when firing to increase Accuracy. Unit gains +1 to its Accuracy Roll for every additional AP spent. Weapons with a range of 7 or higher.
Ground Warfare Utility Increases flat damage from all weapons by 2 when attacking on the ground. Only 1 "Warfare" mod can be taken at a time.
Urban Warfare Utility Decrease damage taken from Structures and negate black hex movement penalty. Only 1 "Warfare" mod can be taken at a time.
Arctic Warfare Utility Negate the Freezing effect of White Hexes. Increase damage from all weapons by 2 when attacking in the snow. Only 1 "Warfare" mod can be taken at a time.
Jungle Warfare Utility Negate accuracy penalty when shooting over green hexes. Only 1 "Warfare" mod can be taken at a time.
Desert Warfare Utility Negate the Overheat effect of Tan Hexes. Increase flat damage from all weapons by 2 when attacking in the desert. Only 1 "Warfare" mod can be taken at a time.
Improved Energy Lens Utility Critical Rolls are determined from a 7+ instead of 8+ Ranged Energy Weapons Only
System Transfer: Accuracy Utility Increase Units Accuracy Stat by 1 to a max of 8. However many point you increase by, you gain that much AP. Must be used during the Movement Phase Limit 1 "System Transfer" per Unit
System Transfer: Assault Utility Increase Units Assault Stat by 1 to a max of 8. However many point you increase by, you gain that much AP. Must be used during the Movement Phase Limit 1 "System Transfer" per Unit
Savior Protocol Utility When hit by a ranged attack, the Unit may choose to apply the damage to a deployed Non AI Drone instead. Deployed Non-AI Drones
Auxiliary Systems Utility Choose an additional System. Systems taken this way still require DC to use. N/A
Shield Attack Weapon "Choose one equipped shield. It becomes a weapon with the following stats:
               Flat Damage: 25% of Max durability 
               Range: 1"
               AP: 1/10 total defense (Min 2) 
Must have a shield attached to a limb or equipped
Hidden Saber Weapon A Unit may equip a beam saber into the primary or off hand without needing it physically on the model. Beam Sabre must be added into the equipment list on the Units Datasheet. N/A
Indirect Fire Weapon Select one weapon to be designated as an IDF weapon. The Unit may use the weapon as both a direct and indirect fire weapon. When indirect firing, the Unit does not need LoS of an enemy and may shoot over structures if an accompanying AI Drone has the [Forward Observer] System or a friendly Unit has LoS. Weapon Range still applies. Weapon System must be Mounted and Kinetic based.
Double Tap Weapon For every successful Critical Hit from a ranged weapon, the Unit get two bonus shots immediately after. Critical Hits from the bonus shots do not grant bonus shots. N/A
thrusters Attack weapon must have thrusters.
Jump Attack / Dive Attack weapon while the user is at least 1 or more elevations higher than the target, they may perform a Jump attack / Dive attack. When performing a Jump / Dive attack the jumper makes a single assault roll against the target, receiving +1 to the hit roll per 2 elevation difference between them and the target

If the target is hit they take 3 damage per elevation difference + (the attackers class x2) to their torso and are knocked back 1 hex behind them. The attacker then takes the target's hex.

If the target evades or the attacker misses, they take 1 damage per elevation + (attackers class x2) to both of their legs and end their turn on the hex in front of the target.

the Jump, Hover, or Flight system must be equipped
Reinforced Shield Utility select an equipped shield, its durability is increased by 10 must have a shield equipped.

Traits

Traits are the last type of abilities and represent a pilots personality. like Mods, Trait costs are included in the cost of the units pilot rank. the number of traits a unit can take is limited to 2 for a rank 5 pilot.

Mods
Name Type Description Requirements
Improvised weapon training this unit may throw an equipped non-mounted weapon at an enemy during their Close combat phase. thrown attacks are made using the thrower's assault stat.
        Range: 1/10th  total durability
        Flat Damage: 1/5th total durability. Always treated as Kinetic damage
        AP: 1/10th total durability (min 2)

Thrown weapons can be retrieved at a later time.

unit must have hands
Coward Movement Gains +2 standard movement when moving way from the enemy. n/a
Unwavering Combat Immune to the effects of the Intimidate trait. When targeting a unit with the intimidate trait, their first assault / accuracy roll gets +2 to that roll. Works only once per target with the Intimidate trait n/a
Ace Pilot
Marksman utility Increases Accuracy Rolls by 1 and reduces Assault Rolls by 1. This ability may be taken twice, doubling its effects. n/a
Fierce utility Increases Assault Rolls by 1 and reduces Accuracy Rolls by 1. This ability may be taken twice, doubling its effects. n/a
Byron Army Intelligence Armor Further reduces incoming energy weapon damage by 3 Must faction with the Byron Army and possess the Semi-Transparent Coating Mod
Earth Alliance Willpower Armor Further reduces incoming kinetic weapon damage by 3 Must faction with the Earth Alliance and possess the Ceramic Composite Mod
Gear Head utility Select an additional Mod. can be taken twice n/a
Vengeful combat Unit gains +1 to their accuracy and assault rolls when an ally Unit is destroyed in battle. If 2 or more ally Units are destroyed, the pilot also gain an addition 5 flat damage to all melee weapons.
Lone Wolf combat If no ally Units / Drones are within 6 hexes of this Unit, the pilot gets +1 to their accuracy, assault, and evasion rolls.
Manuaver Expert The pilot is allowed to make any number of rotations during the movement phase.
Faithful combat Once per turn, you may re-roll 1 failed roll.
Aerial Warfare Specialist combat Increases damage from all weapons by 2 when attacking from the Air. Also reduces fall damage by 5. Only 1 "Specialist" Trait can be taken at a time.
Aquatic Weapon Specialist combat Increases damage from all weapons by 5 when attacking from the water. Only 1 "Specialist" Trait can be taken at a time.
Ground Warfare Specialist combat Increases damage from all weapons by 2 when attacking on the ground. Only 1 "Specialist" Trait can be taken at a time.
Skirmisher weapon Unit gains 1 extra Critical Roll per successful Close Combat attack as long as friendly Units are not within a 2 hex radius.
Flanker weapon Increase weapon flat damage by 2 when successfully attacking a Units flanks.
One Handed Weapon Mastery Weapon Re-roll 1 failed attack roll per turn. Only when attacking with a single handed weapon. Limit 1 "Mastery" per Unit.
Two Handed Weapon Mastery Weapon Re-roll 1 failed attack roll per turn. Only when attacking with a two handed weapon. Limit 1 "Mastery" per Unit.
Dual Weapon Mastery Weapon Re-roll 1 failed attack roll per turn. Only when attacking with, at least, 2 of the same weapons. Limit 1 "Mastery" per Unit.




Core Rules
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