Difference between revisions of "Abilities"

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==Overview==
==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.
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
 
{| class="wikitable"
|+style="text-align:Center;" |System
|-
! Name
! DC Cost
! Type
! Description
! Requirements
|-
!  Alto Commander
|  style="text-align:Center;" | 5
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" | '+1 standard movement and Accuracy Roll to Allied Units within 2 Hex radius.
|  style="text-align:Center;" | 3 pieces (or more) of CAA-17
|-
! Alto CQB
|  style="text-align:Center;" | 3
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" | '+1 to Assault Stat and -1 Standard Movement.
|  style="text-align:Center;" | 3 pieces (or more) of CQBA-17
|-
! Alto Long Ranger Sniper
|  style="text-align:Center;" | 3
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" | '+2 to long range combat weapons and Accuracy Rolls in the prone position.
|  style="text-align:Center;" | 3 pieces (or more) of LRSA-17
|-
!  Portanova commander
|  style="text-align:Center;" | 5
|  style="text-align:Center;" |'Armor
|  style="text-align:Center;" | '+1 standard movement and Assault Roll to Allied Units within 2 Hex radius.
|  style="text-align:Center;" | 3 pieces (or more) of CAA-15
|-
! Portanova CQB
|  style="text-align:Center;" | 3
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" |  '+1 to Assault Stat and -1 Standard Movement.
|  style="text-align:Center;" | 3 pieces (or more) of CQBA-15
|-
! Portanova Special Forces
|  style="text-align:Center;" | 3
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" | +1 to evasion rolls
|  style="text-align:Center;" | 3 pieces (or more) of SFA-15
|-
! Rabiot Commander
|  style="text-align:Center;" | 6
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" |
|  style="text-align:Center;" | 3 pieces (or more) of CAA-21
|-
! Rabiot Base Attack
|  style="text-align:Center;" | 5
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" |  Must have chest , head, 2 sub arms, claw, and scoop of BAA-21
|-
! Rabiot Special Ops
|  style="text-align:Center;" | 6
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" | Spend 4 AP then place a Line of Sight blocking terrain on a Grey Hex. Ability has 1 hex range and 5 turn cooldown.
|  style="text-align:Center;" |  Must have chest , head, 2 sub arms, claw, and scoop of SOA-21
|-
! Rabiot Spy Drone
|  style="text-align:Center;" |
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" |
|  style="text-align:Center;" | 3 pieces (or more) of SDA-21
|-
! Cielnova Commander
|  style="text-align:Center;" |
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" |
|  style="text-align:Center;" | 3 pieces (or more) of CAA-14t
|-
! Cielnova Elite Officer
|  style="text-align:Center;" |
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" |
|  style="text-align:Center;" | 3 pieces (or more) of EOA-14t
|-
! Cielnova Defensive Ops
|  style="text-align:Center;" | 3
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" | Reduces incoming damage from weapons by 1 per piece of DOA-14t equipped, to a max of 4.
|  style="text-align:Center;" | 3 pieces (or more) of DOA-14t
|-
! Cielnova high mobility
|  style="text-align:Center;" |5
|  style="text-align:Center;" |Armor
|  style="text-align:Center;" | When performing a Thruster Movement, the unit may move in any direction. Not just in a linear path.
|  style="text-align:Center;" | 3 pieces (or more) of HMA-14t
|-
! Sengoku armor v1
|  style="text-align:Center;" |
|  style="text-align:Center;" |Armor
|  style="text-align:Center;" | '+1 to Assault Stat and -1 to Accuracy Stat.
|  style="text-align:Center;" | 4 or more pieces of SA-A9 equipped
|-
! Sengoku armor v2
|  style="text-align:Center;" |
|  style="text-align:Center;" |Armor
|  style="text-align:Center;" | '+1 to Assault Stat, -1 to Accuracy Stat, -1 AP cost for melee attacks, +3 bonus damage on melee weapons.
|  style="text-align:Center;" | 8 or more pieces of SA-A9 equipped
|-
! Ninja Armor v1
|  style="text-align:Center;" |
|  style="text-align:Center;" |Armor
|  style="text-align:Center;" |
|  style="text-align:Center;" |
|-
! Ninja Armor v2
|  style="text-align:Center;" |
|  style="text-align:Center;" | Armor
|  style="text-align:Center;" |
|  style="text-align:Center;" |
|-
! Forward observer
|  style="text-align:Center;" | 5
|  style="text-align:Center;" | Drone Only
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" | Main Unit has an AI Drone with a radar dish attached to it
|-
! Strangle
|  style="text-align:Center;" |
|  style="text-align:Center;" | Drone Only
|  style="text-align:Center;" | Enemy must be within melee range. Spend 3 AP, choose an area on a target (head, legs, arms etc), conduct Close Combat Phase per normal. On fail, nothing happens. 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.
|  style="text-align:Center;" | AI Drone and it must have legs
|-
! Fly
|  style="text-align:Center;" | 7
|  style="text-align:Center;" | Movement
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" | Class 1 = 12 Thruster Dur | Class 2 = 23 Thruster Dur | Class 3 = 34 Thruster Dur | Class 4 = 45 Thruster Dur |
|-
! Hover
|  style="text-align:Center;" | 5
|  style="text-align:Center;" | Movement
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" | Class 1 = 8 Thruster Dur | Class 2 = 15 Thruster Dur | Class 3 = 23 Thruster Dur | Class 4 = 30 Thruster Dur |
|-
! Jump
|  style="text-align:Center;" | 3
|  style="text-align:Center;" | Movement
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" | 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
|  style="text-align:Center;" |6
|  style="text-align:Center;" |Movement
|  style="text-align:Center;" |  Allows Units to move over the Light Blue [Shallow Ocean] hexes and Dark Blue [Deep Ocean] hexes without negative effects.
|  style="text-align:Center;" |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
|  style="text-align:Center;" | 3
|  style="text-align:Center;" |Movement
|  style="text-align:Center;" |  Allows Units to move over the Light Blue [Shallow Ocean] hexes without negative effects.
|  style="text-align:Center;" | 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
|  style="text-align:Center;" |4
|  style="text-align:Center;" | movement
|  style="text-align:Center;" | Allows unit to move through black terrain hexes for normal movement points.
|  style="text-align:Center;" | large tread parts must be equipped to each leg
|-
! Multi-leg
|  style="text-align:Center;" |8
|  style="text-align:Center;" |utility
|  style="text-align:Center;" | Gains +2 Standard Movement for every pair of legs attached to the Unit.
|  style="text-align:Center;" | More than 2 leg. Can be stacked
|- 
!Multi-arm
|  style="text-align:Center;" |6
|  style="text-align:Center;" |utility
|  style="text-align:Center;" | Gains 1 additional Base AP for every arm attached to the Unit.
|  style="text-align:Center;" | More than 2 arms. Can be stacked
|-
! Built-in
|  style="text-align:Center;" |3
|  style="text-align:Center;" | utility
|  style="text-align:Center;" | '+1 Accuracy Roll Applied ONLY to the attached weapon.
|  style="text-align:Center;" | Weapon directly attached to a Core Part
|-
! Disarm
|  style="text-align:Center;" |3
|  style="text-align:Center;" | utility
|  style="text-align:Center;" | Chance to disarm enemy primary weapon while attacking once per turn D8 7+.
|  style="text-align:Center;" | The Axe Head part must be attached as a weapon
|-
! Anti-Missile
|  style="text-align:Center;" |4
|  style="text-align:Center;" | utility
|  style="text-align:Center;" |  For every mini-gun part attached to a Unit, gains a chance to shoot down 1 missile attack 1D8 8+.
|  style="text-align:Center;" | The mini-gun part must be attached
|-
!
|  style="text-align:Center;" |
|  style="text-align:Center;" |Utility
|  style="text-align:Center;" |
|  style="text-align:Center;" | The searchlight part must be attached
|-
! Smoke Screen
|  style="text-align:Center;" | 3
|  style="text-align:Center;" | utility
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" | The smoke screen parts must be attached
|-
!
|  style="text-align:Center;" |
|  style="text-align:Center;" | utility
|  style="text-align:Center;" |
|  style="text-align:Center;" | The Hook Handle part must be attached and one hand needs to be on the handle
|-
! Reserve Energy
|  style="text-align:Center;" |
|  style="text-align:Center;" | utility
|  style="text-align:Center;" |
|  style="text-align:Center;" | Energy Tanks must be attached
|-
! Enhanced Lidar
|  style="text-align:Center;" | 8
|  style="text-align:Center;" | utility
|  style="text-align:Center;" |  +1 range to ranged weapons and negates smoke discharge effect
|  style="text-align:Center;" | The Radar Dish/Fin part must be attached
|-
!  Vice Grip
|  style="text-align:Center;" | 10
|  style="text-align:Center;" | utility
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" | The Large Claw part or Pincer Claw part must be attached
|-
! Stabilizing Anchors
|  style="text-align:Center;" | 15
|  style="text-align:Center;" | Utility
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" | 2 of the EXA Tank Sled parts must be attached to the 
|-
! Full Charge
|  style="text-align:Center;" | 13
|  style="text-align:Center;" | utility
|  style="text-align:Center;" | A Unit can store AP from its turns until it has enough to fire In that time, the Unit cannot attack or use equipment.
|  style="text-align:Center;" | Ranged weapon with 9 or more AP
|-
! Full Auto
|  style="text-align:Center;" | 6
|  style="text-align:Center;" | Weapon
|  style="text-align:Center;" | When making Accuracy rolls with this weapon, roll two dice instead of one.
|  style="text-align:Center;" | Only applies to an attacking weapon with the SMG Barrel, Gatling Barrel w/ Handle, or Heavy Gatling Barrel attached
|-
!  Multi-hit
|  style="text-align:Center;" | 6
|  style="text-align:Center;" | Weapon
|  style="text-align:Center;" | Every successful strike gives 2 critical rolls instead of 1.
|  style="text-align:Center;" | Only applies to an attacking weapon with the chainsaw or Drill Tip attached
|-
! Splash Damage
|  style="text-align:Center;" |4
|  style="text-align:Center;" | Weapon
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" | Only Applies to Missile Pod, Rocket Launcher, or Bazooka weapons
|-
! Barrage Attack
|  style="text-align:Center;" | 15
|  style="text-align:Center;" | Weapon
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" | 4 or more Missile/ Rocket Pods (non-interchangable) on a single Unit. Only applies to Missile, Rocket, or Bazooka attacks.
|-
! thrusters Attack
|  style="text-align:Center;" |
|  style="text-align:Center;" |weapon
|  style="text-align:Center;" |
|  style="text-align:Center;" | must have thrusters.
|-
|}

Revision as of 20:20, 15 August 2021

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 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 Armor 3 pieces (or more) of SDA-21
Cielnova Commander Armor 3 pieces (or more) of CAA-14t
Cielnova Elite Officer Armor 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 Enemy must be within melee range. Spend 3 AP, choose an area on a target (head, legs, arms etc), conduct Close Combat Phase per normal. On fail, nothing happens. 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. 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 utility 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 fire In that time, the Unit cannot attack or use equipment. Ranged 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.
thrusters Attack weapon must have thrusters.