Difference between revisions of "Traits"

From 30 Minute Missions: Wargame
(Created page with "== 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 t...")
 
(Redirected page to Abilities#Traits)
Tag: New redirect
 
Line 1: Line 1:
== Traits==
#Redirect [[Abilities#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.
 
{| class="wikitable"
|+style="text-align:Center;" |Mods
|-
! Name
! Type
! Description
! Requirements
|-
! Improvised weapon training
|  style="text-align:Center;" |
|  style="text-align:Center;" |Allows a Unit to throw objects or weapons.
|  style="text-align:Center;" | unit must have hands
|-
! Coward
|  style="text-align:Center;" |
|  style="text-align:Center;" |Gains +2 standard movement when moving way from the enemy.
|  style="text-align:Center;" |
|-
! Unwavering
|  style="text-align:Center;" |
|  style="text-align:Center;" |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
|  style="text-align:Center;" |
|-
! Ace Pilot
|  style="text-align:Center;" |
|  style="text-align:Center;" |
|  style="text-align:Center;" |
|-
! Marksman
|  style="text-align:Center;" |
|  style="text-align:Center;" | Increases Accuracy Rolls by 1 and reduces Assault Rolls by 1. This ability may be taken twice, doubling its effects.
|  style="text-align:Center;" |
|-
! Fierce
|  style="text-align:Center;" |
|  style="text-align:Center;" |Increases Assault Rolls by 1 and reduces Accuracy Rolls by 1. This ability may be taken twice, doubling its effects.
|  style="text-align:Center;" |
|-
! Byron Army Intelligence
|  style="text-align:Center;" |
|  style="text-align:Center;" | Further reduces incoming energy weapon damage by 3
|  style="text-align:Center;" | Must faction with the Byron Army and possess the Semi-Transparent Coating Mod
|-
! Earth Alliance Willpower
|  style="text-align:Center;" |
|  style="text-align:Center;" |Further reduces incoming kinetic weapon damage by 3
|  style="text-align:Center;" | Must faction with the Earth Alliance and possess the Ceramic Composite Mod
|-
! Gear Head
|  style="text-align:Center;" |
|  style="text-align:Center;" |Select an additional Mod
|  style="text-align:Center;" |
|-
! Vengeful
|  style="text-align:Center;" |
|  style="text-align:Center;" | 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.
|  style="text-align:Center;" |
|-
! Lone Wolf
|  style="text-align:Center;" |
|  style="text-align:Center;" | If no ally Units / Drones are within 6 hexes of this Unit, the pilot gets +1 to their accuracy, assault, and evasion rolls.
|  style="text-align:Center;" |
|-
! Manuaver Expert
|  style="text-align:Center;" |
|  style="text-align:Center;" |The pilot is allowed to make any number of rotations during the movement phase.
|  style="text-align:Center;" |
|-
! Faithful
|  style="text-align:Center;" |
|  style="text-align:Center;" |Once per turn, you may re-roll 1 failed roll.
|  style="text-align:Center;" |
|-
! Aerial Warfare Specialist
|  style="text-align:Center;" |
|  style="text-align:Center;" |Increases damage from all weapons by 2 when attacking from the Air. Also reduces fall damage by 5.
|  style="text-align:Center;" |
|-
! Aquatic Weapon Specialist
|  style="text-align:Center;" |
|  style="text-align:Center;" |Increases damage from all weapons by 5 when attacking from the water.
|  style="text-align:Center;" |
|-
! Ground Warfare Specialist
|  style="text-align:Center;" |
|  style="text-align:Center;" |Increases damage from all weapons by 2 when attacking on the ground.
|  style="text-align:Center;" |
|-
! Skirmisher
|  style="text-align:Center;" |
|  style="text-align:Center;" | Unit gains 1 extra Critical Roll per successful Close Combat attack as long as friendly Units are not within a 2 hex radius.
|  style="text-align:Center;" |
|-
! Flanker
|  style="text-align:Center;" |
|  style="text-align:Center;" | Increase weapon flat damage by 2 when successfully attacking a Units flanks.
|  style="text-align:Center;" |
|-
! One Handed Weapon Mastery
|  style="text-align:Center;" | Weapon
|  style="text-align:Center;" |Re-roll 1 failed attack roll per turn. Only when attacking with a single handed weapon.
|  style="text-align:Center;" | Limit 1 "Mastery" per Unit.
|-
! Two Handed Weapon Mastery
|  style="text-align:Center;" | Weapon
|  style="text-align:Center;" |Re-roll 1 failed attack roll per turn. Only when attacking with a two handed weapon.
|  style="text-align:Center;" | Limit 1 "Mastery" per Unit.
|-
! Dual Weapon Mastery
|  style="text-align:Center;" | Weapon
|  style="text-align:Center;" |Re-roll 1 failed attack roll per turn. Only when attacking with, at least, 2 of the same weapons.
|  style="text-align:Center;" | Limit 1 "Mastery" per Unit.
|-
|}
 
==See Also==
[[Abilities]]
 
[[Systems]]
 
[[Mods]]

Latest revision as of 20:22, 15 August 2021

Redirect to: