Difference between revisions of "Abilities"

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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.
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;" |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.
|  style="text-align:Center;" | unit must have hands
|-
! Coward
|  style="text-align:Center;" | Movement
|  style="text-align:Center;" |Gains +2 standard movement when moving way from the enemy.
|  style="text-align:Center;" | n/a
|-
! Unwavering
|  style="text-align:Center;" | Combat
|  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;" | n/a
|-
! Ace Pilot
|  style="text-align:Center;" |
|  style="text-align:Center;" |
|  style="text-align:Center;" |
|-
! Marksman
|  style="text-align:Center;" | utility
|  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;" | n/a
|-
! Fierce
|  style="text-align:Center;" | utility
|  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;" | n/a
|-
! Byron Army Intelligence
|  style="text-align:Center;" | Armor
|  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;" | Armor
|  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;" | utility
|  style="text-align:Center;" |Select an additional Mod. can be taken twice
|  style="text-align:Center;" | n/a
|-
! Vengeful
|  style="text-align:Center;" | combat
|  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;" | combat
|  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;" | combat
|  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;" | combat
|  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;" | Only 1 "Specialist" Trait can be taken at a time.
|-
! Aquatic Weapon Specialist
|  style="text-align:Center;" | combat
|  style="text-align:Center;" |Increases damage from all weapons by 5 when attacking from the water.
|  style="text-align:Center;" | Only 1 "Specialist" Trait can be taken at a time.
|-
! Ground Warfare Specialist
|  style="text-align:Center;" | combat
|  style="text-align:Center;" |Increases damage from all weapons by 2 when attacking on the ground.
|  style="text-align:Center;" | Only 1 "Specialist" Trait can be taken at a time.
|-
! Skirmisher
|  style="text-align:Center;" | weapon
|  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;" | weapon
|  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.
|-
|}





Revision as of 13:48, 25 April 2023

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

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:

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.



Core Rules
Core Rules | Datasheets | Unit Datasheet Creation | Abilities