|
|
| 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]]
| |