Abilities
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
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 | 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:
Rank | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
# of Mods | 0 | 1 | 2 | 2 | 3 |
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. |
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.
Name | Type | Description | Requirements |
---|---|---|---|
Improvised weapon training | Allows a Unit to throw objects or weapons. | unit must have hands | |
Coward | Gains +2 standard movement when moving way from the enemy. | ||
Unwavering | 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 | ||
Ace Pilot | |||
Marksman | Increases Accuracy Rolls by 1 and reduces Assault Rolls by 1. This ability may be taken twice, doubling its effects. | ||
Fierce | Increases Assault Rolls by 1 and reduces Accuracy Rolls by 1. This ability may be taken twice, doubling its effects. | ||
Byron Army Intelligence | Further reduces incoming energy weapon damage by 3 | Must faction with the Byron Army and possess the Semi-Transparent Coating Mod | |
Earth Alliance Willpower | Further reduces incoming kinetic weapon damage by 3 | Must faction with the Earth Alliance and possess the Ceramic Composite Mod | |
Gear Head | Select an additional Mod | ||
Vengeful | 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 | 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 | Once per turn, you may re-roll 1 failed roll. | ||
Aerial Warfare Specialist | 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 | 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 | Increases damage from all weapons by 2 when attacking on the ground. | Only 1 "Specialist" Trait can be taken at a time. | |
Skirmisher | Unit gains 1 extra Critical Roll per successful Close Combat attack as long as friendly Units are not within a 2 hex radius. | ||
Flanker | 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. |