Traits
From 30 Minute Missions: Wargame
Revision as of 20:01, 15 August 2021 by SamandChamps (talk | contribs) (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...")
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. | ||
Aquatic Weapon Specialist | Increases damage from all weapons by 5 when attacking from the water. | ||
Ground Warfare Specialist | Increases damage from all weapons by 2 when attacking on the ground. | ||
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. |