Traits

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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.

Mods
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.

See Also

Abilities

Systems

Mods