Skill Tree

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The skills tree is the representation of the pilot's training and experience. RogueTech has a significant rework to these skills in order to balance the utility of each tree.

Resetting the Skill Tree[edit | edit source]

To reset the skill tree, SHIFT+LMB the Skills Tab. This will cost 500K.

aka Reskill, Re-skill, change skill

Passive Skills Tree[edit | edit source]

The table below provides overview of bonuses obtained with each point invested in a specific skill tree.

1 2 3 4 5 6 7 8 9 10
Gunnery Weapon to Hit +2% +4% +6% +8% +10% +12% +14% +16% +18% +20%
Other Range Increase: +5% Recoil: -1 Range Increase: +10% Recoil: -2 Range Increase: +15%
Active Skill Milti-target Warlord
Piloting Melee Accuracy +2% +4% +6% +8% +10% +12% +14% +16% +18% +20%
Initiative Randomness -1 -2 -3 -4 -5
Other Unsteady Threshold: +1 Stability Damage Taken: -5% Max Evasion: +1 Sprint Distance: +10% Stability Damage Taken: -10% Unsteady Threshold: +2 Sprint Distance: +20%
Max Evasion: +3
Active Skill Ace Pilot Phantom Mech
Guts Initiative, Injury &

Melee Resist

1 2 3 4 5
Other Health: +1 Heat Generation: -5% Overheat Threshold: +10 Health: +2 Heat Generation: -10% Overheat Threshold: +20 Health: +3
Active Skill Juggernaut Berserker
Tactics Initiative, Reduced Hesitation 1 2 3 4 5
Other Indirect Fire Penalty: -1 Min Range Penalty: -1 Called Shot Bonus
Sight: +50m
Indirect Fire Penalty: -3
Sensors: +30m
Min Range Penalty: -2 Called Shot Master
Sight: +100m
Indirect Fire Penalty: -5 Sensors: +70m
Active Skill Tactician Sensor Lock

Active Skills[edit | edit source]

The table below provides overview of active skills in the RogueTech.

Active Skill Description
Gunnery Multi-target
  • Fire weapons at up to three separate targets within the Mech current firing arc
Warlord
  • Accuracy: +1
  • Damage: +10%
  • Heat: -10%
  • Heat Cooled: 40
  • Cooldown: 4 turns
Piloting Ace Pilot
  • The unit can use its movement before or after shooting
Phantom Mech
  • Evasion Increase: +2
  • Visibility: -50%
  • Sensor Signature: -50%
  • Cooldown: 5 turns
Guts Juggernaut
  • Braces after Melee and DFA
  • +1 ini Injury & Melee resist
Berserker
  • Powerful melee attack
  • Melee Damage: +50%
  • Melee Chance to Hit: +2
  • DFA Self-damage: -30%
  • Cooldown: 4 turns (with -1 defense)
  • +1 Ini Injury & Melee resist
Tactics Tactician
  • Remove 1 bar of stability damage when reserving
  • Resolve Gain: +2
  • Critical Hits taken: -50%
  • Initiative and Tactics Rolls: +1
Sensor Lock
  • Select a target within sensor range to reveal it until the end of the round
  • Remove 1 evasion form the target
  • Double its Visibility and Sensor Signature
  • Initiative and Tactics Rolls: +1