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Roguetech Wiki
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Pilot Skills and Quirks
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Pilot Skills and Quirks
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== Abilities == The table below provides overview of active skills in the RogueTech. There are two types: * Passive: these skills are always 'on' and apply their bonuses. * Active: these skills require to be activated to apply their bonuses. {| class="wikitable" ! !Tier !Abilities !Description |- ! rowspan="4" |Gunnery ! rowspan="2" |Level 5</br>Passive !Bandit | * Critical Hit Chance: +25% * Clustering Rolls: +0.5 |- !Focus Fire<br> | * Called Shot Multiplier: +6% * Recoil: -1 |- ! rowspan="2" |Level 8<br>Active !Warlord | * Accuracy: +1 * Clustering Rolls: +1 * Called Shot Multiplier: +10% * Duration: 1 turn * Cooldown: 3 turns * Resolve Cost: 45 |- !Controlled Bursts | * Heat Generated: -10% * Recoil: -1 * Jam Chance Multiplier: -20% * Duration: 2 turns * Cooldown: 3 Turns * Resolve Cost: 40 |- ! rowspan="4" |Piloting ! rowspan="2" |Level 5<br>Passive !Awareness | * Evasive Pips are immune to Sensor Locks * Initiative: +1 |- !Escapist | * Max Evasive Pips: +2 * Visibility: -10% |- ! rowspan="2" |Level 8<br>Active !Phantom Mech | * ECM: +2 * Visibility/Sensor Signature: -50% * Duration: 2 turns * Cooldown: 3 turns * Resolve Cost: 35 |- !Mobility Expert | * Move: +1 Hex * Avoids Mines * Duration: 1 turn * Cooldown: 3 Turns * Resolve Cost: 35 |- ! rowspan="5" | Guts ! rowspan="3" | Level 5<br>Passive !Juggernaut | * Braces after Melee and DFA * Initiative, Injury, and Melee Resist: +1 |- !Hardcase | * Stability Damage Taken: -15% * Panic Saves: +25% |- !Leadfoot (Vehicle) | * Move: +1 Hex & +10% |- ! rowspan="2" |Level 8<br>Active !Berserker | * Melee Accuracy: +1 * Melee Damage: +20% * Charge Self Damage: -10% * DFA Self Damage: -15% * Duration: 1 turn * Cooldown: 3 turns * Resolve Cost: 35 |- !Coolant Vent | * Heat Sink Capacity: +60 * Afterwards Cooling: -30, 3 turns ** Cooling recovers 10 each turn * Duration: 1 turn * Cooldown: 4 turns * Resolve Cost: 35 |- ! rowspan="4" | Tactics ! rowspan="2" |Level 5<br>Passive !Tactician | * Sight/Sensors Range: +15% * Adv. Sensors: +1 * Initiative: +1 |- !Cautious | * Stability Bars removed when Reserving: 1 * Adv. Sensors: +1 * Initiative: +1 |- ! rowspan="2" |Level 8<br>Active !Sensor Lock | * Select a target within sensor range ** Reveals it ** Evasive Pips removed: 2 ** Visibility/Sensor Signature: +100% * (DOES NOT END YOUR TURN) * Duration: 1 turn * Cooldown: 1 turn * Resolve Cost: 25 |- !Field Command | * All player units: **Probes: +1 ** Sight/Sensors Distance: +20% **Initiative: +2 *(Can stack 2 times) * Duration: 2 turns * Cooldown: 3 turns * Resolve Cost: 35 |}
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