Pilot Skills and Quirks

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Pilot Skills and Quirks[edit | edit source]

This page provides overview of mechwarriors passive/active Skills and Quirks in the RogueTech mod:

  • Reworked skill tree with additional bonuses provided to mechwarriors
  • Reworked abilities
  • Mechwarrior/Pilot quirks now provide benefits or penalties to various skills and other benefits

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 Skill Tree[edit | edit source]

Each point in a skill provides a passive bonus to rolls, and can go beyond the 10 through additional equipment and pilot's quirks.

  • Gunnery: Accuracy, Weapon Jamming
  • Piloting: Initiative, Melee
  • Guts: Panic, Injury Resist, Heat (i.e. Shutdown Override, Ammo Explosion, etc.)
  • Tactics: Sensor, Initiative

Each point invested in a specific skill also provides bonuses, up to 10. Going beyond 10 yields no additional bonuses. The table below provides an overview of Bonuses awarded at each skill level. Bonuses replace any lower-tier bonus of the same type - that is they are not cumulative.

1 2 3 4 5 6 7 8 9 10
Gunnery Weapon to Hit +1% +2% +3% +4% +5% +6% +7% +8% +9% +10%
Other Range Increase: +5% Recoil: -1 Range Increase: +10% Recoil: -2 Range Increase: +15%
Ability Bandit 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% Max Evasion: +2
Stability Damage Taken: -10%
Unsteady Threshold: +2 Max Evasion: +3
Sprint Distance: +20%
Ability Awareness Phantom Mech
Guts Initiative, Injury &

Melee Resist

1 2 3 4 5
Other Health: +1 Heat Generation: -5% Melee Resistance: +2% Health: +2 Heat Generation: -10% Melee Resistance: +4% Health: +3
Ability Juggernaut Berserker
Tactics Initiative, Reduced Hesitation 1 2 3 4 5
Other Indirect Fire Penalty: -1 Min Range Penalty: -1 Called Shot Bonus
Sight: +25m
Indirect Fire Penalty: -2
Sensors: +30m
Min Range Penalty: -3 Called Shot Mastery
Sight: +50m
Indirect Fire Penalty: -3 Sensors: +70m
Ability Tactician Sensor Lock

Abilities[edit | edit source]

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, but do not end turn.
Abilities Description
Gunnery Bandit
Passive
  • Critical Strike Chance Increase: 25%
  • Clustering Roll Modifiers: +4
  • Called Shot Multiplier: +5%
Warlord
Active
  • Accuracy: +1
  • Damage: +10%
  • Heat: -10%
  • Heat Cooled: 40
  • Cooldown: 4 turns, +10 Heat/turn
Piloting Awareness
Passive
  • Evasive Pips are immune to Sensor Lock (including EWS Ping)
  • Melee Defense: +1
  • Melee Damage taken: -5%
Phantom Mech
Active
  • Evasion Increase: +2
  • Visibility: -50%
  • Sensor Signature: -50%
  • Duration: 2 turns
  • Cooldown: 5 turns
Guts Juggernaut
Passive
  • Braces after Melee and DFA
  • +1 ini Injury & Melee resist
Berserker
Active
  • Powerful melee attack
  • Melee Damage: +50%
  • Melee Chance to Hit: +2
  • DFA Self-damage: -30%
  • Cooldown: 4 turns, -1 Defense/turn
  • +1 Ini Injury & Melee resist
Tactics Tactician
Passive
  • Remove 1 bar of stability damage when reserving
  • Resolve Gain: +2
  • Critical Hits taken: -50%
  • Initiative and Tactics Rolls: +1
Sensor Lock
Active
  • Select a target within sensor range to reveal it until the end of the round
  • Remove 1 evasion from the target
  • Double its Visibility and Sensor Signature
  • Initiative and Tactics Rolls: +1

Pilot Quirks[edit | edit source]

The table below provides an overview of the mechwarrior quirks.

Quirk Description
Asassin Decreased XP cost for leveling Gunnery. 10% Called shot Bonus.
Athletic Less Fatigue generated from combat.
Bookish Decreased XP cost for leveling Tactics. Increased XP cost for leveling Guts.
Brave Increase to Panic resistance.
Cautious Pilot has +2 Defense, but suffers a -1 to Accuracy.
Command Experience Bonus XP for every pilot in a lance if a Command Pilot is present.
Comstar Decreased cost for Argo upgrades. +1 MechTech Skill.
Criminal May Occasionally steal a few Cbills for you.
Dependable Decreased chance of ejecting due to panic.
Disgraced Decreased company morale while this pilot is around.
Dishonest Causes different types of mischief every month.
Drunk When Fatigued: +1 to-hit, -1 evasion pips, 100% chance to avoid ejection.
Gladiator Less resolve lost when fatigued and does not get Low Spirits from fatigue.
Honest Increased company morale.
Jinxed Harder for this pilot to hit but also harder to be hit.
Klutz Increased XP cost to level Piloting and a small chance to eject when knocked down.
LosTech Increased chance to hit when using LosTech weapons.
Lucky Reduced chance to suffer wounds in combat.
Mechwarrior Moderate bonus to starting XP.
Merchant Discount to buying items at shops.
Military Small bonus to starting XP.
Naive Reduced XP gained from combat.
Noble Mood changes based upon funding.
Officer Increased Resolve per turn if an Officer is in the lance.
Rebellious Reduced Resolve when in combat with an Officer or the Company Commander.
Reckless Increased chance to hit in combat while being easier to be hit by the enemy.
Spacer Pilot has 20% reduced injury times.
Tech Increased +1 MechTech Skill.
Unstable Pilot's mood changes every day.
Wealthy Pilot generates extra fatigue per mission and has no maximum fatigue days. -50% salary per month.
Commander Increased Resolve per turn if an Officer or Commander is in the lance.