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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

Pilots can also earn Unit Affinities as they become more familiar with mechs and vehicles. These specializations provide larger bonuses as a pilot becomes more familiar with their unit(s).

Resetting the Skill Tree[ | ]

To reset the skill tree, SHIFT+LMB the Skills Tab. This will cost 500K, and requires Training Module 2.

aka Reskill, Re-skill, change skill, respec, retrain

Skill Tree[ | ]

Passive Roll Bonus (PRB)[ | ]

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
  • Guts¹: Panic, Injury Resist, Heat (i.e. Shutdown Override, Ammo Explosion, etc.)
  • Tactics: Sensor, Initiative

¹In versions 1.0.2.1 and higher, durationData for bleeding out has been replaced by calculations per-pilot based on Guts, Health, and other settings.

Special article on How Gunnery Affects CTH, since the maths is special.

In addition to these passive bonuses, there are other explicit bonuses. See the Skills Table below.

Skills Table[ | ]

1 2 3 4 5 6 7 8 9 10
Gunnery Base CTH +1% +2% +3% +4% +5% +6% +7% +8% +9% +10%
Jam Chance -0% -1% -2% -3% -4% -5% -6% -7% -8% -9%
Unjam Chance +10% +20% +30% +40% +50% +60% +70% +80% +90% +100%
Piloting Melee Accuracy +2% +4% +6% +8% +10% +12% +14% +16% +18% +20%
Initiative Randomness -1 -2 -3 -4 -5
Tank/VTOL Move +3M +6M +9M +12M +15M +18M +21M +24M +27M +30M
Guts Resist:
Initiative, Injury, & Melee
1 2 3 4 5
Resolve Gen +5% +10% +15% +20% +25% +30% +35% +40% +45% +50%
Tactics Initiative, Reduced Hesitation 1 2 3 4 5
Sensor Roll 1 2 3 4 5
Offensive Push Acc 1 2 3 4 5
Resolve Cost -2% -4% -6% -8% -10% -12% -14% -16% -18% -20%

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.
Tier Abilities Description
Gunnery Level 5
Passive
Bandit
  • Critical Hit Chance: +25%
  • Clustering Rolls: +0.5
Focus Fire
  • Called Shot Multiplier: +6%
  • Recoil: -1
Level 8
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
Piloting Level 5
Passive
Awareness
  • Evasive Pips are immune to Sensor Locks
  • Initiative: +1
Escapist
  • Max Evasive Pips: +2
  • Visibility: -10%
Level 8
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
Guts Level 5
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%
Level 8
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
Tactics Level 5
Passive
Tactician
  • Sight/Sensors Range: +15%
  • Adv. Sensors: +1
  • Initiative: +1
Cautious
  • Stability Bars removed when Reserving: 1
  • Adv. Sensors: +1
  • Initiative: +1
Level 8
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

Pilot Quirks[ | ]

The table below provides an overview of the mechwarrior quirks.

Quirk Description
Assassin +10% Called Shot. +3 OP Accuracy +15% Upkeep
Athletic +1 Bonus Health. +5% Upkeep
Bookish +5%Sight&Sensors. +5% Pilot Upkeep
Brave +1 Resolve. Improved Panic Resistance. +5% Upkeep.
Cautious +1 Evasion Generated. -1 Accuracy.
Commander +1 Lance Resolve. +1 Morale. +10% Pilot Upkeep
Criminal 10% Chance to Steal 1000 Cbills From OR For You.
Dependable -5% Stability Taken. Improved Panic Resist. +5% Upkeep
Disgraced +1 ECM Shield and Probe. -1 Morale.
Dishonest 5% Chance to Steal 500 Cbills From OR For You.
Drunk +5% Stability Taken. Avoids Panic Eject. +1 OP Accuracy
Ex-Comstar +5%Sight&Sensors. +0.5 MechTech. +10% Pilot Upkeep
Gladiator +5% Punch/Kick/Phys Melee Damage % Stability. +20% Upkeep.
Honest +1 Morale. +5% Upkeep.
Jinxed The Good thing: Everyone suffers more critical problems. The Bad? Everyone does.
Klutz +1 Evasion Gain. May Eject when Knockdown.
LosTech Experience +0.5 MechTech. Reduces Cost and Upkeep for Argo System Upgrades by 5%. 10% Pilot Upkeep.
Lucky +2 Clustering. -10% Jam Chance Multi. +10% Upkeep
Mechwarrior +1 Initiative. +5% Upkeep
Merchant Reduces Argo Upkeep by 5%. 5% Chance for 1000Cbills/Day. 10% Pilot Upkeep.
Military +1 Bonus Health. -1 Recoil. +1 OP Accuracy +15% Upkeep
Noble Reduces Cost and Upkeep for Argo Morale and Med Upgrades by 5%. 15% Pilot Upkeep.
Officer +2.5 Lance Sight&Sensors. +10% Upkeep
Pain Shunt Pilot is Immune to Injuries from Overheat, Internal Explosion and DNI Feedback. +25% Pilot Upkeep
Reckless +1 Evasion Ignore. -1 Max Evasion.
Spacer Reduces Argo Upkeep and Upgrade Costs by 5%. 10% Pilot Upkeep.
Technician +1 MechTech. Reduces Cost and Upkeep for Mechbay Upgrades by 5%. 10% Pilot Upkeep.
Wealthy -50% Pilot Upkeep.

Affinity[ | ]

In addition to experience, Pilots also gain Affinity by performing a number of missions in the same 'Mech chassis. See Unit Affinities.

Character Origins[ | ]

You were born in...[ | ]

Origin Description
Magistracy of Canopus You have been born and raised in the Magistracy of Canopus. +1 Gunnery, +1 Tactics
Federated Suns (Davion) You have been born and raised in the Federated Suns. +1 Gunnery, +1 Guts
Draconis Combine (Kurita) You have been born and raised in the Draconis Combine. +1 Piloting, +1 Tactics
Capellan Confederation (Liao) You have been born and raised in the Capellan Confederation. +1 Piloting, +1 Tactics
The Rimward Periphery You have been born and raised in the Rimward Periphery. +2 Piloting
Free Worlds League (Marik) You have been born and raised in the Free Worlds League. +2 Tactics
Deep Periphery You have been born and raised in the Deep Periphery. +2 Gunnery
Lyran Commonwealth (Steiner) You have been born and raised in the Lyran Commonwealth. +1 Piloting, +1 Guts
True Born You are a Clans True Born. Bred to be the Ultimate Warrior. +1 All skills. Cannot command tanks.
Free Born You are a Clans Free Born Warrior. +2 Guts
Rasalhague You have been born and raised in the Rasalhague. +1 Tactics, +1 Guts


Your interests had always been...[ | ]

Origin Description
Space Space always called to you. Quirk: Space & Honest.
Gambler Lady Luck and you are well acquainted. Quirk: Jinxed & Lucky.
Tech You've always fiddled with your Tech. Quirk: Tech & Comstar.
History The Past held your Dreams. Quirk: LosTech & Bookish.
Loner You’ve always been a Loner. Quirk: Brave & Assassin.


Coming of age you chose the career of...[ | ]

Origin Description
Freelancer Someone always needs some Work done. Quirk: Reckless & Drunk. Mech: Random Hunchback
Gladiator A Solaris Gladiator. Living for the Spectacle! Quirk: Gladiator & Honest. Random Specialist Items.
Mercenary An Inner Sphere Mercenary. War does Pay Well. Quirk: Athletic & Mechwarrior. Random Advanced Unit.
Very Legitimate Merchant There's always money in the banana stand. Quirks: Dishonest & Merchant. 3 million C-Bills (or local equivalent)
Officer Somebody gonna keep the kids in line. Quirks: Commander & Officer. Vehicle: AWACS OR Oracle ACMV.
Enlisted Mechwarrior War. War never changes. But, by God, do we wish it did. Quirk: Brave & Military. assorted Lostech Weaponry.
Team Banzai Test Pilot Team Banzai has the nicest toys. Quirk: Gladiator, Pain Shunt & Neural Implants. Random Hatchetman.
BA Pilot For a Battle Armour Pilot, War always brings a Paycheck. Quirk: Dependable & Brave. Spare BA suit and Weapons.
Inheritor It belonged in a museum but now it’s yours. Quirk: Lucky & Noble. Mech: Random Rare Mech.
ProtoMech Pilot Test Subject They're 'Mechs! But smaller! Quirk: Mechwarrior & Neural Implants. random Protomech.
Commando Veteran Veteran of Operation: Damocles. Quirk: Lucky & Military. Mech: Random Bushwacker.
Corsair Ah, but you have heard of me! Quirk: Assassin & Criminal. Random Pirate Mech.


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