Pilots Skills and Quirks

From Roguetech Wiki
Jump to: navigation, search

New Pilots Skills and Quirks[edit | edit source]

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

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

Passive Skill 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: +5% Recoil: -2 Range Increase: +5%
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
  • 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
  • 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 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.