Skills and abilities provide tangible battlefield effects and help specialize your pilot in a specific role.
Skills 1
Each skill tree has its own area of focus:
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10
|
Gunnery
|
+2.5% ranged hit chance
|
+5% ranged hit chance
|
+7.5% ranged hit chance
|
+10% ranged hit chance
|
+12.5% ranged hit chance Ability: Multitarget or Battlelord
|
+15% ranged hit chance
|
+17.5% ranged hit chance
|
+20% ranged hit chance Ability: Precision Master or Energy/Ballistic/Missile Master
|
+22.5% ranged hit chance
|
+25% ranged hit chance Ability: Stone Cold
|
Piloting
|
+2.5% melee hit chance
|
+5% melee hit chance
|
+7.5% melee hit chance
|
+10% melee hit chance
|
+12.5% melee hit chance
|
+15% melee hit chance
|
+17.5% melee hit chance
|
+20% melee hit chance
|
+22.5% melee hit chance
|
+25% melee hit chance Ability: Sprinter
|
Guts
|
|
|
|
+1 health
|
-1 recoil penalty Ability: Bulwark or Shielded Stance
|
+3 heat efficiency
|
+2 health
|
-2 recoil penalty Ability: Juggernaut or Brawler
|
+6% heat effiency +1 punch hit
|
+3 health Ability: Defensive Formation
|
Tactics
|
|
|
|
-1 indirect fire penalty
|
+3 accuracy in min. range Ability: Sensor Lock or Target Prediction
|
Called shot bonus
|
-2 indirect fire penalty
|
+6 accuracy in min. range Ability: Sensor Lock or Target Prediction
|
Called shot mastery
|
Ability: Eagle Eye
|
Skills Alternative
|
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10
|
Gunnery
|
Chance To Hit
|
+2.5%
|
+5%
|
+7.5%
|
+10%
|
+12.5%
|
+15%
|
+17.5%
|
+20%
|
+22.5%
|
+25%
|
Jam Chance
|
|
|
|
|
|
|
|
|
|
|
Unjam Chance
|
+10%
|
+20%
|
+30%
|
+40%
|
+50%
|
+60%
|
+70%
|
+80%
|
+90%
|
+100%
|
Piloting
|
Melee Accuracy
|
+2.5%
|
+5%
|
+7.5%
|
+10%
|
+12.5%
|
+15%
|
+17.5%
|
+20%
|
+22.5%
|
+25%
|
Guts
|
Pilot Health
|
|
|
|
+1
|
|
|
+2
|
|
|
+3
|
Recoil Reduction
|
|
|
|
|
-1
|
|
|
-2
|
|
|
Heat Efficiency
|
|
|
|
|
|
+3%
|
|
|
+6%
|
|
Punch Hits
|
|
|
|
|
|
|
|
|
+1
|
|
Tactics
|
Indirect Fire Penalty
|
|
|
|
-1
|
|
|
-2
|
|
|
|
Minimum Range Accuracy
|
|
|
|
|
+3
|
|
|
+6
|
|
|
Called Shot Bonus
|
|
|
|
|
|
Improved
|
|
|
Mastery
|
|
Abilities
A list of abilities in BTA. Some provide passive "always-on" bonuses and others must be activated during battle.
|
Level |
Icon |
Abilitiy |
Description
|
Gunnery
|
Level 5
|
|
Multitarget
|
ACTION: Fire weapons at up to three separate targets within this 'Mech's current firing arc.
|
|
Battlelord
|
ACTION: Supercharge your mech for a turn, dealing 15% greater damage and hitting with +2 accuracy for the turn. Generates an extra 30 heat this turn. 4 turn cooldown.
|
Level 8
|
|
Precision Master
|
PASSIVE: Attacks with a single weapon ignore COVER and GUARDED on the target. Additionally, enables called shots on targets.
|
|
Energy Master
|
PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with energy weapons.
|
|
Ballistic Master
|
PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with ballistic weapons.
|
|
Missile Master
|
PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with missile weapons.
|
Level 10
|
|
Stone Cold
|
ACTION: Supercharge your cooling system for a turn, gaining +60 heat dissipation for the turn, at the cost of responsiveness in the controls. Your initiative is reduced by 2 for 2 turns. 4 turn cooldown.
|
Piloting
|
Level 5
|
|
Sure Footing
|
PASSIVE: 'Mechs piloted by this MechWarrior gain one bonus Evasion charge after moving (can exceed the unit's maximum). If the move is not a sprint, jump, or charge to melee, the 'Mech also gains ENTRENCHED (50% stability damage reduction).
|
|
Phantom
|
ACTION: Blur your 'Mech's sensor signature such that you gain +2 evasive charges from movement for two turns. 4 turn cooldown.
|
Level 8
|
|
Ace Pilot
|
PASSIVE: A 'Mech piloted by this MechWarrior can move after shooting if it has not moved yet.
|
|
Invisible Target
|
PASSIVE: This pilot's evasive charges are immune to being removed by sensor lock effects. Additionally, pilot gets +2 defense at all times.
|
Level 10
|
|
Sprinter
|
ACTION: Superior piloting skill lets you get a little more out of your mech. Gain 60 meters of movement speed this turn. 4 turn cooldown.
|
Guts
|
Level 5
|
|
Bulwark
|
PASSIVE: COVER and GUARDED states both provide 40% damage reduction rather than 20% damage reduction. COVER and GUARDED together provide 60% damage reduction.
|
|
Shielded Stance
|
ACTION: Activate in order to gain a flat 50% damage reduction regardless of cover or positioning as well as gaining 1 initiative. The DR lasts for 2 turns, initiative only applies next turn. 4 turn cooldown.
|
Level 8
|
|
Juggernaut
|
PASSIVE: Successful Melee attacks knock your target back one Initiative Phase. Braces after Melee and DFA. Also grants one extra attack using physical weapons such as Hatchets, Maces, and Swords.
|
|
Brawler
|
PASSIVE: Grants a 20% damage bonus to kicks, punches, and DFAs. Reduces self-damage from DFAs by 50%.
|
Level 10
|
|
Defensive Formation
|
ACTION: Activate in order to gain a flat 20% damage reduction regardless of cover or positioning for all friendly units. The DR lasts for 2 turns. 6 turn cooldown.
|
Tactics
|
Level 5
|
|
Sensor Lock
|
ACTION: Select a target within sensor range to reveal it until the end of the current round and remove two of its EVASIVE charges. The target also gains +2 SENSORS IMPAIRED effect.
|
|
Target Prediction
|
ACTION: Advanced heuristics provide your lancemates with +2 accuracy for the remainder of this turn. Does not affect this unit. 4 turn cooldown.
|
Level 8
|
|
Master Tactician
|
PASSIVE: 'Mechs piloted by this MechWarrior gain +2 Initiative, and remove one bar of stability damage when Reserving.
|
|
Knife Fighter
|
PASSIVE: Gain a +33% boost to all support weapon short and medium range brackets as well as +10% damage with support weapons.
|
Level 10
|
|
Eagle Eye
|
PASSIVE: Gain a +33% boost to sensors, sight, all weapon long and max range brackets, and a 2.5% Called Shot bonus.
|