Skills and abilities provide tangible battlefield effects and help specialize your pilot in a specific role.
Skills
Level |
XP Cost |
Total XP |
Gunnery |
Piloting |
Guts |
Tactics
|
1
|
- |
-
|
+2.5% ranged hit chance 10% unjam chance
|
+2.5% melee hit chance
|
-5.0% chance to die when incapacitated 3 maximum health
|
|
2
|
100 |
100
|
+5.0% ranged hit chance 20% unjam chance
|
+5.0% melee hit chance
|
-10.0% chance to die when incapacitated
|
|
3
|
400 |
500
|
+7.5% ranged hit chance 30% unjam chance
|
+7.5% melee hit chance
|
-15.0% chance to die when incapacitated
|
|
4
|
900 |
1,400
|
+10.0% ranged hit chance 40% unjam chance
|
+10.0% melee hit chance +0.1 sprint multiplier
|
-20.0% chance to die when incapacitated 4 maximum injuries
|
-1 indirect fire penalty
|
5
|
1,600 |
3,000
|
+12.5% ranged hit chance 50% unjam chance Ability: Multitarget or Battlelord
|
+12.5% melee hit chance
Ability: Sure Footing or Phantom
|
-25.0% chance to die when incapacitated -1 recoil Ability: Bulwark or Shielded Stance
|
+3 accuracy in min. range
Ability: Sensor Lock or Target Prediction
|
6
|
2,500 |
5,500
|
+15.0% ranged hit chance 60% unjam chance
|
+15.0% melee hit chance +1 hit defense +3 melee defense
|
-30.0% chance to die when incapacitated +3% Heat Efficiency
|
Called shot bonus
|
7
|
3,600 |
9,100
|
+17.5% ranged hit chance 70% unjam chance
|
+17.5% melee hit chance +0.2 sprint distance
|
-35.0% chance to die when incapacitated 5 maximum injuries
|
-2 indirect fire penalty
|
8
|
4,900 |
14,000
|
+20.0% ranged hit chance 80% unjam chance Ability: Precision Master or Energy/Ballistic/Missile Master
|
+20.0% melee hit chance
Ability: Ace Pilot or Invisible Target
|
-40.0% chance to die when incapacitated -2 recoil Ability: Juggernaut or Brawler
|
+6 accuracy in min. range
Ability: Master Tactician or Knife Fighter
|
9
|
6,400 |
20,400
|
+22.5% ranged hit chance 90% unjam chance
|
+22.5% melee hit chance +2 unsteady threshold
|
-45.0% chance to die when incapacitated +6% Heat Efficiency +1 punch hit
|
Called shot mastery
|
10
|
8,100 |
28,500
|
+25.0% ranged hit chance 100% unjam chance
Ability: Stone Cold
|
+25.0% melee hit chance +3 hit defense +6 melee defense Ability: Sprinter
|
-50.0% chance to die when incapacitated 6 maximum injuries
Ability: Defensive Formation
|
-3 indirect fire penalty
Ability: Eagle Eye
|
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.
|
Roles
Depending on which specialized skill (level 8) and which primary skill (level 5) a pilot has selected determines the pilot's title. This is purely cosmetic, and has no function on gameplay; though it can still be useful, as it clues in what skills an enemy has and may help you guess at their tactics and underlying statistics.
Skill
|
-
|
Gunnery 8
|
Piloting 8
|
Guts 8
|
Tactics 8
|
Gunnery 5
|
Gunner
|
-
|
Flanker
|
Gladiator
|
Striker
|
Piloting 5
|
Pilot
|
Skirmisher
|
-
|
Brawler
|
Scout
|
Guts 5
|
Defender
|
Lancer
|
Outrider
|
-
|
Vanguard
|
Tactics 5
|
Tactician
|
Sharpshooter
|
Recon
|
Sentinel
|
-
|