Skills and Abilities
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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
Skill | 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 | Abilities | 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. |