New Feature: Ranged Initiative Manipulation
What it does:
Adds +1 initiative to targets (4 => 3) or pushes enemies from the current phase to the final phase (5 or 10, depending on if you have certain mods installed).
Currently only works on Mortar/Thumper Cannon attacks and Active Probe.
New Feature: Flashpoint/Campaign Ally NPC Skill Tree Rebuilds
Allied NPCs like Kamea Arano, Morgan Kell, and Trainee Pilots have individualized selections of Skill Tree Rebuild skills, curated to match their BattleMechs.
Gunnery Skills
Level 2:
Multi-Target
ACTION: Fire weapons at up to three separate targets within this 'Mech's current firing arc.
Level 4:
Close in Fire Support
PASSIVE: Gain a +50% boost to all support weapon range brackets, as well as -20% heat from support weapons. Universal Weapon Damage Boost - 10%.
Missileer
PASSIVE: Missiles gain +1 accuracy and ignore 2 evasion. Universal Weapon Damage Boost - 10%.
Suppression
PASSIVE: Direct Fire attacks inflict a -1 accuracy penalty on enemy units for 2 turns. Enemy missile launchers disabled for 2 turns. Universal Weapon Damage Boost - 10%. Targets suffer -1 initiative penalty. (Currently bugged, Multi-Target enemies can receive more than one initiative penalty.)
Level 6:
Close and Personal
PASSIVE: +25% Damage and 10% Crit to all Support weapons.
Jack of All Trades
PASSIVE: +25% Damage and 10% Crit to all standard range weapons.
Longshot
PASSIVE: +25% Damage and 10% Crit to all long range weapons.
Level 8:
Overclock
ACTION: Supercharge your mech for a turn, dealing 25% greater damage, 10% greater crit chance, and hitting with +2 accuracy for the turn. Generates an extra 40 heat this turn. 3 turn cooldown.
Targeted and Firing
PASSIVE: Very long and extreme range weapons bypass armor and deal structure damage to the target.
Piloting Skills
Level 4
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).
Gun and Run
PASSIVE: A 'Mech piloted by this MechWarrior can move after shooting if it has not moved yet. Chance of receiving a Critical Hit is reduced by 50%.
Level 6
Dodge Master
PASSIVE: Veteran MechWarriors receive a +10 defense bonus against melee attacks.
Jump Maven
PASSIVE: Veteran MechWarriors receive a 20% boost to jump distance.
Level 8
Mech Meister
PASSIVE: Experienced MechWarriors recieve bonus movement speed and 25% damage reduction.
Boxer
ACTION: Use superior piloting skills to deal 50% more stability damage with melee, while taking 25% less damage this turn. 3 turn cooldown.
Guts Skills
Level 4
Cold Blooded
PASSIVE: 'Harden your MechWarrior's mental fortitude to earn more Resolve per action.
Hunker Down
ACTION: Activate in order to gain a flat 25% damage reduction regardless of cover or positioning for all Lance units. The DR lasts for 2 turns. 4 turn cooldown.
Level 6
Maximum Armor
ACTION: Sacrifice 50% speed to gain 75% damage reduction from all sources.
Maximum Strength
ACTION: Increase speed by 50% and melee damage by 100 for 2 turns. +40 heat for 1 turn. 4 turn cooldown.
Level 8
Coolant Vent
ACTION: This unit will remove 50 extra heat this round. For the next three rounds, this unit will gain an extra 8 heat. There is a 4 round cooldown.
*Placeholder space for mods that replace Coolant Vent with Juggernaut.*
Tactics Skills
Level 2
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.
Level 4
Blindshot
PASSIVE: Support weapons receive +1 aim and inflict Sensor Impaired status on enemies.
Break Lock
ACTION: Select an allied unit within sensor range and give it +3 Hit Defense and Critical Hit immunity for 2 turns.
Anti-Missile Countermeasures
PASSIVE: All units in this MechWarrior's lance take 50% less damage from missiles.
Level 6
One Ping Only
ACTION: Locate all enemies within your detection radius. Generates 20 heat, 4 turn cooldown. Enemy units moved to last initiative phase.
Gimp Them
PASSIVE: Attacks target and wrench opponent's Actuators, slowing their movement speed.
Level 8
Master Tactician
PASSIVE: 'Mechs piloted by this MechWarrior gain +1 Initiative, and remove one bar of stability damage when Reserving.
Networked Attack
ACTION: Advanced heuristics provide your lancemates with +3 accuracy, 30% increase to long & max range brackets, and 10% Called Shot bonus for the remainder of this turn. Does not affect this unit. +30 heat to this unit, 5 turn cooldown.
Gunnery Traits
Level 5
Breaching Shot
PASSIVE: Attacking with a single weapon ignores COVER and GUARDED on the target.
Level 10
Sprint + Shoot
Elite MechWarriors can fire their weapons after sprinting.
Piloting Traits
Level 5
Evasion Boost
+2 Hit Defense, +2 Evasion
Level 10
Evasion Immunity
Sensor Lock No Longer Strips Evasion
Safer DFA
When performing a 'Death from Above,' this unit takes 25% less damage to its legs.
Guts Traits
Level 4
Berserk
Gain +6 Hit Defense, as well as +60 Melee damage at 50% or less armor.
Level 6
Bulwark
COVER and GUARDED states both provide 40% damage reduction rather than 20% damage reduction. COVER and GUARDED together provide 60% damage reduction.
Level 10
Head Shot Immunity
Pilots cannot receive Head Shots.
Tactics Traits
Level 4
Target Designator Accuracy Boost
Provides +4 accuracy to TAG/NARC.
Level 6
Target Designator Range Boost
Provides a 1.5x bonus to TAG/NARC/spotter range.
Level 8
Low Profile
Provides a 50% reduction to 'Mech signature.
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