Pilot Abilities

GENERAL COMBAT ABILITIES

BATTLEFIELD MOMENTUM

  • Usage: Once per Sortie

  • Effect: When you Defeat an Enemy unit, you may Upgrade a successful Attack Roll on your next turn.

    • Victory in battle brings an intoxicating rush of endorphins and adrenaline. Though fleeting it increases the ferocity of your next assault.

SQUAD SUPPORT

  • Usage: Twice per Sortie

  • Effect: You may Upgrade a successful Attack Roll against a Target that has Damaged one of your Allies during the previous Enemy Phase.

    • In the heat of battle, your only aid comes from keeping your allies close and alive. Don’t let them down.

SURPRISE ATTACK

  • Usage: Once per Sortie

  • Effect: -10 to your Attack Roll when Targeting an Enemy that has not performed an Attack Action during the Sortie

    • By decisively attacking an unprepared enemy, you catch them flat footed and raise your chances of scoring a direct hit.

RALLYING CRY

  • Usage: Once per Sortie

  • Effect: Use this in place of a Move or Attack Action. Until the end of your Next turn, you and your allies gain -5 to all Rolls. This Ability cannot be used more than once per Sortie by any character.

    • You bolster the efforts of your allies with an invigorating call to arms, preparing them to charge into the fray.


CLOSE COMBAT ABILITIES

MELEE SPECIALIST

  • Usage: Twice per Sortie

  • Effect: You may perform 2 Close Attacks during your Turn

    • Mechanized warfare ushers in a new age of close quarters combat as armored titans clash hand-to-hand. By specializing in such forms of combat, you have a vital edge when face-to-face with your enemy

MARTIAL MASTERY

  • Usage: Once per Sortie

  • Effect: Upgrade a successful Unarmed Close Attack and add +1 Damage

    • Once arms and legs were added to mechanized armor, it was only a matter of time before pilots put them to use by punching each other. A crude tactic, but effective in the right hands.

SURGICAL STRIKE

  • Usage: Once per Sortie

  • Effect: Your Close Attack ignores your Target’s Shield. For the remainder of the Sortie, or until the target is Repaired, all Players who Attack this Target receive -5 to their Attack Roll

    • A lethally precise attack that slips through an enemy’s defenses to inflict severe damage on critical systems. Unless emergency action is taken, the victim’s unit is effectively crippled.

HOT PURSUIT

  • Usage: Once per Sortie

  • Effect: When an Enemy within Close Range makes a Move Action, you may make an immediate Move Action to enter Close Range with that Enemy.

    • You stick doggedly close to your target, pursuing them even as they attempt evasive maneuvers to escape the threat of your close quarters prowess.


MEDIUM COMBAT ABILITIES

DOGFIGHT SPECIALIST

  • Usage: Twice per Sortie

  • Effect: You may perform 2 Medium Attacks during your Turn.

    • High mobility dogfights in space or in atmosphere demand intense focus and polished reflexes. By specializing in this form of combat, you have a crucial edge when engaged at mid-range with your enemy

QUICKDRAW

  • Usage: Once per Sortie

  • Effect: When an Enemy moves from Medium to Close Range of your unit, you may make an Immediate Medium Attack. In addition to the normal Grade effects of your attack, if your Grade is A or higher the Enemy unit’s Move action is cancelled.

    • An Enemy’s advance, no matter how bold or rapid, can be interrupted by a well aimed attack. Given sufficient precision, the attack may even be repelled.

MOBILE ONSLAUGHT

  • Usage: Once per Sortie

  • Effect: Gain a free Move Action when you perform a Medium Attack.

    • Mobility is the key to battlefield supremacy. While tracking all the possible vectors of attack simultaneous to movement is a monumental challenge, a pilot capable of such a feat is a formidable foe.


LONG COMBAT ABILITIES

ARTILLERY SPECIALIST

  • Usage: Twice per Sortie

  • Effect: You may perform 2 Long Attacks during your Turn.

    • Capable of fielding long range weapons of immense power, mechanized infantry pilots employ patience and cold-blooded calculation to shoot down enemies from afar. By specializing in this field of combat, you have a deadly edge when targeting enemies from long range.

NO-SCOPE

  • Usage: Once per Sortie

  • Effect: Negate any penalties for making an Attack with a Long Weapon at Medium or Close Range. This includes Weapons that otherwise cannot attack at Medium or Close Range.

    • A last ditch attack made at ranges far too close for a sharpshooter’s comfort. Better make it count.

SUPPRESSING BOMBARDMENT

  • Usage: Once per Sortie

  • Effect: The Target of your Long Attack cannot perform a Move Action during the next Enemy Phase. This takes effect regardless of whether your Attack succeeds or not.

    • An overwhelming bombardment of long range fire blankets your target’s movement options, forcing him to halt his advance or face your withering firepower. 

STABLE SHOT

  • Usage: Twice per Sortie

  • Effect: You cannot use a Move Action during your Turn. You may make a Long Attack with -10 to your Roll.

    • By sacrificing mobility, a sharpshooter greatly enhances his precision. 


DEFENSIVE ABILITIES

THREE TIMES FASTER

  • Usage: Once per Sortie

  • Effect: When you use a Mobility Point to raise your Dodge Skill, multiply your Mobility Class by 3.

    • Reflexes and an intimate knowledge of your machine allow for a sudden burst of speed in a tight spot that catches an attacking enemy off guard. Sure to leave an impression.

BEAM PARRY

  • Usage: Unlimited, requires Melee Weapon

  • Effect: Your Melee Weapon may be counted as a Shield when you are targeted by an Enemy Close Attack if the Enemy is using a Melee Weapon. If one weapon has Damage Type: Energy and the other does not, the non-Energy Weapon is destroyed

    • Through precise aim and honed reflexes, it is possible for a Pilot to defend himself in a close quarters melee using his suit’s own hand weapons. Clashing beam weapons deflect each other with their own neutralizing energy fields.

SHIELD EXPERTISE

  • Usage: Once per Sortie

  • Effect: Your Shield’s Block value is Doubled when using your Guard Skill.

    • Never neglect the importance of mastering your unit’s shield. A well handled deflection can mean the difference between severe damage and a clean getaway.


RESTRICTED ABILITIES

Restricted Abilities can only be chosen at the GM’s discretion. These are intrinsically linked to the narrative being acted out by the GM and the Players, and as such their nature and flavor should be tailored to their narrative. 

FOCUS

  • Usage: Once per Sortie

  • Effect: When taking an Attack or Defense action, you may roll twice and choose which result to use.

INTUITION

  • Usage: Once per Sortie

  • Effect: When taking an Attack or Defense action, you may reverse the order of the numbers in your result (i.e. 91 becomes 19)

COGNITION

  • Usage: Once per Sortie

  • Effect: When taking an Attack or Defense action, roll 3 d10 dice and use any 2 to create your result (i.e 3,6 and 9, Player chooses 36)

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