Pilot Abilities
This section contains information about Pilot Abilities.
| COST | ABILITY | DESCRIPTION |
|---|---|---|
| 2 | Blood Stalker | You can mark an enemy in line of sight if you don’t have one already. Attacking that enemy is one point easier to hit, while attacking other enemies are one point harder to hit. You cannot mark another enemy until your previous one has been destroyed. |
| 3 | Combat Intuition | Can shoot and resolve damage from shooting after moving in the movement phase. Doing so generates one heat. |
| 3 | Demoralizer | Instead of making an attack, pick an enemy in line of sight and within 20" / 10 hexes and make a piloting check. If passed, that enemy cannot move any closer to you. |
| 2 | Dodge | If physically attacked, pilot can make a piloting check to dodge it. |
| 2 | Eagle’s Eyes | Get +1 to initiative rolls for each enemy in 2" / 1 hex, and make target values for spotting mines and booby traps two points easier to pass. |
| 2 | Fist Fire | Physical attacks made by this pilot deal +1 damage. |
| 2 | Hot Dog | Target values of Cool Down checks this pilot makes are one point easier to pass. |
| 1 | Human TRO | You can modify rolls on the critical hit table against your mech by one. |
| 1 | Iron Will | Psychological and Morale checks the pilot makes are two points easier to pass than normal. |
| 2 | Jumping Jack | Half your movement modifier for your shooting attacks in turns in which you jumped, rounded up. |
| 1 | Lucky(#) | Pilot can reroll a piloting check # times per game. |
| 2 | Maneuvering Ace | Cover, terrain, and water doesn’t incur extra movement. |
| 2 | Melee Master | Can perform two physical attacks per combat round instead of one. |
| 1 | Melee Specialist | Target values of Physical attacks is one point easier to pass. |
| 2 | Multi-Tasker | Pilot can split their attack against two different targets. Roll for each independently, halving the damage rounding up. Doing so generates one heat. |
| 3 | Natural Grace | Can fire into side arcs as well as the front arc. |
| 2 | Range Master(X) | Swap to hit roll range modifier of X and your short range. |
| 2 | Sandblaster(X) | Use the following range modifiers when using an (X) weapon: +4/+1/-2/-4 |
| 4 | Sharpshooter | If attacked with no movement modifier, all attacks score an additional critical hit. |
| 1 | Slugger | Mech gains the MEL ability. |
| 3 | Sniper | Pilot uses the following range modifiers instead of the normal ones: 0/-1/-2/-3 |
| 2 | Speed Demon | Target values of Sliding and Water checks this pilot makes are one point easier to pass. |
| 3 | Tactical Genius | Pilot can reroll the initiative roll, as long as they didn’t last round. |
Pilot Cost
The cost of the pilot is found by calculating the cost of their piloting and accuracy stats on the table below, then adding the cost of all of their abilities together.
| Skill Value | Cost |
|---|---|
| 5 | 0 |
| 4 | 1 |
| 3 | 2 |
| 2 | 4 |
| 1 | 6 |