Special Pilot Abilities

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Description and Summary

Special Pilot Abilities are an optional rule set, first formalized in MechWarrior Card Packs. They are intended to increase the depth of gameplay, providing rules for otherwise-unsupported habilities mentioned in game fiction.

Special Pilot Abilities Summaries

List of Special Pilot Abilities

Antagonizer

Instead of a weapon attack, select one target in LOS and within 10 hexes. Pilot's unit makes a Piloting Skill Roll with a +4 modifier. Success: Target must move toward him using the unit's fastest Movement Type and the most direct route, and may only attack him. This effect ends after a number of turns equal to Leroux's MoS, if Leroux moves >10 hexes away, or if another unit damages target; Failed: no effect.

Cluster Hitter

Each Weapon Attack Phase, choose one:

  • Add a +1 modifier on the Cluster Hits Table for all Cluster weapons.
  • Make an Aimed Shot with one Cluster weapon with +3 To-Hit Modifier; if successful, all clustered rounds hit the targeted location (may not target head). The attacking unit may not have moved or fired other weapons, and cannot make physical attacks if using this ability.
Points: 2

Can choose to suffer 1 point of pilot damage during the End Phase; the following turn, her 'Mech can either take its movement after all other units have acted, or perform all of its movement and combat actions before a single enemy unit. The effects of damage inflicted by this attack take place immediately.

Points: 3

Demoralize

Instead of a weapon attack, select 1 target in LOS and within 10 hexes. The pilot's unit makes a Piloting Skill Roll with a +4 modifier. Success: for next turn, the target may only expend Walk/Cruise MP, cannot move closer to this unit, and suffers an additional +1 To-Hit Modifier on all attacks against this unit; Failed: no effect.

Points: 3

Eagle's Eyes

Functions as Beagle Active Probe with 1-hex range. Add +2 target modifier for minefields and booby traps.

Points: 2

Hot Dog

Apply a –1 target modifier for all rolls to avoid overheating effects.

Points: 2

Jumping Jack

Reduce Attacker Movement Modifier from +3 to +1 when firing after jumping.

Points: 2

Maneuvering Ace

May make a Lateral Shift, spending +1 MP to move into an adjacent hex not directly to its front or rear, retaining original facing. Apply -1 target modifier for PSRs to avoid skidding.

Points: 2

Marksman

May make a special Aimed Shot attack against an opposing 'Mech using only one weapon. Declare a specific location other than the head and add a +3 modifier to the attack. If successful, roll 2D6; on a 6, 7, or 8, the attack hits the designated location. On any other result, determine the location as usual. Additional -2 To-Hit Modifier if used in conjunction with a targeting computer.

Points: 2

Multi-Tasker

May make an attack against a secondary target in the front arc at a +0 To-Hit Modifier, and in the side or rear arcs at a +1 To-Hit Modifier.

Points: 2

Natural Grace

Reduce the cost of entering buildings or ultra-heavy terrain by 1 MP; apply a –1 target modifier to Piloting Skill Rolls to avoid falling, damage from buildings or falls, or setting off mines; may torso twist 2 hexes instead of one; may flip a single arm regardless of which actuators are present.

Points: 3

Range Master (Long)

Attacks at long range receive +0 modifier, while attacks at short range receive +4 modifier.

Points: 2

Sandblaster (LRM)

When rolling on Cluster Hits Table for successful LRM attack, add the following modifiers to the roll: +4 for short range, +3 for medium range, +2 for long or extreme range.

Points: 2

Sandblaster (SRM)

When rolling on the Cluster Hits Table for a successful SRM attack, add the following modifiers to the roll: +4 for short range, +3 for medium range, +2 for long or extreme range.

Points: 2

Sharpshooter

If remaining stationary and not making physical attacks, may fire one weapon only in an Aimed Shot. Successful attack grants extra potential critical hit, even if armor remains in the location.

Points: 4

Sniper

Reduce range attack modifiers by half: +1 for Medium, +2 for Long, and +3 for Extreme.

Points: 3

Speed Demon

Add 1 MP to Running and 2 MP to Sprinting, but may not make weapon or physical attacks that turn.

Points: 2

Tactical Genius

Prior to play, select a commander for your Force. If pilot is your Force commander, you may re-roll your Initiative roll once each turn. The second roll must be accepted, even if worse than the first.

Points: 3

Weapon Specialist (Large Laser)

Apply a -2 To-Hit Modifier when attacking with a Large Laser.

Points: 3

Weapon Specialist (PPC)

Apply a -2 To-Hit Modifier when attacking with a PPC.

Points: 2




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