Pilot Abilities

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MechWarriors have four skills they can spend their Experience Points (XP) on; Gunney (GUN), Piloting (PLT), Guts (GUT) & Tactics (TAC). Each skill affects a different aspect of 'Mech combat and each has a maximum of 10 points, earned with exponentially increasing XP costs. Pilots can obtain three abilities, two basic and one advanced, based off of their highest leveled skill. At skill level 5, the basic ability for that domain is unlocked if the pilot has a slot available. At level 8, the advanced ability is obtained if they have a open slot and the prerequisite basic ability has already been chosen. Some abilities are activated by clicking their icon on the command bar, but others are passive and always enabled. In addition to the three pilot abilities, increasing levels of skill adds passive bonuses to the MechWarrior.

Gunnery (GUN)

Gunnery desc.

Multi-Target (Basic)

ACTIVATED: Fire weapons at up to three separate targets within this 'Mech's current firing arc.

Breaching Shot (Advanced)

PASSIVE: Attacks with a single weapon ignore COVER and GUARDED on the target.

Piloting (PLT)

Piloting desc.

Evasive Movement (Basic)

PASSIVE: This unit generates an extra EVASIVE charge from movement actions (up to the maximum of 6).

Ace Pilot (Advanced)

PASSIVE: This unit can move after shooting if it has not moved yet.

Guts (GUT)

Guts desc.

Bulwark (Basic)

PASSIVE: Gain GUARDED when remaining stationary (50% damage reduction against ranged attacks to the front and side.)

Juggernaut (Advanced)

PASSIVE: Successful Melee attacks knock your target back one Initiative Phase.

Tactics (TAC)

Tactics desc.

Sensor Lock (Basic)

ACTIVATED: Select a target within sensor range to reveal it until the end of the current round and remove two of its EVASIVE charges.

Master Tactician (Advanced)

PASSIVE: 'Mechs piloted by this MechWarrior gain +1 Initiative, and remove one bar of stability damage when Reserving.

Beta Abilities (Depreciated)

Please note this is just a list and the description of the abilities.

Between Beta 1 patch 2 and Beta 2 a lot of these changed. You should be aware of this.

File Name (.json file) Ability friendly name Ability ID value Details
Beta 2
AbilityDefCMD_ArtThumperAP AP STRIKE AbilityDefCMD_ArtThumperAP CALLS IN AN ARMOR-PIERCING ARTILLERY STRIKE FROM YOUR THUMPER SUPPORT UNIT.
AbilityDefCMD_ArtThumperHE HE STRIKE AbilityDefCMD_ArtThumperHE CALLS IN A HIGH EXPLOSIVE ARTILLERY STRIKE FROM YOUR THUMPER SUPPORT UNIT.
AbilityDefCMD_FireBase FIRE BASE AbilityDefCMD_FireBase DEPLOY FIRE BASE (AC/10) (Spawns an AC/10 Turret)
AbilityDefCMD_FlyOver RETREAT AbilityDefCMD_Retreat INITIATES A RETREAT FROM THE MISSION.
AbilityDefCMD_Rally RALLY AbilityDefCMD_Rally RESTORES CONSCIOUSNESS TO ALL PILOTS, PLACES ANY DOWNED MECHS UPRIGHT, AND (TODO) REMOVES ANY DEMORALIZATION EFFECTS.
AbilityDefCMD_Retreat RETREAT AbilityDefCMD_Retreat INITIATES A RETREAT FROM THE MISSION.
AbilityDefCMD_Strafe STRAFE AbilityDefCMD_Strafe CALLS IN A STRAFING RUN BY YOUR AEROSPACE SUPPORT UNIT.
AbilityDefCMD_TacticalStrike RETREAT AbilityDefCMD_Retreat INITIATES A RETREAT FROM THE MISSION.
AbilityDefG5 MULTI-TARGET AbilityDefG5 ACTION: Fire weapons at up to three separate targets within this 'Mech's current firing arc.
AbilityDefG8 BREACHING SHOT AbilityDefG8 PASSIVE: Attacks with a single weapon ignore COVER and GUARDED on the target.
AbilityDefGu5 BULWARK AbilityDefGu5 PASSIVE: You gain GUARDED when remaining stationary (50% damage reduction against ranged attacks to the front and side.)
AbilityDefGu8 PROTECTOR AbilityDefGu8 As long as you are upright and functional, adjacent allies gain BRACED (50% damage reduction against ranged attacks to the front and side).
AbilityDefP4 PILOTING 4 AbilityDefP4 PASSIVE: 'Mechs piloted by this MechWarrior have their UNSTEADY threshold increased to 60.
AbilityDefP5 EVASIVE MOVEMENT AbilityDefP5 PASSIVE: This unit generates an extra EVASIVE charge from movement actions (up to the maximum of 6).
AbilityDefP6 PILOTING 6 AbilityDefP6 PASSIVE: 'Mechs piloted by this MechWarrior gain 10% SPRINT distance.",
AbilityDefP7 PILOTING 7 AbilityDefP7 PASSIVE: 'Mechs piloted by this MechWarrior have their UNSTEADY threshold increased to 80.
AbilityDefP8 ANGEL OF DEATH AbilityDefP8 PASSIVE: Jump distance increased by 25%. Attacking with Death From Above deals 50% less damage to this 'Mech and doesn't cause UNSTEADY.
AbilityDefP10 PILOTING 10 AbilityDefP10 PASSIVE: Gain 20% SPRINT distance.
AbilityDefT3 TACTICS 3 AbilityDefT3 PASSIVE: 'Mechs piloted by this MechWarrior have their indirect fire penalties are reduced by 1.
AbilityDefT4 TACTICS 4 AbilityDefT4 PASSIVE: Called shots taken by this MechWarrior are twice as likely to hit the targeted location.
AbilityDefT5 TACTICS 5 AbilityDefT5 PASSIVE: 'Mechs piloted by this MechWarrior have their spotting range extended by 50m.
AbilityDefT5A SENSOR LOCK AbilityDefT5 ACTION: Select a target within sensor range to reveal it until the end of the current round and remove two of its EVASIVE charges.
AbilityDefT6 TACTICS 6 AbilityDefT6 PASSIVE: 'Mechs piloted by this MechWarrior have their indirect fire penalties are reduced by 2
AbilityDefT7 TACTICS 7 AbilityDefT7 PASSIVE: Called shots taken by this MechWarrior are three times as likely to hit their location (max of 15% for head shots).
AbilityDefT8 TACTICS 8 AbilityDefT8 PASSIVE: 'Mechs piloted by this MechWarrior have their spotting range extended by 100m.
AbilityDefT8A AbilityDefT8A AbilityDefT8A PASSIVE: 'Mechs piloted by this MechWarrior gain +1 Initiative, and remove one bar of stability damage when Reserving.
AbilityDefT9 TACTICS 9 AbilityDefT9 PASSIVE: 'Mechs piloted by this MechWarrior have their indirect fire penalties completely removed.
AbilityDefT10 TACTICS 10 AbilityDefT10 PASSIVE: Called shots taken by this MechWarrior are almost guaranteed to hit their location (max of 35% chance for head shots).
archived Folder (Removed Beta Patch 1)
File Name (.json file) Ability friendly name Ability ID value Details
AbilityDef10 PROFESSIONAL AbilityDef10 MIN RANGE PENALTIES REDUCED BY HALF
AbilityDef20 VETERAN AbilityDef20 IGNORE PENALTIES FOR FIRING AT TARGETS IN PARTIAL COVER
AbilityDefGB5 DEAD SHOT AbilityDefGB5 ALL BALLISTIC WEAPONS GAIN +2 ACCURACY (-2 to hit)
AbilityDefGB8a DOUBLE TAP AbilityDefGB8a AC2S FIRE AN EXTRA SHOT, AND NEVER SUFFER FROM RECOIL
AbilityDefGB8b SILVER BULLETS AbilityDefGB8b AC5S ALWAYS DEAL MAX DAMAGE, AND NEVER SUFFER FROM RECOIL
AbilityDefGB8c ENHANCED RIFLING AbilityDefGB8c AC10S DO +20 STABILITY DAMAGE, AND NEVER SUFFER FROM RECOIL
AbilityDefGB8d BONUS SHELLS AbilityDefGB8d EACH TON OF AC20 AMMO CONTAINS 4 EXTRA SHOTS
AbilityDefGB10 DEAD SHOT II AbilityDefGB10 ALL BALLISTIC WEAPONS GAIN +4 ACCURACY (-4 to hit)
AbilityDefGE5 HEAT FLUSH AbilityDefGE5 ENERGY WEAPONS GENERATE 25% LESS HEAT
AbilityDefGE8a MEDIUM LASERS DO +5 BASE DAMAGE AbilityDefGE8a MEDIUM LASERS DO +5 BASE DAMAGE
AbilityDefGE8b LASER PRECISION AbilityDefGE8b LARGE LASERS GAIN +2 TO ACCURACY (-2 to hit)
AbilityDefGE8c OVERCHARGE AbilityDefGE8c PPCS DEAL DOUBLE STABILITY DAMAGE
AbilityDefGE10 HEAT FLUSH II AbilityDefGE10 ENERGY WEAPONS GENERATE 50% LESS HEAT
AbilityDefGM5 HIGH IMPACT AbilityDefGM5 MISSILE WEAPONS DO 50% MORE STABILITY DAMAGE
AbilityDefGM8a HESH WARHEADS AbilityDefGM8a SRMS GAIN A +2 BONUS TO ACCURACY (-2 to hit) AND +2 BASE DAMAGE
AbilityDefGM8b BOMBARDIER AbilityDefGM8b GAIN A +2 BONUS TO ACCURACY (-2 to hit) WHEN FIRING INDIRECTLY
AbilityDefGM10 HIGH IMPACT II AbilityDefGM10 MISSILE WEAPONS DO DOUBLE STABILITY DAMAGE
AbilityDefMeleeCharge CHARGE AbilityDefMeleeCharge INCREASE MELEE ENGAGEMENT RANGE AND DEAL INCREASED DAMAGE
AbilityDefP3 DEATH FROM ABOVE AbilityDefP3 CAN USE THE DEATH FROM MANEUVER ON ANY JUMP-CAPABLE MECH
AbilityDefPE5 TENACITY AbilityDefPE5 GAIN +2 DEFENSE AND IMMUNITY TO KNOCKDOWN
AbilityDefPE8 RELENTLESS DRIVE AbilityDefPE8 MECH GAINS +1 TO DEFENSE WHEN BELOW 50% ARMOR COVERAGE.
AbilityDefPE10 TENACITY AbilityDefPE10 GAIN +4 DEFENSE AND IMMUNITY TO KNOCKDOWN
AbilityDefPF5 FINESSE AbilityDefPF5 WEAPON ATTACKS AGAINST THIS MECH ONLY DEAL MINIMUM DAMAGE
AbilityDefPF8 COOL RUNNING AbilityDefPF8 TO-HIT PENALTIES FROM HEAT ARE IGNORED, AND GAIN +10 HEAT CAPACITY
AbilityDefPF10 FINESSE II AbilityDefPF10 WEAPON ATTACKS AGAINST THIS MECH ONLY DEAL 1 DAMAGE
AbilityDefPP5 INERTIA AbilityDefPP5 NCREASES MOVE BY 25% AND MELEE ATTACKS CAUSE 50% MORE STABILITY DAMAGE
AbilityDefPP8 SIEGE ENGINE AbilityDefPP8 DEAL 50% MORE MELEE DAMAGE, AND IGNORE MOVEMENT PENALTIES CAUSED BY HEAT
AbilityDefPP10 INERTIA II AbilityDefPP10 INCREASES MOVE BY 50% AND MELEE ATTACKS CAUSE 50% MORE STABILITY DAMAGE
AbilityDefPS5 QUICKNESS AbilityDefPS5 INCREASES MOVE BY 25% AND SPRINT BY 50%
AbilityDefPS8 LIGHTNING LEAP AbilityDefPS8 JUMP DISTANCE INCREASED BY 25%
AbilityDefPS10 QUICKNESS II AbilityDefPS10 INCREASES MOVE BY 50% AND SPRINT BY 75%
AbilityDefT3 TACTICIAN AbilityDefT3 MAX RANGE PENALTIES REDUCED BY 2
AbilityDefT8 INITIATIVE INCREASE AbilityDefT8 +1 TO BASE INITIATIVE
AbilityDefTLa5 ACTUATOR AIMING AbilityDefTLa5 MARK A TARGET; UNTIL ITS NEXT ACTIVATION, EACH SUCCESSFUL INCOMING ATTACK CAUSES IT TO LOSE 10% MOVE DISTANCE.
AbilityDefTLa8 PREPARED STRIKE AbilityDefTLa8 WHEN RESERVING, DISSIPATE 10% HEAT AND GAIN +25% STABILITY DAMAGE ON THE NEXT ATTACK
AbilityDefTLa10 ACTUATOR AIMING AbilityDefTLa5 MARK A TARGET; UNTIL ITS NEXT ACTIVATION, EACH SUCCESSFUL INCOMING ATTACK CAUSES IT TO LOSE 15% MOVE DISTANCE.
AbilityDefTLe5 CONCENTRATED FIRE AbilityDefTLe5 MARK A TARGET; IF IT IS HIT BEFORE ITS NEXT ACTIVATION, ONE OF ITS WEAPONS (CHOSEN RANDOMLY) WILL SUFFER A -3 PENALTY TO HIT (+3 to accuracy) FOR 2 ROUNDS.
AbilityDefTLe8 BATTLE CHARGE AbilityDefTLe8 WHEN RESERVING, GAIN +1 TO ACCURACY (-1 to hit) AND +5% DAMAGE
AbilityDefTLe10 CONCENTRATED FIRE II AbilityDefTLe10 MARK A TARGET; IF IT IS HIT BEFORE ITS NEXT ACTIVATION, ONE OF ITS WEAPONS (CHOSEN RANDOMLY) WILL BE DISABLED FOR 2 ACTIVATIONS.
AbilityDefTLi5 NTIMIDATING STRIKES AbilityDefTLi5 MARK A TARGET; UNTIL ITS NEXT ACTIVATION, EACH SUCCESSFUL INCOMING ATTACK CAUSES IT TO SUFFER -1 TO HIT (+1 accuracy) WITH MELEE.
AbilityDefTLi8 DEFENSIVE STANCE AbilityDefTLi8 WHEN RESERVING, REMOVE ALL INSTABILITY AND GAIN 10% DAMAGE REDUCTION
AbilityDefTLi10 INTIMIDATING STRIKES AbilityDefTLi10 MARK A TARGET; UNTIL ITS NEXT ACTIVATION, EACH SUCCESSFUL INCOMING ATTACK CAUSES IT TO SUFFER -2 TO HIT (+2 accuracy) WITH MELEE.
AbilityDefTLo5 EXPOSED WEAKNESS AbilityDefTLo5 MARK A TARGET, CAUSING IT TO RECEIVE MAX DAMAGE UNTIL ITS NEXT ACTIVATION
AbilityDefTLo8 PATHFINDING AbilityDefTLo8 WHEN RESERVING, GAIN +1 TO DEFENSE AND +10m SPOTTING DISTANCE
AbilityDefTLo10 EXPOSED WEAKNESS II AbilityDefTLo10 MARK A TARGET, CAUSING IT TO RECEIVE MAX DAMAGE AND SUFFER +25% CRITICAL HIT CHANCE UNTIL ITS NEXT ACTIVATION
AbilityDefU3 HARDY AbilityDefU3 TAKE 25% LESS DAMAGE FROM MELEE ATTACKS
AbilityDefUAg5 CLOSE QUARTERS AbilityDefUAg5 NEARBY ENEMY UNITS SUFFER -2 TO HIT (+2 accuracy) WITH MELEE ATTACKS, AND TAKE 25% MORE MELEE DAMAGE
AbilityDefUAg8 VENGEFUL AbilityDefUAg8 AFTER TAKING AN INJURY, GAIN 25% DAMAGE TO YOUR NEXT ATTACK
AbilityDefUAg10 CLOSE QUARTERS II AbilityDefUAg10 NEARBY ENEMY UNITS SUFFER +4 PENALTY TO HIT WITH MELEE ATTACKS, AND TAKE 50% MORE MELEE DAMAGE
AbilityDefUAm5 FORWARD OBSERVATION AbilityDefUAm5 NEARBY ENEMY UNITS SUFFER -2 TO DEFENSE
AbilityDefUAm8 ADAPTABLE AbilityDefUAm8 AFTER TAKING AN INJURY, GAIN +2 DEFENSE UNTIL YOUR NEXT ACTIVATION
AbilityDefUAm10 FORWARD OBSERVATION II AbilityDefUAm10 NEARBY ENEMY UNITS SUFFER -4 TO DEFENSE
AbilityDefUCa5 FIRING LINE AbilityDefUCa5 NEARBY ALLIES GAIN +1 DEFENSE AND +50% CRITICAL CHANCE
AbilityDefUCa8 FOCUSED AbilityDefUCa8 AFTER TAKING AN INJURY, DEAL +25% STABILITY DAMAGE AND GAIN +25% CRITICAL CHANCE UNTIL YOUR NEXT ACTIVATION
AbilityDefUCa10 FIRING LINE II AbilityDefUCa10 NEARBY ALLIES GAIN +2 DEFENSE AND +75% CRITICAL CHANCE
AbilityDefUCo5 COHESION AbilityDefUCo5 NEARBY ALLIED UNITS GAIN +1 TO ALL STATS
AbilityDefUCo8 RESILIENT AbilityDefUCo8 AFTER TAKING AN INJURY, GAIN 25% DAMAGE REDUCTION UNTIL YOUR NEXT ACTIVATION
AbilityDefUCo10 COHESION II AbilityDefUCo10 NEARBY ALLIED UNITS GAIN +2 TO ALL STATS

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