Pilot Features (Feat System)
Jun 1, 2018 17:27:11 GMT
Post by Admin on Jun 1, 2018 17:27:11 GMT
The replacement to the old Specialization system. Features drastically improve the range of customization available for pilots in comparison to the specializations, which only covered weapon preferences for the most part and were fairly restricting.
Every character starts with one feature. Every 3 missions, a character may take up a new feature. Features cannot be stacked, meaning you can only take up a specific feature once and a pilot may only have a maximum of 7 features. After reaching 7 features, you may swap out one of them in place of a new feature instead.
# of feats by mission total:
Replacing a feat without the cap costs 150 Credits x tier.
Fighting Styles:
Maneuver/Action Feats
Terrain Specialization
Survival/Defensive
Pilot Stat Related
To be Sorted
Workshop (Unavailable Feats)
Every character starts with one feature. Every 3 missions, a character may take up a new feature. Features cannot be stacked, meaning you can only take up a specific feature once and a pilot may only have a maximum of 7 features. After reaching 7 features, you may swap out one of them in place of a new feature instead.
# of feats by mission total:
- 0: 1 feat
- 3: 2 feats
- 6: 3 feats
- 9: 4 feats
- 12: 5 feats
- 15: 6 feats
- 18: 7 feats
Replacing a feat without the cap costs 150 Credits x tier.
Fighting Styles:
- Breaker: Called Attack only inflicts a -1 accuracy penalty instead of -2 with melee weapons
- Containment: Grapple and Restraint attempts gain +1. When grappling or restraining an enemy you can attempt to redirect attacks to the grappled/restrained enemy instead of yourself, gaining a Defense bonus based on their armor class (+2 for light, +4 for medium, +6 for heavy).
- Dual Wielder: When you use the Dual Wield action the first weapon to hit retains half its melee or ranged bonus damage. You can choose to forego this damage bonus to instead give your second attack a +2 bonus to hit.
- Duelist: If you target only one enemy with melee attacks for two or more rounds, gain a +2 to parry rolls and melee attack rolls so long as you continue attacking that target. You lose this bonus if you change targets, and enemies gain a +2 flanking bonus against you (instead of +1).
- Gun and Sword: If you make a successful melee attack against an enemy before attacking with a ranged weapon, add half your mobility to the ranged attack roll. If you make a successful ranged attack against an enemy before attacking with a melee weapon, add half your aim to the melee attack roll. These bonuses only apply to attacks made on the same turn.
- Heavy Weapons Specialist: When attacking with a heavy weapon you can choose to take a -2 penalty to your ER until the start of your next turn; increase your mobile suit damage bonus by half, and on a critical hit your target's Speed is set to 0 for one round.
- One-Weapon Fighting: While wielding a single handheld weapon with nothing else in the other hand (including installed and mounted weaponry), gain +2 to accuracy and +1 critical range. If it's a ranged weapon, gain +1 to evasion. If it's a melee weapon, gain +1 to parry rolls. Weapons with alternate melee and ranged modes grant a bonus based on which form you last attacked with.
- Saboteur: Called Attack only inflicts a -1 accuracy penalty instead of -2 with ranged weapons. You can sacrifice this bonus to aim at a weapons weak point; destroying a weapon while doing so grants the next allied attack against that target the benefits of ambush.
- Snap Shot: After landing a successful ranged attack, gain +2 bonus on a Disengage attempt made the same turn.
- Subversive Fighter: Take no accuracy penalty to attacks while dual-wielding light weapons (damage penalty still applies). Apply half your mobile suit damage bonus to dual-wield attacks against opponents you're flanking or ambushing.
- Reckless: Gain +2 to all attacks and Charge/Close Distance attempts. Take a -1 penalty on Parrying/Interception/Redirection attempts, Disengage attempts, and against Stealth attempts. The +2 bonus does not apply when parrying.
- Relentless: After your melee attack(s) have been parried or redirected, gain a +2 bonus to your melee attack rolls on your next turn. This bonus stacks for each attack parried or redirected, up to +10. If you land an attack while benefiting from this feat, gain bonus damage equal to the bonus x10 (maximum 100); this damage can crit. You lose this bonus if you: miss, land an attack, disengage, exchange weapons, or use a ranged attack.
- Weapon Specialization: Choose one weapon type (ie shotguns, axes, launchers, etc); gain +1 to accuracy with that weapon type. You can take this feat multiple times; each time, apply it to a different weapon type.
Maneuver/Action Feats
Maneuver:
Action:
- Close the Gap: The character is skilled at gauging distance, environment, and particular maneuvers designed to close the distance between themselves and the enemy as quickly has possible. Provides a +2 bonus to Close Distance/Charge actions.
- Escape Artist: The character is good at escaping battle. When attempting to escape, add +2 to your escape roll.
- Grappler: The character knows how to wrestle other mobile suits with their machine. Adds +2 to Grapple rolls or Grapple resists
- Hidey Hole: The character is better skilled in surveying the battlefield and finding appropriate locations to conceal themselves from attack. Adds +2 to Take Cover actions.
- Tactical Retreat: The character is skilled at gauging distance and particular maneuvers designed to keep distance between themselves and enemies. Provides a +2 bonus to Disengage actions.
- Follow Through: After a successful Charge, gain a +2 bonus to any single melee attack made in the same turn.
Action:
- Tactical Coordination: The pilot can select up to two allies to coordinate tactics with. When used, the pilot with this feat will suggest a course of action to be executed. For the next round, the Intelligence modifier of the commanding pilot will be added to any actions made to execute this command. If two pilots are selected, the modifier is halved (rounded down if necessary). The bonus will not be applied if the target(s) choose to ignore the command. Tactical Coordination has a two round cool down.
- Fast Reload: Reloading now takes one less action. Single action reloads are now a swift action. Does not influence Recharge rates.
- Frenzy: Reduces the cool down period of Flurry by 1.
- Firing Without Targeting: Executing a multiple weapon Volley only inflicts a -1 accuracy penalty rather than -2.
- Scavenger: Provides a +2 bonus to rolls to determine if something can be salvaged if the pilot is present. Does not apply a bonus to the character's loot roll.
- Transformation: Machines with the ability to transform will execute them one stage quicker. (Full --> Standard --> Swift)
- Action Surge: The pilot may execute one additional action on their turn for a maximum of 3. This ability has a 3 turn cool down.
Terrain Specialization
- Anti-Air: Gain +1 accuracy when shooting at flying enemies from the ground.
- Bomber: +1 accuracy when attacking ground targets from the air.
- Dogfighter: +1 accuracy when fighting opponents in the air. Both combatants must be airborne.
- Infantryman: Gain +1 accuracy when fighting on solid ground.
- Space Marine: Gain +1 accuracy when fighting in low or zero gravity.
- Submariner: Gain +1 accuracy when fighting underwater.
Survival/Defensive
- Deadly Focus: When the pilot's machine has 50% durability their evasion rating and accuracy increases by 1. When at 25% or lower, the bonus increases to +2. Does not go past the 50% bonus in arena.
- Die Hard: Add +2 to Death Save attempts.
- Lucky: Once a battle the character can undo a fumble and roll again. If another fumble is rolled, it is negated. Roll must be marked "Luck invoked". Alternatively, the character can negate one critical hit made against them, allowing it to be redirected.
- Defender: Gain a +2 Redirection, Parry, or Interception bonus when rolling to protect someone else, +1 for self.
- Precision Guarding: When wielding a light shield (weight three or less), you can add your Reaction modifier to your Redirection rolls, in addition to your Defense and shield bonuses.
- Parry and Riposte: When you roll to parry you can apply the roll to each of your enemy's attacks, rather than rolling against each attack. You must be wielding only one one-handed melee weapon to use this feat.
- Chain Reaction: Upon making a successful interception roll against an artillery weapon with a rate of fire hire than 1, reduce your highest roll by 2 and compare it to the next highest enemy attack roll. If your roll is still higher, it counts as a successful interception against that attack as well. Repeat the process until your interception fails or all enemy attacks are intercepted.
- Bulwark: When you make a successful Redirection wielding a medium or heavier shield, you can choose to use your Redirection roll as if parrying or intercepting. If you do so, use the single roll against all of your enemy's attacks that turn for the purposes of redirecting damage to your shield.
- Forceful Block: When parrying with a two-handed heavy melee weapon, you can choose to use half of the weapon's weight (rounded up) in place of your defense for the purposes of making the parrying roll.
- Finesse over Force: You can parry attacks with light melee weapons, even heavy weapons. If you successfully parry a melee attack from a heavy melee weapon while wielding light melee weapons, your enemy suffers a -2 penalty to ER until the end of your turn.
- Shot out of the Sky: By way of insane precision, you can shoot even non-artillery rounds out of the sky. You can make interception rolls against non-artillery ranged attacks, excluding automatic and shotgun fire. However, you take a -3 penalty to these interception rolls.
- Shielded Rush: With this feat you can choose to take the Charge action before rolling to redirect enemy attacks. If you do so, you gain a +2 bonus to your Redirection rolls regardless of whether the Charge is successful or not. You can only use this feat with an arm-mounted shield.
- Cross Guard: You can only use this feat while dual-wielding. Gain a +2 bonus to your parry rolls while dual-wielding. If you have the dual-wielder feat, instead gain a bonus equal to half your mobility modifier if higher.
- Wrenching Grab: If you make a successful parry when wielding an arm-integrated strike weapon (Iron Nails, Heat Rod, or even unarmed attacks), you can choose to disarm your opponent. Make an attack roll against the enemy's weapon as a free action, as if making a Called Attack. If the attack roll is successful, your opponent is disarmed and must spend an action to retrieve their weapon if they wish to.
- Close Quarters Defense: While in close range, you gain +2 to parry and Redirect attempts. If you successfully parry or redirect an attack in close range, your next attack roll on that same turn gains a +2 bonus.
- Bunker Down: While at long range as a full-round action you can weather assaults behind your shield, so long as it is medium or heavier. You cannot make any attack or move actions, but all Redirection attempts are automatically successful
- Shield and Strike: After successfully redirecting an attack with an arm-mounted shield, you can draw a medium (6 and below) or lighter weapon as a free action. You must draw your weapon immediately after redirection and before taking any other action to benefit from this feat.
- Critical Counterattack: If you perform a critical redirection or parry and have a weapon in hand, you can perform an attack, sunder, or crippling blow as a free action as part of your redirection or parry.
- Unyielding Defense: If an enemy lands a critical hit, you can still roll to redirect. If you do so, take a penalty equal to your enemy's mobility (vs melee attacks) or aim (vs ranged attacks) for this roll. If successful, your shield takes damage equal to the critical hit your enemy would have landed.
- Cover Fire: While you're in cover, you can spend two actions to perform a single covering fire attack meant to harry enemies. You take a -2 penalty for the attack but your allies gain a +1 bonus to their ER and a +2 bonus on attempts to take cover.
- The Best Offense: As a free action at the start of your turn, you can choose to take a penalty to your attack rolls to gain a bonus of equal amount to your redirection and parry rolls, up to a maximum penalty and bonus equal to your Defense pilot stat.
Pilot Stat Related
- Brawler: +1 to Melee stat total
- Reflexes: +1 to Reaction stat total
- Sharp Shooter: +1 to Shooting stat total
- Tank: +1 to Defense stat total
To be Sorted
- Positive Inspiration: +1 accuracy to all pilots for first two rounds of combat.
- Hit and Run: After a successful attack, gain 1 ER for the next round.
- Fast Action: Adds +2 to Initiative rolls.
- Outrage: When the pilot or a comrade suffers a critical hit, confirmed or otherwise, the pilot with this feat may become outraged. For the next two rounds the pilot gains +2 accuracy and +1 critical range. The duration of Outrage is extended by an additional round if another critical hit is scored against an ally while Outrage is active. The pilot must be aware of their allies harm. The ability activates by choice, not automatically. This feature has a 3 turn cool down period.
Workshop (Unavailable Feats)
- Gundam Killer: Provides +1 accuracy/evasion/defense against Gundam-type mobile suits.