Pilot Skills and Quirks

This page provides overview of mechwarriors passive/active Skills and Quirks in the RogueTech mod:


 * Reworked skill tree with additional bonuses provided to mechwarriors
 * Reworked abilities
 * Mechwarrior/Pilot quirks now provide benefits or penalties to various skills and other benefits

Pilots can also earn Unit Affinities as they become more familiar with mechs and vehicles. These specializations provide larger bonuses as a pilot becomes more familiar with their unit(s).

= Resetting the Skill Tree = To reset the skill tree, SHIFT+LMB the Skills Tab. This will cost 500K, and requires Training Module 2.

aka Reskill, Re-skill, change skill, respec, retrain

= Skill Tree =

Passive Roll Bonus (PRB)
Each point in a skill provides a passive bonus to rolls, and can go beyond the 10 through additional equipment and pilot's quirks.


 * Gunnery: Accuracy, Weapon Jamming
 * Piloting: Initiative, Melee
 * Guts: Panic, Injury Resist, Heat (i.e. Shutdown Override, Ammo Explosion, etc.)
 * Tactics: Sensor, Initiative

Special article on How Gunnery Affects CTH, since the maths is special.

In addition to these passive bonuses, there are other explicit bonuses. See the Skills Table below.

Abilities
The table below provides overview of active skills in the RogueTech. There are two types:
 * Passive: these skills are always 'on' and apply their bonuses.
 * Active: these skills require to be activated to apply their bonuses.

Pilot Quirks
The table below provides an overview of the mechwarrior quirks.

= Affinity = In addition to experience, Pilots also gain Affinity by performing a number of missions in the same 'Mech chassis. See Unit Affinities.