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Roguetech Wiki
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Pilot Skills and Quirks
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Pilot Skills and Quirks
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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 * Guts¹: Panic, Injury Resist, Heat (i.e. Shutdown Override, Ammo Explosion, etc.) * Tactics: Sensor, Initiative ¹In versions 1.0.2.1 and higher, durationData for bleeding out has been replaced by calculations per-pilot based on Guts, Health, and other settings. 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. == Skills Table == {| class="wikitable" ! colspan="2" | !1 !2 !3 !4 !5 !6 !7 !8 !9 !10 |- ! rowspan="3" |<small>Gunnery</small> !<small>Base CTH</small> |<small>+1%</small> |<small>+2%</small> |<small>+3%</small> |<small>+4%</small> |<small>+5%</small> |<small>+6%</small> |<small>+7%</small> |<small>+8%</small> |<small>+9%</small> |<small>+10%</small> |- !<small>Jam Chance</small> |<small>-0%</small> |<small>-1%</small> |<small>-2%</small> |<small>-3%</small> |<small>-4%</small> |<small>-5%</small> |<small>-6%</small> |<small>-7%</small> |<small>-8%</small> |<small>-9%</small> |- !<small>Unjam Chance</small> |<small>+10%</small> |<small>+20%</small> |<small>+30%</small> |<small>+40%</small> |<small>+50%</small> |<small>+60%</small> |<small>+70%</small> |<small>+80%</small> |<small>+90%</small> |<small>+100%</small> |- ! rowspan="3" |<small>Piloting</small> !<small>Melee Accuracy</small> |<small>+2%</small> |<small>+4%</small> |<small>+6%</small> |<small>+8%</small> |<small>+10%</small> |<small>+12%</small> |<small>+14%</small> |<small>+16%</small> |<small>+18%</small> |<small>+20%</small> |- !<small>Initiative Randomness</small> | |<small>-1</small> | |<small>-2</small> | |<small>-3</small> | |<small>-4</small> | |<small>-5</small> |- !<small>Tank/VTOL Move</small> |<small>+3M</small> |<small>+6M</small> |<small>+9M</small> |<small>+12M</small> |<small>+15M</small> |<small>+18M</small> |<small>+21M</small> |<small>+24M</small> |<small>+27M</small> |<small>+30M</small> |- ! rowspan="2" |<small>Guts</small> !<small>Resist:<br>Initiative, Injury, & Melee</small> | |<small>1</small> | |<small>2</small> | |<small>3</small> | |<small>4</small> | |<small>5</small> |- !<small>Resolve Gen</small> |<small>+5%</small> |<small>+10%</small> |<small>+15%</small> |<small>+20%</small> |<small>+25%</small> |<small>+30%</small> |<small>+35%</small> |<small>+40%</small> |<small>+45%</small> |<small>+50%</small> |- ! rowspan="4" |<small>Tactics</small> !<small>Initiative, Reduced Hesitation</small> | |<small>1</small> | |<small>2</small> | |<small>3</small> | |<small>4</small> | |<small>5</small> |- !<small>Sensor Roll</small> | |<small>1</small> | |<small>2</small> | |<small>3</small> | |<small>4</small> | |<small>5</small> |- !<small>Offensive Push Acc</small> | |<small>1</small> | |<small>2</small> | |<small>3</small> | |<small>4</small> | |<small>5</small> |- !<small>Resolve Cost</small> |<small>-2%</small> |<small>-4%</small> |<small>-6%</small> |<small>-8%</small> |<small>-10%</small> |<small>-12%</small> |<small>-14%</small> |<small>-16%</small> |<small>-18%</small> |<small>-20%</small> |} == 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. {| class="wikitable" ! !Tier !Abilities !Description |- ! rowspan="4" |Gunnery ! rowspan="2" |Level 5</br>Passive !Bandit | * Critical Hit Chance: +25% * Clustering Rolls: +0.5 |- !Focus Fire<br> | * Called Shot Multiplier: +6% * Recoil: -1 |- ! rowspan="2" |Level 8<br>Active !Warlord | * Accuracy: +1 * Clustering Rolls: +1 * Called Shot Multiplier: +10% * Duration: 1 turn * Cooldown: 3 turns * Resolve Cost: 45 |- !Controlled Bursts | * Heat Generated: -10% * Recoil: -1 * Jam Chance Multiplier: -20% * Duration: 2 turns * Cooldown: 3 Turns * Resolve Cost: 40 |- ! rowspan="4" |Piloting ! rowspan="2" |Level 5<br>Passive !Awareness | * Evasive Pips are immune to Sensor Locks * Initiative: +1 |- !Escapist | * Max Evasive Pips: +2 * Visibility: -10% |- ! rowspan="2" |Level 8<br>Active !Phantom Mech | * ECM: +2 * Visibility/Sensor Signature: -50% * Duration: 2 turns * Cooldown: 3 turns * Resolve Cost: 35 |- !Mobility Expert | * Move: +1 Hex * Avoids Mines * Duration: 1 turn * Cooldown: 3 Turns * Resolve Cost: 35 |- ! rowspan="5" | Guts ! rowspan="3" | Level 5<br>Passive !Juggernaut | * Braces after Melee and DFA * Initiative, Injury, and Melee Resist: +1 |- !Hardcase | * Stability Damage Taken: -15% * Panic Saves: +25% |- !Leadfoot (Vehicle) | * Move: +1 Hex & +10% |- ! rowspan="2" |Level 8<br>Active !Berserker | * Melee Accuracy: +1 * Melee Damage: +20% * Charge Self Damage: -10% * DFA Self Damage: -15% * Duration: 1 turn * Cooldown: 3 turns * Resolve Cost: 35 |- !Coolant Vent | * Heat Sink Capacity: +60 * Afterwards Cooling: -30, 3 turns ** Cooling recovers 10 each turn * Duration: 1 turn * Cooldown: 4 turns * Resolve Cost: 35 |- ! rowspan="4" | Tactics ! rowspan="2" |Level 5<br>Passive !Tactician | * Sight/Sensors Range: +15% * Adv. Sensors: +1 * Initiative: +1 |- !Cautious | * Stability Bars removed when Reserving: 1 * Adv. Sensors: +1 * Initiative: +1 |- ! rowspan="2" |Level 8<br>Active !Sensor Lock | * Select a target within sensor range ** Reveals it ** Evasive Pips removed: 2 ** Visibility/Sensor Signature: +100% * (DOES NOT END YOUR TURN) * Duration: 1 turn * Cooldown: 1 turn * Resolve Cost: 25 |- !Field Command | * All player units: **Probes: +1 ** Sight/Sensors Distance: +20% **Initiative: +2 *(Can stack 2 times) * Duration: 2 turns * Cooldown: 3 turns * Resolve Cost: 35 |} ==Pilot Quirks== The table below provides an overview of the mechwarrior quirks. {| class="wikitable" !Quirk !Description |- |Assassin | +10% Called Shot. +3 OP Accuracy +15% Upkeep |- |Athletic | +1 Bonus Health. +5% Upkeep |- | Bookish | +5%Sight&Sensors. +5% Pilot Upkeep |- |Brave | +1 Resolve. Improved Panic Resistance. +5% Upkeep. |- |Cautious | +1 Evasion Generated. -1 Accuracy. |- |Commander | +1 Lance Resolve. +1 Morale. +10% Pilot Upkeep |- |Criminal |10% Chance to Steal 1000 Cbills From OR For You. |- |Dependable | -5% Stability Taken. Improved Panic Resist. +5% Upkeep |- |Disgraced | +1 ECM Shield and Probe. -1 Morale. |- | Dishonest |5% Chance to Steal 500 Cbills From OR For You. |- |Drunk | +5% Stability Taken. Avoids Panic Eject. +1 OP Accuracy |- |Ex-Comstar | +5%Sight&Sensors. +0.5 MechTech. +10% Pilot Upkeep |- |Gladiator | +5% Punch/Kick/Phys Melee Damage % Stability. +20% Upkeep. |- |Honest | +1 Morale. +5% Upkeep. |- |Jinxed | The Good thing: Everyone suffers more critical problems. The Bad? Everyone does. |- |Klutz | +1 Evasion Gain. May Eject when Knockdown. |- |LosTech Experience | +0.5 MechTech. Reduces Cost and Upkeep for Argo System Upgrades by 5%. 10% Pilot Upkeep. |- |Lucky | +2 Clustering. -10% Jam Chance Multi. +10% Upkeep |- |Mechwarrior | +1 Initiative. +5% Upkeep |- |Merchant |Reduces Argo Upkeep by 5%. 5% Chance for 1000Cbills/Day. 10% Pilot Upkeep. |- |Military | +1 Bonus Health. -1 Recoil. +1 OP Accuracy +15% Upkeep |- | Noble |Reduces Cost and Upkeep for Argo Morale and Med Upgrades by 5%. 15% Pilot Upkeep. |- |Officer | +2.5 Lance Sight&Sensors. +10% Upkeep |- | Pain Shunt |Pilot is Immune to Injuries from Overheat, Internal Explosion and DNI Feedback. +25% Pilot Upkeep |- |Reckless | +1 Evasion Ignore. -1 Max Evasion. |- | Spacer |Reduces Argo Upkeep and Upgrade Costs by 5%. 10% Pilot Upkeep. |- |Technician | +1 MechTech. Reduces Cost and Upkeep for Mechbay Upgrades by 5%. 10% Pilot Upkeep. |- |Wealthy | -50% Pilot Upkeep. |} ==Affinity == In addition to experience, Pilots also gain Affinity by performing a number of missions in the same 'Mech chassis. See [[Unit Affinities]]. == Character Origins== === You were born in... === {| class="fandom-table" !Origin !Description |- |'''Magistracy of Canopus''' |You have been born and raised in the Magistracy of Canopus. +1 Gunnery, +1 Tactics |- |'''Federated Suns (Davion)''' |You have been born and raised in the Federated Suns. +1 Gunnery, +1 Guts |- |'''Draconis Combine (Kurita)''' | You have been born and raised in the Draconis Combine. +1 Piloting, +1 Tactics |- |'''Capellan Confederation (Liao)''' |You have been born and raised in the Capellan Confederation. +1 Piloting, +1 Tactics |- |'''The Rimward Periphery''' | You have been born and raised in the Rimward Periphery. +2 Piloting |- |'''Free Worlds League (Marik)''' |You have been born and raised in the Free Worlds League. +2 Tactics |- |'''Deep Periphery''' |You have been born and raised in the Deep Periphery. +2 Gunnery |- |'''Lyran Commonwealth (Steiner)''' | You have been born and raised in the Lyran Commonwealth. +1 Piloting, +1 Guts |- |'''True Born''' |You are a Clans True Born. Bred to be the Ultimate Warrior. +1 All skills. Cannot command tanks. |- |'''Free Born''' |You are a Clans Free Born Warrior. +2 Guts |- |'''Rasalhague''' |You have been born and raised in the Rasalhague. +1 Tactics, +1 Guts |} <br /> ===Your interests had always been...=== {| class="fandom-table" !Origin !Description |- |'''Space''' |Space always called to you. Quirk: Space & Honest. |- |'''Gambler''' |Lady Luck and you are well acquainted. Quirk: Jinxed & Lucky. |- |'''Tech''' | You've always fiddled with your Tech. Quirk: Tech & Comstar. |- |'''History''' |The Past held your Dreams. Quirk: LosTech & Bookish. |- |'''Loner''' |You’ve always been a Loner. Quirk: Brave & Assassin. |} <br /> ===Coming of age you chose the career of...=== {| class="fandom-table" !Origin !Description |- |'''Freelancer''' |Someone always needs some Work done. Quirk: Reckless & Drunk. Mech: Random Hunchback |- |'''Gladiator''' | A Solaris Gladiator. Living for the Spectacle! Quirk: Gladiator & Honest. Random Specialist Items. |- |'''Mercenary''' | An Inner Sphere Mercenary. War does Pay Well. Quirk: Athletic & Mechwarrior. Random Advanced Unit. |- |'''Very Legitimate Merchant''' |There's always money in the banana stand. Quirks: Dishonest & Merchant. 3 million C-Bills (or local equivalent) |- |'''Officer''' |Somebody gonna keep the kids in line. Quirks: Commander & Officer. Vehicle: AWACS OR Oracle ACMV. |- |'''Enlisted Mechwarrior''' |War. War never changes. But, by God, do we wish it did. Quirk: Brave & Military. assorted Lostech Weaponry. |- |'''Team Banzai Test Pilot''' |Team Banzai has the nicest toys. Quirk: Gladiator, Pain Shunt & Neural Implants. Random Hatchetman. |- |'''BA Pilot''' |For a Battle Armour Pilot, War always brings a Paycheck. Quirk: Dependable & Brave. Spare BA suit and Weapons. |- |'''Inheritor''' |It belonged in a museum but now it’s yours. Quirk: Lucky & Noble. Mech: Random Rare Mech. |- |'''ProtoMech Pilot Test Subject''' |They're 'Mechs! But smaller! Quirk: Mechwarrior & Neural Implants. random Protomech. |- |'''Commando Veteran''' |Veteran of Operation: Damocles. Quirk: Lucky & Military. Mech: Random Bushwacker. |- |'''Corsair''' |Ah, but you have heard of me! Quirk: Assassin & Criminal. Random Pirate Mech. |} <br /> [[Category:Guides]]
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