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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
  • 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.

Skills Table

1 2 3 4 5 6 7 8 9 10
Gunnery Base CTH%
(+Acc Equivalent)
+1% +2% +3% +4% +5% +6% +7% +8% +9% +10%
Jam Chance -1% -2% -3% -4% -5% -6% -7% -8% -9% -10%
Unjam Chance +10% +20% +30% +40% +50% +60% +70% +80% +90% +100%
Piloting Melee Accuracy +2% +4% +6% +8% +10% +12% +14% +16% +18% +20%
Initiative Randomness -1 -2 -3 -4 -5
Guts Resist:
Initiative, Injury, & Melee
1 2 3 4 5
Tactics Initiative, Reduced Hesitation 1 2 3 4 5

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, but do not end turn.
Tier Abilities Description
Gunnery Level 5
Passive
Bandit
  • Critical Strike Chance Increase: 25%
  • Clustering Roll Modifiers: +6
Focus Fire
Passive
  • Improved Called Shot Multiplier: 6%
  • Recoil: -1
Level 8
Active
Warlord
  • Accuracy: +1
  • Clustering Roll Modifiers: +10
  • Improved Called Shot Multiplier: 10%
  • Cooldown: 3 turns
Controlled Bursts
  • Heat Generated: -10%, 2 turns
  • Recoil: -1, 2 turns
  • Cooldown: 3 Turns
Piloting Level 5
Passive
Awareness
  • Evasive Pips are immune to sensor locks
Escapist
  • Max Evasive Pips: +2
Level 8
Active
Mobility
  • Walk MovePoints: +1
  • Cooldown: 3 Turns
Phantom Mech
  • ECM: +2, 2 turns
  • Visibility and Sensor Signatures: -50%, 2 turns
  • Cooldown: 3 turns
Guts Level 5
Passive
Hardcase
  • Stability Damage Taken: -10%
Juggernaut
  • Initiative, Injury, and Melle Resist: +1
  • Braces afer Melee and DFA
Level 8
Active
Berserker
  • For All Melee Attacks:
    • Accuracy: +1
    • Damage: +20%
    • Charge Self Damage: -10%
    • DFA Self Damage: -15%
  • Cooldown: 3 turns
Coolant Vent
  • Heat Sink Capacity: +60
  • Cooling Penalty: -30, 3 turns
    • Cooling improves by 10 each turn until recovered.
  • Cooldown: 4 turns
Tactics Level 5
Passive
Cautious
  • Stability Bars Removed When Reserving: 1
  • Initiative and Tactics Rolls: +1
Tactician
  • Maximum Sight/Sensor Distance: +15%
  • Initiative and Tactics Rolls: +1
Level 8
Active
Field Command
  • All player units gain:
    • Sensors: +1, 2 turns
    • Sensors/Sight Distance: +15%, 2 turns
  • Initiative and Tactics Rolls: +1
  • Cooldown: 3 turns
Sensor Lock
  • Target 1 enemy unit in sensor range
    • Revealed until end of round
    • 1 Evasive Pip removed
    • Sensor Signature and Visibility: +100%
  • Initiative and Tactics Rolls: +1
  • DOES NOT END YOUR TURN

Pilot Quirks

The table below provides an overview of the mechwarrior quirks.

Quirk Description
Assassin +10% Called Shot. +5% 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
Digraced +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.
Ex-Comstar +5%Sight&Sensors. +0.5 MechTech. +10% Pilot Upkeep
Ex-Military +1 Bonus Health. -1 Recoil. +15% Upkeep
Gladiator +15% Punch/Kick/Phys Melee Damage % Stability. +20% Upkeep.
Honest +1 Morale. +5% Upkeep.
Jinxed +1 Evasion Gained & Max. -1 Defense.
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 +1 Clustering. +5% Upkeep
Mechwarrior +1 Initiative. +5% Upkeep
Merchant Reduces Argo Upkeep by 5%. 5% Chance for 1000Cbills/Day. 10% Pilot 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
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.

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