Skills and Abilities

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Skills and abilities provide tangible battlefield effects and help specialize your pilot in a specific role.

Skills 1

Each skill tree has its own area of focus:


Level 1 2 3 4 5 6 7 8 9 10
Gunnery +2.5% ranged hit chance +5% ranged hit chance +7.5% ranged hit chance +10% ranged hit chance +12.5% ranged hit chance
Ability: Multitarget or Battlelord
+15% ranged hit chance +17.5% ranged hit chance +20% ranged hit chance
Ability: Precision Master or Energy/Ballistic/Missile Master
+22.5% ranged hit chance +25% ranged hit chance
Ability: Stone Cold
Piloting +2.5% melee hit chance +5% melee hit chance +7.5% melee hit chance +10% melee hit chance +12.5% melee hit chance +15% melee hit chance +17.5% melee hit chance +20% melee hit chance +22.5% melee hit chance +25% melee hit chance
Ability: Sprinter
Guts +1 health -1 recoil penalty
Ability: Bulwark or Shielded Stance
+3 heat efficiency +2 health -2 recoil penalty
Ability: Juggernaut or Brawler
+6% heat effiency
+1 punch hit
+3 health
Ability: Defensive Formation
Tactics -1 indirect fire penalty +3 accuracy in min. range
Ability: Sensor Lock or Target Prediction
Called shot bonus -2 indirect fire penalty +6 accuracy in min. range
Ability: Sensor Lock or Target Prediction
Called shot mastery Ability: Eagle Eye


Skills Alternative

1 2 3 4 5 6 7 8 9 10
Gunnery Chance To Hit +2.5% +5% +7.5% +10% +12.5% +15% +17.5% +20% +22.5% +25%
Jam Chance
Unjam Chance +10% +20% +30% +40% +50% +60% +70% +80% +90% +100%
Piloting Melee Accuracy +2.5% +5% +7.5% +10% +12.5% +15% +17.5% +20% +22.5% +25%
Guts Pilot Health +1 +2 +3
Recoil Reduction -1 -2
Heat Efficiency +3% +6%
Punch Hits +1
Tactics Indirect Fire Penalty -1 -2
Minimum Range Accuracy +3 +6
Called Shot Bonus Improved Mastery

Abilities

A list of abilities in BTA. Some provide passive "always-on" bonuses and others must be activated during battle.

Level Abilities Description
Gunnery Level 5 Multitarget

Multitarget

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

Battlelord

ACTION: Supercharge your mech for a turn, dealing 15% greater damage and hitting with +2 accuracy for the turn. Generates an extra 30 heat this turn. 4 turn cooldown.
Level 8 Precision Master

Precision Master

PASSIVE: Attacks with a single weapon ignore COVER and GUARDED on the target. Additionally, enables called shots on targets.
Energy Master

Energy Master

PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with energy weapons.
Ballistic Master

Ballistic Master

PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with ballistic weapons.
Missile Master

Missile Master

PASSIVE: Grants a 10% damage bonus and +1 accuracy to attacks with missile weapons.
Level 10 Stone Cold

Stone Cold

ACTION: Supercharge your cooling system for a turn, gaining +60 heat dissipation for the turn, at the cost of responsiveness in the controls. Your initiative is reduced by 2 for 2 turns. 4 turn cooldown.
Piloting Level 5 Sure Footing

Sure Footing

PASSIVE: 'Mechs piloted by this MechWarrior gain one bonus Evasion charge after moving (can exceed the unit's maximum). If the move is not a sprint, jump, or charge to melee, the 'Mech also gains ENTRENCHED (50% stability damage reduction).
Phantom

Phantom

ACTION: Blur your 'Mech's sensor signature such that you gain +2 evasive charges from movement for two turns. 4 turn cooldown.
Level 8 Ace Pilot

Ace Pilot

PASSIVE: A 'Mech piloted by this MechWarrior can move after shooting if it has not moved yet.
Invisible Target

Invisible Target

PASSIVE: This pilot's evasive charges are immune to being removed by sensor lock effects. Additionally, pilot gets +2 defense at all times.
Level 10 Sprinter

Stone Cold

ACTION: Superior piloting skill lets you get a little more out of your mech. Gain 60 meters of movement speed this turn. 4 turn cooldown.
Guts Level 5 Bulwark

Bulwark

PASSIVE: COVER and GUARDED states both provide 40% damage reduction rather than 20% damage reduction. COVER and GUARDED together provide 60% damage reduction.
Shielded Stance

Shielded Stance

ACTION: Activate in order to gain a flat 50% damage reduction regardless of cover or positioning as well as gaining 1 initiative. The DR lasts for 2 turns, initiative only applies next turn. 4 turn cooldown.
Level 8 Juggernaut

Juggernaut

PASSIVE: Successful Melee attacks knock your target back one Initiative Phase. Braces after Melee and DFA. Also grants one extra attack using physical weapons such as Hatchets, Maces, and Swords.
Brawler

Brawler

PASSIVE: Grants a 20% damage bonus to kicks, punches, and DFAs. Reduces self-damage from DFAs by 50%.
Level 10 Defensive Formation

Defensive Formation

ACTION: Activate in order to gain a flat 20% damage reduction regardless of cover or positioning for all friendly units. The DR lasts for 2 turns. 6 turn cooldown.
Tactics Level 5 Sensor Lock

Sensor Lock

ACTION: Select a target within sensor range to reveal it until the end of the current round and remove two of its EVASIVE charges. The target also gains +2 SENSORS IMPAIRED effect.
Target Prediction

Target Prediction

ACTION: Advanced heuristics provide your lancemates with +2 accuracy for the remainder of this turn. Does not affect this unit. 4 turn cooldown.
Level 8 Master Tactician

Precision Master

PASSIVE: 'Mechs piloted by this MechWarrior gain +2 Initiative, and remove one bar of stability damage when Reserving.
Knife Fighter

Knife Fighter

PASSIVE: Gain a +33% boost to all support weapon short and medium range brackets as well as +10% damage with support weapons.
Level 10 Eagle Eye

Eagle Eye

PASSIVE: Gain a +33% boost to sensors, sight, all weapon long and max range brackets, and a 2.5% Called Shot bonus.