Battletech Missions - Player Resources

Pilot Special Abilities

Pilot Ability Cost Description
Tactical Genius 15/5 Win Initiative Ties
Call Them Out 30/4 3x Scenario, Force an enemy to move
Combat Intuition 45/3 Take an additional turn during the end phase
For the Chancellor! 15/5 Take a pilot hit to add +1 to roll
After you, I insist! 30/4 Take a pilot hit to move last
Fanaticism 45/3 For one turn, get -2 to hit and be hit.
Plays well with others 15/5 3x Scenario, you and a friend get -1 to hit for a turn.
Take the Hit 30/4 Take damage for a teammate
Share the wealth 45/3 Allow any player on your team to use another player's PSA
Bushido 15/5 Get -1 to hit your duel target but +1 to hit anyone else
FIGHT ME! 30/4 Force target to shoot at you or take a +1 to hit penalty
Aggressive Charger 45/3 May make weapon attacks during a charge.
Intimidate 15/5 Enemies can't get closer than 8 hexes to you
Bull Rush 30/4 Move through an enemy with a successful PSR
PANIC! 45/3 Force an enemy to stand still
Payday 15/5 +50k C-Bills for Successful Missions, +10k for Failed ones.
Doc Wagon Contract 30/4 Heal all of your friends
Shifting Loyalties 45/3 Use another PC's PSA.
I downloaded Sarna 15/5 +1 to Determining Critical Hits Rolls.
Portable Scanner 30/4 Grants "Scanning Equipment" for relevant missions.
This? It’s just something I had lying around 45/3 Unlocks several Royal 'mech variants
Salvage Expert 15/5 Can salvage destroyed 'mechs
Frontier Medicine 30/4 Give -2 bonus to consciousness roll after it is rolled.
How are you still alive? 45/3 Take a pilot hit to force a completely resolved attack to miss.
Edge 15/5, 30/4, 45/3 Force an opponent to re-roll one roll.
Luck 15/5, 30/4, 45/3 Re-roll an attack roll or PSR. Must take the second roll.
The Saboteur 15/5, 30/4, 45/3 Cause something bad to happen to an enemy.
Rapid Shot 15/5 Fire any weapon twice in one round.
Dodge 15/5 Dodge a successful Melee attack against you
Swordsman 15/5 Aimed shots are easier with melee weapons
Hatchetman 15/5 May "Swing Low" or "Swing High" with no penalty
Sweep the Leg 15/5 Give a penalty to PSRs made after you kick someone
Field Repair Kit 15/5, 30/4, 45/3 Repair armor damage based on weight class
Light ‘mech master 30/4 Get an additional +2 to hit penalty while running
Medium ‘mech master 30/4 Make Melee attacks during your move
Heavy Mech Master 30/4 Make PSRs due to damage harder
Assault Mech Master 30/4 It's harder to knock you over with damage
Cluster Hitter 15/5 Apply a +2 bonus to cluster rolls
Nice Grouping 30/4 May make all clusters hit the same location
Oblique Attacker 45/3 Indirect attacks are easier
Range Master 15/5 Swap short and either medium or long range brackets.
Safety? Who needs it? 30/4 Ignore minimum range for one class of weapon
Extreme Range 45/3 You may fire weapons at Extreme range.
Burst of Speed 15/5 Walk/Run faster this turn. Can't run next turn.
Maneuvering Ace 30/4 May make lateral shifts as a quad mech
Natural Grace 45/3 Torso twists are twice as effective.
Hot Dog 15/5 Reduce by 1 movement penalties for heat.
The Sweat helps me see better 30/4 Subtract 2 from positive heat penalties to hit.
TSM? Who needs it? 45/3 Reverse heat penalties to movement.
Sniper 15/5 Halve range penalties for like weapons while standing still.
Marksman 30/4 May make aimed shots while stationary.
Sharpshooter 45/3 While stationary, attacks may make Determining Critical Hits rolls.
Melee Specialist 15/5 Physical attacks are -1 to hit and +1 damage
Melee Master 30/4 1x Scenario, may make an additional melee attack.
Fist Fire 45/3 Fire guns in arms with successful punch.
I am a leaf on the wind 15/5 Jumps generate half as much heat
Jumping Jack 30/4 Jumping applies a +2 to hit penalty rather than a +3 penalty
Don’t look up 45/3 May make weapon attacks with Death from Above