Friday 11 March 2011

Rules: Pilot Skills part 3

Skills
Skill
Requirements
Does
Engineer
None
This allows the pilot to use the unit Special Ability “Repair Unit” if the unit has the ability.  There will be more to this skill at a later date.
Improved Quick Shot
Quick Shot, Range Attack value of 12 or more
The action cost does not go up by one while making a range attack in the First Strike Phase.
Improved Quick Strike
Quick Strike, Melee Attack value of 12 or more
The action cost does not go up by one while making a melee attack in the First Strike Phase.
Move Type Specialist
None
Pick a Move Type when you pick this skill and note it down next to this skill in brackets or quota makes.  When the pilot is operating a unit of that Move Type, they gave the unit a +1 to its Defence value.
Noble Background
Only one pilot in the team can have this skill
The pilot gains a +1 to their Command value.
Office Training
Command value of 3 or more
During the Support Phase, the pilot may make a Plan action.  Plan Action: Roll a D6, on a result of 6 the team regains one Command Token. The player cannot have more than their teams TCV in Command Tokens and cannot gain more than one Command Card a turn.  The action cost of this action is only one.
Parry
Weapons Specialist, Melee Training
The pilot can use a Melee type weapon that they have Weapons Specialist with as if it is a Short Shield if it is being used with one hand or a Long Shield if it is being used with two hands ageist melee attacks.
Range Parry
Parry, Reflex value of 4 or more
The pilot can now use the weapon as a Shield ageist range attacks.
Team Player
None
If the unit the pilot is in is within 10" of unit of the same Main Type with another pilot with this skill and can see more then 50% of them, the unit the pilot is in will grain a +1 to its Defence value.  Maximum of +2 to Defence value from this ability.

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