Positive Trait | Value | Modified Effect |
Alternate ID | 200 XP |
Ambidextrous | 200 XP |
Animal Empathy | 100 XP |
Attractive | 200 XP |
Combat Sense | 400 XP | Once per game, may choose to move first or last, determined before cards are shuffled (in case of multiple CS usage, roll off for priority) |
Connections | 100 XP-1000 XP |
Exceptional Attribute/X | 200 XP |
Fast Learner | 300 XP | -10% on XP costs after character creation, add one additional skill at +2 of your choice |
Fit | 200 XP | Gives a -1 TN modifier on the first and second MechWarrior Hit TNs (3 becomes 2, etc) |
G-tolerance | 100 XP |
Good Hearing | 100 XP |
Good Vision | 100 XP |
Gregarious | 100 XP |
Natural Aptitude (non-combat skill) | 300 XP | Skill checks using the skill roll 3d6 and take the 2 best results |
Natural Aptitude (combat skill) | 500 XP | Skill checks using the skill roll 3d6 and take the 2 best results |
Pain Resistance | 300 XP | -1 bonus on Consciousness TNs in TW play |
Patient | 100 XP |
Sixth Sense | 400 XP |
Tech Empathy | 300 XP | -10% XP Cost applies to purchases made after character creation |
Thick-skinned | 100 XP | -1 Bonus on TN to resist Pilot damage from high heat in TW play |
Toughness | 300 XP | Ignore the first MechWarrior hit in a scenario during TW play |
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Negative Qualities | Value | Modified Effect |
Animal Apathy | -100 XP |
Bloodmark | -100 to -300 XP |
Compulsion/X | -100 to -300 XP |
Enemy | -100 to -300 XP |
Glass Jaw | -300 XP | Start each TW scenario with 1 Pilot Hit box filled in |
Gremlins | -300 XP |
Handicap | -100 to -300 XP |
Impatient | -100 XP | May not take advantage of Hidden Unit rules |
Introvert | -100 XP | |
Lost Limb | -100 to -300 XP |
Poor Hearing | -100 to -300 XP |
Poor Vision | -100 to -300 XP |
Slow Learner | -300 XP | +10% to all XP costs after character creation, reduce one +2 skill to a +0 skill |
Thin-skinned | -100 XP | +1 penalty to all TNs to resist Pilot damage from high heat |
TDS | -100 XP |
Unattractive | -100 XP |
Unlucky | -200 to -300 XP | Every 100 XP of this Trait gives the opposing side 1 Bonus EDG used only against you per scenario |
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Misc Traits | Value | Effect |
Reputation | -300 to 500 XP |
Custom Vehicle | 200 to 400 XP | Allows choice of Stock Vehicle within faction (200), any Stock Vehicle (300) or design own Vehicle (400). |
Design Quirk | -300 to 500 XP | Allows access to Strategic Operations design Quirks; 1 Quirk point/100 XP, no more than 3 Quirks total per Vehicle |
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Special Pilot Abilities (Gunnery) | Value | Prerequisites |
Blood Stalker | 120 XP | WIL 6+; Compulsion/Any; Gunnery/X 5+ |
Fist Fire | 150 XP | Gunnery/Mech 5+, Melee Specialist SPA |
Marksman | 200 XP | DEX 5+; Good Vision; Gunnery/X 5+ |
Multi-tasker | 50 XP | WIL 6+; Gunnery/Any crewed unit 5+ |
Oblique Attacker | 50 XP | INT 5+; Gunnery/Any 5+; Sensor Operations 5+ |
Range Master | 100 XP | Sniper SPA |
Sharpshooter | 100 XP | Marksman SPA |
Sniper | 150 XP | DEX 5+; Good Vision; Gunnery/X 5+ |
Weapon Specialist | 150 XP | DEX 5+; Gunnery/X 6+ |
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Special Pilot Abilities (Piloting) | Value | Prerequisites |
Dodge | 100 XP | RFL 5+; Piloting/X 5+ |
Hot Dog | 50 XP | BOD 5+; Thick-skinned; Piloting/Mech or Areospace 5+ |
Heavy Lifter | 50 XP | DEX 5+; Natural Aptitude/Piloting/Mech; Piloting/Mech 5+ |
Jumping Jack | 150 XP | RFL 5+; Piloting/Mech 5+ |
Maneuvering Ace | 100 XP | DEX 5+; Piloting/X 5+ |
Melee Master | 150 XP | RFL 6+; Ambidextrous; Piloting/Mech 6+; Melee Specialist SPA |
Melee Specialist | 100 XP | RFL 5+; Piloting/Mech 5+ |
Natural Grace | 150 XP | RFL 5+; DEX 6+; Natural Aptitude/Pilot/Mech; Computers 4+; Any of: Dodge; Maneuvering Ace; Melee Specialist; or Speed Demon SPA |
Speed Demon | 100 XP | RFL 5+; Piloting/X 5+ |
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Special Pilot Abilities (Miscellaneous) | Value | Prerequisites |
Combat Intuition | 200 XP | INT 4+; Sixth Sense; Tactics/Any Appropriate 5+ |
Demoralizer | 150 XP | WIL 6+; CHA 4+; Acting 4+; Leadership 5+; Piloting/Any appropriate 4+ |
Tactical Genius | 150 XP | INT 6+; Combat Sense; Leadership 5+; Tactics 5+ |