Pilot Skills and Quirks

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
* Guts¹: Panic, Injury Resist, Heat (i.e. Shutdown Override, Ammo Explosion, etc.)
* Tactics: Sensor, Initiative
¹In versions 1.0.2.1 and higher, durationData for bleeding out has been replaced by calculations per-pilot based on Guts, Health, and other settings.
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 	 	 	 	 	 	 	 	 	 	
Gunnery 	Jam Chance 	 	 	 	 	 	 	 	 	 	
Gunnery 	Unjam Chance 	 	 	 	 	 	 	 	 	 	
Piloting 	Melee Accuracy 	 	 	 	 	 	 	 	 	 	
Piloting 	Initiative Randomness 	 	 	 	 	 	 	 	 	 	
Piloting 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	 	 	 	
Tank/VTOL Move	 	 	 	 	 	 	 	 	 	 	
Guts 	Resist:Initiative, Injury, & Melee	 	1	 	2	 	3	 	4	 	5
Guts 	Resolve Gen 	 	 	 	 	 	 	 	 	 	
Tactics 	Initiative, Reduced Hesitation 	 	1	 	2	 	3	 	4	 	5
Tactics 	Sensor Roll 	 	1	 	2	 	3	 	4	 	5
Tactics 	Offensive Push Acc 	 	1	 	2	 	3	 	4	 	5
Tactics 	Resolve Cost 	 	 	 	 	 	 	 	 	 	
== 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.
 	Tier 	Abilities 	Description
Gunnery 	Level 5Passive	Bandit 	
* Critical Hit Chance: +25%
* Clustering Rolls: +0.5
Gunnery 	Level 5Passive	Focus Fire 	
* Called Shot Multiplier: +6%
* Recoil: -1
Gunnery 	Level 8Active 	Warlord 	
* Accuracy: +1
* Clustering Rolls: +1
* Called Shot Multiplier: +10%
* Duration: 1 turn
* Cooldown: 3 turns
* Resolve Cost: 45
Gunnery 	Level 8Active 	Controlled Bursts 	
* Heat Generated: -10%
* Recoil: -1
* Jam Chance Multiplier: -20%
* Duration: 2 turns
* Cooldown: 3 Turns
* Resolve Cost: 40
Piloting	Level 5Passive	Awareness 	
* Evasive Pips are immune to Sensor Locks
* Initiative: +1
Piloting	Level 5Passive	Escapist 	
* Max Evasive Pips: +2
* Visibility: -10%
Piloting	Level 8Active 	Phantom Mech 	
* ECM: +2
* Visibility/Sensor Signature: -50%
* Duration: 2 turns
* Cooldown: 3 turns
* Resolve Cost: 35
Piloting	Level 8Active 	Mobility Expert 	
* Move: +1 Hex
* Avoids Mines
* Duration: 1 turn
* Cooldown: 3 Turns
* Resolve Cost: 35
Guts 	Level 5Passive	Juggernaut 	
* Braces after Melee and DFA
* Initiative, Injury, and Melee Resist: +1
Guts 	Level 5Passive	Hardcase 	
* Stability Damage Taken: -15%
* Panic Saves: +25%
Guts 	Level 5Passive	Leadfoot (Vehicle)	
* Move: +1 Hex & +10%
Guts 	Level 8Active 	Berserker 	
* Melee Accuracy: +1
* Melee Damage: +20%
* Charge Self Damage: -10%
* DFA Self Damage: -15%
* Duration: 1 turn
* Cooldown: 3 turns
* Resolve Cost: 35
Guts 	Level 8Active 	Coolant Vent 	
* Heat Sink Capacity: +60
* Afterwards Cooling: -30, 3 turns
** Cooling recovers 10 each turn
* Duration: 1 turn
* Cooldown: 4 turns
* Resolve Cost: 35
Tactics 	Level 5Passive	Tactician 	
* Sight/Sensors Range: +15%
* Adv. Sensors: +1
* Initiative: +1
Tactics 	Level 5Passive	Cautious 	
* Stability Bars removed when Reserving: 1
* Adv. Sensors: +1
* Initiative: +1
Tactics 	Level 8Active 	Sensor Lock 	
* Select a target within sensor range
** Reveals it
** Evasive Pips removed: 2
** Visibility/Sensor Signature: +100%
* (DOES NOT END YOUR TURN)
* Duration: 1 turn
* Cooldown: 1 turn
* Resolve Cost: 25
Tactics 	Level 8Active 	Field Command 	
* All player units:
**Probes: +1
** Sight/Sensors Distance: +20%
**Initiative: +2
*(Can stack 2 times)
* Duration: 2 turns
* Cooldown: 3 turns
* Resolve Cost: 35
==Pilot Quirks==
The table below provides an overview of the mechwarrior quirks.
Quirk 	Description
Assassin 	+10% Called Shot. +3 OP Accuracy +15% 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
Disgraced 	+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. +1 OP Accuracy
Ex-Comstar 	+5%Sight&Sensors. +0.5 MechTech. +10% Pilot Upkeep
Gladiator 	+5% Punch/Kick/Phys Melee Damage % Stability. +20% Upkeep.
Honest 	+1 Morale. +5% Upkeep.
Jinxed 	The Good thing: Everyone suffers more critical problems. The Bad? Everyone does.
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 	+2 Clustering. -10% Jam Chance Multi. +10% Upkeep
Mechwarrior 	+1 Initiative. +5% Upkeep
Merchant 	Reduces Argo Upkeep by 5%. 5% Chance for 1000Cbills/Day. 10% Pilot Upkeep.
Military 	+1 Bonus Health. -1 Recoil. +1 OP Accuracy +15% 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
Pain Shunt 	Pilot is Immune to Injuries from Overheat, Internal Explosion and DNI Feedback. +25% Pilot 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.
== Character Origins==
=== You were born in... ===
Origin 	Description
Magistracy of Canopus 	You have been born and raised in the Magistracy of Canopus. +1 Gunnery, +1 Tactics
Federated Suns (Davion) 	You have been born and raised in the Federated Suns. +1 Gunnery, +1 Guts
Draconis Combine (Kurita) 	You have been born and raised in the Draconis Combine. +1 Piloting, +1 Tactics
Capellan Confederation (Liao)	You have been born and raised in the Capellan Confederation. +1 Piloting, +1 Tactics
The Rimward Periphery 	You have been born and raised in the Rimward Periphery. +2 Piloting
Free Worlds League (Marik) 	You have been born and raised in the Free Worlds League. +2 Tactics
Deep Periphery 	You have been born and raised in the Deep Periphery. +2 Gunnery
Lyran Commonwealth (Steiner) 	You have been born and raised in the Lyran Commonwealth. +1 Piloting, +1 Guts
True Born 	You are a Clans True Born. Bred to be the Ultimate Warrior. +1 All skills. Cannot command tanks.
Free Born 	You are a Clans Free Born Warrior. +2 Guts
Rasalhague 	You have been born and raised in the Rasalhague. +1 Tactics, +1 Guts
===Your interests had always been...===
Origin 	Description
Space 	Space always called to you. Quirk: Space & Honest.
Gambler	Lady Luck and you are well acquainted. Quirk: Jinxed & Lucky.
Tech 	You've always fiddled with your Tech. Quirk: Tech & Comstar.
History	The Past held your Dreams. Quirk: LosTech & Bookish.
Loner 	You’ve always been a Loner. Quirk: Brave & Assassin.
===Coming of age you chose the career of...===
Origin 	Description
Freelancer 	Someone always needs some Work done. Quirk: Reckless & Drunk. Mech: Random Hunchback
Gladiator 	A Solaris Gladiator. Living for the Spectacle! Quirk: Gladiator & Honest. Random Specialist Items.
Mercenary 	An Inner Sphere Mercenary. War does Pay Well. Quirk: Athletic & Mechwarrior. Random Advanced Unit.
Very Legitimate Merchant 	There's always money in the banana stand. Quirks: Dishonest & Merchant. 3 million C-Bills (or local equivalent)
Officer 	Somebody gonna keep the kids in line. Quirks: Commander & Officer. Vehicle: AWACS OR Oracle ACMV.
Enlisted Mechwarrior 	War. War never changes. But, by God, do we wish it did. Quirk: Brave & Military. assorted Lostech Weaponry.
Team Banzai Test Pilot 	Team Banzai has the nicest toys. Quirk: Gladiator, Pain Shunt & Neural Implants. Random Hatchetman.
BA Pilot 	For a Battle Armour Pilot, War always brings a Paycheck. Quirk: Dependable & Brave. Spare BA suit and Weapons.
Inheritor 	It belonged in a museum but now it’s yours. Quirk: Lucky & Noble. Mech: Random Rare Mech.
ProtoMech Pilot Test Subject	They're 'Mechs! But smaller! Quirk: Mechwarrior & Neural Implants. random Protomech.
Commando Veteran 	Veteran of Operation: Damocles. Quirk: Lucky & Military. Mech: Random Bushwacker.
Corsair 	Ah, but you have heard of me! Quirk: Assassin & Criminal. Random Pirate Mech.
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