These are broken into Abilities and Skills.
Abilities are permanent, and Can not be taken away from a character. You are not limited to the number of abilities your mechwarrior may have.
(Edit, before battle #3) You may not Buy the "Fame" ability after the last battle of the campaign. If you are going to "cash in your chips"...you must do it before the final battle. Yes this will make CP earned in the last battle worthless. But having someone "buy" the championship rather than earning it on the arena floor seems like a hollow win. (end edit)
Skills you can lose over the course of a battle with wounds. When your mechwarrior takes a hit, you must select one Skill to lose until the wound is healed. Your mechwarrior is also limited to a maximum of 4 Skills.
Mechwarrior Abilities & Skills Table | |||
Abilities | CP | C-Bill Cost | Game Effect |
Fame* | 10 | 250,000 | Add one Fame point to Pilot total |
Edge* | 10 | 0 | Gain Edge Point, 2nd Edge Point cost 20 CP |
Toughness* | 6 | 0 | Does not lose Skill on first pilot hit, add 1 to all Consciousness rolls |
Loan* | 5 | 0 | See Loan rules |
Improved Piloting (1) * | 15 | 2,500,000 | Improves Piloting to a 3 |
Improved Piloting (2) * | 20 | 3,500,000 | Improves Piloting to a 2, Pre-req: Improved Piloting (1) |
Improved Piloting (3) * | 30 | 7,500,000 | Improves Piloting to a 1, Pre-req: Improved Piloting (2) |
Improved Gunnery (1) * | 25 | 5,000,000 | Improves Gunnery to a 2 |
Improved Gunnery (2) * | 50 | 15,000,000 | Improves Gunnery to a 1 Pre-req: Improved Gunnery (1) |
Skills | CP | C-Bill Cost | Game Effect |
Dodge | 4 | 0 | May take a +2 defense modifier against physical attacks instead of making a physical attack, Clear terrain only. |
Weapon Specialist | 15 | 500,000 | For specific ranged weapon, -2 TH (Can only be bought once) |
Maneuvering Ace | 6 | 0 | May perform lateral shift as if it were a Quad ‘Mech (2 MP) |
Melee Specialist | 8 | 0 | During Physical Attack phase, may take either -1TH or +1 to damage |
Speed Demon | 5 | 0 | Add 2 to Running MP, may not make ranged attacks that turn. |
Acrobat | 8 | 100,000 | Roll 1d6 per use of Jump Jets; 1-4, add 1 Jump MP to maximum jump, 5-6, Jump Jets fail and may not be used that turn, ‘Mech may walk or run instead. |
Cool Hand | 6 | 0 | Manages heat well, subtract 2 from Heat total per turn |
Cluster Expert (Direct Fire) | 8 | 250,000 | Adds +1 to any rolls on the cluster chart when using a RAC, Ultra, HAG or LBXAC. (Natural 2 still jams an Ultra) |
Cluster Expert (Missiles) | 6 | 150,000 | Adds +1 to any rolls on the cluster chart when using SRM, LRM, MRM, ATM, MML or Rocket Launcher. |