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Perk List v3

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Apr 23rd, 2018
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  1. Start with 2, pick 1 at every level gained.
  2. -Commander
  3. Any allies within a 8km radius gain another 5 EP per turn
  4. -Repairman
  5. Any HP or SP healing effects gain +15. Does not count for conversions.
  6. -Fencer
  7. Any melee attacks gain +2 accuracy
  8. -Weapons Expert
  9. Any weapons with a negative accuracy modifier gain +3 to accuracy, though it cannot go above a modifier of 0
  10. -Sharp Eye
  11. Any weapons with an accuracy modifier between 1 and 4 gain +1 to accuracy
  12. -Sniper
  13. Add 2km range to any non-melee weapons
  14. -Acrobat
  15. Add +2 dodge modifier to any attacks from 5km or more away.
  16. -Quick Reflexes
  17. Add a +2 modifier to all turn deciding rolls
  18. -Ukemi
  19. Add a +3 modifier to Killing Blow saves
  20. -Captain
  21. Gain access to the Captain skill tree.
  22. -Mechanic
  23. Gain access to the Mechanic skill tree
  24. -Doctor
  25. Pilots can be treated at a sickbay without a med-kit or a Doctor type NPC
  26. Additional perks will be unlocked at level 5 and 10.
  27.  
  28. Level 5 perks:
  29. -Specialist
  30. Any d6 rolls will have a +1 modifier.
  31. -Chemist
  32. All vs Biological bonus damage will gain another +15
  33. -Guard Breaker
  34. All vs SP bonus damage will gain another +15
  35. -Demolitions Expert
  36. All vs Armored bonus damage will gain another +15
  37. -Focus Fire
  38. Any weapons that can target 2 or more heavy units can instead be focused to only attack one heavy unit twice
  39. -Ammo management
  40. Any weapons that can target 2 or more light units can now target an additional 2 light units.
  41. -Giant Slayer
  42. +20 bonus damage to all super-heavy targets
  43. -Point Blank
  44. When using a ranged weapon from 1km away, gain +3 accuracy
  45. -Weakspot
  46. Any attack that is 6 or higher than dodge will ignore SP. Toggle able.
  47. -Anarchist
  48. -15 SP recovery, but +15 EP recovery. Can be enabled or disabled at the beginning of every battle.
  49. -Stalwart
  50. -5 EP recovery, but +10 SP recovery, Can be enabled or disabled at the beginning of every battle.
  51. -Pirate
  52. When attacking a target with no SP and 100- HP, gain 50 credits and +15 bonus damage
  53. -Kamikaze Warrior
  54. Any weapons that do self-damage do an additional 25 self-damage and damage to enemies
  55. -Core Knowledge
  56. Gain x3 EP when charging instead of x2
  57. -Testudo
  58. When charging, gain x2 SP in addition to the x2 EP.
  59. -Programmer
  60. Any support weaponry gains +2 accuracy
  61. -Optimization
  62. Any support weaponry gains +1 turn duration
  63. -Temperamental
  64. Ω-Core Inhibitors break after 7 hits instead of 9
  65. -Hot-blooded
  66. If SP is equal to your regen per turn or lower, gain +1 accuracy and +5 EP per turn
  67. -Machinophile
  68. Every second battle will give 2 affinity points
  69. -Swordmaster
  70. When dual-wielding melee weapons, gain +1 accuracy and +5 damage
  71. -Gunslinger
  72. When dual-wielding ranged weapons, gain +1 accuracy and +5 damage
  73. -Jack of all Trades
  74. When equipped with both a ranged weapon and a melee weapon, gain +1 accuracy and +5 damage
  75. -Two-handed Expertise
  76. If only one melee weapon is equipped, give it 30 additional damage and +3 accuracy
  77. -Heavy Weapons Expertise
  78. Any weapons with a charge-up time or a cooldown have +15 damage and +2 accuracy
  79. -Royal Guard
  80. When attacked, win a tie. If dodge is 8+ attack, reflect half of the damage avoided.
  81. -Prospector
  82. Any after successful battle, roll d20. If 16+, gain one moltusium.
  83. -Sleight of Hand
  84. Allows you to use Guard with a storage weapon
  85. -All-seeing Eye
  86. Overwatch increases weapon range by 2 and allows you to target a 7x5 area instead of 5x3
  87.  
  88. Level 10 & 12 perks:
  89. -SYNCHRONIZATION RATE 100%
  90. One additional affinity is granted per battle. Stacks with Machinophile and Fossilized Heart. In addition, skip Affinity level 0.
  91.  
  92. -HARD WORK AND GUTS
  93. Allows one re-roll for any attack rolls, excluding critical misses (Re-roll will be before dodge roll and will replace first roll entirely). In addition, gain +30 attack and +20 EP regen when HP is below 100 and shields are equal to regen or lower.
  94.  
  95. -SPIRAL POWER
  96. Gain +5 EP regen and +10 damage for every ally within 10km range. In addition, allows exchanging 30 EP for -1 Ω.
  97.  
  98. -GETTER RAYS
  99. Gain +5 EP regen and +5 damage for every enemy within 10km range (+10 EP and damage for every super-heavy). In addition, allows exchanging 30 SP for -1 Ω.
  100.  
  101. -WINGS OF LIBERTY
  102. Grant +5 EP regen, +5 SP regen and +10 damage to all allies in 8km radius, including self. In addition, any companion actions that include the perk owner in some way gives double companion XP. Stacks with itself.
  103.  
  104. -MACHINE’S SOUL
  105. Let’s you switch out Omega Attack modes at any time. In addition, if no allies are within 6km, all attacks can hit twice as many targets both light and heavy, and +10 EP and SP regen are granted at the start of your turn.
  106.  
  107. -N.O. POWER
  108. Let’s you switch out GunSuits at any distance from the carrier, as long as one is within the same quadrant. In addition speed is increased by 4 and all ranged and support weaponry have 4 additional range.
  109.  
  110. -LOVE, ANGER AND SORROW
  111. All melee attacks gain +2 range, +15 damage and +1 to d6 rolls.
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