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- Start with 2, pick 1 at every level gained.
- -Commander
- Any allies within a 8km radius gain another 5 EP per turn
- -Repairman
- Any HP or SP healing effects gain +15. Does not count for conversions.
- -Fencer
- Any melee attacks gain +2 accuracy
- -Weapons Expert
- Any weapons with a negative accuracy modifier gain +3 to accuracy, though it cannot go above a modifier of 0
- -Sharp Eye
- Any weapons with an accuracy modifier between 1 and 4 gain +1 to accuracy
- -Sniper
- Add 2km range to any non-melee weapons
- -Acrobat
- Add +2 dodge modifier to any attacks from 5km or more away.
- -Quick Reflexes
- Add a +2 modifier to all turn deciding rolls
- -Ukemi
- Add a +3 modifier to Killing Blow saves
- -Captain
- Gain access to the Captain skill tree.
- -Mechanic
- Gain access to the Mechanic skill tree
- -Doctor
- Pilots can be treated at a sickbay without a med-kit or a Doctor type NPC
- Additional perks will be unlocked at level 5 and 10.
- Level 5 perks:
- -Specialist
- Any d6 rolls will have a +1 modifier.
- -Chemist
- All vs Biological bonus damage will gain another +15
- -Guard Breaker
- All vs SP bonus damage will gain another +15
- -Demolitions Expert
- All vs Armored bonus damage will gain another +15
- -Focus Fire
- Any weapons that can target 2 or more heavy units can instead be focused to only attack one heavy unit twice
- -Ammo management
- Any weapons that can target 2 or more light units can now target an additional 2 light units.
- -Giant Slayer
- +20 bonus damage to all super-heavy targets
- -Point Blank
- When using a ranged weapon from 1km away, gain +3 accuracy
- -Weakspot
- Any attack that is 6 or higher than dodge will ignore SP. Toggle able.
- -Anarchist
- -15 SP recovery, but +15 EP recovery. Can be enabled or disabled at the beginning of every battle.
- -Stalwart
- -5 EP recovery, but +10 SP recovery, Can be enabled or disabled at the beginning of every battle.
- -Pirate
- When attacking a target with no SP and 100- HP, gain 50 credits and +15 bonus damage
- -Kamikaze Warrior
- Any weapons that do self-damage do an additional 25 self-damage and damage to enemies
- -Core Knowledge
- Gain x3 EP when charging instead of x2
- -Testudo
- When charging, gain x2 SP in addition to the x2 EP.
- -Programmer
- Any support weaponry gains +2 accuracy
- -Optimization
- Any support weaponry gains +1 turn duration
- -Temperamental
- Ω-Core Inhibitors break after 7 hits instead of 9
- -Hot-blooded
- If SP is equal to your regen per turn or lower, gain +1 accuracy and +5 EP per turn
- -Machinophile
- Every second battle will give 2 affinity points
- -Swordmaster
- When dual-wielding melee weapons, gain +1 accuracy and +5 damage
- -Gunslinger
- When dual-wielding ranged weapons, gain +1 accuracy and +5 damage
- -Jack of all Trades
- When equipped with both a ranged weapon and a melee weapon, gain +1 accuracy and +5 damage
- -Two-handed Expertise
- If only one melee weapon is equipped, give it 30 additional damage and +3 accuracy
- -Heavy Weapons Expertise
- Any weapons with a charge-up time or a cooldown have +15 damage and +2 accuracy
- -Royal Guard
- When attacked, win a tie. If dodge is 8+ attack, reflect half of the damage avoided.
- -Prospector
- Any after successful battle, roll d20. If 16+, gain one moltusium.
- -Sleight of Hand
- Allows you to use Guard with a storage weapon
- -All-seeing Eye
- Overwatch increases weapon range by 2 and allows you to target a 7x5 area instead of 5x3
- Level 10 & 12 perks:
- -SYNCHRONIZATION RATE 100%
- One additional affinity is granted per battle. Stacks with Machinophile and Fossilized Heart. In addition, skip Affinity level 0.
- -HARD WORK AND GUTS
- 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.
- -SPIRAL POWER
- Gain +5 EP regen and +10 damage for every ally within 10km range. In addition, allows exchanging 30 EP for -1 Ω.
- -GETTER RAYS
- 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.
- -WINGS OF LIBERTY
- 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.
- -MACHINE’S SOUL
- 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.
- -N.O. POWER
- 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.
- -LOVE, ANGER AND SORROW
- All melee attacks gain +2 range, +15 damage and +1 to d6 rolls.
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