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Gunslinger
Prerequisites: Completion of the Gunslinger training program.
An effective ability in many combat situations (especially among the duel-minded
Clans or Samurai), the Gunslinger SPA reflects a character’s training to outmaneuver
and effectively fight a one—on-one duel. A combination of several different warrior
philosophies and strenuous time with their respective machines has allowed a
character to not only pick out weaknesses in their opponent, but to understand how
to move their own body or vehicle in concert with their attacks. This ability need
not be tapped in every scenario in which the character takes part, but if used, it
can only be focused on one enemy unit per turn. When used, the Gunslinger Ability
applies a +2 roll modifier for all attacks made by the warrior against his
designated target, while also reducing their Movement Penalty by 1.
Jumping Jack
Prerequisites: [Attributes] RFL 5+; Piloting/’Mech or Piloting/ProtoMech 5+
Jump jet-equipped ’Mechs and ProtoMechs are among the most agile battlefield
combatants, but to call them graceful is an utter fabrication. However, while
most ’Mech jumps demonstrate the brute-force-over-physics approach with every
earth-shuddering leap, some pilots have become astonishingly adept at such
maneuvers. The Jumping Jack SPA replaces the normal –3 attacker movement
modifier for using Jumping movement with a –1 modifier.
Sniper
Prerequisites: [Attributes] DEX 5+; [Traits] Good Vision; [Skills] Gunnery/Any 5+
The Sniper Special Pilot Ability reduces all range attack modifiers
by half, so an attack delivered at Medium, Long and Extreme ranges
applies a –1 roll modifier at Medium Range (rather than –2), a –2
modifier at Long Range (rather than –4) and a –3 modifier at Extreme
Range (instead of the usual –6).