Special Abilities by Cost
AbilityCostRequirementsSummary
-1 Gunnery*8-1 to Gunnery TNs (max -8).
Cross-Country8ground vehicleGround vehicle can move through restricted terrain for ×2 MP.
Edge*8Reroll 1 2d6 roll that applies to you per scenario.
Foot Cavalry6foot infantryGain +1 MP.
Golden Goose6air unit-1 TN on strike attacks and -2 TN bombing attacks, reduce bomb scatter by 2 hexes.
Weapon Specialist†6-2 TN on attacks with specific weapon.
Dust-Off5VTOLTake off and land in Woods hexes.
Enemy†5-1 to Gunnery TNs against a specific faction.
Fist Fire5'MechFire an arm-mounted weapon at a successfully punched target.
Ground Effect Master5VTOLVTOL flying close to the ground gains +1 Flank MP, can climb an elevation level free when entering a hex at ground level.
Ground-Hugger5air unitTN on strafing and strike attacks, can split strafing run into two segments or strike two targets.
Human TRO5+1 on critical rolls vs. a specific class of unit.
Maneuvering Ace5'Mech, hovercraft, or VTOL-1 TN on skids/sideslips, gain lateral shift maneuver.
Melee Specialist5'Mech+1 damage and -1 on attacker movement penalty (min 0) with physical attacks.
Path Finder†5ground unitReduce MP cost of entering the first hex of a specific terrain type by 1 (min 0).
Sharpshooter5Bullseye MarksmanGet an automatic check for crit if Bullseye Marksman is used successfully.
Swordsman5'MechMake an Aimed Shot with a melee weapon, or take a +2 attack penalty to get an automatic crit check on the location hit.
Terrain Master†5Pathfinder in chosen terrainGain various terrain-related bonuses depending on terrain type in a specific type of terrain.
-1 Anti-Mech*4infantry-1 to Anti-Mech TNs (max -8).
-1 Driving*4ground vehicle-1 to Driving TNs (max -8).
-1 Piloting*4'Mech, fighter, or VTOL-1 to Piloting TNs (max -8).
Blood Stalker4Once per scenario, gain -1 bonus on ranged attacks against a designated target, but +2 against all others, until designated target is destroyed or retreats.
Bull's Eye Marksman4If stationary and making no other attacks, may make an Aimed Shot with a single weapon against any target. If the target is eligible for Aimed Shots anyway, gain a -2 bonus on the attack.
Hot Dog4'Mech or aerospace fighter-1 to all heat-effect Avoid TNs.
Jumping Jack4Attacker movement penalty for Jumping is reduced to +2.
Leaf on the Wind4air unit-1 Thrust cost on special maneuvers, -1 TN on landings.
Melee Master4'Mech, Melee SpecialistGain an extra physical attack.
Oblique Attacker4Ignore +1 indirect fire penalty, or take an extra +2 to fire indirectly without a spotter.
Pain Resistance4Reduce severity or duration of various pilot/crew injuries.
Sandblaster†4Gain bonus on Cluster Hit Table with a specific weapon type; +4 at short, +3 at medium, +2 at long.
Shaky Stick4air unitWhen making air-to-ground attacks, ground fire takes a +1 TN penalty.
Street Fighter4'MechMay make physical attacks during the Weapon Attack Phase.
Strong Back4foot infantryInfantry unit takes no MP penalty from support weapons.
Ambush Hunter3Hidden unit gains a -2 bonus on all attacks on the turn it's revealed if it did not move.
Artilleryman†3Gain 10% range increase and 2 hex scatter reduction with a specific type of artillery.
Fast Tracking (vehicle)3vehicleRotate turret between firing weapons.
Forward Observer3Artillery (not LRM IDF) spotted for gains -1 TN on attack roll, -2 TN on adjusting fire, and no penalty for spotter firing.
Bootlegger3ground vehicle or VTOLVehicle can risk a skid/sideslip to turn for reduced MP.
Two Guns3Multiple target penalty is reduced by 1.
Artful Dodger2!Stand AsideUnit may make a Piloting Skill check to move through an enemy-occupied hex. The TN is reduced if the unit is smaller than the enemy, and increased if it is larger.
Controlled Fall2'Mech'Mech can make a second Piloting Skill roll to reduce falling damage.
Coordinated Fire*2infantryChange size of damage clusters by ±1 per rank.
Fast Tracking ('Mech)2'MechTorso-twist between firing weapons.
Hopper2'Mech'Mech may make a Piloting Skill check to remain standing when leg is destroyed, has 2 hopping MP when standing on one leg, and gains -2 TN on Piloting Skill checks to avoid MechWarrior damage on falls due to leg destruction or hopping movement.
Lucky*2Unit may re-roll one attack roll or Piloting Skill check.
Slugger2'Mech'Mech may use improvised clubs one-handed.
Stand Aside2!Artful DodgerUnit may make a Piloting Skill check to move through an enemy-occupied hex. The TN is reduced if the unit is larger than the enemy, and increased if it is smaller.
Speed Demon2Unit gains +1 Running/Flank MP if it makes no attacks in a turn.
Tactical Genius*2When commanding a number of Lances equal or less than ranks in Tactical Genius, may re-roll initiative once per turn.
+1 Tactics*2When commanding a number of Lances equal or less than ranks in Tactics, gain +1 bonus on initiative rolls. Subcommanders can contribute half Tactics skill. Scales with multiples of command size, max. +3.
Urban Guerrilla2infantryInfantry gains +1 target modifier and never counts as being "in the open" on Urban maps.
Wind Walker2aerospace unit-1 TN on Piloting checks to pass through space/atmosphere interface.
Heavy Lifter1'Mech'Mech's lifting/carrying/dragging/throwing weight limits are increased by 50%.
Home Ground†1ground unitGain +1 bonus on Piloting/Driving Skill checks in chosen terrain.
Sixth Sense*1Once per scenario, automatically move last.
Skid Steer1wheeled or trackedHonestly, I don't really understand what this does myself.
* multiple ranks can be purchased
† can be purchased multiple times with different focus