Mental OptionsSpecialties
Leadership
+1 bonus when calculating Unit Initiative adjustment.
Capable leadership ~ cost 15xp
Once per mission, the character may designate a character he commands (not himself), that has lost initiative.  They may add +1 to their initiative, or make a new roll for initiative as if they had edge.


Conventional Support ~ cost 15xp
For each point of Leadership, the character is allowed, +10 % Weight for Conventional units.


Conventional Commander ~ cost 35xp
Character is allowed, one additional conventional units .
{Requires Two Leadership}


Delegate ~ cost 15xp
Add +1 leadership to a friendly unit commander with a leadership lower than your own.


Company Commander ~ cost 10xp
Add +1 leadership to a 2nd friendly unit commander with a leadership lower than your own.
{Requires Delegate}


Oversized Lance ~ cost 35xp
Increase the Lance Size the character can lead by +1
{Requires Delegate}


Giving orders ~ cost 15xp
Once per mission, during the initiative phase, before any dice are rolled, the character may designate a member of his lance (but not himself).  The character wins initiative and does not need to roll dice.


The moment has come! ~ cost 35xp
Once per mission, during the initiative phase, before any dice are rolled, the character may designate any friendly lance (including his own).  The entire lance wins initiative and does not need to roll dice.
{Requires Giving Orders}


Small and Tight ~ cost 15
For a Lance that the character commands, each unit that the lance is 'short' of a full lance, Add one to the characters leadership.


Synergy ~ cost 35
The unit commander may select two characters in their lance (including himself), and have them trade initiative rolls.
{Requires Capable Leadership or Delegate or Small and Tight}
Noble
+1 bonus when making availability rolls.
Conventional Support ~ cost 15xp
For each point of Leadership, the character is allowed, +10 % Weight for Conventional units.


Conventional Commander ~ cost 35xp
Character is allowed, one additional conventional units .
{Requires Two Noble}


Pull a few strings ~ cost 15xp
Once per Contract, the character may pull a few strings to adjust an availability roll for themselves, as if they had a point of Edge.


Connected~ cost 35xp
Once per Contract, the character may make one additional availability roll for themselves.
{Requires Pull a few strings}
X-train Technician
+1 bonus when making Technical matters.
Alternate Equipment ~ cost 15xp
Select a location, and one piece of equipment from that location.  When the character has access to the repair pool, they may swap this equipment for another from their inventory.  Alternate Equipment must be designated, and may only be changed between contracts.
Max weight of equipment = Ranks in Tech and 1/2 mental Stat (Rounded down).


Alternate Configuration ~ cost 35xp
When the character has access to their repair pool, the character may swap some of their current equipment, with alternate configuration from their inventory.
Alternate Configuration must be designated, and may only be changed between contracts.
Max weight of equipment = Ranks in Tech, and 1/2 mental Stat (Rounded down).


Counter ECM ~ cost 10xp
Where their ECM overlaps, the character may use thier ECM Suite to negate the effects of enemy ECM.  Doing so, will suspend normal ECM functions.


Hack the net ~ cost 15xp
Once per mission the character may crack the Op Force Comm. Channel allowing them to ease drop on planning or jam their channel disrupting their coordination.  The Op Force leadership is reduced by one for that turn.  If the character has access to a Beagle Probe or a Guardian Suite, they may continue monitoring/jamming the Op Force comm. line by expending 10 heat sinks for the Electronic warfare to maintain the effect.


Improvised Electronic Warfare ~ cost 35xp
The character may attempt to use existing equipment to simulate a Guardian.
To do so, the character needs to make a standard Tech Check {Mental TN - Tech Option + 2}
{Requires Hack the Net}
{Requires that the mech has not taken Sensor Hits, and that the character has (4) levels of 'Tech'}


I see you ~ cost 15xp
If the character can make use of the full function of the beagle probe, they may use it to negate one point of defense modifier from terrain that is in the Beagle Probe's range.


Bird dog ~ cost 35xp
The character  may share the effects of 'I see you', with their lance mates.
{Requires I see you}


Scout ~ cost 15xp
Once per mission the character may adjust a die roll for a Scouting attempt, as if they had used a point of edge.


Improvised Scouting ~ cost 35xp
The character may attempt to use existing equipment to simulate a Beagle Probe.
To do so, the character needs to make a standard Tech Check {Mental TN - Tech Option + 2}
{Requires Scout}
{Requires that the mech has not taken Sensor Hits, and that the character has (4) levels of 'Tech'}


Pathfinder ~ cost 35xp
If their mech has not taken any Sensor hits, the character may use them for Advance Scouting functions.
They may double the normal range allowed for Scouting, and may make additional scouting attempts as if they were equiped with a 'Partial Active' Beagle Probe.  {Additional heat will be generated, if the Partial Active Mode is used.}
{Requires Scout}


Selective ECM ~ cost 15xp
Other units in the characters lance are not affected by the character's ECM Suite.


ECM Shield~ cost 35xp
While activating Active or Passive Mode, share the defensive benefits with the other units in the characters Lance that are being attacked through the Guardian Suite's area of effect.
{Requires Selective ECM}


Friendly ECM ~ cost 10xp
All friendly units are not affected by the character's ECM Suite.
{Requires Selective ECM}
Tinker
+1 bonus when making modifications.

+1 bonus to Availability rolls @ Level 2
Alternate Equipment ~ cost 15xp
Select a location, and one piece of equipment from that location.  When the character has access to the repair pool, they may swap this equipment for another from their inventory.  Alternate Equipment must be designated, and may only be changed between contracts.
Max weight of equipment = Ranks in Tinker and 1/2 mental Stat (Rounded down).


Alternate Configuration ~ cost 35xp
When the character has access to their repair pool, the character may swap some of their current equipment, with alternate configuration from their inventory.
Alternate Configuration must be designated, and may only be changed between contracts.
Max weight of equipment = Ranks in Tinker, and 1/2 mental Stat (Rounded down).


Saving for a Rainy Day ~ Cost 15xp
+10% Equipment Storage for each point you have in Tinker


Packrat ~ Cost 35xp
+20% Equipment Storage for each point you have in Tinker