Virtues, Vices, and Talents

Virtues

Alert: +10 Initiative

Belligerent: +10% Melee Damage

Calm: -5AP cost of Reload Weapon

Cautious: -5AP cost of Kneel

Confident: +15% Stress Resistance

Courageous: +5% Hit Resistance, +5% Critical Hit Resistance, and +20% Stun Resistance when engaged with 2 or more enemies

Daredevil: -5AP cost of Jump

Decisive: -16% AP cost of Aimed Shot

Energetic: +5% Ranged Evasion

Handy: -5 AP cost of Field Repair

Headstrong: -5 AP cost of Recover Stun

Inconspicuous: +16% AP cost of all enemy Ranged Skills targeting this Fighter

Meticulous: +5% Ranged Precision

Pain Tolerance: +10% Hit Resistance +10% Critical Hit Resistance when Heavily Wounded or Gravely Wounded

Prepared: -16% AP cost of all Stances

Resolved: +5% Critical Hit Resistance, +20% Stun Resistance, +20% Stress Resistance when Heavily Wounded or Gravely Wounded

Resolute: -16% AP cost of all Melee Skills when Heavily Wounded or Gravely Wounded

Vigilant: +10% Ranged Damage

Vices

Acrophobic: +5 AP cost of Jump

Careless: +16% AP cost of all Stances

Clumsy: +5 AP cost of Field Repair

Cocky: +5 AP cost of kneel

Conspicuous: -16% AP cost of all enemy Ranged Skills targeting this Fighter

Coward: -5% Hit Resistance -5% Critical Hit Resistance -20% Stun Resistance when Engaged with 2 or more enemies

Impatient: +5AP cost of Disengage

Inattentive: -10% Ranged Damage

Indecisive: +16% AP cost of Aimed Shot

Insecure: -15% Stress Resistance

Lethargic: -5% Ranged Evasion

Negligent: -5% Ranged Precision

Nervous: +5AP cost of Reload Weapon

Pain Sensitive: -10% Hit Resistance -10% Critical Hit Resistance when Heavily Wounded or Gravely Wounded

Peaceful: -10% Melee Damage

Slow Reflexes: -5% Melee Evasion

Subdued: +16% AP cost of all Melee Skills when Heavily Wounded or Gravely Wounded

Submissive: +5 AP cost of Recover Stun

Wavering: -5% Critical Hit Resistance -20% Stun Resistance -20% Stress Resistance when Heavily Wounded or Gravely Wounded

Talents

Ambusher: -33% AP cost of all Melee Stances

Blessed: Cannot die, Cannot suffer from Multiple Traumas at the end of a single Battle, Increased chances of Fast Recovery or Miracle Recovery

Blood Shot: The first Attack of each Turn ignores the target's Ranged Evasion

Death Wish: +25% Melee Damage when Heavily Wounded or Gravely Wounded

First Blood: The first Melee Attack of each Turn ignores the target's Melee Evasion

Injury Resistant - Arms: Cannot suffer from permanent Arm Injuries

Injury Resistant - General: Cannot suffer from permanent General Injuries

Injury Resistant - Head: Cannot suffer from permanent Head Injuries

Injury Resistant - Legs: Cannot suffer from permanent Leg Injuries

Injury Resistant - Torso: Cannot suffer from permanent Torso Injuries

Light Weapons Expert: +5% Critical Hit Chance with all One-Handed Melee Weapons

Lucky Shooter: The first successful Ranged Attack of the battle always deals Critical Damage

Lucky Striker: The first successful Melee Attack of the battle always deals Critical Damage

Melee Specialist: +10% Bypass Melee Evasion

Pistol Expert: +5% Critical Hit Chance with all One-Handed Range Weapons

Ranged Specialist: +10% Bypass Ranged Evasion

Soldier: -10% AP cost of all Offensive Skills

Sniper: -33% AP cost of all Ranged Stances

Strategist: -15 MP cost of Entrenched

Survival Instinct: +15MP, +15 Max MP until End of Turn when receiving Critical Damage

Tactician: -10% AP cost of all Tactical Skills

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2231615136					

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