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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