Necromunda: Underhive Wars – All Virtues, Vices, and Talents

This is a compilation of all the virtues, vices, and talents that gangers can receive once they reach rank 5.

 

Virtues
  • Alert: +10 Initiative
  • Calm: -5AP cost of Reload Weapon
  • 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
  • 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
  • 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: +0% Melee Damage
  • Pistol Expert: +5% Critical Hit Chance with all One-Handed Range Weapons
  • Ranged Specialist: +0% Ranged Damage
  • 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

*Note Melee Specialist and Ranged Specialist are listed as +0%. This is not a typo as the game actually lists the traits as such.*

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