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Editing Design Quirks

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==Description and Summary==
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{{Update Needed|[[Strategic Operations]] pp.193-197, [[Technical Readout: Prototypes]]}}
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{{TOC|align=right}}
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==Description==
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{{sectionstub}}
  
'''Design Quirks''' are an optional ruleset, first formalized in ''[[Strategic Operations]]''.  A more complete list of quirks, both positive and negative was then included in the ''[[BattleMech Manual]]''. They are intended to increase the depth of gameplay, providing rules for otherwise unsupported features mentioned in game fiction. The idea is an old one, first established in the 'Mech descriptions in the original versions of ''[[Technical Readout: 3025|TRO:3025]]''. The ''[[Javelin]]''<nowiki>'</nowiki>s entry, for example, contained rules for an early version of the ''Unbalanced'' Negative Quirk.<ref name=TR3025>''Technical Readout: 3025'', Third Printing, p. 16: "Capabilities"</ref>
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==Design Quirks Optional==
  
Currently, a fairly comprehensive list of quirks exists for canonical designs, as published in the ''[[BattleMech Manual]]'', expanding on the list that ''[[Strategic Operations]]'' began. Volumes of the PDF-only ''Experimental Technical Readout'' series published during or after July 2011 (starting with ''[[Experimental Technical Readout: The Clans|XTRO:Clans]]'') include quirks for most units. ''[[Technical Readout: Prototypes|TRO:Prototypes]]'' first collected these. In addition, the ''TRO''s of the 3145 series gave quirks for all the units they presented. Several new Quirks were introduced in these sources, which are compiled (along with the ''TRO:Prototypes'' quirks) in the print version of ''[[Technical Readout: 3145|TRO:3145]]'' and ''[[Record Sheets: 3145 New Tech, New Upgrades|RS:3145NTNU]]''. ''[[Interstellar Operations]]'' added several items of Era-dependent equipment that grant one or more Design Quirks, rules for Quirks in ''Strategic BattleForce'',<ref name=IO296>''Interstellar Operations'', p. 296</ref> and (with the ''[[Alpha Strike Companion]]'')<ref name=ASC40>''Alpha Strike Companion'', p. 40</ref> clarified which Design Quirks apply to Drone units.<ref name=IO292>''Interstellar Operations'', p. 292</ref>
 
 
In keeping with the more abstract nature of the Alpha Strike and Strategic BattleForce rulesets, the Quirk restrictions and rules in the ''Alpha Strike Companion'' and SBF are generally streamlined,<ref name=IO292/><ref name=ASC59>''Alpha Strike Companion'', p. 59</ref> and often very different than the BattleTech rules. The rules for these games are presented below if the points cost or game rules differ significantly. Some quirks are removed from both rulesets, with Strategic BattleForce having the fewest Quirks and BattleTech the most.
 
 
Note that Quirks lack conventional balancing mechanisms, such as Battle Value. ''[[Strategic Operations]]'' merely encourages designers to balance positive quirks with negative ones of equal or greater value, though some canon designs do not. Both Strategic BattleForce<ref name=IO296/> and Alpha Strike<ref name=ASC59/> now require player-generated units to balance Quirk points, though some Quirks are irrelevant to battlefield performance and introduce possible imbalances to "one-off" games.
 
 
==Design Quirk Summaries==
 
 
==='''List of Positive Design Quirks'''===
 
 
<div class="gamerules">
 
<div class="gamerules">
<div class="Positive Design Quirks">
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===List of Positive Design Quirks<ref name=SOp194>''Strategic Operations'', p. 194, "Positive Quirk Table"</ref>===
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====Accurate Weapon====
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:The Accurate Weapon Quirk signifies that a weapon or weapons bay is of exceptional design or construction and as such receives a bonus to target numbers for making to-hit rolls. While this Quirk can be applied to multiple weapons or weapon bays on the same unit, the cost of the Quirk must be paid for each, and is proportionate in cost to the damage potential of the weapon or weapon bay.<ref name="SOp193">''Strategic Operations'', p. 193, "Accurate Weapon (Variable Points)"</ref>
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:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="TRO:Pp204">''Technical Readout: Prototypes'', p. 204, "ProtoMech Design Quirks Table"</ref>
  
===='''Accurate Weapon'''====
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====Anti-Aircraft Targeting====
''BattleTech:''
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:Those units with the Anti-Aircraft Targeting Quirk have the benefit of an advanced targeting system that allows them to make accurate attacks against flying units. VTOLs, WiGE, conventional fighters, AeroSpace Fighters, Fixed-Wing Support Vehicles and DropShips all count as flying units, as do units engaged in a combat drop. The cost of this Quirk is proportional to the damage potential of the weapons on the unit capable of making ranged attacks.<ref name="SOp193A">''Strategic Operations'', p. 193, "Anti-Aircraft Targeting (Variable Points)"</ref>
:The Accurate Weapon Quirk marks a weapon or weapons bay as having exceptional design or construction quality. As such, it receives a –1 bonus to the target numbers for to-hit rolls. While this Quirk can be applied to multiple weapons or weapon bays on the same unit, the cost of the Quirk must be paid for each.<ref name="SOp193">''Strategic Operations'', p. 193</ref>
 
: '''Points:''' Variable; the cost is proportional to the damage potential of the weapon or weapon bay.
 
::*1 point per 5 points (or fraction thereof) of maximum damage the weapon or bay can inflict in a single Damage Value grouping
 
::*2 points for weapons which do 0 damage, such as [[Target Acquisition Gear]]
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194>''Strategic Operations'', p. 194: "Positive Quirk Table"</ref> and ProtoMechs.<ref name="RS:3145ntnuPMQT">''Record Sheets: 3145, New Tech, New Upgrades'', p. 12: "ProtoMech Design Quirks Table"</ref>
 
''Alpha Strike'' and ''Strategic BattleForce''
 
:Deals one point of damage per level of "Accurate Weapon" if the unit's attack misses by only one point.<ref name=ASC59/><ref name=IO298>''Interstellar Operations'', p. 298: "Positive Design Quirks Table"</ref>
 
: '''Points:''' 1 per level.
 
 
 
===='''Anti-Aircraft Targeting'''====
 
''BattleTech:''
 
:Units with the Anti-Aircraft Targeting Quirk have an advanced targeting system that allows them to make more accurate attacks against flying units. VTOLs, WiGE, conventional fighters, aerospace fighters, Fixed-Wing Support Vehicles and DropShips all count as flying units, as do units engaged in a combat drop. All attacks against such units while airborne (not grounded) receive a –2 –1 bonus to the target numbers for to-hit rolls. This bonus is only available when the unit itself is on the ground.<ref name="SOp193"/>
 
: '''Points:''' 1 point per 7 points (or fraction thereof) of maximum damage that all the weapons can inflict (excluding physical attack weapons)
 
 
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
 
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
''Alpha Strike:''
 
:As above, but stacks with the AA Specialists SPA.<ref name=ASC59/>
 
: '''Points:''' Variable; proportional to the units' most damaging range bracket.
 
''Strategic BattleForce''
 
:As above, but penalizes units targeting Ground units.<ref name=IO298/>
 
:'''Points:''' Variable; equal to the units' most damaging Element.
 
  
===='''Atmospheric Flyer'''====
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====Atmospheric Flyer====
:When operating inside the atmospheric envelope of a planet, aerospace units with the Atmospheric Flyer Quirk receive a bonus to control rolls to reflect the exceptionally stable and highly maneuverable nature of the unit.<ref name="SOp193"/>
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:When operating inside the atmospheric envelope of a planet, AeroSpace units with the Atmsopheric Flyer Quirk receive a bonus to control rolls to reflect the exceptionally stable and highly maneuverable nature of the unit.<ref name="SOp193B">''Strategic Operations'', p. 193, "Atmospheric Flyer (3 Points)"</ref>
: '''Points:''' 3
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:'''Applicable to:''' AeroSpace Fighters, DropShips and Small Craft.<ref name=SOp194/>
:'''Applicable to:''' Aerospace fighters, DropShips and Small Craft.<ref name=SOp194/>
 
  
===='''Barrel Fist'''====
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====Battle Computer====
''BattleTech''
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:Representing the presence of a tactical battle computer that offers much more effective control over a force, the Battle Computer Quirk designates a unit as being an advanced command unit; this manifests in a bonus to Initiative Rolls made by the force containing the unit, although this modifier is not cumulative with that granted by the presence of a Command BattleMech.<ref name="SOp193C">''Strategic Operations'', p. 193, "Battle Computer (5 Points)"</ref>
:Applied to BattleMechs with no Hand Actuators, this quirk allows for a 'Mech with the Quirk to punch without the usual +1 penalty to hit. Points must be paid per fist to be used and arm actuator must have a Lower Arm Actuator to be applied.<ref>''BattleMech Manual'', p. 82: Barrel Fist Design Quirk - Info on Quirk''</ref>
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:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
: '''Points:''' 1
 
:'''Applicable to:''' BattleMechs
 
 
 
===='''Battle Computer'''====
 
''BattleTech:''
 
:Representing a tactical battle computer that offers more effective control of a combat force, the Battle Computer Quirk designates an advanced command unit. Having at least one in play, with a conscious pilot or crew<ref name=SOpErr13>''Strategic Operations'', Errata v.2.0, p. 13</ref> grants a bonus to Initiative Rolls made by the unit's force. This modifier is not cumulative with that granted by the presence of a Command BattleMech.<ref name="SOp193"/>
 
: '''Points:''' 5
 
:'''Applicable to:''' BattleMechs, IndustrialMechs,<ref name=ASC62>''Alpha Strike Companion'', p. 62</ref> Combat Vehicles and Support Vehicles.<ref name=SOp194/>
 
''Alpha Strike'':
 
:As above, but only applies if the unit with a Battle Computer is part of a formation of four or more units. It also adds two points to the force's MHQ ability if using the Intelligence rules.<ref name=ASC62/>
 
''Strategic BattleForce:''
 
: Grants a bonus to Leadership and MHQ:6 if at least one Element in a force's Command Unit has the quirk, is Active, and has sufficient Morale.<ref name=IO298/><ref name=IO265>''Interstellar Operations'', p. 265</ref>
 
 
 
===='''Battlefists'''====
 
''BattleTech''
 
:The Hand actuators of a 'Mech with Battlefists have been specially modified for close combat. The Quirk gives a bonus to hit with Punch attacks.
 
: '''Points:''' 2
 
:'''Applicable to:''' BattleMechs and IndustrialMechs with Hand Actuators.<ref name=RS:3145ntnu12>''Record Sheets: 3145 New Tech, New Upgrades'', p. 12</ref>
 
''Alpha Strike:''
 
:As above, but applies to all "normal" Physical attacks.<ref name=ASC62/>
 
  
===='''Combat Computer'''====
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====Combat Computer====
''BattleTech''
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:Units equipped with advanced computers that can effectively manage heat levels more efficiently than standard computers can be given the Combat Computer Quirk; the presence of the Quirk indicates in game terms that the heat generated by the unit each turn is reduced.<ref name="SOp193D">''Strategic Operations'', p. 193, "Combat Computer (3 Points)"</ref>
:An advanced Combat Computer can manage heat levels more efficiently than standard computers. The total heat generated by the unit each turn is reduced by 4, to a minimum of 0.<ref name="SOp193"/>
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:'''Applicable to:''' AeroSpace Fighters, BattleMechs and Small Craft.<ref name=SOp194/>
: '''Points:''' 3
 
:'''Applicable to:''' Aerospace fighters, BattleMechs and Small Craft.<ref name=SOp194/>
 
''Alpha Strike''
 
:Reduces Overheat by one point each turn.<ref name=ASC62/>
 
:'''Applicable to:''' Units with an Overheat Value only
 
  
===='''Command BattleMech'''====
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====Command BattleMech====
''BattleTech''
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:The Command BattleMech Quirk indicates that a BattleMech has been designated as a command unit, and in each game turn that one or more such units is present on the battlefield the force of which they are a part receives a bonus to all Initiative Rolls. This modifier isn't cumulative with the modifier granted by units with the Battle Computer Quirk.<ref name="SOp193E">''Strategic Operations'', p. 193, "Command BattleMech (2 Points)"</ref>
:The BattleMech has been designed as a command unit. If one or more Command units is present on the battlefield, with a conscious MechWarrior,<ref name=SOpErr13/> their force receives a small bonus to its Initiative Rolls. This modifier is not cumulative with the modifier granted by units with the Battle Computer Quirk.<ref name="SOp193"/>
 
: '''Points:''' 2
 
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
''Alpha Strike''
 
:Adds a point each to MHQ and Initiative if part of a Formation of four or more units. Does not stack.<ref name=ASC62/>
 
''Strategic BattleForce:''
 
: Adds MHQ:3 if at least one Element in a force's Command Unit has the quirk, is Active, and has sufficient Morale.<ref name=IO298/>
 
 
===='''Compact 'Mech'''====
 
''BattleTech'' and ''Strategic BattleForce''
 
:Compact 'Mechs are especially small and easy to transport. They take up half the normal space in a transport's 'Mech bay, though they will still take up a full Repair bay. Two Compact 'Mechs may be loaded into one standard Transport bay.
 
: '''Points:''' 1
 
:'''Applicable to:''' Light or Medium BattleMechs and IndustrialMechs with the ''Narrow/Low Profile'' Positive Quirk.<ref name=RS:3145ntnu12/>
 
''Alpha Strike'' and ''Strategic BattleForce'':
 
: '''Applicable to:''' BattleMechs or IndustrialMechs. No prerequisite quirks or sizes.<ref name=IO298/><ref name=ASC62/>
 
  
===='''Cowl'''====
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====Cowl====
''BattleTech:''
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:Limited to BattleMechs only, the Cowl Quirk signifies that a protective cowl has been equipped to the head location of the BattleMech, providing additional points of armor against attacks from most but not all directions.<ref name="SOp193F">''Strategic Operations'', p. 193, "Cowl (4 Points)"</ref>
:A Cowl Quirk represents reinforced armor, protective baffles, or other improved defenses around the cockpit of the BattleMech; it provides 3 additional armor points against attack from the sides and rear of the head (but not the front).<ref name="SOp193"/>
 
: '''Points:''' 4
 
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
''Alpha Strike:''
 
:Allows the unit to ignore one "Unit Destroyed" critical hit.<ref name=ASC62/>
 
:'''Applicable to:''' BattleMechs and IndustrialMechs<ref name=ASC62/>
 
 
===='''Directional Torso Mount'''====
 
''BattleTech''
 
:A Directional Torso Mount acts as a somewhat more restrictive [[BattleMech Turret|BattleMech shoulder turret]], allowing any weapons in the mount to shoot in either the front arc or the rear arc, depending on the mount’s current facing. The mount’s facing is set at the start of the game, and can be changed at the same time torso twists are made. However, unlike a torso twist, it does not reset at each End Phase: the arc chosen remains until deliberately changed. The mount rotates with any torso twist as normal.
 
:Each time a location with a Directional Torso Mount takes a hit (Front or Rear), the player must roll 2D6. A result of 9+ means the mount is destroyed and its weapon locked in its current arc, in addition to the normal effects of the attack.
 
:The 3-point version of this quirk is available only to quad ’Mechs. In this case, the mount operates as a full turret, capable of rotating a full 360 degrees.
 
:No weapon with location placement restrictions (such as a heavy Gauss rifle) can be placed in a Directional Torso Mount.<ref>''BattleMech Manual'', p. 83: Directional Torso Mount - Information on Design Quirk</ref>
 
: '''Points:''' 2 or 3
 
:'''Applicable to:''' BattleMechs, IndustrialMechs.
 
  
===='''Distracting'''====
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====Distracting====
''BattleTech''
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:Those units with the Distracting Quirk are those designed or modified in such a way as to intimidate opponents through their appearance. Such units impose a penalty to morale checks opponents much make when the Tactical Morale rules are in play and add to the Demoralizer Special Piloting Ability available within roleplaying games.<ref name="TRO:Pp205">''Technical Readout: Prototypes'', p. 205, "Positive Quirk: Distracting (1 Point)"</ref>
:Units with the Distracting Quirk are designed or modified to intimidate opponents with their appearance. Such units impose a penalty to morale checks opponents must make when the Tactical Morale rules are in play, and are cumulative with the Demoralizer Special Piloting Ability.<ref name="RS:3145ntnu12"/> Like other "psychological" Quirks and SPAs, the Distracting quirk does not apply to Drone and Robotic units.<ref name=ASC40/><ref name=IO298/>
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:'''Applicable to:''' AeroSpace FIghters, BattleMechs, Combat Vehicles, ProtoMechs, Small Craft and Support Vehicles.<ref name="TRO:Pp205"/>
: '''Points:''' 1
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Combat Vehicles, ProtoMechs, Small Craft and Support Vehicles.<ref name="RS:3145ntnu12"/>
 
''Strategic BattleForce:''
 
:Applies a penalty to the morale rolls of any enemy Unit in the same hex.<ref name=IO298/>
 
  
===='''Docking Arms'''====
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====Docking Arms====
:Vessels and stations with the Docking Arms Quirk grant a bonus to piloting rolls made by DropShips and Small Craft attempting to mate with a docking collar attached to the unit with the Quirk.<ref name="SOp193"/>
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:Those vessels and stations equipped with the Docking Arms Quirk grant a bonus to piloting rolls made by DropShips and Small Craft attempting to mate with a docking collar attached to the unit with the Quirk.<ref name="SOp193G">''Strategic Operations'', p. 193, "Docking Arms (1 Point)"</ref>
: '''Points:''' 1
 
 
:'''Applicable to:''' JumpShips, Space Stations and WarShips.<ref name=SOp194/>
 
:'''Applicable to:''' JumpShips, Space Stations and WarShips.<ref name=SOp194/>
  
===='''Easy to Maintain'''====
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====Easy to Maintain====
:Repair and replacement rolls made for a unit with the Easy to Maintain Quirk receive a bonus to the target number modifier to reflect the fact that the unit is easier to maintain and repair by design.<ref name="SOp193"/>
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:Repair and replacement rolls made for a unit with the Easy to Maintain Quirk receive a bonus to the target number modifier to reflect the fact that the unit is easier to maintain and repair by design.<ref name="SOp193H">''Strategic Operations'', p. 193, "Easy to Maintain (1 Point)"</ref>
: '''Points:''' 1
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:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
  
===='''Easy to Pilot'''====
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====Easy to Pilot====
''BattleTech''
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:Units with the Easy to Pilot Quirk are typically training units, designed with the intent of being used by trainee pilots, crews or MechWarriors. When piloted by someone with a Piloting Skill lower than Elite level a unit with the Easy to Pilot gives the operator a bonus to the target number modifier for those Piloting Skill rolls required as a result of entering certain terrain or taking damage.<ref name="SOp193I">''Strategic Operations'', p. 193, "Easy to Pilot (2 Points)"</ref>
:Units with the Easy to Pilot Quirk are typically training units, designed to be used by the Greenest pilots, crews and MechWarriors. When piloted by someone with a Piloting Skill lower than Elite level a unit with the Easy to Pilot gives the operator a bonus to the target number modifier for most Piloting Skill rolls.<ref name="SOp193"/>
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:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, DropShips, JumpShips, Small Craft, Space Stations and WarShips.<ref name=SOp194/>
: '''Points:''' 2
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, DropShips, JumpShips, Small Craft, Space Stations and WarShips.<ref name=SOp194/>
 
''Alpha Strike:''
 
:Removes the Elite restriction<ref name=ASC63>''Alpha Strike Companion'', p. 63</ref>
 
  
===='''Extended Torso Twist'''====
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====Extended Torso Twist====
''BattleTech'':
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:Capable of twisting their torso sections much further than the average BattleMech, in game terms those 'Mechs with the Extended Torso Twist Quirk can change their facing while torso twisting an additional hexside beyond the norm.<ref name="SOp194A">''Strategic Operations'', p. 194, "Extended Torso Twist (3 Points)"</ref>
:Capable of twisting their torso sections much further than the average BattleMech. 'Mechs with the Extended Torso Twist Quirk can Torso Twist one hex side farther than normal. This Quirk can be applied to units which cannot normally Torso Twist, such as Quad 'Mechs, granting them the ability to perform a normal or a regular "non-extended" Torso Twist.<ref name="SOp194a">''Strategic Operations'', p. 194</ref>
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:'''Applicable to:''' BattleMechs<ref name=SOp194/> and ProtoMechs.<ref name="TRO:Pp204"/>
''Alpha Strike:''
 
:The unit gains a 360º arc of fire, though it retains its Rear Arc for damage purposes.<ref name=ASC63/>
 
: '''Points:''' 3
 
:'''Applicable to:''' BattleMechs,<ref name=SOp194/> IndustrialMechs,<ref name=ASC63/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
  
===='''Fast Reload'''====
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====Fast Reload====
: Typically units with large and removable ammunition magazines designed for easy changes. The Fast Reload Quirk reduces the amount of time taken to reload by half. This may be applied to the entire 'Mech, a specific location, or a specific weapon, but the cost does not change.<ref name="SOp194a"/>
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:Typically units with large and removable ammunition magazines designed for easy changes, those units with the Fast Reload Quirk reduce the amount of time taken to reload by half.<ref name="SOp194B">''Strategic Operations'', p. 194, "Fast Reload (1 Point)"</ref>
: '''Points:''' 1
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:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, Small Craft and Support Vehicles.<ref name=SOp194/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, Small Craft and Support Vehicles.<ref name=SOp194/>
 
  
===='''Fine Manipulators'''====
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====Hyper-Extending Actuators====
: Some specific 'Mechs with this quirk may also be allowed to mount manipulators normally reserved for vehicles. These additional manipulators can be mounted in all torso/arm locations on a 'Mech with no weight cost.<ref name=BMp84>''BattleMech Manual'', p. 84: ''Design Quirks''</ref>
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:The presence of actuators that can extend far further than in most designs, those 'Mechs with the Hyper-Extending Actuators Quirk are capable of flipping their arms to use arm-mounted weapons to fire into the rear arc even though the presence of lower arm and/or hand actuators would normally prohibit such an action.<ref name="SOp194C">''Strategic Operations'', p. 194, "Hyper-Extending Actuators (1 Point)"</ref>
: '''Points:''' 0
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:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
:'''Applicable to:''' BattleMechs
 
  
===='''Good Reputation'''====
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====Improved Cooling Jacket====
: The 'Mech is extremely popular and is worth a premium on the open market. Each level of the quirk raises its worth by 10%. Doesn't apply to Clan 'Mechs.<ref name=BMp84 />
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:The Improved Cooling Jacket Quirk may be taken more than once by a unit; each iteration applies to a different weapon or weapons bay, and denotes the presence of an improved cooling mechanism that reduces the heat generated by the weapon or weapons bay when it fires; the cost for each iteration of the Quirk taken by the unit must be paid for seperately.<ref name="SOp194D">''Strategic Operations'', p. 194, "Improved Cooling Jacket (1 Point)"</ref>
: '''Points:''' 0
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:'''Applicable to:''' AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.<ref name=SOp194/>
:'''Applicable to:''' BattleMechs
 
  
===='''Hyper-Extending Actuators'''====
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====Improved Communications====
''BattleTech:''
+
:Signifying the presence of a powerful communications suite that can thwart some forms of ECM signal, in game terms the Improved Communications Quirk allows the unit to ignore the effects of certain ECM systems.<ref name="SOp195">''Strategic Operations'', p. 195, "Improved Communications (2 Points)"</ref>
: Hyper-Extending Actuators allow a 'Mech to flip its arms into the rear arc even with lower arm and/or hand actuators, which would normally prohibit the action.<ref name="SOp194a"/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="TRO:Pp204"/>
: '''Points:''' 1
 
:'''Applicable to:''' BattleMechs.<ref name=SOp194/> and IndustrialMechs<ref name=ASC63/>
 
''Alpha Strike:''
 
: The unit may make an attack of a third of its standard value (rounding down) into the Rear arc. This is eligible for Minimum Damage.<ref name=ASC63/>
 
  
===='''Improved Cooling Jacket'''====
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====Improved Life Support====
:The Improved Cooling Jacket Quirk may be taken more than once by a unit; each iteration applies to a different weapon or weapons bay, and denotes the presence of an improved cooling mechanism that reduces the heat generated by the weapon or weapons bay when it fires by 1 point. The cost for each iteration of the Quirk taken by the unit must be paid for separately, and under no circumstances can this quirk reduce a weapon's heat output to 0.<ref name="SOp194a"/>
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:Units with the Improved Life Support Quirk offer a significant reduction in the apparent level of heat used for checking if the pilot or operator receives damage following a critical hit to the life support systems.<ref name="SOp195A">''Strategic Operations'', p. 195, "Improved Life Support (1 Point)"</ref>
: '''Points:''' 1
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:'''Applicable to:''' BattleMechs and Battle Armor.<ref name=SOp194/>
:'''Applicable to:''' Heat-tracking units, such as aerospace fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.<ref name=SOp194/>
 
  
===='''Improved Communications'''====
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====Improved Sensors====
:Signifies a powerful communications suite that can thwart jamming. Units with the Improved Communications Quirk ignore the first level of Sensor Ghosts used against them by ECM. BattleMechs which have this quirk and are also equipped with a Satellite Uplink may attempt an Uplink without penalizing their movement or attacks.<ref name="SOp195">''Strategic Operations'', p. 195</ref><ref name=ASC63/><ref name=IO298/>
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:Equipped with an advanced sensor suite, those units designated as having the Improved Sensors Quirk count as having an Active Probe even if one is not equipped, and if an Active Probe is equipped, the effective range of that Active Probe is increased by the sensor suite.<ref name="SOp195B">''Strategic Operations'', p. 195, "Improved Sensors (3 Points)"</ref>
: '''Points:''' 1
+
:'''Applicable to:''' BattleMechs, Combat Vehicles, Support Vehicles<ref name=SOp194/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
  
===='''Improved Life Support'''====
+
====Improved Targeting====
:Units with the Improved Life Support Quirk offer a significant reduction in the apparent level of heat used for checking if the pilot or operator receives damage following a critical hit to the life support systems.<ref name="SOp195"/> They also double Life-Support endurance<ref name=SOpDLErr>''Strategic Operations, Developer-level Errata''</ref>
+
=====Improved Targeting, Short=====
: '''Points:''' 1
+
:The Improved Targeting Quirk offers a bonus to ranged to-hit numbers within one or more selected range brackets. A unit can take this Quirk more than once, with each iteration applying to a different range bracket, but the cost of the Quirk increases in proportion to the number of times it has been taken.<ref name="SOp195C">''Strategic Operations'', p. 195, "Improved Targeting (3, 4 or 5 Points)"</ref>
:'''Applicable to:''' BattleMechs, Fighters, and Small Craft.<ref name=SOp194/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="TRO:Pp204"/>
  
===='''Improved Sensors'''====
+
=====Improved Targeting, Medium=====
:Equipped with an advanced sensor suite, a unit with Improved Sensors counts as having an Active Probe (four hex range for IS and five for Clan) even if an active probe is not equipped. Should the unit have both an Active Probe and Improved Sensors, the effective detection range is increased by two hexes.<ref name="SOp195"/><ref>''BattleMech Manual'', p. 84: Design Quirks - Special Case Rules Entry</ref>
+
:The Improved Targeting Quirk offers a bonus to ranged to-hit numbers within one or more selected range brackets. A unit can take this Quirk more than once, with each iteration applying to a different range bracket, but the cost of the Quirk increases in proportion to the number of times it has been taken.<ref name="SOp195C"/>
: '''Points:''' 3
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable to:''' BattleMechs, IndustrialMechs,<ref name=ASC63/> Combat Vehicles, Support Vehicles<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
  
===='''Improved Targeting (Short, Medium, and Long)'''====
+
=====Improved Targeting, Long=====
:The Improved Targeting Quirks offer a bonus to all ranged to-hit numbers within one or more selected range brackets. A unit can take this Quirk more than once, with each iteration applying to a different range bracket,<ref name="SOp195"/> but the cost varies by the Range bracket selected.<ref name=SOpErr13/> Cannot be combined with Variable-Range Targeting, and does not apply to physical combat.<ref name=IO298/><ref name=ASC63/>
+
:The Improved Targeting Quirk offers a bonus to ranged to-hit numbers within one or more selected range brackets. A unit can take this Quirk more than once, with each iteration applying to a different range bracket, but the cost of the Quirk increases in proportion to the number of times it has been taken.<ref name="SOp195C"/>
: '''Points:''' Variable (3-5)
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
  
===='''Internal Bomb Bay'''====
+
====Internal Bomb Bay====
:A unit with the Internal Bomb Bay Quirk may use internal cargo space as a bomb bay, although in BattleTech rules doing so is risky. Ground fire has a chance of striking through the bay doors and detonating any remaining ordnance within the bay while the unit is dropping bombs.<ref name="SOp195"/><ref name=ASC63/><ref name=IO298/>
+
:A unit with the Internal Bomb Bay Quirk may use internal cargo space as a bomb bay, although doing so carries a risk; while up to 6 bombs may be dropped from this bomb bay in a single turn, fire from the ground has a chance of striking through the open bomb bay doors and detonate any remaining ordnance within the bay.<ref name="SOp195D">''Strategic Operations'', p. 195, "Internal Bomb Bay (3 Points)"</ref>
: '''Points:''' 3
+
:'''Applicable to:''' AeroSpace Fighters, DropShips and Small Craft.<ref name=SOp194/>
:'''Applicable to:''' Aerospace fighters, DropShips and Small Craft.<ref name=SOp194/>
 
  
===='''Jettison-Capable Weapon'''====
+
====Jettison-Capable Weapon====
:An early branch of handheld weaponry tech, Jettison-Capable Weapons can be ejected in combat and later picked up and reattached.
+
:A branch of technological development that incorporated the work done on handheld weaponry by the Star League, the Jettison-Capable Weapon Quirk indicates that a unit has one of more weapons that can be jettisoned in combat and later picked up and reattached.<ref name="TRO:Pp205A">''Technical Readout: Prototypes'', p. 205, "Positive Quirk: Jettison-Capable Weapon (1 Point)"</ref>
:A unit may carry up to two such weapons, although each must have this Quirk and pay for it separately, and some weapons (such as those mounted in OmniPods and handheld weapons) cannot take this quirk. A jettisoned weapon generally follows the rules for ejecting ammo, but does not explode. Jettisoned weapons may subsequently be reattached in much the same time as an ammunition reload, but unlike dropped handheld weapons, other units may not pick up and use a jettisoned weapon.<ref name=RS:3145ntnu13> Record Sheets: 3145 New Tech, New Upgrades, p. 13</ref>
+
:A unit may carry up to two such weapons, although each must have this Quirk and pay for it seperately, and some weapons such as those mounted in pod space on Omni-platforms and handhled weapons cannot take this quirk. Such a weapon may be jettisoned during combat in the same fashion as ammunition can be dumped, but without any risk of explosions initiated by dropping the weapon or being struck by an enemy attack. Such weapons may subsequently be reattached in much the same time as an ammunition reload, but unlike dropped handheld weapons, other units may not pick up and use a jettisoned weapon.<ref name="TRO:Pp205A"/>
: '''Points:''' 1 point per weapon
+
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name="TRO:Pp205A"/>
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=RS:3145ntnu13/>
 
  
===='''Modular Weapons'''====
+
====Modular Weapons====
''BattleTech'':
+
:The Modular Weapons Quirk offers two main benefits to the unit that possesses it; while not offering the flexibility of an Omni- design, weapons can be replaced in half the normal time and customizations also take half the normal time. Despite these benefits, repairs performed in place still take the usual time.<ref name="SOp195E">''Strategic Operations'', p. 195, "Modular Weapons (1 Point)"</ref>
:The Modular Weapons Quirk offers two benefits to the unit that possesses it. While it does not offer the flexibility of an Omni design, it takes half the usual time to replace weapons or install customizations. Despite these benefits, repairs performed in place still take the usual time. This quirk may be applied to the entire 'Mech, or only to specific weapons, but the cost does not change.<ref name="SOp195"/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles.<ref name=SOp194/>
: '''Points:''' 1
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles. Considered redundant on Omni units.<ref name=SOp194/>
 
''Alpha Strike:''
 
:Gives a bonus to Repair Rolls, and also reduces Repair times as though the unit had the OMNI special ability.<ref name=ASC63/>
 
  
===='''Multi-Trac'''====
+
====Multi-Trac====
''BattleTech:''
+
:Whereas for most units attacking multiple targets in a single turn would result in a peanlty being applied to various attack rolls, a unit with the Multi-Trac Quirk is capable of tracking multiple targets at once and can attack more than one target within the front and arm arcs without attracting a penalty. This bonus does not extend into the rear arc though, with targets in that arc still generating the secondary targets penalty.<ref name="SOp195F">''Strategic Operations'', p. 195, "Multi-Trac (2 Points)"</ref>
:Whereas for most units attacking multiple targets in a single turn would result in a penalty being applied to various attack rolls, a unit with the Multi-Trac Quirk is capable of tracking multiple targets at once and can attack more than one target within the front and arm arcs without attracting a penalty. This bonus does not extend into the rear arc though, with targets in that arc still generating the secondary targets penalty.<ref name="SOp195"/>
 
: Star League Advanced Neurohelmets grant the Multi-Trac quirk when functioning correctly.<ref name=IO69>''Interstellar Operations'', p. 69</ref>
 
: '''Points:''' 2
 
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
''Alpha Strike:''
 
:Allows the unit to make two half-damage attacks, without additional modifiers, against separate units. Cumulative with the Multi-Tasking SPA. Minimum damage rules apply.<ref name=ASC63/>
 
  
===='''Narrow/Low Profile'''====
+
====Narrow/Low Profile====
:The unit is constructed to present a very narrow or low profile to any incoming fire. They impose a penalty to ranged attack rolls made by enemy units.<ref name="SOp195"/><ref name=ASC63/><ref name=IO298/>
+
:Units constructed in such a fashion as to present a very narrow or low profile to any incoming fire can gain the Narrow or Low Profile Quirk; those units benefitting from the Quirk impose a penalty to ranged attack rolls made by enemy units.<ref name="SOp195G">''Strategic Operations'', p. 195, "Narrow/Low Profile (3 Points)"</ref>
: '''Points:''' 3<ref name=BMM85>''BattleMech Manual'', Fourth Printing, pp. 85, 143: "Positive Design Quirks" and "Positive Quirk Table"</ref><ref>[https://bg.battletech.com/wp-content/uploads/2022/09/BattleMech-Manual-2022-09-14-v6.01.pdf ''BattleMech Manual Errata (Version 6.01)''], p. 8: "Positive Design Quirks"</ref>
 
 
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
 
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
''Alpha Strike'': Attacks made against this unit incur an additional +1 modifier.  This does not apply to physical attacks.{{cn}}
 
  
===='''Nimble Jumper'''====
+
====Protected Actuators====
''BattleTech''<br>
+
:BattleMechs with the Protected Actuators Quirk benefit from increased or more effective armor protection around their actuators; this enhanced protection imposes a penalty on both battle armor units and conventional infantry units attempting to make Leg or Swarm attacks against the BattleMech.<ref name="SOp195H">''Strategic Operations'', p. 195, "Protected Actuators (1 Point)"</ref>
When a 'Mech with this quirk jumps, it need not follow the most direct path to its target hex. Instead, it may deviate from that path by up to one hex of its controller's choice (assuming the 'Mech has the Jumping MP required, of course; additional heat for such a jump is generated as normal for the jump jet type in use). If a 'Mech jumps in this fashion, attacks against the 'Mech receive an additional +1 Target Movement Modifier (a total of +2 for jumping, instead of the normal +1; the extra hex traveled is also factored into the 'Mech's Target Movement Modifier, as normal). However, attacks made by the jumping 'Mech receive the same additional Target Number modifier (a total of +4 for jumping, instead of +3).<ref>''BattleMech Manual'', p. 88: Nimble Jumper - Info on Quirk''</ref>
+
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
: '''Points:''' 3
 
:'''Applicable to:''' Light or Medium BattleMechs that have at least as many Jumping MP as they do Walking MP.<ref name=SOp194/>
 
  
===='''Overhead Arms'''====
+
====Reinforced Legs====
''BattleTech''
+
:Those BattleMechs with the Reinforced Legs Quirk have been designed to engage in physical attacks - particularly the Death From Above Attack - and as such suffer only half of the normal amount of damage for performing such attacks successfully compared to units without the Quirk.<ref name="SOp195I">''Strategic Operations'', p. 195, "Reinforced Legs (1 Point)"</ref>
:The unit's arms are mounted, like the ''[[Dasher|Dasher's]]'', to project above the 'Mech rather than hanging naturally. The 'Mech can fire its arm-mounted weapons at targets it has LOS for, from an effectively higher Level, potentially negating a target's Partial Cover.<ref name=BMM85oa>''BattleMech Manual'', Fourth Printing, p. 85: "Overhead Arms"</ref><ref>[https://bg.battletech.com/wp-content/uploads/2022/09/BattleMech-Manual-2022-09-14-v6.01.pdf ''BattleMech Manual Errata (Version 6.01)''], p. 8: "Overhead Arms"</ref>
 
: '''Points:''' 2
 
:'''Applicable to:''' BattleMechs and IndustrialMechs with at least one Arm-mounted weapon.<ref name=RS:3145ntnu13/>
 
''Alpha Strike:''
 
:As above, but a unit behind cover of equal height to itself may ignore 2" of Blocking Terrain. In addition, damage is halved, and the attack suffers a +2 penalty. (Note: The Alpha Strike Companion is no longer being updated, thus the version of this Design Quirk now differs from BattleTech's updated effects)<ref name=ASC64>''Alpha Strike Companion'', p. 64</ref>
 
 
 
===='''Protected Actuators'''====
 
''BattleTech''
 
:BattleMechs with the Protected Actuators Quirk benefit from increased joint protection or more rugged actuators; this imposes a penalty on both battle armor units and conventional infantry units attempting to make Leg or Swarm attacks against the BattleMech.<ref name="SOp195"/>
 
: '''Points:''' 1
 
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
''Alpha Strike:''
 
: Adds a +1 penalty to Infantry making an anti-'Mech attack.<ref name=ASC64/>
 
  
===='''Power Reverse'''====
+
====Rumble Seat====
:This Quirk allows a combat vehicle to use Flank MP when moving backwards, thanks to an improved gearbox and transmission. All other rules for moving in reverse remain the same.
+
:The majority of single seat war machines, be they 'Mechs, vehicles or AeroSpace craft are built with literally a single seat in the cockpit, being designed for just a single operator or pilot. This is not always the case, however; some may be constructed with a simple second seat in their respective control areas, intended for use by others such as passengers, observers, instructors and the like; this is reflected in the Rumble Seat Quirk. This seat allows a second person to be carried, although the rumble seat doesn't have access to any controls allowing the passenger to take command of the unit, nor does the rumble seat contain any ejection features (unless the unit is something like a Combat Vehicle with a Combat Vehicle Escape Pod) but the rumble seat may feature controls allowing the passenger to initiative an emergency shutdown of the unit, a feature of some importance in training units.<ref name="TRO:Pp204A"/>
: '''Points:''' 3
+
:The passenger in a rumble seat is vulnerable to the same damage from hits or rising heat levels as the pilot or operator, and rumble seats are not available in any unit that is from a light or ultralight weight class, any unit with a small cockpit, torso-mounted cockpit or has the Cramped Cockpit Design Quirk.<ref name="TRO:Pp204A">''Technical Readout: Prototypes'', p. 204, "Positive Quirk: Rumble Seat (0 Points)"</ref>
:'''Applicable to:''' Wheeled and Tracked Combat Vehicles only.<ref name=RS:3145ntnu13/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Combat Vehicles, Small Craft and Support Vehicles.<ref name="TRO:Pp204A"/>
  
===='''Reinforced Legs'''====
+
====Searchlight====
''BattleTech''
+
:The Searchlight Quirk denotes that a unit has been fitted with a high-powered searchlight. While useful, this searchlight can be destroyed if the unit takes damage from particular directions.<ref name=SOp196F>''Strategic Operations'', p. 196, "Searchlight (1 Point)"</ref>
:BattleMechs with the Reinforced Legs Quirk have been designed to engage in physical attacks - particularly the Death From Above Attack - and as such suffer only half of the normal amount of damage for performing a DFA successfully.<ref name="SOp195"/>
+
:'''Applicable to:''' BattleMechs, Combat Vehicles and Support Vehicles.<ref name=SOp194/>
: '''Points:''' 1
 
:'''Applicable to:''' BattleMechs<ref name=SOp194/> and IndustrialMechs.<ref name=ASC64/>
 
''Alpha Strike:''
 
:As above, but only reduce damage by 1 point.<ref name=ASC64/>
 
  
===='''Rugged'''====
+
====Stable====
''BattleTech''
+
:The exceptional stability of certain units is reflected in the Stable Quirk, giving those units a bonus when they are forced to execute a Piloting Skill Roll as a result of physical attacks.<ref name=SOp196G>''Strategic Operations'', p. 196, "Stable (2 Points)"</ref>
:The Rugged design quirk, depending on how many points put into the quirk, increases the amount of time between maintenance cycles normally required for a 'Mech. A 'Mech with 1 point into Rugged may go twice as long without needing maintenance, while 2 points allows a design with this quirk to go three times as long without maintenance.<ref>''BattleMech Manual'', p. 85: Rugged Design Quirk - Info on Quirk''</ref>
 
: '''Points:''' 1 or 2
 
:'''Applicable to:''' BattleMechs
 
 
 
===='''Rumble Seat'''====
 
:The majority of war machines, be they 'Mechs, vehicles, or aerospace craft are built with a single seat in the cockpit. Some, however, are constructed with a simple second seat in their respective control areas, intended for use by passengers, observers, instructors, and the like; this is reflected in the Rumble Seat Quirk. Rumble seats do not have access to the unit's controls, nor any ejection equipment (though they will eject as normal in a combat vehicle escape pod or full-head ejection system), but the rumble seat may feature controls allowing the passenger to initiate an emergency shutdown of the unit - important in trainer designs.
 
:The passenger in a rumble seat is vulnerable to the same damage from hits or rising heat levels as the pilot or operator, and rumble seats are not available in any unit that is from a light or ultralight weight class, uses a small cockpit, a torso-mounted cockpit, the Cramped Cockpit Design Quirk,<ref name=RS:3145ntnu13/> a torso-mounted virtual reality piloting pod (VRPP),<ref name=IOp70>''Interstellar Operations'', p. 70</ref> or an interface cockpit.<ref name=IO116>''Interstellar Operations'', p. 116</ref> (Note: With the publication of the ''[[BattleMech Manual]]'', this quirk has been removed.)
 
: '''Points:''' 0
 
:'''Applicable to:''' Medium, heavy, and assault aerospace fighters, BattleMechs, combat vehicles, small craft and support vehicles without torso-mounted, cramped or small cockpits<ref name=RS:3145ntnu13/>
 
 
 
===='''Searchlight'''====
 
:The Searchlight Quirk denotes that a unit has been fitted with a high-powered searchlight. While useful, this searchlight can be destroyed if the unit takes damage from particular directions.<ref name=SOp196/><ref name=ASC64/><ref name=IO298/>
 
: '''Points:''' 1
 
:'''Applicable to:''' BattleMechs, IndustrialMechs,<ref name=ASC64/> Combat Vehicles and Support Vehicles.<ref name=SOp194/>
 
 
 
===='''Stabilized Weapon'''====
 
:This quirk allows for a weapon to reduce the to-hit penalties caused by the unit's own movement by 1 when running/sprinting.
 
:More than one weapon can receive this quirk, but the cost for each must be paid individually.<ref>''BattleMech Manual'', p. 86: Stabilized Weapon</ref>
 
: '''Points:''' 1 point per 7 points (or fraction thereof) of maximum damage inflicted by the weapon
 
 
 
===='''Stable'''====
 
:Designs with the Stable quirk gain a bonus when they are forced to execute a Piloting Skill Roll as a result of physical attacks.<ref name=SOp196/>
 
: '''Points:''' 2
 
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp194/>
  
===='''Trailer Hitch'''====
+
====Trailer Hitch====
:A relatively common adaptation, the Trailer Hitch Quirk allows one unit possessing the Quirk to tow a second unit that also possesses the same Quirk. Towing another vehicle via the Trailer Hitch Quirk is functionally the same as for Support Vehicles that possess the Tractor chassis modification, but only tracked and wheeled Combat vehicles may possess the Trailer Hitch Quirk.<ref name=SOp196/><ref name=ASC64/><ref name=IO298/>
+
:A relatively common adaptation, the Trailer Hitch Quirk allows one unit possessing the Quirk to tow a second unit that also possesses the same Quirk. Towing another vheicle via the Trailer Hitch Quirk is functionally the same as the as for Support Vehicles that possess the Tractor chassis modification, but only tracked and wheeled Combat vehicles may possess the Trailer Hitch Quirk.<ref name=SOp196H>''Strategic Operations'', p. 196, "Trailer Hitch (1 Point)"</ref>
: '''Points:''' 1
 
 
:'''Applicable to:''' Tracked and Wheeled Combat Vehicles only.<ref name=SOp194/>
 
:'''Applicable to:''' Tracked and Wheeled Combat Vehicles only.<ref name=SOp194/>
  
===='''Ubiquitous'''====
+
====Variable Range Targeting====
: A unit with the Ubiquitous quirk has been mass produced for centuries, or has a manufacturer dedicated to making sure parts are readily available. Units with this quirk are easy to find replacement parts for.<ref>''BattleMech Manual'', p. 86: ''Design Quirks''</ref>
+
:The Variable Range Targeting Quirk is incompatible with the Improved Targeting Quirk. Those units with the Variable Range Targeting Quirk have been constructed to incorporate an advanced targeting system that allows the unit to make more accurate attacks at certain ranges, although this benefit is offset somewhat by a corresponding penalty to other ranges. The unit with the Quirk must designate in the End Phase of each turn whether it wishes to receive the targeting bonus at short or long range. During the next turn, the unit receives a bonus to ranged attacks made at the range chosen the turn before, but a penalty to the opposite range - so, a bonus at long ranges means a penalty at short ranges, and vice versa. The cost of taking this quirk varies for each unit, as the the final cost depends upon the maximum damage output of the weapons on that unit capable of benefiting from the Quirk.<ref name=SOp196I>''Strategic Operations'', p. 196, "Variable Range Targeting (Variable Points)"</ref>
: '''Points:''' 1
+
:'''Applicable to:''' BattleMechs<ref name=SOp194/> and ProtoMechs.<ref name="TRO:Pp204"/>
: '''Applicable to:''' Everything
 
  
===='''Variable Range Targeting'''====
+
====VTOL Rotor Arrangement====
:The Variable Range Targeting Quirk is incompatible with the Improved Targeting Quirk. Units with the Variable Range Targeting Quirk incorporate an advanced targeting system that allows the unit to make more accurate attacks at certain ranges, although this benefit is offset by a corresponding penalty to other ranges. The unit with the Quirk must designate in the End Phase of each turn whether it wishes to receive the targeting bonus at short or long range. During the next turn, the unit receives –1 bonus to the target numbers to ranged attacks made at the range chosen the turn before, but a +1 penalty to the target numbers to the opposite range - so, a bonus at long ranges means a penalty at short ranges, and vice versa.<ref name=SOp196/>
+
:The VTOL Rotor Arrangement Quirk is only intended for use in games where the advanced vehicle movement rules from ''Tactical Operations'' are in effect. The presence of this Quirk indicates that the VTOL with the Quirk doesn't have the more common rotor arrangement of a single main rotor and a smaller tail-mounted stabilising rotor; instead, the VTOL has one of two different rotor arrangements, either dual rotors or co-axial rotors.<ref name=SOp196J>''Strategic Operations'', p. 196, "VTOL Rotor Arrangement (1 Point)"</ref>
: '''Points:''' 1 point per 5 points (or fraction thereof) maximum damage that all the weapons can inflict (excluding physical attack weapons)
+
:A dual rotor arrangement consists of two rotors of equal size mounted to the top of the airframe, either one in front of the other or side-by-side. The arrangement of the rotors makes no difference for purposes of recording damage, but alters the flight characteristics of the VTOL; the unit receives a bonus to the target numbers for all Piloting Skill Rolls, but suffers from a larger turn mode and is incapable of either sideslipping or performing bootlegger maneuvers.<ref name=SOp196J/>
:'''Applicable to:''' BattleMechs<ref name=SOp194/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
+
:The co-axial rotor arrangement is one in which both rotors are mounted on hte same mast; in contrast to the dual rotor arrangement, which provides improved stability at the cost of maneuverability, the co-axial rotor arrangement lowers the stability of the VTOL but significantly increases the aircraft's maneuverability. Such a VTOL receives no penalty to rolls on the Failed Maneuver Table, but any critical hit to the rotors imposes a penalty to all Piloting Skill Rolls.<ref name=SOp196J/>
''Alpha Strike'' and ''Strategic BattleForce'':
 
:As above, but applies a flat -1 bonus to all attacks unless they are being split.<ref name=ASC64/><ref name=IO298/>
 
 
 
===='''Vestigial Hands'''====
 
''BattleTech''
 
:Applied to BattleMechs with no Hand Actuators, or in other words no critical slots in the arms. Vestigial Hands allows for a 'Mech with this quirk to lift and drop items, if such items are related to a scenario objective.<ref>''BattleMech Manual'', pp. 21, 86: Lifting Items (Simplified) & Vestigial Hands Design Quirk - Info on BMM Specific lifting items which involve objectives in scenario and the Quirk that allows lifting possible for the handless 'Mech with the quirk.''</ref>
 
: '''Points:''' 0
 
:'''Applicable to:''' BattleMechs
 
 
 
===='''VTOL Rotor Arrangement'''====
 
:The VTOL Rotor Arrangement Quirk is only intended for use in games where the advanced vehicle movement rules from ''Tactical Operations'' are in effect. The presence of this Quirk indicates that the VTOL doesn't have the more common rotor arrangement of a single main rotor and a smaller tail-mounted stabilizing rotor. Instead, it has either dual rotors or coaxial rotors.<ref name=SOp196/>
 
:A dual rotor arrangement mounts two rotors of equal size to the top of the airframe, either one in front of the other or side-by-side. The arrangement of the rotors makes no difference for purposes of recording damage, but alters the flight characteristics of the VTOL; the unit receives a bonus to the target numbers for all Piloting Skill Rolls, but suffers from a larger turn mode and is incapable of either sideslipping or performing bootlegger maneuvers.<ref name=SOp196/>
 
:The coaxial rotor arrangement mounts both rotors on the same mast; the coaxial rotor arrangement lowers the stability of the VTOL but significantly increases the aircraft's maneuverability. Coax VTOLs receive no penalty to rolls on the Failed Maneuver Table, but any critical hit to the rotors imposes a penalty to all Piloting Skill Rolls.<ref name=SOp196/>
 
: '''Points:''' 1
 
 
:'''Applicable to:''' VTOL vehicles only.<ref name=SOp194/>
 
:'''Applicable to:''' VTOL vehicles only.<ref name=SOp194/>
</div>
 
 
</div>
 
</div>
  
==='''List of Negative Design Quirks'''===
 
 
<div class="gamerules">
 
<div class="gamerules">
<div class="Posititve Design Quirks">
 
  
===='''Ammunition Feed Problem'''====
+
===List of Negative Design Quirks<ref name=SOp197>''Strategic Operations'', p. 197, "Negative Quirk Table"</ref>===
:This Quirk indicates that the unit has a ballistic or missile weapons that is prone to jamming at unfortunate times. The unit must make another roll after each to-hit roll with the affected weapon system to see if the bay or system jams or, in extreme situations, explodes.<ref name=SOp196>''Strategic Operations'', p. 196</ref>
+
====Ammunition Feed Problem====
: '''Points Rebate:''' 1
+
:This Quirk indicates that the unit has a ballistic or missile weapons that is prone to jamming at unfortunate times. This is reflected in the unit having to make another roll after each to-hit roll with the affected weapon system to see if the bay or system jams or, in extreme situations, explodes.<ref name=SOp196>''Strategic Operations'', p. 196, "Ammunition Feed Problem (1 Point)"</ref>
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197>''Strategic Operations'', p. 197: "Negative Quirk Table"</ref> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
''Alpha Strike'':
 
:Restricted to units with ammo-dependent weapons. Every time the unit fires these weapons, it must pass an additional 2d6 roll or its attack is cut by half the value of all its ammo-dependent specials (rounding up). Minimum damage does not apply<ref name=ASC64/>
 
  
===='''Atmospheric Flight Instability'''====
+
====Atmospheric Flight Instability====
:The Atmospheric Flight Instability Quirk indicates that the affected aerospace unit is unstable when flying within the atmosphere of a planet and suffers a penalty to any control rolls made.<ref name=SOp196/><ref name=ASC64/>
+
:The presence of the Atmospheric Flight Instability Quirk indicates that the affected AeroSpace unit is prone to instability when flying within the atmosphere of a planet, suffering a penalty to any control rolls made.<ref name=SOp196A>''Strategic Operations'', p. 196, "Atomspheric Flight Instability (2 Points)"</ref>
: '''Points Rebate:''' 2
+
:'''Applicable to:''' AeroSpace Fighters, DropShips and Small Craft.<ref name=SOp197/>
:'''Applicable to:''' Aerospace fighters, DropShips and Small Craft.<ref name=SOp197/>
 
  
===='''Bad Reputation'''====
+
====Bad Reputation====
:A unit with the Bad Reputation quirk is perfectly sound and operable, but for some reason has earned a bad reputation. As a result, it is only worth half the normal resale value - although when purchasing such a unit, players in a game should pay full price.<ref name=SOp196/>
+
:A unit with the Bad Reputation quirk is perfectly sound and operable, but for some reason has earned an undeservedly bad reputation, and as a result is only worth half the normal resale value - although when purchasing such a unit, players in a game should pay full price.<ref name=SOp196B>''Strategic Operations'', p. 196, "Bad Reputation (1 Point)"</ref>
: '''Points Rebate:''' 1
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
  
===='''Cooling System Flaws'''====
+
====Cooling System Flaws====
''BattleTech''
+
:This Quirk results in a BattleMech generating additional heat under certain circumstances. Whether or not the extra heat is generated depends on a dice roll that must be made whenever a BattleMech falls, is forced to make a Piloting Skill Roll from taking damage or either receives or executes a physical attack.<ref name=SOp196C>''Strategic Operations'', p. 196, "Cooling System Flaws (3 Points)"</ref>
:BattleMechs with this Quirk generate additional heat under certain circumstances. The player must make a dice roll to avoid generating additional heat for the rest of the game whenever a BattleMech falls, is forced to make a Piloting Skill Roll from taking damage, and receives or executes a physical attack.<ref name=SOp196/>
 
: '''Points Rebate:''' 3
 
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
''Alpha Strike:''
 
:As above, but the roll is applied only if the unit takes a physical attack or more than 2 points of damage from a single attack.<ref name=ASC64/>
 
  
===='''Cramped Cockpit'''====
+
====Cramped Cockpit====
''BattleTech'':
+
:Reflecting a poorly designed cockpit, this Quirk subjects a unit to the same penalties as a [[Small Cockpit]], but the actual weight and critical slots occupied by the cockpit are those of a standard cockpit.<ref name=SOp196D>''Strategic Operations'', p. 196, "Cramped Cockpit (2 Points)"</ref>
:This Quirk subjects a unit to the same penalties as a [[Small Cockpit]], but the actual weight and critical slots occupied by the cockpit are those of a standard cockpit.<ref name=SOp196/> It may not be applied to a unit with a Virtual-Reality Piloting Pod (VRPP)<ref name=IOp70/> or Interface Cockpit<ref name=IO116/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs and Small Craft.<ref name=SOp197/>
: '''Points Rebate:''' 2
 
:'''Applicable to:''' Aerospace fighters, BattleMechs and Small Craft.<ref name=SOp197/>
 
''Alpha Strike:''
 
:Applies a +1 penalty to Control Roll and Physical Attack rolls.<ref name=ASC64/>
 
  
===='''Difficult Ejection'''====
+
====Difficult Ejection====
''BattleTech:''
+
:If the pilot of a unit with the Difficult Ejection Quirk is forced to eject, he or she must make a Piloting Skill Roll; if the roll is failed, that pilot suffers additional damage during the course of the ejection.<ref name=SOp196E>''Strategic Operations'', p. 196, "Difficult Ejection (1 Point)"</ref>
:If the pilot of a unit with the Difficult Ejection Quirk is forced to eject, he or she must make a Piloting Skill Roll; if the roll is failed, that pilot suffers additional damage during the course of the ejection.<ref name=SOp196/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs and Small Craft.<ref name=SOp197/>
: '''Points Rebate:''' 1
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, and Small Craft.<ref name=SOp197/>
 
''Alpha Strike:''
 
:If the roll is failed, the pilot is automatically killed.<ref name=ASC65>''Alpha Strike Companion'', p. 65</ref>
 
  
===='''Difficult to Maintain'''====
+
====Difficult to Maintain====
:This Quirk indicates that the unit in question is harder to repair and maintain than the average unit of its kind. In-game, there is a penalty to the target number modifier for repair, salvage, and maintenance actions.<ref name=SOp198>''Strategic Operations'', p. 198</ref><ref name=ASC65/> HarJel systems<ref name=IO88>''Interstellar Operations'', p. 88</ref> and RISC supercooled Myomer,<ref name=IO94>''Interstellar Operations'', p. 94</ref> automatically give a unit this Quirk.
+
:The presence of this Quirk indicates that the unit in question is harder to repair and maintain than the average unit of its' kind; this is reflected in game terms with a penalty to the target number modifier for repair and maintenance actions.<ref name=SOp198A>''Strategic Operations'', p. 198, "Difficult to Maintain (1 Point)"</ref>
: '''Points Rebate:''' 1
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
  
===='''EM Interference'''====
+
====EM Interference====
''BattleTech:''
+
:This Quirk indicates that one of the energy weapons on the unit in question suffers from poor electromagnetic shielding, resulting in firing that weapon causing interference in other equipment on the unit. In game terms, this interference means that affected electronic systems cannot function in the round after a weapon affected by the EM Interference Quirk fires. The range of equipment affected by this electromagnetic interference all features delicate electronics, and includes: any Active Probe, Artemis IV or Artemis V Fire Control Systems, any form of C<sup>3</sup> system, NARC, MASC, the Cockpit Command Console, the Chameleon Light Polarization System, the Blue Shield system, any Electronic Warfare equipment, Streak Launchers, the MRM Fire Control System, Null Signature Systems, Superchargers, the Void Siganture System and any form of Stealth Armor.<ref name=SOp198B>''Strategic Operations'', p. 198, "EM Interference (1 Point)"</ref>
:This Quirk indicates that one of the energy weapons on the unit in question suffers from poor electromagnetic shielding, resulting in firing that weapon causing interference in other equipment on the unit. Affected electronic systems cannot function in the round after a weapon affected by the EM Interference Quirk fires. This includes: any Active Probe, Artemis IV or Artemis V Fire Control Systems, any form of C<sup>3</sup> system, NARC, MASC, Cockpit Command Consoles, the Chameleon Light Polarization System, the Blue Shield system, any other Electronic Warfare equipment, Streak Launchers, the MRM Fire Control System, Null Signature Systems, Superchargers, the Void Signature System and any form of Stealth Armor<ref name=SOp198/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles.<ref name=SOp197/>
:'''Points Rebate:''' 1
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles.<ref name=SOp197/>
 
''Alpha Strike:''
 
:The unit counts as being inside a hostile ECM field each turn it makes any attack that is not exclusively using the ART-X, AC, FLK, IF, LRM, SRM, or TOR special abilities.<ref name=ASC65/>
 
''Strategic BattleForce:''
 
:Assigns the unit a penalty in the Detection Phase.
 
  
===='''Exposed Actuators'''====
+
====Exposed Actuators====
Swarm and Leg attacks are more effective against units that suffer from having poorly-armored or exposed actuators; a unit with this particular Quirk is an easier target for enemy units conducting such attacks against the unit.<ref name=SOp198/><ref name=ASC65/>
+
:Swarm and Leg attacks are more effective against units that suffer from having poorly-armored or exposed actuators; a unit with this particular Quirk is just such a unit, and the effect of this Quirk is reflected in easier target numbers for enemy units conducting such attacks against the unit.<ref name=SOp198C>''Strategic Operations'', p. 198, "Exposed Actuators (1 Point)"</ref>
:'''Points Rebate:''' 1
+
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
:'''Applicable to:''' BattleMechs<ref name=SOp197/> and IndustrialMechs.<ref name=ASC65/>
 
  
===='''Exposed Weapon Linkage'''====
+
====Exposed Weapon Linkage====
''BattleTech:''
+
:The Exposed Weapon Linkage may only be taken once on a unit, and only against a single weapon. The designated weapon suffers from being exposed or poorly armored, and when the location within which that weapon has been placed is struck by an enemy attack, the weapon in question has a chance of receiving a critical hit.<ref name=SOp198D>''Strategic Operations'', p. 198, "Exposed Weapon Linkage (2 Points)"</ref>
:The Exposed Weapon Linkage may only be taken once on a unit. It must be taken against one type of weapon, and applies to all weapons of that type.<ref name=SOpErr13/> The designated weapon suffers from being exposed or poorly armored, and when the location within which that weapon has been placed is struck by an enemy attack, the weapon in question has a chance of receiving a critical hit.<ref name=SOp198/>
+
:'''Applicable to:''' BattleMechs, Combat Vehicles, Support Vehicles<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Points Rebate:''' 2
 
:'''Applicable to:''' BattleMechs, IndustrialMechs,<ref name=ASC65/> Combat Vehicles, Support Vehicles<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
''Alpha Strike:''
 
:The player must make an additional roll each time the unit takes damage; if failed the unit suffers a Weapon Critical Hit in addition to any other effects of the attack.<ref name=ASC65/>
 
  
===='''Fragile Fuel Tank'''====
+
====Fragile Fuel Tank====
''BattleTech:''
+
:Capable of affecting most units other than BattleMechs and Battle Armor, the presence of the Fragile Fuel Tank Quirk indicates that an AeroSpace unit which receives a critical unit against the fuel tank has a greater than usual chance of an explosion resulting from that strike; vehicles with this Quirk that suffer any critical hit are also prone to suffering a Fuel Tank critical effect.<ref name=SOp198E>''Strategic Operations'', p. 198, "Fragile Fuel Tank (2 Points)"</ref>
:The Fragile Fuel Tank Quirk causes an Aerospace unit which receives a critical unit against the fuel tank to have a greater than usual chance of exploding; vehicles with this Quirk that suffer any critical hit are also prone Fuel Tank criticals.<ref name=SOp198/>
+
:'''Applicable to:''' AeroSpace Fighters, Combat Vehicles with ICE engines, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles with ICE engines and WarShips.<ref name=SOp197/>
:'''Points Rebate:''' 2
 
:'''Applicable to:''' Aerospace fighters, Combat Vehicles with ICE engines, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles with ICE engines and WarShips.<ref name=SOp197/>
 
''Alpha Strike:''
 
:The player must make an additional roll each time the unit takes damage; if failed the unit is automatically destroyed.<ref name=ASC65/>
 
  
===='''Gas Hog'''====
+
====Gas Hog====
''BattleTech:''
+
:A unit afflicted with this Quirk has an inefficient engine system, represented by the unit consuing fuel at twice the normal rate whenever it moves above the Safe Thrust or Cruising speed.<ref name=SOp198F>''Strategic Operations'', p. 198, "Gas Hog (2 Points)"</ref>
:A unit afflicted with this Quirk has an inefficient engine system, consuming fuel at twice the normal rate whenever it moves above the Safe Thrust or Cruising speed.<ref name=SOp198/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.<ref name=SOp197/> However, fission- or fusion-powered ground and naval units may not take this Quirk.<ref name=SOp198F/>
:'''Points Rebate:''' 2
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.<ref name=SOp197/> However, fission- or fusion-powered ground and naval units may not take this Quirk.<ref name=SOp198/>
 
''Alpha Strike:''
 
:Only affects Aerospace units using Capital-Scale movement; they burn additional fuel based on map zone.<ref name=ASC65/>
 
  
===='''Hard to Pilot'''====
+
====Hard to Pilot====
''BattleTech:''
+
:The Hard to Pilot Quirk indicates that the pilots, crew or MechWarrior of the affected unit suffer a target number penalty for all Piloting or Driving Skill Rolls because the unit is inherently difficult to pilot.<ref name=SOp198G>''Strategic Operations'', p. 198, "Hard to Pilot (2 Points)"</ref>
:The Hard to Pilot Quirk indicates that the pilots, crew or MechWarrior of the affected unit suffer a target number penalty for all Piloting or Driving Skill Rolls because the unit is inherently difficult to pilot.<ref name=SOp198/> It is automatically applied to all units with a Direct Neural Interface if the pilot lacks DNI implants,<ref name=IO68>''Interstellar Operations'', p. 68</ref> and to units whose pilot is using a "cyber-haunted" Advanced Neurohelmet.<ref name=IO69/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Points Rebate:''' 2
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, IndustrialMechs,<ref name=ASC65/> Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
''Alpha Strike:''
 
:As above, but the modifier applies to Control Rolls and all Physical Attacks.<ref name=ASC65/>
 
  
===='''Illegal Design'''====
+
====Inaccurate Weapon====
:'''Note: Using a unit with the Illegal Design quirk requires the specific consent of all players.'''
+
:This Quirk can be taken by a unit more than once, provided that it is applied to a different weapon or weapons bay each time. The affected weapon or bay is less accurate than normal, which translates into a penalty being applied to to-hit rolls.<ref name=SOp198H>''Strategic Operations'', p. 198, "Inaccurate Weapon (Variable Points)"</ref>
''BattleTech:''
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:This quirk allows the unit to break normal construction rules, but can disable it in combat.<ref name=RS3145ntnuP14>''Record Sheets: 3145, New Tech, New Upgrades'', p. 14</ref>
 
:Illegal units give a penalty to repair or modification rolls. If the repair fails, the component will also gain the ''Nonfunctional'' quirk.
 
:Units given the "Illegal" quirk must also be given the "Obsolete" quirk with the same year as their introduction.
 
:'''Points rebate:''' None.
 
:'''Applicable to:''' All units.
 
''Alpha Strike:''
 
:As above, but the unit suffers doubled penalties for being Obsolete, can be automatically destroyed on a Repair roll of "2", and can never be replaced with an identical unit in a campaign.<ref name=ASC65/> It also cost 5x the normal rate.<ref name=ASC178>''Alpha Strike Companion'', p. 178</ref>
 
  
===='''Inaccurate Weapon'''====
+
====Large DropShip====
''BattleTech:''
+
:Any DropShip with this Quirk is so large that when docked it occupies two docking collars rather than the usual one.<ref name=SOp198I>''Strategic Operations'', p. 198, "Large DropShip (2 Points)"</ref>
:This Quirk can be taken by a unit more than once, provided that it is applied to a different weapon or weapons bay each time. The affected weapon or bay is less accurate than normal, translating into a +1 penalty to the target numbers for to-hit rolls.<ref name=SOp198 />
 
:'''Points rebate:''' 1 point per 5 points (or fraction thereof) of maximum damage the weapon or bay can inflict in a single Damage Value grouping
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
''Alpha Strike'' and ''Strategic BattleForce'':
 
:If the unit hits with an MoS of 1 or less, it must reduce its damage by 1 per level of the Quirk. Apply the Quirk before calculating Glancing Blows<ref name=ASC65/><ref name=IO299>''Interstellar Operations'', p. 299: "Negative Design Quirks Table"</ref>
 
:'''Points rebate:''' 1 per level.
 
 
 
===='''Large DropShip'''====
 
:Any DropShip with this Quirk is so large that when docked it occupies two docking collars rather than the usual one<ref name=SOp198/><ref name=ASC66>''Alpha Strike Companion'', p. 66</ref>
 
 
:'''Applicable to:''' DropShips only.<ref name=SOp197/>
 
:'''Applicable to:''' DropShips only.<ref name=SOp197/>
:'''Points rebate:''' 1
 
  
===='''Low-Mounted Arms'''====
+
====No/Minimal Arms====
''BattleTech:''
+
:Applied to both 'Mechs with no arms and 'Mechs with arms that are completely ineffective at assisting a 'Mech regain its feet after a fall, this Quirk imposes a penalty on target numbers for Piloting Skill rolls made to stand up, although this modifier is not cumulative with advanced rules for standing up as presented in ''[[Tactical Operations]]''. 'Mechs with this Quirk cannot make physical attacks using its arms for obvious reasons.<ref name=SOp198J>''Strategic Operations'', p. 198, "No/Minimal Arms (2 Points)"</ref>
:While most 'Mechs mount their arms in "shoulder" position high on the torso, some sling the arms well below their centerline, near the hips. All arm-mounted weapons on the BattleMech are fired from one Level above the terrain, instead of two Levels as normal. In addition, the unit's Arms are covered by partial terrain or water as though they were Legs.
+
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
:'''Applicable to:''' BattleMechs and IndustrialMechs with arm-mounted weapons. Incompatible with the ''overhead arms'' quirk<ref name=RS3145ntnuP14/>
 
:'''Points Rebate:''' 2
 
''Alpha Strike:''
 
: Damage is halved if the unit fires across blocking terrain taller than its own height (rounded down, minimum 1).<ref name=ASC66/>
 
  
===='''No/Minimal Arms'''====
+
====No Cooling Jacket====
:Applied to both 'Mechs with no arms and 'Mechs with arms that are completely ineffective at assisting a 'Mech regain its feet after a fall, this Quirk imposes a penalty on target numbers for Piloting Skill rolls made to stand up, although this modifier is not cumulative with advanced rules for standing up as presented in ''[[Tactical Operations]]''. 'Mechs with this Quirk cannot make physical attacks or carry items using its arms for obvious reasons.<ref name=SOp198/>
+
:Weapons marked as having this Quirk lack the standard cooling jacket normally applied to such weapons, and as such will generate more heat when fired compared to their correctly-cooled counterparts.<ref name=SOp198K>''Strategic Operations'', p. 198, "No Cooling Jacket (2 Points)"</ref>
:'''Points Rebate:''' 2
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.<ref name=SOp197/>
:'''Applicable to:''' BattleMechs<ref name=SOp197/> and IndustrialMechs.<ref name=ASC66/>
 
''Alpha Strike:''
 
:Units without arms cannot use External Cargo or Climbing rules.<ref name=ASC66/>
 
  
===='''No Cooling Jacket'''====
+
====No Ejection Mechanism====
:Weapons marked as having this Quirk lack the standard cooling jacket normally applied to such weapons, and as such will generate more heat when fired compared to their jacketed counterparts.<ref name=SOp198/>
+
:The No Ejection Mechanism Quirk indicates that the unit in question lacks any form of emergency escape or ejection system, and as a result the pilot can't escape or abandon the unit.<ref name=SOp198L>''Strategic Operations'', p. 198, "No Ejection System (2 Points)"</ref>
:'''Points Rebate:''' 2
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs and Small Craft.<ref name=SOp197/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.<ref name=SOp197/>
 
  
<span id="No Ejection Mechanism"></span>
+
====Non-Standard Parts====
 +
:Having been constructed with components that are not considered standard components, units with this Quirk suffer a penalty to rolls to obtain or locate replacement parts because of their relative scarcity.<ref name=SOp198M>''Strategic Operations'', p. 198, "Non-Standard Parts (1 Point)"</ref>
 +
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.<ref name=SOp197/>
  
===='''No Ejection Mechanism'''====
+
====No Torso Twist====
:The No Ejection Mechanism Quirk indicates that the unit in question lacks any form of emergency escape or ejection system, and as a result the pilot can't escape the unit in an emergency.<ref name=SOp198/><ref name=ASC66/>
+
:BattleMechs with the No Torso Twist Quirk have been constructed in such a fashion that they are incapable of executing the torso twist maneuvre.<ref name=SOp198N>''Strategic Operations'', p. 198, "No Torso Twist (2 Points)"</ref>
:'''Points Rebate:''' 2
+
:'''Applicable to:''' BattleMechs<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable to:''' Aerospace fighters, BattleMechs and Small Craft.<ref name=SOp197/>
 
  
===='''Nonfunctional Item'''====
+
====Obsolete====
:The Nonfunctional Item quirk permanently disables any one component or system on the unit, which can never be repaired or replaced. This quirk can be taken multiple times.<ref name=RS3145ntnuP14/>
+
:Each iteration of the Obsolete Quirk is associated with a particular date. That date indicates when the unit with the Obsolete Quirk went out of production, and from that date onwards units of that type become increasingly difficult to maintain. Rolls to repair the unit, obtain replacement parts or even locate replacement parts become increasingly difficult for every fifteen years the unit has been out of production, and for every twenty years the unit has been out of production the resale price of that unit drops substantially. If a unit goes back into production at any point after becoming obsolete it takes a decade for the effects of the Obsolete Quirk to be negated.<ref name="TRO:Pp205B">''Technical Readout: Prototypes'', p. 205, "Negative Quirk: Obsolete (4 Points)"</ref>
:'''Points Rebate:''' 5
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.<ref name="TRO:Pp205B"/>
:'''Applicable to:''' All units.<ref name=RS3145ntnuP14/>
 
  
===='''Non-Standard Parts'''====
+
====Poor Cooling Jacket====
:Most modern combat units use standardized, widely-available parts, connections, and measurements, making ad hoc repairs easier. But not this one...
+
:Applied to individual weapons, this Quirk indicates that the affected weapon generates additional heat when fired, although not as much additional heat as those weapons which suffer from the No Cooling Jacket Quirk.<ref name=SOp198O>''Strategic Operations'', p. 198, "Poor Cooling Jacket (1 Point)"</ref>
:Units with this Quirk suffer a penalty to rolls to obtain or locate replacement parts because of their relative scarcity.<ref name=SOp198/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.<ref name=SOp197/>
:'''Points Rebate:''' 1
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.<ref name=SOp197/>
 
  
===='''No Torso Twist'''====
+
====Poor Life Support====
''BattleTech:''
+
:Those units which suffer from the Poor Life Support Quirk have inferior life support systems; as a result, whenever the pilot or MechWarrior of the equipment is liable to take damage as a result of heat levels following damage to the life support system, the effective heat level of the unit is considered to be higher than it actually is.<ref name=SOp198P>''Strategic Operations'', p. 198, "Poor Cooling Jacket (1 Point)"</ref>
:Because of their construction, 'Mechs with the No Torso Twist Quirk are incapable of executing the torso twist maneuver.<ref name=SOp198/> (Note: As of the publication of Errata version 6.0 for the [[BattleMech Manual]] on June 6th, 2022, this quirk has been removed.)<ref name=BMErrata>''BattleTech Manual'' Errata version 6.0, p. 17: New Additions</ref>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs and Small Craft.<ref name=SOp197/>
:'''Points Rebate:''' 2
 
:'''Applicable to:''' BattleMechs<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
''Alpha Strike:''
 
: The Rear arc remains the same for damage purposes, but for firing purposes the unit must use a restricted Forward arc.<ref name=ASC66/>
 
  
<span id="Obsolete"></span>
+
====Poor Performance====
 +
:The Poor Performance Quirk reflects a unit that is unable to accelerate to maximum speed quickly; as a result, any unit with this Quirk must spend one turn limited to moving at the unit's Cruising, Safe Thrust or Walking rating before being able to use up to its' full movement allowance in the next turn.<ref name=SOp199>''Strategic Operations'', p. 199, "Poor Performance (3 Points)"</ref>
 +
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
  
===='''Obsolete'''====
+
====Poor Sealing====
:Each iteration of the Obsolete Quirk is associated with a particular date. That date indicates when the unit with the Obsolete Quirk went out of production, and from that date onwards units of that type become increasingly difficult to maintain. Rolls to repair the unit, obtain replacement parts or even locate replacement parts become increasingly difficult for every fifteen years the unit has been out of production, and for every twenty years the unit has been out of production the resale price of that unit drops substantially. If a unit goes back into production at any point after becoming obsolete it takes a decade for the effects of the Obsolete Quirk to be negated.<ref name=RS3145ntnuP14-5>''Record Sheets: 3145, New Tech, New Upgrades'', pp. 14–15</ref>
+
:Units suffering from the Poor Sealing Quirk are more susceptible to leaks and failures in hostile environments as a result of imperfections within the design of its armor and internal structure. In any situation where the unit has to check for hull breaches and/or flooding the unit attracts a penalty to the roll, and even units that would not normally be susceptible to such rolls are forced to check because of this Quirk. In addition to having to check in each situation that generates such a roll, units with the Poor Sealing Quirk must also make an additional check the first time they enter a hostile environment, suffering potentially catastrophic damage if the roll is failed.<ref name="TRO:Pp205C">''Technical Readout: Prototypes'', p. 205, "Negative Quirk: Poor Sealing (2 Points)"</ref>
:'''Points Rebate:''' 4
+
:'''Applicable to:''' BattleMechs, Battle Armor, Combat Vehicles and Support Vehicles.<ref name="TRO:Pp205C"/>
:'''Applicable to:''' All unit types.<ref name=RS3145ntnuP14/>
 
''Alpha Strike:''
 
:All repair and salvage rolls are increased by a flat +2 penalty. If the unit is destroyed, it cannot be replaced with an identical unit.<ref name=ASC66/> It also costs 3x the normal rate.<ref name=ASC178/>
 
  
===='''Oversized'''====
+
====Poor Targeting====
''BattleTech'' and ''Alpha Strike:''
+
=====Poor Targeting, Short=====
:The Unit is much larger than normal, becoming an easier target. It also has difficulty moving through certain terrain without receiving damage, and cannot take cover as effectively as other units of its type. In Alpha Strike, Oversized units have more difficulty dropping troops as well.<ref name=ASC66/>
+
:Units with this Quirk suffer a penalty to any to-hit rolls made at short range as a result of poor targeting capabilities. A unit can theoretically possess the Poor Targeting Quirk for all three ranges - short, medium and long.<ref name=SOp199A>''Strategic Operations'', p. 199, "Poor Targeting (1, 2 or 3 Points)"</ref>
:'''Points Rebate:''' 3
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable To:''' Heavy and Assault 'Mechs and Combat Vehicles, and Medium-sized Support Vehicles. Incompatible with the ''Narrow/Low Profile'' Quirk.<ref name="RS:3145ntnuP15">''Record Sheets: 3145, New Tech, New Upgrades'', p. 15</ref>
 
''Strategic BattleForce:''
 
:The unit has a flat bonus for all enemy units to hit. There are no other penalties.<ref name=IO299/>
 
  
===='''Poor Cooling Jacket'''====
+
=====Poor Targeting, Medium=====
:Applied to individual weapons, this Quirk indicates that the affected weapon generates additional heat when fired, though less heat than weapons which suffer from the No Cooling Jacket Quirk.<ref name=SOp198/>
+
:Units with this Quirk suffer a penalty to any to-hit rolls made at medium range as a result of poor targeting capabilities. A unit can theoretically possess the Poor Targeting Quirk for all three ranges - short, medium and long.<ref name=SOp199A/>
:'''Points Rebate:''' 1
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.<ref name=SOp197/>
 
  
===='''Poor Life Support'''====
+
=====Poor Targeting, Long=====
BattleTech:
+
:Units with this Quirk suffer a penalty to any to-hit rolls made at short range as a result of poor targeting capabilities. A unit can theoretically possess the Poor Targeting Quirk for all three ranges - short, medium and long.<ref name=SOp199A/>
:Units which suffer from the Poor Life Support Quirk have inferior life support systems. Whenever the pilot or MechWarrior of the equipment may take damage from excessive heat and a damaged Life Support system, the quirk worsens the Heat level modifiers.<ref name=SOp198/> In addition, the Life Support system's operating time is halved<ref name=SOpDLErr/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Points Rebate:''' 1
 
:'''Applicable to:''' Aerospace fighters, BattleMechs and Small Craft.<ref name=SOp197/>
 
''Alpha Strike:''
 
:If the unit ends its turn carrying heat, the controlling player must roll or the unit's crew becomes Stunned.<ref name=ASC66/>
 
  
<span id="Poor Performance"></span>
+
====Poor Workmanship====
 +
:Some manufacturers have quality processes and standards associated with manufacturing that are sorely lacking; as a result, equipment produced by such sources and cursed with the Poor Workmanship Quirk is one quality step lower than normal and any critical damage rolls against such units earn a bonus to reflect the increased chance of such units suffering damage.<ref name=SOp199B>''Strategic Operations'', p. 199, "Poor Workmanship (1 Point)"</ref>
 +
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
  
===='''Poor Performance'''====
+
====Prototype====
''BattleTech:''
+
:Units designated as Prototypes via this Quick suffer from the issues associated with technological equipment still going through development and shakedown processes. Components on such platforms tend to be less resilient and lacking in redundancy that components from full manufacturing production lines as the unit is still under development; in terms of game effects, units with the Prototype Quirk have a significantly increased chance of suffering Critical Hits as a result of rolls for critical damage.<ref name=SOp199C>''Strategic Operations'', p. 199, "Prototype (2 Points)"</ref>
:The Poor Performance Quirk reflects a unit that is unable to accelerate to maximum speed quickly; as a result, any unit with this Quirk must spend one turn limited to moving at the unit's Cruising, Safe Thrust or Walking rating before being able to use up to its full movement allowance in the next turn.<ref name=SOp199>''Strategic Operations'', p. 199</ref>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, IndustrialMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
:'''Points Rebate:''' 3
 
''Alpha Strike'' and ''Strategic BattleForce:''
 
:The unit reduces its TMM by 1.<ref name=ASC66/> In SBF, this only applies if more than half the formation has the Quirk.<ref name=IO299/>
 
  
===='''Poor Sealing'''====
+
====Sensor Ghosts====
:Units suffering from the Poor Sealing Quirk are more susceptible to leaks and failures in hostile environments as a result of imperfections within the design of its armor and internal structure. In any situation where the unit has to check for hull breaches and/or flooding the unit attracts a penalty to the roll, and even units that would not normally be susceptible to such rolls are forced to check because of this Quirk. In addition to having to check in each situation that generates such a roll, units with the Poor Sealing Quirk must also make an additional check the first time they enter a hostile environment, suffering potentially catastrophic damage if the roll is failed.<ref name="RS:3145ntnuP15"/><ref name=ASC67>''Alpha Strike Companion'', p. 67</ref>
+
:The sensor suites on units afflicted with the Sensor Ghosts Quirk are prone to generating ghost images which are responsible for severe targeting problems when the unit tries to make ranged attacks.<ref name=SOp199D>''Strategic Operations'', p. 199, "Sensor Ghosts (2 Points)"</ref>
:In SBF, only the breach roll penalty applies.<ref name=IO299/>
+
:'''Applicable to:''' AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="TRO:Pp204"/>
:'''Points Rebate:''' 2
 
:'''Applicable to:''' BattleMechs, ProtoMechs, Battle Armor, Combat Vehicles and Support Vehicles.<ref name="RS:3145ntnuP15"/>
 
  
===='''Poor Targeting (Short, Medium, and Long)'''====
+
====Unbalanced====
:Units with this Quirk suffer a penalty to any to-hit rolls made in the appropriate range bracket, as a result of poor targeting capabilities. The quirk can be taken up to three times, allowing a unit to theoretically possess the Poor Targeting Quirk for all three ranges - short, medium and long.<ref name=SOp199/><ref name=ASC67/><ref name=IO299/> The value of the Quirk was later increased.<ref name=SOpErr13/> It may not be combined with any Positive targeting Quirks.
+
:A Mech with the Unbalanced Quirk suffers from a design that is inherently imbalanced and as such the unit suffers from a penalty to the target number for any Piloting Skill Rolls associated with entering a hex that requires such a roll due to building type or planetary condition.<ref name=SOp199E>''Strategic Operations'', p. 199, "Unbalanced (1 Point)"</ref>
:'''Points Rebate:''' Variable (2-4 based on range).
+
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
 
 
===='''Poor Workmanship'''====
 
''BattleTech:''
 
:Some manufacturers are sorely lacking in quality standards; as a result, equipment produced by such sources and cursed with the Poor Workmanship Quirk is one quality step lower than normal and any critical damage rolls against such units earn a bonus to reflect the increased chance of such units suffering damage.<ref name=SOp199/>
 
:'''Points Rebate:''' 1
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
''Alpha Strike'' and ''Strategic BattleForce:''
 
:Reroll the first "no effect" result each time the unit rolls on critical tables.<ref name=ASC67/> In SBF, the formation is only affected if at least half of the formation has the Quirk.<ref name=IO299/>
 
  
===='''Prototype'''====
+
====Un-streamlined====
:This Quirk represents the many issues associated with technological equipment which is still going through its development and shakedown process. Components on such platforms tend to be less resilient and lack redundancy compared to components from full manufacturing production lines. Units with the Prototype Quirk have a significantly increased chance of suffering Critical Hits as a result of rolls for critical damage.<ref name=SOp199/><ref name=ASC67/><ref name=IO299/>
+
:Units designed as having the Un-streamlined Quirk cannot enter or operate an atmosphere, and should such a unit do so accidentally, it is treated as if it were a JumpShip.<ref name=SOp199F>''Strategic Operations'', p. 199, "Un-streamlined (2 Points)"</ref>
:'''Points Rebate:''' 2
+
:'''Applicable to:''' AeroSpace Fighters, DropShips and Small Craft.<ref name=SOp197/>
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
  
===='''Ramshackle'''====
+
====Weak Head Armor====
Typically due to shoddy, or poor quality maintenance on the unit, a unit may gain the ramshackle quirk. Ramshackles randomly will have a nonphysical negative quirk applied to them per battle, applying one type of negative quirk, such as EM Interference which remains in effect until the end of the battle.<ref>''BattleMech Manual'', p. 88: ''Design Quirks''</ref>
+
:The Weak Head Armor Quirk signifies a unit with head armor that is treated as if it were several points lower than the recorded value; the value of the Quirk is quivalent to the difference between the recorded armor value and the actual effective value of the armor.<ref name=SOp199G>''Strategic Operations'', p. 199, "Weak Head Armor (Variable Points)"</ref>
:'''Points Rebate:''' 3
 
:'''Applicable to:''' BattleMechs, IndustrialMechs
 
 
 
===='''Sensor Ghosts'''====
 
''BattleTech'' and ''Alpha Strike'':
 
:The sensor suites on units afflicted with the Sensor Ghosts Quirk are prone to generating ghost images, suffering severe targeting penalties when the unit tries to make shooting attacks.<ref name=SOp199/><ref name=ASC67/>
 
:A malfunctioning Star League Advanced Neurohelmet can cause a unit to gain this quirk.<ref name=IO69/>
 
:'''Points Rebate:''' 2
 
:'''Applicable to:''' Aerospace fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips<ref name=SOp197/> and ProtoMechs.<ref name="RS:3145ntnuPMQT"/>
 
''Strategic BattleForce'':
 
:Causes penalties to hit and in the Detection Phase if more than half of the unit has the Quirk<ref name=IO299/>
 
 
 
===='''Slow Traverse'''====
 
BattleMechs with this quirk have a slower than usual [[BattleMech Turret]] as a result they can only rotate one hex per turn, unlike the normal full range of motion.<ref>''BattleMech Manual'', p. 89: ''Design Quirks''</ref>
 
:'''Points Rebate:''' 1
 
 
 
===='''Static Ammo Feed'''====
 
:A crude ammunition-feeding system prevents this unit from swapping the ammunition types fed to one or more weapons in combat. The owning player must select and use a single ammunition type for the unit before the game. In BattleTech, the quirk can be taken multiple times, with each affecting all weapons of one type on the unit. In Alpha Strike, all weapons lose the ability to choose ammo types. Often seen in conjunction with the ''Exposed Ammo Feed'' negative Quirk.<ref name="RS:3145ntnuP15"/><ref name=ASC67/>
 
:'''Points Rebate:''' 1<ref name=BMM89>''BattleMech Manual'', Fourth Printing, pp. 89, 144: "Negative Design Quirks" and "Negative Quirk Table"</ref><ref>[https://bg.battletech.com/wp-content/uploads/2022/09/BattleMech-Manual-2022-09-14-v6.01.pdf ''BattleMech Manual Errata (Version 6.01)''], p. 8: "Negative Design Quirks"</ref>
 
:'''Applicable to:''' Any unit with a ''Switchable'' "(S)" ballistic weapon system,<ref name="RS:3145ntnuP15"/> or (in Alpha Strike) with any ammo-dependent Special Attack Ability.
 
 
 
===='''Unbalanced'''====
 
:A 'Mech with the Unbalanced Quirk is inherently off balance; as such the unit suffers from a penalty to the target number for certain Piloting Skill Rolls.<ref name=SOp199/>
 
:'''Points Rebate:''' 1
 
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
  
===='''Un-streamlined'''====
+
====Weak Legs====
:Units designed as having the Un-streamlined Quirk cannot enter or operate in an atmosphere.<ref name=IO299/> Should such a unit do so accidentally, it is treated as if it were a JumpShip<ref name=SOp199/> or destroyed.<ref name=ASC67/>
+
:BattleMechs with the Weak Legs Quirk are those where the legs were never designed to deal with the stresses associated with physical attacks, and as a result whenever a unit with the Weak Legs Quirk is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit, even if the leg armor isn't breached by the attack itself.<ref name=SOp199H>''Strategic Operations'', p. 199, "Weak Legs (1 Point)"</ref>
:'''Points Rebate:''' 1
 
:'''Applicable to:''' Aerospace fighters, DropShips and Small Craft.<ref name=SOp197/>
 
 
 
===='''Weak Head Armor'''====
 
:The Weak Head Armor Quirk signifies a unit with head armor that is treated as if it were a number of points lower than the recorded value.<ref name=SOp199/>
 
:'''Points Rebate:''' 1 point per lost head armor point
 
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
 
:'''Applicable to:''' BattleMechs only.<ref name=SOp197/>
  
===='''Weak Legs'''====
+
====Weak Undercarriage====
''BattleTech:''
+
:An AeroSpace unit with the Weak Undercarriage Quirk has been constructed with a flimsy undercarriage that is prone to collapse if a unit makes a landing with a significant margin of failure against the required Piloting Skill Roll. If an undercarriage collapse occurs the unit takes significant damage and the undercarriage gear is destroyed.<ref name=SOp199I>''Strategic Operations'', p. 199, "Weak Undercarriage (1 Point)"</ref>
:BattleMechs with the Weak Legs Quirk were never designed to deal with the stresses associated with physical attacks, and as a result whenever a unit with the Weak Legs Quirk is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit, even if the leg armor isn't breached by the attack itself.<ref name=SOp199/>
+
:'''Applicable to:''' AeroSpace Fighters, DropShips and Small Craft.<ref name=SOp197/>
:'''Points Rebate:''' 1
 
:'''Applicable to:''' BattleMechs<ref name=SOp197/> and IndustrialMechs.<ref name=ASC67/>
 
''Alpha Strike:''
 
:The unit's owner must roll or suffer an MP critical hit after every DFA attempt.<ref name=ASC67/>
 
 
 
===='''Weak Undercarriage'''====
 
''BattleTech'':
 
:An aerospace unit with the Weak Undercarriage Quirk has been constructed with a flimsy undercarriage that is prone to collapse if a unit makes a landing with a significant margin of failure against the required Piloting Skill Roll. If an undercarriage collapse occurs the unit takes significant damage and the undercarriage gear is destroyed.<ref name=SOp199/>
 
:'''Points Rebate:''' 1
 
:'''Applicable to:''' Aerospace fighters, DropShips and Small Craft.<ref name=SOp197/>
 
''Alpha Strike:''
 
:The MoF is only 0; damage is based on the Unit's Size. The unit cannot lift off again until the damage is repaired.<ref name=ASC67/>
 
 
 
</div>
 
 
</div>
 
</div>
  
Line 615: Line 303:
  
 
==Bibliography==
 
==Bibliography==
* ''[[Alpha Strike Companion]]'' and errata
+
* ''[[Strategic Operations]]''
* ''[[BattleMech Manual]]'' and errata
+
* ''[[Technical Readout: Prototypes]]''
* ''[[Experimental Technical Readout: Boondoggles]]'' (superseded)
+
[[Category: Game Aids]]
* ''[[Interstellar Operations]]'' and errata
 
* ''[[Record Sheets: 3145 New Tech, New Upgrades]]''
 
* ''[[Strategic Operations]]'', ''Errata, Version 2.0'' and [http://bg.battletech.com/forums/index.php/topic,7597.0.html assorted Developer-Level errata]
 
* ''[[Technical Readout: 3145]]''
 
* ''[[Technical Readout: Prototypes]]'' (superseded)
 
 
 
[[Category: Game Rules]]
 

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