Design Quirks

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Description


Design Quirks Optional

List of Positive Design Quirks[1]

  • Accurate Weapon[1]

Fluff needed

  • Anti-Aircraft Targeting[1]

Fluff needed

  • Atmospheric Flyer[1]

Fluff needed

  • Battle Computer[1]

Fluff needed

  • Combat Computer[1]

Fluff needed

  • Command BattleMech[1]

Fluff needed

Fluff needed

  • Docking Arms[1]

Fluff needed

  • Easy to Maintain[1]

Fluff needed

  • Easy to Pilot[1]

Fluff needed

  • Extended Torso Twist[1]

Fluff needed

Fluff needed

  • Hyper-Extending Actuators[1]

Fluff needed

  • Improved Cooling Jacket[1]

Fluff needed

  • Improved Communications[1]

Fluff needed

  • Improved Life Support[1]

Fluff needed

  • Improved Sensors[1]

Fluff needed

  • Improved Targeting, Short[1]

Fluff needed

  • Improved Targeting, Medium[1]

Fluff needed

  • Improved Targeting, Long[1]

Fluff needed

  • Internal Bomb Bay[1]

Fluff needed

  • Modular Weapons[1]

Fluff needed

Fluff needed

  • Narrow/Low Profile[1]

Fluff needed

  • Protected Actuators[1]

Fluff needed

  • Reinforced Legs[1]

Fluff needed

Fluff needed

Fluff needed

  • Trailer Hitch[1]

Fluff needed

  • Variable Range Targeting[1]

Fluff needed

  • VTOL Rotor Arrangement[1]

Fluff needed

List of Negative Design Quirks[2]

  • Ammunition Feed Problem[2]
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.[3]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[2]
  • Atmospheric Flight Instability[2]
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.[4]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[2]
  • Bad Reputation[2]
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.[5]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[2]
  • Cooling System Flaws[2]
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.[6]
Applicable to: BattleMechs only.[2]
  • Cramped Cockpit[2]
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.[7]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[2]
  • Difficult Ejection[2]
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.[8]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[2]
  • Difficult to Maintain[2]
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.[9]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[2]
  • EM Interference[2]
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 C3 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.[10]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles.[2]
  • Exposed Actuators[2]
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.[11]
Applicable to: BattleMechs only.[2]
  • Exposed Weapon Linkage[2]
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.[12]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[2]
  • Fragile Fuel Tank[2]
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.[13]
Applicable to: AeroSpace Fighters, Combat Vehicles with ICE engines, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles with ICE engines and WarShips.[2]
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.[14]
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[2] However, fission- or fusion-powered ground and naval units may not take this Quirk.[14]
  • Hard to Pilot[2]

Fluff needed

  • Inaccurate Weapon[2]

Fluff needed

  • Large DropShip[2]

Fluff needed

  • No/Minimal Arms[2]

Fluff needed

  • No Cooling Jacket[2]

Fluff needed

  • No Ejection Mechanism[2]

Fluff needed

  • Non-Standard Parts[2]

Fluff needed

  • No Torso Twist[2]

Fluff needed

  • Poor Cooling Jacket[2]

Fluff needed

  • Poor Life Support[2]

Fluff needed

  • Poor Performance[2]

Fluff needed

  • Poor Targeting, Short[2]

Fluff needed

  • Poor Targeting, Medium[2]

Fluff needed

  • Poor Targeting, Long[2]

Fluff needed

  • Poor Workmanship[2]

Fluff needed

Fluff needed

  • Sensor Ghosts[2]

Fluff needed

Fluff needed

  • Un-streamlined[2]

Fluff needed

  • Weak Head Armor[2]

Fluff needed

Fluff needed

  • Weak Undercarriage[2]

Fluff needed

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 Strategic Operations, p. 194, "Positive Quirk Table"
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 2.34 2.35 2.36 2.37 2.38 2.39 2.40 2.41 2.42 2.43 2.44 2.45 2.46 Strategic Operations, p. 197, "Negative Quirk Table"
  3. Strategic Operations, p. 196, "Ammunition Feed Problem (1 Point)"
  4. Strategic Operations, p. 196, "Atomspheric Flight Instability (2 Points)"
  5. Strategic Operations, p. 196, "Bad Reputation (1 Point)"
  6. Strategic Operations, p. 196, "Cooling System Flaws (3 Points)"
  7. Strategic Operations, p. 196, "Cramped Cockpit (2 Points)"
  8. Strategic Operations, p. 196, "Difficult Ejection (1 Point)"
  9. Strategic Operations, p. 197, "Difficult to Maintain (1 Point)"
  10. Strategic Operations, p. 197, "EM Interference (1 Point)"
  11. Strategic Operations, p. 197, "Exposed Actuators (1 Point)"
  12. Strategic Operations, p. 197, "Exposed Weapon Linkage (2 Points)"
  13. Strategic Operations, p. 197, "Fragile Fuel Tank (2 Points)"
  14. 14.0 14.1 Strategic Operations, p. 197, "Gash Hog (2 Points)"

Bibliography