Design Quirks

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Description


Design Quirks Optional

List of Positive Design Quirks[1]

  • Accurate Weapon[1]
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.[2]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[1]
  • Anti-Aircraft Targeting[1]
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.[3]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[1]
  • Atmospheric Flyer[1]
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.[4]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[1]
  • Battle Computer[1]
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.[5]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[1]
  • Combat Computer[1]
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.[6]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[1]
  • Command BattleMech[1]
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.[7]
Applicable to: BattleMechs only.[1]
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.[8]
Applicable to: BattleMechs only.[1]
  • Docking Arms[1]
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.[9]
Applicable to: JumpShips, Space Stations and WarShips.[1]
  • Easy to Maintain[1]
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.[10]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[1]
  • Easy to Pilot[1]
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.[11]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[1]
  • 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[12]

  • Ammunition Feed Problem[12]
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.[13]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
  • Atmospheric Flight Instability[12]
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.[14]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[12]
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.[15]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
  • Cooling System Flaws[12]
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.[16]
Applicable to: BattleMechs only.[12]
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.[17]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[12]
  • Difficult Ejection[12]
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.[18]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[12]
  • Difficult to Maintain[12]
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.[19]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
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.[20]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles.[12]
  • Exposed Actuators[12]
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.[21]
Applicable to: BattleMechs only.[12]
  • Exposed Weapon Linkage[12]
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.[22]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[12]
  • Fragile Fuel Tank[12]
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.[23]
Applicable to: AeroSpace Fighters, Combat Vehicles with ICE engines, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles with ICE engines and WarShips.[12]
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.[24]
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12] However, fission- or fusion-powered ground and naval units may not take this Quirk.[24]
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.[25]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
  • Inaccurate Weapon[12]
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.[26]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
Any DropShip with this Quirk is so large that when docked it occupies two docking collars rather than the usual one.[27]
Applicable to: DropShips only.[12]
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.[28]
Applicable to: BattleMechs only.[12]
  • No Cooling Jacket[12]
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.[29]
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[12]
  • No Ejection Mechanism[12]
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.[30]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[12]
  • Non-Standard Parts[12]
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.[31]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
BattleMechs with the No Torso Twist Quirk have been constructed in such a fashion that they are incapable of executing the torso twist maneuvre.[32]
Applicable to: BattleMechs only.[12]
  • Poor Cooling Jacket[12]
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.[33]
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[12]
  • Poor Life Support[12]
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.[34]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[12]
  • Poor Performance[12]
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.[35]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft, Support Vehicles and WarShips.[12]
  • Poor Targeting, Short[12]
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.[36]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
  • Poor Targeting, Medium[12]
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.[36]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
  • Poor Targeting, Long[12]
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.[36]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
  • Poor Workmanship[12]
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.[37]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
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.[38]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
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.[39]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[12]
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.[40]
Applicable to: BattleMechs only.[12]
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.[41]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[12]
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.[42]
Applicable to: BattleMechs only.[12]
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.[43]
Applicable to: BattleMechs only.[12]
  • Weak Undercarriage[12]
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.[44]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[12]

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 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 1.41 Strategic Operations, p. 194, "Positive Quirk Table"
  2. Strategic Operations, p. 193, "Accurate Weapon (Variable Points)"
  3. Strategic Operations, p. 193, "Anti-Aircraft Targeting (Variable Points)"
  4. Strategic Operations, p. 193, "Atmospheric Flyer (3 Points)"
  5. Strategic Operations, p. 193, "Battle Computer (5 Points)"
  6. Strategic Operations, p. 193, "Combat Computer (3 Points)"
  7. Strategic Operations, p. 193, "Command BattleMech (2 Points)"
  8. Strategic Operations, p. 193, "Cowl (4 Points)"
  9. Strategic Operations, p. 193, "Docking Arms (1 Point)"
  10. Strategic Operations, p. 193, "Easy to Maintain (1 Point)"
  11. Strategic Operations, p. 193, "Easy to Pilot (2 Points)"
  12. 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 12.11 12.12 12.13 12.14 12.15 12.16 12.17 12.18 12.19 12.20 12.21 12.22 12.23 12.24 12.25 12.26 12.27 12.28 12.29 12.30 12.31 12.32 12.33 12.34 12.35 12.36 12.37 12.38 12.39 12.40 12.41 12.42 12.43 12.44 12.45 12.46 12.47 12.48 12.49 12.50 12.51 12.52 12.53 12.54 12.55 12.56 12.57 12.58 12.59 12.60 12.61 12.62 12.63 12.64 12.65 12.66 12.67 12.68 Strategic Operations, p. 197, "Negative Quirk Table"
  13. Strategic Operations, p. 196, "Ammunition Feed Problem (1 Point)"
  14. Strategic Operations, p. 196, "Atomspheric Flight Instability (2 Points)"
  15. Strategic Operations, p. 196, "Bad Reputation (1 Point)"
  16. Strategic Operations, p. 196, "Cooling System Flaws (3 Points)"
  17. Strategic Operations, p. 196, "Cramped Cockpit (2 Points)"
  18. Strategic Operations, p. 196, "Difficult Ejection (1 Point)"
  19. Strategic Operations, p. 198, "Difficult to Maintain (1 Point)"
  20. Strategic Operations, p. 198, "EM Interference (1 Point)"
  21. Strategic Operations, p. 198, "Exposed Actuators (1 Point)"
  22. Strategic Operations, p. 198, "Exposed Weapon Linkage (2 Points)"
  23. Strategic Operations, p. 198, "Fragile Fuel Tank (2 Points)"
  24. 24.0 24.1 Strategic Operations, p. 198, "Gas Hog (2 Points)"
  25. Strategic Operations, p. 198, "Hard to Pilot (2 Points)"
  26. Strategic Operations, p. 198, "Inaccurate Weapon (Variable Points)"
  27. Strategic Operations, p. 198, "Large DropShip (2 Points)"
  28. Strategic Operations, p. 198, "No/Minimal Arms (2 Points)"
  29. Strategic Operations, p. 198, "No Cooling Jacket (2 Points)"
  30. Strategic Operations, p. 198, "No Ejection System (2 Points)"
  31. Strategic Operations, p. 198, "Non-Standard Parts (1 Point)"
  32. Strategic Operations, p. 198, "No Torso Twist (2 Points)"
  33. Strategic Operations, p. 198, "Poor Cooling Jacket (1 Point)"
  34. Strategic Operations, p. 198, "Poor Cooling Jacket (1 Point)"
  35. Strategic Operations, p. 199, "Poor Performance (3 Points)"
  36. 36.0 36.1 36.2 Strategic Operations, p. 199, "Poor Targeting (1, 2 or 3 Points)"
  37. Strategic Operations, p. 199, "Poor Workmanship (1 Point)"
  38. Strategic Operations, p. 199, "Prototype (2 Points)"
  39. Strategic Operations, p. 199, "Sensor Ghosts (2 Points)"
  40. Strategic Operations, p. 199, "Unbalanced (1 Point)"
  41. Strategic Operations, p. 199, "Un-streamlined (2 Points)"
  42. Strategic Operations, p. 199, "Weak Head Armor (Variable Points)"
  43. Strategic Operations, p. 199, "Weak Legs (1 Point)"
  44. Strategic Operations, p. 199, "Weak Undercarriage (1 Point)"

Bibliography