Custom Design Quirks Listing

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AmaroqStarwind
04/21/18 05:23 AM
99.203.27.180

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This thread is intended to help everyone organize custom Design Quirks into one place, including tweaks or alterations to existing Design Quirks.

Fundamentally, not all Design Quirks are created equal, and due to a lack of inherent balancing mechanisms it is almost unavoidable for a particular quirk to be either overpowered or underpowered. It is strongly encouraged to keep the benefits, drawbacks, cost, prerequisites and incompatibilities of each design quirk within reasonable margins.

Blatantly overpowered positive quirks will be frowned upon, but it is important to remember that many imbalances are relative, and not all imbalances are completely obvious (even to their creators).

On the other end of the scale, individual negative quirks that make a unit almost entirely useless in almost all situations are probably not going to get a warm reception either.

If you wish to keep a design quirk balanced, having it affect Battle Value or C-Bill cost might be a good idea. Similarly, there can also be positive design quirks that have downsides (as long as the bad does not outweigh the good), and negative design quirks that have upsides (as long as the good does not outweigh the bad). Furthermore, design quirks might have secondary benefits or downsides that come into play when combined with other design quirks.

Okay, enough background, let's make some quirks!

~ ~ ~ ~ ~ ~ ~ ~ ~

POSITIVE DESIGN QUIRKS

Reliable Component
Applicable to any weapon or component which has a chance of catastrophic failure during normal operation, such as MASC, Caseless Autocannons, Laser Insulators, and so on, this quirk indicates that a particular weapon or component was either designed more carefully or constructed to above average standards, and is able to completely ignore a single failure result per iteration of this quirk, to a maximum of three iterations per component. If a single component receives this quirk, then all identical components will may also receive the quirk at only 1 point per additional component.

Cost:
2 Quirk Points per Iteration, not including duplicate components.

Side Benefits:
+ On the first iteration... MASC, Superchargers, Radical Heat Sink Systems, Emergency Coolant Systems and Blue Shield PFDs will have a starting target number of 1 (automatic success) instead of 2 on their first activation roll in a given chain of activation rolls, but the second consecutive roll will still have a Target Number of 3 or higher.
+ On the second iteration... All components that require activation rolls will have a constant –1 target modifier. On the first "failure", this benefit is lost on all subsequent rolls.
+ On the third iteration... All components that require activation rolls will roll 3d6 and discard the single worst die roll. On the first "failure", this benefit is lost on all subsequent rolls.
+ On each iteration, the Critical Hit Roll caused by using Laser Insulators or Laser Pulse Modules will have a cumulative +1 Target Modifier (to a maximum of 12).
+ On the third iteration, when a Laser overheats after using a Laser Insulator or Laser Pulse Module, it is not destroyed, and will merely cease functioning for 1d6 turns.
+ On the third iteration, failing a Supercharger Activation Roll will prompt a Shutdown Avoidance Roll, and will not cause damage to the engine a failed Shutdown Avoidance Roll (meaning that you have two ways out). Some pilots may prefer allowing an Emergency Shutdown to occur instead of catastrophic engine damage.
+ On the third iteration, catastrophic failure from MASC will not render a mech immobile, but it will reduce the Cruise MP to 1 and disable the ability to jump.
+ If every applicable component on the mech has received this quirk, then the mech will also gain a single free iteration of the Rugged design quirk. If they already paid for a single iteration of that design quirk, then the second iteration for free.
+ Any component that receives this quirk can be made into an Armored Component at a less severe weight penalty; a single iteration changes it to 500 kilograms for every 2 Critical Slots or fraction thereof, a second iteration changes it to 500 kilograms for every 4 Critical Slots or fraction thereof, and the final iteration changes it to 500 kilograms for every 6 Critical Slots, or fraction thereof.
+ Conventional Gyroscopes, XL Gyroscopes and Compact Gyroscopes are the only components without activation rolls or high malfunction probabilities which can receive this quirk. Instead of gaining a reduced failure chance or a reduced cost for becoming Armored Components, Standard and XL Gyros will gain the ability to become Heavy-Duty versions for only a 50% increase in total weight, rather than a 100% increase, and Compact Gyroscopes can become Heavy-Duty versions for the twice the weight of a Standard Gyroscope without the quirk.

Drawbacks:
- When combined with the Prototype design quirk, the cost of this quirk will double, and at least one applicable component on the entire unit (not counting the Gyroscope) must not receive this quirk. If there are multiple identical components, and one of those components does not receive the quirk, then none of them can receive the quirk either.
- If the mech carries a Heat Sink Override Kit, then the Shutdown Avoidance Roll caused by failing a Supercharger Activation Roll becomes a negative rather than a positive, due entirely to the fundamental drawback of the Heat Sink Override Kit: If you fail a shutdown activation roll with the Heat Sink Override Kit, the engine will always receive a Critical Hit as a result.
Rotary Autocannons must pay triple for this quirk, and are restricted to a single iteration.
– Each iteration of this design quirk will double the cost of the Unexpectedly Helpful Malfunction design quirk, while also reducing the chances of helpful malfunctions actually occurring.
– Requires the Non-Standard Parts negative design quirk.

Incompatibilities:
– With the exception of Gyroscopes, no components that do not risk a catastrophic malfunction during routine operation can receive this quirk.
– Cannot be combined with the Poor Workmanship, Illegal Design, Ammunition Feed Problem or Non-Functional Component design quirks.
– Not available for weapons with the Primitive Prototype descriptor.
Heat Sink Override Kits and Damage Interrupt Circuits may not receive this quirk.
Caseless Autocannons and Ultra Autocannons may receive this quirk, as the fault is in the weapon itself rather than the ammunition, but Caseless Ammunition for Standard, Light and ProtoMech Autocannons may not receive this quirk because it is the ammunition that causes the problem rather than the weapon itself.
CASE-P and other prototype components cannot receive this quirk.
– The Override Pod special munition for iNARC launchers cannot receive this quirk, being its fundamental opposite.
– Any component that receives this quirk is fundamentally incompatible with the Haunted negative quirk, unless that quirk is purchased for the entire mech, or for at least one component which does not have the Reliable Component quirk.

+ + + + + +

Fast Mech / Fast Vehicle
This Mech, ProtoMech or Vehicle has a Flank MP which is 20% higher than normal, rounded up. This quirk is applicable to any unit that has an Engine.

Cost:
1 point for every 3 Cruising/Walking/Safe Thrust MPs, or fraction thereof. Minimum cost of 2 Quirk Points. Limit of one iteration.

Side Benefits:
+ When combined with Easy to Pilot, an additional –1 target modifier is applied for all piloting rolls at Flank MP.
+ When used on a Glider ProtoMech, their Ground MP increases to 2, and they gain 1 free Jump MP.
+ When used on any unit that already carries Jump Jets (or derivative thereof) or Mechanical Jump Boosters, then their Jump MP will increase by 1, even if it exceeds their Cruising MP.
+ When used on a mech that also carries TSMs, the activation threshold is reduced by 9 heat minus their Walk MP.

Drawbacks:
– Increases the cost of the Easy to Pilot and Stabilized Weapon design quirks by w point.
– Does not stack with the bonuses from MASC, Superchargers, and/or Triple Strength Myomers (in the lattermost case, use whichever calculated Run MP is higher).
– Costs an additional point per weight class if your Mech or Vehicle carries the maximum possible engine size for its given tonnage.
– Costs an additional point on Land Air Mechs, ProtoMechs, HoverMechs and QuadVees.
– Double the normal cost (not including additional modifiers) on units carrying Extralight and/or Lithium Fusion engines.

Incompatibilities:
– Fundamentally incompatible with the Poor Performance and Gas Hog design quirks.
– Fundamentally incompatible with Primitive Engines or Prototype XL Engines.
– Beyond negating the usual penalties, no bonuses will be applied when combined with Hardened Armor.

+ + + + + +

Unexpectedly Helpful Malfunction
This component (or in some cases, the entire mech) has a very awkward habit of malfunctioning precisely when doing so is actually a good thing. These beneficial malfunctions can manifest in countless ways, including, but certainly not limited to the following examples:
~ If a Gauss Rifle (or similar weapon) with this quirk receives a Critical Hit, then there is a 1 in 6 chance that it unexpectedly powered down just before then, meaning that the weapon is still destroyed but an explosion did not occur.

~ If you fail an attack roll with a Streak missile launcher, and another hostile unit (including a target that is hidden through any means, such as smokescreen or a Void Signature System) is simultaneously within your line of sight, the weapon's firing arc, and the weapon's maximum range... The weapon will fire anyway and hit its new target instead.

~ If you fail an attack roll with a non-streak missile launcher, and there is another enemy unit either directly adjacent to your target, or both along the same firing arc and within your weapon's maximum range, you will roll on the Cluster Hits Table anyway as your missiles have found themselves a new target.

~ If a weapon (but not its ammunition bay, if applicable) receives a critical hit, and it still has ammunition (again, if applicable), then it will get a free attack roll against the person who just destroyed it. If the attack roll fails, the weapon will still consume ammunition and/or produce heat, even if it is a Streak Launcher.

~ If an enemy hits you with ECM and successfully disconnects you from your C3 network, and they happen to have a C3 module of their own, then there is a 1 in 6 chance that you will connect to their C3 network instead, receiving an increase in accuracy when firing on their C3-equipped allies. (I may or may not be planning an item that reproduces this)

~ If you fail an activation roll for MASC, then there is a (1x Run MP)-in-36 chance that your Gyro will have a spontaneous hiccup (possibly due to the pilot themselves having a literal hiccup), causing your mech to trip. This will automatically disengage the MASC system (an ineffectual safety measure to prevent falls such as this) just soon enough to prevent catastrophic damage to your actuators.

(As you might exist, this list could go on for several pages. I am stopping here for your benefit.)

Cost:
1 point per individual component, or your mech's tonnage divided by 5 for the whole mech.

Side Benefits:
+ When combined with the Haunted and/or What Could Possibly Go Wrong negative quirks, these quirks may play off one another to a ludicrous extreme, eventually leading to an endless cycle of Cause and Effect (or as some would prefer to describe it, a Vicious Cycle of Entropy)
+ Prototype units are very likely to have this design quirk.
+ Every time a particular 'Mech survives a battle in which it endures the full length of an iNARC Override Pod's onslaught of chaos, it has a cumulative 1-in-36 chance to receive this design quirk for free, and an equal chance to also receive the Haunted negative quirk.
+ This quirk will also give the mech the Distracting design quirk for free once it survives at least 5 battles (in the current pilot's hands) thanks to the effects of this design quirk.
+ The What Could Possibly Go Wrong negative quirk doubles the chances of this quirk coming into play during battle.
+ This quirk might also result in the Mech being a Collector's Item.

Drawbacks:
– This quirk requires at least one of the following Negative Quirks on initial purchase, unless it is received through one of the means mentioned above: Haunted, Prototype, Non-Standard Parts, Bad Reputation, Illegal Design, and/or Obsolete.
– If the mech has this quirk before it makes it into the current pilot’s hands, then it will also gain the Hard to Pilot design quirk (and impose a –1 Initiative Penalty on the pilot) until it survives long enough under its current ownership to receive the Distracting design quirk.
– The What Could Possibly Go Wrong negative quirk doubles the cost of this quirk.

Incompatibilities:
~ iNARC Override Pods cannot receive and are not affected by this quirk, but they can sometimes embody the same delightful madness.
– The more common a particular variant or configuration of a mech happens to be, the less likely it is to have this quirk in the first place. For example, the Prime configurations of a Clan's totem OmniMech are unable to purchase this quirk, though they can still receive this quirk through other means.

+ + + + + +

Collector's Item (Campaigns Only!)
The opposite of having a Bad Reputation, though not mutually exclusive, this quirk indicates a particular component or 'Mech is worth far above its actual value to particularly knowledgeable buyers. Even if cursed with the Bad Reputation design quirk, if and when the player sells this mech to the right person, they will receive up to 2d6+1 times what they originally paid for it.

Cost:
1d6 Points per class of mech. Only applicable during an actual campaign, not during tournaments or one-off games.

Side Benefits:
+ Not even the Bad Reputation negative quirk will stand in the way of something being a Collector's Item.
+ FrankenMechs, Illegal Designs, Prototype units, and components with Undocumented Features will receive this quirk by default.

Drawbacks:
– Only the Game Master can decide when the conditions for this quirk to come into play have been met.

Incompatibilities:
– Only rare, unique, or historically significant mechs may receive this quirk, and only if they are verified to be genuine.
– Specific 'Mechs that are important to the on-going plot can tease this quirk, but under no circumstances can the mech actually be sold until its role in the plot has been fulfilled.

+ + + + + +

Undocumented Feature(s)
This particular model, of an otherwise commonplace component (such as an Extended Range laser), has a unique feature that most people are unaware of.

Cost:
~ At least 1 point per iteration, but will be higher depending on the usefulness of the feature.
~ An additional point for each critical slot occupied by the item when it is turned into an Armored Component.

Side Benefits:
+ Even if the feature turns out to be useless, these components are always considered Collector's Items.
+ These components, in very rare cases, might turn out to be plot-relevant (corporate espionage is a thing).
+ These components may become Armored Components without any weight penalty, but the cost in both C-Bills and Battle Value for turning it into an Armored Component will be doubled, and will additionally be factored into the final cost of the item.
+ If you can't decide on a unique feature, you can always just give it an existing Positive Quirk, including Unexpectedly Helpful Malfunction.

Drawbacks:
– The more undocumented features a single component has, the more likely that it also has undocumented problems. If the component in question has at least three undocumented features, then for every three such features (or fraction thereof), it must also receive at least one unique drawback.
– If a component has the Undocumented Feature design quirk, it will also gain the Non-Standard Parts design quirk.
– The moment a component of this specific model goes out of production, it receives the Obsolete design quirk.
– Components with this design quirk are always classified as either Experimental Technology, or Level 3 Technology, depending on which version of BattleTech you are playing.
– The cost of this component (in C-Bills) and its Battle Value will both increase by a cumulative (1d6 x 10)% for each iteration of this quirk.

Incompatibilities:
– The more widespread a specific model is for a given component, and the longer that specific model has been in production, the lower the chances of it having an undocumented feature.
– Clan-spec components are built under far stricter standards, and designed to meet far stricter requirements, meaning that they are unable to receive this quirk.

+ + + + + +

Minimum Defect Tolerance
This unit has been constructed to impossibly strict standards of quality. As such, all rolls against such a machine to determine if it suffers a Critical Hit will require the attacking player to roll 3d6 and subtract the best die. Furthermore, any result that lands on a Reroll space (not including spaces which were previously occupied but have since been destroyed) has a 50/50 chance to be ignored entirely.

Cost:
~ Divide the unit's tonnage by 5, and then add three points per weight class and 1 point per Cruise MP.
~ Multiply the total cost of the unit in C-Bills (after all other modifiers) by 3, and increase its total Battle Value (again, after all other modifiers) by 75%.

Side Benefits:
+ Regardless of the Technology Base used or the era played, Clan CASE is automatically installed.
+ Laser Insulators and Laser Pulse Modules still occupy critical slots and have catastrophic drawbacks, but they no longer add weight. The cost in C-Bills and Battle Value are doubled.
+ Primitive Internal Structures and Primitive Cockpits are automatically upgraded to their modern counterparts, regardless of era played.
+ Industrial Mechs automatically receive Advanced Fire Control.
+ Engines, Gyros, Heat Sinks, Actuators and Cockpits may be upgraded to Armored Components for no increase in weight. However, the cost in C-Bills must still be paid, and the increase Battle Value is doubled.
+ Standard Gyros may be upgraded to Heavy-Duty Gyros for no increase in weight, regardless of era. The cost in C-Bills must still be paid, and the increase in Battle Value is doubled.
+ Hardened Armor causes no penalties to movement speed or piloting rolls, but costs twice as much in both C-Bills and Battle Value.
+ Small Cockpits have no penalties on piloting rolls, but they still may not carry Rumble Seat, and their Battle Value is doubled.
+ Reflective Armor does not suffer increased damage from non-energy weapons, but costs twice as much in both C-Bills and Battle Value.
+ The BAR of Commercial Armor is increased to 8.
+ Industrial / Primitive Armor receives a free upgrade to Heavy Industrial / Military Standard, regardless of era played.
+ As soon as they become available, Single Heat Sinks may be upgraded to Compact Heat Sinks for no increase in weight, though the cost in C-Bills and Battle Value must be paid in double.
+ If the unit in question is at all flight-capable, it receives the Atmospheric Flyer for free. This includes Land 'Air Mechs and Glider ProtoMechs.
+ All applicable units receive Collector's Item, Distacting, Easy to Maintain, Easy to Pilot, Fast Reload, Modular Weapons and two iterations of Rugged for free.
+ If the unit comes with an SLDF Advanced Neurohelmet, then as long as the unit is purchased new or like-new from the factory, the helmet will always be in mint condition and perfectly calibrated for its current owner.

Penalties:
– Not cutting any corners means that off-the-shelf parts are often unacceptable. This unit will automatically receive the Non-Standard Parts quirk, and more often than not, is at very high risk of receiving the Obsolete quirk as well.
– On top of the increased cost in both C-Bills and Battle Value, the cost of all positive quirks increases by 50% (rounded up). This all very quickly adds up.
– Most units with the Minimum Defect Tolerance quirk are far too expensive for the average consumer, and their increase in durability and performance is usually not enough to justify the extra cost. As such, they automatically receive the Bad Reputation quirk.
– It doesn't matter how well constructed a unit is... Eventually, even the mightiest war machines can become tainted with the Haunted negative quirk, and it is guaranteed to occur. Just give it time...
– Most units with this quirk will inevitably violate construction rules in some way, and even if they don't are still going to be overpowered. As such, they are all universally subject to receive the Illegal Design at a moment's notice.

Incompatibilities:
– This quirk may not be combined with any if the following Negative Design Quirks: Poor Workmanship, Poor Sealing, Exposed Actuators, Ammunition Feed Problem, Inaccurate Weapon, No Cooling Jacket,, Cramped Cockpit, Cooling System Flaws, Poor Performance, or Non-Functional Component.
– This quirk may not purchase the Unexpectedly Helpful Malfunction design quirk, but may receive it through other means.

+ + + + + +

Lateral Leg Actuation
This design quirk indicates that a two-legged mech is able to perform a Lateral Shift maneuver. Consult the rules for Quad 'Mech movement.

Cost:
1 Quirk Point per Walk MP.

Side Benefits:
+ When combined with Extended Torso Twist, this unit gains one additional ability; for every five hexes (or fraction thereof) traveled while running, it can change facing by 1 hexside for free.

+ + + + + +

Semi-Amphibious Mech:
Though no engineering manuals currently exist to explain it, this mech is able to use leg-mounted Jump Jets in Depth 1 Water and Torso Mounted Jump Jets in Depth 2 Water (but no deeper than that), and can also treat Depth 1 Water as Clear Terrain for all forms of ground movement, and Depth 2 Water as Depth 1 Water for the same purposes. If the mech possesses Underwater Maneuvering Units in the legs, then it may also use those in Depth 1 Water, but any UMUs mounted in the Torso must be in Depth 2 or greater to activate.

Cost:
1 Point per Weight Class, plus 1 Point per Jump MP or Underwater MP.

+ + + + + +

Military Surplus Parts
Applicable only to Industrial Mechs and civilian Support Vehicles, this design quirk indicates that such units were built on the same production line as (and using surplus parts from) BattleMechs and Combat Vehicles. This also allows such units to use advanced components that are normally exclusive to Military units, with the obvious exceptions of high-tech weapon systems, stealth technology, and electronic warfare systems.

This design quirk, theoretically, even allows for Industrial LAMs, Industrial QuadVees, Industrial HoverMechs, Industrial OmniMechs, and Industrial ProtoMechs to exist.


Cost:
None. This quirk merely bends the rules to allow military-spec components to be installed, but said components must still be purchased for their full C-Bill and Battle Value cost.

+ + + + + +

Insulated Munition Bays
The munition bins are insulated with Aerographene panels, adding negligible mass and reducing the risk of an ammunition explosion as a result of high heat levels. When rolling to avoid an internal detonation because of overheating, roll 3d6 and discard the worst die.

Cost:
1 point per ton of ammunition. Also increases Ammo BV by 50%.

~ ~ ~ ~ ~ ~ ~ ~ ~

NEGATIVE DESIGN QUIRKS

What Could Possibly Go Wrong
There are many unconventional designs out there which could go catastrophically wrong at any moment. This quirk (at the moment) has no rules yet, but it is pretty easy to use your imagination and fill in the gaps.

Point Rebate:
Proportional to how many ways a design could catastrophically fail, and how likely such a thing may occur

Benefits...?
+ Plays surprisingly well with Unexpectedly Helpful Malfunction.
+ Automatically grants the Distracting design quirk, but not for the reasons you might expect.

Penalties
– Endless possibilities, and ever increasing likelihood, for catastrophic failure.
– Automatically grants the Bad Reputation design quirk.
– Usually (though not always) purchased alongside the Illegal design quirk.
– Requires at least one other negative design quirk besides Bad Reputation or Illegal Design.
– Also requires at least one positive design quirk of equal or lesser value to the chosen negative design quirk, though the cost of the positive quirk is ignored.

– – – – – –

Haunted
Effective 6 turns (1 minute) after combat starts, the pilot gains a –1 penalty to initiative rolls. Furthermore, every 1d6 turns, the Mech will attempt to perform a randomly determined action entirely outside of the pilot's control. A successful piloting roll with a +2 target modifier is required each time this occurs to bring the Mech back under the pilot's control for another 1d6 turns. If the pilot has not yet regained control, then any action they attempt to perform which conflicts with what the Mech is trying to do will receive a +4 target modifier (failure means that the Mech proceeds with its own agenda).

Points Rebate
Proportional to the pilot's skill level (to a minimum of 1) times the mech's weight class.

Benefits
+ On the flipside, however, any action attempted by the pilot that agrees with what the Mech is trying to do will roll twice and take the better result.
+ Furthermore, as long as the mech is not under the pilot's control, the pilot will not receive any damage from biofeedback, and any Shutdown Avoidance Rolls attempted by the Mech will automatically succeed.
+ Finally, even if the pilot is unconscious, dead, or long since ejected, the mech is still capable of acting on its own. The mech also has a limited sense of self preservation, and is in fact vaguely aware of its surroundings (as long as sensors are operational, of course).
+ Destruction of the sensors will render the mech blind and unable to act without the pilot's input. If there is no pilot, then it will shut down automatically.
+ This quirk plays incredibly well with Unexpectedly Helpful Malfunction.

~ ~ ~ ~ ~ ~ ~ ~ ~

Man, that took HOURS for me to type... I hope you enjoyed reading all of that. I think I'm going to go to bed now...

My quirks may not be balanced, but hopefully they are at least entertaining. Especially Unexpectedly Helpful Malfunction and Haunted, I am the most proud of those.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.


Edited by AmaroqStarwind (04/21/18 05:29 AM)
Retry
04/29/18 03:05 PM
64.189.130.11

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Poor Reverse Gear (Vehicles)
This vehicle has a poor transmission and can only reach ~20km/h (2 MP) when moving backwards.

No Reverse Gear (Vehicles)
This vehicle lacks any sort of reverse gear at all! This unit cannot use any MP to move backwards.

Exceptionally Agile (Mech, Protomech)
Enables the unit to move laterally like a quad.
If a unit could already move laterally (Quads, Tripods), it can do so for 1 less MP.

Stabilized Weapon Lv2(Weapons)
The stabilized weapon applies a -1 to-hit modifier when the firing platform is either walking or running.

Unstabilized Weapon (Weapons)
The weapon's stabilizer and fire control system is insufficient to properly handle high-speed marksmanship, applying an additional +1 to-hit modifer at running speeds.

Unstabilized Weapon Lv2 (Weapons)
The weapon lacks any sort of stabilization system at all, applying a +1 to-hit modifier when walking or running.
AmaroqStarwind
04/29/18 04:30 PM
99.203.155.29

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Positive Design Quirks
- - - - - - -
Improved Cooling Jacket, Level 2
This component produces 2 less points of heat than normal while in use (to a minimim of 0). It cannot be applied to Stealth Systems of any kind (except Nova CEWS, which only receives a 1 point reduction), but can be applied to anything else that produces heat during normal operation, even if it is not normally considered a weapon. If a mech carries Jump Jets, then all Jump Jets are treated as a single component for the purposes of this design quirk.

Additional Rear Armor
The amount of armor on the rear of the mech is increased by 20% (rounding down), even if it surpasses the maximum armor allocation. This additional armor may be concentrated on the Rear Center Torso or on the Rear Side Torsos instead of being evenly distributed, but it must be allocated in a symmetrical fashion.

Precision Targeting
When making Called Shots with a Enhanced Imaging or a Targeting Computer, subtract 1d6 from the Target Modifier, to a minimum of –1. Called Shots may also be made with Pulse Lasers, but their accuracy bonus is negated.

Improved Explosion Containment (Mech)
If a mech already carries CASE, then the effectiveness at reducing damage to a mech in the event of an internal detonation is increased. However, it is not as effective as CASE II, nor does it stack with CASE II. Inner Sphere mechs without CASE installed will receive Clan CASE from this quirk, but the other bonuses of the quirk will not be applied.

Improved Shield Hardpoint (Mech)
Shields may be carried at half the weight and for half as many critical slots, and arm mounted weapons will not be penalized in Inactive Defense Mode while using Small Shields. Shields of any size may also be jettisoned freely. However, the penalties to movement from using Medium and Large Shields will still apply in full.

Improved Armor Hardpoint (Mech)
Modular Armor does not occupy critical slots and provides 16 armor points instead of 10, and it may be jettisoned freely even if it is not damaged (though it will be destroyed in the process). Modular Armor still weighs a full ton, still causes movement penalties and still cannot be mounted in the head.

Extended Torso Twist, Level 2 (Mech)
A Biped Mech can twist its torso 360 degrees, while a Quad Mech may twist its torso as a Biped Mech with Extended Torso Twist, Level 1. Tripod Mechs cannot receive this quirk.

Contact Laser (Mech, ProtoMech)
A Mech using this quirk must mount at least one Laser weapon in the arms. If the mech succeeds at a physical attack (treated as a spot welder rather than a punch) while in the same hex as an enemy mech, it will automatically hit with that laser and produce half as much heat. The damage-reducing qualities of Reflective Armor will also be ignored.

If a mech has multiple lasers on the same arm, it can only use one such laser in the attack at a time. This quirk must also be applied to each arm separaely, and cannot be applied to lasers in the legs or torso. If a laser is mounted in the head, then it can only be used in this fashion by means of a headbutt. (Beware the Goat Atlas).

Minimal Scan Signature
This mech or vehicle is more difficult to detect on sensors. Streak missile launchers also receive a +1 To-Hit modifier, and any other missiles will receive a –1 Cluster Hits modifier. Anti-Radiation Missiles receive an additional +1 To-Hit modifier. Finally, Targeting Computers lose their –1 To-Hit Modifier.

MRMs, Dead-Fire Missiles, Rockets, Heat Seeking Missiles and NARC beacons are unaffected. The affects of this quirk are also negated by Active Probes, and do not stack with the Null Signature System, Void Signature System or any form of Stealth Armor while they are in use.

Improved Guidance System
All guided missiles will roll 3d6 on the Cluster Hits Table and discard the lowest die. Streak Missiles will instead get to reroll a single failed target lock at a +4 penalty for the second attempt.

Long Range Weapon
This weapon has a 20% greater maximum range than normal.

Improved Tracer Ammunition
This Ballistic weapon uses luminescent munitions which reduce night-time Target Modifiers to +1 and eliminates Dusk/Dawn target modifiers. If the weapon already uses the Tracer munitions, then the damage penalty is avoided.

Improved Fuel Economy
Only applicable to Fuel Cells, Internal Combustion Engines, Sprayers, Fluid Guns, Vehicular Flamers and 'Mech Jump Packs, fuel is consumed at only half the normal rate. Cannot be combined with Gas Hog, but can be combined with Fuel Leakage.

Improved Steering Mechanism (Wheeled/Tracked)
Modifications to the steering mechanism enable the vehicle to change facing at half the movement cost. For example, each wheel might be able to steer and drive independently.

Insulated Myomer Bundles (Mechs)
The Mech produces half as much heat from ground movement, and additionally, movement speed and piloting rolls are less severely affected by an overheat.

Robust Actuators (Mechs)
MASC Activation Rolls have a –2 Target Modifier. If the mech does not mount MASC, or if the Mech is a Land Air Mech, Hover Tank Mech or QuadVee, then instead the Actuators and the Conversion Equipment become armored components.

- - - - - - -
Negative Design Quirks
- - - - - - -
Temperamental Ejection (Mech/Aerospace Fighter)
The mech has a bad habit of trying to eject the pilot automatically when it isn't needed. Every time the mech suffers damage to the head or a critical hit in an adjacent location, the pilot must make a successful piloting roll to avoid an automatic ejection. The target number increases by 1 each time damage to the head occurs. Usually paired alongside Difficult Ejection.

Complete System Crash
Performing certain actions, operating under certain conditions, or rolling an unmodified roll of 2 at any point will immediately prompt a Shutdown Avoidance Roll. The mech or vehicle can be restarted normally, however. If the mech uses a Heat Sink Override Kit, then a failed Shutdown Avoidance Roll under these conditions will not cause damage to the engine.

Faulty Guidance System
All guided missiles will roll 3d6 on the Cluster Hits Table and discard the highest die. Streak Missiles attempting a target lock instead must make two attack rolls, and must take the second result even if it is worse.

Faulty Launch Control
For each iteration of this quirk (to a maximum of 4), Missiles will have a 1 in 6 chance of only firing a partial salvo. The remaining missiles must be fired before the next full salvo can be loaded, unless individual missiles can be tracked on the record sheet.

No Targeting Mechanism
This Energy or Ballistic weapon is not connected to the Targeting and Tracking System; all attacks using that weapon, regardless of the distance to the target, will be treated as if the target was in the Extreme Range bracket.

Claustrophobic Weapon
This weapon's minimum range is increased by 50%. If the weapon does not have a Minimum Range, then it gains one equal to 20% of it's maximum range.

Drastic Heat Spikes
This energy weapon produces an additional 1d6 heat per iteration whenever it is fired.

Defective Ammunition
The ammunition used by this weapon does 25% less damage than it should, to a minimum reduction of 1 point, and a minimum final damage potential of 1.

As they already only do 1 point of damage... LB-X cluster munitions, MRMs, LRMs, ELRMs, Rockets, and Extended Range ATMs will instead suffer a +1 Target Modifier, and a 25% reduction in their maximum range.

Light Machine Guns will be treated as Light Rifles against BAR 10 armor.

Loose Connection Point
This weapon or component has an annoying tendency to disconnect from the attached vehicle, fighter or mech unexpectedly. If the mech suffers a certain amount of damage in the location where that piece of equipment is mounted, the player must roll 2d6, and beat a target number equal to the amount of damage received. On a failure, the component will detach.

Though usually only seen on Modular or Jettison-capable Weapons, this quirk can also affect pod-mounted components on OmniMechs, OmniFighters and OmniVehicles.

Bulky Mounting Hardpoint
This weapon occupies an additional critical slot for every five tons it weighs, or fraction thereof. Nothing else is affected however, including weight.

Fuel Leakage
Due to a manufacturing defect in the fuel lines, fuel will constantly drain at 10% its normal rate of consumption even while the vehicle is not in use. This quirk can also curse Sprayers, Fluid Guns, Vehicular Flamers and 'Mech Jump Packs. For engines, it is only applicable to Fuel Cells and Internal Combustion Engines.

Poor Power Steering (Wheeled/Tracked)
Changing facing costs twice as much while using Flank MP.

No Power Steering (Wheeled vehicles only)
The vehicle cannot steer at all while using Flank MP.

Weak Actuators (Mechs, ProtoMechs)
MASC Activation Rolls require a 3d6 roll, subtracting the highest die. ProtoMechs equipped with a ProtoMech Myomer Booster treat it as normal MASC.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.


Edited by AmaroqStarwind (04/29/18 07:57 PM)
ghostrider
05/01/18 03:48 AM
66.74.61.223

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When is a quirk, not a quirk?

When every unit ever made has it.
AmaroqStarwind
05/01/18 03:58 AM
108.255.82.176

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Which one are you referring to?
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.
ghostrider
05/03/18 09:30 PM
66.74.61.223

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Quirks seem to be a way to gain advantages that should not be there. A single unit MIGHT have an oddity in it, but not an entire production line.
Those that do are not quirks, but better equipment. And since the game doesn't really go into that, it is a grey area.

And anything the deals with poor maitenance/higher cost, and a few others like this are completely useless, as most do not deal with any of that.
That means you are not worried about how much it costs to buy or operate it, since you don't do anything with an economy, or dealing with repairs. You wave the magic wand and the mech is ready for the next battle.

Much like a warrior losing a hand, then getting a prosthetic, it isn't a loss. But you gain more things you can do. There is no fighting with one hand. No long battles were only one arm/hand works. It is instantaneous more points for other things.

Granted some have actually gone thru this proceedure, but most of those I have talked with, there is nothing besides the mission. Even blowing up their units doesn't matter, because they will have a brand new one in the next mission. They have factory lines pumping out thousands just for their use.

Some of those listed are actually pretty good, but only if people actually use them in a campaign, not just a single mission and they fix the bad things before the combat starts.
AmaroqStarwind
05/04/18 06:34 PM
99.203.154.251

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Maybe design quirks should be banned for one-off games. Not just Positive quirks, but negative ones as well.

Or at the very least, quirk points during one-off games should have a net total of zero at all times, and all quirks which do not affect Battlefield Performance would be explicitly prohibited.

Negative Quirk: Excessive Recoil
Every time this weapon fires, the mech requires a successful piloting roll to remain upright (with a cumulative +1 target modifier per iteration of the quirk). Any shots fired in subsequent turns (or consecutive shots on the same turn) from any weapon mounted in the same location will also suffer a cumulative +1 target modifier.

This quirk can only be applied to Ballistic weapons that weigh at least three tons, and the cost of the quirk is proportional to the amount of recoil produced by the weapon. Since heavier mechs can withstand more recoil, the cost of this quirk also increases with unit mass.
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.


Edited by AmaroqStarwind (05/04/18 06:48 PM)
Retry
05/04/18 09:09 PM
64.189.130.11

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Quirks as a whole are just an option and whatever group you're playing with can decide for themselves whether or not to play with them, so I see no need to ban them for one-offs specifically.
AmaroqStarwind
05/05/18 06:26 PM
99.203.155.107

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Poor Capacitor Insulation (Gauss weapons, Tasers, Target Acquisition Gear and Energy Weapons only)
This weapon produces no additional heat when it is firing, but whenever it is not firing, it will always produce 1 heat per turn as long as it is powered up.

On units that do not track heat, one additional heat sink is required to mount the weapon, even if the weapon normally does not require it
Discord: Amaroq the Kitsune#1092
Telegram: @Lycanphoenix
MechEngine (Alpha) -- On Hiatus

The Scientist Caste has determined that time travel is dishonorable.


Edited by AmaroqStarwind (05/05/18 06:28 PM)
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