Design Quirks

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Contents


Description[edit]

Design Quirks are an optional rule set, first formalized in Strategic Operations. They are intended to increase the depth of gameplay, providing rules for otherwise-unsupported features such as the lack of arms on the UrbanMech, or the ability of the Quickdraw to flip its arms while still possessing Lower Arm and Hand Actuators. The idea was established in the first printings of TRO:3025; the Javelin entry [1], for example, contained an early version of the Unbalanced Negative Quirk.
Currently, relatively few BattleMechs have canonical quirks; Strategic Operations assigns (often incomplete) sample quirks to a handful of units from TRO: 3039. Volumes of the PDF-only Experimental Technical Readout series published during or after July 2011 (starting with XTR: Clans) include quirks for most units. TRO: Prototypes first collected these. In addition, the TROs 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 TRO: 3145 and RS:3145,NTNU.
Strategic Operations encourages designers to balance positive quirks with negative ones of equal or greater value, though some canon designs do not.

Design Quirk Summaries[edit]

List of Positive Design Quirks[2][edit]

Accurate Weapon[edit]

The Accurate Weapon Quirk marks a weapon or weapons bay as having exceptional design or construction quality. As such, it receives a 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, and the cost is proportional to the damage potential of the weapon or weapon bay.[3]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[2] and ProtoMechs.[4]

Anti-Aircraft Targeting[edit]

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.[5]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[2]

Atmospheric Flyer[edit]

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.[6]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[2]

Battle Computer[edit]

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[7], grants a bonus to Initiative Rolls made by the unit's force, although this modifier is not cumulative with that granted by the presence of a Command BattleMech.[8]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[2]

Battlefists[edit]

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.
Applicable to: BattleMechs and IndustrialMechs with Hand Actuators. [9]

Combat Computer[edit]

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.[10]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[2]

Command BattleMech[edit]

The Command BattleMech Quirk indicates that a BattleMech has been designed as a command unit. In each game turn that one or more such units is present on the battlefield, with a conscious MechWarrior[7], 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.[11]
Applicable to: BattleMechs only.[2]

Compact 'Mech[edit]

Compact 'Mechs are especially small and easy to transport. They take up half the normal space in a transport's 'Mechbay, though they still take up a full Repair bay.
Applicable to: Light or Medium BattleMechs and IndustrialMechs with the Narrow/Low Profile Positive Quirk. [9]

Cowl[edit]

Limited to BattleMechs only, the Cowl Quirk signifies reinforced armor, protective baffles, or other improved defenses around the cockpit of the BattleMech; it provides additional armor against attack from the sides and rear of the head.[12]
Applicable to: BattleMechs only.[2]

Distracting[edit]

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 add to the Demoralizer Special Piloting Ability available within the roleplaying game.[9]
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, ProtoMechs, Small Craft and Support Vehicles.[9]

Docking Arms[edit]

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.[13]
Applicable to: JumpShips, Space Stations and WarShips.[2]

Easy to Maintain[edit]

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.[14]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[2] and ProtoMechs.[4]

Easy to Pilot[edit]

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.[15]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[2]

Extended Torso Twist[edit]

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.[16]
Applicable to: BattleMechs[2] and ProtoMechs.[4]

Fast Reload[edit]

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.[17]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, Small Craft and Support Vehicles.[2]

Hyper-Extending Actuators[edit]

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.[18]
Applicable to: BattleMechs only.[2]

Improved Cooling Jacket[edit]

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.[19]
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[2]

Improved Communications[edit]

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.[20]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[2] and ProtoMechs.[4]

Improved Life Support[edit]

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.[21] They also double Life-Support endurance [22]
Applicable to: BattleMechs, Fighters, and Small Craft.[2]

Improved Sensors[edit]

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.[23](The specific range was altered by errata)[7]
Applicable to: BattleMechs, Combat Vehicles, Support Vehicles[2] and ProtoMechs.[4]

Improved Targeting (Short, Medium, and Long)[edit]

The Improved Targeting Quirk offers a bonus to all its 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[24], but the cost varies by the Range bracket selected [7].
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[2] and ProtoMechs.[4]

Internal Bomb Bay[edit]

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.[25]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[2]

Jettison-Capable Weapon[edit]

An early branch of handheld weaponry tech, Jettison-Capable Weapons can be ejected in combat and later picked up and reattached.
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 pod space on Omni-platforms 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.[26]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[26]

Modular Weapons[edit]

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.[27]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles.[2]

Multi-Trac[edit]

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.[28]
Applicable to: BattleMechs only.[2]

Narrow/Low Profile[edit]

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.[29]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[2]

Overhead Arms[edit]

The unit's arms are mounted, like the Dasher's, to project above the 'Mech rather than hanging naturally. The 'Mech can fire its arm-mounted weapons over some obstacles, though this exposes it to hostile fire.[26]
Applicable to: BattleMechs and IndustrialMechs with at least one Arm-mounted weapon[26]

Protected Actuators[edit]

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.[30]
Applicable to: BattleMechs only.[2]

Power Reverse[edit]

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.
Applicable to: Wheeled and Tracked Combat Vehicles only.[26]

Reinforced Legs[edit]

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.[31]
Applicable to: BattleMechs only.[2]

Rumble Seat[edit]

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 or has the Cramped Cockpit Design Quirk.[26]
Applicable to: Medium, Heavy, and Assault AeroSpace Fighters, BattleMechs, Combat Vehicles, Small Craft and Support Vehicles without Torso-Mounted, Cramped or Small Cockpits [26]

Searchlight[edit]

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.[32]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[2]

Stable[edit]

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.[33]
Applicable to: BattleMechs only.[2]

Trailer Hitch[edit]

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 the as for Support Vehicles that possess the Tractor chassis modification, but only tracked and wheeled Combat vehicles may possess the Trailer Hitch Quirk.[34]
Applicable to: Tracked and Wheeled Combat Vehicles only.[2]

Variable Range Targeting[edit]

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 final cost depends upon the maximum damage output of the weapons on that unit capable of benefiting from the Quirk.[35]
Applicable to: BattleMechs[2] and ProtoMechs.[4]

VTOL Rotor Arrangement[edit]

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 stabilizing rotor; instead, the VTOL has one of two different rotor arrangements, either dual rotors or co-axial rotors.[36]
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.[36]
The co-axial rotor arrangement is one in which both rotors are mounted on the 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.[36]
Applicable to: VTOL vehicles only.[2]

List of Negative Design Quirks[37][edit]

Ammunition Feed Problem[edit]

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.[38]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[37] and ProtoMechs.[4]

Atmospheric Flight Instability[edit]

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.[39]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[37]

Bad Reputation[edit]

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.[40]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[37] and ProtoMechs.[4]

Cooling System Flaws[edit]

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.[41]
Applicable to: BattleMechs only.[37]

Cramped Cockpit[edit]

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.[42]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[37]

Difficult Ejection[edit]

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.[43]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[37]

Difficult to Maintain[edit]

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.[44]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[37] and ProtoMechs.[4]

EM Interference[edit]

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. It should be noted that this may have occurred to the Archer in the "Phantom Mech" event.[45]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles.[37]

Exposed Actuators[edit]

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.[46]
Applicable to: BattleMechs only.[37]

Exposed Weapon Linkage[edit]

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[7]. 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.[47]
Applicable to: BattleMechs, Combat Vehicles, Support Vehicles[37] and ProtoMechs.[4]

Fragile Fuel Tank[edit]

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.[48]
Applicable to: AeroSpace Fighters, Combat Vehicles with ICE engines, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles with ICE engines and WarShips.[37]

Gas Hog[edit]

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.[49]
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[37] However, fission- or fusion-powered ground and naval units may not take this Quirk.[49]

Hard to Pilot[edit]

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.[50]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[37] and ProtoMechs.[4]

Illegal Design[edit]

Using a unit with the Illegal Design quirk requires the specific consent of all players.
This quirk allows the unit to break normal construction rules, but can disable it in combat.
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.[51]
Applicable to: All units.

Inaccurate Weapon[edit]

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 penalty to its to-hit rolls.[52]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[37] and ProtoMechs.[4]

Large DropShip[edit]

Any DropShip with this Quirk is so large that when docked it occupies two docking collars rather than the usual one.[53]
Applicable to: DropShips only.[37]

Low-Mounted Arms[edit]

While most 'Mechs mount their arms in a "natural" position high on the torso, some sling the arms well below their centerline.
Applicable to: BattleMechs and IndustrialMechs with arm-mounted weapons. Incompatible with the overhead arms quirk [51]

No/Minimal Arms[edit]

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.[54]
Applicable to: BattleMechs only.[37]

No Cooling Jacket[edit]

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.[55]
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[37]

No Ejection Mechanism[edit]

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.[56]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[37]

Nonfunctional Item[edit]

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.[51]
Applicable to: All units.[51]

Non-Standard Parts[edit]

Most modern combat units use standardized, widely-available parts, connections, and measurements, making ad-hoc repairs easier. But not this one..
Units with this Quirk suffer a penalty to rolls to obtain or locate replacement parts because of their relative scarcity.[57]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[37]

No Torso Twist[edit]

Because of their construction, 'Mechs with the No Torso Twist Quirk are incapable of executing the torso twist maneuver.[58]
Applicable to: BattleMechs[37] and ProtoMechs.[4]

Oversized[edit]

The Unit is much larger than normal, becoming an easier target. It also has more difficulty moving through certain terrain without receiving damage, and cannot take cover as effectively as other units of its type.
Applicable To: Heavy and Assault 'Mechs and Combat Vehicles, and Medium-sized Support Vehicles. Incompatible with the Narrow/Low Profile Quirk.[59]

Obsolete[edit]

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.[60]
Applicable to: All unit types.[51]

Poor Cooling Jacket[edit]

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.[61]
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[37]

Poor Life Support[edit]

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 the quirk worsens the Heat level modifiers.[62] In addition, the Life Support system's operating time is halved [22]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[37]

Poor Performance[edit]

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.[63]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft, Support Vehicles, WarShips[37] and ProtoMechs.[4]

Poor Sealing[edit]

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.[59]
Applicable to: BattleMechs, ProtoMechs, Battle Armor, Combat Vehicles and Support Vehicles.[59]

Poor Targeting (Short, Medium, and Long)[edit]

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.[64]. The value of the Quirk was later increased [7]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[37] and ProtoMechs.[4]

Poor Workmanship[edit]

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.[65]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[37] and ProtoMechs.[4]

Prototype[edit]

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 lacking in 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.[66]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[37] and ProtoMechs.[4]

Static Ammo Feed[edit]

A crude ammunition-feeding system prevents this unit from swapping the ammunition types fed to one or more weapons in combat. The quirk can be taken multiple times, with each affecting all weapons of one type on the unit. Often seen in conjunction with the Exposed Ammo Feed negative Quirk. [59]
Applicable to: Any unit with a Switchable "(S)" ballistic weapon system. [59]

Sensor Ghosts[edit]

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 ranged attacks.[67]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[37] and ProtoMechs.[4]

Unbalanced[edit]

A Mech with the Unbalanced Quirk is inherently imbalanced; as such the unit suffers from a penalty to the target number for certain Piloting Skill Rolls.[68]
Applicable to: BattleMechs only.[37]

Un-streamlined[edit]

Units designed as having the Un-streamlined Quirk cannot enter or operate in an atmosphere, and should such a unit do so accidentally, it is treated as if it were a JumpShip.[69]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[37]

Weak Head Armor[edit]

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 equivalent to the difference between the recorded armor value and the actual effective value of the armor.[70]
Applicable to: BattleMechs only.[37]

Weak Legs[edit]

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.[71]
Applicable to: BattleMechs only.[37]

Weak Undercarriage[edit]

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.[72]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[37]

References[edit]

  1. Technical Readout: 3025, third printing, pg. 16 "Capabilities"
  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 Strategic Operations, p. 194, "Positive Quirk Table"
  3. Strategic Operations, p. 193, "Accurate Weapon (Variable Points)"
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 Record Sheets: 3145, New Tech, New Upgrades p. 12, "ProtoMech Design Quirks Table"
  5. Strategic Operations, p. 193, "Anti-Aircraft Targeting (Variable Points)"
  6. Strategic Operations, p. 193, "Atmospheric Flyer (3 Points)"
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Strategic Operations, Errata v.2.0, pg.13
  8. Strategic Operations, p. 193, "Battle Computer (5 Points)"
  9. 9.0 9.1 9.2 9.3 Record Sheets: 3145 New Tech, New Upgrades, pg. 12
  10. Strategic Operations, p. 193, "Combat Computer (3 Points)"
  11. Strategic Operations, p. 193, "Command BattleMech (2 Points)"
  12. Strategic Operations, p. 193, "Cowl (4 Points)"
  13. Strategic Operations, p. 193, "Docking Arms (1 Point)"
  14. Strategic Operations, p. 193, "Easy to Maintain (1 Point)"
  15. Strategic Operations, p. 193, "Easy to Pilot (2 Points)"
  16. Strategic Operations, p. 194, "Extended Torso Twist (3 Points)"
  17. Strategic Operations, p. 194, "Fast Reload (1 Point)"
  18. Strategic Operations, p. 194, "Hyper-Extending Actuators (1 Point)"
  19. Strategic Operations, p. 194, "Improved Cooling Jacket (1 Point)"
  20. Strategic Operations, p. 195, "Improved Communications (2 Points)"
  21. Strategic Operations, p. 195, "Improved Life Support (1 Point)"
  22. 22.0 22.1 Strategic Operations, Developer-level Errata
  23. Strategic Operations, p. 195, "Improved Sensors (3 Points)"
  24. Strategic Operations, p. 195, "Improved Targeting (3, 4 or 5 Points)"
  25. Strategic Operations, p. 195, "Internal Bomb Bay (3 Points)"
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Record Sheets: 3145 New Tech, New Upgrades, pg. 13
  27. Strategic Operations, p. 195, "Modular Weapons (1 Point)"
  28. Strategic Operations, p. 195, "Multi-Trac (2 Points)"
  29. Strategic Operations, p. 195, "Narrow/Low Profile (3 Points)"
  30. Strategic Operations, p. 195, "Protected Actuators (1 Point)"
  31. Strategic Operations, p. 195, "Reinforced Legs (1 Point)"
  32. Strategic Operations, p. 196, "Searchlight (1 Point)"
  33. Strategic Operations, p. 196, "Stable (2 Points)"
  34. Strategic Operations, p. 196, "Trailer Hitch (1 Point)"
  35. Strategic Operations, p. 196, "Variable Range Targeting (Variable Points)"
  36. 36.0 36.1 36.2 Strategic Operations, p. 196, "VTOL Rotor Arrangement (1 Point)"
  37. 37.00 37.01 37.02 37.03 37.04 37.05 37.06 37.07 37.08 37.09 37.10 37.11 37.12 37.13 37.14 37.15 37.16 37.17 37.18 37.19 37.20 37.21 37.22 37.23 37.24 37.25 37.26 37.27 37.28 37.29 37.30 37.31 37.32 Strategic Operations, p. 197, "Negative Quirk Table"
  38. Strategic Operations, p. 196, "Ammunition Feed Problem (1 Point)"
  39. Strategic Operations, p. 196, "Atomspheric Flight Instability (2 Points)"
  40. Strategic Operations, p. 196, "Bad Reputation (1 Point)"
  41. Strategic Operations, p. 196, "Cooling System Flaws (3 Points)"
  42. Strategic Operations, p. 196, "Cramped Cockpit (2 Points)"
  43. Strategic Operations, p. 196, "Difficult Ejection (1 Point)"
  44. Strategic Operations, p. 198, "Difficult to Maintain (1 Point)"
  45. Strategic Operations, p. 198, "EM Interference (1 Point)"
  46. Strategic Operations, p. 198, "Exposed Actuators (1 Point)"
  47. Strategic Operations, p. 198, "Exposed Weapon Linkage (2 Points)"
  48. Strategic Operations, p. 198, "Fragile Fuel Tank (2 Points)"
  49. 49.0 49.1 Strategic Operations, p. 198, "Gas Hog (2 Points)"
  50. Strategic Operations, p. 198, "Hard to Pilot (2 Points)"
  51. 51.0 51.1 51.2 51.3 51.4 Record Sheets: 3145, New Tech, New Upgrades, p. 14
  52. Strategic Operations, p. 198, "Inaccurate Weapon (Variable Points)"
  53. Strategic Operations, p. 198, "Large DropShip (2 Points)"
  54. Strategic Operations, p. 198, "No/Minimal Arms (2 Points)"
  55. Strategic Operations, p. 198, "No Cooling Jacket (2 Points)"
  56. Strategic Operations, p. 198, "No Ejection System (2 Points)"
  57. Strategic Operations, p. 198, "Non-Standard Parts (1 Point)"
  58. Strategic Operations, p. 198, "No Torso Twist (2 Points)"
  59. 59.0 59.1 59.2 59.3 59.4 Record Sheets: 3145, New Tech, New Upgrades, pg. 15
  60. Record Sheets: 3145, New Tech, New Upgrades, ppg. 14-15
  61. Strategic Operations, p. 198, "Poor Cooling Jacket (1 Point)"
  62. Strategic Operations, p. 198, "Poor Cooling Jacket (1 Point)"
  63. Strategic Operations, p. 199, "Poor Performance (3 Points)"
  64. Strategic Operations, p. 199, "Poor Targeting (1, 2 or 3 Points)"
  65. Strategic Operations, p. 199, "Poor Workmanship (1 Point)"
  66. Strategic Operations, p. 199, "Prototype (2 Points)"
  67. Strategic Operations, p. 199, "Sensor Ghosts (2 Points)"
  68. Strategic Operations, p. 199, "Unbalanced (1 Point)"
  69. Strategic Operations, p. 199, "Un-streamlined (2 Points)"
  70. Strategic Operations, p. 199, "Weak Head Armor (Variable Points)"
  71. Strategic Operations, p. 199, "Weak Legs (1 Point)"
  72. Strategic Operations, p. 199, "Weak Undercarriage (1 Point)"

Bibliography[edit]