Design Quirks

Revision as of 18:04, 8 April 2013 by BrokenMnemonic (talk | contribs) (Formatted Quirks to trigger hotlinks)

Property "Update Needed From" (as page type) with input value "Strategic Operations]] pp.193-197, [[Technical Readout: Prototypes" contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.

Contents

Description


Design Quirks Optional

List of Positive Design Quirks[1]

Accurate Weapon

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, WarShips[1] and ProtoMechs.[3]

Anti-Aircraft Targeting

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.[4]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[1]

Atmospheric Flyer

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.[5]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[1]

Battle Computer

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.[6]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[1]

Combat Computer

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.[7]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[1]

Command BattleMech

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.[8]
Applicable to: BattleMechs only.[1]

Cowl

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.[9]
Applicable to: BattleMechs only.[1]

Distracting

Applicable to: ProtoMechs.[3]

Docking Arms

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.[10]
Applicable to: JumpShips, Space Stations and WarShips.[1]

Easy to Maintain

Repair and replacement rolls made for a unit with the Easy to Maintain Quirk receive a bonus to the target number modifier to reflect the fact that the unit is easier to maintain and repair by design.[11]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[1] and ProtoMechs.[3]

Easy to Pilot

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.[12]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[1]

Extended Torso Twist

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.[13]
Applicable to: BattleMechs[1] and ProtoMechs.[3]

Fast Reload

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.[14]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, Small Craft and Support Vehicles.[1]

Hyper-Extending Actuators

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.[15]
Applicable to: BattleMechs only.[1]

Improved Cooling Jacket

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.[16]
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[1]

Improved Communications

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.[17]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[1] and ProtoMechs.[3]

Improved Life Support

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.[18]
Applicable to: BattleMechs and Battle Armor.[1]

Improved Sensors

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.[19]
Applicable to: BattleMechs, Combat Vehicles, Support Vehicles[1] and ProtoMechs.[3]

Improved Targeting

Improved Targeting, Short
The Improved Targeting Quirk offers a bonus to ranged to-hit numbers within one or more selected range brackets. A unit can take this Quirk more than once, with each iteration applying to a different range bracket, but the cost of the Quirk increases in proportion to the number of times it has been taken.[20]
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[1] and ProtoMechs.[3]
Improved Targeting, Medium
The Improved Targeting Quirk offers a bonus to ranged to-hit numbers within one or more selected range brackets. A unit can take this Quirk more than once, with each iteration applying to a different range bracket, but the cost of the Quirk increases in proportion to the number of times it has been taken.[20]
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[1] and ProtoMechs.[3]
Improved Targeting, Long
The Improved Targeting Quirk offers a bonus to ranged to-hit numbers within one or more selected range brackets. A unit can take this Quirk more than once, with each iteration applying to a different range bracket, but the cost of the Quirk increases in proportion to the number of times it has been taken.[20]
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[1] and ProtoMechs.[3]

Internal Bomb Bay

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.[21]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[1]

Modular Weapons

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.[22]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles.[1]

Multi-Trac

Whereas for most units attacking multiple targets in a single turn would result in a peanlty being applied to various attack rolls, a unit with the Multi-Trac Quirk is capable of tracking multiple targets at once and can attack more than one target within the front and arm arcs without attracting a penalty. This bonus does not extend into the rear arc though, with targets in that arc still generating the secondary targets penalty.[23]
Applicable to: BattleMechs only.[1]

Narrow/Low Profile

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.[24]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[1]

Protected Actuators

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.[25]
Applicable to: BattleMechs only.[1]

Reinforced Legs

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.[26]
Applicable to: BattleMechs only.[1]

Searchlight

The Searchlight Quirk denotes that a unit has been fitted with a high-powered searchlight. While useful, this searchlight can be destroyed if the unit takes damage from particular directions.[27]
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.[1]

Stable

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.[28]
Applicable to: BattleMechs only.[1]

Trailer Hitch

A relatively common adaptation, the Trailer Hitch Quirk allows one unit possessing the Quirk to tow a second unit that also possesses the same Quirk. Towing another vheicle via the Trailer Hitch Quirk is functionally the same as the as for Support Vehicles that possess the Tractor chassis modification, but only tracked and wheeled Combat vehicles may possess the Trailer Hitch Quirk.[29]
Applicable to: Tracked and Wheeled Combat Vehicles only.[1]

Variable Range Targeting

The Variable Range Targeting Quirk is incompatible with the Improved Targeting Quirk. Those units with the Variable Range Targeting Quirk have been constructed to incorporate an advanced targeting system that allows the unit to make more accurate attacks at certain ranges, although this benefit is offset somewhat by a corresponding penalty to other ranges. The unit with the Quirk must designate in the End Phase of each turn whether it wishes to receive the targeting bonus at short or long range. During the next turn, the unit receives a bonus to ranged attacks made at the range chosen the turn before, but a penalty to the opposite range - so, a bonus at long ranges means a penalty at short ranges, and vice versa. The cost of taking this quirk varies for each unit, as the the final cost depends upon the maximum damage output of the weapons on that unit capable of benefiting from the Quirk.[30]
Applicable to: BattleMechs[1] and ProtoMechs.[3]

VTOL Rotor Arrangement

The VTOL Rotor Arrangement Quirk is only intended for use in games where the advanced vehicle movement rules from Tactical Operations are in effect. The presence of this Quirk indicates that the VTOL with the Quirk doesn't have the more common rotor arrangement of a single main rotor and a smaller tail-mounted stabilising rotor; instead, the VTOL has one of two different rotor arrangements, either dual rotors or co-axial rotors.[31]
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.[31]
The co-axial rotor arrangement is one in which both rotors are mounted on hte same mast; in contrast to the dual rotor arrangement, which provides improved stability at the cost of maneuverability, the co-axial rotor arrangement lowers the stability of the VTOL but significantly increases the aircraft's maneuverability. Such a VTOL receives no penalty to rolls on the Failed Maneuver Table, but any critical hit to the rotors imposes a penalty to all Piloting Skill Rolls.[31]
Applicable to: VTOL vehicles only.[1]

List of Negative Design Quirks[32]

Ammunition Feed Problem

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.[33]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

Atmospheric Flight Instability

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.[34]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[32]

Bad Reputation

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.[35]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

Cooling System Flaws

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.[36]
Applicable to: BattleMechs only.[32]

Cramped Cockpit

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.[37]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[32]

Difficult Ejection

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.[38]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[32]

Difficult to Maintain

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.[39]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

EM Interference

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.[40]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft and Support Vehicles.[32]

Exposed Actuators

Swarm and Leg attacks are more effective against units that suffer from having poorly-armored or exposed actuators; a unit with this particular Quirk is 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.[41]
Applicable to: BattleMechs only.[32]

Exposed Weapon Linkage

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.[42]
Applicable to: BattleMechs, Combat Vehicles, Support Vehicles[32] and ProtoMechs.[3]

Fragile Fuel Tank

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.[43]
Applicable to: AeroSpace Fighters, Combat Vehicles with ICE engines, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles with ICE engines and WarShips.[32]

Gas Hog

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.[44]
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[32] However, fission- or fusion-powered ground and naval units may not take this Quirk.[44]

Hard to Pilot

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.[45]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

Inaccurate Weapon

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.[46]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

Large DropShip

Any DropShip with this Quirk is so large that when docked it occupies two docking collars rather than the usual one.[47]
Applicable to: DropShips only.[32]

No/Minimal Arms

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.[48]
Applicable to: BattleMechs only.[32]

No Cooling Jacket

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.[49]
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[32]

No Ejection Mechanism

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.[50]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[32]

Non-Standard Parts

Having been constructed with components that are not considered standard components, units with this Quirk suffer a penalty to rolls to obtain or locate replacement parts because of their relative scarcity.[51]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.[32]

No Torso Twist

BattleMechs with the No Torso Twist Quirk have been constructed in such a fashion that they are incapable of executing the torso twist maneuvre.[52]
Applicable to: BattleMechs[32] and ProtoMechs.[3]

Obsolete

Applicable to: ProtoMechs.[3]

Poor Cooling Jacket

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.[53]
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.[32]

Poor Life Support

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.[54]
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.[32]

Poor Performance

The Poor Performance Quirk reflects a unit that is unable to accelerate to maximum speed quickly; as a result, any unit with this Quirk must spend one turn limited to moving at the unit's Cruising, Safe Thrust or Walking rating before being able to use up to its' full movement allowance in the next turn.[55]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft, Support Vehicles, WarShips[32] and ProtoMechs.[3]

Poor Sealing

Applicable to: ProtoMechs.[3]

Poor Targeting

Poor Targeting, Short
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.[56]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

=Poor Targeting, Medium

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.[56]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]
Poor Targeting, Long
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.[56]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

Poor Workmanship

Some manufacturers have quality processes and standards associated with manufacturing that are sorely lacking; as a result, equipment produced by such sources and cursed with the Poor Workmanship Quirk is one quality step lower than normal and any critical damage rolls against such units earn a bonus to reflect the increased chance of such units suffering damage.[57]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

Prototype

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.[58]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

Sensor Ghosts

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.[59]
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips[32] and ProtoMechs.[3]

Unbalanced

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.[60]
Applicable to: BattleMechs only.[32]

Un-streamlined

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.[61]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[32]

Weak Head Armor

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.[62]
Applicable to: BattleMechs only.[32]

Weak Legs

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.[63]
Applicable to: BattleMechs only.[32]

Weak Undercarriage

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.[64]
Applicable to: AeroSpace Fighters, DropShips and Small Craft.[32]

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 Strategic Operations, p. 194, "Positive Quirk Table"
  2. Strategic Operations, p. 193, "Accurate Weapon (Variable Points)"
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 Technical Readout: Prototypes, p. 204, "ProtoMech Design Quirks Table"
  4. Strategic Operations, p. 193, "Anti-Aircraft Targeting (Variable Points)"
  5. Strategic Operations, p. 193, "Atmospheric Flyer (3 Points)"
  6. Strategic Operations, p. 193, "Battle Computer (5 Points)"
  7. Strategic Operations, p. 193, "Combat Computer (3 Points)"
  8. Strategic Operations, p. 193, "Command BattleMech (2 Points)"
  9. Strategic Operations, p. 193, "Cowl (4 Points)"
  10. Strategic Operations, p. 193, "Docking Arms (1 Point)"
  11. Strategic Operations, p. 193, "Easy to Maintain (1 Point)"
  12. Strategic Operations, p. 193, "Easy to Pilot (2 Points)"
  13. Strategic Operations, p. 194, "Extended Torso Twist (3 Points)"
  14. Strategic Operations, p. 194, "Fast Reload (1 Point)"
  15. Strategic Operations, p. 194, "Hyper-Extending Actuators (1 Point)"
  16. Strategic Operations, p. 194, "Improved Cooling Jacket (1 Point)"
  17. Strategic Operations, p. 195, "Improved Communications (2 Points)"
  18. Strategic Operations, p. 195, "Improved Life Support (1 Point)"
  19. Strategic Operations, p. 195, "Improved Sensors (3 Points)"
  20. 20.0 20.1 20.2 Strategic Operations, p. 195, "Improved Targeting (3, 4 or 5 Points)"
  21. Strategic Operations, p. 195, "Internal Bomb Bay (3 Points)"
  22. Strategic Operations, p. 195, "Modular Weapons (1 Point)"
  23. Strategic Operations, p. 195, "Multi-Trac (2 Points)"
  24. Strategic Operations, p. 195, "Narrow/Low Profile (3 Points)"
  25. Strategic Operations, p. 195, "Protected Actuators (1 Point)"
  26. Strategic Operations, p. 195, "Reinforced Legs (1 Point)"
  27. Strategic Operations, p. 196, "Searchlight (1 Point)"
  28. Strategic Operations, p. 196, "Stable (2 Points)"
  29. Strategic Operations, p. 196, "Trailer Hitch (1 Point)"
  30. Strategic Operations, p. 196, "Variable Range Targeting (Variable Points)"
  31. 31.0 31.1 31.2 Strategic Operations, p. 196, "VTOL Rotor Arrangement (1 Point)"
  32. 32.00 32.01 32.02 32.03 32.04 32.05 32.06 32.07 32.08 32.09 32.10 32.11 32.12 32.13 32.14 32.15 32.16 32.17 32.18 32.19 32.20 32.21 32.22 32.23 32.24 32.25 32.26 32.27 32.28 32.29 32.30 32.31 32.32 32.33 32.34 Strategic Operations, p. 197, "Negative Quirk Table"
  33. Strategic Operations, p. 196, "Ammunition Feed Problem (1 Point)"
  34. Strategic Operations, p. 196, "Atomspheric Flight Instability (2 Points)"
  35. Strategic Operations, p. 196, "Bad Reputation (1 Point)"
  36. Strategic Operations, p. 196, "Cooling System Flaws (3 Points)"
  37. Strategic Operations, p. 196, "Cramped Cockpit (2 Points)"
  38. Strategic Operations, p. 196, "Difficult Ejection (1 Point)"
  39. Strategic Operations, p. 198, "Difficult to Maintain (1 Point)"
  40. Strategic Operations, p. 198, "EM Interference (1 Point)"
  41. Strategic Operations, p. 198, "Exposed Actuators (1 Point)"
  42. Strategic Operations, p. 198, "Exposed Weapon Linkage (2 Points)"
  43. Strategic Operations, p. 198, "Fragile Fuel Tank (2 Points)"
  44. 44.0 44.1 Strategic Operations, p. 198, "Gas Hog (2 Points)"
  45. Strategic Operations, p. 198, "Hard to Pilot (2 Points)"
  46. Strategic Operations, p. 198, "Inaccurate Weapon (Variable Points)"
  47. Strategic Operations, p. 198, "Large DropShip (2 Points)"
  48. Strategic Operations, p. 198, "No/Minimal Arms (2 Points)"
  49. Strategic Operations, p. 198, "No Cooling Jacket (2 Points)"
  50. Strategic Operations, p. 198, "No Ejection System (2 Points)"
  51. Strategic Operations, p. 198, "Non-Standard Parts (1 Point)"
  52. Strategic Operations, p. 198, "No Torso Twist (2 Points)"
  53. Strategic Operations, p. 198, "Poor Cooling Jacket (1 Point)"
  54. Strategic Operations, p. 198, "Poor Cooling Jacket (1 Point)"
  55. Strategic Operations, p. 199, "Poor Performance (3 Points)"
  56. 56.0 56.1 56.2 Strategic Operations, p. 199, "Poor Targeting (1, 2 or 3 Points)"
  57. Strategic Operations, p. 199, "Poor Workmanship (1 Point)"
  58. Strategic Operations, p. 199, "Prototype (2 Points)"
  59. Strategic Operations, p. 199, "Sensor Ghosts (2 Points)"
  60. Strategic Operations, p. 199, "Unbalanced (1 Point)"
  61. Strategic Operations, p. 199, "Un-streamlined (2 Points)"
  62. Strategic Operations, p. 199, "Weak Head Armor (Variable Points)"
  63. Strategic Operations, p. 199, "Weak Legs (1 Point)"
  64. Strategic Operations, p. 199, "Weak Undercarriage (1 Point)"

Bibliography