Design Quirks

  • Design Quirk Summaries

List of Positive Design Quirks

Accurate Weapon
Being of exceptional design, a weapon or bay is more accurate than normal, and so all to-hit target numbers for that weapon or bay receive a –1 modifier. The cost is 1 point per 5 points (or fraction thereof) of maximum damage the weapon or bay can inflict in a single Damage Value grouping. More
than one weapon or bay on a unit can receive this positive quirk, but the cost for each must be paid.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.

Anti-Aircraft Targeting
Some BattleMechs like the Rifleman have an advanced targeting system that can accurately target flying units: VTOLs, WiGEs, conventional and aerospace fighters, Fixed-Wing Support Vehicles, DropShips and units performing a combat drop. All attacks against such units while airborne (not grounded) receive a –2 target number modifier. The cost is 1 point per 7 points (or fraction thereof) maximum damage that all the weapons mounted on the unit can inflict (excluding physical attack weapons). This bonus is only available when the unit itself is on the ground.
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.
Mechs: Rifleman, Jagermech, Blackjack, Orion

Atmospheric Flyer
This aerospace unit is exceptionally stable and maneuverable when operating in atmosphere. All control rolls receive a –1 target number modifier while in atmosphere.
Applicable to: AeroSpace Fighters, DropShips and Small Craft.

Battle Computer
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, grants a +2 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.
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.
Mechs: Cyclops

Battlefists
The Hand actuators of a ’Mech with Battlefists have been specially modified for close combat. The Quirk gives a bonus +1 damage with Punch attacks.
Applicable to: BattleMechs and IndustrialMechs with Hand Actuators.
Mechs: Griffin, Hunchback, Shadowhawk, Archer, Zeus, Awesome

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 each turn the unit will be four points of heat less than normal (but never less than zero).
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.
Mechs: Stalker

Command BattleMech
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, their force receives a +1 bonus to its Initiative Rolls. This modifier is not cumulative with the modifier granted by units with the Battle Computer Quirk.
Applicable to: BattleMechs only.
Mechs: Atlas, BattleMaster, Black Knight, King Crab, Mongoose, Marauder and Wolverine

Compact ’Mech
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.

Coolant Coupler
Limited to BattleMechs only, It takes less time to hook this ‘Mech up to a coolant truck then normal because of the built in coupler.
Applicable to: BattleMechs only
Mechs: Orion, Atlas

Cowl
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. A Cowl provides an additional 3 points of head
armor against all attacks except those that originate along therow of hexes directly in front of the cowled ’Mech.
Applicable to: BattleMechs only
Mechs: Cyclops, Highlander

Distracting
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.
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, ProtoMechs, Small Craft and Support Vehicles.
Mechs: Atlas, Black Knight, Banshee

Docking Arms
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.
Applicable to: JumpShips, Space Stations and WarShips.

Easy to Maintain
Some units, such as the Thorn, are easier to maintain and repair. All repair or replacement rolls made for a unit with this quirk receive a –1 target number modifier.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.
Mechs: Orion, Wolfhound, Wolf Trap, Devish, Banshee, Thorn

Easy to Pilot
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 a MechWarrior or pilot with a Piloting Skill of more than 3 will receive a –1 target number modifier for Piloting Skill rolls that they have to make as a result of damage or underlying terrain. More skilled MechWarriors receive no benefit.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, DropShips, JumpShips, Small Craft, Space Stations and WarShips.
Mechs: Mongoose, Crockett

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.
Applicable to: BattleMechs and ProtoMechs.
Mechs: Dragon

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.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, Small Craft and Support Vehicles.
Mechs: Enforcer, Hatchetman

Full-Head Ejection System
When launched a MechWarrior takes a single point of damage automatically from the relatively rough ride. If the Mech is underwater when the Full-Head Ejection System is actived, the head simply floats to the top of the water and remains stationary like a standard displacement-hull boat. On land, if the ’Mech is prone when the head is ejected, the MechWarrior can choose which hex (in a 12 hex radius) in the front firing arc he wishes to land in. If a Piloting Skill Roll (with a -3 modifier) is successful the head lands in the selected hex. Otherwise the head scatters 1d6/2 hexes as per an artillery shell. If a ’Mech is upright when the Full-Head Ejection System is active, the MechWarrior follows all the rules above, but can choose any hex in a 12 hex radius.
Once activated, the ’Mech that carried the Full-Head Ejection system is considered to have a Head Blown Off damage roll, and is considered destroyed for the remainder of the scenario. An ejected head can be re-attached to the ’Mech that launched it or be jury-rigged onto another Mech. A Full-Head Ejection System costs 1,725,000 C-Bills
Applicable to: BattleMechs and IndustrialMechs.
Mechs: Hatchetman, Wolfhound, Axeman

Highly-Articulate Ankle Actuators
Mechs with this quirk keep their footing more easily on difficult terrain such as rough, rubble, gravel, mud and ice, giving a +1 bonus to piloting rolls.
They may also traverse gradients up to 12° steeper than other ’Mechs.
Applicable to: BattleMechs only.
Mechs: Quickdraw

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.
Applicable to: BattleMechs only.
Mechs: Rifleman, Jagermech, Blackjack, Quickdraw

Improved Cooling Jacket
One weapon’s design incorporates a highly effective cooling jacket. When fired, this weapon generates 1 point less heat (never less than 1 point). More than one weapon or bay can have this positive quirk, but the cost for each must be paid.
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.
Mechs: Vindicator, Griffin

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.The unit has a powerful communications suite that can burn through standard electronic countermeasures. Hostile Guardian ECM or Clan ECM systems do not interfere with this unit, but Angel ECM still has its normal effect.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.
Mechs: Hermes II, Phoenix Hawk, Wolverine, Atlas, Rifleman

Improved Life Support
When determining damage to the MechWarrior or pilot as a result of heat following a life support critical hit, treat the unit’s heat level as being 5 points lower They also double Life-Support endurance
Applicable to: BattleMechs, Fighters, and Small Craft.
Mechs: Shadowhawk

Improved Sensors
A unit with this quirk is treated as if it has an active probe. If it is equipped with an active probe, add 2 to the Active Probe’s effective range.
Applicable to: BattleMechs, Combat Vehicles, Support Vehicles and ProtoMechs.
Mechs: Ostscout, Ostsol

Improved Targeting (Short, Medium, and Long)
The unit has advanced targeting capabilities in one range bracket. The quirk can be applied up to three times, but can be taken only once per range bracket (the cost of the quirk equals how many range brackets it has been applied to; i.e. 1 range bracket equals 2 points, 2 range brackets equals 3 points and if applied to all 3 range brackets then 4 points). All ranged attack to-hit target numbers at the selected range bracket receive a –1 modifier. A unit with this quirk cannot take Improved Targeting for the Extreme range bracket, nor can this quirk be combined with Variable Range Targeting.
Applicable to: AeroSpace Fighters, BattleMechs, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.
Mechs: Clint, Phoenix Hawk (long)

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.
Applicable to: AeroSpace Fighters, DropShips and Small Craft.

Jettison-Capable Weapon
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.
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.
Mechs: Battlemaster, Phoenix Hawk, Wolverine, Griffin

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

Multi-Trac
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.
Applicable to: BattleMechs only.

Narrow/Low Profile
Designs such as the UrbanMech, Vulcan and Lancelot have a narrow or low profile that makes them harder to hit. Ranged attacks against a unit with a Narrow/Low Profile receive a +1 to-hit modifier.
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.
Mechs: Scorpion, Vulcan, Ostroc, Urbanmech, Lancelot

Overhead Arms
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.
Applicable to: BattleMechs and IndustrialMechs with at least one Arm-mounted weapon

Protected Actuators
Armor protection around the actuators is more effective, making a ’Mech with this quirk more resistant to Leg and Swarm attacks by conventional infantry and battle armor. The target number for such attacks receives a +1 modifier.
Applicable to: BattleMechs only.
Mechs: Axeman

Power Reverse
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.

Reinforced Legs
Designed for executing the dreaded “Death From Above” attack, some ’Mechs (the Highlander, for example) suffer half the normal damage to the legs when performing Death From Above successfully.
Applicable to: BattleMechs only.
Mechs: Crusader, Highlander

Rumble Seat
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.
Applicable to: Medium, Heavy, and Assault AeroSpace Fighters, BattleMechs, Combat Vehicles, Small Craft and Support Vehicles without Torso-Mounted, Cramped or Small Cockpits.

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. Night time combat penalties do not apply within a radius of 3 hexes of a mech equipped with a searchlight. Each time a searchlight-equipped unit takes a hit in any torso location (Front or Rear), the player must roll 2D6 to determine if the searchlight is destroyed. A result of 7+ means the searchlight is destroyed, in addition to the normal effects of the attack
Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.
Mechs: Warhammer, Griffin, Shadowhark, Scorpion, Vulcan, Cataphract, Zeus, Goliath, Rifleman

Stable
The exceptional stability of certain units is reflected in the Stable Quirk, receiving a –1 target number modifier when forced to make a Piloting Skill roll as a result of a physical attack.
Applicable to: BattleMechs only.
Mechs, Scorpion, Goliath, Dragon

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 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.
Applicable to: Tracked and Wheeled Combat Vehicles only.

Variable Range Targeting
A BattleMech with this quirk has an advanced targeting system that allows it to launch more accurate attacks at either long or short range, at the expense of reduced accuracy at other ranges. During a turn’s End Phase, the controlling player must designate whether this improved targeting feature will be active at long or short range the next turn. All weapon attacks at the designated range receive a –1 target number modifier, but all weapon attacks at the alternative range receive a +1 target number modifier (medium range remains unmodified). The cost is 1 point per 5 points (or fraction thereof) maximum damage that all the weapons mounted on the ’Mech can inflict (excluding physical attack weapons). This quirk cannot be combined with Improved Targeting.
Applicable to: BattleMechs and ProtoMechs.

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 stabilizing rotor; instead, the VTOL has one of two different rotor arrangements, either dual rotors or co-axial rotors.
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.
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.
Applicable to: VTOL vehicles only.



  • List of Negative Design Quirks

Ammunition Feed Problem
The ammunition feed for one ballistic or missile weapon or bay has a tendency to jam at inconvenient moments. After making a to-hit roll with a result of a natural 2, roll 2D6. On a result of 10+ the weapon jams and cannot be fired again in this battle. On a roll of 12, the new round of ammunition will explode in the weapon for normal damage. Per normal rules, Gauss weapon ammunition will not explode, but the weapon itself does.
Mechs: Centurion, Enforcer, Zeus, Victor

Atmospheric Flight Instability
The aerospace unit is not very stable when flying within a planet’s atmospheric envelope. All control rolls receive a –1 target number modifier.
Applicable to: AeroSpace Fighters, DropShips and Small Craft.

Bad Reputation
While perfectly sound, this unit type has acquired an unwarranted bad reputation (for example the Blackjack during the Succession Wars). As a result, it is worth only half the normal resale value. Note that when buying this unit, players still must pay the normal value.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.
Mechs: Charger, Banshee, Wolftrap, Blackjack

Cooling System Flaws
A flaw in the design can result in the ’Mech generating excess heat. Whenever the ’Mech executes or receives a physical attack, falls, or is forced to make a Piloting Skill roll because it received 20 points or more damage, roll 2D6. On a result of 10+ the ’Mech will generate 5 points more heat each turn for the rest of the battle.
Applicable to: BattleMechs only.
Mechs: Cicada, Wolfhound

Cramped Cockpit
Poorly designed, the cockpit of unit’s like the Wolverine and Stinger are very cramped. The unit is considered to have the equivalent of a Small Cockpit, but it takes up the same weight and critical slots as a standard one. All piloting rolls are modified by +1.
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.
Mechs: Stinger, Wolverine

Difficult Ejection
Certain designs have flaws in their emergency escape systemsthat can prove detrimental to the health of the MechWarrior or pilot. If the MechWarrior or pilot fails a Piloting Skill Roll when ejecting, he or she suffers an additional point of damage (this is in addition to the standard damage taken).
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.
Mechs: Vindicator, Highlander

Difficult to Maintain
Some units are harder to maintain and repair. All repair or replacement rolls made for this unit receive a +1 target number modifier.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.
Mechs: Wasp LAM, Stinger LAM, Phoenix Hawk LAM, Vindicator

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

Exposed Actuators
The actuators on some designs (such as the Commando) are poorly protected and more vulnerable to the effects of Swarm and Leg attacks. The target numbers for such attacks receive a –1 modifier.
Applicable to: BattleMechs only.
Mech: Blackjack, Quickdraw (legs), Commando

Exposed Weapon Linkage
Some designs such as the Cygnus have the mechanics of a weapon dangerously exposed. When a location that holds such a weapon is hit, roll 2D6. On a roll of 10+ that weapon receives on critical hit on the first available slot. This quirk can be taken only once and only for a single weapon.
Applicable to: BattleMechs, Combat Vehicles, Support Vehicles and ProtoMechs.

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

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

Hard to Pilot
This unit is hard to operate and MechWarriors, pilots or crew receive a +1 target number modifier for all necessary Piloting/Driving Skill Rolls.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.
Mechs: Wasp

Inaccurate Weapon
Being of poor design, a weapon is less accurate than normal and all to hit numbers for that weapon or bay receive a +1 modifier. The value is 1 point per 5 points (or fraction thereof) of maximum damage the weapon can inflict in a single Damage Value grouping. More than one weapon or bay on a unit can receive this negative quirk.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.

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

Low-Mounted Arms
While most ’Mechs mount their arms in a “natural” position high on the torso, some sling the arms well below their center-line.
Applicable to: BattleMechs and IndustrialMechs with arm-mounted weapons. Incompatible with the overhead arms quirk
Mechs: Marauder

No/Minimal Arms
Some ’Mechs effectively have no arms, such as the Stalker and Locust, or arms that are totally ineffective in aiding a fallen ’Mech in regaining its feet. When making a Piloting Skill Roll to stand up, such ’Mechs receive a +2 modifier to the target number. In addition, the ’Mech cannot use the flip arms rule or make physical attacks with its arms.
Applicable to: BattleMechs only.
Mechs: Locust, Jenner, Cicada, Urbanmech, Catapult, Stalker

No Cooling Jacket
A weapon’s design excludes the standard cooling jacket. As a result, it generates 2 extra points of heat when fired.
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.

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.
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.
Mechs: Spider

Non-Standard Parts
Constructed with non-standard components—such as the Clint—it is more difficult to source parts for this unit. When attempting to locate replacement parts, add +2 to the target number.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles and WarShips.
Mechs: Clint, Wasp LAM, Stinger LAM, Phoenix Hawk LAM, Grasshopper

No Torso Twist
Some ’Mech designs, like the Bushwacker, lack the flexibility to twist at the waist (or don’t possess a waist to twist). A ’Mech with this quirk cannot torso twist.
Applicable to: BattleMechs and ProtoMechs.
Mechs: Stalker, Cicada, Nova, and Jenner

Oversized
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.

Obsolete
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.
Applicable to: All unit types.

Poor Cooling Jacket
A weapon has a badly designed cooling jacket. As a result, it generates 1 extra point of heat when fired.
Applicable to: AeroSpace Fighters, BattleMechs, DropShips, JumpShips, Small Craft, Space Stations and WarShips.

Poor Jump Jets
Units which suffer from the Poor Jump Jets Quirk have inferior jump jets or other reliability or design problems with their jump jets giving those units a penalty when they jump. When jumping roll 2d6. One a result of 10 or greater the jump jets fail and will not function for the remainder of combat.
Applicable to: BattleMechs and Small Craft.
Mechs: Wolverine, Catapult

Poor Life Support
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. In addition, the Life Support system’s operating time is halved
Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.
Mechs: Assassin

Poor Performance
The unit cannot jump to maximum speed immediately. It must spend one turn expending MP equal to its Walking, Cruising or Safe Thrust rating before it can use MP up to its Running, Flanking or Maximum Thrust MP the following turn.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, Small Craft, Support Vehicles, WarShips and ProtoMechs.

Poor Sealing
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.
Applicable to: BattleMechs, ProtoMechs, Battle Armor, Combat Vehicles and Support Vehicles.
Mechs: Griffin

Poor Targeting (Short, Medium, and Long)
The unit has poor targeting capabilities in one range bracket. This quirk can be applied more than once, but can be taken only once per range bracket. All ranged attack to-hit numbers at the selected range bracket receive a +1 modifier. A unit with this quirk cannot take Poor Targeting for Extreme Range.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.

Poor Workmanship
Not all manufacturers are as dedicated to producing quality products. This unit is one quality step lower than normal. In addition, all rolls for critical damage are modified by +1, making critical hits more likely. Results of 13 are treated as 12
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.

Prototype
The unit is a prototype and still has some issues. Its systems are less resilient and lack the redundancy that will be incorporated into the production model. All rolls for critical damage are modified by +2, making critical hits much more likely. Results of 13 or over are treated as 12.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.

Static Ammo Feed
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.
Applicable to: Any unit with a Switchable “(S)” ballistic weapon system.

Sensor Ghosts
The unit’s sensor suite projects ghost images, causing significant targeting problems. All ranged attack target numbers receive a +1 modifier.
Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.

Unbalanced
The ’Mech’s design (such as the notorious Javelin) is unbalanced. Treat this quirk as a +1 target number modifier for Piloting Skill Rolls made whenever the ‘Mech enters a hex that requires a Piloting Skill Roll due to a building type or planetary condition (i.e. Terrain Type, Terrain Modification and so on).
Mechs: Jenner, Javelin, Black Knight

Unstreamlined
Units designed as having the Unstreamlined 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.
Applicable to: AeroSpace Fighters, DropShips and Small Craft.

Weak Head Armor
The value of this quirk is equal to the number of armor points effectively lost; for example, a ’Mech has 9 points of head armor, but when using this quirk effectively has only 5 armor points, making this a 4-point quirk for the ’Mech.
Applicable to: BattleMechs only.

Weak Legs
This ’Mech’s legs were never designed to take the stresses involved in physical attacks. When the ’Mech is kicked, or executes a Death From Above attack, roll for a possible critical hit on each leg (even if the armor is not breached) and apply the results.
Applicable to: BattleMechs only.
Mechs: Wasp, Whitworth

Weak Undercarriage
The aerospace unit has a fl imsy undercarriage that cannot take much abuse. When making a landing, if the Piloting Skill Roll’s Margin of Failure is 3 or more, the gear will collapse. The unit takes 50 points of standard-scale damage to the nose (or rear of Spheroid Small Craft or DropShips) and the gear is destroyed.
Applicable to: AeroSpace Fighters, DropShips and Small Craft.



source: Strategic Operations

Design Quirks

SCHATTENJAGERS Alkorahil