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Author Topic: Design Quirks you'd like to see? Negative ones too!  (Read 2298 times)

CVB

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #30 on: 13 January 2022, 20:20:04 »
Probably too realistic  ;D


"Wars result when one side either misjudges its chances or wishes to commit suicide; and not even Masada began as a suicide attempt. In general, both warring parties expect to win. In the event, they are wrong more than half the time."
- David Drake

I'm willing to suspend my disbelief, but I'm not willing to hang it by the neck until it's dead, dead, dead!

Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #31 on: 13 January 2022, 20:24:07 »
That last one is entirely too cute to be real.. What the heck is it?? ???

CVB

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #32 on: 13 January 2022, 20:33:24 »
US Army M981 FISTV, based on the M901ITV TOW missile launcher. Turret folds down by about one meter (picture shows raised turret),

Top: M113 with RATAC battlefield radar, German Bundeswehr
Center:  M113, equipped as forward artillery observation post (optical/laser), German Bundeswehr
« Last Edit: 13 January 2022, 20:35:03 by CVB »
"Wars result when one side either misjudges its chances or wishes to commit suicide; and not even Masada began as a suicide attempt. In general, both warring parties expect to win. In the event, they are wrong more than half the time."
- David Drake

I'm willing to suspend my disbelief, but I'm not willing to hang it by the neck until it's dead, dead, dead!

Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #33 on: 13 January 2022, 20:36:19 »
Please pardon my Navy chortling over the Army making something like that (and DON'T tell my wife, who was in the Army back in the day!)  ;D

CVB

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #34 on: 13 January 2022, 21:17:06 »
You can always make fun of the Air Force together  ;D
"Wars result when one side either misjudges its chances or wishes to commit suicide; and not even Masada began as a suicide attempt. In general, both warring parties expect to win. In the event, they are wrong more than half the time."
- David Drake

I'm willing to suspend my disbelief, but I'm not willing to hang it by the neck until it's dead, dead, dead!

RifleMech

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #35 on: 14 January 2022, 02:31:15 »
Correct, and neither can the Thumper fire into the side arcs, but that has nothing to do with the laser turret being in the way, but everything with the fact the according to the RS, the Thumper is front mounted and thus limited the same way as a Hetzer's or Saladin's gun.

I keep forgetting the Thumper doesn't have a turret.  xp Maybe it'll have the vehicle equivalent of the Directional Torso Mount Quirk?  >:D


An LRM variant JagerMech with a mast mounted Recon Camera would be...  :drool:


Would be fun.  >:D

idea weenie

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #36 on: 14 January 2022, 03:56:15 »
US Army M981 FISTV, based on the M901ITV TOW missile launcher. Turret folds down by about one meter (picture shows raised turret),

I wonder how many soldiers would watch the movie, then refer to it as the M981 WALL-E?

Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #37 on: 14 January 2022, 04:12:21 »
You can always make fun of the Air Force together  ;D
Oh, we do...  ^-^

NomadicChronicler

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #38 on: 14 January 2022, 04:49:34 »
On "Elevated/Flexible Gun Mount"s;
I'm not opposed to the idea but for the love of urbanmech, please remember to put a limiters on it, regarding tonnage, recoil and so on.

Newton is a true gentleman and there is a reason why M1128 is a [redacted] to use in hilly terrain.

NomadicChronicler

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #39 on: 16 January 2022, 09:06:01 »
Simulator / Training Module;
 The mech with this quirk is designed as a training model; It lacks some of the field endurance of it's front-line focused brethren due to smaller tonnage of consumables and a general increase to the tech support and maintenance requirements in order to keep it's systems calibrated.
 On the upside, the presence of this module allows pilots to train in simulated combat modules on their own as well as in networked group simulations if other mechs with this module and a dedicated HQ unit to run the exercise is present, which greatly enhances training speeds as this system eliminates most of the supply expenditure up to a certain point (there still isn't anything as good as real experience.)
 Lastly, during actual combat, this system allows an experienced commander, along with his/her command team to closely supervise the rookies under their command thanks to all the additional electronic integration between the mech and the HQ systems; providing a +1 buff to one (chosen at the start of the turn) statistic of the supervised pilot.

idea weenie

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #40 on: 23 March 2022, 19:13:36 »
Fanatical troops
Ignoring common sense advice about duck and cover, evasive maneuvering, and similar protective measures, this unit is going all-out.  Due to the greater focus on engaging the opponent, the unit gets a 1 pt bonus to their offensive Piloting and Gunnery rolls, but unfortunately suffering double damage from enemy attacks.

Example:
A fanatical Mechwarrior gets the 1 pt bonus when swinging their Mech's fist for a punch, but does not get that bonus when rolling to stand up after falling down.  Similarly, a 5-pt Medium Laser hit on the Head would strip all of the 9 pts of armor off, inflict 1 pt of damage on the head's internal structure, and due to the internal damage would roll for a potential critical hit.  If not sure which Piloting rolls would apply, anything that involves attacking or otherwise getting closer to the closest enemy would qualify, while all other Piloting rolls would not.



Luxurious (timeframe_A/timeframe_B)
This vehicle/Mech/vessel is so comfortable to be on that personnel assigned to it will actually become used to the luxury and have difficulty re-acclimating once they are transferred away.

The (timeframe_A) indicates how long a unit has to be on board the V/M/V before removal from that vessel will cause the unit to lose a combat grade.  Training the unit for at least (timeframe_B) will allow that lost combat grade will be restored.  This time spent training does not count for gaining experience through training.  Note that this effect only applies after the unit has departed, so it is possible for a unit to be transferred and left on board with no loss of combat capability.

Example:
The Veteran mercenary infantry unit Merrill's Marauders had to be transported to the destination and the only transport available was a Princess class Dropship.  If the Princess class had a Quirk of "Luxurious (2 months/1 month)", and the trip was over 2 months, then when Merrill's Marauders arrived at their destination their effective rating in combat would be considered Regular.  Time to call out the Drill Instructors for the next 1 month so the infantry can remember that field showers don't just mean lack of scented bubble bath.



Horrible conditions (timeframe)
This transport unit is so bad to be on that combat forces will actually start to mutiny over time when stationed aboard.  For each (timeframe), the unit loses 1 level of loyalty.  When the loyalty gets to Questionable, then every (timeframe) after that a 2d6 is rolled and that is the percentage of the force that has to be confined for d6 months due to attempted mutiny.  The nice part is that any troops that are still confined when the unit reaches its destination can be converted to Foot rifle infantry for every 28 people.  Non-infantry Combat troops are converted over at their current combat grade (Green, regular, veteran, elite), non-combat units lose 1 grade, while combat infantry can choose to get the "Fanatical Troops" Quirk.

Advantage is when this transport unit is used for evacuation.  Any failed Willpower rolls that resulted in the unit fleeing off the map will allow one failed reroll because the unit has that bad of a reputation.  Similarly every 280 civilians being evacuated will produce 1 unit of green foot rifle infantry (assuming sufficient weaponry is available).

This effect can also be countered by paying the personnel more to reflect extra entertainment/discipline necessary (depending on the ship, this could be one and the same, such as pirate Dropships).  For every 10% extra paid to the personnel, the rolls are reduced by 1 (to a minimum of 1 each).  This can be adjusted so only some of the personnel are paid more, and others are paid less (i.e. a pirate unit would tend to keep the doctors/senior techs/etc at the higher pay grade, and let the minions take regular pay in order to get a bunch of berserkers when they reach the planet.

This quirk can be applied to a single vehicle (where that vehicle is considered unlucky or has springs sticking off the cast aluminum seats), or an entire production run where the vehicles were designed 1 inch too small for the minimum size trooper to easily/comfortably fit in.  Some examples are armored personnel carriers that are just short enough for the troopers to bang their heads on the ceiling of the personnel compartment with every dip in the ground, infantry clothing whose texture resembles burlap, or the original Scorpion that would have the Mechwarriors prefer almost any other ride.

Maingunnery

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #41 on: 23 March 2022, 20:29:48 »

Jettison-Capable Limbs

Points: 1 point per limb
Applicable to: BattleMechs and IndustrialMechs
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HeavyArmorMecha

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #42 on: 23 March 2022, 21:25:32 »
Vertical-Launched Missiles

Points: 5 point per launcher
Applicable to: SRMs, LRMs, MMLs, ATMs, Thunderbolt Missiles, SRTs, LRTs mounted on Battlemech, Industrialmech, Combat Vehicle and Support Vehicle.

The Launcher now gains 360° firing arc, and -1 hit bonus if the target is within the minimal range.

Cannonshop

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #43 on: 23 March 2022, 21:32:21 »
Ergononic Design:

The cockpit or crew module of the vehicle in question was designed by someone who understands how the human body works and how much information the human brain can process at one time.  this permits multiple targeting without penalty and reduces PSR checks by one pip for jumping, skid avoidance/sideslip rolls or fall recovery.

"...all the controls are right where your instincts say they should be, and it doesn't swamp you with irrelevant information, plus the feedback systems are calibrated to actually provide useful feedback."
"If ye love wealth better than liberty,
the tranquility of servitude
better than the animating contest of freedom,
go home from us in peace.
We ask not your counsels or your arms.
Crouch down and lick the hands which feed you.
May your chains set lightly upon you,
and may posterity forget that you were our countrymen."-Samuel Adams

CVB

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #44 on: 23 March 2022, 22:09:45 »
Vertical-Launched Missiles

Points: 5 point per launcher

Maybe assign point costs according to damage and range: SRM2 < ELRM20
"Wars result when one side either misjudges its chances or wishes to commit suicide; and not even Masada began as a suicide attempt. In general, both warring parties expect to win. In the event, they are wrong more than half the time."
- David Drake

I'm willing to suspend my disbelief, but I'm not willing to hang it by the neck until it's dead, dead, dead!

HeavyArmorMecha

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #45 on: 23 March 2022, 23:39:48 »
Maybe assign point costs according to damage and range: SRM2 < ELRM20

To be honest, I didn't think that much when writing that, and now that I have, it felt very hard to balance it...

Charistoph

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #46 on: 24 March 2022, 09:13:38 »
Fanatical troops
Ignoring common sense advice about duck and cover, evasive maneuvering, and similar protective measures, this unit is going all-out.  Due to the greater focus on engaging the opponent, the unit gets a 1 pt bonus to their offensive Piloting and Gunnery rolls, but unfortunately suffering double damage from enemy attacks.

Example:
A fanatical Mechwarrior gets the 1 pt bonus when swinging their Mech's fist for a punch, but does not get that bonus when rolling to stand up after falling down.  Similarly, a 5-pt Medium Laser hit on the Head would strip all of the 9 pts of armor off, inflict 1 pt of damage on the head's internal structure, and due to the internal damage would roll for a potential critical hit.  If not sure which Piloting rolls would apply, anything that involves attacking or otherwise getting closer to the closest enemy would qualify, while all other Piloting rolls would not.

That's more an SPA than a Quirk.  Beyond that, I would think that Fanatical would have a bonus versus Morale rules and other SPAs like Antagonizer and Demoralizer.

It would only be a Quirk if it was on Infantry.
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