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Author Topic: Illegal Quirk howwould you use it ?  (Read 273 times)

Col Toda

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Illegal Quirk howwould you use it ?
« on: 22 September 2020, 04:04:13 »
The thought of a mech with Enhanced Actuators Systems in the arms  and a targeting computer for torso and head weapons.  It is illegal as you do not include Ballistic or energy weapons in the arms tonnage to determine targeting computer tonnage . Mind you if all you have in the arms is missile launchers w Artemis V then it is no longer illegal. 

What almost legal ideas you have that falls under the illegal Quirk ?

Hominid Mk II

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  • Unofficial, sure. But better than nothing, right?
Re: Illegal Quirk howwould you use it ?
« Reply #1 on: 28 September 2020, 22:15:42 »
What almost legal ideas you have that falls under the illegal Quirk ?

You can build a Tripod 'Mech with a Standard Cockpit seating a single pilot/gunner, but the difficulty of single-handedly coordinating the movements of five limbs instead of the usual four means you can't operate the 'Mech af maximum efficiency. (In game terms, a permanent +1 modifier to both Piloting and Gunnery skills.) I suspect CGL will eventually have to introduce a rule along these lines to allow the operation of the Hedgehog and the early prototypes of the Poseidon to be described in actual gameplay.
I have come here to chew bubblegum and kick ass... and I'm all out of bubblegum.

--John Nada, in They Live (1988)

Sabelkatten

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Re: Illegal Quirk howwould you use it ?
« Reply #2 on: 29 September 2020, 13:41:25 »
Omni with hardened armor is another obvious "illegal quirk".

Putting JJ on quad BA and/or combining JJ and UMU on any unit.

Pretty much anything that's forbidden "just because", really.

idea weenie

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Re: Illegal Quirk howwould you use it ?
« Reply #3 on: 29 September 2020, 14:32:40 »
Protomechs with half-size Battlemech weaponry and/or double-size Battlearmor weaponry, to see if they are useful

Protomechs at the smaller size using Battlearmor batteries, then eventually going up to 10-rated fusion plants and beyond to provide a nice transition between battlearmor and Battlemechs


Warships with variable structure and armor, instead of being limited to the ship's Thrust for both

Space Battlestations that use Space Station construction rules but can maneuver at more than station-keeping, have higher SI than 1 pt, and have any amount of armor you desire rather then the existing limits.

Allowing Space Stations and Satellites to have the same tonnage range. (The difference between space stations and satellites would be if they were designed from the start to have custom internal environments.  If an item needs a custom internal environment, and is not built in a space station, it costs much more.  Items that need Custom internal environments would be Compartments, Quarters, CASPAR computers, Pressurized Repair Bays, etc.  So you could build a satellite that had Quarters in it, but those Quarters would cost a lot more.  You could also build extensive reconnaissance equipment into a small automated Space station, but the Space Station hull/multiplier would make it cost far more than if you had shoved the equipment into a satellite.)

Heavy weapon mounts that have a tonnage requirement and provide a slight range bonus (so Space Stations can out-range Warships)

Custom large Solar Sails to ensure that a Jumpship or Warship can always be able to recharge in at most 175 hours.

Mounting Energy Storage Batteries on a Warship so it can use them to recharge safely (it still has the timing need, but the ESBs are a lot more forgiving of recharge rate and will provide the 2-pt bonus when recharging the Warship's KF Core)


Custom weapons to deal with specific situations (i.e. a Medium Laser re-engineered to mass 1.5 tons and do 6 pts of damage to deal with an attacker that uses Commercial armor on its units)
« Last Edit: 29 September 2020, 23:16:59 by idea weenie »

Col Toda

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Re: Illegal Quirk howwould you use it ?
« Reply #4 on: 30 September 2020, 03:33:15 »
Hardened Armor takes No Space just 2x mass so where does it state it is illegal for omni mechs ? As for greater range weapons for stations vs warships sounds good to me .

Just curious can you put drone controls in something like a defense satellite? How about giving extended range LRM war ship range brackets ?

Is mounting recon cameras in a city setting on buildings overlooking major intersections and roads using drone controls to direct it but stating it is connected to control stations by fiber optic cable means it cannot be jammed by ECM illegal? However vulnerable to sabotage?
« Last Edit: 30 September 2020, 03:45:33 by Col Toda »

RifleMech

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Re: Illegal Quirk howwould you use it ?
« Reply #5 on: 03 October 2020, 08:14:28 »
I'd use it to use tech items that is currently not legal.
Everything in the Boondoggles book.
To construct a few mechs by their description.
To use Battle Armor equipment and armor on small support vehicles.
To use ProtoMech equipment and armor on Mechs, especially Ultra Lights.
To allow more than one cockpit in a mech when normally illegal.
To give LAMs tech they currently can't use.
IS tech Protomechs.
IS tech QuadVees.
The Death Star.
Wave Motion Canons
SDF-1





 

idea weenie

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Re: Illegal Quirk how would you use it ?
« Reply #6 on: 03 October 2020, 22:43:02 »
Is mounting recon cameras in a city setting on buildings overlooking major intersections and roads using drone controls to direct it but stating it is connected to control stations by fiber optic cable means it cannot be jammed by ECM illegal? However vulnerable to sabotage?

One idea is that Battletech ECM is not just jamming signals, but also creating EM effects in small objects.  So the city cameras within range of the ECM unit are getting weird errors caused by EM interference in their internal systems.
« Last Edit: 04 October 2020, 02:21:28 by idea weenie »