Sea Legs: Bonus in all water-related PSRs.
Slick: Increase underwater MP by 1. (Can only be taken if the mech has UMUs installed.)
A lot of these need their points tweaked, but I agree.
Non-Aquadynamic Armor (-1 & -3 Points)
This ‘mech has an armor design which is uniquely bad at moving through water. The -1 Point quirk inflicts a 1 MP cost for the first hex of Depth 1 or deeper water it moves into in a turn. The -3 Point quirk incurs +1 MP cost for each hex of Depth 1 or deeper water it moves into.
Aquatic Stabilization (+1 Point) #Legs
This ‘mech’s legs, gyros, and actuators are modified to operate underwater. This ‘mech gains a -1 bonus to target-numbers for piloting skill rolls while in water or moving into water.
Aquatic Adaptation (+1, +2, & +3 Points)
Most ‘mechs are awkward on land, clumsy in water, and bricklike in the air. Aquatic adaptations include hydrophilic design principles to mitigate some of its faults in fluid environments.
The +1 point version of this quirk aids the ‘mech in dissipating heat when in water. Each heat sink dissipates an additional point of heat when submerged in water and the total additional heat it can dissipate in water is increased to 8.
The +2 point version of this quirk works as above, but also gives the ‘mech a -1 bonus to its piloting skill rolls while in or entering a depth 1 or deeper fluid hex.
The +3 point version gives units firing on that ‘mech a +1 penalty when this ‘mech is in depth 1 fluid. It also gains a -1 bonus to breach rolls when it’s in fluid.
Navigation Fins (+4 Points)
This ‘mech has fins and control planes to assist it in navigating through water. Reduce by 1 the MP cost for moving through water. This only saves 1MP per turn.
Submarine Vents (+2 Points)
This ‘mech’s cooling system efficiently transfers heat to water. It boils water around the ‘mech.
During the heat phase of each turn, if that ‘mech has any heat on its heat scale, it spends the next turn under a heavy boil effect. If that ‘mech doesn’t have any heat on its heat scale, but did generate any heat, then it spends its next turn under a light boil effect.
Light Boil: As per light smoke. The unit cannot use UMU.
Heavy Boil: As per heavy smoke. The unit cannot use UMU.
Finned Cooling System (+1 Point)
The heat transfer surfaces of this ‘mech are constructed to more efficiently interface with external fluids. Every two, or fraction of two, heat sinks in water dissipates one additional heat. The ‘mech’s ability to dissipate heat from external influences is increased by 1.
Gas Exchange (-1 Point)
This ‘mech’s heat exchange system is finely tuned for exchange with the air of Earthlike environments, but not water. Halve (round up) the heat dissipation bonus for his ‘mech being in water or snow.