Fanatical troopsIgnoring 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.