Author Topic: Design Quirks you'd like to see? Negative ones too!  (Read 5532 times)

AngryButler with a KNIFE!

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Design Quirks you'd like to see? Negative ones too!
« on: 15 October 2021, 03:16:18 »
I'll open with one that is the jumper equivalent of Poor Performance:

Slow Charging Jumpjets
Cannot jump in successive turns. This quirk cannot be applied more than twice to a unit, to a maximum of two successive turns between jumps. If combined with the Prototype quirk, reduce the cost of the Prototype quirk by 1.
Applicable to: Any unit that mounts jumpjets or improved jumpjets
Points Rebate: 3 or 6 (if taken twice)

Something for the succession wars era slap-dash repair jobs, early post-Helm/pre-Clan 'recovery' era, or Periphery 'frankenmech' designers to play with. Or in a situation where emergency repairs had to be done and its a temporary 'bug' applied just for just that one battle(s)/scenario. Or someone is attempting to get a salvaged Kanga working.

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Defensive Chest Mount
One weapon mounted in the Center Torso of a BattleMech is granted -1 to hit against any units within one hex of itself or if it shares a hex with any units. Cannot be applied to any weapon doing more than 7 base damage. This quirk can be applied once per each weapon mounted in the allowed location. Can be applied to rear facing weapons. This perk cannot be combined with Anti-Aircraft Targeting, Improved Targeting [Short, Medium, and Long], and/or Variable Range Targeting.
Applicable to: Battlemechs
Points: 2

For anyone wanting a 'chin gun', generally for getting rid of PBIs, Battle Armor, or anything else that somehow is managing to share the same hex as you. And the 7 damage limit is to prevent abuse of Snub-Nosed PPCs, LLs of any type, CERPPCs, large MRM and/or ATM launchers, etc, and so on.

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Limited Aquatic Jump
A unit with jumpjets that has not jumped yet, if it starts it's turn in Depth 2+ water, may make a one-time jump out of water greater than Depth 2+ as if performing a normal jump. Any jump attempted at greater than Depth 3, automatically fail as normal. Jump movement is 2 per hex of water, switching to normal jump movement cost once out of Depth 1 water. Jump must exit the water entirely and cannot end in water of any depth greater than 1. Point cost for this perk is 1 per 3 jump movement. Cannot be combined with Dual-mode Pulse Jets.
Applicable to: any unit mounting jumpjets or improved jumpjets
Points: Variable

For those who remember that jumpjets work in space, so obviously can be sealed. This is just a workaround to allow slightly faster exiting of water from a submerged location. Movement cost is a minor penalty considering the density of water makes it far harder to push through.

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Dual-mode Pulse Jets
A unit mounting Improved Jump Jets treats them as normal jumpjets when outside of water and in water equal to Depth 1 (read: cannot use them to jump greater than a unit's Walking movement), and treats them as standard UMUs in water deeper than Depth 2. This cannot be applied to units with standard jumpjets, UMUs, and/or any Mechanical Jump Boosters. Point cost for this perk is 1 per 2 jump movement. Cannot be combined with Self-Sealing/Purging Jumpjets.
Applicable to: any unit mounting improved jumpjets
Points: Variable

Something that, well, really should have shown up as actual equipment (and who knows, they might just in the ilClan era) where you can do one or the other, but not at the same time, nor quite as good. Basically, alt-movement systems that weight & mass twice as much as normal, but do both. If they do come up with equipment that can do it, treat this as an early prototype stage.
« Last Edit: 15 October 2021, 03:18:17 by AngryButler with a KNIFE! »
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Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #1 on: 15 October 2021, 17:09:55 »
I like those slow-charging jump jets.  That would fit with the Wolverine's originals I think...  ^-^

Fear Factory

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #2 on: 18 October 2021, 20:31:46 »
From the Catapult's fluff:

Poor Jump Jets: Unit suffers 2x jumping heat on a 2d6 check of 4 or below.
The conflict is pure - The truth devised - The future secured - The enemy designed
Maj. Isaac "Litany" Van Houten, Lone Wolves, The Former 66th "Litany Against Fear" Company

Hammerhead

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #3 on: 20 October 2021, 15:45:28 »
I was thinking that the “No/Minimal Arms” quirk could very easily have a halved penalty and point value to represent something like the Thorn, with it’s one functional arm.

Empyrus

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #4 on: 20 October 2021, 16:07:07 »
"Cheap".
Cost 0? (Also, is this a negative or positive?)
This unit was constructed by Quickscell (or similar) and is cheaper than it would be usually if made with proper standards. This quirk can only be taken if the unit also possesses at least one of the following: Ramshackle, Poor Workmanship, Cooling System Flaws, Ammo Feed Problem, Poor Performance, Poor Sealing, or Poor Life Support.
This quirk reduces cost of the unit it is applied to depending on how many applicable negative quirks the unit has. If the unit has one negative quirk from the list, the multiplier is 0.9, if it has two the multiplier is 0.8, and so on. Multiply the unit's price after all normal calculations.


Something like this. Phrasing, effect, requirements need to be considered.

Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #5 on: 20 October 2021, 19:11:52 »
The trick there is that the penalty has to be worth the "cost"...

Hammerhead

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #6 on: 30 October 2021, 17:37:26 »
Possibly a “Regionally Ubiquitous” quirk?  Maybe a +2 or +3 in a certain Faction’s space, but nothing or even a penalty to get parts outside of said Faction’s space?  The Vindicator is easier to find than dirt in Liao space, but they’re tight fisted with allowing sales to outside buyers, for example.

Hammerhead

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #7 on: 20 November 2021, 10:13:20 »
Specifically for the Quickdraw: an “Improved Handling” quirk of some kind?  Reduces the MP cost of ground movement through hexes with an increased MP cost by 1?

PuppyLikesLaserPointers

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #8 on: 20 November 2021, 11:24:06 »
Negative Quirk

Chest-Mounted Cockpit(3 points)
Type: Mech
This 'Mech's cockpit is mounted on the chest, and sometimes the enemy may score an unexpected headshot when face to face the mech. Each time the mech is attacked from Rear side, ignore Head hit from 'Mech Hit Location Table or 'Mech Punch Location Table and reroll it until other than Head location is rolled. Each time the mech is attacked from Front side and Center Torso was rolled on either Hit Location Table above, roll a 1d6 and on a 4+ the attack hits the head instead.

Recommended units: Archer, Catapult, Marauder, Timber Wolf. Replaces Weak Head Armor if the unit already have it.

So, if you wonder why they has the same chance to suffer a head hit, then now it is the time to fix this.

DevianID

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #9 on: 20 November 2021, 22:04:56 »
"Long Barrel" weapon quirk.
This weapon has an extended barrel good for stable long range shots but cumbersome to quickly swing around at close range.  +2 short/medium/long range targeting.
So the long barrel Warhammer ppcs in the arm versus the marauders shorter ones, or the long medium laser on the locust versus the short ones in the center of the spider.

Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #10 on: 20 November 2021, 23:17:29 »
+2 hexes or to hit?  ???

DevianID

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #11 on: 21 November 2021, 20:09:13 »
+2 to hit.  So across all ranges the weapon has the same average to hits(+2+2+2 vs +0+2+4), but its worse up close and better at long range.

Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #12 on: 21 November 2021, 20:47:48 »
Hmmmm... it feels more than a little weird.

Charistoph

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #13 on: 21 November 2021, 21:52:06 »
Maybe something for digitigrade legs like the Thanatos or Wendigo, and reverse-legs like the Catapult and Timber Wolf.  I can't think of anything that would make sense or work.

Chest-Mounted Cockpit(3 points)

Probably works, but I think the name would be "Forward-mounted Head".  Your name implies that only the cockpit is there.
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DevianID

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #14 on: 22 November 2021, 02:16:14 »
Quote
Digitigrades are faster in running and jumping as the digitigrade legs get extra leverage from their ankle which gives them a spring in their step.
Bipedal Digitigrades, however, are not very stable, and it is easier to knock them over compared to plantigrades and unguligrades
https://www.worldatlas.com/articles/what-is-a-digitigrade.html

So I would say +1 running MP, but +2 PSR, is a digitigrade friendly quirk.

Coldstone

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #15 on: 22 December 2021, 18:20:07 »
A thing I liked about the Blood Asp or similar Mechs in MW4. The 360Degree Torso Twist.

Maybe so. Turret Torso. Hmm as far as I know there is an extended Torso twist quirk. So I would put the turret Torso at 1 point more than that.
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Atarlost

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #16 on: 01 January 2022, 21:11:57 »
Battle Boot, Battle wrist.  Same cost and benefit as Battlefists or Barrel Fist for kick attacks and melee weapon attacks respectively. 

RifleMech

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #17 on: 07 January 2022, 15:07:22 »
I'd like to add to the Rotor Arrangement Quirk.

Compound helicopter
https://en.wikipedia.org/wiki/Helicopter#Compound_helicopter
These are helicopters that use rotors for lift and movement but also use propellers for extra speed. Think Warrior H-7. They look like gyrodynes but their rotors are always engaged to provide lift and movement.
+1 to cruising speed, adjusting flank speed accordingly, when in "airplane" mode. At the same time it increases maintenance costs.

Convertiplane/Gyrodyne
https://en.wikipedia.org/wiki/Convertiplane
https://en.wikipedia.org/wiki/Gyrodyne
I'm going to lump Tilt Rotor (Karnov), Tilt Wing (King Karnov), and Gyrodynes together as they all use rotors to move like helicopters at slower speeds but propellers driven aircraft at higher speeds. At higher speeds wings provide lift not the rotors. For the Tilts the rotors become the propellers. For gyrodynes the rotors disengage to auto-rotate.
It takes 10 second to convert between VTOL and Airplane modes. Doubles cruising speed. Flank speed adjusted accordingly.  Do not exceed safe speed for Fixed Wing Prop Aircraft. Cannot land in airplane mode.

Autogyro/Gyroplane.
STOL only, no hovering or VTOL. I know Autogyros and helicopters seem like the same thing but they're not. Their rotors aren't powered like Helicopters are. They autorotate to provide lift. Movement comes from the propeller.
https://en.wikipedia.org/wiki/Autogyro


Synchropter
https://en.wikipedia.org/wiki/Intermeshing_rotors
+1 modifier for VTOLs to rolls on the Failed Maneuver Table (see p. 24, TO:AR). However, each critical hit to
the rotors (see Rotor Damage, p. 197, TW) adds a +1 modifier to all Piloting Skill Rolls in addition to the standard effects.


I'm thinking these and other types would be treated like Dual Rotors VTOLs.
https://en.wikipedia.org/wiki/Cyclogyro
https://en.wikipedia.org/wiki/Flettner_airplane

idea weenie

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #18 on: 07 January 2022, 22:47:04 »
Time for some space love:

Positive Quirks

Boosted Collar Capacity (XXX ktons)
This Jumpship is fresh from the shipyard and its Dropship Collars are far more capable than average.  Each collar has a tonnage limit that is higher than normal.  (Primary use for this is in the Primitive era, where Docking Collars had lower capacity.  This quirk would allow for Jumpships with better capacity for their time.)

Since BT currently has Dropships up to 100 ktons, this is also useful for providing a starting point that the passage of time will erode.  So a brand new Merchant might have a 140 kton limit per Collar, but lose 5 ktons of capacity every 6 years without a Factory overhaul (there would be a minimum capacity that the crew could keep the Collar from dropping below).  So in normal operations it would be able to go 48 years between overhauls, but then the Succession Wars started, and the waiting list kept getting longer.


Efficient KF connection (XX%)
This Dropship design is known for being easier on the carrying vessel's KF systems.  As a result it is treated as a smaller size in terms of what the Jumpship can handle.  This trait can wear down over time.

Using the example above, a Scout Jumpship with 10kton limit on its collars cannot normally carry a Mule.  But the Mule Dropships built by Aeternus Industries have a special modification to its internals structure, causing their Mule Dropships to be treated as only massing 9,000 tons.  Since this modified tonnage is smaller than the Docking Collar's limit, it only needs 1 Dropship worth of energy to jump, and can do so normally.

This trait is often found in new or experimental Dropships, and allows for rapid expansion of shipping capacity in areas with lower-quality Jumpships.  Care has to be taken where the Efficient KF Connections and Limited Collar Capacity eventually pass each other, causing the complete shutdown of shipping capacity.


Flexible weapon mounts ('additional arcs')
The weapons mounted in this bay of a Warship are capable of firing into one or both of the adjacent firing arcs.


Sturdy KF core (X)
This core can be charged in less time than usual. It gets to ignore one or more points of penalty for rapid-charging a KF core.


Negative Quirks

Delicate KF core (+XX%)
This core needs extra care and as a result cannot be charged as fast as a regular KF core.  The time required to charge the core is increased by a percentage.


Limited Collar Capacity (XX ktons)
This Jumpship (or Warship) has had issues with its Dropship Docking Collars, and any Dropship over X mass counts as (Dropship Mass/X, FRU) Dropships for carrying capacity purposes.  This means that if a Scout Jumpship had a limit of 60,000 tons for its collar and a Behemoth wanted to jump, it would not be possible.  This is due to the Behemoth Dropship needing 2 Collar's worth of energy, but the Scout only has enough for one collar.

I.e. if a Docking Collar had a limit of 10,000 tons and there was an Overlord attached, there would not be a problem.  If there was a 11,200 ton Mule attached, that Jumpship would need to allocate 2 Dropships' worth of KF charge to carry the Mule.  If there was a Mammoth attached, that Jumpship would need to allocate 6 Dropships worth of energy to Jump.  If the Jumpship does not have the necessary energy (i.e. an Invader trying to carry the Mammoth), then the Jumpship cannot Jump with that Dropship attached.

This trait can be given due to a problem with the original design, or due to wear and tear over time.  This trait can even affect different collars at different levels.  So you could have a Merchant Jumpship with one collar rated for 50 ktons, and a second for 20 ktons.  If a Mammoth wanted to dock, it would have to use the 50 kton Collar, and the energy that would normally go through the second collar would instead be reserved for the first collar.


Poor KF connection (+XX%)
This Dropship design is known for causing issues with the mounting ship's KF field, and as a result is treated as a larger hull than normal.  So a Mule might only be 52 ktons normally, but with a poor KF connection it needs 20% more capacity, for a total of 62,400 tons.  If the Dropship Collar is only rated for 60 ktons, then the Mule would need an additional Dropship worth of energy to be able to be jumped.


Restricted Weapon mounts (X)
These weapons are more restricted in their firing arc than normal.  On a roll of X+, the weapon is not able to engage the selected target that turn.  This roll is only made against the first target selected.
« Last Edit: 08 January 2022, 12:11:56 by idea weenie »

mikecj

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #19 on: 08 January 2022, 12:02:31 »
Some great ideas.  Thanks!
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NomadicChronicler

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #20 on: 10 January 2022, 11:27:04 »
Weapon Pods:
Ballistic weapons with this quirk have the weapon systems bundled with only a limited number of ammunition in a single casing.
From a gameplay perspective as "CASE" in addition to combining the effects of "Jettison-Capable Weapon" and "Modular Weapons".
On the downside, any critical hit on the weapon has a very high chance of causing an ammo explosion and destroying it outright.

Energy weapons with this quirk gain the benefits of "Jettison-Capable Weapon" and "Modular Weapons" quirks but suffer additional heat generation penalties and well as the increased weapon destruction chance when/if hit.
Addendum; there could also be a little shift in how heat spikes are handled; instead of shutting down, the mech could drop jettison the weapon-pod instead or it blows up in it's hands...
« Last Edit: 12 January 2022, 06:53:31 by NomadicChronicler »

Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #21 on: 10 January 2022, 18:29:08 »
The additional heat wouldn't mean much to a Stinger or Wasp, so sure, why not?  :thumbsup:

NomadicChronicler

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #22 on: 12 January 2022, 07:54:51 »
Industrial Quads;
Less a quirk and more a rules rewrite/adjustment and might be better off in it's own thread but I'm lazy.

As per the current rules, almost all industrial equipment are supposed to be placed in side torsos (or center torso in a few cases), which result in some... lets just say "derpy" designs, not the mention the tonnage of said equipment in general.

I would like to adjust the rules so that it's possible to put a "Lifting Hoist" on a Center Torso "Turret" which can handle multiple attachments ; giving us the quad equivalent of a modern day backhoe on 4 legs. (and rebalance the official costs of said attachments.

CVB

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #23 on: 12 January 2022, 08:18:54 »
Not sure if it should be a Quirk or a tech item: the Elevatable Turret, as shown by the Thor artillery vehicle


Able to fire/spot over lvl1 terrain
As a quirk: +1 per ton of weapons/equipment located there, maximum 3? or 5?
As an item: 0,5 tons per ton of weapons/equipment (in addition to normal turret weight), max payload 3? or 5? tons, no ballistic weapons > 0,5t because of recoil
« Last Edit: 12 January 2022, 08:20:48 by CVB »
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Charistoph

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #24 on: 12 January 2022, 13:56:09 »
It would work great for bringing UCM Sabres from Dropzone Commander directly on to the table, too.
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RifleMech

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #25 on: 13 January 2022, 15:20:54 »
Industrial Quads;
Less a quirk and more a rules rewrite/adjustment and might be better off in it's own thread but I'm lazy.

As per the current rules, almost all industrial equipment are supposed to be placed in side torsos (or center torso in a few cases), which result in some... lets just say "derpy" designs, not the mention the tonnage of said equipment in general.

I would like to adjust the rules so that it's possible to put a "Lifting Hoist" on a Center Torso "Turret" which can handle multiple attachments ; giving us the quad equivalent of a modern day backhoe on 4 legs. (and rebalance the official costs of said attachments.


I agree. Lifting Hoist, Wrecking Ball, anything that can be turret mounted on a vehicle. Some might need unbalanced quirk to go with it but that would depend on the quad.



Not sure if it should be a Quirk or a tech item: the Elevatable Turret, as shown by the Thor artillery vehicle


Able to fire/spot over lvl1 terrain
As a quirk: +1 per ton of weapons/equipment located there, maximum 3? or 5?
As an item: 0,5 tons per ton of weapons/equipment (in addition to normal turret weight), max payload 3? or 5? tons, no ballistic weapons > 0,5t because of recoil

Go with both. TPTB do. The Thor gets it as a quirk. Other vehicles it'd be equipment. I'd be okay with MGs, AMS, Nair/Rivet Guns, and EW type equipment being mounted in it. I would restrict the main turret's firing arc though.

I would also go for a Mast Mount Quirk and equipment. Mechs like the Rifleman and Jagermech have a sensor mast which allows them to look over level 2 terrain. Can be added to Mechs and ground vehicles. Takes one slot in the body or center torso. Treat as a VTOL Mast Mount.


CVB

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #26 on: 13 January 2022, 16:19:14 »
Quote
I'd be okay with MGs, AMS, Nair/Rivet Guns, and EW type equipment being mounted in it. I would restrict the main turret's firing arc though.

Like a twin turret layout... That's a good point, although in the Thor's case, the main gun is actually front mounted, despite the look of the image.
Lasers should have minimal recoil as well.
"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 #27 on: 13 January 2022, 16:38:42 »
Like a twin turret layout... That's a good point, although in the Thor's case, the main gun is actually front mounted, despite the look of the image.
Lasers should have minimal recoil as well.

Exactly. The Thor can't fire into it's rear arc. The secondary raised turret is in the way. And lowered it can't fire forwards.
Yep.  :thumbsup:

CVB

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #28 on: 13 January 2022, 17:01:55 »
Quote
The Thor can't fire into it's rear arc.

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.
"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 #29 on: 13 January 2022, 19:51:04 »
An LRM variant JagerMech with a mast mounted Recon Camera would be...  :drool: