Author Topic: Design Quirks you'd like to see? Negative ones too!  (Read 5507 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
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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:

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
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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

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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?

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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.

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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."
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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
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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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Lycanphoenix

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #47 on: 18 April 2024, 00:31:42 »
Magnesium Skeleton (5 point rebate)
If the mech gets too hot, or if the internal structure is hit with Flamers, Plasma weapons, or Inferno missiles, then there's a chance the whole mech will immolate itself from within. For each failed roll, the internal structure will take additional damage (prompting for crits) and heat levels will further climb.

Mechanis

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #48 on: 18 April 2024, 20:17:33 »
(+1/+2/+4) Hanger Queen: Some vehicles, no matter what their design specs say, just need maintenance constantly to not break down. Such designs are given the sarcastic epithet of "hanger queens" thanks to their constant demands on one's tech crew...

A unit with the Hanger Queen design quirk requires maintenance more often than a standard unit. Hanger Queen may be taken multiple times; for the first rank, reduce the time between required maintenance cycles by one quarter, for two ranks, by one third, and for three ranks by half. This Quirk is incompatible with the Rugged design quirk.

(It's Anti-rugged, basically)

(-2) Stately Grace: It might not be fast, but it can turn on a pinhead.

Large Craft with the Stately Grace design quirk may double their effective thrust points for performing same-hex manuvers, such as altering orientation or facing, so long as they use only Safe thrust.

Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #49 on: 19 April 2024, 03:15:59 »
That should be "Hangar Queen"... ;)

Lycanphoenix

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #50 on: 19 April 2024, 12:22:44 »
Military Surplus (variable cost)
Despite not being a military unit, some military-grade components were used in its construction. For example, an IndustrialMech built on a BattleMech chassis.
Appicable to: IndustrialMechs and Support Vehicles.


I'm a bit on the fence with this one, because I don't really know how to quantify it in rules.

RifleMech

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #51 on: 20 April 2024, 02:02:57 »
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.


Maybe 1 point per ton so it costs more for heavier weapons than lighter ones?

I also think the bonus within minimum range in addition to removing a minimum range and 360 degree firing arc might be too much. Instead, I'd allow them to target units directly above them.


Military Surplus (variable cost)
Despite not being a military unit, some military-grade components were used in its construction. For example, an IndustrialMech built on a BattleMech chassis.
Appicable to: IndustrialMechs and Support Vehicles.


I'm a bit on the fence with this one, because I don't really know how to quantify it in rules.

I think would come under mixed tech. BattleMech with an IndustrialMech cockpit.
Combat Vehicle with Support armor and fire control system.

idea weenie

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #52 on: 20 April 2024, 17:14:17 »
Maybe 1 point per ton so it costs more for heavier weapons than lighter ones?

The problem is the LRM-5 vs the other LRMs.

LRM    Tons    pts/dmg
  5  20.4
10  50.5
15  70.467
20100.5

The LRM-5 has the lowest cost per pt of damage.

By making it proportional to damage, you avoid cases such as this.

Maingunnery

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #53 on: 20 April 2024, 17:42:35 »
I have something that are WIP, but could use some feedback.

Quirks for 21st century support vehicles.


Weak Top Armor
This quirk can only be applied to ground-based support vehicles. The point value of this quirk is equal to the BAR reduction from receiving high-angle attacks. High angle attacks are those from attackers whose total height advantage in levels matches or exceeds the distance to the target in hexes. For example, a BattleMech attacks a tracked support vehicle in an adjacent hex of the same level, in which the height difference is one level, and the distance is one hex. Units of equal height, such as conventional infantry, can also qualify if they are in a high enough building or hex level. While airborne units always qualify by default. This BAR reduction is not applied to AE damage.

Ancient Point-Defenses
This quirk allows the unit to use point defense weapons against ancient rockets and missile systems. This quirk is non-functional against more modern systems such as LRM or SRM launchers.

Limited Elevation
Some turrets of this era were less capable of engaging nearby targets at higher elevations, making them unable to target airborne units. This often made them effectively helpless against airborne attackers.

Stationary Weapon/Equipment
The unit must be stationary to use the specified weapon or equipment. The number of points into this quirk determines the delay before and after usage. One point allows for usage in the same turn, any additional points note the additional delay in turns during which it needs to remain stationary.

Center-line Weaponry
Mounted weaponry has a more restricted firing arc, having been reduced to a single line of hexes. Guided missiles are excepted from this quirk.

Outdated Countermeasures (date)
This design either lacks countermeasures or is so outdated past the noted date that they are no longer effective. They are easier to-hit as a result.

Reduced crew
Some vehicles during those ancient times operated with minimum number of crew-members. Penalties for field repairs and crew consciousness checks.
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Primus203

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #54 on: 20 April 2024, 18:20:41 »
Ultra Stable Body an aero quirk that is both a positive and negative at the same time. This quirk gives and immense positive bonus to Piloting skill rolls. On the downside is the frame is so stable that maneuverability is sacrificed greatly lowering dodge modifiers.

This renders the units far easier to hit and therefore more reliant on armor for protection. This quirk would be excellent for ground attack but poor for anti fighter work. This quirk also has a moderate weight penalty for the reinforced frame that minimizes air flow shifts due to frame warping from impacts.

Lycanphoenix

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #55 on: 20 April 2024, 20:34:37 »
That last quirk might be more appropriate as a chassis modification than a quirk.

RifleMech

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #56 on: 21 April 2024, 02:11:49 »
The problem is the LRM-5 vs the other LRMs.

LRM    Tons    pts/dmg
  5  20.4
10  50.5
15  70.467
20100.5

The LRM-5 has the lowest cost per pt of damage.

By making it proportional to damage, you avoid cases such as this.


There are other missile launcher types. Damage per missile can also change with ammo types. The only consistent is that the bigger the launcher the bigger the potential damage.


I have something that are WIP, but could use some feedback.

Quirks for 21st century support vehicles.


Weak Top Armor
This quirk can only be applied to ground-based support vehicles. The point value of this quirk is equal to the BAR reduction from receiving high-angle attacks. High angle attacks are those from attackers whose total height advantage in levels matches or exceeds the distance to the target in hexes. For example, a BattleMech attacks a tracked support vehicle in an adjacent hex of the same level, in which the height difference is one level, and the distance is one hex. Units of equal height, such as conventional infantry, can also qualify if they are in a high enough building or hex level. While airborne units always qualify by default. This BAR reduction is not applied to AE damage.

I'm going to presume ground units include wet navy types. I like it and I can see a matching weak underbelly armor. I can also see this quirk applying to Quad Mechs (The Scorpion had weak belly armor) and to some mechs with longer torsos. (Marauder compared to a Hatchetman.)


Quote
Ancient Point-Defenses
This quirk allows the unit to use point defense weapons against ancient rockets and missile systems. This quirk is non-functional against more modern systems such as LRM or SRM launchers.

I'm not sure this works. Aren't the ancient point defense weapons, that we have rules for, machine guns?



Quote
Limited Elevation
Some turrets of this era were less capable of engaging nearby targets at higher elevations, making them unable to target airborne units. This often made them effectively helpless against airborne attackers.

Center-line Weaponry
Mounted weaponry has a more restricted firing arc, having been reduced to a single line of hexes. Guided missiles are excepted from this quirk.

I'd add limited traverse to the first as a turret may not fully rotate and/or elevate/depress. That way it can be applied twice if needed.

I'm not sure the centerline weapon would work. I understand it it but feels like it would apply to most weapons that aren't turret or arm mounted.

Quote
Stationary Weapon/Equipment
The unit must be stationary to use the specified weapon or equipment. The number of points into this quirk determines the delay before and after usage. One point allows for usage in the same turn, any additional points note the additional delay in turns during which it needs to remain stationary.

Other than weapons on vehicles with no targeting system, what weapons/equipment would this apply to?

Quote
Outdated Countermeasures (date)
This design either lacks countermeasures or is so outdated past the noted date that they are no longer effective. They are easier to-hit as a result.

This sounds like the counter measure to primitive TAG. I think this applies to most civilian and older Tech C and below military vehicles.

Quote
Reduced crew
Some vehicles during those ancient times operated with minimum number of crew-members. Penalties for field repairs and crew consciousness checks.

Shouldn't this apply to all vehicles operating below the minimum crew requirements?

Maingunnery

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #57 on: 21 April 2024, 06:27:24 »
I'm going to presume ground units include wet navy types. I like it and I can see a matching weak underbelly armor. I can also see this quirk applying to Quad Mechs (The Scorpion had weak belly armor) and to some mechs with longer torsos. (Marauder compared to a Hatchetman.)
Weak underbelly is a good idea.

Quote
I'm not sure this works. Aren't the ancient point defense weapons, that we have rules for, machine guns?
Yes it allows for MGs to be used as AMS.

Code: [Select]
I'd add limited traverse to the first as a turret may not fully rotate and/or elevate/depress. That way it can be applied twice if needed. Good idea.

Code: [Select]
I'm not sure the centerline weapon would work. I understand it it but feels like it would apply to most weapons that aren't turret or arm mounted. Most weapons still get an entire firing arc from the traverse/etc from their aiming systems. But with things like a mass driver on a WarShip, there can be cases there are no aiming systems at all.

Quote
Other than weapons on vehicles with no targeting system, what weapons/equipment would this apply to?
Comm equipment, high recoil weapons, artillery, anything that can't be used while mobile or that needs extra preparation before usage.

Quote
This sounds like the counter measure to primitive TAG. I think this applies to most civilian and older Tech C and below military vehicles.
Mostly yes, but I think that making it date depended would be flexible. 

Quote
Shouldn't this apply to all vehicles operating below the minimum crew requirements?
Possibly.
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VanVelding

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #58 on: 21 April 2024, 12:29:56 »
I do have a draft document that needs some work and testing, but it covers a few ideas, some taken from fluff in earlier TROs.

I also used a classification based on weapon BV to grade weapons, instead of the ad-hoc systems of tonnage and damage that have emerged around quirks affecting different scales of equipment.

Quirks begin on page four. Equipment classes start at the bottom of page one.
https://docs.google.com/document/d/e/2PACX-1vR634M-IstFuFluPW5CH62CSvN_pqGjDUBLEPp7ec8R29S5-uS37NSvZqH83Ooqbmbvv8knFFOC2cXt/pub
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Lycanphoenix

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #59 on: 21 April 2024, 20:11:08 »
There's an old apocryphal mech from StarDrive, called the Junior, with some very interesting quirks (which predate the actual Design Quirks rules).

For example, its targeting and tracking system has a lower penalty when its damaged at the expense of only being able to use up to three weapons at once, and the mech tends to shut down randomly whenever you enter water.

I actually use the Shure-Shott CL-541/9 TTS on all of my mechs with exactly three weapons.
« Last Edit: 21 April 2024, 20:13:30 by Lycanphoenix »

RifleMech

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #60 on: 22 April 2024, 03:52:57 »
Weak underbelly is a good idea.
Yes it allows for MGs to be used as AMS.
Good idea.

Thanks.
As that's the case, what other weapon could this quirk apply to?
Thanks.

Quote
Most weapons still get an entire firing arc from the traverse/etc from their aiming systems. But with things like a mass driver on a WarShip, there can be cases there are no aiming systems at all.

Does this quirk really work then?


Quote
Comm equipment, high recoil weapons, artillery, anything that can't be used while mobile or that needs extra preparation before usage.

Com Equipment can't be used while mobile?  :huh: As for the weapons, I'm going to guess it's dependent on the weapon, chassis or both. May I suggest a Heavy Recoil Quirk instead? "This weapon's recoil is heavier than standard and units that aren't properly braced must make a PSR. A failed roll results in a crash/fall." An example would be the PPC Locust. The recoil from it's PPC can knock it over.

Quote
Mostly yes, but I think that making it date depended would be flexible. 
Possibly.

Date or equivalent date to cover new units built to old standards.

Maybe tie it to a Poor Fire Control System or weapon that is Manually Reloaded so that the vehicle requires more crew than normal? The vehicle with a normal crew numbers operates as if they were short crew members?


I do have a draft document that needs some work and testing, but it covers a few ideas, some taken from fluff in earlier TROs.

I also used a classification based on weapon BV to grade weapons, instead of the ad-hoc systems of tonnage and damage that have emerged around quirks affecting different scales of equipment.

Quirks begin on page four. Equipment classes start at the bottom of page one.

I didn't get through it all but what I read was either confusing or already covered with existing quirks and rules..

There's an old apocryphal mech from StarDrive, called the Junior, with some very interesting quirks (which predate the actual Design Quirks rules).

For example, its targeting and tracking system has a lower penalty when its damaged at the expense of only being able to use up to three weapons at once, and the mech tends to shut down randomly whenever you enter water.

I actually use the Shure-Shott CL-541/9 TTS on all of my mechs with exactly three weapons.

Cool.

Maingunnery

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #61 on: 22 April 2024, 12:13:25 »
Thanks.
As that's the case, what other weapon could this quirk apply to?
Thanks.
Anything small enough to count as a point-defense weapon in Aerospace.

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Does this quirk really work then?
Why wouldn't it?

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Com Equipment can't be used while mobile?  :huh: As for the weapons, I'm going to guess it's dependent on the weapon, chassis or both. May I suggest a Heavy Recoil Quirk instead? "This weapon's recoil is heavier than standard and units that aren't properly braced must make a PSR. A failed roll results in a crash/fall." An example would be the PPC Locust. The recoil from it's PPC can knock it over.
A lot of 20st and 21st century equipment can't be used while on the move, and that is what the quirk would represent.
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RifleMech

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #62 on: 22 April 2024, 13:35:14 »
Anything small enough to count as a point-defense weapon in Aerospace.
Why wouldn't it?
A lot of 20st and 21st century equipment can't be used while on the move, and that is what the quirk would represent.

The problem with that is that machine guns are the only point defense weapon we have that dates back that far and I don't remember them having a penalty when used as point defense. Maybe tie it to the Fire Control System instead of weapons? Basic Fire Control with this quirk reduces the number of missiles hit by half. No Fire Control reduces the number by 3/4. I'm not sure this could apply to dropshuttles and primitive jumpships though.

Because that would apply to pretty much all guns and cannons that weren't arm mounted or on a flexible mount. Even weapons in a turret could only fire down the line of hexes it's pointing at instead of an arc.

Other than physical weapons and installations what can't be used while on the move that isn't already covered by the rules? I can see a specific brand of weapon but not the whole class.

Hazard Pay

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #63 on: 22 April 2024, 13:37:32 »
Reduced Sway/Improved Grouping

3(?) Points per Weapon, can only be taken once per weapon , can only be applied to Artillery

Thumper, Sniper, and Long Tom Artillery with this Quirk reduce shell displacement by -1 Hex


Maingunnery

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #64 on: 22 April 2024, 14:06:46 »
The problem with that is that machine guns are the only point defense weapon we have that dates back that far and I don't remember them having a penalty when used as point defense. Maybe tie it to the Fire Control System instead of weapons? Basic Fire Control with this quirk reduces the number of missiles hit by half. No Fire Control reduces the number by 3/4. I'm not sure this could apply to dropshuttles and primitive jumpships though.
It future proofing in cases we get more PD weapons of those eras.

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Because that would apply to pretty much all guns and cannons that weren't arm mounted or on a flexible mount. Even weapons in a turret could only fire down the line of hexes it's pointing at instead of an arc.
There is quite a bit of difference between some aiming capacity and none. Just look at the mass driver rules.

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Other than physical weapons and installations what can't be used while on the move that isn't already covered by the rules? I can see a specific brand of weapon but not the whole class.
Not really, BT has or assumes that everything is usable while on the move, which is quite a bit more advanced than RL.
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Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #65 on: 22 April 2024, 17:33:56 »
*snip*
A lot of 20st and 21st century equipment can't be used while on the move, and that is what the quirk would represent.
Sure, plenty of systems are under-engineered these days (says the Navy guy)... ::)

RifleMech

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #66 on: 23 April 2024, 19:40:47 »
It future proofing in cases we get more PD weapons of those eras.
There is quite a bit of difference between some aiming capacity and none. Just look at the mass driver rules.
Not really, BT has or assumes that everything is usable while on the move, which is quite a bit more advanced than RL.


Why would l machine guns still work but pre-primitive prototype lasers wouldn't?
Support vehicles with no gunners and no fire control also have  a +2. Mass Drivers appear to be aimed the same way, by aiming the vehicle.
Outside the heaviest weapons, when used on land, and by infantry, they can be used on the move. Just not as accurately. I can see even modern weapons having the quirk though but only specific brands, not a whole class.

Jeyar123

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #67 on: 23 April 2024, 20:10:17 »
Surge Protection - damage to the pilot, whether due to electrical or air pressure surges is reduced by one. Due to an accidental design confluence, when the current is going to be too high and damage the pilot, the circuit is cut out for a time, similarly, the anti noise baffling has enough give that massive pressure waves that can harm the pilot are also reduced a degree.  :huh:

Charistoph

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #68 on: 23 April 2024, 20:58:53 »
I almost want a negative to that Quirk to go along with it, as part of my experience with electronics and wiring.

Or maybe a negative Quirk to go against it?  Like "Poor Wiring", any time there is an Ammo explosion, roll for each Energy Weapon to see if it faults/cycles it's power setting.
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Maingunnery

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #69 on: 24 April 2024, 00:59:10 »
Why would l machine guns still work but pre-primitive prototype lasers wouldn't?
I didn't say that.

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Support vehicles with no gunners and no fire control also have  a +2. Mass Drivers appear to be aimed the same way, by aiming the vehicle.
That are two completely different causes.

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Outside the heaviest weapons, when used on land, and by infantry, they can be used on the move. Just not as accurately. I can see even modern weapons having the quirk though but only specific brands, not a whole class.
Whole class? Quirks are for specific equipment/vehicle combinations.
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Lycanphoenix

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #70 on: 24 April 2024, 02:59:41 »
Positive quirk: Undocumented feature
Negative quirk: Gremlins

RifleMech

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #71 on: 24 April 2024, 14:10:40 »
I didn't say that.
That are two completely different causes.
Whole class? Quirks are for specific equipment/vehicle combinations.

The only ancient point defense weapons are machine guns, ancient pe-primitive prototype lasers, and Phalanx systems. So why would machine guns still be effective but the others wouldn't be?

To aim a mass driver you have to aim the warship or space station. That's just how guns that aren't mounted on a flexible mount would be aimed.

I think we're talking past each other on this one. Specific weapon/vehicle Good. Class of weapon (as your ancient point defense) Bad.


Positive quirk: Undocumented feature
Negative quirk: Gremlins

As Gremlins exist that quirk totally works.

Maingunnery

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #72 on: 24 April 2024, 17:17:37 »
The only ancient point defense weapons are machine guns, ancient pe-primitive prototype lasers, and Phalanx systems. So why would machine guns still be effective but the others wouldn't be?
There are no stats for ancient pre-primitive prototype lasers so I do not mention them, but if they got stats than of course the quirk could be applied in specific usage cases. And Phalanx systems would exactly fit the case of where the combination of ship&machine-gun&quirk that would replicate a ship with a Phalanx.

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To aim a mass driver you have to aim the warship or space station. That's just how guns that aren't mounted on a flexible mount would be aimed.
And thus a single line of hexes instead of an firing arc. Many other weapon systems are not as restricted such as from having integrated aim adjustment equipment, a flexible mount, have indirect actuation (like from a waist in case of a 'Mech), or even guidance systems, resulting in a firing arc. 
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Lycanphoenix

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #73 on: 26 April 2024, 06:27:23 »
There should be some underwater-specific quirks.

For example, "sea legs" and "slick" as positive quirks.

Sea Legs: Bonus in all water-related PSRs.
Slick: Increase underwater MP by 1. (Can only be taken if the mech has UMUs installed.)
« Last Edit: 26 April 2024, 07:02:39 by Lycanphoenix »

VanVelding

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #74 on: 26 April 2024, 10:20:16 »
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.
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Daryk

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #75 on: 26 April 2024, 12:44:54 »
I like where that first level of Aquatic Adaptation is going, but would go in a different direction for a +2 point version:

Water Cooled (+2):
The 'mech has intakes in its feet that circulate water to its cooling system.  As long as it is in at least level 1 water and has at least 8 heat sinks remaining, increase the 'mech's heat dissipation by 8.  If it has less than 8 remaining, increase its dissipation by the number of heat sinks.

That vibes with the feet of 'mechs like the Rifleman, and lets it actually function as intended despite not having 4 heat sinks in its legs.

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Re: Design Quirks you'd like to see? Negative ones too!
« Reply #76 on: 26 April 2024, 22:45:03 »
Weak Top Armor
This quirk can only be applied to ground-based support vehicles. The point value of this quirk is equal to the BAR reduction from receiving high-angle attacks. High angle attacks are those from attackers whose total height advantage in levels matches or exceeds the distance to the target in hexes. For example, a BattleMech attacks a tracked support vehicle in an adjacent hex of the same level, in which the height difference is one level, and the distance is one hex. Units of equal height, such as conventional infantry, can also qualify if they are in a high enough building or hex level. While airborne units always qualify by default. This BAR reduction is not applied to AE damage.

Weak top armor would also be weak vs artillery, Mortars, indirect fire, and similar plunging attacks.

Center-line Weaponry
Mounted weaponry has a more restricted firing arc, having been reduced to a single line of hexes. Guided missiles are excepted from this quirk.

Can the unit use a Movement point to turn the hull to bring the weapon to bear?  I.e. if the enemy is 5 hexes out but 2 hexes over, the mounting unit would spend 1 MP to turn the hull so it could fire the gun at the enemy unit that is off-center.  This would be restricted to if the unit could make a turn at the end of its current movement.  A fun idea is if the unit has to remain semi-stationary while rotating, so enemy units have an easier time shooting at it.


There are other missile launcher types. Damage per missile can also change with ammo types. The only consistent is that the bigger the launcher the bigger the potential damage.

The key is that if you base pts off tonnage, you provide an advantage to LRM-5 users.  By making cost proportional to damage, people are less likely to cheese their designs to use lots of a single launcher.

Bigger launchers do more damage, but you can mount more than one small launcher for the same tonnage.  I'll compare four LRM-5 vs LRM-20:
A single LRM-5 masses 2 tons
A single LRM-20 masses 10 tons

Four LRM-5 will mass 8 tons and as a result will cost 8 pts.
One LRM-20 will mass 10 tons and as a result will cost 10 pts.

On average four LRM-5 will do the same damage as a single LRM-20, but if you price it per tonnage then the LRM-5 user gets a 25% discount.


If there are other missile launcher types, then compare those missile launcher types while keeping as few variations as possible (i.e. regular LRM-10 vs Streak LRM-10).

If damage per missile changes per ammo type, then compare identical ammo types across different-sized launchers (i.e. Artemis LRM-5 vs Artemis LRM-15).


Otherwise you get the battle test for the Mackie that had new weapons and new armor only on the Battlemech, and the test result concluded that the humanoid form was what allowed the Mackie to win.

 

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