Positive Design Quirks

Accurate Weapon: One or more of this unit’s weapons is more accurate than the rest. To reflect this, any time the unit misses a ranged attack by only 1 point, it will deliver an amount of damage equal to the value of this Quirk. This “accuracy damage”, may not equal or exceed the damage this unit would normally deliver at its Short range bracket.

Anti-Aircraft Targeting: This unit’s sensors and targeting systems are calibrated for airborne targets. As a result, a unit with this quirk applies a –2 to-hit modifier to all attacks made against an airborne target, including ground vehicles with a VTOL (v) or WiGE (g) movement type, aerospace and conventional fighters, Small Craft, DropShips, and so forth. Against all other ground-based units (including those that use jumping movement), or airborne-capable units that are grounded at the time of the attack, this to-hit modifier becomes +1 instead.

If a unit with this Quirk is also assigned to a force that would provide it with the Anti-Aircraft Specialists command ability, it receives an additional –1 to-hit modifier to attack airborne targets.

Atmospheric Flyer: This aerospace unit is especially well designed for atmospheric operations. As a result, it reduces the normal +2 Control Roll target modifier applied for operating within an atmosphere to +1.

Battle Computer: This unit features a powerful tactical computing system that aids commanders in coordinating a fluid battle. To reflect this, a force that includes one or more units with this Quirk will receive a +2 Initiative roll modifier if this unit is active and operating on the field as the command element of a formation 4 units (1 lance) or larger. Multiple units with this Quirk will not add to this effect, nor will this ability stack with the Command BattleMech Quirk effects. If the battlefield intelligence rules are in play (see pp. 82-83, AS), a Battle Computer adds the equivalent of 2 points of MHQ special unit ability to the unit’s force. As with the Initiative modifier effect, this benefit will not stack with other units that possess this Quirk (or the Command BattleMech Quirk) in the same force.

Battlefists: This ’Mech unit features hand actuators that are better designed for melee combat than normal. When delivering a normal physical attack only (as opposed to a charge, Death from Above, or melee weapon attack) the unit with this Quirk applies a –1 to-hit modifier to the attack. This Quirk cannot be taken by a unit that has the No/Minimal Arms Quirk.

Combat Computer: This unit has a more efficient combat computer that helps manage the power and heat levels generated by the unit’s weaponry. As a result, heat-tracking units with this Quirk that use Overheat Value reduce their effective heat level by 1 point (to a minimum of 1 Overheat).

Command BattleMech: This unit features a suite of communications and tactical sensors that help field commanders manage a battle from the front. To reflect this, a force that includes one or more units with this Quirk will receive a +1 Initiative roll modifier if this unit is active and operating on the field as the command element of a formation 4 units (1 lance) or larger. Multiple units with this Quirk will not add to this effect, nor will this ability stack with the Battle Computer Quirk effects. If the battlefield intelligence rules are in play (see pp. 82-83, AS), a Command BattleMech adds the equivalent of 1 point of MHQ special unit ability to the unit’s force. As with the Initiative modifier effect, this benefit will not stack with other units that possess this Quirk (or the Battle Computer Quirk) in the same force.

Compact ’Mech: This unit is not so small and narrow that it becomes harder to hit (for that, the Narrow/Low Profile Quirk would apply), but it is small enough to share transport bay space with another unit of equal size. For the purposes of the transporting non-infantry units (see p. 63, AS), two ’Mechs with this Quirk may occupy a single bay, but only if the transporting unit is using proper ’Mech transport bays (MT# special). This Quirk does not modify the number of ’Mechs that can be dropped at a time under the Dropping Troops rules (see pp. 90-91, AS). For example, a Leopard-class DropShip normally has 4 ’Mech bays (MT4), but if a force made up of 5 ’Mechs includes 2 ’Mechs with the Compact ’Mech Quirk, the two compact ’Mechs could share one of the bays, while the remaining three ’Mechs would deploy from individual bays—for a total of 5 ’Mechs transported.

Cowl: This ’Mech features a specially designed head structure that helps protect its pilot from damage. The first time a unit with this Quirk suffers a Critical Hit roll of 12 during a scenario (a “Unit Destroyed” result for a ’Mech), reroll the Critical Hit. This second Critical Hit result stands, even if it is also a result of 12. This Quirk can only be restored when the unit is repaired after the battle.

Distracting: This unit is designed in a way that is physically intimidating or confusing enough to have a psychological effect on the battlefield by just being there. If the morale rules are in play (see Morale, pp. 32-34), this unit adds a +1 target modifier to a target’s ability to resist being demoralized by this unit.

Distracting and Demoralizing: If the unit with this Quirk is also being controlled by a pilot or crew with the Demoralizer special pilot ability (see p. 87), the target number to demoralize its enemy drops from 8 to 7.

Docking Arms: If using the Docking rules for aerospace units (see p. 52), the JumpShip, space station, or WarShip with this Quirk adds a –1 target modifier to the docking unit’s Control Roll, reflecting advanced manipulators that assist with the process.

Easy to Maintain: If the repair rules are in play (see pp. 168-179), all repairs and salvage rolls for a unit with this Quirk receive a –1 target number modifier.

Easy to Pilot: This unit is much more intuitive and responsive to its operator’s control, allowing for finer and more fluid combat maneuvers. Units with this Quirk receive a –1 target number modifier for all physical attacks and any Control Rolls required.

Extended Torso Twist: Even though this unit still has a rear arc through which it may be attacked, it may deliver weapon attacks as if it has a full 360-degree field of fire.

Full-Head Ejection System: Traditionally BattleMechs have used an Ejection Seat to remove MechWarriors from an exploding ’Mech. Though this technology is well-understood (having been available on pre-spaceflight Terra) the Lyran Commonwealth identified several problems: First the ’Mech was a total write off. Second a MechWarrior who used an ejection seat to leave the ’Mech was vulnerable in hostile environments. Third a MechWarrior could be seriously injured by the ejection process, with sharpened “glass” and metal in the cockpit stabbing and scraping the MechWarrior as they rocketed past the damaged cockpit framework. When the Lyrans introduced the the Full-Head Ejection System as a possible solution to these problems.

A unit with a Full-Head Ejection System ignories the “Unit was destroyed +2” modifier when rolling for the pilots health in the status phase. After the ejection, the pilot chooses in which hex (in a 12 hex radius) he wishes to land in.

Hyper-Extending Actuators: Even though this unit still has a rear arc through which it may be attacked, it may deliver a weapon attack equal to one-third of its normal attack value (rounded down, to a minimum of 0) against any targets in its rear arc. Note that if the damage from a successful attack does round down to 0, the attack qualifies for the Minimum Damage rule (see p. 18), and will deliver 1 point to the target on a subsequent 1D6 roll of 4+.

Improved Communications: This unit ignores the effects of ECM, LECM, but remains susceptible to AECM.

Improved Sensors: This unit is treated as if it is equipped with an active probe (PRB). If it already possesses an active probe of any type (PRB, BH, LPRB), the effective detection range for that item is extended by 2 hexes.

Improved Targeting (Short): This unit receives a –1 to-hit modifier for weapon attacks made at Short range. This modifier does not apply to physical attacks of any kind. This ability cannot be combined with the Variable-Range Targeting quirk.

Improved Targeting (Medium): This unit receives a –1 to-hit modifier for weapon attacks made at Medium range. This ability cannot be combined with the Variable-Range Targeting quirk.

Improved Targeting (Long): This unit receives a –1 to-hit modifier for weapon attacks made at Long range. This ability cannot be combined with the Variable-Range Targeting quirk.

Internal Bomb Bay: This unit has an internal bomb bay. As a result, it may treat any cargo transport tonnage (CT#) special as a BOMB# special of the same value. (If the unit carries cargo by the kiloton— CK# special—the number of bombs it can carry is equal to 1,000 times its CK value.) Remember that some special bomb types, such as the space bombs described on p. 85, will count as more than 1 “bomb”, even for the purposes of this ability. When carrying bombs internally, the unit ignores the normal Thrust reduction effect of its external bombs.

Modular Weapons: If the repair rules are in play (see pp. 168-179), all repair rolls for a unit with this Quirk receive a –1 target number modifier. Furthermore, repairing this unit takes as much as time as repairing a unit that features the OMNI special.

Multi-Trac: A unit with this Quirk may choose to divide its ranged weapon damage in half (rounding the final value down, to a minimum of 1 point) and direct each “half-damage” attack against a separate target in the same turn. Each attack is resolved using all of the modifiers applicable to that target; no secondary target modifiers will apply to either attack.

Multi-Trac and Multi-Tasking: If a unit with this Quirk is also piloted by a warrior with the Mulit-Tasker special pilot ability (see p. 55), the unit can deliver up to three attacks, rather than two, in a single turn. When selecting three targets in a turn, the Multi-Tasking Multi-Trac unit must divide the amount of damage it can deliver to each target’s range by 3, rounding down. Unlike a dual attack, however, if this rounding would result in less than 1 point of damage in a successful attack, the attacker must instead resolve the outcome using the Minimum Damage rule (see p. 18). This means that the target will only receive 1 point of damage if the attacker makes an extra 1D6 roll of 4 or higher.

Narrow/Low Profile: All weapon attacks made against a unit with this Quirk suffer an additional +1 to-hit modifier. This Modifier does not apply to physical attacks.

Overhead Arms: If this ’Mech unit is standing immediately behind blocking cover of equal height to itself (such as a building or hill), the unit may attempt an “overhead shot” over this cover. This shot ignores the first hex of blocking terrain that it passes over on its way to the target, though additional obstructions of equal or greater height may still intervene from 2 hexes and onward. An overhead attack receives an additional +2 to-hit modifier, and, if successful, delivers only half of the unit’s damage at the relevant attack range (rounded down, to a minimum of 1 point).

Protected Actuators: If this unit is targeted by an anti-’Mech attack (see p. 43, AS), the attacking infantry unit suffers an additional +1 to-hit modifier to the attack. This Quirk provides no modifier to ranged weapon attacks.

Reinforced Legs: If this unit performs a successful Death from Above physical attack (see p. 43, AS), reduce the damage delivered to itself by 1 point (to a minimum of 0 points). If the unit fails its DFA attack, it suffers damage normally.

Searchlight: A unit with this Quirk is treated as if it possesses the Searchlight (SRCH) special ability. This searchlight, however, is automatically destroyed any time the unit suffers a critical hit with an effect other than “No Critical Hit”.

Trailer: Hitch This Quirk is available only to combat vehicles that use tracks or wheels for movement (t and w movement codes). A unit with this ability gains the ability to tow another vehicle up to one size larger than itself, conferring the same capability as the Trailer Hitch (HTC) special (see Towing, p. 31).

Variable Range Targeting: This unit’s sensors and targeting systems can reconfigure their calibrations on the fly, optimizing their accuracy at whichever attack range the operator wants to favor at that moment. This translates to a –1 to-hit modifier for all weapon attacks made by this unit. Physical attacks do not receive this benefit. This Quirk cannot be combined with any Improved Targeting Quirks; if used in conjunction with an attack type that can strike multiple targets in a turn—such as when using the Multi-Trac Quirk or Multi-Tasker special pilot ability—the –1 to-hit modifier may only be applied to the targets in one Range bracket, while a +1 modifier is applied instead to any additional targets that are selected outside of that bracket.

Positive Design Quirks

McKinnon’s Raiders Ziekx