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Mech Quirks Compilation


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#1 Gevurah

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Posted 08 May 2013 - 12:31 PM

KEPT FOR POSTERITY BUT YOUR BEST SOURCE IS TO GO TO THIS LINK INSTEAD: http://mwo.smurfy-net.de/#mechs_quirks


For those who didn't know - PGI has been adding variant quirks which further break down each chassis within each mech subtype. These quirks first started with the Awesome chassis. I've tried organizing by relative weight classes (light/medium/heavy/assault).

All hero mechs include a 30% cbill bonus and unique paint job (now able to be recolored per may 7th patch). Further tweaks are generally added as the mech comes into the game. The newest ones are soft-quirked where they didn't add any notes on it. Below is a list of documented changes to Mech Quirks:

Kintaro Chassis Quirks
  • Golden boy has slowest maximum speed (94kph w/ Speed Tweak), reduced torso and arm yaw/pitch. Significantly below other variants at a 90 deg yaw /20 deg pitch for torso and 20 deg yaw, 30 deg pitch for arms. All for the obviously overpowered benefit of having 5 missile slots and 3 energy slots on a 55 ton mech. The cbill version does better in all categories and only suffers 1 energy slot loss. What's the point of this mech again? Oh right, it has the most missile ports of any mech (in terms of tubes and hardpoints). This makes it an ideal LRM boat, but it comes with 5 SRM launchers instead. The author is confused.
  • KTO-18/19 have 11% more torso yaw (100 deg vs 90) than the GB, 75% more arm yaw (35 vs 20 deg), and can slot a bigger engine for a maximum speed of 116.6kph.
  • KTO-20 has 27% more torso yaw (115 deg vs 90) than the GB, 125% more arm yaw (45 vs 20 deg), 25% more torso pitch (25 vs 20 deg) against ALL variants, and can fit the same engine as a KTO 18/19. The clear winner in terms of quirks.
  • All variants can mount AMS and JJ's. No variants are ECM capable.
Blackjack Chassis Quirks
  • BJ-1 and BJ-3 both have 110 deg torso yaw vs the BJ-1X's 80 and the BJ-1DC's 90.
  • BJ-1 and BJ-3 are the only jump equipped variants.
  • The BJ-1X is potentially the fastest, with a top speed of 116.8KPH when using a STD/XL 295 vs the other variants which max out at 93.1 KPH using a STD/XL 235.
Centurion Chassis Quirks
  • Increased CN9-A and CN9-AL max engine to 275 (from 260).
  • Increased CN9-YLW max engine to 300 (from 280).
  • Increased CN9-A and CN9-AL torso twist angle to 100 (from 90).
  • Decreased CN9-A, CN9-AL, and CN9-D max horizontal arm angle to 35 (from 40).
  • Increased CN9-A and CN9-AL turning rate by 10%.
  • Increased CN9-YLW turning rate by 5%.
  • Decreased acceleration rate of all Centurions by 10%.
  • Increased the deceleration rate of the CN9-A, CN9-AL, and CN9-D by 10%.
*Hero Mech Notes: the Yen Lo Wang has an undocumented high speed torso twist 21 deg/sec faster than other centurions, among (if not THE) fastest in the game. This is to compensate for it's other feature, which is an arm that can handle an AC/20, which was accomplished by removing one of the arm's actuators. The lack of actuators prevent you from shooting the gun traverse in any way, meaning in order to use the shield arm you need to flick the torso as a whole. This is opposed to simply turning and using the shield arm while firing across the body like other CN9 variants. Hence they gave it a faster turning speed and larger angle of twist (CN9-A + CN9-AL are 100deg, the CN9-D is 90, and the YLW is 120). One last thing - it has the most module slots of any centurion, up to 4 when mastered.



Cicada Chassis Quirks
  • CDA-2A: Received an additional module slot (this gives it 2 now, like the other variants). Torso twist angle increased by 5 degrees to each side. Torso movement speed increased by 10%. Turning rate increased by 5%.
  • CDA-2B: Torso twist angle increased by 5 degrees to each side. Arm movement speed increased by 22%. Turning rate increased by 5%.
  • CDA-3C: Torso twist angle increased by 5 degrees to each side. Turning rate increased by 10%.
  • CDA-3M: Turning rate decreased by 5%. Acceleration decreased by 10%.
  • CDA-X5: Torso twist angle increased by 5 degrees to each side. Turning rate increased by 10%. No AMS. Only Cicada w/ Missile ports.
Hero Mech Notes: The X-5 Features the aforementioned improved twist angle and turn rate changes. It is also the only cicada with missile tubes. Beyond that it's very similar to all other variants excepting the 3M which was nerfed slightly to offset it's ECM capabilities.



Jager Chassis Quirks
  • The JM6-DD and JM6-S both have 110 degrees of torso yaw vs the Firebrand's 100 and the JM6-A's 90.
  • The JM6-A is the only variant which can slot missile ports.
  • It's worth noting that the firebrand can fit the maximum engine size of 340 vs 315 in cbill variants. This 340 size allows a top speed of 93.2 kph vs a normal 86.4. This also gives it a higher arm yaw, arm pitch, torso yaw and torso pitch speed (if the faster engine is chosen; this is true of all mechs).
Hero Mech notes: The firebrand potentially goes faster, is slightly less dexterous in the arms and can fit energy slots in the arm as it's unique talent.



Cataphract Chassis Quirks
  • While there are no 'official' quirks done yet it bears mentioning that the CTF-4X is the only CTF featuring 2 ballistic slots per arm and is remarkably slower than other variants. It has a top speed of 64.9 using a STD/XL255 vs the others top speed of 86.6 using STD/XL 340's. It's also the only CTF with a head-mounted weapon (1 missile port).
  • The CTF-3D is the only jump jet equipped CTF.
Hero Mech notes: See bottom of this article.




Catapult Chassis Quirks
  • The CPLT-A1, CPLT-C1, and CPLT-C4 have had their torso twist angle reduced from 140 to 120.
  • The CPLT-A1, CPLT-C1, and CPLT-C4 have had their arm pitch angle reduced from 45 to 35.
  • The CPLT-K2 has had its torso twist angle reduced from 140 to 110.
Hero Mech Notes: No hero mech to speak of, though that patch was a nerf in response to criticism over the catapult's potent chassis. Also note a hero mech is not likely forthcoming as Founders mechs are effectively considered heroes at least for the time being. The founders catapult has a unique model (rounded nose vs flat nose).




Quickdraw Chassis Quirks
  • QKD-4G has 33% faster arm movement speed and greater range of motion. Torso yaw is 10 degrees greater than other variants. Arm yaw, arm pitch, and torso pitch are also 5 degrees greater. This is to compensate for mounting points.
  • No other variants have quirks.
Victor Chassis Quirks
  • VTR-9K and VTR-DS both have 10 degrees more arm yaw. The 9K is the only victor able to fit 6 jump jets (2 more than usual).
  • VTR-DS has 5 deg/sec more arm yaw/pitch speed w/ faster engine. Has 2 deg/sec greater torso yaw speed and 1 deg/sec greater pitch speed w/ faster engine. Can fit an XL/STD 400 for maximum speed of 89.1, 3.3 kph faster than other VTR variants. Is the only VTR with weapons in the right torso.
Hero mech notes: Slightly more responsive, greater variety in mount point locations and a higher top speed make the DS a pretty solid hero mech vs F2P variants without any major standout differences. It's basically slightly better then the already good Victor Chassis.




Awesome Chassis Quirks
  • The AWS-8Q, AWS-8R, AWS-8T, and AWS-8V had their max engine rating increased from 290 to 300
  • All variants of the Awesome had their torso twist angles increased from 90 to 100 degrees
  • All variants of the Awesome had the speed of their torso movements (both vertical and horizontal) increased by 10%
  • All variants of the Awesome except for Pretty Baby had their turning rate decreased by 5%
  • Pretty Baby had its turning rate increased by 5%
  • Pretty Baby’s deceleration rate was decreased by 1/3 (it takes longer to slow down)
*Hero Mech Notes: The Pretty baby also has a higher maximum engine speed - top speed 89.1 with a STD/XL 400 & speed tweak, making it the fastest Assault in the game at this writing. It has a fairly normal loadout, comparing similarly to the AWS-9M. Torso twist is the same across all variants. Deceleration quirk purportedly gives mild increase to terrain climbing due to improved momentum.



Highlander Chassis Quirks
  • HGN-732 and HGN-733 have a 10% faster turning rate
  • HGN-733C has a 5% faster turning rate and a 5% faster torso movement rate. (3 deg/sec)
  • HGN-HM has 1deg/sec faster torso yaw/pitch speed than base variants w/ faster engine. 2 deg/sec faster arm yaw/pitch speed as well w/faster engine. This is the only arm mounted energy slotted Highlander in game.
Hero Mech Notes: No stated changes for the Heavy Metal which makes comparison difficult. The above was found via mwo.smurfy-net.de; aside from those it can go marginally faster (Fits a standard/XL 330 vs 325 in other highlanders), has 5 jump jets vs the usual 3/4, and plays one of two short music clips when you kill someone.




Stalker Chassis Quirks
(Not directly documented)
  • STK 3F twist angle: 170 degrees stock.
  • STK-M(Misery) twist angle: 130 degrees stock.
  • Other Stalker variants: 120 degrees stock.
  • All can fit a 310 engine STD/XL for same top end.
  • STK-5M can fit dual AMS.
  • STK-M 10% increase in turning rate
  • STK-M 10% increase in acceleration
Hero Mech notes: The STK-M turns faster, accelerates quicker, but has less twist than a 3F. It's the only stalker with a ballistic port, albeit it's on the midpoint of the torso. This makes it harder to use overall compared with the higher arms of a standard stalker.



Atlas Chassis Quirks
  • No official tuning as of this writing, though the K variant can fit 2 AMS.
  • For some reason smurfy has the RS© arm yaw/pitch speed as being 11 deg/sec faster than other variants (INCLUDING the standard RS). Cannot confirm as I don't have any atlases. Can anyone confirm?
Hero Mech notes: unlikely to see one as this has a founders variant.





NO OTHER CHASSIS HAVE QUIRKS AS OF THIS WRITING (8/16/2013)

Unique features of other Hero Mechs:

Death's Knell - 4 arm mounted energy slots on what is usually in canon a fast missile striker mech.
Fang - Features slightly uncommon ballistic hard points in arm, but overall is very similar to other Dragons.
Flame - Is currently the only dragon with a torso-mounted ballistic port. It's high mounting allows fire over hilltops, something which is usually difficult to do in a dragon. Widely regarded as an improvement vs the Fang.
Ilya Muromets - Currently the only mech with ballistic ports in three separate areas of the mech, allowing a wide combination of ballistic weaponry. Widely regarded as one of the best hero mechs in the game.

Edited by Gevurah, 18 January 2014 - 02:06 PM.


#2 Dead Eyes

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Posted 09 May 2013 - 09:01 PM

Thanks for the breakdown. I Was looking for a general idea of the variations. Its all very ;) at the moment...
Cheers!

Edited by Dead Eyes, 09 May 2013 - 09:04 PM.


#3 Darwins Dog

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Posted 10 May 2013 - 02:56 AM

This is great, thanks! Should be stickied.

#4 Cubivorre

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Posted 10 May 2013 - 03:07 AM

The X-5, the only cicada that has missile hardpoints doesn't count as a quirk?

#5 tayhimself

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Posted 28 June 2013 - 06:33 AM

Any updates on the Quickdraw quirks? In specific, I'd like to know if the turning speed is different on the 4G vs the 4H. Deciding which of the 2 to keep. Thanks!!

#6 Khanahar

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Posted 28 June 2013 - 07:43 AM

This is an excellent thread. Bookmarked.

#7 Krazy Kat

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Posted 05 July 2013 - 02:13 PM

The X-5 is the only mech with no AMS hard point.

#8 Skydrive

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Posted 06 July 2013 - 10:01 AM

View Posttayhimself, on 28 June 2013 - 06:33 AM, said:

Any updates on the Quickdraw quirks? In specific, I'd like to know if the turning speed is different on the 4G vs the 4H. Deciding which of the 2 to keep. Thanks!!


As far as I know, there isn't any turning speed quirks with the Quickdraws, although there is a +33% arm movement speed quirk on the 4G.

View PostGevurah, on 08 May 2013 - 12:31 PM, said:

All hero mechs include a 30% cbill bonus and unique paint job (now able to be recolored per may 7th patch). Further tweaks are generally added as the mech comes into the game. Below is a list of documented changes to Mech Quirks:
Awesome Chassis Quirks
  • The AWS-8Q, AWS-8R, AWS-8T, and AWS-8V had their max engine rating increased from 290 to 300
  • All variants of the Awesome had their torso twist angles increased from 90 to 100 degrees
  • All variants of the Awesome had the speed of their torso movements (both vertical and horizontal) increased by 10%
  • All variants of the Awesome except for Pretty Baby had their turning rate decreased by 5%
  • Pretty Baby had its turning rate increased by 5%
  • Pretty Baby’s deceleration rate was decreased by 1/3 (it takes longer to slow down)
*Hero Mech Notes: The Pretty baby also has a higher maximum engine speed - top speed 89.1 with a STD/XL 400 & speed tweak, making it the fastest Assault in the game at this writing. It has a fairly normal loadout, comparing similarly to the AWS-9M. Torso twist is the same across all variants.




You might want to also mention how at the moment, the PB's decreased deceleration quirk also effects how it moves in the terrain with the slope effects right now.

#9 Gevurah

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Posted 23 July 2013 - 12:54 PM

View PostSkydrive, on 06 July 2013 - 10:01 AM, said:


As far as I know, there isn't any turning speed quirks with the Quickdraws, although there is a +33% arm movement speed quirk on the 4G.



You might want to also mention how at the moment, the PB's decreased deceleration quirk also effects how it moves in the terrain with the slope effects right now.


I don't have a PB - can you give me more specifics? I'm planning on doing an update after researching the info on the victors and what not. Probably within 24hrs or so. Side note: I should really learn to follow my own threads :X

Edited by Gevurah, 23 July 2013 - 12:55 PM.


#10 Skydrive

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Posted 23 July 2013 - 01:28 PM

I don't have a PB myself, but know someone who does. Basically the slower deceleration effect from braking or trying to go into reverse of what you were, also effects the deceleration that was implemented by the slope. Lets say you have an Awesome 9M and a PB with the same engine, and they either both have speed tweak or neither of them do. Both mechs start at the same point, and end at the same point, seeing how long it takes them to reach the other end. Both mechs go over the same pebbles and hills. The PB will have the better time because the deceleration from the hills and the pebbles didn't slow it down as fast.

#11 BladeSplint

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Posted 23 July 2013 - 07:43 PM

I believe the X-5 also travels in reverse at 50% of top speed.

#12 Dyex

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Posted 02 August 2013 - 09:00 PM

Not sure if you excluded it on purpose, but all the Commandos each have various missile volley fire rates quirks too.

#13 Skydrive

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Posted 02 August 2013 - 09:25 PM

View PostDyex, on 02 August 2013 - 09:00 PM, said:

Not sure if you excluded it on purpose, but all the Commandos each have various missile volley fire rates quirks too.

Thats not really a quirk. The 2D can fire all of the missles from an SRM4 in it's right arm, as well as another four from a second SRM4 from its right arm for a total of 8 SRM's being fired at once, but if any of those is an SRM6, there will be two or more missles fired after the first volley, since the right arm has two four tube launchers, where as it's Center Torso is a six tube launcher, it can fire an SRM6's missles all in one volley. It's the same reason why the Commando 1B's CT two tube launcher can only fire two missles at a time by the way. Go to http://mwo.smurfy-net.de/ for a list of all of the mechs missle tubes that go even further then the Commando. There you can see that an Atlas RS can only fire up to five missles at a time for each launcher in it's left torso, and the DDC can fire two 10's, but a third ten is split into a six that fires with the first two tens, then a four.

Edited by Skydrive, 03 August 2013 - 07:48 AM.


#14 Greyrook

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Posted 03 August 2013 - 07:29 PM

Very good compilation. I hope some of my mechs will get beneficial quirks but c'est la vie

#15 Delas Ting Usee

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Posted 03 August 2013 - 09:20 PM

Thanks for this! Much appreciated!

#16 Caboose30

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Posted 11 August 2013 - 07:25 AM

View PostGevurah, on 08 May 2013 - 12:31 PM, said:


Atlas Chassis Quirks
  • No official tuning as of this writing, though the K variant can fit 2 AMS.
  • For some reason smurfy has the RS© arm yaw/pitch speed as being 11 deg/sec faster than other variants (INCLUDING the standard RS). Cannot confirm as I don't have any atlases. Can anyone confirm?


I can confirm this, no idea what's up, but it's kinda frustrating because I have a founder's Atlas that's half as useful because even a Victor can run behind me faster than I can turn.

#17 rolly

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Posted 08 November 2013 - 06:17 AM

Any chance they can implment the original mech Quirks? (Original Fluffl text left in, Edited and adjusted for in-game mechanics) Discussion/additions welcome.

3025 Battlemechs

Light Battlemechs

JENNER This mech cannot punch because of its arm design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this. (No change in-game, unless falling and close combat are implemented)

LOCUST This mech cannot punch because of its arm design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this. (No change in-game, unless falling and close combat are implemented)

RAVEN This Battlemech has a highly sensitive sensor array and ECM systems, allowing for extended detection of enemy forces. Treat the sensors and ECM like a Beagle Probe and Guardian ECM with a four hex range. However, these systems are outmatched by the Beagle and Guardian. This mech cannot punch because of arm design. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this. (No change in-game, unless falling and close combat are implemented)

SPIDER All attacks on a jumping Spider are penalized with an additional +1 penalty to their hit rolls. Aberdovey MkIII Lasers have a -1 to hit bonus, and Long range is extended to 10 hexes. No ejection system; halve maintenance costs and support requirements. (No idea how this would be implmented, perhaps if the mech dies/pilot killed, it reduces XP earned if pilot survived)

Medium Battlemechs
BLACKJACK When arms or legs are hit, roll another 2d6. If result is 12, a critical hit is applied to random actuator. (Frail legs for fall damage?)

CENTURION Luxor AC jams with a roll of 12 after firing. +3 for finding parts for Luxor AC, 2x repair time. (Higher cost on repair of AC? Higher jam percentage on original stock AC/10?)

CICADA The heatsinks only dissipate 6 heat points if 1.5 x support hours not applied to this ‘Mech; If you roll 9+ on 2d6, the 'Mech’s heatsinks have not been replaced to correct this problem. Any ‘Mech firing from the front or back receives a +1 to hit penalty. Count torso twisting for this.

GRIFFIN This Battlemech has a built-in spotlight for night operations. Any shot that would hit the head of the Griffin from the left or right sides have a 1 in 6 chance of striking the armor baffles on the right and left arms. These baffles will only give 2 extra points of protection and are then destroyed. Armor baffles will absorb one critical hit to the knee actuator from the front. Heavy battle fists give this ‘Mech +3 damage when punching.
(Spot Light)

HUNCHBACK The heavy battle fists do an extra 3 points of damage each. (No change since no CQB)

SHADOW HAWK This Battlemech has a built-in spotlight for night operations. 11+ version had locking leg plates. On roll of 9+ after leg has been hit, leg freezes. Sparrow 300J Life Support negates fatigue penalties in extended battles or campaigns and the rpg. In combat, Lang Hand Actuators are very powerful. Punches cause 7 points of damage ( 55 tons = 5.5 points, rounded up to 6, and an additional +1 ) (Spot Light)

TREBUCHET This ‘Mech does an extra +1 damage in any physical attack. (No Change, no CQB)

WOLVERINE The ball-turret mounted medium laser can fire into the front, left and right arcs. It can also fire straight up and almost straight down. 8+ jump jets break down when activated, and cannot be used for the rest of the game. The Tek BattleCom system gives the Wolverine the same advantages and capabilities as the Phoenix Hawk.


Heavy Battlemechs

CATAPHRACT This Battlemech has a built-in spotlight for night operations. (Spot Light)

CATAPULT This mech cannot punch because of its arm design. This mech has a side firing escape hatch. 6+ version jump jets are defective, and if so 8+ jump jets will vent incorrectly and vent into 'mech causing 2x heat.

CRUSADER This mechs SRM launchers receive a -1 bonus to hit due to their stable positioning on the Crusader's hips while moving. Also, the legs are designed for heavy combat and produce +1 normal damage when kicking.

DRAGON This mech receives a -1 bonus to its piloting skill rolling to prevent falling from massive damage and when falling from physical attacks (inflicted or received). Attackers also gain a +1 penalty to hit when firing at the Dragon from long range. If the hip mechanism is not regularly maintained on a monthly basis, the micro-bearings can burn out on any piloting roll of a 4 (actual dice, not after bonus) or less and cause the hip to freeze up. The autocannon also requires two critical hits to silence because of the thick protective sleeve surrounding it. (Higher HP for Ballistic mount on RA?)

JAGERMECH This ‘Mech has a -2 bonus to hit against aircraft because of its tracking system.
(Easier time hitting jumping targets)

ORION Efficient design makes it very easy to repair. Divide the repair time by 1d4. The mechs missile systems also have a -2 bonus to hit against aircraft. Other weapons get a –1 bonus. The LRM system might shut down because of their inferior cooling system. When rolling for shutdown due to heat, roll separately for the LRM system. The right arm has a +1 penalty when used in hand-to-hand combat due to the restricted movement caused by the autocannon. If the right torso is struck in hand-to-hand combat, a roll of a 10 or higher will jar the autocannon out of alignment giving it a +1 penalty to hit. 20 rounds jam AC/10 when loaded on a 6+, 19 rounds or less loaded there is no problem. The two extra holes in the Orion’s left arm are designed to easily pump coolant into the ‘Mech, lowering time it takes to hook the ‘Mech up to a coolant truck.
(Lower Repair Costs (if implemented) Effective use of Cooling consumable?)

QUICKDRAW May fire all of its medium lasers rearward. Mech loses 1 mp for hit done to its legs on roll of 8+.

Assault Battlemechs

AWESOME The left arm does an additional 3 points when punching due to its heavy battle fist. (No Effect, No CQB)

ATLAS May communicate with ships in space. Since the autocannon lacks a cooling jacket, when rolling for shut down, make a separate roll at a +1 penalty for the weapon. Also, since the LRM system fires four salvoes of five missiles rather then one large salvo, treat it like four LRM 5s for targeting and damage resolution. In addition, it takes less time to hook this ‘Mech up to a coolant truck then normal because of the built in coupler. (More Effective for the Cooling Expendable)

BATTLEMASTER The Donel PPC covers the hand, leaving it unusable. However, the weapon can be simply and quickly disengaged if the ‘Mech needs both hands available. (No effect, No CQB)

STALKER Cannot punch because of its arm design. This mech takes one quarter less damage when smashing through a building due to its shape and design. Attackers receive a +1 penalty to hit when firing from front or rear. (No Effect unless falling, and CQB are added)

VICTOR If on a roll of 2d6 the result is 10+, this version has a faulty ammunition feed. Roll 2d6 after each firing. If you roll 10+, the rounds jam, leaving the autocannon useless until cleared by a tech.

#18 focuspark

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Posted 09 November 2013 - 04:49 PM

View Postrolly, on 08 November 2013 - 06:17 AM, said:


SPIDER All attacks on a jumping Spider are penalized with an additional +1 penalty to their hit rolls.



Pretty sure this was already implemented, if even by accident.

#19 Bront

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Posted 10 November 2013 - 01:27 PM

Wonder if this will get an update, since the Battlemaster chasis has quirks, the Boars Head and Jester have quirks, and I'm not sure if the Orion has quirks or not .

Beyond that, a bunch of lights and mediums were tuned, so there are a bunch of new quirks.

#20 Gevurah

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Posted 11 November 2013 - 07:28 AM

I'll get around to it but honestly I've had a lot going on in the real world of higher importance, sorry.





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