Griffin
From original TRO description:
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By medium Mech standards, the Griffin's defensive armor is substantial. However, it must often confront heavier Mechs (in support of other medium vehicles). Because of this, two false armor baffles have been added to the shoulder assemblies of each arm on most Griffins. These baffles give additional, yet limited, protection to the long-range drum and the head/cockpit area. Two other small armor baffles are located on the legs, protecting the knee joint actuator assembly areas.
Quirk: Griffin-1N and -1S have +# armor to each arm and +half # to each leg.
Kintaro
From TRO description:
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The torso mounted systems (Missiles) are standard models and very compact. The reloads sit next to the launcher, providing an excellent rate of fire with a high degree of reliability.
Quirk: Any Missile weapon in the Right Torso has -1 second to its cooldown rate.
From TRO description:
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The arm- mounted launcher, however, is a technician's nightmare. Installed to provide a wider arc of fire, the arm-mounted autoloader requires daily maintenance. The lower arm houses both the Holly-5 long-range missile launcher and one of the Hovertec-6 SRMs. The reloads, however, are stored in the left torso. When reloading occurs, the missiles travel down the upper arm into the launch tubes. Reloading requires 3 seconds, during which time the arm must remain nearly motionless. The system automatically locks the arm in place for the time required, but any movement in the system invariably causes a jam in the upper arm.
Quirk: Since Mech arms are never locked TMK, any Missile weapon in the Left Arm of any Kintaro adds +1 second to its cooldown rate.
Dragon
From TRO description:
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The Mech's thickly armored torso, especially its back, also gives the Dragon the ability to take considerable punishment when surrounded by the enemy, a common occurrence.
Quirk: All Dragons gain +#% bonus to armor in all 3 torso locations front and back.
Quickdraw
From TRO description:
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The Quickdraw's worst problem, however, is the structure of its ankle actuator. The armor on the lower leg ends up taking too much stress while the Mech is in motion, and so any damage to the armor in that spot may cost the Quickdraw much of its maneuverability.
Quirk: If a Lower Leg Actuator is damaged, -30kph in movement, -33kph if Speed Tweak is unlocked.
Orion
From TRO description:
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Unfortunately, the control cables of the missile launchers travel through a narrow shoulder area. Thus, the shoulder is subject to excessive heat, and the actuator or missile system frequently shuts down.
Quirk: Any Missile weapon has a #% chance to jam when heat is not at 0%.
Highlander
From TRO description:
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Though the Highlander's massive HildCo jump jets were designed to lift the Battlemech over inconveniently placed buildings, initial combat trials showed that Highlander pilots often used them to execute the popular death-from-above maneuver. The engineers re-designed the structure and armor of the lower legs and switched to sturdy Lang composite armor so that the Highlander's actuators could withstand the repeated stress caused by this devastating maneuver.
Quirk: Highlanders receive -#% damage from falls.
Atlas
From TRO description:
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The Atlas' long-range missile delivery system is a unique design. Upon discovering that twenty launching tubes would not fit into the Mech's torso, the designers decided to install five tubes with a feed system that can shoot four savlos within ten seconds.
Quirk: When weapon changes are done, the LRM tubes should be limited to 5, the SRMs are fine at 6.
From TRO description:
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The Mech's armor is thick, and the forward torso and legs are especially well protected.
Quirk: All Atlases gain +#% bonus to armor in all 3 torso locations front and legs.