Design Quirks

Design Quirks are an optional rule set, first formalized in Strategic Operations. A more complete list of quirks, both positive and negative was then included in the BattleMech Manual. They are intended to increase the depth of gameplay, providing rules for otherwise-unsupported features mentioned in game fiction. The idea is an old one, first established in the 'Mech descriptions in the original versions of TRO:3025. The Javelin's entry, for example, contained rules for an early version of the Unbalanced Negative Quirk.

Currently, a fairly comprehensive list of quirks exists for canonical designs, as published in the BattleMech Manual, expanding on the list that Strategic Operations began. Volumes of the PDF-only Experimental Technical Readout series published during or after July 2011 (starting with XTR: Clans) include quirks for most units. TRO: Prototypes first collected these. In addition, the TROs of the 3145 series gave quirks for all the units they presented. Several new Quirks were introduced in these sources, which are compiled (along with the TRO: Prototypes quirks) in the print version of TRO: 3145 and RS:3145,NTNU. Interstellar Operations added several items of Era-dependent equipment that grant one or more Design Quirks, rules for Quirks in Strategic Battleforce, and (with the Alpha Strike Companion ) clarified which Design Quirks apply to Drone units

Simplified rulesets
In keeping with the more-abstract nature of the Alpha Strike and Strategic Battleforce rulesets, the Quirk restrictions and rules in the Alpha Strike Companion and SBF are generally streamlined, and often very different than the BattleTech rules. The rules for these games are presented below if the points cost or game rules differ significantly. Some quirks are removed from both rulesets, with Strategic Battleforce having the fewest Quirks and BattleTech the most.

Balancing
Note that Quirks lack conventional balancing mechanisms, such as Battle Value. Strategic Operations merely encourages designers to balance positive quirks with negative ones of equal or greater value, though some canon designs do not. Both Strategic Battleforce and Alpha Strike now require player-generated units to balance Quirk points, though some Quirks are irrelevant to battlefield performance and introduce possible imbalances to "one-off" games.

Design Quirk Summaries
===List of Positive Design Quirks  ===

Accurate Weapon [BT, AS, SBF]
Battletech:
 * The Accurate Weapon Quirk marks a weapon or weapons bay as having exceptional design or construction quality. As such, it receives a –1 bonus to the target numbers for to-hit rolls. While this Quirk can be applied to multiple weapons or weapon bays on the same unit, the cost of the Quirk must be paid for each.
 * Points: Variable; The cost is proportional to the damage potential of the weapon or weapon bay.
 * 1 Quirk Point for every 5 points of damage dealt, or fraction thereof.
 * 2 Quirk Points for weapons which do not do any damage, such as Target Acquisition Gear.
 * Applicable to: AeroSpace Fighters, BattleMechs, Battle Armor, Combat Vehicles, DropShips, JumpShips, Small Craft, Space Stations, Support Vehicles, WarShips and ProtoMechs.

Alpha Strike and Strategic Battleforce
 * Deals one point of damage per level of "Accurate Weapon" if the unit's attack misses by only one point.
 * Points: 1 per level.

Anti-Aircraft Targeting [BT, AS, SBF]
BattleTech:
 * Units with the Anti-Aircraft Targeting Quirk have an advanced targeting system that allows them to make more accurate attacks against flying units. VTOLs, WiGE, conventional fighters, AeroSpace Fighters, Fixed-Wing Support Vehicles and DropShips all count as flying units, as do units engaged in a combat drop.
 * Points: Variable; proportional to the damage potential of the unit's ranged weapons.
 * Applicable to: BattleMechs, Combat Vehicles and Support Vehicles.

Alpha Strike:
 * As above, but stacks with the AA Specialists SPA.
 * Points: Variable; proportional to the units' most damaging range bracket.

Strategic Battleforce
 * As above, but penalizes units targeting Ground units.
 * Points: Variable; equal to the units' most damaging Element.

Atmospheric Flyer [BT, AS]

 * When operating inside the atmospheric envelope of a planet, AeroSpace units with the Atmospheric Flyer Quirk receive a bonus to control rolls to reflect the exceptionally stable and highly maneuverable nature of the unit.
 * Points: 3
 * Applicable to: AeroSpace Fighters, DropShips and Small Craft.

Barrel Fist [BT]
BattleTech
 * Applied to BattleMechs with no Hand Actuators, this quirk allows for a Mech with the Quirk to punch not to be penalized with +1 Targeting Number to their to hit roll. Points must be paid per fist to be used and arm actuator must have a Lower Arm Actuator to be applied.
 * Points: 1
 * Applicable to:BattleMechs

Battle Computer [BT, AS, SBF]
BattleTech:
 * Representing a tactical battle computer that offers more effective control of a combat force, the Battle Computer Quirk designates an advanced command unit. Having at least one in-play, with a conscious pilot or crew grants a bonus to Initiative Rolls made by the unit's force. This modifier is not cumulative with that granted by the presence of a Command BattleMech..
 * Points: 5
 * Applicable to: BattleMechs, IndustrialMechs, Combat Vehicles and Support Vehicles.

Alpha Strike:
 * As above, but only applies if the unit with a Battle Computer is part of a formation of four or more units. It also adds two points to the force's MHQ ability if using the Intelligence rules.

Strategic Battleforce:
 * Grants a bonus to Leadership and MHQ:6 if at least one Element in a force's Command Unit has the quirk, is Active, and has sufficient Morale.

Battlefists [BT, AS]
BattleTech
 * The Hand actuators of a 'Mech with Battlefists have been specially modified for close combat. The Quirk gives a bonus to-hit with Punch attacks.
 * Points: 2
 * Applicable to: BattleMechs and IndustrialMechs with Hand Actuators.

Alpha Strike:
 * As above, but applies to all "normal" Physical attacks.

Combat Computer [BT, AS]
BattleTech
 * An advanced Combat Computer can manage heat levels more efficiently than standard computers. The total heat generated by the unit each turn is reduced by 4, to a minimum of 0.
 * Points: 3
 * Applicable to: AeroSpace Fighters, BattleMechs and Small Craft.

Alpha Strike
 * Reduces Overheat by one point each turn.
 * Applicable to:Units with an Overheat Value only

Command BattleMech [BT, AS, SBF]
BattleTech
 * The BattleMech has been designed as a command unit. If one or more Command units is present on the battlefield, with a conscious MechWarrior, their force receives a small bonus to its Initiative Rolls. This modifier is not cumulative with the modifier granted by units with the Battle Computer Quirk.
 * Points: 2
 * Applicable to: BattleMechs only.

Alpha Strike
 * Adds a point each to MHQ and Initiative if part of a Formation of four or more units. Does not