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Quirks for mechs
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Karagin
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PostPosted: 24-Nov-2021 11:43    Post subject: Quirks for mechs Reply to topic Reply with quote

Okay, needing some input. Quirks for mechs, are they for table top play or for Roleplaying via the RPG side of the game?

I am having a discussion with a buddy about this,and I feel that they are fluff items that are meant for the roleplaying side of the game not the table top side.

So what input do the rest of you have on this?
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PostPosted: 24-Nov-2021 21:20    Post subject: Quirks for mechs Reply to topic Reply with quote

Both.
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Karagin
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PostPosted: 24-Nov-2021 21:44    Post subject: Quirks for mechs Reply to topic Reply with quote

How is it both?
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PostPosted: 25-Nov-2021 06:50    Post subject: Quirks for mechs Reply to topic Reply with quote

They can be used in both the tabletop game and in the rpg. Therefore, it is both.
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PostPosted: 25-Nov-2021 09:20    Post subject: Quirks for mechs Reply to topic Reply with quote

There are a few 'Mechs that actually require the usage of the Illegal Design quirk in order to even use them, otherwise they wouldn't even have been able to be constructed.
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Karagin
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PostPosted: 25-Nov-2021 11:22    Post subject: Quirks for mechs Reply to topic Reply with quote

So the idea that a mech is deemed to have certain quirks carry over to the table top, even when said quirks don't effect the play of the game?

As for illegal designs, most won't use them, so having the quirk is pointless.

For me the quirks belong in the RPG side, so give me a reason that they should be used in the table top game, beyond the illegal design one.
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PostPosted: 25-Nov-2021 11:28    Post subject: Re: Quirks for mechs Reply to topic Reply with quote

Karagin wrote:
So the idea that a mech is deemed to have certain quirks carry over to the table top, even when said quirks don't effect the play of the game?

As for illegal designs, most won't use them, so having the quirk is pointless.

For me the quirks belong in the RPG side, so give me a reason that they should be used in the table top game, beyond the illegal design one.


Because players decide to.
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PostPosted: 25-Nov-2021 13:49    Post subject: Quirks for mechs Reply to topic Reply with quote

The Quickdraw, for instance, is said to have the hyper-extended actuators quirk. This lets it flip its arms to fire behind itself, despite having lower arm and hand actuators. This is a board game function, but would not be allowed per standard rules without also using the quirks in the board game.

Having the battlefist quirk provides bonuses in melee combat in the board game.

There are several others that also have a board game effect.
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Karagin
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PostPosted: 25-Nov-2021 22:25    Post subject: Quirks for mechs Reply to topic Reply with quote

So one allows you break the rules and the other adds to them, interesting.
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PostPosted: 26-Nov-2021 05:28    Post subject: Quirks for mechs Reply to topic Reply with quote

It's not breaking the rules if everyone agrees.
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PostPosted: 26-Nov-2021 10:36    Post subject: Re: Quirks for mechs Reply to topic Reply with quote

Karagin wrote:
For me the quirks belong in the RPG side, so give me a reason that they should be used in the table top game, beyond the illegal design one.


I don't think anyone needs to give you a reason to use them. I'm not a huge fan of them myself, but to me they are not different than the optional rules laid out in Tactical Operations. They add additional detail and game-play mechanics to the game that go above and beyond what is laid out in Total Warfare. Choose to use them in your group or don't. The decisions is entirely yours and yours alone.
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PostPosted: 12-Jun-2022 05:13    Post subject: Quirks for mechs Reply to topic Reply with quote

they can be used in Classic/Total Warfare battletech, Alpha strike and in the RPGs. they are better suited to campaigns in anycase, as they arent really balanced and some are amazingly good or crippling.
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PostPosted: 26-Jul-2023 17:38    Post subject: Quirks for mechs Reply to topic Reply with quote

General Question about mech Quirks. Were do I apply them for my design's on site?
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PostPosted: 29-Jul-2023 06:17    Post subject: Quirks for mechs Reply to topic Reply with quote

You can't apply them to the 'Mech you are creating. At best you can just write them in the fluff, but that's it at least for now. Maybe Mordel will apply them at some point.
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PostPosted: 31-Jul-2023 13:39    Post subject: Re: Quirks for mechs Reply to topic Reply with quote

Freaky Foe wrote:
General Question about mech Quirks. Were do I apply them for my design's on site?


I do have an enhancement logged to be able to apply them to existing designs. Some are just added, some have pre-requisites. For example, it makes no sense to be able to add Ammunition Feed Problem to a design with only energy weapons. So there is a bit of work to do to be able to select a quirk and tie it to a given piece of equipment/weapon. So it will happen, just is not a priority at the moment.

Working on Combat Vehicles at the moment, so perhaps after I get those up and working it will be something I get to.
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