Mech Quirks
Mech Quirk: Battlefists
Punches do +X% more stability damage, punches do +X% more damage, punch attacks have +X accuracy. +1 accuracy with ranged weapons.
Mech Quirk: Clan Mech
+10% walking distance, +10% sprinting distance, +10% jump distance, +2 accuracy with ranged weapons, -8 heat at the end of the turn, -30 melee accuracy
Mech Quirk: Combat Computer
-6 heat per turn
Mech Quirk: Command Mech
+1 initiative
Mech Quirk: Cowl
Adds X structure and armor to the head
Mech Quirk: Easy To Pilot
+20% walking distance, +10% sprint distance
Mech Quirk: Easy To Maintain
Fast Refits - Mech can also be put together with minimal parts like an OmniMech
Mech Quirk: Improved Cooling
-3 heat per turn
Mech Quirk: Improved Communications
+1/2/3 increased resolve gain for all lance members
Mech Quirk: Improved Life Support
+1 injuries resisted
Mech Quirk: Improved Sensors
+10% increased sensor range, +15% increased sight range
Mech Quirk: Improved Targeting
+1 accuracy with ranged weapons
Mech Quirk: Melee Weapon
Variants of this model have a melee weapon (Hatchet/Mace/Sword/Claws/Chainsaw)
Mech Quirk: Multitrac
Grants the multishot pilot ability to pilots that do not already have the ability
Mech Quirk: Narrow Profile
+1 defense against being hit
Mech Quirk: Nimble Jumper
+15% jump distance
Mech Quirk: Omnimech
Fast Refits - Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.
Mech Quirk: Primitive
+50% structure points, 50% resistance to critical hits, -40% sensor range, -20% sight range, +20% engine weight
Mech Quirk: Reinforcement
50% resistance against critical hits
Mech Quirk: Royal
-12 heat at the end of the turn
Mech Quirk: Rugged
+X extra structure points, +X bonus stability threshold. Changes based on mech tonnage.
Mech Quirk: Stabilized Weapon -
-2 recoil with ranged weapons
Mech Quirk: Torso Turret
+2 accuracy with ranged weapons in this location