Mech Quirks

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The following is a list of quirks and their effects that can be found in BTA. Quirks are a feature of BTA that serves to further differentiate 'Mechs from one another. These act as multipliers, positive or negative, to the effectiveness and usability of 'Mechs.


Mech Quirk: 360 Degree Field Of Fire

Fire in any direction regardless of facing

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Mech Quirk: Anti-Air Targeting

Ignores 2 evasion when targeting aerial units (JagerMechs)

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+3 bonus accuracy when targeting aerial units (Rifleman)

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Mech Quirk: Avionics

Enables AirMech mode. While in AirMech mode: take 10% more damage, stability threshold -40, 100% faster walk speed, +0.2 sprint, ignore terrain and landmines for movement, 360 degree firing arc

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Mech Quirk: Battlefists

Punches do +X% more stability damage, punches do +X% more damage, punch attacks have +X accuracy. +1 accuracy with ranged weapons.

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Mech Quirk: Clan Mech

+10% walking distance, +10% sprinting distance, +10% jump distance, +1 accuracy with ranged weapons, -6 heat at the end of the turn, -30 melee accuracy

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Mech Quirk: Combat Computer

-6 heat per turn

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Mech Quirk: Command Mech

+1 initiative

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Mech Quirk: Cowl

Adds X structure and armor to the head

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Mech Quirk: Easy To Pilot

+10% walking distance

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Mech Quirk: Easy To Maintain

Fast Refits. Mech variants can be assembled with only 1 part as long as you have sufficient parts from other variants to complete it.

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Mech Quirk: Hardened Cockpit

+3 injuries resisted, 45 extra armor added to the head

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Mech Quirk: Hero Mech

+1 accuracy with ranged weapons, -6 heat at the end of the turn, +2 increased resolve gain

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Mech Quirk: Improved Cooling

-3 heat per turn

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Mech Quirk: Improved Communications

+1/+2/+3/+4 increased resolve gain for all lance members

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Mech Quirk: Improved Life Support

+1/+2 bonus pilot health, immune to pilot bleedouts

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Mech Quirk: Improved Sensors

+10%/+15% increased sensor range, +15%/+20% increased sight range

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Mech Quirk: Improved Targeting

+1 accuracy with ranged weapons

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Mech Quirk: Industrial Mech

+2 accuracy with physical weapon attacks, +1 bonus hit with physical weapon attacks, +1 bonus hit with punch attacks, -20% charge self-damage, -20% DFA self-damage, -20% stability damage received

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Mech Quirk: LAM

+20% jump distance, +1 evasion pips gained from movement

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Mech Quirk: Melee Weapon

This mech has a melee weapon

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Mech Quirk: Multitrac

Grants the multishot pilot ability to pilots that do not already have the ability

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Mech Quirk: Narrow Profile

+1/+2 defense against being hit

or

+1 defense against being hit and +1 evasion pips gained from movement

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Mech Quirk: Nimble Jumper

+15% jump distance

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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. BA can mount on OmniMechs

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Mech Quirk: Primitive

+50% structure points, 50% resistance to critical hits, -40% sensor range, -20% sight range, +20% engine weight

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Mech Quirk: Quad Mech

(+10% walk distance, +10% sprint distance, +20 kick damage, +1 kick accuracy)

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Mech Quirk: Reinforcement

50% resistance against critical hits

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Mech Quirk: Royal

-12 heat at the end of the turn

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Mech Quirk: Rugged

+X extra structure points, +X bonus stability threshold. Changes based on mech tonnage.

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Mech Quirk: Stabilized Weapon - X

-X recoil with X weapons

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Mech Quirk: Super Sensors

30% boost to sensor and sight range, +1 accuracy against enemies w/in 150m of the Ostscout

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Mech Quirk: Torso Turret

+2 accuracy with ranged weapons in the same location as the turret, fire in any direction regardless of facing

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