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Quirks for mechs
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Karagin
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PostPosted: 2021-11-24 10:43    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: 2021-11-24 20:20    Post subject: Quirks for mechs Reply to topic Reply with quote

Both.
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Karagin
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PostPosted: 2021-11-24 20:44    Post subject: Quirks for mechs Reply to topic Reply with quote

How is it both?
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PostPosted: 2021-11-25 05:50    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: 2021-11-25 08:20    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: 2021-11-25 10:22    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: 2021-11-25 10:28    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: 2021-11-25 12:49    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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PostPosted: 2021-11-25 21:25    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: 2021-11-26 04:28    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: 2021-11-26 09:36    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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