Roll 3 - Quirk (d10 on that sub-table)
If you hit a "Reroll on the table above" result, roll again on the reroll's sub-table (same d10 for band, no need to re-roll severity).
Light Quirks
Common
d10
Name
Effect
1
Hot Run
+1 heat/turn while active
2
Thermal Affinity
Reinterpret Affinity <= 8: system takes 2 heat
3
Thermal Feedback
If on and ends turn with residual heat, produces 1 extra heat
4
Sympathetic Vibration
On activation, all other systems in the same sector take 1 heat
5
Ion Burst
Fills nearby area with ions - lightning, sparks, chemical traces
6
Data Echo
All data outputs corrupted, including logs. Real-time fine, degrades computer integration
7
Resonant Chatter
System hums, interferes with nearby sensitive equipment (-2 very sensitive, -1 normal sensors)
Specific resonance: movement direction and speed locked
Control Glitch
Controls reverse randomly, lock to full throttle for 1 round
Creaky
Joints audibly groan; +1 penalty die to stealth
Limited Steering
Takes extra time to change facing or direction
Imprecise Movement
Hard to reach exact positions; overshoots or drifts
Slow Acceleration
Reaches top speed in 2x normal time
Sensor Quirks
Name
Effect
Ghost Readings
Resonance: data might be entirely wrong
Sensor Haunting
voices of dead or similar
Target Glitching
Penalty against near OR far targets
Temporal Leak
Shows data from past/future sometimes
Ads
Ads play. Practice, Computer + something roll to skip
Motion Blur
Penalty die against fast-moving targets
Static Bleed
Penalty die against slow or stationary targets
Heat Quirks
Name
Effect
Intermittent Cooling
6 resonance: no heat transfer for amplitude turns
Computer Quirks
Name
Effect
Ads
Ads play. Practice, Computer + something roll to skip (also Sensor)
Communications Quirks
Name
Effect
IFF Corruption
Transponder shows wrong faction; allies may fire on this mech
Seal Quirks
Name
Effect
Unreliable Seal
Seal level reduced by 1 step (vacuum/hazard protection compromised)
Repair Quirks (d10)
Result from imperfect field repairs. Physical or structural oddities affecting maintenance.
d10
Name
Effect
1
Parts Hungry
Requires 2x parts for any repair on this system
2
Fiddly
+1 penalty die on repair rolls for this system
3
Temporary Fix
System lasts one week from last repair, then breaks
4
Stubborn
All repair times doubled for this system
5
Exotic Parts
Requires parts one tech level higher than normal
6
Needs Expert
-1 to skill selector on repair rolls
7
Last Resort
Cannot be field repaired again
8
Unsafe Capacitors
Holds charge after use. Cannot be safely opened/repaired for 24 hours after last power-up - risks explosion or shock
9
Sparky
7 resonance: fills area with sparks during repair, may injure mechanic
10
Expensive Taste
Repairs cost 2 parts
Designing Your Own
These are examples. GMs should create quirks that tell a story. A quirk that reflects how the system was damaged or what jury-rig fixed it is better than a random roll.