Re: refresher for VTOL Campaign rules
All sorts of things to consider.
If youre giving up jump jets be wary of the entrapment ploy, where you're surrounded by op force units and cant move leading to a def mod of +0 and possible obliteration the following turn.
I'm in a Locust, Heavily modified 3V variant. I wanted a Locust for sentimental reasons, and the selling point on this one was the two Medium Lasers in the CT, and the removable ammo in the RT for modification. It's a pocket Jenner at the moment, quick, nimble, with four medium lasers, but it has no jump jets and Blake help me if i do something stupid, cause i wont have the armor to soak the damage from careless stupidity.
Luc is in a Wasp-1A. Off the shelf it's a terrible mech, but the selling point on the mech is the placement of equipment that loans itself to some nifty modifications.
I want to endorse the Hornet, but i'm not sure i can. The 5/8/5 movement is pretty good on any other mech, but for a mech this size, it just might not cut it. That said, it's got some pretty nifty critical locations if you can leave with the 'average' speed.
Would not suggest the Flea or Thorn. No jump jets and slower than a locust. Very bad mix for a mech with a maximum armor factor around 69af. If youre not going to take a jumper look at the Locust or Mercury. The Mercury is almost... a baby Mongoose. Same speed... same potential weapon profile. Just 1.5 tons less armor, and .5 tons less internals. The criticals are spaced okay, for some okay mods and it has all it's arm actuators which can be useful sometimes.