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Tech Readout - Land Air Mechs.

Posted by Comstar AdeptFor group 0
Comstar Adept
GM, 209 posts
-1 BM Handicap
Mon 29 Jun 2015
at 11:11
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Tech Readout - Land Air Mechs

From Compendium Rules.

175% Cost for All equipment (Conversion Equipment Surcharge on all components)

Conversion Equipment Weight = 10% of Mech Weight

ie.
20 ton LAM = Base Cost x 2.1
15 ton LAM = Base Cost x 2
10 ton LAM = Base Cost x 1.9

While in LAM mode, mechs move 1/3 speed and jump triple distance.
Heat from Jumps will not exceed 3 Heat.

While in 'flight' Mode, 2/3 Jump disatance used for flight= VTOL Cruise





From...
http://www.sarna.net/forums/showflat.php?Number=167851  ?

No idea how much will be used, just a copy paste for my review.

Convertible Mecha rules
LAND-AIR BATTLEMECHS (LAMS)
The Bimodal Land-Air BattleMech was the Terran Hegemony’s first attempt at ’Mech-to-fighter conversion. In 2680, First Lord Michael Cameron went against conventional wisdom and appointed a naval officer, Admiral David Peterson, as commander of the SLDF. Peterson implemented sweeping changes and commissioned several manufacturers to create “a series of ’Mechs that could fly as well as function as light ground ’Mechs.” Allied AeroSpace, Inc. won the bid. Their Shadow Hawk LAM was capable of conversion between BattleMech and aerospace fighter configurations. Only a handful of these bimodal LAMs were built before competitors perfected the standard LAM that survived into the Succession Wars.
In the late twenty-seventh century, the SLDF’s military renaissance developed countless technological advances. Many of these would be lost to the wholesale destruction of the Succession Wars. Among the more unique creations of this era, the Land-Air BattleMech or LAM survived to the mid thirty-first century before finally succumbing to the changing battlefield.
Although the LAM formed a prominent component of all SLDF divisions, few remained after the Liberation of Terra. After the Successor States annihilated their navies in the First and Second Succession Wars a growing emphasis on ground-based combat relegated the LAM to a battlefield curiosity that many commanders could neither effectively employ nor afford to risk. The difficulty of mastering both ’Mech and aerospace fighter, coupled with the complex AirMech mode, started the LAM’s death spiral. By the Fourth Succession War, the best academy for LAM pilots took fully three times as long as the worst MechWarrior academy to churn out qualified pilots. The depredations of the Succession Wars reduced LAM manufacturing to a bare trickle by the time of the Clan invasion leaving fewer of these machines available to graduates each year. Pilots failing to earn LAM assignments found themselves mediocre MechWarriors or aerojocks compared to their peers and frequently died in combat without ever piloting a LAM in battle.
After their initial development, innovation in LAM design stagnated. Prior to the fall of the Star League, Joseph Cameron sponsored a project to develop quad-LAMs using the venerable Scorpion chassis. Designers failed to produce an airworthy prototype and Simon Cameron scrapped the project when he came to power in 2738.
In the 3050s the Jade Falcons briefly explored adding LAMs to their Touman. A variant of the Phoenix Hawk with a dual cockpit was developed. Controlled by an aerospace pilot and a MechWarrior, the project ultimately failed to fit the Clan’s vision of warfare and was abandoned.
When Clan Nova Cat destroyed the last LAM parts factory on Irece it marked the end for the struggling LAM. Coupled with inordinate training and maintenance demands the loss of parts production eliminated the LAM as a viable combat element in the Inner Sphere. A handful of non-airworthy LAMs remained in combat museums, tended by graying, retired pilots, when the Word of Blake Jihad began.
The extinct LAM was briefly resurrected in the late 3070s by the Word of Blake. The Spectral LAMs were the first new designs in over three hundred years. However, the Word of Blake discovered the same harsh limitations of the Star League LAMs still applied. Even by using more compact and efficient Clan technology, the Word’s Spectral LAMs lacked the ability to truly combat modern BattleMechs and aerospace fighters of equal weight, largely due to their inability to make use of weight-saving components such as extralight engines and endo steel construction. As the factory sites associated with these units were destroyed during Terra’s liberation and the Regulan sterilization of Gibson, the few surviving Spectral LAMs are, like their progenitors, likely destined for the museums of the future, the last gasp of a dying breed.
Era: Star League, Early Succession War, Jihad
Sourcebook: Technical Readout: 3085, Jihad: Final Reckoning

BIMODAL LAMS
Introduced: 2680 (Terran Hegemony)
Extinct: 2781 (Inner Sphere), 2801 (Clans)
The Bimodal Land-Air BattleMech actually represents the Terran Hegemony’s first attempt at BattleMech-to-fighter conversion technology. In 2680, First Lord Michael Cameron went against conventional wisdom and appointed a naval officer, Admiral David Peterson, as commander of the SLDF. Peterson implemented sweeping changes and commissioned several manufacturers to create “a series of BattleMechs that could fly as well as function as light ground BattleMechs.” Allied AeroSpace, Inc. won the bid. Their first attempt, the Shadow Hawk LAM, was capable of conversion between ’Mech and aerospace fighter configurations. Only a handful of these bimodal LAMs were built before competitors perfected the “standard” LAMs that survived into the Succession Wars.
Rules Level: Experimental
Available To: BM
Tech Base (Ratings): Inner Sphere (E/E-F-X)
Game Rules: Bimodal Land-Air ’Mechs have only two modes of operation: ’Mech mode and Fighter mode. They operate per the rules for Standard LAMs in these modes.

STANDARD LAMS
Introduced: 2688 (Terran Hegemony)
Extinct: 3050 (Inner Sphere), 2825 (Clans)
What became the standard Land-Air BattleMech design emerged less than a decade after the Terran Hegemony’s project began. LexaTech Industries delivered the first fully functional LAM based upon the Stinger BattleMech, followed shortly by the Harvard Company, Inc who produced the Wasp LAM. Allied AeroSpace abandoned the Shadow Hawk chassis in favor of new development and introduced the Hegemony to the Phoenix Hawk LAM.
The LAMs rolling off the assembly lines in the late 27th century marginally resembled their namesakes, but they were completely new designs and the differences were obvious. Dubbed the Mark I LAMs, they were produced for eight years. By that time, opposing forces were singling them out so Admiral Peterson sent the design teams back to the drawing board. All three LAM designs were painstakingly modified to more closely resemble the ’Mechs for which they were named. The cosmetic changes took almost five years to implement. The new Mark II LAMs began production in 2701.
Rules Level: Experimental
Available To: BM
Tech Base (Ratings): Inner Sphere (E/D-E-F)
Game Rules: The Standard LAM operates in three modes: BattleMech, Fighter, and a special “middle mode” called AirMech mode. Damage and Heat are tracked on the LAM Record Sheet. Except as noted in these rules, all normal rules for each of a LAM’s modes apply to all operations in that mode. The following game rules describe how each mode functions in phase of game play.

LAM PILOT SKILLS
Because they are designed to operate as both aerospace fighters and as BattleMechs, Land-Air ’Mechs require a more intensive cross-training regimen for their pilots. In gameplay, this means that a LAM pilot requires two sets of Gunnery and Piloting skills, rather than the traditional pair. The first set of these skills applies to the LAM’s BattleMech functions, while the second set applies to its aerospace functions.
In gameplay, the Gunnery or Piloting skill required in any given situation will depend on what mode the LAM is currently configured to, and—in the case of LAMs in AirMech mode—what movement mode is being used. Unless the rules for a situation describe otherwise, substitutions are not allowed. If a roll requires the MechWarrior to use his ’Mech Gunnery Skill, the warrior cannot use his Aerospace Gunnery Skill instead (and vice versa).
The LAM Skill Table identifies what skills apply based on the LAM’s current configuration and movement modes. In any turn where the LAM is converting from one configuration to another, the skills applicable to the previous (starting) configuration apply.
When generating random experience and skill ratings for LAMs (see p. 273, TW), apply a +3 modifier to the random experience roll, and apply a –2 modifier to the random skill roll. Roll for all four skills (BattleMech piloting, BattleMech gunnery, aerospace piloting, and aerospace gunnery) separately. The adjusted rolls cannot be less than zero or exceed the values on the tables.

LAM SKILL TABLE

Configuration and Movement Mode Piloting Gunnery
Aerospace Fighter Aerospace Aerospace
AirMech Expending BattleMech MP BattleMech BattleMech
AirMech Expending AirMech MP Aerospace BattleMech
BattleMech BattleMech BattleMech
CONVERSION
Conversion is the process of switching from one of three LAM modes to another: BattleMech Mode, AirMech Mode and Fighter Mode (in this context, the term “Fighter Mode” always refers to an aerospace fighter). The process is dictated by the mode the LAM is in, and the map the LAM is on (i.e. ground, low-altitude, high-altitude, or space).
Some standard rules apply regardless of these factors (addi¬tional rules for conversion, based on mode and map, follow this general list):
• Conversion is always announced at the start of the LAM’s movement and is complete at the end of the LAM’s move¬ment for that turn’s Movement Phase.
• A LAM maintains its facing when converting.
• During the turn of conversion the LAM maintains its pre¬vious movement type, but at half the normal movement rates (rounded down).
• Except when airborne and converting to and from Fighter Mode, a LAM does not have to move during the turn in which it changes modes.
• Converting LAMs may make attacks with a +3 to-hit modifier during the turn they are converting—they use the skills according to the mode they have converted to that turn.
• It is permissible to change modes in back to back turns. For example, a LAM in BattleMech Mode could convert to AirMech Mode during the movement phase of turn one, and in the Movement Phase of turn two, convert from AirMech Mode to Fighter Mode.

Bi-Modal LAMs
Lacking a middle AirMech mode, these units require a full turn to convert from one mode to another. Conversion is declared during the Movement Phase and takes the entire turn, during which time the unit is treated as though stationary (not immobile). While converting a Bi-Modal LAM may make attacks with a +3 to-hit modifier.
Critical Hits: If any of the following critical hits have occurred, a Bi-Modal LAM may not convert: Shoulder, Upper Arm, Lower Arm, Hip, Upper Leg or Lower Leg Actuators, or Gyro (if the unit mounts a heavy-duty gyro, see the last footnote on page XX).

Standard LAMs
When operating on the ground or low-altitude maps, these units may change from BattleMech or Fighter Mode to Air¬Mech, or from AirMech to BattleMech or Fighter Modes (but not from BattleMech to Fighter) in a single turn.
A Standard LAM on the high-altitude or space map may convert to any mode in a single turn.
Damage to a LAM never forces it to change modes, but does affect conversion as follows:
Shoulder, Upper Arm and Lower Arm Actuator Critical Hits: May convert between Fighter and AirMech modes, but not into or out of BattleMech Mode.
Hip, Upper Leg Actuator and Lower Leg Actuator Critical Hits: May convert between BattleMech and AirMech Modes, but not into or out of Fighter Mode.
Gyro Critical Hits: May not convert between modes (if the unit mounts a heavy-duty gyro, see the last footnote on page 11).

Ground Conversion
These rules apply when a LAM expends Walking, Running, Jumping, AirMech Cruise, or AirMech Flank MP and ends its Movement Phase at zero Elevations above the underlying ter¬rain. Conversion may not occur while a LAM is underwater. If a converting LAM ends its movement in a hex that is prohibited terrain for its new movement mode, it is reduced to 0 MP (but not considered immobile) until it converts to a mode for which the terrain is not prohibited.

Airborne Conversion
Both Bi-Modal and Standard LAMs may convert while airborne. A LAM is airborne for conversion purposes if it is on the space map in a hex affected by gravity, on the high-altitude map, or on the low-altitude map. Dropping LAMs may not convert until jettisoning their drop cocoon (if applicable).
Converting to AirMech Mode (Standard LAMs only): A LAM that converts to AirMech mode while airborne above Altitude 3 on the low-altitude map is treated as a ’Mech making a drop (see p. 22, SO) and begins falling in the Aerospace Movement Phase of the following turn. The fall rate on the high-altitude/space map is 1 hex per turn. If a LAM enters the space/atmosphere interface hex row from a space hex in any mode other than Fighter (or as a BattleMech in a cocoon), it is destroyed immediately. The fall rate on the low altitude map is 3 Altitude levels per turn, modified as normal for atmospheric density (see p. 22, SO).
An AirMech that drops to Altitude 3 or lower may stop its descent by expending 10 AirMech MP. Multiply the AirMech’s altitude by 10 and place it at that elevation above the underlying terrain. It may continue moving normally using its remaining AirMech MP. For example, a Phoenix Hawk-LAM converts from Fighter to AirMech Mode and ends its movement at Altitude 5. In the following turn it begins to fall, and would normally drop 3 altitudes to Altitude 2. However, upon reaching Altitude 3, the pilot elects to expend 10 AirMech Cruise MP and stops the fall. It is placed at Elevation 30 above the underlying terrain and may expend its remaining 5 AirMech Cruise MP normally.
A Fighter Mode LAM that converts to AirMech Mode and ends its movement at Altitude 3 or less does not begin dropping, but is placed at its altitude times 10 elevations above the underlying terrain.
A BattleMech Mode LAM that converts to AirMech Mode while dropping continues to drop, but may stop its fall by expending 10 AirMech MP once it reaches Altitude 3 or lower.
Converting to Fighter Mode: A LAM that converts to Fighter Mode while airborne continues dropping as normal but may start moving as a fighter in the Aerospace Movement Phase of the following turn unless it failed to convert before reaching Altitude 0. A converting LAM that falls to Altitude 0 at the end of its Movement Phase crashes as an aerospace fighter (see p. 81, TW).
AirMech mode LAMs, expending AirMech MP, must reach 8 or more elevations above the underlying terrain by the end of their movement to convert to Fighter Mode and remain airborne; they are placed at Altitude 1 (NOE) in the corresponding hex of the low altitude map (or they may expend AirMech MP if the Aerospace Units on Ground Mapsheets rule is in use; see p. 91, TW). AirMech mode LAMs that are below Elevation 8 must land (or rise to Elevation 8+) to convert to Fighter Mode.
AirMech Mode LAMs expending Walking or Running MP that convert to Fighter Mode are treated as a grounded fighter at the end of movement.
Converting to BattleMech Mode: LAMs that convert to BattleMech Mode while airborne are treated as a ’Mech making an atmospheric drop (see Converting to AirMech Mode, above).
AirMech Mode LAMs that convert to BattleMech Mode while using AirMech MP must land at the end of their movement. AirMech Mode LAMs that convert to BattleMech Mode while dropping continue to drop.

Space Conversion
Both Bi-Modal and Standard LAMs may convert while in space. A LAM is in space if it is on the space map and outside the gravity well of a planet. No special rules apply for Space Conversion.

MOVEMENT PHASE
LAMs use the following movement rules in game play, based on their present configuration mode.
BattleMech Mode: A LAM in BattleMech Mode uses standard ’Mech ground movement rules; in space, the Space Drops for Ground Units in Zero-G Operations rules (see p. 24, SO) apply, however the LAM expends fuel from its aerospace fighter allotment, not from its jump jet reaction mass (each thrust point spent consumes one point of fuel).
LAMs may carry external cargo, but only while in BattleMech Mode and must drop their cargo prior to converting to another mode.
Fighter Mode: A LAM in Fighter Mode receives a Safe Thrust equal to its Jumping MP and a Maximum Thrust equal to its Safe Thrust times 1.5 (rounded up). In this mode, the LAM maneuvers as a standard aerospace fighter, requires Control rolls for high-G maneuvers (see p. 78, TW), receives free facing turns as an aerospace fighter in atmosphere (see pp. 84 and 92, TW), and makes random movement avoidance rolls due to heat (see p. 161, TW). In addition, the LAM is treated as having VSTOL capabilities when attempting special maneuvers (see p. 85, TW). In addition, the LAM is treated as having VSTOL capabilities when attempting special maneuvers (see p. 85, TW).
A LAM’s structural integrity is equal to the number of internal structure points in its center torso. A LAM that suffers structural integrity damage from high-thrust maneuvers applies this damage directly to its center torso internal structure and rolls for critical hits to that location as a BattleMech.
LAMs in Fighter Mode expend fuel in the same fashion as an aerospace fighter, however, a LAM that loses a side torso cannot fly in the atmosphere.
AirMech Mode: In AirMech Mode, the LAM has four movement modes available: Walking, Running, AirMech Cruise, and AirMech Flank. An AirMech may use Walking or Running MP as if it were a normal ’Mech subject to the limitations below. A LAM in AirMech Mode may use only one movement mode per turn.
• Walking: An AirMech’s Walking MP is calculated by multiplying its BattleMech Mode Walking MP by 0.33 and rounding up.
• Running: Multiply an AirMech’s Walking MP by 1.5 and round up to calculate its AirMech Running MP.
• AirMech Cruise/Flank: The AirMech Cruise and AirMech Flank movement modes are considered a modified form of WiGE-style movement. A LAM’s AirMech Cruise MP is equal to its BattleMech Mode Jumping MP times 3. An LAM’s AirMech Flank MP is equal to its AirMech Cruise MP times 1.5 (rounded up). AirMech movement generates heat equal to the number of MP expended divided by 3, and rounded normally. A LAM that loses a side torso cannot expend AirMech MP in the atmosphere. When using AirMech Mode movement (Cruise or Flank), the LAM moves like a WiGE (see p. 55, TW), and is subject to all of the same restrictions as normal WiGE movement except as noted below, including maintaining 1 Elevation above the underlying terrain (see Gaining Elevation, for an exception), and sideslipping (see Going In, p. XX, for additional effects). A LAM must also pay 5 MP for take-off required of WiGE vehicles, and must move a minimum of 5 hexes each turn to remain aloft (see Hovering, below, for an exception). A LAM spends no MPs to land under AirMech movement, and ’Mech terrain restrictions apply, i.e. an AirMech may land in a light woods hex while expending AirMech Cruise MP. Additionally, an LAM using AirMech movement has the following additional options over normal WiGE movement:
o Hovering: A LAM using AirMech movement may hover by spending 5 AirMech MP. An AirMech that hovers does not need to move 5 hexes to remain airborne. It may move 0-4 hexes, expending MP normally, prior to spending 5 MP on hovering. A hovering AirMech is not an immobile target.
o Gaining Elevation: Whereas a WiGE vehicle may only gain elevation by climbing terrain, a LAM using AirMech movement may gain elevation like a VTOL, by spending 1 additional MP per elevation change (more than the 1 elevation the LAM automatically receives above its underlying terrain). However, while moving at more than 1 elevation above the underlying terrain, a LAM in AirMech Mode pays 2 AirMech MP per hex. Unlike a WiGE, a LAM using AirMech movement does not need to descend to 1 elevation above the underlying terrain at the end of its movement. An AirMech may not gain more than 25 Elevations above the underlying terrain in this fashion. When using AirMech movement modes, no Piloting Skill Rolls are required to land (descend to the level of the underlying terrain) unless the LAM has suffered gyro or Hip critical hits. In such cases, the LAM must make a successful Control Roll when landing or it will crash (see Going In, p. XX).
Stacking: A LAM in BattleMech Mode uses standard ’Mech stacking rules (see p. 57, TW). In AirMech Mode, the LAM uses ’Mech stacking rules when expending Walking or Running MP. When expending AirMech MP and the LAM is at two or fewer elevations above the underlying terrain it uses WiGE stacking rules; when three or more elevations above the underlying terrain, use VTOL stacking rules. In Fighter Mode, the LAM uses standard aerospace stacking rules.
COMBAT PHASE
LAMs use the following combat rules in game play, based on their present configuration mode.
All Modes: Apply a +1 to-hit modifier to all attack rolls for each pilot hit suffered by a LAM pilot. Additionally, LAMs suffer critical hit chances as BattleMechs, that is, whenever their internal structure is damaged in a location.
BattleMech Mode: A LAM in BattleMech Mode functions just like a BattleMech during the Combat Phase, and may make (and receive) Weapon and Physical Attacks as a ’Mech.
Fighter Mode: When executing attacks, a LAM in Fighter Mode uses the same rules as an aerospace fighter to deliver the attack. However, because LAMs are actually reconfigured BattleMechs, the LAM Fighter Firing Arcs Table (see p. XX) is used to translate the LAM’s normal BattleMech Mode arcs into appropriate Fighter Mode arcs in combat.
Delivering an attack to a LAM in Fighter Mode is resolved in the same manner as for attacking an aerospace fighter, including modifiers for attack angles, atmospheric effects, and so forth. The hit locations used, whether in space or atmosphere, are determined by using the LAM Fighter Hit Location Tables (see p. XX).
For the purposes of Advanced Atmospheric Control Rolls (see p. 97, SO) or other rules that require a Damage Threshold, a LAM in Fighter Mode receives a Damage Threshold equal to the current internal structure points remaining in the location hit. However, while Control Rolls will still be required whenever a Damage Threshold is exceeded, unlike aerospace fighters, LAMs in Fighter Mode will only suffer possible critical hit effects if the damage exceeds a location’s armor and hits the internal structure. Furthermore, the only way a LAM’s structural integrity can be reduced while in Fighter Mode is when its center torso suffers a loss of internal structure points through damage (including damage from high-thrust maneuvers; see Movement Phase, p. XX).
Additionally, a LAM in Fighter Mode is still a BattleMech and suffers hull breach chances in space (see p. 54, TO).
Aside from these modifications, a LAM in Fighter Mode follows all normal aerospace fighter combat rules.
AirMech Mode: For LOS purposes, a LAM in AirMech Mode has a height of 1 level, and cannot benefit from partial cover. When calculating a LAM’s Attacker Movement modifiers in AirMech Mode, consult the AirMech Attacker Modifiers Table (see p. XX). Units attacking a LAM in AirMech Mode treat the LAM as a ’Mech if it used Walking or Running MP, and as a WiGE vehicle (see p. 199, TW) if it used AirMech Cruise or AirMech Flank MP (including the –2 to-hit modifier for flak if applicable).
A LAM in AirMech Mode uses BattleMech firing arcs, but cannot torso twist. Calculate attack direction and LOS as if the LAM is one-level-tall ’Mech at its current elevation and facing. Remember, if the AirMech is airborne, it will generally be two levels “tall.” Use the appropriate column of the ’Mech Hit Location Table (see p. 119, TW) to resolve damage against the LAM in AirMech mode.
LAMs in AirMech Mode may make Physical attacks using the same rules as a BattleMech as long as they used Walking or Running MP.
When using AirMech MPs (Cruise or Flank), an AirMech may execute Kick, Punch, and Melee Weapon attacks, using the rules for different levels (see p. 150, TW), and its Aerospace Piloting Skill for its Base To-Hit Number. Successful Physical attacks performed while using AirMech MPs inflict only half their normal damage (rounded up), while failed attacks always require a Control roll (see Going In, p. XX).
When using AirMech MPs, a LAM cannot execute a charge attack but may make a modified aerospace ramming attack called an AirMech Ram. Like an aerospace fighter ramming attack, an AirMech Ram requires the LAM’s controlling player to first roll an 11 or 12 on 2D6, representing the pilot’s effort to summon the willpower for such an attack. The roll is made immediately prior to the LAM’s movement. If the roll is unsuccessful, the LAM must move normally. If successful, the pilot may attempt the AirMech Ram. The Base To-Hit Number for this attack is 5, plus the attacker’s Piloting Skill Rating, minus the target’s Piloting Skill Rating. Any terrain in the target’s hex and elevation also applies to this attack. A successful AirMech Ram delivers 1 point for every 5 tons of the LAM’s weight, multiplied by the number of hexes the LAM moved in the turn of the attack (rounded up). This damage is applied to a single hit location against the target, appropriate to the direction of the attack, that is: Front, Left Side, Right Side, or Rear. A Ram attack is always resolved as a “full-body” shot. The LAM, meanwhile, suffers 1 point of damage for every 10 tons the target weighs, multiplied by the number of hexes the LAM moved during the turn (rounded up). This damage is applied directly to the LAM’s front center torso.
If the LAM or its target are destroyed before an AirMech Ram to-hit roll is made, the attack automatically fails. A failed AirMech Ram attack forces the LAM’s controlling player to make a Control Roll (see Going In, p. XX).
External Stores: LAMs may not carry external ordnance or fuel stores as a Fighter, but they may be constructed with bomb bays capable of accommodating external stores (see Construction, p. XX). In Fighter Mode, a LAM may carry, use, and jettison all external stores from its bomb bays as a normal aerospace fighter (see pp. 245-247, TW). In AirMech Mode, a LAM may carry, use, and jettison all bombs and external stores as per the rules for a VTOL carrying external store (see p. 108, TO). In BattleMech Mode, a LAM may only use TAG and Rocket Launcher external stores, treating such weapons as if they were mounted in the unit’s side torsos facing forward. All types of bombs and external stores may be jettisoned by the LAM in BattleMech mode using the normal rules for dumping ammo (see TW, p. 104).
A LAM carrying bombs must make ammo explosion avoidance rolls as a ’Mech carrying Inferno ammo.
Critical Hits: Critical hits to a LAM generally follow the same rules as indicated for BattleMechs. However, a number of specific hit locations can affect how the LAM functions based on its configuration. These effects are listed in the LAM Critical Hits Table (see p. XX). Note that this table indicates effects based on the LAM’s current movement mode.
Critical Hits to Internal Stores: A critical hit to most internal stores (bomb bays) causes an explosion doing damage as shown on the Bomb Critical Hit Table (see p. XX). If a bomb is not listed, assume it explodes causing 10 points of damage. If the bomb explodes, treat this as an ammunition explosion (causing 2 points of damage to the LAM pilot). CASE or CASE II in the same location as the Bomb Bay will affect a bomb explosion just as it effects an ammo explosion. A critical hit to an empty Bomb Bay destroys the bay. Repairing a Bomb Bay takes 60 minutes. Apply a –1 Skill Modifier to the Repair Check (see p. 181, SO). Bomb Bays cannot be partially repaired.
LAM FIGHTER FIRING ARCS TABLE

BattleMech Location Fighter Firing Arc
Head Nose
Center Torso Nose
Center Torso (Rear) Aft
Left Torso Left Wing
Left Torso (Rear) Left Wing (Aft)
Right Torso Right Wing
Right Torso (Rear) Right Wing (Aft)
Left Arm Left Wing
Right Arm Right Wing
Left Leg Aft
Right Leg Aft
LAM FIGHTER HIT LOCATION TABLE

Die Roll Nose Aft Side Above/Below
2 Center Torso Center Torso§ Head Right Torso
3 Right Torso Right Torso§ Arm‡ Arm†
4 Right Arm Right Torso§ Center Torso Arm†
5 Right Arm Right Arm Center Torso Leg†
6 Right Torso Right Leg Torso‡ Right Torso
7 Center Torso* Leg†* Arm‡ Center Torso
8 Left Torso Left Leg Torso‡ Left Torso
9 Left Arm Left Arm Leg‡* Leg†
10 Left Arm Left Torso§ Leg‡ Arm†
11 Left torso Left Torso§ Arm‡ Arm†
12 Center Torso Center Torso§ Leg‡ Left Torso

*Control roll required if the damage exceeds the LAM’s Damage Threshold
†Roll 1D6: 1-3 Right, 4-6 Left.
§Roll 1D6: 1-4 Apply Damage to Front Torso, 5-6 Apply Damage to Rear Torso
‡Hits the corresponding arm, leg, or torso, e.g. attack from left side hits left arm, left torso, or left leg.







AIRMECH ATTACKER MODIFIERS TABLE

Attacker Movement Mode Modifier
Walking +1
Running +2
AirMech Cruise +2
AirMech Flank +3
LAM CRITICAL HIT TABLE

Effect Based on Movement Mode
Critical Hit Walk/Run/Jump MP AirMech Cruise/Flank MP Fighter (Thrust)
Avionics
First hit No Effect +1 Piloting Modifier +1 Piloting Modifier
Second hit No Effect +2 Piloting Modifier +2 Piloting Modifier
Third hit No Effect +5 Piloting Modifier +5 Piloting Modifier
Cockpit Pilot Killed Pilot Killed Pilot Killed
Engine
First hit +5 Heat per turn +5 Heat per turn +2 Heat per turn
–2 Jump MP –2 AirMech Cruise MP* –2 Safe Thrust*
Second hit +10 Heat per turn +10 Heat per turn +4 Heat per turn
–4 Jump MP –4 AirMech Cruise MP* –4 Safe Thrust*
Third hit†† Engine Destroyed Engine Destroyed Engine Destroyed
Landing Gear
First hit No Effect No Effect +1 Piloting to Land
Second hit No Effect No Effect +2 Piloting to Land
Third hit No Effect No Effect +5 Piloting to Land
Gyro
First hit‡‡ +3 Piloting Modifier +3 Piloting Modifier** +3 Piloting Modifier
Unit cannot change configurations (Regardless of current Movement Mode)

Second hit Gyro Destroyed‡ Gyro Destroyed‡ +6 Piloting Modifier
Sensors
First hit +2 To-Hit +2 To-Hit +2 To-Hit
Second hit Weapon attacks impossible (Regardless of current Movement mode)
Arm Actuators A critical hit to any arm actuator other than the hand prevents the LAM from changing
to/from BattleMech Mode, regardless of current movement mode
Shoulder +4 To-Hit† +4 To-Hit† +4 To-Hit†
Upper Arm +1 To-Hit† +1 To-Hit† +1 To-Hit†
Lower Arm +1 To-Hit† +1 To-Hit† +1 To-Hit†
Hand +1 to Punch +1 to Punch No Effect
Leg Actuators A critical hit to any leg actuator other than the foot prevents the LAM from changing
to/from Fighter mode--Regardless of current Movement Mode.
Hip Half Walk MP* +2 Piloting to Land No Effect
+2 Piloting Modifier
Upper Leg –1 Walk MP* +1 Piloting to Land No Effect
+1 Piloting Modifier
Lower Leg –1 Walk MP* +1 Piloting to Land No Effect
+1 Piloting Modifier
Foot –1 Walk MP* +1 Piloting to Land No Effect
+1 Piloting Modifier +1 Piloting to Land No Effect
Other Equipment Per normal rules

*Recompute Running, Flank, and Maximum Thrust MPs normally (x 1.5). Always round up.
**Also adds Piloting Skill requirement to landing after using AirMech MPs.
†Weapons in that arm only
††The third engine hit destroys the engine and the LAM shuts down, which may result in a no-thrust landing attempt (see TW, p. 86).
‡In BattleMech and AirMech Modes, the LAM will automatically fall and may not stand
‡‡If the LAM has a heavy-duty gyro or armored component, treat the first hit as a +1 Piloting Skill modifier, and the second hit as the first gyro hit on this table. A third hit to a heavy-duty gyro destroys the gyro. The first hit to a heavy-duty gyro does not impair conversion.
BOMB CRITICAL HIT TABLE

Bomb Type Effect
Air-to-Air Arrow Explodes for 20 points of damage
Anti-Ship Missile Explodes for 30 points of damage
Anti-ship EW Missile Explodes for 5 points of damage
Arrow IV Missile Explodes for 20 points of damage
Cluster Explodes for 5 points of damage
Fuel Explodes on 2D6 roll 10+; 1 point of damage per point of fuel remaining
High Explosive Explodes for 10 points of damage
Inferno LAM adds 10 heat in the current turn
Laser Guided Explodes for 10 points of damage
Light Air-to-Air Missile Explodes for 6 points of damage
Rocket Launcher Explodes for 10 points of damage
TAG Destroys TAG
Thunder Explodes for 20 points of damage
Thunder Active Explodes for 20 points of damage
Thunder Vibrabomb Explodes for 20 points of damage
Torpedo Explodes for 10 points of damage
GOING IN
AirMechs can move much faster than most BattleMechs and vehicles, but when something upsets their “flight” the increased speed can have disastrous results. If an AirMech using AirMech Flank MP makes a facing change at any point in its movement and attempts to enter a new hex in the same turn, the player must make a Control Roll before the AirMech enters the new hex. If the roll is successful, the AirMech’s movement continues as normal. If the roll is unsuccessful, the AirMech sideslips and may skid or crash. If the AirMech skids, crashes, or collides with something, its movement is over for the current turn. If it does not, it may continue moving normally.
Sideslipping: The AirMech side-slips in the direction of the hex to which it would have moved without the facing change. The distance side-slipped is the lesser of the MoF of the Control Roll or the number of hexes moved in the current turn minus 1.
Even during a side-slip, if an AirMech enters a hex that is only one level higher than the level of the underlying hex from which the AirMech exits, the AirMech will automatically rise one elevation above the level of the new hex.
If the terrain in the hex entered is two levels higher than the hex exited, the AirMech begins a skid (see below).
If the hex entered is three levels higher than the hex exited, the AirMech will suffer a collision (see below).
Skidding: An AirMech may skid in one of two situations: crashing (as the result of failing a Control Roll) or side-slipping into a hex two levels higher than the hex exited. An AirMech skids in the direction it was traveling and takes damage equal to half its normal falling damage (that is, a fall when standing in a clear hex) per hex skidded. The distance skidded is the greater of the MoF of the Control Roll or half the number of hexes moved in the current turn (rounded down). If an AirMech was side-slipping prior to skidding, subtract the number of hexes side-slipped from the skid distance.
An AirMech that skids into a water hex takes half normal skidding damage (one-quarter normal falling damage) per hex. If the AirMech occupies a water hex at the end of its skidding movement, it sinks to the bottom and takes damage for hitting the bottom of the water hex equal to tonnage/10 (round up) x (depth of water hex + 1)/2 (round up).
Colliding: If an AirMech enters a hex that is three or more levels higher than the hex from which it exited, it suffers a collision. The damage is equal to the number of hexes the AirMech moved in the current turn, times its tonnage, divided by 10 (rounded up). Assign the damage in 5-point Damage Value groupings.
Crashing: An airborne AirMech must make a Control Roll in the following situations:
• It misses a physical attack;
• It is successfully hit by a push, charge, or Death From Above physical attack;
• During any turn it remains aloft using AirMech MP and takes 20+ points of damage. Apply a cumulative +1 modifier to this roll for every full increment of 20 points of damage sustained in the current phase plus any other applicable modifiers (including Weight Class PSR Modifiers—if used; see p. 23, TO).
If the roll fails, the AirMech falls a number of elevations equal to its MoF. If this is greater than its elevation, it crashes into the hex it occupies (possibly creating an accidental fall from above attack). A crashing AirMech takes damage equal to: (the AirMech’s tonnage/10 rounded up) x (the number of elevations fallen +1). Reduce this damage by half if the AirMech falls into a water hex. An AirMech that crashes automatically skids, unless it hovered during the Movement Phase—in which case it simply crashes into the hex it was hovering above.
An airborne LAM in AirMech or Fighter Mode that loses a side torso automatically crashes (use a MoF of 5 if required). Use the rules above to resolve an AirMech Mode crash, or use the rules on page 81 of Total Warfare to resolve a crash if the LAM is in Fighter Mode.
Unintentional Charging: An AirMech must make an unintentional Charge attack against any units (or buildings) in the path of its skid. A side-slipping AirMech must make an unintentional Charge attack against units in the path of its side-slip only if the level of the unit it side-slips into (that is, the level of the underlying terrain, plus the level of the unit) is equal to or higher than the AirMech’s elevation.

Construction
LAMs are constructed using the same rules for BattleMech construction in TechManual, but with the following changes and additions.

Conversion Equipment
Bimodal LAMs must devote 15 percent of the unit’s total mass (rounded up to the nearest whole ton) to conversion equipment. Standard LAMs require 10 of the unit’s total mass (rounded up to the nearest whole number) in conversion equipment. Both Bi-Modal and Standard LAMs must then allocate additional “conversion equipment” on their Critical Hit Table as shown on the Conversion Equipment Table.

CONVERSION EQUIPMENT TABLE

Item Number of Critical Slots and Location
Landing Gear 1 Center Torso, 1 Left Torso, 1 Right Torso
Avionics 1 Head, 1 Left Torso, 1 Right Torso
Fuel None (1 ton of fuel is considered to contained within the engine)

Only BattleMechs that weigh 55 tons or less may be constructed as LAMs. They may not be constructed as Quads or as OmniMechs. Furthermore, due to the complexity and precision of their conversion process, LAMs may not mount certain weapons, equipment, and structural components that would interfere with the conversion process (see Prohibited Technologies, below). Except as noted below for Bomb Bays, LAMs may not be constructed with cargo carrying capacity.
Engines: A LAM can only mount standard Fusion engines.
Minimum Jumping MP: LAMs must be constructed with a minimum Jumping MP of 3
Fuel: LAMs receive 1 free ton’s worth of fuel as part of their conversion equipment and may add additional fuel in full-ton lots. Each additional ton of fuel grants the LAM 80 points of fuel and requires 1 critical slot. The free ton of fuel does not occupy a critical slot.
Structural Integrity: Structural Integrity is equal to the number of center torso internal structure points.
Note: Unlike fighters, LAMs do not have to mount their weapons symmetrically (matching weapons in opposite torsos and arms).

Bomb Bays
A LAM may mount up to 20 bomb bays. Each bomb bay weighs 1 ton and occupies 1 critical space in the left, or right torso. Each Bomb Bay accommodates a single-slot bomb: Cluster, Fuel (each tank provides 40 points of fuel), High Explosive, Inferno, Laser Guided, Rocket Launcher, TAG, Thunder (FASCAM-IS or Clan), Thunder Active, Thunder Vibrabomb, or Torpedo. A LAM with sufficient bomb bays may carry multi-slot bombs (e.g. Air-to-Air Arrow, Anti-Ship, Arrow IV, etc.). Bombs carried in LAM bomb bays have no effect on movement.

Prohibited Technologies
Except as noted on this list, a LAM may use any equipment not prohibited for BattleMechs, IndustrialMechs, or aerospace fighters. The following items are prohibited in LAMs:
Armor: Hardened Armor and any other armor that requires critical hit slots, including ferro-fibrous armor, modular armor, and stealth armor. Armored components are permitted.
Cockpits: Torso-mounted cockpits are prohibited.
Engines: As noted above, any engine beyond a standard Fusion.
Gyros: Only standard, compact, and heavy duty gyros allowed.
Internal Structure: Any internal structure that requires critical hit slots, such as endo steel.
Other Components: Any items requiring the allocation of critical slots in more than one hit location. This includes items that may normally be split between multiple hit locations. For example, a LAM may mount MASC or TSM as either may allocate all of its critical slots to one hit location (i.e. even though they can be split up, on a LAM they must be allocated to a single location), but cannot mount a Chameleon Light Polarization Shield as it requires 1 critical slot in each of the ’Mech’s limbs and left and right torsos.
Additionally, LAMs may not mount backhoes, bridge laying equipment, combines, dumpers, external stores, partial wings, or jump packs/drop packs.
Primitive Components: Any primitive components, such as Primitive engines, Primitive cockpits, and Primitive gyros.
Weapons: Any weapon system that must be allocated to more than one hit location (e.g. Right Arm & Right Torso), such as the Thumper or Arrow IV artillery weapons. Additionally, all artillery weapons (except bomb munitions) are prohibited. Also, any weapon that requires a Piloting skill as part of its use (such as the Heavy Gauss Rifle) are prohibited.
Primitive & Prototype weapons (see pp. XX and XX) can be mounted on a LAM.

QuadVees
As the cultural revolution for the Clans swept first through the Clan Home worlds through the Wars of Reaving and then through the Dark Age era and the armistice with The Republic of The Sphere, Clan Hell’s Horses continued to push their obsession with vehicles to new heights. With the stigma of “non-MechWarriors” eroding (a condition already loose within Clan Hell’s Horses), the scientist caste was given the directive to combine all the best aspects of BattleMechs and vehicles into a single combat platform: the QuadVee
Like the Land-Air BattleMech, the QuadVee is a jack-of-all-trades that can accomplish field objects usually requiring both assets during a conflict. However, it remains an oddity that is outclassed by its dedicated brethren in most situations.
The following rules apply to QuadVee game play.

PILOTING/GUNNERY SKILLS
To overcome the intensive cross-training of two skill sets required by a LAM pilot, a QuadVee has two crewmen: one serves as the unit’s gunner, one as the driver (a QuadVee may operate with just a pilot, but incurs all of the extra penalties as noted below):

Dedicated Pilot
The pilot of a QuadVee has the standard MechWarrior Piloting/Gunnery Skills. Whenever in Vehicle Mode, the warrior uses his Piloting Skill in place of Driving Skill when any Driving Skill Rolls are made.
Physical Attacks are resolved using the pilots’ Piloting Skill Rating.
If the pilot is disabled (i.e. unconscious or killed), the gunner can pilot the QuadVee, but must apply a +2 modifier to all Piloting/Driving Skill Rolls (including those made for Physical Attacks).

Dedicated Gunner
May select up to three primary targets per turn before incurring the secondary target modifier (see Multiple Targets Modifier, p. 109, TW). If the gunner is disabled (i.e. unconscious, killed or absent), the pilot can fire the QuadVee’s weapons, but this ability is lost. Additionally, all weapon attacks under this condition apply an additional +2 to-hit modifier.
CONVERSION
Conversion is the process of switching from one of two QuadVee modes to the other: BattleMech Mode and Vehicle Mode.
• Conversion is always announced at the start of the QuadVee’s movement and is complete at the end of the QuadVee’s move¬ment for that turn’s Movement Phase.
• A QuadVee maintains its facing when converting.
• During the turn of conversion the QuadVee maintains its pre¬vious movement type, but must spend 2 MP to convert. Every leg critical hit applies an additional +1 MP to the conversation process; if this ever pushes the needed MPs beyond the currently available MPs, then the QuadVee can no longer convert and it is stuck in its current mode for the remainder of the game.
• Converting Quads may make attacks with a +3 to-hit modifier during the turn they are converting—they use the skills according to the mode they have converted to that turn.
• If a converting QuadVee ends its movement in a hex that is prohibited terrain for its new movement mode, it is reduced to 0 MP (but no considered immobile) until it converts to the mode for which the terrain is not prohibited.
• Conversion may not occur while the QuadVee is underwater.
It is permissible to change modes in back to back turns

MOVEMENT PHASE
QuadVees use the following movement rules in game play, based on their present configuration mode:
BattleMech Mode: A QuadVee in BattleMech Mode uses standard four-legged ’Mech ground movement rules.
Vehicle Mode: A QuadVee in Vehicle mode uses standard vehicle ground movement rules, with the following additions:
• Tracked: All QuadVees are considered standard Tracked Combat Vehicles when in Vehicle Mode.
• Cruise/Flanking MP: The QuadVees Walking MP and Running MP translate directly to Cruise MP and Flanking MP.
• Leg Actuator Critical Hits: Leg actuator critical hits do not effect the Cruising/Flanking MPs of a QuadVee.
• Water: QuadVees may enter water even in Vehicle Mode, applying the standard MP reductions for BattleMech movement in water.
• Jump Jets: Even if the QuadVee mounts jump jets, they cannot be used in Vehicle Mode.
• Piloting Skill Rolls: QuadVees ignore any Piloting Skill Rolls to avoid falls, but they remain susceptible to skidding and collisions.

COMBAT PHASE
QuadVees use the following combat rules in game play, based on their present configuration mode:
BattleMech Mode: A QuadVee in BattleMech Mode uses standard four-legged ’Mech combat rules, with the following additions:
• Rotating The Fire Arc: As long as the gyro of a QuadVee is undamaged, its torso is able to rotate through 3060 degrees, exactly like a tank turret (see Rotating The Firing Arcs, Vehicles, p. 106, TW). A damaged gyro reduces the QuadVee back to standard bipedal BattleMech torso-twist range with the Extended Torso Twist Design Quirk (see p. 194, SO). A destroyed gyro reduces torso rotation to a standard biped BattleMech’s torso twisting limit.
Vehicle Mode: A QuadVee in Vehicle Mode uses standard four-legged ’Mech combat rules, with the following additions:
• Line of Sight: For line of sight (LOS) purposes, a QuadVee in Vehicle Mode is 1 level high.
• Physical Attacks: A QuadVee in Vehicle Mode can only execute Charging attacks. If subject to physical attacks from other ’Mechs, the QuadVee is considered to stand 1 level lower than a BattleMech for such attacks (thus a QuadVee being attacked by a BattleMech on the same level is treated as if it is actually standing one level below its attacker).
• Heat: QuadVees in Vehicle Mode still track their heat exactly as if they were in BattleMech Mode.
Pilot Damage (Both Modes): Only the pilot receives damage due to an ammunition explosion, though heat effects, as well as any damage to the head, apply to both warriors. If the pilot cockpit slot is destroyed (see Cockpit, below), the gunner automatically takes over, provided he is present (see Piloting/Gunnery Skills, p. XX, for the modifiers that would apply to such a situation). If both cockpit slots are destroyed, or there is no surviving warrior to take over the primary pilot position, the QuadVee is considered destroyed per the standard game play rules for cockpit destruction.

QuadVee follow all the same construction rules as four-legged ’Mechs (see p. XX), with the following additions:

Cockpit
A QuadVee mounts a special 4-ton cockpit that takes up 2 critical slots; assign a “cockpit” to Slot 4 in the head location. Slot 3 is the “Pilot” slot, Slot 4 is the “Gunner” slot. The No other cockpit type, including Cockpit Command Console, may be installed on a QuadVee.

Conversion Equipment
QuadVees must devote 10 percent of the unit’s total mass (rounded up to the nearest whole ton) to conversion equipment and must assign 1 “Conversion Equipment” critical slot to all four legs and each torso.

Equipment
A QuadVee must mount Tracks in all four legs (see p. 249, TM).
This message was last edited by the GM at 17:51, Tue 30 June 2015.
Comstar Adept
GM, 210 posts
-1 BM Handicap
Mon 29 Jun 2015
at 11:16
  • msg #2

Tech Readout - Land Air Mechs

15 tons

Allowed Modifications (w/o Tinker)

Upgrade RT and LT Heat Sinks to IS DS/HS
Use     Small Cockpit        to gain 1 HS (1 Skill penalty to Pilot)
May only additional equipment added to Arms.  (Exception PS and TC added to head)


15tn Apollo-1K LAM

Cost 1 760 938 cb


6/9/6 Movement

7 Heat Sinks

Equipment cost  x1.75
Repair modifier x1.15
H    9a    (3i)
CT   8a(2)(5i)

RT   6a(2)( 4i)
LT   6a(2)( 4i)

RA   4a    (2i)
LA   4a    (2i)

RL   6a   ( 3i)
LL   6a   ( 3i)
CT {Empty}

RT JJ JJ JJ HS
LT JJ JJ JJ HS

RA S U L H {Empty x5}
LA S U L H {Empty x5}

RL H U L F HS
LL H U L F HS
1.50 tn   Internals
3.00 tn   Engine (90)
0.00 tn   Heat Sink    {RT,LT,RL,LL}
1.00 tn   Gyro         {1/2 ton fractional per 50 rating}
1.00 tn   Cockpit
3.50 tn   Armor (55af){1/4 ton fractional}

5.00tn   Equipment
1.00 tn  Medium Laser RA
1.00 tn  Medium Laser LA
1.50 tn  Jump Jets         RT(x2)/LT(x2)/RL/LL
1.50 tn  LAM Conversion Equipment
Wasp WSP-8Kew ~ EW LAM

Cost 2 072 875 cb


6/9/6 Movement

7 Heat Sinks

Equipment cost  x1.75
Repair modifier x1.15
H    6a    (3i)
CT   6a(2)(5i)

RT   6a(2)( 4i)
LT   6a(2)( 4i)

RA   4a    (2i)
LA   4a    (2i)

RL   5a   ( 3i)
LL   5a   ( 3i)
CT {Empty}

RT JJ JJ HS HS
LT JJ JJ HS HS

RA S U L H {Empty x5}
LA S U L H {Empty x5}

RL H U L F JJ
LL H U L F JJ
1.50 tn   Internals
3.00 tn   Engine (90)
0.00 tn   Heat Sink    {7 Starting}
1.00 tn   Gyro         {1/2 ton fractional per 50 rating}
1.00 tn   Cockpit
3.00 tn   Armor (48af){1/4 ton fractional}

5.50tn   Equipment
1.00 tn  Medium Laser RA
1.50 tn  Guardian CT
1.50 tn  Jump Jets         RT(x2)/LT(x2)/RL/LL
1.50 tn  LAM Conversion Equipment
Wasp WSP-8Ks ~ Scout LAM

Cost 2 072 875 cb


6/9/6 Movement

7 Heat Sinks

Equipment cost  x1.75
Repair modifier x1.15
H    6a    (3i)
CT   6a(2)(5i)

RT   6a(2)( 4i)
LT   6a(2)( 4i)

RA   4a    (2i)
LA   4a    (2i)

RL   5a   ( 3i)
LL   5a   ( 3i)
CT {Empty}

RT JJ JJ HS HS
LT JJ JJ HS HS

RA S U L H {Empty x5}
LA S U L H {Empty x5}

RL H U L F JJ
LL H U L F JJ
1.50 tn   Internals
3.00 tn   Engine (90)
0.00 tn   Heat Sink    {7 Starting}
1.00 tn   Gyro         {1/2 ton fractional per 50 rating}
1.00 tn   Cockpit
3.00 tn   Armor (48af){1/4 ton fractional}

5.50tn   Equipment
1.00 tn  Medium Laser RA
1.50 tn  Beagle Probe CT
1.50 tn  Jump Jets         RT(x2)/LT(x2)/RL/LL
1.50 tn  LAM Conversion Equipment

This message was last edited by the GM at 01:30, Fri 03 July 2015.
Comstar Adept
GM, 211 posts
-1 BM Handicap
Mon 29 Jun 2015
at 11:29
  • msg #3

Tech Readout - Land Air Mechs

20 tons

Allowed Modifications (w/o Tinker)

Upgrade Internals     to Endo Steel
Upgrade Armor         to Ferro Fib.
Upgrade RT/LT HS      to IS DS/HS
Use     Small Cockpit to gain 1 ton  (1 Skill penalty to Pilot)
May only additional equipment added to Arms.  (Exception PS and TC added to head)


Wasp LAM ~ WSP-8K

Cost 2 154 145cb


5/8/ 5  Mech Movement
2/3/15  LAM  Movement

10 Heat Sinks

Equipment Cost  x1.75
Repair modifier x1.2
H    6a    (3i)
CT   8a(4)(6i)

RT   7a(3)( 5i)
LT   7a(3)( 5i)

RA   6a    (3i)
LA   6a    (3i)

RL   7a   ( 4i)
LL   7a   ( 4i)
CT JJ SL

RT JJ JJ HS HS
LT JJ JJ HS HS

RA S U L H ML
LA S U L H ML

RL H U L F HS
LL H U L F HS
2.00 tn   Internals
3.00 tn   Engine (100)
0.00 tn   Heat Sink    {7 Starting}
1.00 tn   Gyro         {1/2 ton fractional per 50 rating}
3.00 tn   Cockpit
4.00 tn   Armor (64af)

7.00tn   Equipment
1.00 tn  Medium Laser RA
1.00 tn  Medium Laser LA
0.50 tn  Small Laser       RA
2.50 tn  Jump Jets         CT/RT/LT/RL/LL
2.00 tn  LAM Conversion Equipment
Stinger LAM ~ STG-K5

Cost 2  466 520 cb


5/8/ 5  Mech Movement
2/3/15  LAM  Movement

10 Heat Sinks

Equipment Cost  x1.75
Repair modifier x1.2
H    6a    (3i)
CT   8a(4)(6i)

RT   7a(3)( 5i)
LT   7a(3)( 5i)

RA   6a    (3i)
LA   6a    (3i)

RL   7a   ( 4i)
LL   7a   ( 4i)
CT JJ SL

RT JJ HS HS
LT JJ HS HS

RA S U L H SPL
LA S U L H SPL

RL H U L F JJ HS
LL H U L F JJ HS
2.00 tn   Internals
3.00 tn   Engine (100)
0.00 tn   Heat Sink    {7 Starting}
1.00 tn   Gyro         {1/2 ton fractional per 50 rating}
2.00 tn   Small Cockpit(Pilot Skill ~ Penalty one)
4.00 tn   Armor (64af)

8.00tn   Equipment
1.00 tn  Medium Laser       RA
1.00 tn  Medium Laser       LA
1.50 tn  Beagle or Guardian CT
2.50 tn  Jump Jets         CT/RT/LT/RL/LL
2.00 tn  LAM Conversion Equipment

This message was last edited by the GM at 01:28, Fri 03 July 2015.
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