I finally got IO Beta and have been looking at it. I decided to crib some of their charts in addition to making some of the tweaks necessary for the Partial Wing benefit to not unbalance things.
This necessitated a major revision number change up to 1.00, even those it is not what I consider out of Alpha Testing yet. Still, this is a heavy change over .90 and should be considered a different revision. Note that the main rules are still based on Tactical Handbook, pulling in stuff from IO Beta where it does not conflict with the Tactical Handbook.
Also note that I have not made any changes to the LAM Construction Rules. No time yet.
Land-Air BattleMechs
Rules Version 1.00
Land-Air BattleMechs, or LAMs, are a remnant of Star League technology rarely used on the modern battlefield. Jacks-of-all-trades and masters of none, in the middle of a battle, these fighting machines can change their configuration to that of a BattleMech, an AeroSpace Fighter, or a hybrid mode with some of the advantages of both. LAMs served as highly mobile recon and light strike units for the Star League Army, as well as special commando strike forces for the World of Blake, and continue those roles into modern times. But with the old Irece factory having been converted to build OmniMechs, and the World of Blake factories having had a rough time during the Jihad, spare parts are hard to come by though. That requires any pilot of this uncommon class of BattleMech to be very careful with their rides as heavily damaged LAMs are often stripped to keep their surviving brethren operational. Few LAM pilots will risk their LAMs in straight up combat against other BattleMechs, though LAMs are mobile enough to keep much heavier armed and armored BattleMechs busy at need. The need must be very great though.
General Game Rules
LAM pilots need separate BattleMech and AeroSpace Gunnery and Piloting skills. They use BattleMech skills when in BattleMech mode and AeroSpace skills when in AeroSpace fighter mode. When in AirMech mode they use BattleMech skills on the ground and AeroSpace skills when in flight.
When the LAM’s armor is damaged, in any mode, damage is marked off on the BattleMech record sheet. If the armor is penetrated, in any mode, damage passes to the internal structure. Because the side torsos become the bulk of a LAM’s flight surfaces, if either side torso’s internal structure is destroyed, the LAM can no longer fly in atmosphere in any mode. When the center torso’s internal structure is destroyed, the LAM, in whatever mode it currently exists, is destroyed.
A LAM’s SI is equal to the number of center torso internal structure points, or its standard Thrust rating in AeroSpace fighter mode, whichever is greater.
A LAM is given the benefits of having a Partial Wing in some modes.
Conversions
It takes one full BattleTech turn for a LAM to convert from one mode to another and it can transform in space, air, or on the ground. When using space-based turns of 1 minute, simply choose the final mode. In either case they may move and make attacks during this turn, but all attacks suffer from a +3 Attacker Movement Modifier. When in space-based turns, use the restrictions from the last transformation. Also, certain critical hits will prevent conversion.
Code:
Restrictions While Converting
Conversion Type Movement Restriction
BattleMech to AirMech ½ normal BattleMech movement
AirMech to BattleMech ½ normal AirMech movement
AirMech to Fighter Normal AirMech movement
Fighter to AirMech Normal Fighter movement
Critical Hit Conversion Restrictions
Critical Hit Conversion Disallowed
Gyro or Hip BattleMech to AirMech or AirMech to BattleMech
Shoulder or Upper Arm Actuator AirMech to Fighter or Fighter to AirMech
Upper or Lower Leg Actuator No Conversions allowed
BattleMech Mode
While in BattleMech mode, a LAM is treated as a normal BattleMech with a Partial Wing for all combat and movement purposes. Partial Wing adds +2 Jump MP and provides an extra 3-heat dissipation per turn when in atmosphere.
AirMech Mode
AirMechs are 1 level tall and therefore do not benefit from partial cover.
Movement
When in AirMech mode, there are two main modes of movement. Ground and flight.
When on the ground, an AirMech moves as a regular BattleMech. Its Walking rate is one-third of its BattleMech Walking rate (round up). Calculate its Running rate as normal. A grounded AirMech cannot jump.
When in flight, a LAM follows all VTOL movement rules. Cruise speed is twice the movement provided by the jump jets. There is no bonus for Partial Wing. Calculate Flank speed normally. It takes 2 movement points to launch, at which time the LAM will begin it’s VTOL movement 1 elevation higher than the ground it started on. It also costs two movement points to land. The LAM must move into at least 6 hexes to stay aloft or be forced to land. Vertical elevation changes do not count towards this requirement. An AeroSpace Piloting skill roll with a –4 modifier is required to land safely. This modifier is not applied if being forced to land due to insufficient MP available to fly. Treat a failed landing roll as a standard 1 level fall.
Combat
When on the ground an AirMech fires and takes damage as a normal BattleMech, with all appropriate modifiers. All physical attacks are delivered to the legs, or the upper body if one level above the opposing BattleMech.
When in flight, an AirMech generates a +3 Attacker Movement Modifier while cruising and +4 AMM while flanking. It also receives a –1 AMM for attacks against ground-attacking or low altitude fighters. An AirMech in flight can perform no physical attacks of any type. An AirMech in flight generates Target Movement Modifier per standard VTOL rules.
An AirMech cannot torso twist, but all other standard BattleMech firing arcs are used.
Heat
A LAM is treated as having a Partial Wing for purposes of heat. It provides an extra 3-heat dissipation per turn when in atmosphere.
AirMechs generate heat like normal BattleMechs for walking, running, and when firing weapons. When in flight, AirMechs with standard jump jets generate 1 heat for each 3 MP used, rounding up. AirMechs with improved jump jets generate 1 heat for each 6 MP used, rounding up. In all cases, the minimum heat generated when in flight is 3 heat.
AeroSpace Fighter Mode
Movement
A LAM fighter follows standard AeroSpace fighter rules when in space. Due to a specialization in atmospheric design, LAM fighters gain access to the AeroFighter movement tables when in the atmosphere. A LAM’s Thrust rating is equal to its Jump MP without being modified per Partial Wing rules. Calculate OverThrust rating normally.
Combat
A LAM in AeroSpace Fighter mode fires weapons as if it were a Fighter. Use the following chart for individual firing arcs.
Code:
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
Heat
A LAM in fighter mode generates and dissipates heat like a standard fighter. When in atmosphere, a LAM is treated as having a Partial Wing for purposes of heat. It provides an extra 3-heat dissipation per turn when in atmosphere.
Damage
When in fighter mode, roll 2d6 as normal to locate the damage location for fighters. Roll another 1d6 on the following table to see which BattleMech location is hit under each fighter damage location. Mark that damage on the BattleMech record sheet.
Code:
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
External Stores and Internal Bomb Bays
LAMs in AeroSpace fighter mode only can mount external stores like bombs and fuel tanks, but they must be used or jettisoned before the LAM attempts to transform. Safety systems will not allow the transformation with external stores attached. If the LAM is equipped with Internal Bomb Bays, all external stores must be used or jettisoned before firing internally stored weapons. Only internal fuel or TAG systems can be used if external stores are still attached. If jettisoning unexpended external stores, it takes one BattleTech turn to begin and complete the action. Overthrust is not allowed during this action. In space-based one-minute turns, it is considered an instantaneous action, but Qverthrust is still not allowed for that turn.
LAMs may be built with Internal Bomb Bays in the side torso locations. Since these are built inside the LAM, they remain intact throughout all conversions to all modes, and do not hinder any conversions. They also do not affect MP or Thrust ratings in any mode. When in BattleMech mode, only TAG and rocket launchers are usable. Jettisoning the bays follows standard rules for dumping ammo. When in LAM mode, they may be used or jettisoned per normal VTOL rules. When in Fighter mode, they may be used or jettisoned per normal AeroSpace Fighter rules.
Code:
LAM INTERNAL BOMB BAY ORDNANCE TABLE
Bomb Type Description
Air-to-Air Arrow 20-point air-to-air missile (see p. 357, TO)
Anti-Ship Missile 30-point anti-ship missile (see p. 358, TO)
Anti-ship EW Missile Capital-scale electronic-warfare missile (see p. 358, TO)
Arrow IV Missile 20-point air-to-ground missile, homing or unguided (see pp. 358-359, TO)
Cluster 5-point-per-hex air-to-ground cluster bomb (see pp. 249-250, TW)
Fuel Provides 40 additional fuel points
High Explosive 10-point standard air-to-ground bomb (see pp. 249-250, TW)
Inferno Incendiary air-to-ground bomb, generates 10 heat or damage (see p. 359, TO)
Laser Guided 10-point TAG-guidable air-to-ground bomb (see pp. 249-250, TW)
Light Air-to-Air Missile 6-point air-to-air missile (see p. 359, TO)
Rocket Launcher Provides single-shot Rocket Launcher 10 to unit for air-to-air or air-to-ground use
TAG Provides TAG weapon to unit (see p. 250, TW)
Thunder Delivers 20-point standard minefield to target area (see p. 360, TO)
Thunder Active Delivers 20-point active minefield to target area (see p. 360, TO)
Thunder Vibrabomb Delivers 20-point vibrabomb minefield to target area (see p. 360, TO)
Torpedo 10-point air-to-water bomb (see p. 360, TO)
Code:
Critical Hits
LAM CRITICAL HIT TABLE
Critical Hit BattleMech AirMech Fighter
Avionics
First hit -1 Jump MP†††+1 Heat per turn††† +1 Piloting Modifier+1 Heat per turn††† +1 Piloting Modifier+1 Heat per turn†††
Second hit -2 Jump MP†††+2 Heat per turn††† +2 Piloting Modifier+2 Heat per turn††† +2 Piloting Modifier+2 Heat per turn†††
Third hit -2 Jump MP†††+3 Heat per turn††† +5 Piloting Modifier+3 Heat per turn††† +5 Piloting Modifier+3 Heat per turn†††
Cockpit Pilot Killed Pilot Killed Pilot Killed
Engine
First hit +5 Heat per turn–2 Jump MP +5 Heat per turn, –2 AirMech Cruise MP* +2 Heat per turn–2 Safe Thrust*
Second hit +10 Heat per turn–4 Jump MP +10 Heat per turn, –4 AirMech Cruise MP* +4 Heat per turn–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
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
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
Hip Half Walk MP*+2 Piloting Modifier +2 Piloting to Land No Effect
Upper Leg –1 Walk MP*+1 Piloting Modifier +1 Piloting to Land No Effect
Lower Leg –1 Walk MP*+1 Piloting Modifier +1 Piloting to Land No Effect
Foot –1 Walk MP*+1 Piloting Modifier +1 Piloting to Land No Effect
Other Equipment Per normal rules Per normal rules Per normal rules
LAMs do not suffer threshold criticals as Fighters or suffer from atmospheric decompression due to taking damage while in space or other toxic environments.
*Recalculate Running, Flank, and Maximum Thrust MPs normally (x 1.5). Always round up.
†Affects 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).
†††Only applies when in atmosphere as the Partial Wing only gives benefits in atmosphere.
‡In BattleMech and AirMech Modes, the LAM will automatically fall and may not stand
Code:
Critical Hit Conversion Restrictions
Critical Hit Conversion Disallowed
Gyro or Hip BattleMech to AirMech or AirMech to BattleMech
Shoulder or Upper Arm Actuator AirMech to Fighter or Fighter to AirMech
Upper or Lower Leg Actuator No Conversions allowed
Code:
LAM INTERNAL BOMB BAY CRITICAL HIT TABLE
Bomb Type Critical Hit 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 points 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
LAM Construction Rules
Use standard BattleMech construction rules when constructing a LAM, but 10 percent of the LAM’s total weight (rounding up to the nearest half-ton) must be devoted to its conversion equipment. A LAM can never be heavier than 55 tons. OmniMechs cannot be built as LAMs. LAMs cost 1.75 times the standard BattleMech cost. The BV of a LAM is calculated with a movement modifier equal to three times its BattleMech Jumping range.
The conversion equipment comes with 160 points of fuel.
Fuel can be added 1 ton at a time. Each ton of fuel gives 80 points of fuel and takes up one critical slot.
All LAMs require jump jets as a part of their construction process.