We got rid of the Mech mode should have either been phased out a long time ago or never had been added in the first place.
making it just Fighter and Air Mech modes are all that really is needed and it also cuts back on a lot of paper work during game play as well.
we use created a modified mech sheet that combines Fighter & Battlemech record sheets into one easy to use record sheet and then we streamlined the entire process as well.
This is how we did it:
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Die Role: 2D6 Left Side front/rear Right side 2* LT CT/Aft RT 3 LL CT/Aft RL 4 LA RA/RW RA 5 LA RL RA 6 LL RT/Aft RL 7 LT RT/Aft CT 8 CT LT/Aft CT 9 RT LL LT 10 RA LA/LW LA 11 RL LA/LW LL 12** H H/Aft H * role on crit table as mormal ** treat as normal mech cockpit
safe thrust: 2x Normal
Max thrust: 2.5x Normal(round up)
Glide: 3x notmal
While gliding no kicking or punching attacks can be made as the user must land in order to do so.
No Jump kicks or jump punching
While in fighter mode the pilot may take bombs but cannot change until all bombs have been dropped (Follow normal rules for fighters for carrying bombs).
all LAMs come with 1 ton of fuel internally however more can be added. Because of the stress put on the LAM when in Air Mech mode it uses 6 points of fuel to take off, 1 point of fuel to land, 8 to stay in the air without needing to land.
Note: one ton of fuel = 80 points worth
Extra Fuel can be added internally however should the fuel pods be hit it does 2 points of damage for ever point of fuel that is left in said pod.
CASE cannot do anything to protect against Fuel explosions
Fuel will not ignite if the LAM over heats.
When Creating a LAM each location requires 2 critical locations for the conversion equipment and any damage to the equipment will prevent from going to a different mode.
Not bad rule set for home rules if we do say so ourselves.