Land Air Mechs (LAMS)
Land-Air BattleMechs, or LAMs, are jacks-of-all-trades and masters of none. Over the past two hundred years, these hybrid fighting machines have gradually disappeared from the battlefield. Originally commissioned by the Star League military, the LAM served as a reconnaissance machine, combining the best features of an aerospace fighter and a light ‘Mech. The high cost of designing such a Mech eventually prompted many firms to drop their LAM design programs. During the Star League era and the Succession Wars, LAMs were manufactured in limited numbers, but the machines never came into widespread use among the Inner Sphere armies.
Land-Air Mechs cannot benefit from engine upgrades such as XL Engines, Ferro-Fibrous or Endosteel due to the complex internal conversation components.
Gunnery/Mech and Piloting/Mech skills are used when the LAM is in Battlemech or AirMech mode. Gunnery/Aerospace and Piloting/Aerospace skills are used when the LAM is in Aerospace fighter mode.
It takes one full turn as a complex action for a LAM to convert from one mode to another. They may move during this turn, but with the restrictions listed in the conversion restriction tables. Also, certain critical hits prevent conversion.
While in BattleMech mode, a LAM is treated as a normal BattleMech for combat and movement purposes.
When in AirMech mode, a LAM uses the following rules for movement, combat, and damage.
On the ground, an AirMech moves as a regular BattleMech, but its Walking MP is one-third its BattleMech MP (round up). Calculate an AirMechs Running MP from its Walking MP as normal.
An AirMech’s Jumping MP is three times its Jumping MP in BattleMech mode.
When in AirMech mode, Jumping and flying does not create heat build-up in a LAM.
Except for the following modifications, treat an AirMech jump as a standard BattleMech jump:
AirMechs that jump or fly must make two additional movements: launching and landing. Each costs 2 MP. A player landing an AirMech after a jump or a flight must make a standard Piloting Skill roll with a —4 modifier thanks to the Air’Mech’s legs, in addition to all other modifiers.
A player landing an AirMech that has suffered damage to its legs adds the standard modifiers for that damage, ignoring the —4 LAM landing modifier.
A failed piloting roll to land is treated as a standard fall.
An AirMech does not have to land at the end of its turn. It can continue to fly at its Jump MP as long as it is capable of flight. In this case, the LAM is treated as a VTOL and uses all the VTOL’s movement and elevation rules (its beginning height is 1 level higher than its beginning terrain).
If flying, a LAM in AirMech mode must move into at least 6 hexes each turn, If it fails to do so, it must land that turn. Vertical elevation changes do not count toward this requirement.
An AirMech cannot move backward in flight.
On the ground, an AirMech fires as a normal BattleMech with all appropriate modifiers.
When flying, a LAM is treated as a jumping BattleMech, to determine target and attacker to-hit modifiers.
Attackers firing at an AirMech on the ground treat it as a standard battlemech target.
Attacking ground units firing at a flying AirMech incur a +4 to-hit penalty to their die rolls in addition to any standard movement modifiers.
Attacking air units firing at a flying AirMech incur a -1 to-hit bonus to their die rolls in addition to any standard movement modifiers.
When a LAM changes from BattleMech to AirMech mode, its side torso sections convert into wings. When an AirMech is hit by weapons fire, use the standard BattleMech Hit Locations Table to determine the damage location.
When the side torso/wing armor is destroyed, the AirMech can no longer fly, but it may jump at its normal rate.
If the side torso/wing is destroyed while in flight, the LAM falls and crashes per the Crashing rules for VTOLs .
In addition, the AirMech will skid one-half the horizontal distance it moved during the turn of the fall. The AirMech will suffer one-half normal falling damage for each hex of the skid, and any obstacle is considered to have been charged by the skidding AirMech per standard charge rules.
Treat damage to all other locations of an AirMech as for a standard BattleMech.
AEROSPACE FIGHTER MODE
An AirMech can convert into an aerospace fighter. The conversion takes one turn and can be done in flight. During the conversion turn, it cannot fire, and moves according to its AirMech mode Movement Points.
Treat a LAM fighter like a standard Aerospace fighter. Its Thrust and OverThrust ratings are equal to its Walking and Running MP.
LAM fighters begin the game with 30 points of fuel.
A LAM fighter’s combat capabilities equal its BattleMech combat capabilities. Arm weapons become wing weapons, leg-mounted weapons fire to the rear, and all torso weapons fire forward.
Consult the LAM Fighter Damage Locations Table for the relationship between fighter and BattleMech damage locations.
When damage penetrates a LAM fighter’s armor, it passes on to internal structure. When the center torso’s internal structure is destroyed, the LAM, in whatever mode, is destroyed.
A LAM fighter’s Structural Integrity (SI) is equal to one less than its tonnage divided by 10 ([tonnage/b] — 1) or its Thrust Rating, whichever is greater.
LAMs may not carry bombs.
|LAM FIGHTER DAMAGE
|FIGHTER LOCATION||BATTLEMECH LOCATION|
HIT CONVERSION RESTRICTIONS
|Gyro or Hip||Battlemech
to Airmech; Airmech to Battlemech
Upper Arm Actuator
|Upper or Lower