LAMs old issues and how did you fix them?

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Dart Omega
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LAMs old issues and how did you fix them?

Post by Dart Omega » Tue Feb 12, 2013 1:56 am

For us it was always a problem with taking so long blasted long and the arguments over the confusing rules or things that players pulled off that was deemed over the top so we fixed the problems like this

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:
===============

Code: Select all

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
Note: we treat the LAM hits the same as if it is always in the Air Mech mode and the aft is dived like the standard mech rear torsos as normal even in full fighter mode.

Movement mods:
Walk: normal
safe thrust: 2x Normal
Run: normal
Max thrust: 2.5x Normal(round up)
Jump: Normal
Glide: 3x notmal

Rules:
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.
Last edited by Dart Omega on Wed Feb 13, 2013 7:54 am, edited 1 time in total.
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Re: LAMs old issues and how did you fix them?

Post by Speck » Tue Feb 12, 2013 11:45 pm

Have not looked at it myself yet, but in Record Sheet 3085 (Printed version) are quick start LAM rules. With the full version of updated rules to follow in Interstellar Operations.
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Re: LAMs old issues and how did you fix them?

Post by Dart Omega » Wed Feb 13, 2013 7:11 am

Yeah, I think I will stick with our house rules, odds are by far less hard to understand and we got rid of the Mech mode which twf never did.

Also we had to recreate the mech sheet and I bet the hit locations for twf LAMs are not as stream lined as ours is.

getting rid of the mech mode allowed us to merge both sheets and the damage locations are thus easier to work with.

yeah http://bg.battletech.com/wp-content/upl ... review.pdf

a bit confusing personally.

and I bet when the full rule set comes out it will be just as bad, lol
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Re: LAMs old issues and how did you fix them?

Post by Steve Ronin » Sun Feb 24, 2013 2:20 am

I think you've got a solid idea for your House Rules.

I'm looking forward to the new 'canon' rules for LAMs.
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Re: LAMs old issues and how did you fix them?

Post by Ravion Hawk » Wed Mar 06, 2013 6:20 am

This is how I fixed the problems with the LAMs:

Code: Select all

Air Mechs:
**Created 9-2-03, Revised 11-7-06**

Air Mechs are the Iron Raven’s answer to the failed Land-Air Mech Concept. By building the mech to resemble the Hybrid mode of the LAM, the Iron Raven scientists were able to remove the inherent flaws and vulnerabilities of the “clunky” conversion sequence and equipment.

Jump Jets

The Iron Ravens also opened up the weight classes by using the Improved Jump Jet System. This system, which can match the running speed of mechs, is the principle reason for the ability to use heavier mechs. The running speed and jumping ability are always matched with Air Mechs.

Minimums

For flight to occur, the Air Mech must be able to jump 180 meters in 10 seconds (1080 kph) minimum. This means that the minimum running/jumping is to be 6 or higher and the hexes moved is minimum 6 not counting elevation changes.

Restrictions

With the construction of the Air Mech, Iron Raven scientists made the wings not just part of the torso, but made the left and right torsos the wings. Due to the fact that the left and right torsos are the wings, any complete loss of armor to one of those locations cause the Air Mech to lose flight capability and crash according to VTOL rules. Furthermore, Air Mechs are restricted from entering depth 2 or deeper water unless flying over. Loss of flight capability over water causes the Air Mech to sink and counts as a mission kill, but it can be salvaged after battle. Air Mechs cannot use Hardened, Patchwork, Reactive, Reflective, or Xenotech Armor. Air Mechs can not be Omnimechs.

Availability

The Iron Ravens shared this technology with all that opposed the Wolverine Confederation and the Word of Blake. Air Mechs are Clan and I.S. tech.
No need for different techsheets.
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Re: LAMs old issues and how did you fix them?

Post by Dart Omega » Tue Apr 23, 2013 10:16 pm

lol, ours predated the changes they made by 5+ years.

so it seems they followed suit with getting rid of the mech mode all together which was a good idea.
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Re: LAMs old issues and how did you fix them?

Post by WilliamTuckness » Wed Jul 02, 2014 6:57 pm

Current IO Standard/Bimodal LAM rules and the rules found at this link:
http://www.sarna.net/forums/showflat.ph ... e/0#167851

EDIT: Removed WilliamTuckness/HeroChip/nicewitch rules "thesis" and left the important part.

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Re: LAMs old issues and how did you fix them?

Post by WilliamTuckness » Tue Aug 12, 2014 10:08 am

I'm curious as to what you each believe should be the maximum tonnage an aeroprobot (LAM) should be allowed to carry using its hand actuators while in aeroplane (aerospace fighter) mode. I was thinking 10% of its total tonnage without any extra thrust points spent for movement necessary to carry that 10% tonnage.

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Re: LAMs old issues and how did you fix them?

Post by Steve Ronin » Tue Aug 12, 2014 10:22 am

Will,
EVERY time you use the word "aeroprobot", it makes me want to hit or ban you.
Knock that off.
thank you.

LAMs are cool.
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Re: LAMs old issues and how did you fix them?

Post by Ravion Hawk » Tue Aug 12, 2014 11:03 am

Steve Ronin wrote:EVERY time you use the word "aeroprobot", it makes me want to hit or ban you.
When I see the word, it makes me think of a LAM with special needs.
Steve Ronin wrote:LAMs are cool.
Especially when outfitted with time machines.
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Re: LAMs old issues and how did you fix them?

Post by Steve Ronin » Tue Aug 12, 2014 11:06 am

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Re: LAMs old issues and how did you fix them?

Post by WilliamTuckness » Tue Aug 12, 2014 11:07 am

I won't use aeroprobot anymore on these forums.

EDIT: Shortened to the important part.
Last edited by WilliamTuckness on Tue Aug 12, 2014 11:37 am, edited 5 times in total.

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Re: LAMs old issues and how did you fix them?

Post by Ravion Hawk » Tue Aug 12, 2014 11:12 am

Steve Ronin wrote:"My other TARDIS is an X-Wing."

http://penny-arcade.com/comic/2014/08/11/chest-slot
But I want a Millennium Falcon. :cry:
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Re: LAMs old issues and how did you fix them?

Post by Dart Omega » Tue Dec 02, 2014 11:03 am

Still like mine better, still much easier to work with and a streamline compared to any Cannon rules set out there.

that and the combined record sheet uses the much better looking older mech sheet for the combined record sheet.
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Re: LAMs old issues and how did you fix them?

Post by Ravion Hawk » Tue Dec 02, 2014 11:31 am

Holy cow!

Not trying to thread jack, but either I missed some posts by HeroChip or I left them be.

Maybe I should just snip his "thesis" post here to avoid confusion.
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Re: LAMs old issues and how did you fix them?

Post by Steve Ronin » Wed Dec 10, 2014 8:28 am

edits look good.
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Re: LAMs old issues and how did you fix them?

Post by Medron Pryde » Mon Feb 23, 2015 8:01 am

I shifted AirMech movement into two types.

Jumping is normal. How many jump jets do you have? That's how far you jump.

Flight was taken from Tac Handbook where you flew like a VTOL. Cruise speed was jump jets times 2 and flank was jjs times three. You spent two points to land and two to launch, and had to move at least 5 hexes. Follow all other VTOL rules where appropriate. When firing you added 1 to your firing penalty, so +2 when cruising and +3 when flanking.

It made the AirMechs a lot less abusable while still keeping it cool.
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