Jiang noted that the following was available:
1): a badly damaged Salamander PPR-5S (with a fully intact right arm)
2): two partial Clan Lykophos omnimechs (one with 2x LRM-20's but missing both legs & a right arm, and the other missing a head and left arm)
3): two Clan ERLLs (salvaged from a D configuration of a Clan Gargoyle)
4): her Charger CGR-WU's salvaged Hatchet and right hand
With this equipment in mind, what Jiang is proposing is to combine all of the above into this design - the Lykophos WU ( http://bg.battletech.com/forums/index.php?topic=59339.new#new ).
The
Lykophos is a MFUK design and there is no Sarna writeup, so I know nothing about this 'Mech.
With this out of the way, I'll offer the following comments:
Keep in mind that the very reason why OmniMechs are so awesome is their unparalleled modularity, simple maintenance and ease of repair. Plus, being BattleMechs to begin with, they's
sturdy. This, to me, means that the
Lykophos with the missing head and left arm can get these spares from the other. Recombining a functional 'Mech from the dismembered parts of several others of the same kind has been done in the Inner Sphere for centuries, even during the darkest days of lostech. You'll presumably need a 'Mech bay in a DropShip or a 'Mech hangar (or at least a crane somewhere in a safe place), but it should be possible without too much hassle.
If I was the GM, I'd require a reasonable tech roll for the head and arm each, and in the case of a failure give an appropriate negative quirk to the 'Mech that may or may not be possible to track down and fix at some point in the future.
The two Clan LRM-20 will be Omni-Pods and as such will easily be swapped from one OmniMech into another, plug & play style. Ditto about the Clan ERLLs. I don't think I'd even require a roll here for altering the loadout of an all-clantech Omni configuration.
The one thing that sticks out like a sore thumb is the hatchet.
There are no omni-podded melee weapons (as far as I know). The Clans hate the very idea. As such, your techs will have a hard time getting the DI computer to work with a hatchet - even if they successfully manage to implant this crude piece of IS tech into an otherwise Clantech 'Mech in the first place. I imagine this might require tech rolls that are harder than the repairs mentioned above (replacing the head and arm), because the parts are essentially incompatible. There is a high chance here to incur negative quirks or flat out penalties (lower damage from hatchet, permanent higher to-hit-number) from a botched tech roll, or you might end up ruining the entire arm assembly beyond repair on snake eyes.
This gets even worse when you're trying to put an IS lower arm assembly with a hatchet into a Clantech MASC 'Mech, to the point where I as a GM would rule it nigh-impossible for the techs. The target roll would be incredibly high, even though you don't need much beyond sheer skill to do it (nothing more than a maintenance hangar/bay really - I don't see this as a factory refit, more a problem with how much of a skilled surgeon your tech really is). You would also need to salvage the appropriate actuators from another Clantech 'Mech with MASC, I imagine, as the IS non-MASC myomers are incompatible.
And even if successful, adding the hatchet turns the 'Mech into a mixed-tech unit that more or less becomes a maintenance nightmare by default. Even standard repairs on this arm's internal structure will enforce difficult tech skill rolls. In the long run, this hatchet will cause considerably more problems than it, ahem, solves.
Just my 2 cents. YMMV, of course. :)