I remembered a section from the fan made Smoke Jaguar Handbook about TankMechs.
---
Construction Rules
To create a TankMech, follow the following rules:
1: Create a Mech as normal and assign it the TankMech Quirk.
2: Remove the Gyro and all Leg Actuators.
3: Add in a Tracked system. This requires 5% of the ‘Mechs total mass. The Tracks require 1 critical slot in each Leg location. The Tracks include one point of slot armor.
4: Replace the Walk and Run MP with Cruise and Flank. The Cruise MP is calculated as equal to the Walking MP plus 50%, rounding up. Flank MP is calculated normally.
5: The ‘Mech is treated as a tracked vehicle for movement purposes.
6: The Turret Ring takes up two crits in the Centre Torso.
Rules for Play
1>The legs count as one hit location. Treat all damage as normal, but it transfers to the other leg before transferring to the torso. When rolling for crits, the Right Leg is Group 1, Left Leg is Group 2.
2>The unit has a lower center of gravity and a wider base than a standard Mech, but is still top heavy compared with most conventional vehicles. The engine is also mounted lower down in the torso (it is still too big for the lower half of the TankMech. This provides a +3 bonus to piloting rolls to avoid falling/tipping over, and a +5 penalty to get back up.
3>All hits against the leg locations require a roll on the Motive System Damage Table (TW, p192). Destruction of any leg location renders the unit immobile. A critical hit against any track location renders the unit immobile.
4>A critical hit against the Turret Ring locks the torso into position. Torso twists become impossible.5>The unit has a turn radius, and every turn of 1 hexside must be followed by moving forward 1 hex if cruising, 2 hexes if flanking. Reducing this requirement requires a piloting roll with a +1 modifier for every hex reduction.
Wheeled
As above but the movement type is wheeled, the motive system is not armored, but the movement speed is doubled instead of increased by 50%, and is increased by a further 20%, rounded up, if all travel takes place on roads. The turn radius is reduced by one hex.
Hover
As above but the movement type is hover, the motive system is not armored, but the movement speed is increased by 150%, and is increased by a further 25%, rounded up, if all travel takes place on roads. The turn radius is increased by one hex.
---
Now the question becomes, should I also mount conversion gear, like with LAMs and QuadVees, or would it not need it?