A bit off topic, but has anyone ran the customization rules and figured out how much time it takes to convert some of these IndyMechs into their MOD variants? Given that there are plenty of stories of pirate groups (or even proper military raiders) spending weeks or months on a world to give it a proper ransack, I'm curious as to how long it would take a militia, company, or even private owner to convert a working mech into a fighting one when the need arises.
Don't have the Mech designs, but the Campaign Operations seems like the correct location to start.
Field Refits (Class A and B) do exist, and might cover your needs. Per page 211 they only need a crane and some standard tools:
Class A - changing armor type/distribution, or removing a component
Class B - changing a weapon facing in its current mounting, engine heat sink changes, adding a component in the same location that an item was removed from
So you would have the IndustrialMechs coming in with Commercial or other civilian-grade armor, and civilian-grade equipment. The armor gets changed to Mech-grade (Standard) armor, and one or more of the civilian items gets removed. This is the Class A refit.
The IndustrialMechs are then moved to a second location, where the civilian-grade heat sinks are removed, and a weapon installed.
The time multipliers for the Class A and Class B Refits are x2 and x3 respectively, and if the location has sufficient refit kits the time is halved. Time is from the Master Repait Table (pages 205-207).
So changing out the armor, heat sinks, and replacing the Combine in an Agromech would be roughly:
Class A:
* Remove the civilian-grade armor - Assuming 120 pts of armor this is 600 minutes (though since the armor is spread across 11 locations, you might be able to get this reduced as techs work across multiple locations simultaneously)
* Add the Military-grade armor - assuming 80 pts of armor - 400 minutes
* Remove the Combine - 250 minutes (Weapons & other equipment, 4+ crit spaces)
* Remove Civilian Sensors - 260 minutes
* Remove Civilian-grade Life Support - 180 minutes
Total = 1690 minutes before multiplier, 3380 minutes afterwards
(I figured it at 5 tons of Commercial grade armor that provides 24 pts of protection per ton but takes critical hits on any hit of 6+ pts of damage. This is being changed out to Standard armor that is 16 pts per ton.)
Class B:
* Add an Inner Sphere-grade LRM-5 with half a ton of ammo (Combine is only 2.5 tons) - 120 for the weapon, 120 for the ammo
* Change out all ten Heat Sinks in the engine to DHS - 90 minutes per, 900 minutes total
* Put in Military-grade sensors - 260 minutes
* Put in Military-grade Life Support - 180 minutes
Total = 1560 minutes before multiplier, 4680 minutes afterwards
Total time is 8060 minutes, or just under 135 hours. You would still have the civilian engine, myomers, internal structure, gyro, and other similar parts of the Agromech.
If you are willing to skip the Heat Sink change out, this saves 2700 minutes or 45 hours.
If you are willing to go into battle with Commercial grade armor, this saves another 2000 minutes, or 33 hours.
If you are willing to fight with civilian-grade sensors, this saves 1300 minutes, or just under 22 hours.
If you are willing to fight with civilian-grade Life Support, this saves 1300 minutes, or just under 22 hours.
Skipping all of these steps and just changing out the Combine to the LRM means you only need 1220 minutes, or about 20.5 hours. A Refit kit would drop that to just over 10 hours.
Look about right?