Which are the ones that you like? Which ones make sense to you?
- 6-legged 150 tonners, and 8-legged 200 tonners - basically, two mechs welded together.
- 0 (0%)
- Permanent AirMechs - a LAM stuck in AirMech mode, without conversion gear but suffer the penalties all the time. Heavy PAMs between 60-75 tons are possible and follow the same rules, but have only x2 jump.
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6 (11.1%)
- FighterShips - Small craft between 110-200 tons, they use twin fusion engines. They're used for air superiority, tanker, anti-WS (carries a single cap missile in an internal bay) , bombers, etc.
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2 (3.7%)
- Extra-Light Mechs - the IS-tech equivilant of Protomechs; between 11-19 tons with 'open' cockpit, engine, gyro. They follow most of the rules for Protos, but although they have fewer locations, they don't have the 'Near Miss' opt
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4 (7.4%)
- Portable Turrets - literally, a turret mounted on a set of hydraulic legs to stabilize and balance it. 5-10 ton turrets can be remote operated, but 15-20 ton ones might be manned or drones.
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5 (9.3%)
- 'Follow-me's - wheeled/tracked vehicles that use drone tech to maintain a set distance between an emitter and the drone. I imagine it would carry a generater for recharging battlearmor, drive ammo carriers, or carry LRM artillery for support.
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1 (1.9%)
- Hardpoints - since mechs can carry 10% of their weight in their hands, a HP carries weapon/ammo (MG and ammo, HS, coolant pods - but nothing over 1 ton.
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4 (7.4%)
- Stilts - a purely mechanical way to increase ground speed, mostly on quads or the >100 tonners. They may be extended 'bones' between leg actuators or attached to the leg like normal stilts.
- 0 (0%)
- Armor Rescue Pods - basically, an armored component from TO that protects vehicle crews. (I wanted a way to explain elite vehicle crews.)
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1 (1.9%)
- ER-TAG - a 7/14/21 weapon to povide a longer-ranged spotter. I figured why not, they can make ER lasers.
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10 (18.5%)
- Cassette Missile System - a trailer mounted system to replace missile carriers. Each Cassette holds a third of a ton of missiles (32/34/34 SRMs), and fires in 2/5/ALL increments.
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1 (1.9%)
- Point-C3 System - 2 tons, links a single pair of vehicles/AS fighters.
- 0 (0%)
- Jump Point Missile/Mine system - a set of cap missiles with rad/meteor shield, fires at incoming JS guided by a base station or on bearings from the radiation wave until it 'sees' a target.
- 0 (0%)
- White Phosphorus LB-X ammo - if they're submunitions, why can't they be incendiary spikes of death?
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3 (5.6%)
- TAG-guided ELRMs - the same rules for TAG-LRMs.
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2 (3.7%)
- Anti-ECM Missiles - anti-radiation missiles, they home on the radar signals or ECM emitters rather than use the launcher's targeting information.
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2 (3.7%)
- HAG-style AP Gauss - a version of the Clan AP Gauss that gets the HAG treatment. The capacitors blow up when it gets hit, like a full size Guass rifle.
- 0 (0%)
- Thunderbolt-TOW - a wire-guided thunderbolt missile - something like a teleoperated cap missile.
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7 (13%)
- TAG-guided bombs - perfect for dive bombing.
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6 (11.1%)
Total Members Voted: 54