They're a nice version of handheld weapon rules. They add the ability to supplement heat sinks and ammunition, in addition to having structural requirements which is more consistent with the game's aesthetic.
-The requirement that the critical slot for the Hardpoint Equipment on the carrying Battlemech be adjacent to any weapons which use ammunition from that pod seems like a reasonable balancing issue. However, it strips the traditional abstraction from the critical slot system. We kind of accept that amidst all of the whirring machinery and shrapnel that ammunition feeds snake invincibly between any two points on a 'mech. Even omnimechs. Limiting it by adjacency feels weird. Limiting by section seems like a reasonable compromise.
-I'm not sure I understand critical space inside of pods. Critical Slots=(Remaining tonnage after IS and Armor)/(Mass of Internal Structure) is the formula given, but in the example for the Awesome, I get a bit lost. Critical Slots = (4.0 - (0.5 Structure + 0.5 Armor)) / 0.5 = (3.0 / 0.5) = 6 Crits. Two double heat sinks and a B-pod should be 7 critical slots. Vehicles, IIRC, use an item slot system. If that's the case maybe, "Critical Slots" is a bit of a misnomer?
-I have formatting notes, but that's not generally the sort of feedback folks want.
I also have issues about handheld weapons, but those stem from the cargo carrying rules which are their own mess and not your fault. Seems like an interesting system.
Ah! Excellent! You picked up on the 'poke the hole in the armor and feed live ammo through the internal structure'-concept!
The original and 2nd draft needed a dedicated ammunition crit, with the Hardpoint feeding the ammunition into the Ammo crit and THEN to feed the weapon. The final draft accepts the fact that most people never think about how an ammo feed goes from a torso, through the shoulder joint, down the inside of the arm, to be loaded into a weapon. Insanity! I had to bend a bit, so I decided that, no, not every unit would carry them, and they had to be manufactured with an intent to use Hardpoints or limit themselves to energy weapons and equipment.
Umm. That's my headcanon, anyway. I should probably add that. Only a couple of the Celestials I had to finish these rules for are going to use the Ammo Pods - the Deva (in the same class as the Carnoraptor Omnimech, a mech so broken you wouldn't believe it) and the Archangel.
Also, note the requirement to carry ammo for ammo-fed weapons in the Pod beside it. And the need to roll boxcars on every arm hit to determine if it hits the Hardpoint. In playtest, a single hit immediately left every user at a significant disadvantage.
As to the number of slots, the 2nd last sentence of the construction rules states, "Pods carry items in a fashion similar to vehicles." So, 4 tons - .5 tons armor and .5 tons Pod IS equals 3 tons of mass remaining. 3 tons of mass / .5 tons is 6 item slots, of a maximum of (3.5 tons / 0.5) 7.
Yep, its wrong! Thanks for the catch, the current file shows a max of six, the CORRECT max is 7, with the example leaving 6 item slots.
AAnnnd, fixed. Dang, that's annoying. I don't wonder why FASA and WizKids had such problems with fact checking anymore.