I would like to start a discussion about making LAM-based factions and any reasonable custom technology they might use. The precise points that I want to discus are:
1. What type of circumstances could lead or force a group to use LAMs as their main combatant?
2. What kind of improvements to LAM technology can we reasonably expect from such a specialized LAM faction?
3. What kind of custom weapons/equipment would allow LAMs to be competitive but not overpowered?
1. I think a highly developed raiding state, similar to vikings of the old world. Compact core warships, designed like aerodynamic drop ships plunging in from a pirate point, releasing a combination of fighters and LAMs to attack very specific targets and make off with loots and or salt earth. If stealth was possible, infiltration and supply running would also be useful. I forsee a very mobile, near nomadic force with a manpower shortage, but with a decently advanced manufaturing base to support the technological skill needed, along with the infrastructure to train the pilots.
2. Weight efficiency and tech that works with the LAM restrictions, rather than trying to reinvent the LAM wheel, so to speak. I'd like to think recon tech, stealth tech, and Missles would be highly prized, since indirect fire would be extremely handy to mobile units that can break LOS. tech such as the Society NOVA CEWS device, and range also would be primary. I forsee a greater concentration of larger single punch weapons, rather then bevies of smaller weapons, as infantry and LAMs rarely interact, and even powerarmor has little to throw at the massive air supperiority of a LAM.
3.
Weight savings on Jump jets.
Hyperion Jump Jet system. The Hyperion Jump jet system is an integrated system comprised of a number of individual jump jets. These jump jets would utilize living metal alloys, a variable geometry turbine design and rapid recyling plasma ejection system, along with light weight materials and a constant intake of air to generate massive directional thrust at the expanse of needing to constantly remain at a certain level of operational activity; the jump jets must always remain "on."
Construction: Hyperion Jump Jets (Hjj) may be mounted only on a Mech. A Mech equiped with an Hjjs must mount thrusters equal to the mech's running MP.
Weight: Each thruster weighs .5 tons.
Crits: Each thruster occupies 2 critical locations.
Placement: Thrusters may be placed in any location except the head.
Rules: Mechs equiped with the Hyperion Thrust jump jets follow all normal rules regarding mech movement with the following exceptions:
-HJJs generates 5 heat when not in use. I.e. if a mech walks or runs, the Hjj's generate 5 heat in addition to the normal mode of movement.
-when jumping the mech generates heat equal to the number of Hjj thrusters + 2. a mech with 7 thrusters that jumps would generate 9 heat.
-If an Hjj is critically hit it explodes for 3 points of damage and is destroyed (treat as an ammo explosion). Additionally, if a thruster is rendered unusable (due to a location being destroyed or the thruster being critically hit) the thruster still generates heat when jumping as though it were still active, but provides no MP.
-An Hjj system may be turned off during the end phase of a turn, but doing so prevents the system from being used for the rest of the scenario.
-A mech shut down does not prevent the Hjj system from shutting down. the thrusters continue to recycle plasma and produce minute thrust, and the system continues to generate heat. A shut down unit can not deactivate the Hjj system.
This is an example tech that reduces the weight burden on a LAM while IMO encouraging alternative weapon loadouts other than 10 medium lasers.
Notice that in the design of this the system is made up of individual thrusters and the crits can be dispersed in the arms, taking the burden off the torso's for crit placement.
Another unique tech Idea:
Compact Actuators
Weight: 2 tons
rules: Actuators take up less space, folding actuators per location 2 slots for the legs and 2 slots for the arms instead of 4 for each limb. If a location containing actuators is critically hit, both actuators are destroyed.
Also, as has been said before, LAMs should be treated as having partial wing in mech mode, and IMO airmech MP should be based off (jump mp w/partial wing bonus) x 2 for cruising mp. this way, the numbers remain very similar to what they would be now, but the benefits of partial wing are factored in.
Also, Personally would like to see LAMs that may mount special armor. I feel that since armor is external (more or less) it's not hard to engineer around that for the conversion process. but then that's me. :)