That's cool. It's just I can see Afterburner a bit more easily than I can Wreck-Gar. Although, if AutoMechs could ride each other.... :)). I'd also probably go more with the female autobot's car forms than their newer motorcyle ones.
https://tfwiki.net/wiki/Afterburner_(G1)
It would be nice if 1-2 wheel crits could be removed to represent 2-3 wheelers.
Afterburner-style bikes is exactly what I had in mind, really, but the closest I could find in BT minis for that would have involved getting a Chalchiuhtotolin and slicing away its center hull to get two "bikes."
If I went with "car" modes for the femmes, well, here's what I'd get:
Elita-One - G1 Cartoon and 1 toy: A car similar to Arcee. If we were tossing the slim "cycles" look I was aiming for, I'd switch her to a wheeled Saladin, similar to Blurr, as the toys share a body type. There's also a toy version of Elita that's a pink speedboat. I went with her Combiner version, who flies.
Chromia - G1 Cartoon: A short truck/van thing. Toys: 2 slim-brick car forms, and four motorcycles (mostly Afterburner-style), but apparently transforming like Prime Arcee. The Centipede + Wheels can go with both, really, depending on how many wheels you give it. Or honor the cartoon and make her a VeeMech/Hounder type.
Moonracer - G1 Cartoon: A sedan-style car that I translated to a Jack-class model. Toys: 1 slim-brick car form and 1 motorcycle. See Chromia.
Firestar/Novastar - G1 Cartoon: Flatbed truck. Toys: Looks like she only ever got the one "slim-brick" car form, though a trading card game gave her a pickup truck form. If I went for cartoon/pickup form, I'd make her another Kup model (a VeeMech that uses a Wolverine II for its base, rather than a standard WOlverine). Otherwise, Centipede + wheels it is!
Greenlight & Lancer: G1 Cartoon: No clear vehicle modes shown, it seems. Toys: Both got the "slim-brick" car form that I'd translate into a 4-wheeled Centipede.
Arcee: - G1 Cartoon: Sporty Cybertronian car. Toys: All G1 toys are basically the same: A car (colors may vary, but mostly pink). In the Prime/Aligned continuity, she's a bike, though. I went with her bike interpretation, so she got the wheeled Centipede look, but she could as easily be translated into another "Beetle II" with a hovercraft mode like I proposed for a non-flying Elita-One above.
As to two-wheel VeeMechs, my notes show them as an option that costs the ability to have a turret. This is particularly funny as all the wheeled AutoMechs I put are turretless, yet put in four wheels slots anyway.
I do have a question about Rotors though. Page 44 under Rotors says each weighs 1 ton and takes 2 critical slots. I think the 2 slots was errata'ed to 1 slot. You're notes above would seem to indicate that so that's cool. But your notes say 1 critical per MP. Is that Cruising MP or Flank MP? Also Page 44 says that Rotors provide 1.5 MP per rotor. So if a VTOLMech has 6 Rotors, how many slots do they take?
Heh. That's a fun one, isn't it? I think, perhaps, what I wanted was each Rotor being 1 ton/1 slot/1.5 Cruise MP, so a VTOLMech with 6 Rotors would be a 9/13 VTOL. Any other way to interpret all that text would get confusing real fast!
Do FighterMechs and WiGEMechs have a maxium number of Jump Jets that they can mount? Is it still number of Jump Jets equals Walking MP and number of Improved Jump Jets equal Running MP? So a 5/8 FigherMech with max JJ would have a Thrust MP of either 5/8 and 16/24 with max IJJ? Or are they both limited to the Bots Walking MP? So a 5/8 Bot would have a max of 5 jump jets with Thrust being be 5/8 and 10/15 depending on the jump jets used?
You're still bound by the rules for BattleMechs in this case, which IIRC, is that your jump MP can't exceed your Walk MP unless you use IJJs, which can't exceed your Running MP. So you can't skimp on your engine and just pump as many jets on until your run out of space for an AeroMech that can't get out of its own way on land, but outflies the fastest Inner Sphere fighters in space.
For WiGEMEchs, would it be better to multiply the number of JJs x3 for cruising/flank speeds? Like LAM's in AirMech Mode? I ask because if they follow WiGE Rules, and 1 jump jet equals 1 MP, WiGEMechs would need a minimum of 10 standard jump jets or 5 Improved Jump Jets since it takes 5MP to take off and another 5 MP for minimal forward movement. That would also mean that a WiGEMech would have to have a movement Mech MPs of at least 10/15 (walking) or 7/11 (running) in order to mount the minimum number of Jump Jets?
Meh. How about just making them match what we gave the aeros, so our jump jets stay consistent at 1.5 MP per?
Can WiGEMechs jump in vehicle Mode using their jump jets? If yes, would it be like an AirMech paying 2 MP to fly at 2 or more elevations above the ground, or would the MP cost be the same but limited by number of JJs or would they need more additional JJs to jump?
Nope. Bimodal is bimodal; in WiGE form, the WiGEMech is limited to WiGE MP only; the jump jets provide the thrust needed to achieve WiGE MP and can't do that AND jump at the same time.
- Herb