Sounds cool. I did wonder how it'd be handled with so many characters being redecoed now. I would have made the G1 Brainstorm an Aerofighter and the later Brainstorm a VeeMech. That was before we had rules for WiGEMechs though. :) I suppose sharing the base chassis and some parts could still work though since they're Mechs that convert to something else.
:) Cool. I was wondering if some chassis' just naturally lent themselves to multiple motive types. It'd simplify construction and repairs some. It'd also mean one factory could produce units for a variety of terrain types. Something a smaller faction with less resources might like.
There are some units that are using the same components, but with different motive systems, such as the earlier example of the AutoVees, which used the same tonnage, engines, and so forth, to achieve their 'Mech forms, but then had different motive systems (in their case, Aerofighter and Wheeled). So, yeah, there are/were factories doing something like that, somewhere in the Syberia system. But the net result is still a new and different chassis when you tweak the motive systems. This is why the hover-driven Beetle II (which our Blurr expy is) is different from the standard Beetles. Now, I can see making a Nautica along their lines, but as she's a different unit, she'd end up being a de facto "Beetle III" or something else entirely.
Love it! :) Thanks :thumbsup: :beer: Did I miss the AutoGator? :-\
I don't think I posted it, no.
Is Environmental Sealing built in to AutoMechs with Industrial Structures? Would a FighterMech built with Industrial Structure be a Conventional Fighter instead of an Aerospace Fighter or would it still be an Aerospace Fighter? Similarly would SubMech build with an Industrial Structure need environmental sealing to operate under water or is it built in?
Well, shit. I've poured over a bunch of sources and, unless there's been an errata, I guess you'd be right and I'd have to re-engineer ALL the Industrial-based units. That, or handwave that the Syberians incorporated environmental sealing in their AutoMech chassis. *snaps fingers* Got it! What I've been calling IndustrialMech Structure is actually a variant of Primitive Structure with integrated enviro-sealing. As it is technically NOT primitive in nature per se, it can mount standard armor, rather than primitive armor. That way, I only need to add verbiage.
Also would AutoMechs built with Industrial Structures have a lower gunnery do to having basic fire controls unless upgraded with advanced fire controls?
Nerp. If you look at the notes, fire control systems are addressed.
Since there's a couple AutoMechs that change things a bit, how far can things get pushed? I was thinking about Water Walk and his alt-mode being an amphibious sea-plane. http://images.shoutwiki.com/gbwiki/2/2f/GoBotsToyWaterWalk.jpg
Since he only lands on his legs, would it be too out of line to build him this way?
Blah. Go-Bots. Get away from me with that garbage!
Build him with an Industrial Structure to use the flotation hull chassis mod. It's not available to aerospace fighters. Keep the 3 Avionics crits where they are but remove the Landing Gear crits from the Torso locations. Then place 1 Landing Gear Crit and 1 Float Crit (Chassis Mod) in each leg. Considering the small wheels, maybe give him the weak undercarriage quirk when landing on dry land?
Yeah, probably something like that. Cat knows I've already had to make a couple new features.
Also would it be appropriate to use the AirMech hit chart instead of the Fighter one considering how close his plane mode is to an AirMech?
Nerp. We're sticking with the standard AutoMech hit tables. AirMechs don't exist as such in the Syberian system. (I mean, seriously, if we based it on the look of them, then the Marauder, Catapult, and any other Mech with chicken legs and a horizontal torso would use the AirMech table.)
- Herb