Interstellar Ops pages 106,108, and 114.
This also effects this question here.
https://bg.battletech.com/forums/supplementary-rules/wording-mismatch-for-lam-wige-movement/page113
Minimum Jumping MP: LAMs must be constructed with a minimum Jumping MP of 3
page 108
A LAM’s AirMech Cruise MP is equal to its BattleMech Mode Jumping MP times 3. A LAM’s AirMech Flank MP is equal to its AirMech Cruise MP times 1.5 (rounded up).
That makes the slowest legally constructed LAM's AirMech Cruise/Flank Speed at 9/14. Cruise 3JJx3=9. Flank 9x1.5=14. Before any damage. This isn't the question but is important.
page 106
During the turn of conversion the LAM maintains its previous movement type, but at half the normal movement rates (rounded down).
also page 108
AirMech Mode LAMs expending AirMech MP must reach 8 or more elevations above the underlying terrain by the end of their movement to convert to Fighter Mode while remaining airborne.
A LAM must also pay 5 MP for take-off required of WiGE vehicles, and must move a minimum of 5 hexes each turn to remain aloft (see Hovering, below, for an exception).
and
Hovering: A LAM using AirMech movement may hover by spending 5 AirMech MP to do so. Because of this ability, an AirMech need not move 5 hexes in order to remain airborne, like a normal WiGE. The AirMech may move 0-4 hexes in this fashion while remaining airborne, spending the normal WiGE MP costs—as long as it then spends an additional 5 MP to hover. A hovering AirMech is never considered an immobile target.
and
Gaining Elevation: Whereas a WiGE vehicle may only gain elevation by “climbing” terrain, a LAM using AirMech movement may increase its elevation by spending 1 additional MP per elevation change as a VTOL, and may continue to do so up to a maximum elevation of 25 above the underlying terrain. As with normal WiGE movement, any AirMech moving at more than 1 elevation above its underlying terrain must spend 2 AirMech MPs per hex of movement to do so.
Question 1)
After take off the AirMech is physically at Elevation 2 with 1 elevation between it and the ground. The AirMech can't convert until it reaches Elevation 8.
So does the AirMech have to physically reach Elevation 8 in order to convert or does it have to climb Elevation 9 with 8 Elevations between it and the ground before it can convert to fighter Mode? Does it spend 6 or 7 MP climbing?
Question 2)
How many Elevations can the AirMech climb in a single hex?
Question 3)
previous movement at half the normal rates. What does "half the normal rates" mean?
It seems normal to presume that it's half the previous mode's MP. A 6/9/3 LAM going from BattleMech to AirMech has 4 MP. The 9/14 AirMech has it's MP reduced to a total of 7MP, or just 1 MP depending on how it was moving the previous turn. Which is okay when going from AirMech to BattleMech Mode. The problem is when converting from AirMech to Fighter Mode.
When adding up the MP spent on moving the required 5 hexes, at the increased MP cost when flying at elevation 8, the LAM would need a minimum Cruise/Flank of 15/20 which requires 5 jump jets. Half the MP would be spend on converting and the other half just moving forward to stay in the air. Doesn't that mean that LAMs with the minimum (3), or just above (4), required jump jets couldn't convert while flying in AirMech mode, unless they can convert while Hovering?
Question 4)
Does it still cost 2 MP per hex at elevation 2+ while hovering?
While hovering, does the AirMech still pay 1MP for gaining elevations?
Is there a limit to how high it can climb this way?
Can an AirMech gain enough elevations while hovering in order to convert to Fighter Mode?
Thanks.
