Designed to help get large, slow mobile suits out of difficult situations, convey strategic troops across water and/or swamplands, and to deploy medium-sized mobile suits into combat rapidly, a special modification of hoverjet technology has been refitted for mobile suit use. A mobile suit hover-foot unit is basically a pair of stripped down 2-ton hovercraft that are installed in place of the mobile suit's own feet, taking up the two critical locations in both legs per hidden unit rules. One of these crits in each leg is designated 'engine', and the other is designated 'hoverfan'.
Each of these hovercraft are equipped with a 110XL engine, which, along with the hovercraft's own movement bonuses, give it an effective engine rating of 150. A pair of these, therefore, give the mobile suit using them an effective engine rating of 300. Therefore, a 60 ton mobile suit utilizing hover-feet may cruise at a speed of 5 while the jets are in use.
When the jets are not in use, a mobile suit may move normally according to its own engine rating. When the jets are declared engaged at the start of a movement phase, the mobile suit may now move with its newly calculated speeds with some new restrictions. Like the hovercrafts they utilize, mobile suits in hover mode may not pass through wooded hexes, though they may pass over water unimpeded. Due to the lack of control fans, unfortunately, mobile suits in hover-mode may make only one facing change without penalty. After that, the mobile suit must make a piloting roll with a modifier of +1 for every facing change made over the first. Failed piloting rolls send the mobile suit into a skid per Battletech skidding rules.
A mobile suit with hoverfeet takes external leg hits normally. Internal hits to the hoverfan disable the entire hoverfoot system, while an internal hit to either hoverfoot engine disables the entire system while generating +5 heat into the mobile suit every round, per hover engine hit.
Other than by increasing the piloting roll for facing change, destroyed leg actuators do not affect hover feet. A completely destroyed leg, however, disables the entire hoverfoot system.
A mobile suit using hoverfeet produces 3 points of heat, and has a +2 to hit modifier, as if it were running.
Due to the nature of hovercraft, a mobile suit with jump jets may use them to boost the speed of the mobile suit while in hoverfoot- mode. For example, a 50 ton mobile suit with 5-8-5 movement and with hoverfeet may fire its jump jets during hover-jetting, resulting in a new speed of 6+5=11 hexes. This will produce 3(hover) + 5(JJ) = 8pts of heat.
Hoverfeet are incompatible with triple-strength Myomers or MASC. mobile suits with Hoverfeet may not kick other mobile suits.
Advanced Gundam mobile
suits were usually equipped with a 360 degree view spheroidal
cockpit display system known as the "Linear Seat".
Conceptually the same as the standard neural interface and
display system for standard Btech mobile suits, all normal
Battletech cockpits are now designated "Linear Seat
Cockpits." (Slot #3 on the BTech head critical table) This
has no additional game effect except for the ability for a Linear
Seat Cockpit to be equipped with the Sphere-Ejection system.
A safety feature for Core-Fighterless Linear Seat equipped mobile suita, the Sphere Ejection system merely blows open the cockpit hatch of the ejecting mobile suit and launches the spheroidal and self-contained Linear Seat Cockpit away from the mobile suit. This system weighs in at 1ton and 1critical, and usually fills slot #4 on the BTech head critical hit table. (The exception is for mobile suits mounting dual MGs in that slot. Due to the unusual placement of Gundam cockpits, mounting the Sphere-Ejection System in the center torso is thereby acceptable.) When triggered either manually, by an ammunition explosion or engine detonation, the cockpit section blows open, releasing the Linear Seat Sphere (LSS) propelled by an assembly of solid-fueled rockets. This, of course, destroys the mobile suit's cockpit critical, and removes the ejection system critical. The LSS is propelled 180 meters (6 levels) straight up, and up to 17 hexes (not including elevation changes, though elevation may never increase and must always end at ground level) in any direction the pilot chooses so long as it is in the rear arc. In the event that the pilot is unconscious during ejection, the Linear Seat will be propelled straight back 17 hexes, charging any target it may come upon.
A 'Normal' Gundam cockpit will therefore be designated as one that weighs 1.5 tons, and which contains a simpler viewscreen and console cockpit layout. Due to the slower pilot-mobile suit interface, a mobile suit equipped with a Normal-Type Cockpit has a -2 initiative modifier for all battles. In addition, a mobile suit equipped with a normal cockpit has a +1 to hit for any target that is in his side-torso arcs (after torso twist), and a +2 to hit any target in his rear torso arc (after torso twist), due to interface difficulties arising from the cockpit setup. For the same reason, this type of cockpit has a constant +1 piloting modifier.
A Normal Cockpit,
however, is able to become part of a core-fighter setup. To do
this it requires 1.5tons of conversion equipment, which makes it
the same weight as a Linear-Frame Cockpit.
The core fighter system allows a mobile suit, during critical emergencies, to eject its cockpit sections and engine block in the form of a transformable aerospace fighter. This fighter occupies all the engine locations inside the mobile suit, as well as the cockpit location (which will become the fighter's own cockpit), and therefore, by hidden unit rules, must be at least 7 tons in mass.
To use the Core Fighter, the engine locations of the mobile suit must be undamaged. At the start of a movement phase, the player will announce the ejection of the core fighter, which may use half its MP that turn to escape on the standard AT board. To eject the fighter, the mobile suit separates at the waist and must be returned to a repair/factory site to be re- attached to its core fighter.
A core fighter must be equipped with fuel to operate, and this fuel is stored in one of the CT locations first, though if more than two tons of fuel are stored, they may be moved to the side torsos. Weapons (but not bombs) may be attached to the fighter, and these are listed and take up space in the mobile suit like any other hidden unit item. E.g., a core fighter carrying a Large Laser must allocate 5 tons and 5 criticals to it, per hidden unit rules. Armor need not have slots specifically allocated to it.
XL engines are compatible with Core Fighters. Such fighters must, of course, weigh at least 12tons. If a core fighter weighs less than the number of crit spaces allocated to engine/fuel/weapons/cockpit (which can easily happen with XL engines), it still takes up the volume dedicated to its separate items. If the fighter weighs more than is allocated slots, it must designate extra slots in the side torsos as Core Fighter equipment locations. In most cases, one of the sensor locations, and both life support locations may be pulled out of the head along with the cockpit if extra crit locations are necessary. This places an upper bound on the weight of a Core Fighter at 36 tons.
A core fighter's speed is calculated as normal for the engine that it is made of. A hit on any core fighter labeled locations automatically disables the entire fighter. A hit on the CF's fuel detonates it, doing as many points of damage as there are fuel points stored in that location. Fuel may be dumped out of the mobile suit per standard Ammunition Dumping rules.
When in ASF mode, use a standard ASF sheet for the CFs stats. Weapons may be placed anywhere, though weapons carried in the mobile suit's torso locations usually appear on the CF's wings. For all purposes, treat this ASF as a standard ASF.
Due to the variable mass of engines, as well as the different spatial requirements of mobile suits, a Core Fighter must be designed specifically for the mobile suit it will be inside of. Only Normal Cockpits may be incorporated into Core Fighters. Such cockpits require 1.5tons of conversion machinery to effect the transformation of the fighter from the Core Block.
mobile suits that cannot afford the tonnage and space for jump jets that may only be used to 'bail out' of a situation may instead mount detachable jump-packs on their side torsos. Only one of these packs may be mounted per mobile suit, occupying one ton and one critical location in each side torso. Upon activation, a jump pack provides 300pts of thrust for one turn to the mobile suit. For example, such a jump pack would allow a 30ton mobile suit to jump 10 hexes, or a 100ton mobile suit to jump 3. Usage of the jump pack produces 5pts of heat. The solid-fueled jump pack may only be activated once per battle.
A jump pack must
be refueled after a battle before it may be reused. The jump pack
is mounted under the mobile suit's armor during standard
operations. A critical hit to an unused Jump Pack location
results in a 10pt explosion in that section. Jump packs may be
jettisoned per ammo dumping rules.
A special treatment applied to the joints and myomer interfaces of a Mobile Suit, a Magnetic Coating produces a repulsive force between the hubs and sockets of a MS's joints, causing them to 'float' apart from each other, thereby reducing internal friction by over 50%.
A magnetic coating requires a moderate restructuring of a mobile suit's joints requiring 1/20th the mobile suit's tonnage for special control equipment. No critical space need be allocated for these joints. Application of this coating increases a MS's agility, giving it an automatic -2 modifier for piloting rolls, and a -1 to-hit modifier for melee attacks.
An extension confined primarily to Marine Mobile Suits or monstrous-sized 'Mobile Armors', a double hull allows a mobile suit to avoid/delay the crippling effects of environmental penetrations. A double hull weighs as much as the present internal skeleton of the mobile suit that carries it, and takes up as much critical space as tonnage. (For example, an 80ton mobile suit with 8tons of internal structure must allocate 8 additional tons of IS for the secondary hull, and 8 crits of space for it.
A mobile suit constructed with a double hull must allocate a second set of internal structure points, called environmental integrity points (EI). The number of these points per location is identical to the number of IS points per location for that mobile suit.
When a mobile suit equipped with the double hull environmental seal takes a hit (in any environment), subtract 1 from the number of EI points in the hit location. When fighting in an environment where an Environmental Integrity roll would need to be made, the roll may be ignored so long as the hit location has at least one point of EI left. Once the EI for that location (or the armor) has been expended, however, the roll is made as normal.
Internal hits on EI locations cause automatic breaches of hull integrity.