I think so? since jump jets vent plasma from the engine. I think though. Wait does this mean they be used as impromptu flamers?
Worth a shot I guess. I think I've personally hit the point of becoming a bit of a grognard for stock designs. Though I do appreciate small jury-rigged field refits, especially done per the repair rules.
Hmm. Common I.S. dropships like the Leopard and Union do have an ASF bay, but that isn't anything we've explored in depth before...
Yeah, you're right... Engine sinks are a class D refit, jump jets are just class C. Both can be performed at Maintenance facilities (StratOps p188). S MGs for flamers of equal/lesser crit space is comparatively simple as a class B field refit.
I always had a love for psycho Elementals, but they are vile clammers. A paramilitary/militia platoon of crazy bastards, Inglorious Bastards style, who went in behind the lines during the fight for independence does have an appeal. Who needs mechs
Someone should be a disgruntled former test pilot who worked for General Dynamics and steals a new prototype Kintaro and becomes a mercenary. https://www.sarna.net/wiki/General_Dynamics
Apparently people who like giant stompy robots or something... Ones who would geek over their designs for decades, and spend hundreds of dollars bringing the latest edition of a mecha combat tabletop game to life.
Did get me thinking we've never defined our support very closely - what we have for dropship/ASF assets, if we just rely on employers for transport, etc. Reading through AeroTech rules again after quite a while, it's even more RNGrific than I'd remembered. They're well thought out, but with such high odds of TACs, so many events that force PSRs, much more dire consequences potentially for failing PSRs... really some high stakes gambling. And SI loss really whittles down your capabilities much more harshly than internal damage in a 'mech. Sticking in a fight is way more attritional, but your ability to retreat is better if you're on offense... On defense you're really stuck, though. Trade-offs like being able to destabilize ships and dropping mechs at the space-atmo boundary are just brutal, though, even moreso than capital weapon scaling. I can understand why it never got as popular as ground combat, though. (Besides the editing nightmare where key engagement range and movement rules are buried as asides in sections that are obliquely related.) All the other combined arms play is way less forgiving than mech combat.
Also doesn't help that they didn't do a good job tacking down the lore about producing two thirds of the designs beyond "nothing ever gets produced after the Star League" so they all default to "ComStar only" which then becomes "WoBbies-only-with-new-supermagictech-and-so-abundant-they're-throwaways-for-suicide-attacks".
We use the KungArmé ranks. I have no clue how big of a unit they would make us. Company, Battalion, Regiment... Who knows.
Sorry, to clarify, I know what ranks we use, I just don't know what our size, non-mech assets, and org chart might look like for canon character purposes. I couldn't see anywhere it had been discussed before. Like, there was a time I was a Löjtnant in our mwo branch before PGI burnout claimed most of us, but if we're looking like an augmented lance or maybe company strength for canon purposes there's zero point in being top-heavy on brass.
My personal thoughts? Just tell em you are part of the Skjaldborg and give them your rough background beats. Let the writers figure out the unit TOE. If I had an actual idea of who had Canon Characters maybe we could figure it out ourselves
I guess that makes sense. From going through the survey questions like rank, ride, catchphrase and successor state look they're emphasized more than history and background details, which isn't what I'd expected. I'm second guessing myself.