Added to v3.0
Land-Air-Mechs Addendum
Since LAMs have to be complicated, here's the rules modifications for them. I'm trying to strike a balance point between making LAMs a rare but useful asset, and all of their necessary downsides. I'll ask nicely to not push further into making them even easier to use; while what TPTB did to them was totally over the line, these are about as friendly a set of rules as I can come up with and still respect the lore.
Monthly Maintenance Cost: Monthly Maintenance Cost on a LAM is $5,000/month. This includes standard fuel loads, but does not include any ordnance carried (including fuel pods).
Part Costs: The base costs of the following components are doubled from their BattleMech equivalent: Cockpit, Avionics, Sensors, Life Support, and all non-Hand/non-Foot Actuators.
Acquisition TNs All LAM components which have their cost doubled also suffer a +2 TN penalty for acquisition. This penalty increases to +3 after 1 January, 3055, and +4 after 1 January, 3060.
Customization and Refit TNs: All LAM Refit TNs have an inherent +1 TN penalty. All Customization TNs have an inherent +3 TN penalty.
Repair TNs: All Repair/Replacement TNs for a LAM suffer a +1 penalty.
Purchasing and Selling LAMs: The C-Bill cost to purchase a LAM is double the listed amount if you are in Inner Sphere territory, and triple if you are in the Periphery. If you are selling a LAM, figure the sale cost as normal (including the check to increase the sale price). Whatever the final result of this process is, double it to find the actual sale price.
LAM Pilots: Make an Acquisition Roll to acquire a LAM pilot; the TN is 10. You may attempt 1 Roll per month, and may not roll if in transit. This attempt takes 5 of your monthly acquisition "slots". Your roll gets a bonus of half your CHA score (round down), no other modifiers except for Bad Reputation and Contact apply. If your MoS is 0, you find a Green LAM Pilot (5/6 to both Mech and ASF piloting stats). If your MoS is 1-2, you find a Regular LAM pilot (4/5 Mech scores, 5/4 ASF scores; 1 random SPA on a 9+). If your MoS is 3+, you find a Veteran LAM pilot (3/4 Mech Scores, 4/3 ASF scores; 2 random SPAs each on an 8+). You MUST hire the pilot in question if you find one, and may not fire them for at least 6 months. Add +$50,000 CB to their hiring bonus. Any qualified LAM pilot recieves TRIPLE montly pay for their rating, regardless of whether they are actually piloting a LAM or not. All qualified LAM pilots are automatically classified as both Medium and Light Mech pilots.
All standard LAM rules from Interstellar Operations apply to gameplay and LAM construction/customization. In addition, apply the following Quirks to LAMs:
Stinger LAM: Cramped Cockpit, Nimble Jumper (Mech), Exposed Actuators (AirMech)
Wasp LAM: Extended Torso Twist (Mech), Nimble Jumper (Mech), Atmospheric Flyer (ASF, AirMech), Difficult Ejection, Exposed Actuators (AirMech)
Phoenix Hawk LAM: Improved Comms, Improved Targeting (Short), Protected Actuators, Atmospheric Flyer (ASF, AirMech), Weak Undercarriage (ASF), No Cooling Jacket (LL)*
*Roll 2d6 when you first acquire the Mech: this Quirk applies on a 7+.
Clarification:
If a LAM transforms during a battle to ASF mode with the intent to provide air support, it must spend 1 turn reaching altitude. Therefore, two turns after it leaves the battlefield, it may make a Strike, Strafe, or Bomb attack as normal (all are "light"-class), assuming it can carry the appropriate weaponry to make the attack. It must depart the battle permanently after making this attack, or must undergo normal re-entry to the battlefield in AirMech or Mech mode. Alternately, the LAM may stay on CAP duty, generating a Light Air Cover marker.