Alek Ituin, on 29 December 2014 - 10:59 PM, said:
I'm fairly certain that split-crit rules state that if, for instance, a weapon takes up slots in both the arm and torso, it acts as if mounted in the torso.
So essentially, whichever location between the two has the worst maximum rotation angles is the one that's used.
I'm not certain here. What I do know is that a King Crab, with split critical AC20s in it's arm, can not fire it's A20s from it's arms and still punch (you may not fire weapons in the arm(s) you are using to punch with, but you can with torso mounted weapons or with an arm weapon you are not punching with). This leads me to believe that it's probably classified as being mounted wherever the most criticals are assigned.
Golden Vulf, on 29 December 2014 - 11:16 PM, said:
Inner Sphere Light Fusion Engines only take up 2 critical spaces in each side torso, like clan XL engines. They offer the same durability of clan XL engines, but instead of 50% weight savings, it is 25%. It is a fair halfway compromise between IS std and IS XL engines.
I keep referring to Omnimech construction because when you customize and Omnimech, you use the rules for Omnimech construction!
pg 189 of Strategic Ops.
When you customize an Omnimech you are changing its base configuration.
I see where you are coming from, and appreciate the page reference.
I believe you are referring to two separate sections for this, but are only really reading one section without relating a previous section. Let me quote the two relevant portions:
Quote
Omni Units
Omni units possess a fixed amount of pod space that can be
configured with a wide variety of weapons and equipment—
the only limitations being available tonnage, space and access
to the desired equipment.
And
Quote
CUSTOMIZING
Customizing is the practice of installing non-factory (non-omnipod equipment*) replacement
parts in a unit to improve or modify its performance.
Omni units are designed to use interchangeable modular pods,
so they are rarely customized. However, even Omni chassis
contain certain integral components, such as engines, armor
and fixed weapons. These items are not installed in modular
pods, so they must be replaced with customizing procedures.
*Was added in for clarity. Is not part of original text.
If you read only the second section, I could see your confusion here. However, the first section stats that pod space may be configured (customized) without restrictions, as long as it's an omni pod being placed in and it has the required space/tonnage.
The second part refers to customizing a non-omni part of an omnimech, which can only be replaced by following the "construction" rules:
Quote
Customizing and Construction Rules
Generally, players must follow Classic BattleTech construction rules when customizing a unit.
However, it's been stated that Omnimechs are rarely customized, as it will turn the Omnimech into a standard battlemech. This removes the advantages of being an Omnimech. By "rarely customized", they are referring to altered by other means other than a changing out of omnipods, which can freely be done.
In lore, customization of standard battlemechs were rarely done due to costs and time needed to preform these customs. A mech was typically designed for a specific role, and remained in that role. This is where the advantages of Omni came in for lore, as they could take an Omni Chassis, and alter it's configuration (pod space) to anything as long as it didn't exceed the pod space allotted for the omni pods, within a few hours and be used in a completely different role. This made it so a single mech could preform several roles in a given campaign, compared to a standard mech being locked in a role for a campaign, typically requiring more mechs to be carried around to fill in any given needed role.
Edited by Tesunie, 30 December 2014 - 10:53 AM.