WARNING
These rules have been out of print since 1995, ever since FASA settled out of court in Harmony Gold's case against it. It was argued that Land-Air 'Mechs were far too similar to Robotech's Veritech Fighters and Variable-Geometry Mecha. As Gundams and all sorts of other giant robots can transform, I argue against Harmony Gold's exclusive rights to mech-hybrid-plane transformers.
This synopsis is directly based off of the Land-Air 'Mech rules, pages 35 and 36 of the original Aerotech rulebook, copyright 1986 by FASA Corporation. This synopsis is completely unofficial and is made without permission, as FASA probably no longer has the permission to give.
To avoid legal problems, I am only making a list of the rules, with no mention within to material or designs copyrighted by Harmony Gold and Studio Nue (referring rather to the larger transforming-mecha genre in general), for the future reference of all BattleTech gamers. The final decision on whether or not to use LAMs lies with the gamer.
GAME RULES
Land-Air 'Mechs can reside in three modes: Aerospace Fighter, BattleMech, and a hybrid design (Air-'Mech) between the two.
Conversion between adjacent modes (Fighter to Air-'Mech, Air-'Mech to Mech, and vice versa) takes one turn.
Movement during Air-'Mech to Mech (or vice versa) conversion is halved, and the converting unit suffers a +3 to-hit penalty when fighting.
Movement during Air-'Mech to Fighter (or vice versa) conversion is normal, but the converting unit must be flying. The converting unit cannot fight.
Air-'Mechs walk and run at a third of standard 'Mech rates. Its jump movement rate is multiplied by three.
Air-'Mechs can launch and land--both actions require 2 movement points. Landing requires a Piloting Skill roll with a -4 bonus thanks to the Air'Mech's legs. Leg damage will affect a landing Piloting Skill roll as it would any other.
Air-'Mechs do not have to land at the end of a turn, and can continue to fly for as long as it is able.
When flying, an Air-'Mech suffers a +2 to-hit penalty for its ranged attacks.
Shooting at an Air-'Mech on the ground is like shooting at any other ground target; shooting at a flying Air-'Mech incurs a +4 to-hit penalty for ground units and a -1 to-hit bonus for other flying units (including other Air-'Mechs).
Critical hits can hamper conversion:
Gyro and Hip hits disallow Mech to Air-'Mech (and vice versa) conversions.
Shoulder and Upper Arm Actuator hits disallow Air-'Mech to Fighter conversion.