lol, thanks. It's not quite as complete as it might seem though. I'm just adding a few notes on the different vtols here
Ripper
Fast at 193 kph, twin medium lasers. The weapons don't have great range, so you'll have to wait a little longer until firing than with other types of weapon. Chances of hitting are doubled, in theory the combined power of the lasers are better than a large laser but you probably won't get both hitting at once. Can also carry infantry, although they'd probably get a bumpy landing since we don't know what sort of ground we're landing on. Short range for medium lasers is 3 and medium range is 6, being in short range gives you the best chance to hit.
Cyrano
Same speed as Ripper, has large laser and beagle probe. Large laser takes a while to recharge but lets you fire sooner, and means you can hit better if you have to fight from higher altitudes since your altitude is factored into range calculation. The beagle can apparently give a bonus to firing rolls within range 5 or so, but since it only has a range of 6 as a sensor it's probably ignored. Large laser ranges are 4 for short and 8 for long.
H-7
Type 2 autocannon and 4-tube short range missile launcher. The AC/2 autocannon has good long reach and reloads fast so you'll probably be likely to get 3 or 4 shots in before passing over your target. SRM4 hasn't great range, and only 2 or 3 of the missiles are likely to hit when you do hit at all, but it's good for delivering inferno SRMs. Infernos are a special type of missile designed to cause mechs trouble with heat, and are nasty against vehicles and other vtols too bevcause they burn them for damage instead. A mech hit by infernos will act as if it has 6 less heat sinks than it actually has, which could easily be a third or half of its heat sinks. Since mechs get heat for every weapon they fire just about this really affects their ability to fight, and is really helpful for your side in a battle. To load infernos shutdown before leaving base and type loadcrit F 4 i. To enable infernos power up by typing startup and then type inferno 1, you can't fire SRMs until you have enabled infernos because the game tries to look for normal SRM ammo and the H-7 only has one set of ammo.
Ammo for AC/2 is 45 shots which should last a battle or two, and 25 shots for the SRM4 which is plenty. You should die before you need to reload, death is common for vtols but we can get back in the fight much faster than a mech thanks to our speed. H-7 is slower than Cyrano or Ripper at 160 odd KPH, it can be quite noticable at times.
Be aware that loading infernos costs 15 C-Bills, one of the game's two currency types. C-Bills are used for special ammo, requestables, rentals and lottery tickets so if you hang around a few battles whilst your faction's claiming a base, generator or relay you should pick some up. The other currency type is experience, used to buy skill upgrades and permanant units. Rentals last until you get killed in it, units bought with XP are currently permanant although an alternative system is being proposed.
H-7A
Type 5 autocannon and machine gun. AC/5 has fewer shots and less range, but does 5 damage instead of 2. Machine gun is unpredictable, on gattling mode it does between 1 and 6 damage at random. Type gattling 1, spelled with two T's, to enable gattling fire on the machine gun. This is a perfectly good vtol, but I prefer the standard H-7 so I can carry infernos
Be aware that the range on the machine gun is utterly abysmal, you have to be almost literally right on top of them and if you're moving slowly enough to achieve this in terms of timing you're probably about to get killed. I'll have to check, but I think a machine gun's range is about 3 or so with 1 as short and 2 as medium.
Ferret
Armed with a machine gun. Type gattling 0, again with two T's, to enable gattling fire. Can technically carry infantry or battle suits, but again we don't know where we're landing. At best we would land on plains and have no effect, but there's every chance we'd land on other ground and not be able to take off again or land in water and sink.
For those who don't know the battletech mux games are based on the classic battletech tabletop game, there's a lot of info on the net about the units and weapons. Not all of the assessments apply in the mux, but if you want to find the range of x weapon or certain stats it's certainly useful. I'm also about to try and put together (with sighted help) a tactile version of the quick start map sheet for the table top game for my own use, I'll report back on that as well if it works as planned and lets me semi-independently play the table top version.
cx2
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