This is Labor of love based off of my obsession with LAMs. Thus, I give to you all the Lore, Background, and Rules for Air-Slip Mechs!
This was basically an entire concept developed to justify a periphery world using mechs that look like the Air Mech mode and utilizing fixed-wing and handheld rules early, though without making any significant waves to canon so it remains its own little niche.
Note: I'm putting this here in Fan Designs and Rules because I want to keep the lore and the rules for their usage together; it's much easier than separating and linking them.
Dire Hawk Air-Slip Mech, based on the Chassis of the Phoenix Hawk LAM.**LORE AND BACKGROUND**During the early Succession Wars, On Logan Prime in the Lothian League, the green-spotted tundra of a planet was looking for a way to defend against raiders but was having a hard time affording battlemechs beyond the cheaper ones. They stumbled upon gold, however, when they uncovered an SLDF graveyard for decomissioned and damaged LAM Battlemechs. The LAM's themselves were mostly repairable by available engineers, with the noted exception of their conversion equipment; most every LAM's conversion equipment was shot or destroyed, and the complicated nature of it made it impossible to repair or replicate without a dedicated factory. Desperate for some kind of edge to defend their home planet, the most effective option seemed to be removing components too difficult to maintiain or fix (specifically, the conversion equipment), and leave the mech in its Aeromech mode to make use of its wing-like shape.
This led to the development of the Air-Slip Mechs, acting as Battlemechs with fixed-wing properties. Affectionately called "Longshots", after the head engineer pointed out how unlikely the idea was going to work. They're also called "Cropdusters" by those on Blantleff, for their agricultural uses once they began to be ported over there. Because of their design, they're capable of producing enough thrust to act as makeshift WiGE vehicles, similar to the original Aeromech mode, with some notable exceptions and limitations.
This was the start of Logan Prime's niche engineering business; Longshot Manufacturing, specializing in Air-Slip Mechs (Longshots) and handheld weaponry specifically designed for them.
This also led to the rise of a militia based around light, increadibly mobile mechs that can deliver themselves to the battlefield at increadible speeds, all while using swarm and intercept tactics. This also led to the rise of two local developments. To fully make use of the Air-Slip mech's mobility, specially engineered handheld weapons were crafted to support them with extra firepower (or in the case of the lighter variants, ANY firepower). This first development would eventually make them uniquely skilled at developing custom handheld mech Weaponry in later years.
The second development was the locally popular sport on Logan Prime; Longshot Races! Speeding across the forests, Valleys, and frozen tundra plains, expert pilots would race eachother and perform death defying maneuvers to the enjoyment of locals and visitors alike. Most racers happen to be part of the militia, and use the races as a means to sharpen their skills and settle rivalries. Though Lothians in general are wary of those from the Inner Sphere, money is money. So when news spread of these high intensity races, nearby planets wanted to visit and watch these silly looking high-speed mechs fly across the frozen tundra. This is how Hamric Industries first heard of these makeshift Battlemechs, and noticed the potential in them and Logan Prime's specialty crafted handheld weaponry for them too....
AIR-SLIP MECHS: RULES AND CONSTRUCTIONRules for Air-Slip Mech operation function both on a crunch and meta level:
- The mech should be a retrofit of an existing (decomissioned) LAM or originally built with a wing shaped body (staying within the 55 ton limit).
- Preferably chicken legs for the asthetic and design, unless a normally-jointed leg design works.
Tabletop Rules:Depending on what you agree to with your opponent, there are two ways Air-Slip mechs can work: Air-Slip-Mode-Capable OUT of combat, or IN combat (
Out of Combat Flight or
Mid-Combat Flight; OoCF and MCF, respectively):
-
OoCF: The mech operates just like a normal mech with Partial Wing rules, as per its construction, and handheld weaponry.
The ability to fly is mostly just fluff for the design and how it gets to the battlefield so quickly without help. All Mech's listed below are currently useable with this as it's within canon rules. The only exception is that handheld weaponry, chemical lasers, rocket/missile launchers, and partial wing rules are useable before their widespread introduction due to the background presented above.
-
MCF: [
THIS SECTION IS CURRENTLY IN BETA STAGES AND UNDER CONSTRUCTION, AS IT ADDS A WHOLE NEW DIMENSION TO THE AIR-SLIP MECH'S USABILITY AND FUNCTION AND THE DETAILS ARE BEING HAMMERED OUT THANKS TO RIFLEMECH'S QUESTIONS AND HELP.]
EDITED 12/11/2023These rules signify an Air-Slip Mech's full capabilities.
AIR-SLIP RULES:[RULE 0] => The Air Slip Mech operates like a LAM Air Mech with the following exceptions:
I. Cruise MP = (JJ+2)*2. The additional +2MP comes from the Partial Wing rules being applied. Flank MP is still Cruise*1.5
II. When Flanking, Air Slip mechs only invoke the piloting rolls for "side slip" if they make a turn before moving straight for 3 hexes, otherwise they do not provoke piloting rolls (move->move->move->turn).
III. Using Cruise MP incures a +1 penalty to-hit when attacking, and Flank incures a +2 to-hit.
IV. When on Land, an Air-Slip mech moves at 1/2 what their normal Walking MP would be, which affects Running MP as normal. However, they still retain the Jumping MP as if it were a normal Battlemech (Jump MP = JJ + 2 from Partial Wing Rules). They can only choose one mode of movement, however, as per usual. While flying, an Air Mech cannot use Jumping MP in any way.
V. On the Air-Slip mech's turn, he cannot use Walking/Running MP before Taking Off, NOR after Landing.
VI. Capable of carrying handheld weaponry and other such objects within the normal 10% weight limit.
VII. With only one exception (the Avionics Suite), No special LAM critical hit tables, since there's no conversion equipment.
VIII. No bombbay capabilities.
IX. Capable of using any advanced tech as its introduced, as long as it remains Inner Sphere based. (Notable exceptions are artillery pieces/weaponry that take up more than one area of a mechs critical points.)
X. There is no ASF mode Capability.
(Original LAM rules are found in the Interstellar Operations book, for reference of differences)
Construction Rules:A) Utilizes partial wing technology rules in construction, including jump distance, weight, and heat.
B) The mech will usually come with additional handheld weaponry.
-That's it. Ignore LAM construction rules and base it off of the above two points.
Notable Air-Slip Mechs (Under Construction):
Sparrow-2JSparrow SPW-2J
Mass: 25 tons
Chassis: Harvard 12K
Power Plant: GM 180
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: GM ATO 100
Jump Capacity: 300 meters
Armor: Durallex Light
Armament:
Manufacturer: Longshot Manufacturing
Primary Factory: Logan Prime
Communication System: LongEar 10
Targeting & Tracking System: RadCom TXX
Introduction Year: 2844
Tech Rating/Availability: F/X-X-E-D
Cost: 2,215,417 C-bills
Overview
THE prototype Air-Slip Mech, developed before the MPG-1E. Reducing the weight of the Harvard 12K chassis to create a more stable test bet, the Sparrow was designed for maximum maneuverability, though to keep it somewhat survivable, weapons had to be externally mounted/held, leading to the trend of Air-Slip handheld weaponry.
Capabilities
Scouting, Hit and Run, Harrasment, Racing
Deployment
Common Handheld Weapon Loadouts: "ProtoSeeder" (x5 RL10's) / "ProtoFeeder" (x3 Machine Guns, .5 Ton Ammo, .5 Ton Armor) / "Razor Beak" (Medium Chemical Laser, 1 Ton Ammo, .5 Ton Armor) / "Razor Claw" (x2 Medium Chemical Laser, .5 Ton Ammo)
History
Though a prototype to the Magpie, the LPM is not one to waste resources. Even to this day the Sparrow is still reproduced and used for light scouting operations and Harrasment, though only the best pilots would take it into a full combat situation. More often the Sparrows are used in local "Longshot" races.
Type: Sparrow
Technology Base: Inner Sphere (Experimental)
Tonnage: 25
Battle Value: 360
Equipment Mass
Internal Structure 2.5
Engine 200 Fusion 8.5
Walking MP: 8
Running MP: 12
Jumping MP: 10
Heat Sink 10 0
Gyro 2
Cockpit 3
Armor Factor 48 3
Internal Armor
Structure Value
Head 3 9
Center Torso 8 6
Center Torso (rear) 1
R/L Torso 6 7
R/L Torso (rear) 1
R/L Arm 4 3
R/L Leg 6 5
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Jump Jet LL 2 - 1.0
2 Heat Sink CT 2 - 2.0
2 Jump Jet RT 2 - 1.0
2 Jump Jet LT 2 - 1.0
Partial Wing RT/LT 4/4 - 2.0
2 Jump Jet RL 2 - 1.0
THE prototype Air-Slip Mech, developed before the MPG-1E. Reducing the weight of the Harvard 12K chassis to create a more stable test bed, the Sparrow was designed for maximum maneuverability first and survivability second. This led to an amazing jump distance and overall speed, with decent enough armor to survive being nicked given the speeds it would be traveling. However, offensive capabilities had to be dropped completely for even the small amount of armor it holds.
To give it at least some measure of defending itself, weapons had to be externally mounted/held, leading to the trend of Air-Slip handheld weaponry. Some of these earlier concepts include the use of Rocket Launchers in the Proto-Seeder for heavy burst hit-and-run tactics, and a Chemical Laser weapon called the Razor Beak with 30 shots for long term engagements. For heavier instant firepower, a double Chemical Laser variant known as the Razor Talon was developed, though the reduction in ammunition storage only allowed for both lasers to be fired together 7.5 times before the battery ran dry.
Magpie MGP-1EMagpie MGP-1E
Mass: 30 tons
Chassis: Harvard 12K
Power Plant: GM 180
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: GM ATO 100
Jump Capacity: 240 meters
Armor: Durallex Light
Armament:
1 Medium Laser
1 SRM 4
Manufacturer: Longshot Manufacturing
Primary Factory: Logan Prime
Communication System: LongEar 10
Targeting & Tracking System: RadCom TXX
Introduction Year: 2848
Tech Rating/Availability: F/X-X-E-D
Cost: 2,469,740 C-bills
Overview
The first full refit of the Wasp LAM's Chassis, primary engagement unit of the Logan Prime Militia.
Capabilities
Scouting, Hit and Run, Swarm Combat
Deployment
Common Handheld Weapon Loadouts: "Seeder" (LRM-5, .5 Ton Ammo, .5 Ton Armor) / "Feeder" (4 Machine Guns, .5 Ton Ammo, .5 Ton Armor)
History
Introduced to service on Logan Prime in 2848, the MGP-1E was the beginning of Logan Prime's Air-Slip mechs, affectionately nicknamed "Longshots".
Type: Magpie
Technology Base: Inner Sphere (Experimental)
Tonnage: 30
Battle Value: 658
Equipment Mass
Internal Structure 3
Engine 180 Fusion 7
Walking MP: 6
Running MP: 9
Jumping MP: 8
Heat Sink 10 0
Gyro 2
Cockpit 3
Armor Factor 88 5.5
Internal Armor
Structure Value
Head 3 9
Center Torso 10 13
Center Torso (rear) 4
R/L Torso 7 10
R/L Torso (rear) 2
R/L Arm 5 8
R/L Leg 7 11
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Jump Jet LL 2 - 1.0
Heat Sink CT 1 - 1.0
SRM 4 Ammo (25) CT 1 - 1.0
Heat Sink RT 1 - 1.0
Jump Jet RT 1 - 0.5
SRM 4 RT 1 3 2.0
Heat Sink LT 1 - 1.0
Jump Jet LT 1 - 0.5
Medium Laser LT 1 3 1.0
Partial Wing RT/LT 4/4 - 2.5
2 Jump Jet RL 2 - 1.0
Magpie MGP-3AMagpie MGP-3A
Mass: 30 tons
Chassis: Harvard 12K
Power Plant: GM 180
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: GM ATO 100
Jump Capacity: 270 meters
Armor: Durallex Light
Armament:
2 Medium Laser
Manufacturer: Longshot Manufacturing
Primary Factory: Logan Prime
Communication System: LongEar 10
Targeting & Tracking System: RadCom TXX
Introduction Year: 2848
Tech Rating/Availability: F/X-X-E-D
Cost: 2,958,540 C-bills
Overview
A Magpie Variation that sacrifices armor and firepower for greater maneuverability.
Capabilities
Scouting, Hit and Run, Swarm Combat
Deployment
Common Handheld Weapon Loadouts: "Seeder" (LRM-5, .5 Ton Ammo, .5 Ton Armor) / "Feeder" (4 Machine Guns, .5 Ton Ammo, .5 Ton Armor)
History
Introduced to service on Logan Prime in 2848 along with the 1E, the 3A sacrifices firepower and armor to further improve its scouting and maneuverability.
Type: Magpie
Technology Base: Inner Sphere (Experimental)
Tonnage: 30
Battle Value: 650
Equipment Mass
Internal Structure 3
Engine 210 Fusion 9
Walking MP: 7
Running MP: 11
Jumping MP: 9
Heat Sink 10 0
Gyro 3
Cockpit 3
Armor Factor 64 4
Internal Armor
Structure Value
Head 3 7
Center Torso 10 9
Center Torso (rear) 2
R/L Torso 7 7
R/L Torso (rear) 2
R/L Arm 5 6
R/L Leg 7 8
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
2 Jump Jet LL 2 - 1.0
Jump Jet CT 1 - 0.5
Heat Sink RT 1 - 1.0
Jump Jet RT 1 - 0.5
Medium Laser RT 1 3 1.0
Heat Sink LT 1 - 1.0
Jump Jet LT 1 - 0.5
Medium Laser LT 1 3 1.0
Partial Wing RT/LT 4/4 - 2.5
2 Jump Jet RL 2 - 1.0
The first full refits of the Wasp LAM's Chassis after initial test of concept with the Sparrow, resulting in the primary intercept unit of the Logan Prime Militia. With the full potential of its chassis weight realized, the Magpie variants are able to mount built in weaponry for self defense as compared to the Sparrow. Improved defense and armaments overall, the only sacrifice is toward their speed as a compromise, though they still have an impressive jump distance for their weight due to their design.
Though armed, the advent of handheld weaponry on Logan Prime extends weapon options for the mech. Most notably the Seeder is upgraded from the Proto-Seeder, utilizing an LRM-5 instead of Rocket Launchers, improving accuracy and the ability to soften up the target as the pilot gets closer to the enemy.
Dire Hawk DRH-4KDire Hawk DRH-4K
Mass: 50 tons
Chassis: Dort 100
Power Plant: Allied 250
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Allied AVRTech 125[/spoiler]
Jump Capacity: 210 meters
Armor: Durallex Light
Armament:
1 Medium Laser
1 SRM 4
1 Large Laser
Manufacturer: Longshot Manufacturing
Primary Factory: Logan Prime
Communication System: LongEar 10
Targeting & Tracking System: Hartford S2000
Introduction Year: 2867
Tech Rating/Availability: F/X-X-E-D
Cost: 4,500,500 C-bills
Overview
A refit of the Phoenix Hawk LAM Chassis into an Air-Slip Mech. Boasts decent firepower and armor for its maneuverability.
Capabilities
Hit and Run, Harrasment
Deployment
Common Handheld Weapon Loadouts: "Dire Seeder" (x2 LRM-5s, 1 Ton Armor) / "Dire Feeder" (8 Machine Guns, .5 Ton Ammo, .5 Ton Armor) / "Dire Breaker" (x2 SRM4, .5 Ton Ammo, .5 Ton Armor) / "Talon" (x3 chemical lasers, 1 Ton Ammo, 1 Ton Armor)
History
After the success of the Magpies, Longshot Manufacturing took several years to work on a Phoenix Hawk based variant. After several prototypes, the Dire Hawk was introduced to service on Logan Prime in 2867.
Type: Dire Hawk
Technology Base: Inner Sphere (Experimental)
Tonnage: 50
Battle Value: 1,161
Equipment Mass
Internal Structure 5
Engine 250 Fusion 12.5
Walking MP: 5
Running MP: 8
Jumping MP: 7
Heat Sink 11 1
Gyro 3
Cockpit 3
Armor Factor 136 8.5
Internal Armor
Structure Value
Head 3 9
Center Torso 16 19
Center Torso (rear) 6
R/L Torso 12 16
R/L Torso (rear) 4
R/L Arm 8 12
R/L Leg 12 19
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
Jump Jet LL 1 - 0.5
Jump Jet CT 1 - 0.5
SRM 4 Ammo (25) CT 1 - 1.0
Heat Sink RT 1 - 1.0
Medium Laser RT 1 3 1.0
Jump Jet RT 1 - 0.5
SRM 4 RT 1 3 2.0
Jump Jet LT 1 - 0.5
Large Laser LT 2 8 5.0
Partial Wing RT/LT 4/4 - 3.5
Jump Jet RL 1 - 0.5
Dire Hawk DRH-3DDire Hawk DRH-3D
Mass: 50 tons
Chassis: Dort 100
Power Plant: Allied 250
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Allied AVRTech 125
Jump Capacity: 240 meters
Armor: Durallex Light
Armament:
2 Medium Laser
4 Rocket Launcher 10
Manufacturer: Longshot Manufacturing
Primary Factory: Logan Prime
Communication System: LongEar 10
Targeting & Tracking System: Hartford S2000
Introduction Year: 2867
Tech Rating/Availability: F/X-X-E-D
Cost: 4,797,000 C-bills
Overview
A prototype Air-Slip refit of the Phoenix Hawk LAM, and a testbed for the "Talon" Handheld weapon system. Designed for fast engagement with a fallback rocket launcher system once handheld weapons run out of ammo.
Capabilities
Hit and Run, Harrasment, Bombardment
Deployment
Common Handheld Weapon Loadouts: "Dire Seeder" (x2 LRM-5, 1 Ton Ammo) / "Dire Feeder" (8 Machine Guns, .5 Ton Ammo, .5 Ton Armor) / "Dire Breaker" (x2 SRM4, .5 Ton Ammo, .5 Ton Armor) / "Talon" (x3 chemical lasers, 1 Ton Ammo, 1 Ton Armor)
History
After the success of the Magpies, Longshot Manufacturing took several years to work on a Phoenix Hawk based variant. This was the first successful prototype, developed to test "Talon" handheld weapon, a chemical based Tri-Laser system.
Type: Dire Hawk
Technology Base: Inner Sphere (Experimental)
Tonnage: 50
Battle Value: 1,174
Equipment Mass
Internal Structure 5
Engine 300 Fusion 19
Walking MP: 6
Running MP: 9
Jumping MP: 8
Heat Sink 10 0
Gyro 3
Cockpit 3
Armor Factor 152 9.5
Internal Armor
Structure Value
Head 3 9
Center Torso 16 22
Center Torso (rear) 7
R/L Torso 12 17
R/L Torso (rear) 5
R/L Arm 8 14
R/L Leg 12 21
Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Weapons
and Ammo Location Critical Heat Tonnage
Jump Jet LL 1 - 0.5
2 Jump Jet CT 2 - 1.0
Medium Laser RT 1 3 1.0
Jump Jet RT 1 - 0.5
2 Rocket Launcher 10 RT 2 3 1.0
Medium Laser LT 1 3 1.0
Jump Jet LT 1 - 0.5
Partial Wing RT/LT 4/4 - 3.5
2 Rocket Launcher 10 LT 2 3 1.0
Jump Jet RL 1 - 0.5
The DireHawk is an Air-Slip refit of the PhoenixHawk LAM, boasting a balance of speed, firepower, and armor in its design. After the success of the Sparrow and the Magpies, the design team at Longshot Manufacturing went on to their final refit project with the DireHawks, which became the heavy strike troopers on Logan Prime, capable of out maneuvering mechs of similar weight or higher, while still boasting impressive firepower. With its size came more room to experiment, resulting in two variants of the design.
The 3D was a prototype of the design, in an attempt to utilize the Rocket Launcher technology on the mech itself. It also served as a test bed for the Talon handheld tri-laser system, meant to deliver armor-melting bursts of grouped laser fire. The Dire-Talon was a 4 laser design that, while in danger of being crippled from a single shot, provided enough firepower to rival an AC/20 for a short period of time. After either of these weapons were used up, a pair of medium lasers and four RL-10s provided backup firepower as they made their exit to restock.
The 4K is an overall more balanced approach to the design, meant for going toe to toe with heavier mechs by outmaneuvering them and punching them with impressive firepower from a built in Large Laser, Medium Laser, and SRM-4 launcher. Due to their larger weight, the Seeders of the Magpies were upgraded to DireSeeders, sporting two LRM-5’s and one ton of ammo to soften up targets as they get closer. They proved to be an impressive heavy strike force to swoop in and reinforce the Magpies after their initial strike and harassment.
[This post is under construction, as I still have to post the construction data and record sheets of the Air-Slip mechs, and I might need to make some adjustments to add more lore details.