TEXT: STARFLEET 
  MARINE CORPS
  MECHA
  MANUAL
  2006 EDITION
  
  This manual is published by the STARFLEET Marine Corps, a component of STARFLEET, the 
  International Star Trek Fan Association, Inc., and released under the Creative Commons 
  Attribution-NonCommercial-NoDerivs 2.5 License (http://creativecommons.org/licenses/by-
  nc-nd/2.5/). You may freely copy, distribute, display, and perform this manual, but all other 
  uses are strictly prohibited unless written permission is received from the Commandant or 
  Deputy Commandant, STARFLEET Marine Corps. 
  The STARFLEET Marine Corps holds no claims to any trademarks, copyrights, or other 
  properties held by Paramount, other such companies or individuals. 
  Published: February 2006 
  This manual is published by the STARFLEET Marine Corps, a component of STARFLEET, the 
  International Star Trek Fan Association, Inc., and released under the Creative Commons 
  Attribution-NonCommercial-NoDerivs 2.5 License (http://creativecommons.org/licenses/by-
  nc-nd/2.5/). You may freely copy, distribute, display, and perform this manual, but all other 
  uses are strictly prohibited unless written permission is received from the Commandant or 
  Deputy Commandant, STARFLEET Marine Corps. 
  The STARFLEET Marine Corps holds no claims to any trademarks, copyrights, or other 
  properties held by Paramount, other such companies or individuals. 
  Published: February 2006 
  STARFLEET MARINE CORPS
  Mecha Manual
   
  2006 Edition
  STARFLEET MARINE CORPS
  Mecha Manual
   
  2006 Edition
  
  ME Manual
  Part 1 - Introduction ��������������������������������������������������������1
  Welcome Aboard!��������������������������������������������������������������������������������������������������� 1
  Copyright and Disclaimer ��������������������������������������������������������������������������������������� 2
  Pronoun Disclaimer ����������������������������������������������������������������������������������������������� 2
  Dedications ������������������������������������������������������������������������������������������������������������ 2
  Acknowledgements ������������������������������������������������������������������������������������������������ 2
  Reporting Authority ����������������������������������������������������������������������������������������������� 2
  Part 2 - Story: “Big Iron” ��������������������������������������������������3
   
  Part 3 - History and Traditions �����������������������������������������6
  History of Battle Mecha ������������������������������������������������������������������������������������������ 3
  Mecha Traditions ��������������������������������������������������������������������������������������������������� 9
       Mecha Branch Motto ............................................................................................ 9 
       Mecha Branch Slogan ........................................................................................... 9 
       Mecha Branch Device ........................................................................................... 9 
       Mecha Branch Uniform ......................................................................................... 9
           The Mecha Sash .............................................................................................. 9 
           The Mecha Dress Black Uniform .......................................................................10
  Part 4 - Organization ������������������������������������������������������11
  The Mecha Platoon ����������������������������������������������������������������������������������������������� 11
        Types of Mecha Platoons .....................................................................................11 
  The Mecha Company �������������������������������������������������������������������������������������������� 12
  The Mecha Battalion �������������������������������������������������������������������������������������������� 12
   
  Part 5 - MOS �������������������������������������������������������������������13
   
  Part 6 - Mecha Classifications �����������������������������������������14
  Part 7 - Mecha Anatomy �������������������������������������������������15
  Part 8 - Mecha Generations ��������������������������������������������17
  The First Generation of Mecha ����������������������������������������������������������������������������� 17
  The Second Generation of Mecha ������������������������������������������������������������������������� 18
  The Third Generation of Mecha ���������������������������������������������������������������������������� 19
  Part 9 - Mecha and Equipment ����������������������������������������42 
  Part 10 - Non-SFMC Mecha ���������������������������������������������43
  Part 11 - Transporting MECHA ����������������������������������������45
  Part 12 - Operations �������������������������������������������������������47
  Strategic Use of Mecha ���������������������������������������������������������������������������������������� 47
  Tactical Use of Mecha ������������������������������������������������������������������������������������������ 49
  Part 13 - Piloting a Mecha ����������������������������������������������51
  The Art of Mecha Piloting ������������������������������������������������������������������������������������� 51
  Part 14 - Recommended Reading �����������������������������������57
  About SFMC Academy �����������������������������������������������������51
  Contents
  
  vi
  ME Manual
  This Page Intentionally 
  Left Blank
  
  
  ME Manual
  Part 1 - Introduction
  Welcome Aboard! 
  Welcome to the 3rd revision of the Mecha Branch Guidebook of the STARFLEET 
  Marine Corps (SFMC). This publication is intended primarily for members of the 
  SFMC, which is a component of STARFLEET, The International Star Trek Fan 
  Association, Inc. (SFI). However, anyone with an interest in our part of the Star 
  Trek universe is invited to look and learn. 
  This manual was created for members of the SFMC, their friends, and others with 
  an interest in the Mecha Branch concept of Star Trek as it is applied by the SFMC. It 
  is intended to serve as a handy reference work for members of the Mecha Branch. 
  It covers the equipment, techniques, missions, and organization of the SFMC Mecha 
  Branch. In short, it is a one-book source for the new Mecha member wherein they 
  can get the information they need to know to role-play as a member of the Mecha 
  Branch. 
  The majority of this work is obviously fictional in nature, but the references to 
  uniforms and insignia of the SFMC are accurate. It is intended to provide a source 
  of “background material” for members of the SFMC Mechal Branch, and/or anyone 
  interested in the concept of the Mecha Branch in the 24th century. It is not intended 
  to be the last word on the subject, however, as branch material is constantly being 
  revised, upgraded and updated by the members of the branch themselves.
  Copyright and Disclaimer
  This publication is the Mecha Branch Manual of the STARFLEET Marine Corps, a 
  component of STARFLEET, the International Star Trek Fan Association. Copyright 
  2006, STARFLEET Marine Corps, all rights reserved. No part of this document may be 
  reproduced in any way without prior written permission of the Commanding Officer, 
  TRACOM. Any opinions expressed herein are those of the authors alone and do not 
  necessarily reflect the opinions of STARFLEET or the STARFLEET Marine Corps. Star 
  Trek; Star Trek: The Next Generation; Deep Space Nine; Star Trek; Voyager and 
  Starfleet are registered trade marks of Paramount Pictures Corporation, a division 
  of Viacom. Neither the author’s copyright in this material, nor any part of the 
  material itself, nor the use of Star Trek, are intended in any way to infringe upon 
  any and all copyrights, trademarks or licenses held by Paramount Pictures or any 
  persons or corporations.
  WizKids, Inc has sole ownership of the names, logos, artwork, marks, photographs, 
  sounds, audio, video and/or any other proprietary material used in connection with 
  the game. WizKids, Inc has granted STARFLEET MARINE CORPS permission to use 
  such names, logos, and/or marks for promotional and informational purposes in 
  the MECHA MANUAL, but it does not endorse and is not affiliated with the MECHA 
  MANUAL in any official capacity whatsoever. All WizKids characters, names, logos, 
  and distinctive likenesses are property of WizKids, Inc.
  ©2003 WizKids, Inc. All rights reserved. MechWarrior, BattleTech, BattleMech, 
  ’Mech, MW, Mage Knight, MK, Shadowrun, HeroClix, SportsClix, Creepy 
  Freaks, Freak Out, and WizKids are trademarks of WizKids, Inc.
  
  
  ME Manual
  Any images, statistics, or other data was obtained from public domain web sites. 
  Persons wishing to play the SFMC Mecha combat detailed within will need a 
  Battletech rule book to do so. Hope this makes you guys at WizKids happy, because 
  your game has definitely done that for us.
  Pronoun Disclaimer
  In this manual, “he”, “him”, and “his” are used following the standard English-
  language grammatical convention to use these forms for gender-nonspecific 
  pronouns. No sexist bias is intended. The convention is used merely for ease of 
  writing and reading. There have been and hopefully always will be plenty of female 
  members in the SFMC, and no slight to them is intended.
  Acknowledgements
  This edition of the Mecha Manual is only the latest in several versions of this 
  important reference of which many fine folks have had a hand in shaping. Bill West 
  and Matt Kelley have carried some of the material found in this manual over from 
  the 1997 edition. Jeffrey Webb has carried over additional information found in this 
  manual from the 2001 edition. The writer of this manual would also like to thank 
  Kyle Wolf, Paul Williams, and the other members of the Mecha Council for their 
  help.
  Origin of the term “Battle Mecha”
  FASA Corporation produced the extremely popular wargame BATTLETECH ®, 
  which commonly uses the term “Mech”. To avoid any infringement of copyright or 
  trademark, the STARFLEET Marine Corps has chosen to use the more generic terms 
  of “Battle Mecha” and “Mecha” to denote our equipment. Mecha is the generic term 
  for any large, generally humanoid machine, either robotic or manned. It comes 
  from the Japanese film genre known as `anime’.
  How did Battle Mecha get into the Star Trek universe?
  Many of the members of the STARFLEET Marine Corps play wargames and role-
  playing games (RPGs) like the aforementioned game by FASA/WizKids. Since we 
  are a fan club, whose goals are fun and community service, it was decided to 
  accommodate the fans of the “Mecha” genre. So although you will probably never 
  see them in the movies or television series, Mecha have been fully integrated into 
  the STARFLEET Marine universe, as you will see as you read this manual.
  Reporting Authority 
  The governing authority for training information is the Commanding Officer, Training 
  and Doctrine Command (COTRACOM). Send questions, comments, or suggestions 
  to: Tracom@sfi-sfmc.org
  
  ME Manual
  
  Part 2 - Story: “Big Iron”
  Smoke filled the air, burning the lungs of the young platoon leader crouching behind 
  the rubble and lumber barricade. The unmistakable whine of disrupter weapons 
  competed with the deeper hum of phaser rifles and continuous explosions, creating 
  a mind numbing clamor. Someone was screaming in the background, a high wailing 
  sound of agony. Lieutenant Walker knew he should do something, but it was difficult 
  to think.
  They had moved in on the rebel supply dump, expecting only limited resistance. 
  Instead of a handful of poorly armed and trained civilians, however, they had found 
  the first proof of Cardassian involvement in the civil war. A company of Cardassian 
  troops and heavy weapons, definitely not poorly armed or poorly led. 
  The Cardassians had opened fire from cover, killing or wounding over half of the 
  marine platoon in the first few seconds. Taking cover, the marine platoon sergeant 
  had directed the defense, until a sniper had vaporized the upper half of his torso. 
  Pinned down, the marines were in serious trouble.
   
  Crawling over to the platoon sergeant’s corpse, the Lieutenant dragged the commo 
  gear loose. Trying not to notice what was smeared on the dials, he activated the 
  secure channel.
   
  “This is Gamma Three Six, Flash Traffic, break,” he said. The odds of anyone actually 
  picking up the call were slim, but the repeater satellite in orbit would receive the 
  message.
  A permanent record of what happened to my platoon, he thought. Behind him, the 
  screaming abruptly stopped, silenced by the sharp blast of a missile exploding. He 
  hunched farther over the radio as the tempo of disrupter fire increased. Getting 
  ready to charge, he realized.
   
  Drawing his sidearm and worming himself into a corner, he continued speaking into 
  the handset. “This Gamma Three Six. We are under heavy fire from Cardassian 
  troops. We are unable to withdraw and the enemy is all over the platoon area. 
  I have greater than fifty percent casualties at this time, and we are about to be 
  overrun. Over”.
   
  “Gamma Three Six, this is the USS High Frontier. We’ve just arrived in orbit, and 
  are standing by to assist. Can you direct a phaser barrage from your location? 
  Over.”
   
  Lieutenant Walker stared at the handset, momentarily stunned by the reply. It was 
  only after the voice repeated itself again that he snapped out of it. “Negative,” he 
  shouted, “I can’t tell where my people are and where the bad guys are! Can you 
  get a transporter lock on us and get us out of here? Over.”
   
  “Negative, Three Six. Too much energy wash from all that firing. I can barely lock 
  onto your signal as it is.” The voice was apologetic.
   
  Walker noticed someone ducking into a doorway down the street. He thumbed the 
  safety off his phaser pistol and held his breath. A Cardassian trooper charged out 
  of the doorway and rushed towards him, firing his disrupter rifle. The beam from 
  Walker’s combat phaser caught him in the knees and he went down. As the trooper 
  
  
  ME Manual
  rolled over and tried to get to his feet, Walker shot him again, this time in the head. 
  He went down and stayed down this time. Unfortunately, someone had noticed, 
  and now disrupter beams began chewing away at the barricade. Lieutenant Walker 
  dived back into the corner and fumbled with the handset. The voice was back, 
  asking about a clear area to land a shuttle.
   
  “A shuttle? They’ll blow you away if you try to land one here,” he warned.
  “Negative Three Six, we just need an area big enough for one. Do you copy, 
  over?”
  A missile slammed into the barricade behind him, half stunning him. He squeezed 
  the handset so hard it seemed it might break. “There’s a road intersection fifteen 
  meters north of my location. Whatever you’re going to do, you better—”
   
  The grenade landed a few meters away and rolled towards him. He dropped the 
  handset and kicked the grenade into a storm drain. The blast flung him backwards 
  over the barricade into the street, crushing the wind out of him. He struggled to 
  get up, and fell back as a sharp pain in his leg told him it was broken. He saw more 
  Cardassians charging up the street towards him and felt around for his phaser. It 
  was gone. He drew his combat knife and gritted his teeth. As he struggled to get up 
  onto one knee, the Cardassians stopped running and dropped into firing stances. 
  Then everyone seemed to pause, and he heard a familiar sound.
   
  A transporter effect?
   
  A big one!
   
  A huge shadow fell over him and he twisted awkwardly around to see what had 
  caused it. He stared back, then up and up. A machine, maybe a robot of some kind, 
  thought the Lieutenant. It was massive, easily twice that of a tank, and one of it’s 
  feet was taller than the kneeling figure beside it. It was tall, ten meters at least.
   
  No, not a robot. There’s a cockpit of some kind high up on top, where the head 
  should be. He looked so far up that he fell over onto his back with a gasp of pain as 
  his leg twisted. That seemed to break the spell of inactivity on the battlefield, and 
  the Cardassians opened fire.
   
  The armored giant crouched in a blur of motion, and whipped a hand down between 
  the injured man and the incoming fire. Walker could see into the cockpit as the 
  machine loomed closer to him. The pilot nodded to him as he spoke into a headset. 
  Painted below the nose of the cockpit were the words “Big Iron”.
   
  “Lieutenant,” boomed a speaker on the torso, “let me give you a hand.”
   
  Closing the hand around him, the Mecha lifted him gently into the air. There was 
  a crunch as the concrete under it’s feet pulverized. It stood and placed him on a 
  nearby rooftop and then turned to face the enemy.
   
  Striding forward, it lifted an arm and pointed at a building down the street. A 
  beam of searing light flashed out and struck a Cardassian sniper position. An 
  instant later, all that remained was a cloud of superheated plasma and chunks 
  of blistered concrete. Without pausing, the Mecha continued walking down the 
  street, scattering or crushing the enemy troops under foot. Panels slid open on the 
  shoulders and a flight of missiles roared out. Streaks of smoke lanced down the 
  
  ME Manual
  
  avenue into a fortified bunker, ripping it open with thundering effect. Halting at the 
  next intersection, the Mecha paused to acquire more targets. The transporter effect 
  shimmered again, and another Mecha materialized. Moments later, the Cardassians 
  threw down their rifles and began surrendering.
   
  The building trembled as the first Mecha returned to stand in front of Lieutenant 
  Walker. The pilot gave a jaunty salute, and his voice came out through the torso 
  speaker again.
  “Sorry I’m late, sir. I had to get dressed for your party.”
  
  6
  ME Manual
  Part 3 - History and Traditions
  History of Battle Mecha
  The Battle Mechanized Enhanced Combat Heavy Armor program (Battle M.E.C.H.A.) 
  was proposed in 2340 to cover a theoretical gap in the STARFLEET Marine Corps’ 
  force composition. Unsupported infantry (even in powered armor suits) were 
  often insuffi cient to accomplish the tactical mission, and armored vehicles were 
  unavailable or unsuited to the terrain. The proposal was for a mobile weapons 
  platform that could cover rough terrain better than existing armored vehicles, but 
  still be armed and armored enough to survive direct combat, even unsupported. 
  After much research and development, the fi rst prototype Battle M.E.C.H.A. was 
  produced. Initial tests proved to be very encouraging, and plans were made to 
  improve and upgrade the prototype. Unfortunately for the designers, it was about 
  this time that the famous Camp Khitomer peace talks began. In a show of good 
  faith, military budgets were drastically reduced, and many programs were canceled 
  or indefi nitely postponed. 
  One such program was the Battle M.E.C.H.A. project, now in Phase II development. 
  The prototype was shipped to a storage facility and the information fi led away 
  somewhere. For nearly six decades, it remained there while the Federation enjoyed 
  a relative calm period. There were few, if any, problems with the Klingon empire, 
  and no contact whatsoever was made with the Romulans for almost fi fty years. In 
  the late 2340’s, relations with the Tholians and a newly encountered race known 
  as Cardassians began to deteriorate. Eventually, war shattered the half-century 
  peace, as armed confl ict escalated between the Federation and those two alien 
  races. While clashes with the Tholians were confi ned to space battles, and they 
  eventually came to terms, the Cardassians were much more adept and willing 
  to engage in ground combat. It became apparent that existing level of weapons 
  technology in the Starfl eet Marine Corps was not capable of bringing the war to 
  a rapid conclusion. Priority was assigned to fi nding ways to enhance the combat 
  effectiveness of established marine units. Among the many projects that were 
  revived, the Battle M.E.C.H.A. prototype seemed most promising. It was uncrated, 
  sent through a rapid three-week long refi t program and once again passed the 
  rugged testing trials. Full production was authorized, and in 2355 the designer’s 
  dreams became a reality. Twenty-fi ve Mecha (as they became known) composed 
  the fi rst company deployed against the Cardassians. 
  Transport of the Mecha proved problematic, as their anthropomorphic shape took 
  up an unprecedented amount of volume. The Mecha were eventually crated into a 
  bulk cargo container and towed to Thetas Mina IV. This combat gave the fi rst inkling 
  History of Battle Mecha
  
  ME Manual
  
  that the inclusion of Mecha, while a drastic advantage on the ground, would require 
  support from the other branches. The USS Lejune was attacked by Cardassian 
  aerospace assets, and only the quick response of an escorting SFMC Aerospace 
  squadron saved the Mecha from being destroyed in orbit. Deployment was a simple 
  affair, using scaled-up versions of the ablative cocoons used by SFMC Infantry. The 
  Mecha literally ‘dropped’ from the belly of the cargo container toward the planetary 
  surface. Once into the atmosphere, the cocoons broke up and allowed the Mecha to 
  soft land thanks to the inclusion of jump jets built into their structures. 
   
  During combat, the Mecha demonstrated both their strengths and their weaknesses. 
  Though effective against infantry and conventional armored forces, they were at a 
  disadvantage against the Cardassian aerospace forces. Eighteen of the twenty five 
  Mecha units sent into combat survived that battle, and when the data was analyzed, 
  designers went back to the drawing boards and began implementing a number of 
  changes in the next set of Mecha produced. It is from this second generation of 
  Mecha that the current variety of units is derived. The original eighteen units are 
  still on duty to this day, serving as an elite honor guard outside the Mecha Training 
  Center on Mars. In 2366, Mecha units and Special Operations teams cooperated to 
  disrupt a Cardassian offensive known as “Operation Hammer”. Clandestine units of 
  the SFMC, known as OMEGA units, had discovered the Cardassian plans in advance 
  and passed the information on. Literally hours before the Cardassian offensive 
  was scheduled to begin, Mecha units were inserted from orbit with instructions to 
  destroy enemy supply and assembly areas. 
  As Mecha units rampaged through the closely packed vehicles and buildings, SFMC 
  Special Operations forces took out Cardassian command and control units, while 
  Starfleet naval vessels attacked the Cardassian fleet elements. Unable to call for 
  orbital fire support and lacking their usual communications and coordination, the 
  Cardassian units that actually fought back were unable to do much damage in such 
  confined terrain. Operation Hammer was a failure, before it ever got started. When 
  the Federation forces withdrew, the bulk of Cardassian material and manpower 
  was in ruins. When the truce that ended the war was signed in 2367, Mecha had 
  become a formal branch component of the Starfleet Marine Corps.
  SFMC R&D had almost a decade before new threats materialized to cause the 
  need for new and improved Mecha designs. By the time Starfleet was ramping up 
  appropriations for research into the Borg threat, the third generation of SFMC Mecha 
  were ready to be field tested. Since the Borg very seldom fought overland, the 
  funds the Mecha project received were not as much of a windfall as other research 
  areas received, but the appropriation was enough to establish a dedicated research 
  facility at New Macross. The Fokker Research Facility began immediately to ‘tweak’ 
  the designs R&D put forth for the Third Generation of mecha, and contracted local 
  industry at New Macross to produce prototypes. 
  It became obvious to the R&D team that there were cultural design biases present in 
  the Mecha engineer teams. The Andorian designers favored large, heavily armored 
  Mecha as can be evidenced in their ‘Bigfoot’ and ‘Bigfoot’ designs. The Daa’vit team 
  members advocated quadruped Mecha, theorizing that the four-legged stance 
  would allow for much greater stability as a gunnery platform. Their ‘Crabgunner’ 
  and ‘Blizzard Gunner’ models, while strangely named by a quirk of translation, have 
  proven to be excellent platforms for long-range weapons fire. Bolian designers 
  added the reverse-articulated knee joint concept, which has produced some of the 
  most effective Mecha units to date, such as the superlative ‘Strider’ reconnaissance 
  Mecha and the devastating ‘Glaug’ Heavy Combat Mecha. 
  
  
  ME Manual
  As more and more Mecha designs made their way to the prototype and limited 
  production stages, it was increasingly apparent that the designs were also becoming 
  much more specialized. Some Mecha were leaving the drawing board without 
  hands, and the Daa’vit designs weren’t even humanoid. The Mecha design team 
  decided that although each of these design philosophies had shown strengths in 
  simulation, the SFMC needed a hardy, middle -of-the-road Mecha suit to serve as 
  the ‘All-purpose’ Mecha design, to be supplemented by more specialized Mecha. 
  The resulting design was the ‘Dougram’ Combat Mecha. Fully humanoid, classed 
  as a medium Mecha with a 55mt displacement, the Dougram was well armored for 
  it’s size, was quick overland, mounted integral jump jets, and looked impressive 
  on parade. It’s weapons suite contained systems for use at all ranges Mecha had 
  been developed to engage at. It’s sole flaw was that while it did everything, it 
  really did not excel at any one task. None of it’s weaponry had a damage index 
  of more that 5 on the SUPCOM R&D scale, it simply lacked a definitive punch. 
  The ‘Blockhead’ and ‘Soltic’ designs were rushed into testing to try to correct this 
  flaw, but the ‘Blockhead’, while it improved the short-range firepower and jump jet 
  capacity of the ‘Dougram’, sacrificed the long-range combat capability somewhat. 
  The ‘Soltic’ went the opposite direction, while also concentrating on improving the 
  jump capability and stiking power. The ‘Soltic’ was flawed in its total lack of close-
  in weaponry. Both it’s weapons systems are optimized for long-range attack, and 
  have trouble achieving a targeting lock at close ranges. 
  In the end, the ‘Dougram’ won by default, and has become the most common 
  standard Mecha unit in the SFMC’s Mecha teams. While specialized teams, such as 
  Air Defense or Fire Support will employ differing Mecha, the average Mecha unit will 
  include a handful of ‘Dougram’ suits for all-purpose use. Since the inception of Mecha, 
  transport and deployment had always been a problem. Transporters had been used 
  for Mecha deployment, but just as for every other SFMC application, a backup plan 
  had to be developed. Transport inhibitors had become common technology by this 
  time. The lack of starships with enough internal space to house Mecha and launch 
  them was also an issue. During this time period, the external Mecha Drop Pod was 
  developed, along with the Leopard-class Frigate, designed for atmospheric entry 
  and Mecha deployment. The idea of Mecha that could reconfigure to assist with 
  launch, transport, and recovery lead to the beginnings of ‘Project Valkyrie’, whose 
  implications are only now being seen with the production of limited-run prototype 
  reconfiguring Mecha.
  It was shortly after this flurry of design and prototype production that the Federation 
  Council officially declared the Dominion War. Many of the Mecha prototypes and 
  pre-production models were pressed into service as the conflict reached it’s epic 
  proportions, leaving few worlds in the Federation completely untouched. Mecha 
  served at the Liberation of Betazed, the Battle of Bolarus, AR-551, Chin’Toka, 
  and numerous other ground actions. Just as in their baptism of fire against the 
  Cardassians, the Mecha showed some strengths, and some weaknesses. Design 
  flaws were discovered, and remedied. Strengths were capitalized upon. By the end 
  of the War, Mecha had proven it’s worth to the SFMC soldiers, but the post-war 
  demobilization threatened to see the entire branch dissolved or drastically reduced 
  in size. Only time will tell whether the mighty Mecha of the SFMC can withstand 
  the stroke of budgetary ink, but even with this threat looming over the Branch, 
  Mecha pilots and engineers of the SFMC continue to serve with the sole purpose of 
  defending the Federation as only they are able.
   
  
  ME Manual
  
  Traditions
  Mecha Branch Motto
  The motto of the Mecha branch is “Wielding the Lightning”, and refers to the Mecha’s 
  combination of precision accuracy and powerful weapons. Since many Mecha 
  combat missions start with an orbital drop or a beam down, the lightning analogy 
  is particularly appropriate. There is also a saying among Mecha pilots that sums up 
  the esprit de corps that they share - “The reason lightning never strikes the same 
  place twice is because the same place isn’t around after the first strike!”
  Mecha Branch Slogan
  The slogan of the Mecha Branch is “Big Iron” which refers to their size, stamina 
  and attitude.
  Mecha Branch Device
  The device, or symbolic logo, of the Mecha branch 
  is an armored fist clenching a three lightning bolts. 
  The symbol of the armored gauntlet is a symbolic 
  link to the armored knights of Earth’s distant past 
  - the first to stride into battle encased in armor. The 
  lightning bolts symbolize the striking power of the 
  Mecha, while the clenched fist denotes the Mecha 
  pilot’s control over that power.
  Mecha Branch Uniform
  Like other branches of the SFMC, the Mecha Branch has it’s own particular uniform 
  specifics that set it apart from the other branches. Since the Mecha branch is the 
  newest in the Corps, there was a lack of ‘history’ to draw traditions from. The early 
  Mecha pilots were members of the Armor Branch, and some still wear their Armor 
  spurs with their dress uniforms, although it is no longer ‘regulation’ for them to do 
  so. The main point of difference in a Mecha uniform will be the Sash, worn on Class 
  A, B, and Dress uniforms.
  The Mecha Sash
  Mecha officers have worn the Mecha sash since the Officer’s Basic Course, Mecha 
  was first established on the campus of what had been the New Macross Military 
  Academy, the training ground for militia officers before the New Macross colony 
  joined the Federation. A badge of pride among the graduates of the NMMA was the 
  blue sash that adorned their dress uniforms, and somehow this sash made it’s way 
  into SFMC informal regulations until it’s wear could not be ignored and was adopted 
  into Regulations some time during the Dominion War.
   
  The Mecha Sash is a wide cloth sash, traditionally silk or satin, worn around the 
  waist at the sword belt level and knotted on the wearer’s left side, in line with 
  the ribbons and com badge (if worn). The sash tails hang naturally down the left 
  leg, and are sometimes decorated with non-regulation markers for combat kills 
  or tours served, a practice that is prevalent, though officially frowned upon. The 
  sash of a Mecha Officer is a royal blue, while NCOs wear scarlet sashes. The sash 
  is authorized to all Mecha branch members of the rank of Corporal and above, but 
  some local commanders are known for withholding the Mecha sash until a young 
  NCO has `seen the elephant’.
   
  
  0
  ME Manual
  With the Class A or B uniforms, a duty belt is sometimes worn over the sash and 
  centered on it if a duty belt would otherwise be required. With the Dress Uniform, 
  the sword belt (if worn) is worn over the sash and centered on it.
  The Mecha Dress Black Uniform
  The Mecha Branch adopted the older Dress Black uniform as their own when the 
  Corps changed the design to one more reminiscent of the Fleet uniforms from the 
  late 2200s and early 2300s. The Mecha branch keeps the high collar of the older 
  uniform, and the shoulder boards as opposed to the shoulder strap of the newer 
  “Monster Black”. The collar and closure flap of an enlisted Marine’s uniform is piped 
  in the same Mecha scarlet as their sash, while the Officer’s uniform is piped in 
  black, creating a plain, but striking uniform cut.
   
  The SFMC collar pins are worn 1/2” from the collar closure on either side and 
  centered top to bottom. The rank insignia are worn 1/2” from the outer end of the 
  shoulder boards and centered on them. Officers of the Mecha Corps are authorized 
  a knee-length cape of black satin or silk material lined in Mecha scarlet, this cape 
  is attached by buttons under each shoulder board.
  
  ME Manual
  
  Part 4 - Organization
  In the 20 years since the inception of the Mecha Branch as part of the Starfleet 
  Marine Corps order of battle, the basic unit of organization has been altered to 
  fit the logistic reality of fielding combat Mecha. The originally conceived platoons 
  of five often had to be transported on separate ships due to the sheer amount 
  of space a single Mecha occupied. Carrying Mecha lying down in a shuttle bay or 
  cargo bay was an imperfect solution, and caused problems with normal shuttle 
  operations as well as being awkward for the Mecha team, fitting drop cocoons and 
  dropping from zero-gee just outside their carrying starship. The Mecha platoon was 
  reduced to four units, to ease transport and preserve the Table of Organization and 
  Equipment (TO&E).
  In 2372, the addition of the external Mecha pod made it more convenient to carry 
  Mecha units, as well as streamlining the actual drop procedure. A Miranda-class 
  vessel with four underslung drop pods could now deploy a four-unit platoon of 
  Mecha to a planetary surface. Recovery was still a problem, but deployment had 
  become much less of an issue. The new organizational doctrine allowed for platoon 
  integrity, and soon Mecha platoons were being assigned to Starbases for ready-
  reaction duties. Older Miranda-class vessels were refit and recommissioned from 
  the orbital mothball fleet to serve as Mecha deployment vessels. By this time, drop 
  pods had been designed for most serving classes of Starfleet vessel of frigate or 
  larger size.
  The Mecha Platoon
  A platoon of Mecha consists of four Mecha units. The Platoon Commander, who is 
  usually a Lieutenant, pilots one. The Platoon Sergeant pilots another of the Mecha. 
  The Mecha usually pair off in the classic `Battle Buddy’ system, with one of the 
  platoon’s Marines teaming with the Lieutenant, and the other with the Sergeant.
  Types of Mecha Platoons
  Mecha Platoons and Companies may be `general service’, or have fanciful 
  designations from history like `Dragoons’ or `Hussars’, but in many cases the 
  purpose of a particular Mecha platoons is fairly specialized. Scout units, Air 
  Defense units, Heavy Assault units, and the like abound within the SFMC. Below 
  you will find many, but by no means all, of the possibilities for specialization at 
  the platoon or company level.
  Air Defense Platoon
  These platoons are optimized for anti-aerospace 
  operations. A foursome of ‘Defender’ Mecha would 
  not be unusual for an AD platoon. Mecha able to fire 
  devastating volleys accurately and at appreciable ranges 
  do well at this kind of duty.
  Anti-Infantry 
  Platoon
  This is by far the most rare type of dedicated platoon in 
  the SFMC. The Khitomer Accords ban the use of large-
  caliber weaponry against infantry, and Mecha pilots 
  themselves balk at the idea of firing on unarmored 
  humanoids. Nonetheless, the SFMC maintains a small 
  number of these units for riot control and infantry 
  suppression.
  
  
  ME Manual
  Assault Platoon
  Usually consisting of the heaviest units available, Assault 
  Platoons have the grim duty of reducing an objective to 
  rubble, and can usually do so with a minimum of effort.
  Command Platoon
  Comprised of almost any combination of Mecha, the 
  Command Platoon will usually contain the Commander’s 
  Mecha, along with the detachment Executive Officer and 
  First Sergeant or Sergeant Major. The fourth element 
  is normally a communications specialist to assist the 
  Commander with C3 duties.
  Reconnaissance 
  Platoon
  Recon units are almost always fast and light. Although 
  larger, heavier recon Mecha exist, by far the most 
  successful tend to be Light Mecha with exceptional 
  maneuverability, like the ‘Wasp’, ‘Stinger’, and ‘Strider’ 
  classes. A group of these Mecha can cover a lot of 
  ground very quickly, and can negotiate terrain that most 
  wheeled or hover vehicles would find impossible.
  Skirmisher Platoon
  Skirmishers are usually medium units, a mix of speed 
  and firepower, designed to mix it up with the enemy 
  while maintaining mobility to exploit any weaknesses in 
  the enemy position. Skirmishers are usually deployed to 
  harass enemy supply lines during guerilla campaigns.
  The Mecha Company
  A company of Mecha is comprised of two or more Mecha platoons. The normal TO&E 
  paints a company as three platoons, or three platoons plus a command platoon. 
  The Company Commander, usually a Captain, is in overall charge. A Company XO, 
  usually a senior Lieutenant, assists the Captain, with a First Sergeant assigned to 
  handle the NCO training and discipline in the unit.
  The Company is very often the largest independent Mecha unit deployed, and is 
  often known as a ‘Mecha Team’. The Marine Strike Group (Mecha) is most commonly 
  a Company-sized unit.
  The Mecha Battalion
  On the SFMC rolls, each Brigade is comprised of battalions made up of the various 
  combat and combat support branches. On paper, for instance, the Third Brigade’s 
  two Battalions represent a pair of Combined Arms Battalions, comprised of elements 
  of each branch operating within each of the two Battalion operation zones. In reality, 
  the SFMC does not receive the funding to operate at the full organizational strength 
  dictated by the TO&E. In the event that an entire Mecha-only Battalion was to be 
  fielded, it would likely be comprised of three companies with a battalion command 
  platoon attached. Battalions are most often commanded my Lieutenant Colonels 
  or senior Majors. This same caveat applies to the Regimental and Brigade levels, 
  while such formations are possible on paper and have been planned for, such a 
  large concentration of Mecha within any one operational zone seems unlikely at this 
  time. The SFMC’s current combined arms battalions seem to handle their myriad 
  jobs better than a force of homogenous single-branch Marines would.
  
  ME Manual
  
  Part 5 - MOS
  Within each Branch of Duty in the STARFLEET Marine Corps, there are a variety 
  of different specialized jobs called Marine Occupational Specialties, or MOS’s for 
  short. Each is assigned a unique number, which allows personnel managers to place 
  individuals into units where they are most effective. In some branches, like Mecha, 
  there are also skill qualification identifiers, or SQI’s added to an MOS number to 
  indicate special training or experience. Note that there are separate MOS’s for 
  each weight classification. This is deliberate, since there are significant differences 
  in piloting a lighter Mecha versus a heavier one. For more information regarding 
  Mecha Branch MOS’s please see the SFMC MOS Manual.
  Mecha Branch MOS Listing (500 series)
      Branch Command
   
  500 
  Mecha Branch Director
   
  501  
  Mecha Commander
   
  510  
  Mecha Leader
      Pilots
   
  520  
  Mecha Pilot, Light Mecha
   
  525  
  Mecha Pilot, Medium Mecha
   
  530  
  Mecha Pilot, Heavy Mecha
   
  535  
  Mecha Pilot, Assault Mecha
      Technicians
   
  540  
  Mecha Technician, Power Systems
   
  545  
  Mecha Technician, Armament Systems
   
  550  
  Mecha Technician, Sensor Systems
   
  555  
  Mecha Technician, Support Systems
   
  560  
  Mecha Technician, Defensive Systems
  Skill Qualification Identifiers (SQI)
   
  S  
  Special Operations/Reconnaissance qualified
   
  D  
  Aerospace Insertion qualified
   
  X  
  Expert Gunnery qualification
   
  E  
  Engineer Equipment qualification
   
  Z  
  Nonstandard Skill Specialty (Other Branch/MOS, etc.)
   
  V  
  Variable Geometry Mecha (VALKYRIE) Qualified
   
  L  
  Light Mecha qualified
   
  M  
  Medium and lighter class Mecha qualified
   
  H  
  Heavy and lighter class Mecha qualified
   
  A  
  Assault and lighter class Mecha qualified
   
  P  
  Platoon leadership qualification
   
  C  
  Team leadership qualification
   
  F  
  Force leadership qualification
  Example: Lieutenant Walker, having seen the light and transferred into Mecha 
  Branch from the infantry, is sent to school. He shows an aptitude for Heavy Mecha 
  and so is trained in that type of Mecha. His MOS is then 530. Because he also has 
  a secondary Branch/MOS of Infantry (from his prior training) he is given an SQI of 
  “Z”. He is then considered a 530/Z. 
  Example: Gunnery Sergeant Phillips is trained to pilot Assault Mecha, and later 
  receives training in the other three weight classifications of Mecha. He qualifies 
  expert on the Mecha Gunnery Range, by shooting the nose hairs off a gnat with his 
  Mecha’s main guns, and is thereafter considered an Expert Gunner. His MOS/SQI 
  is 535/AX.
  
  
  ME Manual
  Part 6 - Mecha Classifications
  The many types of combat Mecha possible may be broken down into classifications 
  by their displacement, and by their general function. While general purpose Mecha 
  exist, so do Mecha designed with specific purposes in mind. Generally, by looking at 
  both of these classifications, a fair idea of a Mecha’s capabilities can be surmised.
  Classification by Displacement Tonnage
  Classification
  Tonnage Range
  Light
  10 to 35 tons
  Medium
  40 to 55 tons
  Heavy
  60 to 75 tons
  Assault
  80 to 100 tons
  Classification by Design Purpose
  Air Defense 
  Mecha
  These Mecha are Medium to Heavy weight class and defend 
  against enemy aerospace attacks. These Mecha carry multiple 
  long range weapons systems, excellent sensor arrays and 
  have good mobility and armor. They may also serve as Fire 
  Support Mecha, but usually carry only direct fire weapons, 
  which limit their bombardment capability.
  Assault Mecha
  The largest and heaviest types of Mecha, and the slowest. 
  Carrying extremely heavy armor and formidable weapon 
  systems, they sacrifice mobility for sheer firepower. Only 
  Mecha eighty tons or greater can serve as Assault Mecha.
  Command 
  Mecha
  This Mecha carries extra command and control equipment to 
  allow the commander to coordinate the activities of widely 
  separated units under his command. This Mecha is classified 
  as an Assault Mecha due to it’s weight and heavy armor, but 
  is only lightly armed.
  Commo Mecha
  This Mecha carries communications equipment to allow it to 
  communicate with widely separated units, both on the surface 
  and in orbit.
  Fire Support 
  Mecha
  Any weight class of Mecha that specializes in long range combat, 
  usually with bombardment capability. These Mecha usually fall 
  into the Medium to Heavy weight classes, sacrificing mobility 
  and some armor for more long range weapon systems.
  Recon Mecha
  These Mecha are Light to Medium weight class Mecha, 
  equipped with sophisticated sensor arrays and high mobility. 
  Their function is to locate the enemy and relay the information 
  to command personnel, or in some cases to act as artillery 
  spotters and call in fire on the enemy positions. Lightly armed 
  and armored, their best defense is to avoid fights, or outrun 
  their opponents.
  Striker Mecha
  These are the deadliest of Mecha, falling into the Medium 
  to Heavy weight class. Heavily armed and armored, but still 
  retaining enough speed to outmaneuver most Assault Mecha. 
  These Mecha are used as backups for Recon Mecha or fast 
  moving outriders for Assault Mecha.
  
  ME Manual
  
  Part 7 - Mecha Anatomy
  The mecha used by the SFMC are varied, but all share some of the same design 
  components. The anthropomorphic nature of the standard bipedal mecha creates a 
  complex unit with thousands of moving parts. Design, construction, maintenance, 
  and even operation of such devices is incredibly involved and requires massive 
  amounts of training. Technicians assigned to mecha units face the challenge of 
  their careers.
  The Skeleton
  The `bones’ that make up the framework and skeleton of a mecha are comprised 
  of a lightweight duranium alloy linked to heavy-duty actuator motors at the joints. 
  The structure resembles that of a humanoid or animal, since the expected range 
  of motion is much the same. Improvements to the standard duranium construction 
  have been made, but tend to lighten the frame at the expense of compactness or 
  durability.
  The Actuators
  Heavy motors control the finer movements of the mecha’s joints. From the tiny 
  actuators that move finger joints and balance struts, to the truly massive ones that 
  traverse waist joints and flex knees, these motors actually lack the power the mecha 
  truly needs to function at combat speeds. These motors control fine movements, 
  and leave the large, powerful movements to the mecha’s musculature.
  The Muscles
  Electro-bonded myomer fiber composites make up the eerily organic looking 
  musculature that attaches to a mecha’s skeleton. These bundles of fiber contract 
  when power is applied to them, making them work much like real organic muscles. 
  These provide the `power’ movements, while minor adjustments are made by the 
  actuators.
  The Powerplant
  Microfusion reactors power combat mecha. These relatively small reactors have been 
  reinforced and shielded for combat use to prevent catastrophic failure in the case 
  of battle damage. The power core lacks the extensive heat shunt assets a starship-
  mounted fusion reactor makes use of, so the combat mecha is outfitted with a suite 
  of polymer-ceramic heat sinks. As power spikes through the fusion plant, heat 
  energy is produced in the power core along with electric energy. This heat energy 
  is wicked away through the heat sink system. Imprudent use of systems or engine 
  shielding damage may cause overheating, which can effect combat systems and 
  even cause the fusion engine to shut itself down to prevent core breach. Although 
  a simple fusion core breach is much less destructive than a matter/antimatter core 
  breach, the explosion can still be quite spectacular, and generally unwelcome by 
  either side in a ground battle.
  
  6
  ME Manual
  The Armor
  Combat mecha armor is an improvement on the ablative composites used on the 
  Defiant-class starships and their contemporaries. Similar to the plating on SFMC 
  armored vehicles and tanks, the armor of a combat mecha is designed to be proof 
  against ballistic weapons as well as explosions and energy beams. Armor is rated in 
  TSEs, or Type Sixteen Emissions. A TSE is the amount of damage the armor takes 
  each time it is hit by a setting sixteen blast from a personal sized phaser, either 
  a Type II or Type III. Although this setting is capable of vaporizing several square 
  meters of rock, thanks to the advanced energy dissipation properties of the ablative 
  armor, infantry weapons are seldom a problem for combat mecha. Generally, a ton 
  of standard ablative plating can survive 16 TSEs of damage before the components 
  it protects are damaged.
  Weapons Systems
  The myriad weapons systems used by the Mecha of the SFMC are designed to be 
  able to compliment one another, taking advantages of certain known weaknesses 
  of Threat forces, the Borg weakness for projectile weapons, for instance. Missiles, 
  rockets, energy weapons, and the like are used to allow for maximum tactical 
  flexibility in combat situations. See the updated Arms and Equipment manual for 
  the descriptions of the weapon systems used on Mecha units.
  
  ME Manual
  
  Part 8 - Mecha Generations
  The First Generation of SFMC Mecha
  The first generation of Mecha was very basic, even the weapon systems used were 
  nothing like those used today. They are no longer used by the SFMC. They are only 
  mentioned here as reference, should you ever see one. For more information on 
  these Mecha, please look in the Arms and Equipment manual.
  First Generation Mecha List
  Light Combat Mecha
  Model
  Class 
  Name
  Primary 
  Design
  Secondary Design
  Tonnage
  FLR-1
  Firefly
  Recon
  Forward Observer
  15
  CLR-1
  Cueball
  Recon
  N/A
  20
  FLR-2
  Falcon
  Recon
  Short Range Fire Support
  30
  CLR-2
  Crossbow
  Recon
  Medium Range Fire Support
  30
  Medium Combat Mecha
  Model
  Class 
  Name
  Primary 
  Design
  Secondary Design
  Tonnage
  BMS-1
  Bulldog
  Striker
  N/A
  40
  NMS-1
  Nemesis
  Striker
  Precision Fire Support
  40
  BMS-2
  Brutus
  Striker
  N/A
  50
  TMS-1
  Talon
  Striker
  N/A
  60
  Heavy Combat Mecha
  Model
  Class 
  Name
  Primary 
  Design
  Secondary Design
  Tonnage
  BHA-1
  Brahma
  Striker
  N/A
  70
  THA-1
  Thunder
  Striker
  Fire Support
  75
  LHA-1
  Lightning
  Striker
  Fire Support
  75
  Assault Combat Mecha
  Model
  Class 
  Name
  Primary 
  Design
  Secondary Design
  Tonnage
  FLD-1
  Firelord
  Assault
  N/A
  90
  PHA-1
  Persuader
  Assault
  N/A
  90
  DVH-1
  Devastator
  Assault
  N/A
  100
  Specialized Combat Mecha
  Model
  Class 
  Name
  Primary 
  Design
  Secondary Design
  Tonnage
  QHF-1
  Quarrel
  Air 
  Defense
  Fire Support
  70
  THF-1
  Tsunami
  Fire 
  Support
  N/A
  80
  AHC-1
  Archangel
  Electronic 
  Warfare
  Communications
  85
  
  
  ME Manual
  The Second Generation of SFMC Mecha
  The Fokker Research Facility was established on New Macross shortly after the 
  activation of the first Mecha team to serve as the premier Mecha research facility 
  for the SFMC. Doctor Victor Lowther, along with civilian engineer Professor Steven 
  Hazel and a number of other Federationdesigners and engineers, went to work on 
  the Mecha that would eventually be rushed into production to turn the tide of the 
  Ground War against the Dominion. 
   
  With improved technologies and years of experience with the first generation of 
  Mecha fielded by the SFMC, the scientists at Fokker went to work improving on the 
  older designs, in the hopes of refining the abilities of Mecha to overcome the dubious 
  reputation they had earned from their mixed bag of victories and defeats in the 
  Cardassian War. The SFMC specifications to the Office of Mecha Branch Development 
  were specific in that the entire new generation of Mecha suits must have in order to 
  be accepted for procurement, and it was immediately clear that with the number of 
  engineers and scientists working for the OMBD, these ends could be achieved. The 
  problem that arose nearly as immediately was one of differing design philosophies. 
  While some designers claimed that the anthropomorphic shape of the Mecha was 
  the point of the entire exercise, other designers created mecha proposals with 
  reverse-articulated legs, or arms consisting entirely of weapon barrels, or no arms 
  at all. While the engineers would sometimes argue loudly and well into the night, 
  it was SSG Timothy Owings, aide-de-camp to the SFMC Mecha Branch Director, 
  who supplied the solution in a fine Marine tradition, fight it out. The teams were 
  given the SFMC’s specifications for the certain types of Mecha required, and the 
  designers grouped with like-minded colleagues to build prototypes, which were 
  then pitted against each other in a series of combat simulations and occasionally 
  live-fire exercises to determine the best mission-specific Mecha for a particular job. 
  This proved to be useful, as every team made notes during the construction and 
  testing of their prototypes as to the effectiveness or lack thereof of every system, 
  widget, and new design element going into a particular Mecha.
  In the end, the second generation of SFMC Mecha was a smattering of mission-
  specific and general-purpose Mecha ranging from 20 to 85 tons in mass incorporating 
  design refinements from literally hundreds of test simulations and dozens of 
  designs. Most of these new breed were baptized in combat during the Dominion 
  War, although only in small numbers toward the later months of the conflict. Both 
  multi-role and dedicated purpose Mecha exists in the SFMC of the 2380’s, ready to 
  respond to any ground-based threat against the Federation. OMBD scientists were 
  even working on a new generation of engines, heat exchangers, ablative armor, and 
  other improvements to make the next generation of Mecha more potent than this 
  new generation. Further refinement to Mecha design and the problems arising from 
  Mecha transport have given birth to Project Valkyrie, the code-name for variable 
  geometry Mecha designed to excel outside the normal operational envelope of 
  SFMC Mecha. For more information on these Mecha, please look in the Arms and 
  Equipment manual.
  
  ME Manual
  
  Second Generation Mecha List
  Light Combat Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  RMS-160
  Strider
  Recon Mecha
  20
  Locust
  3025
  RMS-190
  Wasp
  Recon Mecha
  20
  Wasp
  3025
  RMS-195
  Stinger
  Recon Mecha
  20
  Stinger
  3025
  Medium Combat Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  MPMS-19
  Blockhead
  Multi-Purpose
  55
  Wolverine
  3025
  MPMS-20
  Roundfacer
  Multi-Purpose
  55
  Griffin
  3025
  MPMS-22
  Dougram
  Multi-Purpose
  55
  Shadow 
  Hawk
  3025
  FSMS-09
  B l i z z a r d 
  Gunner
  Fire Support
  55
  Scorpion
  3025
  Heavy Combat Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  ADMS-X
  Defender
  Air Defense
  60
  Rifleman
  3025
  CEMS-06
  Bushman
  Combat 
  Engineer
  60
  N/A
  N/A
  HCMS-IIX
  Crusader
  Heavy 
  Combat
  60
  Crusader
  3025
  HCMS-VI
  Ironfoot
  Heavy 
  Combat
  65
  Thunderbolt
  3025
  MBMS-IX
  Spartan
  Missile 
  Bombardment
  70
  Archer
  3025
  HCMS-IV
  Tomahawk
  Heavy 
  Combat
  70
  Warhammer
  3025
  HCMS-VIII
  Glaug
  Heavy 
  Combat
  75
  Marauder
  3025
  Assault Combat Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  FSMS-44B
  Tequila 
  Gunner
  Fire Support
  80
  Goliath
  3025
  MBMS-85F
  Phalanz
  Missile 
  Bombardment
  80
  Longbow
  3058
  CMMS-128
  Bigfoot
  Command 
  Mecha
  85
  Battle-
  master
  3025
  NOTE: TRO 3025 is the original version, not the Classic Battletech version.
   
  The Third Generation of Mecha
  Much was learned during the Federation-Cardassian War. The Second Generation 
  Mecha, an excellent weapons platform when they first came out, now needed to 
  be updated to compete with the other race’s Mecha. The Cardassians had made 
  some major updates to theirs, and the Second Generation Mecha of the SFMC were 
  having problems taking them down. This led to three new projects to be started by 
  Fokker Research Facility, Project: Rebirth (to update the existing Mechas), Project: 
  MCP (bringing unit Commanders onto the battlefield, allowing them to be in the 
  battle while at the same time protecting them), and Project: Valkyrie (combining 
  the abilities of both Mecha and Aerospace fighters). For more information on these 
  Mecha, please look in the Arms and Equipment Manual.
  
  0
  ME Manual
  Third Generation Mecha (Project: Rebirth) List
  Light Combat Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  RMS-160-II
  Strider II
  Recon Mecha
  20
  Locust
  PP
  RMS-190-II
  Wasp II
  Recon Mecha
  20
  Wasp
  PP
  RMS-195-II
  Stinger II
  Recon Mecha
  20
  Stinger
  PP
  Medium Combat Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  MPMS-19-II
  Blockhead II
  Multi-Purpose
  55
  Wolverine
  PP
  MPMS-20-II
  Roundfacer 
  II
  Multi-Purpose
  55
  Griffin
  PP
  MPMS-22-II
  Dougram II
  Multi-Purpose
  55
  Shadow 
  Hawk
  PP
  FSMS-09-II
  Blizzard 
  Gunner II
  Fire Support
  55
  Scorpion
  PP
  Heavy Combat Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  ADMS-X-II
  Defender II
  Air Defense
  60
  Rifleman
  PP
  HCMS-IIX-II
  Crusader II
  Heavy Combat
  65
  Crusader
  PP
  HCMS-VI-II
  Ironfoot II
  Heavy Combat
  65
  Thunderbolt
  PP
  MBMS-IX-II
  Spartan II
  Missile 
  Bombardment
  70
  Archer
  PP
  HCMS-IV-II
  To m a h a w k 
  II
  Heavy Combat
  70
  War-
  hammer
  PP
  HCMS-VIII-II
  Glaug II
  Heavy Combat
  75
  Marauder
  PP
  Assault Combat Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  FSMS-44B-II
  T e q u i l a 
  Gunner II
  Fire Support
  80
  Goliath
  PP
  MBMS-85F-II
  Phalanz II
  Missile 
  Bombardment
  85
  Longbow
  PP
  CMMS-128-II
  Bigfoot II
  Command 
  Mecha
  85
  Battle-
  master
  PP
  Third Generation Mecha (Project: MCP) List
  MCP Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  MCP MK i
  Hellfire
  Mobile 
  Command 
  Platform
  100
  N/A
  N/A
  Third Generation Mecha (Project: Valkryrie) List
  Valkyrie Mecha
  Model
  Class Name
  Role
  Tonnage
  Battletech 
  Name
  TRO
  AAFM-V-IX
  Valkyrie
  Variable 
  Geometry 
  Mecha
  30
  N/A
  N/A
  AAFM-IX
  Excalibur
  Variable 
  Geometry 
  Mecha
  55
  N/A
  N/A
  
  ME Manual
  
  Project: MCP
  What follows is the current data on the continued tests on the MCP and her working 
  file. The Mecha Branch has found their universal Mecha in the Dougram. The 
  Bigfoot has been considered the Mecha for Battalion and Regimental commands. 
  The Bigfoot is a good Mecha, but with Starfleet and Starfleet Marine policy starting 
  to change to ensure the safety of the commanding officers, something needed to fir 
  the desire to be on the battlefield with the men and to maintain policy; therefore, 
  the MCP came into existence.
  The MCP allows the commanding officer to be “safe” and still be a part of the battle. 
  To date, the MCP is the largest of the Mecha designed and built. A number of test 
  systems were incorporated into the MCP. It is hoped that the MCP will prove just 
  more than a successful Mecha, but also test successful the new systems to be 
  included in other Mecha.
  The MCP is the first Mecha unit to employ shield generators, to aid in the defense of 
  our units. While the initial tests have shown their worth in continued experimenting, 
  their current size and power usage still needs to be worked upon. The Phaser 
  Cannons have already proven their successfulness. Further experiments in different 
  designs and strengths are now underway. The DLCS system is also under new 
  designs theories, as to how the technology could be applied to other systems, if not 
  to help the HP throughout the Mecha.
  History of the MCP Project
  2366
  Sergeant Ryan O’Neil, a weapons specialist, proposes the concept of the 
  mega-phaser cannon emitter. The cannon uses a compression theory and 
  a sequential energy amplification to boost the output of phaser energy.
  2368
  With a trend towards more powerful systems and greater heat 
  generation, the Fokker Research Facility is assigned the task to look 
  into ways of reducing generated heat and for ways of generating less 
  heat from systems. Major Allen R. Payne is assigned to this task. One of 
  the first steps Major Payne takes is to gather members of his team and 
  to layout a design and theory plan, in which different people would be 
  further assigned to lead specific project ideas. Captain Allison Franklin, 
  an assistant to Major Payne, is given the go on a proposed idea to further 
  enhance the Liquid Coolant System (LCS) recently designed. The results 
  of this proposal will be the Dual-Liquid Cooling Sequencer (DLCS).
  2369
  Gunnery Sergeant Katharine McMillan, Director of Phaser Projects at the 
  Fokker Research Facility, is assigned the project to combining phaser 
  emitters to produce a larger yield with lower power requirement and 
  heat generation. The eventual end product of this assignment will be the 
  Tri-CPE. The project is given the name of Six Guns, and referred to as 
  research security clearance level three (3).
  Two (2) years after the completion of the Fokker Research Facility, 
  the first working shield generator for Mecha units is granted project 
  assessable status for further work and research with other projects. The 
  first proposal that takes into concept the Mecha Unit Shield Generator 
  (MUSG) is the Starfire Command project.
  
  
  ME Manual
  2370
  The 40cm Mega-Phaser Cannon is successfully tested and granted 
  authorized weapons platform status.
  1st Lieutenant Richard Xavier, a coolant and refrigeration specialist, is 
  brought in on the Six Guns project to design a cooling system to reduce 
  the heat generated by the proposed weapons platform.
  Corporal Kelly T. Ranger, a machinist, is brought on to the Six Guns 
  project to design the casing and layout of the Tri-CPE platform.
  2371
  The last tests on the Dual-Liquid Cooling Sequencer (DLCS) confirm the 
  application of a working rapid cooling system.
  2372
  The Mobile Command Platform (MCP) Project is submitted to the SFMC 
  Command for preview and authorization.
  The initial tests for the Tri-CPE show promise in the weapons platform 
  concept. The tests showed that some additional mechanical designs were 
  needed for a complete applicable platform. Later in the year, the Tri-CPE 
  is granted authorized weapons platform status, being designated as Tri-
  CPE FLAP (Full Length Arm Platform). A medium and small sized version 
  of the weapon platform are also passed into authorization.
  The DLCS is tested with the 40cm Mega-Phaser Cannon. There were some 
  problems with the initial tests, but after a few weeks of working with the 
  systems a successful system is tested and granted authorized weapons 
  platform status. The 40cm Mega-Phaser Cannon Mk II is assigned as the 
  designation for the weapons platform.
  2373
  SFMC Command authorizes the MCP Project, placing the project under 
  the cover name of Starfire Command. False data records on what Starfire 
  Command is about are entered in the R&D facility computers and records 
  are sent to SFMC Command. Authorization code Alpha-Mu-Zeta-13-3-16 
  is assigned to the project files. A secondary authorization code that is 
  entered after the first of Lambda-Beta-Omicron-1-13-26 will allow access 
  to the true files for the MCP Project. Colonel Matthew Broderick is placed 
  in charge of the project.
  A reactor explosion kills three and injures fourteen. The cause of the 
  explosion is a faulty power transfer conduit transferring power to a test 
  of the 40cm Mega-Phaser Cannon platform with only two of the initial 
  four-barrel design. The project is setback only three weeks while the 
  investigation is concluded and ceremonies are given for the dead. A news 
  article states that the accident was a fusion reactor explosion that was 
  testing a new power distribution process. This data file was given out 
  to keep the actual project details out of the public view. The location of 
  the explosion was outside at a testing ground, therefore, no structural 
  damage was caused to any existing buildings.
  
  ME Manual
  
  2375
  The first prototype of the MCP is presented. While a number of problems 
  are discovered during the tests, the project still showed promise and 
  was permitted to continue. While the Dominion War ends, the SFMC 
  feels to place a stop on the MCP project, as well as, some other projects 
  would place the Federation in jeopardy. The SFMC had assigned itself 
  with the task of ensuring the protection of the Federation as Starfleet, 
  even the SFMC, had taken some massive amounts of damage between 
  the incursions from the Borg and the Dominion War.
  2376
  A fully operational unit is presented. The tests show a weapons platform 
  of massive firepower. The project is green lighted for complete production. 
  Brigadier Samuel S. Michaels is given the command for finalizing all 
  related projects and subprojects that will accompany the MCP. During 
  the presentations of the MCP’s capabilities, the Mecha design was given 
  the name of “Hellfire.” The reason for this is that one Brigadier, Arnold 
  Switcher, commented on the power capability and the destructiveness 
  done by the unit as being like hell’s fire.
  2378
  The first few units roll of the assembly line and enter into service. Sixteen 
  units are commissioned for construction. The first unit off the line and 
  placed into service is given the nickname “Dragon Fire.” A member of 
  the engineering team has a logo of a fire-breathing dragon painted onto 
  the unit. This began the process of nicknaming the MCP units and giving 
  each one a unit shield representing the unit’s nickname.
  2379
  The first real test of the MCP was presented when a renegade Federation 
  faction seized control of a planet by force in an attempt to further their 
  goals of destroying the Cardassian Union. Two MCPs were assigned to the 
  Mecha platoon sent in to aid in the retaking of the planet. The MCP Mk-I 
  MCN-003 “Thunder’s Might” and the MCP Mk-I MCN-005 “Giant Smasher” 
  were the units assigned to the platoon. Both units performed will and 
  survived the outcome of the operation. In fact, Mechajock Tomas Regal 
  earned a service medal for saving the platoon from a sneak attack.
  General Overview:
  The MCP Mk I is the largest and heaviest of the Mecha to date, and therefore, 
  the slowest. The primary purpose of the “Hellfire” is heavy artillery backup and 
  command, with the secondary purpose of anti-aerospace defense. Other then the 
  speed limitation, the only failing the “Hellfire” has is that it does not really have 
  a short-range offensive system. The Tri-CPE Barrels can protect the Unit in close 
  combat situation, but are more effective at medium ranges. The armor plating and 
  dual shielding are the saving grace of the Unit. No other Mecha to date has the 
  defensive systems the “Hellfire” possess. Between the plating and the two different 
  layered shields, the “Hellfire” is nearly indestructible. The mega-phaser cannons, 
  with their twelve-mile range, allows the Unit to sit on the backline and punch holes 
  into the frontline offensive.
  The dual engine design also allows for a less drain effect on a single reactor. 
  Additionally, should one reactor go down, the secondary system could take over 
  and keep the Unit running. While the system performs at top rating when the dual 
  engines are running in tandem, a single reactor will allow the Unit to continue while 
  only moderately limiting the Unit’s capabilities.
  
  
  ME Manual
  MCP Breakdown
  Engine Systems
  The MCP is unique in current Mecha design, in that it is the only system designed 
  with two operating cores. This is a redundant system application (RSA). In the 
  dual operation of the two cores, the unit actually divides the power requirements 
  between the two cores. Weapons and defenses are generally powered from one 
  core, while the other core powers all other systems. Should one of the cores 
  become non-operational, the sole core left is able to power the unit. This is the 
  main part of the RSA, in that should there by a core failure the commander is still 
  able to operate his unit. The possibility of both cores failing is a small percentage. 
  It is considered that the unit will first be nearly destroyed before both cores 
  will fail. The primary core is an Enhance Reactor Core Chamber (ERCC), which 
  is capable of generating a larger supply of power for less mass. The secondary 
  system is a standard Reactor Core Chamber (RCC) system found in other units.
  CP-1500 
  Fusion Reactor
  The CP-1500 is an enhanced lightweight fusion reactor 
  produced by Northern Light Energy. Generally considered 
  compact and carrying the same amount of power output 
  for a unit twice its size. The truth of the matter is that the 
  reactor core uses condensed injectors and reactors with a 
  mini-chamber designed to take better advantage of energy 
  spin and flow. While the reactor is more compact and energy 
  efficient, its size and design does allow for more of a chance 
  for damage to be caused to the system. Therefore, the 
  core is located with a better arrangement of armor and/or 
  components surrounding it to help protect the system from 
  battle and fatigue style damage.
  Tonnage: The CP-1500 has a tonnage of 8.5 tons.
  Power Units: The CP-1500 is measured to have an output 
  of 285 PU.
  Lifespan: The CP-1500 is rated at twenty (20) years before 
  needing complete replacement.
  FT-800 Fusion 
  Reactor
  The FT-800 is one of the standard heavy fusion reactors that 
  is produced by Industrial Power Ratings. The FT-800 is rated 
  to handling a 100-ton mecha unit. One of the key features of 
  the FT-800 series is the re-usage of generated heat into the 
  chamber. As a chamber rated to handle 100 tons, the system 
  can generate a great amount of heat to move the full mass 
  of the unit. Most fusion reactor designs incorporate a feature 
  for shunting the generated heat back into the chamber, which 
  helps to maintain the generated heat and provides a minimal 
  amount of re-usable generated heat.
  Tonnage: The FT-800 has a tonnage of 8.5 tons.
  Power Units: The FT-800 is measured to have an output of 
  200 PU.
  Lifespan: The FT-800 is rated at twelve (12) years before 
  needing complete replacement.
  
  ME Manual
  
  Weapon Systems
  For the size of the unit, many find it hard to believe that the MCP only has two 
  weapon platforms. While the MCP is an artillery unit, its function is more of the 
  mobile command post. With the losses that Starfleet and the SFMC have taken 
  in the last few years between the Borg incursions and the Dominion War, the 
  SFMC has had to incorporate the Starfleet rule of keeping a commander in the 
  background where they are considered safe and less likely of being killed. Telling 
  a marine to set back and let someone else do the job is not something you tell a 
  marine. Therefore, this unit has a weapon platform that allows the commander 
  to contribute in the fight while remaining in the background as per the guideline. 
  Both weapon platforms are used for distance firing with a secondary purpose of 
  anti-aerospace assault and defense.
  40cm Mega-
  Phaser Cannon
  The 40cm Mega-Phaser Cannon is Amplified Phased Particle 
  Accelerator Emitter (APPAE). Working on the principle of 
  the phaser bank element of a type X phaser, the energy is 
  channeled through the barrel where it is amplified through 
  additional acceleration of the accelerated phased particles. The 
  beam is said to be like shooting a physical energy projectile 
  instead of phased energy.
  Classification: Type-X-A Vehicle Phaser Emitter
  Primary Purpose: The primary purpose of the 40-MC is 
  assault and defense.
  Secondary Purpose: The secondary purpose of the 40-MC is 
  anti-aerospace assault and defense.
  Range:
  The 40-MC is a medium to long-range weapon platform. 
  While the 40-MC is capable of firing at a short range, it is 
  at a disadvantage. Additionally, the potential for the mecha 
  unit itself taking damage from its own energy blast radius is 
  present. The targeting sensors are at an index of negative 
  two when firing at short range. At the medium range of the 
  weapon, the targeting sensors are able to lock straight on. At 
  the long-range of the weapon, the targeting sensors are able 
  to provide assistance in the area of a positive one index. The 
  40-MC is truly a long-range weapons platform and therefore 
  has an advantage when operating within its parameters. 
  Short-range minimum is 600 feet (183 meters), while the 
  effective long range maximum is 12 miles (19 kilometers).
  
  6
  ME Manual
  Short Range: target area index of 6
  Medium Range: target area index of 18
  Long Range: target area index of 30
  DR (Damage Ratio): The damage ratio is 15 units per shot 
  fired.
  HB (Heat Bloom):
  The 40-MC uses a Dual-Liquid Cooling Sequencer (DLCS), as 
  well as, Plasma Management Cooler (PMC). By applying the 
  DLCS directly into the design of the firing mechanism, the 
  amount of HB that is generated by a single cannon is reduced 
  by a factor of five. The total of HB generated by firing the 
  cannon is five, ten should the DLCS not be functioning. The 
  PMC work with the electro plasma system (EPS), in that the 
  amount of heat generated is reduced as the plasma system 
  regulates and transfers the plasma flow to the emitter 
  segments. With the PMC in place, the heat is reduced by a 
  factor of five. Therefore, as the plasma is channeled through 
  the plasma distribution manifolds (PDM) it is cooled by a factor 
  of five, thereby, generating only a heat index of five. Once 
  the plasma stream reaches the particle thermal regulator, 
  which controls the phased particle beam and channels it to 
  the emitter crystal, an addition of a heat index of five is added 
  to the total heat index. The emitter crystal chamber (ECC) 
  is surrounded by the DLCS. It is at this point that the last of 
  the heat reduction index is possible in the system. If all heat 
  reduction systems are not functioning, the total HB that is 
  generated is fifteen, instead of five or ten.
  ROF (Rate of Fire):
  The ROF that is available is the pilots firing ratio. While the 
  weapon platform can be designed with a single barrel to a 
  mecha unit, the platform is usually paired. This allows the 
  pilot to use a one-by-one firing sequence. The one-by-one 
  sequence has the pilot firing one barrel while the other barrel 
  is cooled, then the barrels are switched. This is only one firing 
  sequence, but the basic one that is taught to those learning 
  the weapon platform. There is a technique that has been 
  developed by the gunners of the MCP, who premiered the 
  weapon platform, called the ‘Haymaker.’ This is an unusual 
  firing sequence, but if used properly it has a very powerful 
  effect.
  
  ME Manual
  
  Haymaker:
  When the MCP is on site and getting ready to engage the 
  enemy, the gunner enters in a sequence of rapid firing. The 
  first round of firing, the gunner fires all four barrels of the 
  MCP. This generates a HB of 20. While firing on the sequence, 
  the gunner uses a Purged Heat Vent (PHV) that eliminates 
  an index of 10 HB. On the next firing round, the gunner uses 
  a two-by-two punch firing sequence. Here, the gunner only 
  fires two of the four barrels, which only generates a HB of 10 
  for the firing sequence. While the two barrels are firing, the 
  non-firing barrels use a Ventral Heat Shunt (VHS) through 
  the DLCS. This cools an index of 10 HB. Thereby, using this 
  technique, the gunner is able to maintain a HB index of ten 
  from the 40-MC firing sequence. Of course, this technique 
  requires that the DLCS is working in perfect order and that 
  the gunner uses the PHV properly so as not to overload the 
  firing array.
  Crescent:
  A crescent firing technique is similar to the haymaker, except 
  that it is designed for weapon system that only has two 40-
  MC barrels instead of the MCP’s four-barrel platform. Here, 
  the HB that is generated and cooled is an index of five instead 
  of the ten.
  Payload:
  Since the 40-MC is powered by the fusion reactor of the Mecha 
  unit, the payload is considered unlimited, as it is based upon 
  the power availability of the fusion generator.
  ED (Energy Drain):
  The ED index per barrel is seven. Although, for a system that 
  uses the ‘Crescent’ firing technique has an ED index of 15, 
  while a system that uses the ‘Haymaker’ firing technique has 
  an ED index of 30 (this is at the initial firing round, after 
  which the ED follows the normal usage).
  Tonnage: Each 40-MC barrel has a weight index of five 
  tons.
  Location:
  Due to the system design, the weapons platform can only be 
  top mounted on a mecha unit. The 40-MC is simple to large 
  of a platform to attach to an arm segment or any other part 
  of the mecha.
  
  
  ME Manual
  Additional Notes
  Dual-Liquid Cooling Sequencer:
  The DLCS is a system designed around the LCS. The DLCS 
  is only designed for use with the 40-MC weapons platform, 
  as there is no other applied application for the system with 
  any other mecha component. Using the chemical agent from 
  the LCS, when the initial firing sequence is initiated the DLCS 
  begins its process of cooling the weapon platform. As the 
  phaser sequencer emits the initial energy blast, the first stage 
  of the DLCS flows through Outer Cooler Ring (OCR) located 
  at the base of the barrel, just after the emitter. The chemical 
  agent is then sent to another LCS subsystem where yet again 
  the LCS chemical agent is used to draw the heat and provide 
  cooling of the system. Some of the initial heat is absorbed 
  into the chemical coolant, while some is shunted to the fusion 
  core and anything left over is passed to the Ventral Heat 
  Shunt (VHS). Since the weapons platform is not part of the 
  propulsion systems, the heat venting is processed through 
  the VHS instead of the Vectored Propulsion System (VPS).
  Firing Arc:
  The weapons platform is able to maneuver in a 60-degree arc 
  from its resting position. This allows the gunner to adjust the 
  firing arc of the weapon to fix upon a target without moving 
  the mecha itself.
  System Mounted Gyroscope:
  The System Mounted Gyroscope (SMG) is a computerized 
  system that keeps the barrels on target, even if the unit is 
  moving.
  Tri-CPE Barrel
  The Tri-CPE Barrel is a weapon platform designed around a set 
  of stationary phaser emitters. The Tri-CPE Barrel is a triple set 
  of compress phaser emitters, hence how the weapons platform 
  received its name. The emitters are unidirectional instead of 
  omni-directional and the phaser beam is compressed, similar 
  in concept to the compressed phaser rifle of lower power 
  setting. The Tri-CPE Barrel is based upon the Type VIII Vehicle 
  Phaser Emitter. The Tri-CPE comes in two varieties: Full Length 
  Arm Platform (FLAP) and Short Arm Platform (SAP).
  Classification: Type-Tri-VIII-C Vehicle Phaser Emitter
  Primary Purpose: The primary purpose of the Tri-CPE is 
  assault and defense.
  Secondary Purpose: The secondary purpose of the Tri-CPE 
  is anti-aerospace assault and defense.
  
  ME Manual
  
  Range:
  The Tri-CPE is a short to medium-range weapon platform. While 
  the Tri-CPE can be used for short range firing, the weapon 
  platform is at a slight disadvantage at extreme short range. 
  The platform is best at the edge of the short-range limit to 
  the medium range limit. The platform’s effective long-range 
  maximum is 6 miles (9.5 kilometers) for the FLAP System. 
  For the SAP system the effective long-range maximum is 5 
  miles (about 8 kilometers).
  FLAP
  Short Range: target area index of 5
  Medium Range: target area index of 10
  Long Range: target area index of 15
  SAP
  Short Range: target area index of 3
  Medium Range: target area index of 8
  Long Range: target area index of 12
  DR (Damage Ratio):
  FLAP: The damage ratio is 24 units per shot fired (8 units per 
  barrel).
  SAP: The damage ratio is 18 units per shot fired (6 units per 
  barrel).
  HB (Heat Bloom):
  Using an experimental cooling system for external components, 
  the HCV Mk-II (Hype-Coolant Ventilator), the system is placed 
  on the end of the platform where it draws the heat from the 
  system and then shunts it by venting it out the back of the 
  platform. The HCV Mk-II is able to reduce the generated HB of 
  a single barrel by half; therefore, each barrel only generates 
  a HB of 4 for a FLAP system and only generates a HB of 3 
  for a SAP system. The total HB that is generated for a FLAP 
  system is 12 units, while for a SAP system the total HB that 
  is generated is 9 units.
  ROF (Rate of Fire):
  The ROF that is available is the pilots firing ratio. The platform 
  can only be fired as a triple shot. The barrels cannot be fired 
  separate from each other.
  Payload:
  Since the Tri-CPE is powered by the fusion reactor of the 
  mecha unit, the payload is considered unlimited, as it is based 
  upon the power availability of the fusion generator.
  ED (Energy Drain):
  FLAP: The ED index per shot is three.
  SAP: The ED index per shot is two.
  
  0
  ME Manual
  Tonnage:
  FLAP: Each Tri-CPE Barrel has a weight index of two tons.
  SAP: Each Tri-CPE Barrel has a weight index of one tons.
  Location:
  The Tri-CPE Barrel is designed as an arm unit to Mecha 
  design, but with some modification and strengthening of the 
  normal arm units can be arm side-mounted. Although, by 
  side-mounting them to enhanced arm units this limits the 
  capabilities of the arm units themselves. Additionally, if the 
  arm units are not properly enhanced, the arm units will fail 
  under the weight and design of the barrels themselves.
  Defensive Systems
  The defensive systems of the MCP are also somewhat unique to the unit. While 
  the unit still uses armor plating, the plating uses a new blend of materials found 
  during the Dominion war. Otherwise, the armor plating is the same as any used 
  on any Mecha within the branch. The most unique defensive system is the TSG-
  F131 force fields. While the term used for referring to the force fields is shields, 
  this is not to be confused with starship shielding. Another new feature that is 
  added in the MCP is the use of countermeasures. A countermeasure is designed 
  to destroy, redirect or deflect incoming missile weapons to the unit.
  CHP Armor
  The CHP Armor uses current armor plating technology that 
  incorporates a new material discovered during the Dominion 
  war. At this time the exact nature of the material and how it 
  is incorporated into the current armor design is considered 
  high security clearance that it cannot be printed within this 
  manual. The nature of the plating is that is reduces the 
  damage ratio of energy based weapon systems. An energy 
  based weapon’s DR is reduced by twenty-five percent, while 
  any physical DR is reduced by ten percent. Between the paint 
  and plating system, this truly allows a unit to withstand more 
  damage then was allowed by the now old plating system. This 
  type of plating can be applied to all Mecha types except for 
  light Mecha, as it is simple to heavy for the units to handle. 
  Even the medium Mecha units have a slight disadvantage 
  with the new plating system; it reduces their maneuvering 
  capabilities. The heavy and assault units have no problems 
  with the new plating.
  DFR (Defensive Rating): The DFR index is 295.
  ED (Energy Drain): There is no ED for plating.
  
  ME Manual
  
  TSG-F131 
  Shields
  The TSG-F131 (Tonsten Shield Generator – Force 131) is a new 
  technology for Mecha units. For sometime now many of the 
  marines other combat vehicles were able to take advantage 
  of the force fields. Mecha were nearly the only combat 
  vehicle that did not incorporate this defensive system. Some 
  Mecha may have had this system adapted into their frame, 
  but for the most part Mecha simply did not use force fields. 
  The TSG-F131 changes this flaw. A complete description of 
  energy armor can be found in the Armor Branch Guidebook. 
  A quick brief: deflector shields, those used by starships, work 
  by altering local gravity to extreme levels, bending energy 
  waves away from the hull and completely destroying physical 
  penetrations. A force field is a barrier to incoming energy that 
  distorts, absorbs or deflects the energy away from the unit 
  generating the field. (please see the Armor Branch Guidebook 
  for more information)
   
  The case of the MCP, there are three generators. There is 
  a low-level bubble generator (LLBG) and the other two are 
  partial-unidirectional shield generators (PUSG). The first layer 
  of shielding is the LLBG, which completely surrounds the unit 
  in a defensive shell. This defensive shell is not too strong as 
  shielding goes, but it works great against small to medium 
  weapons DR. The PUSG is set so that it either protects the 
  front or back of the unit and they overlap in the middle to 
  ensure proper protection. It is the PUSG that really defends 
  the unit using the shield system. The LLBG is more for what 
  gets through the PUSG and any other factors that could affect 
  the unit.
  DFR (Defensive Rating): The DFR index is 100 – 50 for 
  each shield generated.
  ED (Energy Drain): The ED index to use the TSG-F131 is 
  twenty.
  
  
  ME Manual
  FLAR (Fodder 
  Launched 
  Armory 
  Reflectors)
  The FLAR system is a simple countermeasure system that has 
  been used in aerospace ship designs for many years. When 
  an incoming missile is detected, a FLAR is launched from the 
  unit in an attempt to deflect the incoming missile in order to 
  destroy it before it strikes the unit. How the FLAR does this 
  depends upon the type of incoming missile. A heat seeker 
  would use a Starburst FLAR. A Starburst FLAR is a reflector 
  that once launched and reaches to distance ignites into a high 
  heat plasma ball. The heat seeker should then lock onto the 
  plasma ball as the heat generated is greater then the Mecha 
  unit. The plasma ball is designed to ‘blind’ the heat seeker to 
  the mecha unit. Should the heat seeker lock onto the Starburst 
  and then strike it, the Starburst will destroy the missile.
  DFR (Defensive Rating): There is no real DFR applied to 
  the unit directly from the FLAR system as it is an external 
  defensive measure and the capability rests with the FLAR 
  itself to confuse the incoming missile.
  ED (Energy Drain): The ED index to launch a FLAR is 1.
  SJC (Sonic 
  Jamming 
  Counter-
  measure)
  The SJC is used to jam incoming missile’s radar. When a radar 
  guided missile is detected, the SJC sends out an intense pulse 
  to confuse the missile into thinking that its target has either 
  moved or vanished. By allowing the system to think it has 
  lost its target, the missile is then destroyed since there is no 
  target for the missile to strike.
  Subsystems
  When people see Mecha, usually the first take notice it their size and then the take 
  notice of the weapons. What many people do not see or notice are the number of 
  other systems that make up Mecha unit. There are a number of subsystems that 
  are just as important to the unit as is the offensive and defensive systems. With 
  out these subsystems, the unit could not operate.
  Commu-
  nication Suite
  The unit maintains one of the state of the art communications 
  arrays designed for combat situation. The MCP is able to link 
  to all communications systems and all other units assigned 
  to the MCP. The pilot compartment has a number of video 
  screens that allows the commander to view a number of 
  images, which include live video from the other Mecha in the 
  field. This allows the commander an on hands view of what is 
  going on with the combat situation.
  Computer 
  Assisted 
  Targeting 
  (CAT)
  All Mecha units are equipped with the CAT system. This system 
  assists the pilot in identifying, locking-on-target (LOT), and 
  setting firing sequence. With this system the pilot can more 
  accurately handle threat targets, providing the unit and pilot 
  a better chance for survival. All weapon systems on a unit can 
  be fired without the use of the CAT, and pilots are trained to 
  do so, but the CAT truly provides the pilot with a better option 
  and allows the pilot to concentrate on other things.
  
  ME Manual
  
  Electro-
  Magnetic 
  Grippers 
  (EMG)
  As part of the systems incorporated into the feet of the Mecha 
  is the EMG. The EMG allows the unit to magnetically attach 
  itself to the hulls of space going vessels. This allows the 
  unit to walk along the hull and to remain in spot when firing 
  weapons.
  External 
  Audio Pickup 
  Amplifier 
  (EAPA)
  The EAPA is a system that is able to locate, lock-on, and 
  amplification any sound within 300 ft (91.5m), even a 
  whisper.
  Heat and 
  Radiation 
  Shielding
  Because Mecha are designed to work in outer space and 
  hostile environments, the plating system incorporates a heat 
  and radiation shielding to prevent damage from the extremes 
  that the unit operates in. This not only protects the pilot, but 
  protects the Mecha systems as well.
  Heating 
  and Cooling 
  System
  As part of the pilot compartment, there is an internal heating 
  and cooling system that keeps the compartment at a prescribed 
  setting. This unit is part of the life support system.
  Independent 
  Life Support 
  System (ILSS)
  All Mecha units are equipped with a self-sustaining life 
  support system. This system has a connection to the main 
  power supply, but also contains its own power supply should 
  the main source become inactive. This allows the system 
  to maintain life support for the pilot. The system uses a re-
  breather style of application to ensure fresh air. There is a 
  small replicator that will allow a pilot to sustain life in case of 
  prolonged operation or other reasons.
  Laser Assisted 
  Targeting 
  System (LATS)
  The LATS is part of the CAT system. For those systems that 
  use or can help by being identified with a laser, the LATS takes 
  care of this feature. The LATS also help the M3C with the data 
  indicators, such as range, location, and positioning.
  Loudspeaker
  All Mecha are equipped with an external loudspeaker system 
  that is accessed through the pilot compartment.
  Mecha Combat 
  Computer 
  (M2C)
  The M2C is a microcomputer core that handles all combat 
  situations. The system is able to identify, catalog, tag, lock-
  on-target (LOT), and assist the pilot. The M2C is a separate 
  computer core from the main core that operates the unit. This 
  allows the M2C to concentrate solely on combat situations 
  and the main core on operating the unit.
  Microcomputer 
  Core
  The Microcomputer Core is a compact computer core that 
  operates the unit. This system is similar to the cores that 
  operate starships, shuttles, and other such vehicles.
  
  
  ME Manual
  Multi-level 
  Locking 
  System (MLS)
  All Mecha units use a series of locking mechanism to disallow 
  any unauthorized people from gaining entrance to the unit. 
  There is a voice-actuated system that uses a code sequence 
  to allow access. There is also a DNA identifier, retinal scanner 
  and Pilot Signature Imprinter (PSI). Should there be no power 
  to allow this form of entrance, there is an older method of 
  external locking systems. Although this system takes longer 
  to get in to ensure the proper person is gaining access.
  Reinforced 
  Pilot’s 
  Compartment
  All Mecha are designed with a reinforced pilots compartment. 
  This compartment is designed to maintain the pilot’s life, 
  control the unit, and provide a location for the Mechajock to 
  pilot the unit.
  Self-Destruct
  All Mecha units incorporate a system of explosives that take 
  out all key systems and ensure that enemy, for study, does 
  not take the Mecha.
  Sensor Grid
  The sensor grid is an series of various arrays that allow the 
  unit to determine needed information, such as the current 
  environment, location of possible hostile forces, identifying 
  life forms, and much more. The Sensor grid runs the full 
  gambit that is standard to small vehicles.
  Space 
  Propulsion 
  System
  Mecha have to be able to operate in space, therefore they 
  need a system of propulsion. All mecha are designed with a 
  propulsion system to allow limited travel in space, enough to 
  allow for maneuvering.
  Standard 
  Survival Kit 
  (2SK)
  All Mecha units are equipped with a standard survival kit 
  should the Mechajock need to leave the unit, or is on extended 
  operations.
  Varied Optical 
  Resolution 
  (VOR)
  As part of the sensor grid, Mecha are designed with a Varied 
  Optical Resolution system. The VOR is a series of optical 
  sensor systems.
   
  Infrared: the system sends out an infrared beam that is 
  invisible to normal vision. The system allows the pilot to see 
  in compete darkness and other infrared lights.
  Ultraviolet: allows the pilot to see into the ultraviolet 
  spectrum.
  Nightvision: the system takes ambient light and amplifies it 
  to allow the pilot to see in limited darkness.
  Thermo-Imager: the system allows the pilot to view 
  variances in heat sources.
  
  ME Manual
  
  Project: Valkyrie
  The Variable Geometry Mecha or Valkyrie 
  is a radical concept within the Mecha 
  Branch of the Starfleet Marine Corps. As 
  early as 2355 designers were already 
  working on a proposed radical design 
  for the Mecha Branch. This concept was 
  based on the analysis gathered from 
  the data during the battle on Thetas 
  Mina IV. The result of the finding yielded 
  two major concerns that needed to be 
  addressed. The first was transporting 
  a Mecha unit to their target and the 
  second was surviving an assault from 
  aerospace fighter attacks. Conventional 
  Mecha design prohibits this. During 
  the time that massive amounts of 
  Mecha designs were being proposed 
  only a hand full of designs were being 
  approved for production. Colonel Jeffery 
  Webb was a staunch supporter of the 
  Valkyrie Project and it was through his 
  efforts that the project survived. When 
  work began on the Variable Geometry 
  Mecha or VGM things were beginning 
  to heat up between the Federation and 
  the Dominion. Combat against Jem’Hadar forces proved to be difficult and with 
  the tactics used by the Dominion Standard Mecha were at a severe disadvantage 
  during combat. During this time two prototypes of the Valkyrie, the Stinger and 
  the Wasp shined on the battlefield. Do to their versatility and speed they achieved 
  many victories. They however suffered the greatest losses due to their size and 
  the fact they lacked the firepower of their bigger brothers. A footnote on this those 
  Mecha Jocks who did survive came up with some very innovative solutions to the 
  short comings of those particular Mecha. This did not go unnoticed by the Valkyrie 
  design teams. The long and short of it is the development of a new generation of 
  Mecha. Just like the multi roll fighter craft in the Aero Space Branch the Mecha 
  Branch developed a multi roll Mecha. 
  These Mecha would be designated as Aerial Assault Fighter Mecha or AAFMs. This 
  designation was a compromise to both the Mecha Branch and the Aero Space 
  Branch of the Corps. Due to the unique nature of this Mecha cross training had 
  to be achieved from Marine personnel in both branches. Another aspect of AAFM 
  training is the requirement to pass infantry training so that the Valkyrie pilot can 
  integrate this training into the Ground assault mode of the AAFM. Traditionally each 
  branch of the Corps specialized in one area of training. With the introduction of the 
  AAFM those barriers have been removed so that a Marine could drive a Mecha, fly 
  a fighter or ground pound with infantry grunts. With this in mind due to certain 
  requirements there are currently two variations of the AAFM, the first generation, 
  the Valkyrie, and its bigger brother, the Excalibur. 
  
  6
  ME Manual
  Both Mecha have the Variable Geometry that the designers wanted but based on 
  the needs of combat situations a slightly bigger version of the Valkyrie was needed. 
  To fill the need for rapid deployment and recon the Valkyrie fit this roll perfectly. 
  Due to this factor its versatility may eventually replace the wasp and Stinger Mecha 
  in many fields of operation. Both of those Mecha cannot be completely phased out 
  due to on major factor. That factor being the highly specialized training required to 
  pilot the Valkyrie. Not every Mecha Jock will be able to pilot a Valkyrie so both the 
  Stinger and the Wasp will still have their place in the Mecha Branch. The Valkyrie is a 
  light Mecha unit whose primary role is Recon and Interception. This Mecha also has 
  the benefit of being small enough that three squads can be stationed aboard any 
  starship with a standard sized hanger deck. The Excalibur is the Valkyrie’s bigger 
  counter part falling into the Medium Mecha category. This makes the Excalibur more 
  formidable on the battlefield. The primary reason for a bigger Mecha is for rapid 
  deployment to hold a forward position until the heavier Mecha can be deployed. 
  What the Excalibur lacks in speed and agility it more than makes up for in firepower. 
  Granted The Excalibur may be slower than the Valkyrie but it is the most agile 
  of Mecha in it’s weight class compared to Standard medium Mecha. The most 
  advantageous attribute of the Excalibur is when it is in Fighter mode. This combined 
  with the technologies involved make this an ideal Mecha to be stationed along side 
  the Valkyrie aboard a starship. Unfortunately due to the size only two squads can 
  be stationed in a standard hanger deck. The future of this Mecha is not set but it 
  appears that it is here to stay.
  Valkyrie Motto
  The Motto that has been coined by those fortunate enough to train in an Valkyrie is 
  “FLEET OF FOOT”. This phase was coined by one of the first test pilots and it stuck. 
  Referring to how agile and versatile the AAFM is this phase now applies to all VGM. 
  A note on the Valkyrie Logo to the left. This started out as a joke that revived an 
  old earth tradition. Apparently a rumor was spread about the Commanding Officer 
  of the Norad test facilities on Earth had an ancestor who was a Norseman. After 
  much debate and a few pints of alcohol the ground crew engineers decided it was 
  time to decorate the nose of the ten Valkyries with some rather unique artwork. 
  Unknown to the ground crew however several high-ranking members of Star Fleet 
  and the SFMC were to tour the facility and to be introduced to the latest Mecha 
  development. The result was one very irate Colonel and several amused Admirals, 
  Generals and a hung over ground crew. The logo stuck and became part of the 
  standard signage stenciled on to every Valkyrie produced. This also ushered in the 
  standard practice of nose art to be used by AAFM pilots through out the Corps.
  AAFM Squad
  Due to the nature of this particular Mecha organization of the AAFM units became 
  problematic. Since Marines from several branches of service were going to be put 
  together a small development came up. Each branch of the SFMC developed similar 
  but different organizational structures to suit their needs. Those who developed 
  the Valkyrie ran into problems integrating those organizational structures into the 
  AAFM program. The solution was to dispense with some of the traditional structure 
  and come up with a compromise unique to AAFM units. Since the Primary branch 
  affiliation for the AAFM was the Mecha branch and the Secondary was the Aero 
  Space branch it was decided that a hybrid structure was needed. In the Mecha 
  branch the organization was broken down into Platoons, Companies and Battalions 
  and within the Aero Space Branch this structure was broken down to Teams, Flights 
  and Squadrons. It was determined since AAFMs would be assigned to both Mecha 
  Branch and Aero Space units the decision was made to keep it simple. AAFMs would 
  be assigned as Squads assigned to a unit. These squads would range in size from 3 
  
  ME Manual
  
  to 5 Mecha. A three-unit squad would primarily be used for recon and patrol. A five-
  unit squad would be used for interception and forward deployment at designated 
  drop zones. Composition of each squad would vary depending on the needs at any 
  given moment but typically three unit squads are made up primarily of Valkyries 
  and the five-unit squad would have two Valkyries and three Excalibur’s. In the case 
  of multiple squads organization would follow whichever branch they were assigned 
  to be it Mecha or Aerospace. Mixing and matching of squads is not uncommon 
  especially when optimum results are needed to achieve victory. Ideally Squads 
  would form and be a cohesive unit through out a VGM pilot’s career.
  Pilot and Ground Crew Rivalry
  The rivalry between the AAFM pilots and their ground crews are very much like 
  those of the Aerospace branch. The big difference is that there is a closer bond 
  between them. In most cases you will see pilots working along with the ground 
  crew assisting in the care and repair of their craft. Each has a respect for the other. 
  There is also the tradition of practical jokes witch is very much alive. One of the 
  biggest jokes is having the ground crew paint nose art on pilot’s AAFM. This usually 
  results in the pilot receiving their call sign.
  VGM Mecha Pilot and Aerospace Rivalry
  The relationship between these two groups tends to be very competitive. It is more 
  evident between those pilots that start off in the Mecha Branch. Aerospace fighter 
  pilots already consider themselves to be the best of the best and look at those 
  Mecha Jocks as ground pounders that want to be pilots. Mecha pilots that make 
  it to the VGM Program consider the Aerospace pilots to be arrogant snobs who 
  don’t know the meaning of the term “War is Hell!” To this end both Mecha Branch 
  personnel and Aerospace personnel have an uneasy relationship built on die-hard 
  competition. This is so much so that both groups tend to play poker with the loser 
  usually doing some inappropriate act to fulfill the obligation of a debt. This also 
  tends to be a sour point of contention during training. Instructors have to make it 
  very clear that there is no competition among the Branches. This does not always 
  work and there is usually injuries because one or the other of each group invariably 
  will find a way to try to out do the other. Despite this when they meet to do battle 
  against an enemy they will fight to the death to defend one another in the end. One 
  distinction has come up that is a minor difference in skills. Aerospace Pilots tend to 
  do a little better in Assault Fighter mode were as the Mecha pilots do slightly better 
  in Ground Assault mode. There is however no distinction in Recon Mode.
  Variable Geometry Mecha (MOS) Requirements
  Due to the nature of this particular Mecha, training is very much a specialized 
  field within the SFMC. To qualify for this program there is a considerable amount 
  of training and aptitude the pilot of this machine needs in order to be considered 
  worthy of the honor of piloting this very special craft. The MOS and SQI’s of these 
  individuals is only the starting point of this program. To qualify for this program 
  there is a pre-set of MOS training needed. Based on this factor the following list is 
  a general overview of prerequisites to qualify.
  
  
  ME Manual
  Mecha Branch Qualification MOSs
   
  520 Mecha Pilot, Light Mecha (Officer)
   
  525 Mecha Pilot, Medium Mecha (Officer)
   
  540 - 560 Mecha Technician (basics of)
  Skill Qualifications list
   
  Reconnaissance qualified
   
  Aerospace insertion qualified
   
  Expert Gunnery Qualified (Mecha)
   
  Light Mecha pilot ACE
   
  Medium Mecha Pilot ACE,
  Aerospace Branch Qualification MOSs
   
  601 - 605 Technical Specialist (see Aerospace Manual for details)
   
  620 Fighter pilot, Air Combat
   
  630 Fighter Pilot, Space Combat
   
  640 Amphibious Assault Pilot
   
  650 Special Operations Pilot
  Skill Qualifications list
   
  Aerospace Fighter Pilot ACE (both Air Combat and Space Combat)
   
  H.A.L.O. jump qualified
   
  EVAC and Zero-G Combat Qualified
  Infantry Branch Qualification MOSs
   
  308 Scout / Sniper
   
  350 Powered Infantry
   
  351 Powered Scout
   
  357 Powered Heavy Infantryman
  * Notation on why powered infantry training. Since the Variable Geometry Mecha 
  is essentially a very large powered armor suit. This gives the pilot a basis of 
  understanding and manipulation of the Mecha in a way that equates to the powered 
  armor used by the Infantry but on a much larger scale.
  Special Operations Branch Qualification MOSs
   
  833 Spec Ops Scout / Sniper
   
  841 Spec Ops Fire Support Specialist
   
  882 Spec Ops Recon Specialist
  Transporting the AAFMs
  Transportation of the AAFMs is just a matter of leaving room in the Hanger Deck of 
  any Starship. Most AAFMs are launched and recovered like most standard Marine 
  fighter Spacecraft. Launching of these craft can also be done in the same manner 
  as a standard Federation shuttle. For Covert insertion of the AAFMs, they can be 
  outfitted with a specially designed Warp sled designed to make the AAFM Warp 
  capable. One Starship Class is currently being used as the test ship for the AAFM. 
  A Sabre Class Starship was modified for this purpose. An extensive overhaul was 
  done and the internal structures completely modified to house the AAFM and all 
  necessary support equipment and two platoons of standard Mecha. This is also part 
  of the testing of the AAFMs to coordinate operations and tactics with the interaction 
  between the two distinctive types of Mecha.
  Weapon Systems
  The weapons that the Variable Geometry Mecha can carry are standard to all 
  Mecha. All of the Weapons fielded by standard Mecha can be outfitted to the AAFM. 
  There however is one notable change exclusive to the VGM, this being the external 
  Weapons Pod. This is not a permanently mounted Weapon system. With a Variety 
  
  ME Manual
  
  of load out options this Pod can be configured in many different ways to suit the 
  needs of any given situation at a moments notice. Once a forward support station 
  has been established these pods can be readily available and all the AAFM pilot 
  has to do is pick it up and use it. The Draw back to this is the limited amount of 
  ammunition these pods have. This is more apparent in the Projectile and Ballistic 
  weapons pods than in the Energy Weapons pods. The advantages of these pods 
  however out weigh the disadvantages. In essence these would the AAFM equivalent 
  to a standard infantryman’s weapons that a soldier would carry into the field with 
  him. This is part of the advantage that the AAFM has over the Standard Mecha in 
  that if the pod gets damaged during combat the pilot would just pick up another 
  one. Another advantage to these weapon pods is that there is no heat bloom built 
  up for the AAFM when used. Another advantage is for those Standard Mecha that 
  has hand actuators is they have the ability to use these pods as well but some 
  training and practice is needed.
  Story: “Maiden Flight”
  Sergeant Edward “Penguin” DeRuggiero sat in his cockpit, ready to take the 
  Valkyrie out for the first time. He had been selected to be the first pilot of the new 
  Variable Geometry Mecha. During the last two years, he had been assigned to 
  Fokker Research Facility, preparing for this day. He had qualified as an expert Pilot 
  on all classes of Mecha, as well as qualifying as an expert Aerospace Pilot. He had 
  beaten out many of SFMC’s finest Officers for this honor, and he was glad to finally 
  be sitting in the Mecha, waiting for the start of it’s final testing, and it’s maiden 
  flight.
  Three of the Engineer’s (all three were also SFMC Reserve officers) and Ed had 
  become very close in those two years. Again, all three engineers had been 
  handpicked, being the best SFMC had to offer in their respective disciplines. 
  Commodore Edgar “Smilin’ Buddha” Torres had been picked as the Main Project 
  Engineer once the project started. He had been involved with the Third Generation 
  Mecha conversions, and was seen as the person who would see the project from 
  start to finish.
  Lt Commander Benjamin “Ben” Kokochak had been chosen to work on the propulsion 
  system. He had been there as well during the Third Generation Mecha conversions, 
  working on the new engine designs. He also had experience working with the 
  aerospace fighter engines SFMC had become proud of. It was his goal to design a 
  Mecha engine that could also work on an aerospace fighter.
   
  Fleet Captain Ann Marie “ Red Corsair” Reilly was working on the conversion 
  hardware. Although her experience was not with anything that was used normally 
  in a Mecha unit, she had worked on other projects for the Marines, and was felt to 
  be the best person to work on the conversion hardware.
   
  There were other Engineers assigned to the project, but none of them were as close 
  as these four had become. 
   
  Now it was test day. Ed, Ann Marie, Edgar, and Benjamin had decided that morning 
  to meet up early and have breakfast together. This would give them all a last 
  chance to talk about any concerns they had. It seemed that all they could talk 
  about was where they would go once the project was complete. 
   
  Now Ed was alone in the cockpit, waiting…waiting…waiting. He knew this was what 
  he had waited for, and he wanted to get the tests started. But even he knew the 
  
  0
  ME Manual
  engineers were doing their last minute checks. Once in a while, he would hear 
  Ann Marie’s or Ben’s familiar voice in the headset, going through the pre-flight 
  checklist.
   
  “Base to Penguin.”
   
  “Go ahead, Buddha” Ed replied to Edgar.
   
  “Ready to get this started?”
   
  “OK then, let’s get started. Activate your engines.”
   
  “Roger.” 
   
  Ed started throwing the switches necessary to start the engines. He watched as the 
  instrument panel showed the status of each engine. He could feel the vibration of 
  the engines in his seat. “Hmmm” he thought. “Have to remember, the ejector seat 
  isn’t working yet. Hope she holds together.”
   
  “OK Buddha, engines are a go.”
   
  “OK Ed, take the engines to ten percent power” said Ben.
   
  “Taking engines to ten percent.”
   
  “Take them to twenty five percent.”
   
  “Twenty five percent, aye.”
   
  “Engines still look good. Let’s take them to seventy five percent.”
   
  “Going to seventy five percent.”
   
  “Engines are still looking good. Go to one hundred percent.”
   
  “Going to one hundred percent. It’s getting a little warm in here.”
   
  “I expected that. With no motion, the heat sinks are unable to dissipate the 
  heat quickly. Except for heat, they still look good. Let’s go to one hundred and tem 
  percent. Take it to red line.”
   
  “OK, but let’s not keep it there too long.”
   
  “No problem Ed. Engine data still looks good. I don’t want to push them any 
  more today. Bring them back to minimum.
   
  “Taking them back to minimum, aye.”
   
  “OK Penguin, let’s start the tests. Head north from your position at half 
  walking speed.”
   
  “Roger.”
   
  Ed took the throttle control in one hand, and the steering/weapons control in the 
  other, and started moving the Valkyrie. At first, she was sluggish, but as she moved, 
  the controls became easier.
   
  “Half walking speed, Check.”
   
  “Take her to full walking speed.”
   
  Ed pushed the throttle forward to the full speed marking on the control. The Valkyrie 
  went to full walking speed with no problem. She even seemed to enjoy the faster 
  pace.
   
  “Full walking speed, Check.”
   
  “Take her to running speed”
   
  Ed took the control to running position. He felt himself slide into the chair even 
  further. The Mecha felt like it was gliding over the ground.
   
  “Full running speed, Check.”
   
  “Try a Jump.”
   
  Ed pressed the jump button. He felt the jump jets fire and saw the ground fall 
  below him. As he started to descend, the jets fired again to slow his landing. Upon 
  landing, he was back at full run speed.
   
  “Jump complete.”
   
  “OK, Penguin. I’m turning it over to Ann Marie for the final testing. Good 
  
  ME Manual
  
  luck, my friend”
   
  “OK Ed, are you ready for the rest of the test?” He heard Ann Marie ask.
   
  “As ready as I’m ever going to be.”
   
  “OK, take her to Recon Mode.”
   
  As Ed pressed the button for Recon Mode, he felt the Mecha change. His cockpit slid 
  forward, and wings appeared to his sides. The Mecha was still at running speed, 
  but it was the engines that were providing the speed. The jump jets were firing just 
  hard enough to keep the feet airborne, just above the ground.
   
  “OK, Ann Marie. Recon Mode, Check.”
   
  “OK Ed, final test. Hit Jump and go to Assault Fighter Mode.”
   
  Again, the Valkyrie went high into the air as the jump engines ignited full. As he 
  pressed the Assault Fighter Mode button, the Valkyrie once again converted, becoming 
  a complete aerospace fighter. It started to climb better than he expected. 
   
  “Assault Fighter Mode, Check.”
   
  “OK Ed, bring her down, and convert her back to Mecha Mode.”
   
  “OK, on my way back down”
   
  He watched his altimeter as it clocked down…200 ft…150 feet…100 feet… He started 
  to slow his descent. 80 feet… 70 feet… 60 feet… 50 feet… At 20 feet above the 
  ground, he hit the button to convert back to Mecha Mode. His Fighter converted 
  back to a Mecha, fired its jump jets to slow down, and touched down at a running 
  speed. Ed took his control and slowed his Valkyrie down to a stop, just in front of 
  the engineers.
   
  “Buddha, this is Penguin. Tests complete. Successful run.”
   
  “That is affirmative Penguin. We have some Champaign to celebrate”
  Fourth Generation Mecha
  R&D personnel at Fokker Research Facility are already looking into the next 
  generation of Mecha. There are currently two propositions on the table. 
   
  With the creation of the Second Generation Mecha, the design aspect of having 
  separate torso and leg devices, as setup in a modular design, allowed for rapid 
  replacement of either section due to fatigue or damage. A standardized set of leg 
  modules were set that could be interchanged to allow for such changes as speed, 
  armor, and armament (as well as strength, lift, and better jump capabilities). This 
  design concept met with success, and it was felt that it was time to move the 
  concept to the next level. This led to the concept of the Omni-Mecha. Other areas 
  of the Mecha could be designed as modules; arm/hand actuators, weapon pods, 
  equipment pods and packs, thruster packs, and redesigned torso and leg modules. 
  The only Mecha that would be excluded for the time being would be the Quad-
  legged Mecha. This was due to their non-modular design, even though their parts 
  were still listed with the modular scheme.
  The other concept for the Fourth Generation Mecha is that of the Bio-Mecha. The Bio-
  Mecha would be a 50/50 combination of mechanization and bioengineering. Some 
  of the Mecha infrastructure would be replaced with bio-engineered components. 
  The Bio-Mecha would be the most advanced, fastest and well-piloted Mecha in the 
  fleet. The down side to the Bio-Mecha is that, like the Second Generation Mecha, 
  the bioengineering is susceptible to conditions that hamper bio-matter. Also, the 
  Mecha ‘act’ more in a ‘human’ manner, which includes the effects from damage. 
  
  
  ME Manual
  Part 9 - Mecha and Equipment
  Before embarking on your education in Mecha deployment and tactics, it will be 
  important for you to learn the basic equipment of the SFMC Mecha Branch. For 
  more information about Mecha Arms & Equipment, please refer to the SFMC Arms 
  & Equipment Manual and the SFMC Arms & Equipment Manual ME Supplement. 
  
  ME Manual
  
  Part 10 - Non-SFMC Mecha
  The Klingons
  Our allies, the Klingons, have received some older Mecha from the SFMC for testing 
  purposes, and have just begun to field designs of their own. In keeping with the 
  Klingon predilection for close combat, Klingon designs favor massive melee weapons. 
  The Klingons have so far designed medium, heavy, and assault class Mecha for 
  immediate production. These designs are undergunned by SFMC standards, but are 
  designed for shock value and close combat.
   
  Special Technologies
  The Klingons have developed several items that are only now being tested by 
  SFMC armorers for possible inclusion on our Mecha. These innovations have their 
  drawbacks, but are impressive in their show of Klingon ingenuity.
  Heavy 
  Armor
  Klingon Mecha may mount armor that is twice as durable as the 
  armor mounted by other nations. This armor does degrade the 
  agility and performance of the Mecha, but drastically increases 
  it’s staying power. (BATTLETECH Equivalent: Hardened Armor, 
  see Maximum Tech)
  Improved 
  Myomer
  Klingon Mecha have the ability to supercharge the synthetic 
  muscles that drive their massive limbs. When a Klingon Mecha 
  unit builds up heat, the energy can be used by these improves 
  Myomer bundles to increase the Mecha’s physical strength. 
  (BATTLETECH Equivalent: Triple-Strength Myomer, See Battletech 
  Master Rules)
  Melee 
  Weapons
  In the Klingon tradition, Mecha have been outfitted with huge, 
  giant-sized melee weapons. These weapons allow Klingon Mecha 
  to engage in hand-to-hand in a much more effective manner. 
  (BATTLETECH Equivalent: Axe/Hatchet, Mace, Sword. See 
  Battletech Master Rules)
  
  
  ME Manual
  The Romulans
  Romulan Mecha design philosophy maintains that energy weapons rule the field, 
  due to their independence from ammunition. Romulans like their mecha quick, and 
  hard-hitting. Romulan mecha are based around stolen Federation prototypes and 
  wreckage they claimed from the Dominion War, however the Romulans have made 
  a couple of advances in Mecha Design themselves.
  Special Technologies
  The Romulan reverse engineering of Federation mecha has yielded them access 
  to nearly every technology present in the first generation of SFMC mecha, and 
  their own innovation has added a few twists of their own.
  Stealth 
  Armor
  This armor absorbs normal sensor emissions, making Romulan 
  Mecha quite stealthy for their size. (BATTLETECH Equivalent – 
  Stealth Armor. See Maximum Tech)
  Null 
  Signature 
  System
  This system helps cloak Mecha from sensors as well, and has 
  proven to be quite effective. (BATTLETECH Equivalent – Null 
  Signature System. See Maximum Tech)
  The Cardassians
  Romulan Mecha design philosophy maintains that energy weapons rule the field, 
  due to their independence from ammunition. Romulans like their mecha quick, and 
  hard-hitting. Romulan mecha are based around stolen Federation prototypes and 
  wreckage they claimed from the Dominion War, however the Romulans have made 
  a couple of advances in Mecha Design themselves.
  Special Technologies
  The resource-poor Cardassians have begun to rebuild their shattered home, and 
  their Mecha force with it. Being the first Threat power to be attacked by SFMC 
  Mecha made the Cardassians very aware of what Mecha could do, and they 
  immediately embarked on their own design projects. Cardassian Mecha designs 
  focus on low-cost weapons systems that are not resource intensive.
  Barrage 
  Rockets
  Cardassians believe in cheap area saturation weapons. The 
  Barrage Rocket batteries fire multiple ‘dumb’ rockets into a target 
  area. They are exceedingly inexpensive, and effective due to 
  their close range employment. (BATTLETECH Equivalent: MRMs. 
  See Battletech Master Rules)
  Foamed 
  Carbon 
  Structure
  Cardassian scientist have developed a foamed carbon laminate 
  that replaces the tritanium ‘bones’ other powers use for their 
  Mecha. Not only is it less resource-intensive, it also reduces the 
  weight of the Mecha skeleton by half. It is, unfortunately, prone 
  to damage. (BATTLETECH Equivalent: Composite Structure: See 
  Maximum Tech)
  
  ME Manual
  
  Part 11 - Transporting Mecha
  Originally, mecha were wedged onto Federation starships wherever there was 
  room. Most often, this meant the cargo or shuttle bays. This made deployment 
  difficult at best, and a nightmare if attempted under fire. It became standard battle 
  doctrine for the fleet to first secure orbital supremacy before landing the mecha, 
  which limited their use as a support force for the rapidly deployable infantry units. 
  Design of dedicated mecha transports was deemed too costly by the appropriations 
  committee, as most Starfleet vessels (with the exception of those rushed into 
  production during the Dominion War, and those designs produced in reaction to the 
  Borg threat, such as the Akira and Defiant classes) were meant to serve in multiple, 
  usually peaceful, roles.
  Transporters offered a shaky fix to the problem of deploying a mecha. While it 
  was possible to channel enough transporter energy to beam a mecha in theory, in 
  practice few ships ever accomplished the feat. Heavy modification of the transporter 
  systems to allow nearly every pattern buffer on a vessel (and some supplementary 
  ones!) to network in order to was necessary, along with the rerouting of immense 
  amounts of power, and, of course, the lowering of the beaming ship’s shields. 
  Although this method of deployment was very effective in some cases during the 
  Cardassian War, a more practicable solution had to be found.
   
  The answer came in 2372, when the externally mounted mecha drop pod was 
  designed. Originally fitted to older, mothballed Miranda space frames, the pods 
  were mounted ventrally, between the nacelles. Four such pods could be mounted 
  abreast, allowing for a platoon of mecha to be transported by a relatively small 
  vessel. The pods contained the mecha in it’s drop cocoon, and an umbilical allowing 
  the pilot to board the mecha while in transit. Although any preparation work or 
  maintenance had to be done before the pod was mounted to the ship, mounting 
  a mecha pod took an experienced crew less than thirty minutes to accomplish. 
  Recovery was still a problem, and often handled by the same jury-rigged transporter 
  systems that had been used to deploy mecha. Used when combat was resolved, 
  and hopefully won, the transporter could recover the mecha at a leisurely and safe 
  pace. Combat situations requiring the recovery of the mecha remained problematic 
  until the design of the first and only dedicated mecha transport vessel by a team of 
  independent researchers in concert with Leeding Engines, Ltd of Mars.
   
  Conformal mecha pods have been designed for nearly every Starfleet vessel class 
  likely to be involved in combat operations. While this allows a greater number of 
  mecha to be transported more easily, it must be noted that these drop pods often 
  block weapon firing arcs and alter warp geometry. The test bed for the Intrepid-
  class drop pods, U.S.S. Ark Angel, reported her ventral phaser collimator completely 
  blocked by the pods, and a 7% loss in warp capability above cruise velocity due 
  to the field geometry changes. It should be noted that while these pods allowed 
  the Ark Angel to successfully carry and deploy a full company of twelve mecha, it’s 
  combat capability was severely impaired during the exercise. It is also interesting 
  to note that the Intrepid-class vessel’s variable warp geometry nacelle structure 
  makes it better able to adapt to the field configuration changes caused by the drop 
  pods, therefore, a warp capability degradation greater than that suffered by the 
  Ark Angel should be assumed for most vessels lacking variable geometry nacelles 
  (the bulk of Starfleet). 
  
  6
  ME Manual
  In April of 2375, as the Dominion War was in it’s final days, the prototype Mecha 
  Platoon Transport, U.S.S. Leopard, had just finished her warp trials. The vessel was 
  designed to make planet fall and be able to lift off again, much like the Intrepid-
  class vessels, but unlike those cruisers, the Leopard-class vessels were designed to 
  be all engine and mecha storage space. Since the mecha were stored in articulated 
  repair frames, tech crews could actually repair and maintain the mecha while 
  in transit. The vessel allowed mecha to simply step into or out of the massive 
  bay doors, making deployment and recovery much easier. A through-deck dual 
  fighter berth was added as an afterthought, to allow for integral air support, or an 
  additional pair of mecha from the Valkyrie Project. The Leopard vessels have been 
  dubbed `Flying Bricks’ by many, due to their aerodynamic qualities, or lack thereof. 
  The vessels have not yet seen combat duty, but simulations and war games have 
  shown promise.
   
  Of the Leopard class, twenty have been authorized, four are complete, and six are 
  under various stages of construction. The final ten spaceframes are on hold pending 
  a review of their necessity by the Defense Appropriations Committee. All Leopards 
  were produced at the Harland and Wolff Orbital Yards at Earth. The Leopard class 
  is designated as Attack Transports (APA).
  Name
  Hull Registry 
  Number
  Status
  USS Leopard  
  NX-73024
  Operational (Prototype)
  USS Hanse Davion
  APA-73025
  Operational
  USS Katrina Steiner
  APA-73026
  Operational
  USS Takashi Kurita
  APA-73027
  Operational
  USS Maximillian Liao
  APA-73028
  Under Construction
  USS Janos Marik
  APA-73029
  Under Construction
  USS Morgan Finn Kell
  APA-73030
  Under Construction
  USS Jaime Wolff
  APA-73031
  Under Construction
  USS Natasha Kerensky 
  APA-73032
  Under Construction
  USS Justin X. Allard
  APA-73033
  Under Construction
  USS Michael Stackpole
  APA-73034
  Under Construction
  
  ME Manual
  
  Part 12 - Operations
  Strategic Use of Mecha
  Combat Operations
  Assault, Point
  Mecha may be used to attack an enemy strongpoint. 
  Using their superior mobility, they may be able to take 
  up firing positions which would otherwise be unavailable 
  to conventional military vehicles. Concentrated fire from 
  several Mecha can reduce most fortifications to rubble in 
  a short time.
  Assault, Area
  Mecha may be used to attack an area in depth. Again, 
  their mobility plays an important part, by allowing them to 
  rapidly shift firing positions and bring heavy concentrations 
  of firepower onto a target and then move on.
  Raid
  Mecha make excellent raiders, being able to move in terrain 
  to restricted for vehicles, and yet still being able to carry 
  far more firepower than even a company of infantry. The 
  sight of a huge armored figure charging through an area 
  as it fires in all directions can cause even more disruption 
  than the actual weapons used.
  Garrison
  Equipped with powerful sensors and ready weapons, 
  Mecha make excellent garrison forces when used with 
  supporting infantry. Their ability to patrol a perimeter is 
  useful, and their presence gives the enemy pause.
  Riot Prevention/
  Suppression
  Heavily armored, Mecha make imposing figures even when 
  they aren’t standing in a line facing you. Most mobs will 
  disperse when facing an opponent that looks as if it could 
  step on you. For those that don’t, Mecha may be equipped 
  with a variety of nonlethal weaponry and accessories like 
  stunners, chemical dispensers, and loudspeakers. Flaming 
  barricades may be simply removed by the Mecha’s hands, 
  or extinguished by foam sprayers.
  Hostile 
  Environments
  Combat operations in hostile environments (vacuum, high 
  or low pressure areas, or exotic atmospheres) are limited 
  to sealed vehicles or powered infantry. Mecha have obvious 
  advantages over both of these in terms of versatility and 
  firepower.
  
  
  ME Manual
  Non-Combat Operations
  Exploration
  Powerful sensors, atmosphere sealed armor, and good 
  mobility combine to make a Mecha an excellent choice for 
  mapping or exploring areas of wilderness or even hostile 
  environments (see the preceding paragraph).
  Firefighting
  As mentioned in the preceding paragraphs, hostile 
  environments have little effect on Mecha, so firefighting 
  is a natural use for them. Equipped with fire retarding 
  chemical foam, water, and the Mecha’s powerful lifting 
  ability, most blazes can be effectively fought. For 
  extremely high temperature or unusual fires, a layer of 
  reflective and/or ablative armor may be applied to reduce 
  temperature buildup in the Mecha. The Mecha’s hands can 
  help shift debris or remove injured personnel.
  Heavy 
  Construction
  Mecha make excellent construction tools, using their 
  hands to hold large pieces of equipment or material in 
  place while they are welded or braced. Specially modified 
  Mecha (such as the Combat Engineers use) may be 
  equipped with cutters, diggers, trenchers, or welders to 
  perform these tasks themselves. Mecha are especially 
  effective solutions to the problems posed by construction 
  underwater or in vacuum.
  Precision 
  Demolition
  While anyone with enough explosives and free time on their 
  hands can demolish a structure, Mecha allow the use of 
  more precise methods of demolition. While it would seem 
  elementary that a Mecha would be useful in demolition, 
  they are also “environmentally friendly”. They can remo 
  ve sections of material by hand so it can be reprocessed, 
  leaving most of a structure intact. Mecha are generally 
  quieter than explosives, and faster than manual labor.
  
  ME Manual
  
  Tactical Use of Mecha
  Insertion from Orbit
  Transporters
  When beamed directly into combat areas, Mecha are 
  placed one per Mecha transporter array and beamed 
  down in either single unit or platoon strength. Note that 
  the transport location may be established by shipboard 
  scanning, or use of an Emergency Transporter Location 
  Beacon emplaced and activated by someone on the 
  surface.
  The Assault and Fire Support Platoons are sent down 
  first, to secure a landing area for the “follow on forces” 
  or FOF. Once an initial area has been cleared, the Recon 
  and Striker Platoons are sent down to secure the area 
  and begin scouting. As the perimeter is established and 
  secured, the Command Platoon and any non-Mecha forces 
  are sent down.
  Carrier Landings
  When shuttles or other small cargo vessels are used to land 
  Mecha, the process is essentially the same. The heavier 
  armed and armored Mecha are deployed first, to secure 
  and enlarge an area for the lighter armed and armored 
  units that follow. If landing in a “Hot LZ”, Mecha are 
  deployed as rapidly as possible, regardless of enemy fire, 
  in order to allow the dropship or shuttle to exit the area 
  as quickly as possible. In this case, all Mecha are used in 
  direct combat to secure the area for the FOF to come. In 
  the case of the Leopard carriers and atmosphere-capable 
  Starships, the carriers themselves may provide cover fire 
  for the disembarking Mecha.
  Aerospace Drops 
  (the “Egg Toss”)
  When a rapid or surprise drop is necessary, Mecha may 
  be placed in armored reentry containers and launched 
  into the target planet’s atmosphere. These ablative shells 
  (“eggs”) are equipped with limited maneuvering thrusters 
  and battery powered ECM equipment, to guide the shell 
  and protect it from enemy fire. Once the shell has fallen 
  low enough into the atmosphere to allow a safe landing, 
  it is jettisoned by the Mecha pilot inside. The shell breaks 
  apart, falling away and igniting itself with thermal charges, 
  and burning up as it nears the ground. This gives enemy 
  sensors multiple signals in both the metallic (Radar) and 
  heat (Infrared) detecting range, dramatically decreasing 
  the chances of the falling Mecha being successfully targeted 
  by the enemy. A single use anti-grav unit slows the Mecha 
  at the last instant, and then burns out, dropping to the 
  ground as the Mecha lands on it’s feet.
  
  0
  ME Manual
  Surface Operations
  Movement to 
  contact
  Advancing towards the enemy, the Recon platoon is 
  deployed in a skirmish line with each Mecha just at the 
  limit of it’s effective weapons or sensor range. There should 
  be a slight overlap of these, which should be increased 
  if there is a great deal of dead space (buildings, rocky 
  terrain, ridges) between Mecha. Once the enemy has been 
  detected and combat is expected, the Recon platoon will 
  maintain the advance, keeping within the effective range 
  of the Fire Support platoon. This is so that if support is 
  required, the Recon platoon can call in long range fire 
  from the Fire Support Mecha covering them. The Striker 
  Platoon generally remains between the Recon platoon and 
  the Fire Support platoon, advancing rapidly to reinforce 
  the Recon platoon once the enemy is encountered.
  Engaging the 
  enemy
  Once combat ensues, the Recon and Striker platoons will 
  attempt to penetrate enemy lines, bypassing and marking 
  strongpoints for destruction by the Assault platoon, while 
  searching out the enemy command and logistic support 
  areas. The Assault platoon will advance and destroy any 
  enemy strongpoints, while attacking the enemy front line. 
  The Fire Support and Command platoons advance to their 
  respective optimum weapons range. Once there, they 
  will engage the enemy with long distance weapons fire, 
  harassing and destroying any enemy positions located 
  by the Recon platoon, to include the enemy’s secondary 
  forces.
  Setting up a 
  Firebase or Field 
  Headquarters
  Once an area is secured a perimeter is designated, usually 
  about three kilometers in diameter. At the outer edge of 
  the perimeter is the Sentry line, composed of five Mecha 
  who are relieved every six hours. Normally, sentry duty is 
  assigned to Recon, Striker, and Assault platoons depending 
  on expected enemy activity and strength. Halfway 
  between the Sentry line and the actual Headquarters 
  Area is the Air Defense line. The Fire Support platoon, 
  any Air Defense Mecha, and any Assault Mecha equipped 
  with long range weapons are assigned to this line, and are 
  evenly spaced along it. They may be located in improved 
  defensive positions like revetments or trenches. In any 
  case, duty is six hours on, six hours off, with every other 
  Mecha in line on duty at a given time. In certain cases, 
  multiple Mecha may have their weapon systems slaved to 
  a single Command Mecha, who functions as a fire control 
  director.
  The actual Headquarters Area is composed of the Command 
  platoon, any remaining unassigned Mecha, and the 
  Technical Support platoon. This is also where the Logistics 
  Area will be found (mess hall, field hospital, ammo point, 
  motor pool, etc.) when available. Mecha crews sleep at 
  the feet of their machines in personal collapsible shelters, 
  or inside their machines if conditions warrant it.
  
  ME Manual
  
  Part 13 - Piloting a Mecha
  The Art of Mecha Pilotingng Up
  Mecha pilots, or Mechajocks, as they are sometimes known, have a very different 
  type of cockpit environment than any other type of vehicle operator in the SFMC. 
  The cockpit of a Mecha unit sits atop or very near a pocket fusion generator, common 
  enough with SFMC vehicles, but particularly unique in it’s necessary considerations 
  for a Mecha unit. Unlike a tank or other block-shaped vehicle, the Mecha unit 
  cannot simply vent the fusion generator’s waste heat out it’s rear, a standing Mecha 
  unit is target enough without providing that kind of thermal signature. Unlike an 
  aircraft, whose exhaust makes heat baffles redundant, the Mecha must deal with 
  the waste heat from the fusion plant by shunting it to a series of heat exchangers 
  throughout the Mecha. This makes the cockpit of a Mecha unit a very warm place 
  to be during combat.
  Mecha pilots make use of a Nylex bodysuit made of enhanced thermal material 
  designed to wick excess heat away from the body. Over this, the FE-7803M MIPPA 
  armor is placed, with it’s enhanced cooling system and power/telemetry hookups 
  to the Mecha itself. This allows for the MIPPA armor’s own oxygen, coolant, and 
  power reserves to remain untapped until a power interruption from the Mecha 
  itself. Although externally indistinguishable from the standard MIPPA helmet, the 
  NECI (Neuro-Electronic Communications Interface) helmet provides the same 
  measure of protection, but also makes use of sensors mounted in the helmet’s 
  interior that read the motor impulse centers of the humanoid brain, linking the 
  Mecha’s gyroscope to the pilot’s inner ear for balance, and allowing the pilot’s 
  mind to ‘image’ fine movements through the NECI, rather than the physical cockpit 
  controls.
  Mounting Up
  In the field, most Mecha units have a simple rope ladder or handholds build into the 
  legs and torsos of the Mecha units. This allows the pilots to be able to climb into 
  and dismount their Mecha regardless of the location or equipment of their current 
  camp. Once the pilot is in place, a modified version of the standard sickbay medical 
  suite begins to monitor all vital signs, and log them into the telemetry computer. 
  The Mecha unit will bring it’s fusion plant to warm standby, and await the personal 
  unlock code from the pilot. Each Mecha can be keyed to accept anyone, or a single 
  pilot by the use of these security codes. In their simplest form, they can be a 
  spoken phrase, but in more complex security conditions, the code might involve 
  voluntary muscle movements logged by the NECI helmet.
   
  A five-point harness secures the Mechajock into the command couch, and the 
  bottoms of the MIPPA boots adhere magnatomically to the foot pedals which control 
  the direction of the Mecha’s orientation. At this point the pilot or their ground crew 
  will seal the hatch, and the fusion plant will come all the way to hot standby, with 
  the gyroscope spinning to operating RPM as well.
  
  
  ME Manual
  In The Cockpit
  Every Mecha unit is different, and all require familiarization time exclusive of one 
  another, since each has varying performance profiles and systems. The basic 
  controls for the Mecha consist of a joystick, a throttle, and the floor pedals. 
  The NECI helmet rounds out the basic control devices, and is perhaps the most 
  important of the devices mentioned.
  The Joystick
  The ‘stick is used in the Mecha pilot’s dominant hand, and in 
  it’s crudest function moves the ‘crosshairs’ or ‘pipper’ around 
  the view screen Heads Up Display. The thumb switch controls 
  the currently selected combat mode, and squeezing the pinkie 
  button will change the control of the reticule to follow the pilot’s 
  gaze rather than the stick control. The main trigger fires the 
  currently selected weapon, with the middle finger button and 
  the buttons on either side of the thumb switch comprising the 
  Target Interlock Circuit system, allowing the Mecha pilot to 
  slave multiple weapons systems to a single hardwired trigger 
  for speedy volley fire during an engagement. Other weapons 
  selection options are located on the throttle control.
  Twisting the joystick in a rotational movement causes the 
  Mecha to rotate at the waist (if any) and pressure on the 
  mounting ring at the bottom of the ‘stick with the heel of the 
  hand while releasing rotational pressure will cause the torso 
  to ‘auto-center’ back to it’s normal facing.
  The Throttle
  The throttle controls the speed of the Mecha, with a thumb 
  switch for ‘Forward/Aft’ movement, as well as a thumb 
  button that controls whether the comb at computer changes 
  the selected weapon system after a weapons discharge, 
  the available modes are ‘single fire’, ‘chain fire’, and ‘group 
  fire’. Four finger buttons allow for the quick-keying of image 
  enhancement, satellite map overlay, communications channel 
  select, and other user-definable functions.
  The Pedals
  A pair of foot pedals controls the Mecha’s direction much like 
  rudder pedals on an aircraft. Press left, and the Mecha will 
  begin to turn left. By combining this with other systems, like 
  the throttle and joystick, the Mecha can be made to walk to 
  the right while twisting it’s torso to the left to acquire a target. 
  A strong ankle-motion on one of these pedals will cause the 
  corresponding leg to kick out at whatever the ‘pip’ on the HUD 
  is currently illuminating, if possible.
  
  ME Manual
  
  The NECI 
  Helmet
  The Neuro-link helmet allows the Mecha to ‘image’ the Mecha 
  through various maneuvers too intricate for hard controls. For 
  instance, while a pilot may use the ‘pip’ to guide a Mecha’s 
  arm toward an item to pick up, the Mecha pilot will ‘see’ the 
  Mecha’s hand open the right amount in his mind’s eye, and 
  the NECI helmet will cause the Mecha’s hand to respond 
  accordingly. It takes practice and training for the gross control 
  movements and tiny ‘imaging’ commands through the NECI 
  helmet to mesh properly, because contrary to the popular 
  misconception, the NECI helmet is not a ‘mind-reader’ in the 
  strictest sense, it simply interprets motor-cognitive impulses 
  when properly in context with the actual cockpit controls.
  Other Controls
  In the cockpit, a Mecha pilot will find controls for the reactor, 
  radar, LIDAR, communications, and TIC configuration. There 
  will be a readout for each weapons system, life support, and 
  a myriad of other systems. Controls for image enhancement, 
  low-light mode, coolant flush and many other maintenance 
  tasks are here as well.
  The Express 
  Elevator
  Every SFMC combat Mecha has a pair of yellow and black 
  striped handles located on either side of the command couch 
  above the pilot’s NECI helmet. These handles activate the 
  ejection system, causing the canopy or head module’s top 
  armor plate to blast free of the Mecha, and the command 
  couch to rocket up to 2km straight up, with a semi-guided 
  parachute descent.
  Basic Piloting Skills
  Heat 
  Management
  One of the most problematic skills to teach a newly trained 
  Mecha pilot is heat management. While the movement of 
  the Mecha generates very little heat on average, weapons 
  fire complicates this process a bit. Most Mecha cannot ‘alpha 
  strike’, that is, fire all of their bearing weapons, without some 
  concern for heat buildup. Here are some tactics to deal with 
  heat problems.
  Water, water 
  everywhere���
  If your Mecha has heat sinks mounted in it’s legs, then 
  standing in ankle to waist-deep water can help cool the Mecha 
  off if it’s running hot. Bear in mind that Mecha up to their 
  waist in water tend to be hit above the waistline more often, 
  sometimes taking critical cockpit damage.
  One-Two 
  Punch
  If you have a suite of ‘hot’ weapons, consider firing less of 
  them every second or third turn, as necessary. Sometimes, 
  this can allow for a staggering rate of fire to be kept up, with 
  minimal heat issues.
  
  
  ME Manual
  Home on the 
  Range
  If your Mecha has weapons that are effective at different 
  ranges, choose the most effective weapon to fire, and don’t 
  fire the others for the heat savings. For instance, a pair of 
  Type V Phasers do two more points of damage for 2 less heat 
  than a single Type VIII Phaser. If you are in range to use 
  the Type Vs, do so at the expense of the Type VIII. This will 
  generate more damage for less heat! Use the Type VIII for 
  targets outside of the 9-hex maximum range of the Type Vs.
  Movement and 
  Maneuver
  Experienced light and medium Mecha pilots will tell you to 
  commit to heart the adage ‘Speed is Armor’. Heavy and 
  Assault pilots will tell you ‘Armor is Armor’. Both is best, but 
  seldom achieved. Use cover at all times to your advantage. 
  Remember that if you are inside a grove of trees firing out, 
  that your opponent is at a disadvantage and you are not. 
  Remember that partial cover is sometimes better than no 
  cover at all, and in some cases works oneway, such as when 
  your Mecha is standing behind a wall.
  Remember that the faster you move, the more difficult it is 
  for an opponent to hit you, so maximum movement is often 
  advantageous. Remember that jumping can make you a very 
  hard target indeed, but may also spoil your own aim. The 
  best advice for a beginning Mecha pilot on movement and 
  maneuver is to familiarize yourself with the effects of varying 
  terrain, and watch an experienced pilot at work. Experience 
  is the best teacher.
  Basic Combat Skills
  Line of Sight 
  and Target 
  Acquisition/
  Lock
  All energy weapons and most ballistic ones are considered 
  direct fire weapons; that is to say you must have line of sight 
  (LOS) to hit your target. In most cases, you must have a 
  target lock (LOK) on your opponent before your weapon will 
  fire as well. Therefore, most combat consists of trying to get 
  line of sight on a target, and then maintain it long enough to 
  achieve a target lock so you can fire. Of course, you are trying 
  to prevent your opponent from doing the same to you.
  Cover vs� 
  Concealment
  An important part of keeping your opponent from getting LOS 
  and LOK on your Mecha is to take advantage of cover and 
  concealment. Concealment is anything that keeps the enemy 
  from locating you. This can be natural, like smoke and heat 
  from a forest fire that confuses or distorts thermal detectors, 
  or it can be artificial like the signal masking that is performed 
  by an Electronic Warfare Mecha. Concealment only can hide 
  you. It won’t protect you. If you give yourself away or are 
  detected in some fashion, the enemy can shoot you. Cover 
  is any physical barrier that will protect you from enemy fire, 
  whether or not it conceals you. Like concealment, it can be 
  natural (ridges, ravines, etc.) or artificial (buildings, wa lls, 
  etc.). Cover can conceal you, but will protect you even if the 
  enemy knows you are there.
  
  ME Manual
  
  Count your 
  rounds
  Remember that it might be a while before you get any resupply, 
  so be conservative with your ammunition. Of course, if you 
  have energy weapons, the ammunition problem is practically 
  non-existent, but be aware of the wear and tear on your 
  weapons, regardless of type. If it breaks down, your phaser 
  is just as useless as an unloaded autocannon.
  Choose the 
  right tool
  Know your weapon systems, and choose the right tool for 
  the job. Don’t waste missiles on targets you can kill with 
  phaser shots. Don’t empty your rocket launcher on an 
  infantry position, when you can chase them off with a little 
  forest fire started by your plasma guns. Always try to use 
  the most effective weapon on a target, and use just enough 
  force to get the job done—even if that bunker complex has 
  really been stressing you out, don’t go running over and 
  jump up and down on top of it.
  The Buddy 
  System
  Sometimes you may be unable to effectively engage the 
  enemy because you are out of range, out of ammo, or 
  simply overmatched. In cases like this, you can use your 
  communications equipment to call for assistance. Two or 
  three Mecha working together is a beautiful thing, and having 
  an entire company come running to help you is even better.
  Big Brothers, 
  Little Buddies
  If there aren’t any Mecha around to help you out, there may 
  be a starship in orbit who can assist you. A single phaser 
  blast from orbit can do serious damage; after all, that’s why 
  Mecha units spend so much effort trying not to draw the 
  attention of enemy starships. Even an unarmed starship or 
  shuttle can use it’s powerful sensors to tell you what’s going 
  on around you (this is called “getting the bigpicture”). Don’t 
  forget your smaller brethren, either. Besides watching where 
  you step, consider how useful it could be to have a squad of 
  troopers in powered armor suits swarm that enemy bunker 
  complex that’s been sniping at you with particle beams for 
  the last twenty minutes. Combat Engineers are handy when 
  you encounter mines (and you will encounter mines), and 
  although they aren’t as versatile as your Mecha, Grav Tanks 
  carry even more firepower than you do.
  
  6
  ME Manual
  Uncle Archie
  If you are working unsupported, the nearest help may be 
  friendly artillery. Keep in mind that while artillery shells are 
  devastating weapons, they take time to get to you. It is difficult 
  to hit a moving target with indirect fire, unless you target a 
  known point and lure the enemy into the beaten zone as the 
  incoming rounds arrive. However, against a fortified (static) 
  position, artillery can do some serious damage; destroying or 
  suppressing enemy heavy weapons positions before they can 
  hurt you. In some cases, a “rolling barrage” of artillery may 
  be used, hammering enemy psotions as you advance closely 
  behind the “curtain of steel”. Before the enemy can recover 
  from the artillery attack and exit from any covered positionshe 
  is in (like those annoying little bunkers), your Mecha will be 
  right on top of them. Obviously, this takes a great deal of 
  coordination and training between the artillery units and the 
  advancing Mecha units, and can be dangerous if the rounds 
  fall short or the advancing Mecha move into an area of “dead 
  space” that isn’t affected by the barrage.
  Zoomies: Your 
  friends in high 
  places
  The best long-range fire support you can get is a couple of 
  aerospace fighters configured for ground support missions. 
  They carry firepower that nearly equals an artillery fire mission, 
  but they are far more accurate and can switch targets much 
  faster.
  There are few things in combat more pleasant than hearing a 
  voice over your headset saying “Big Iron, this is Voodoo Flight 
  with sixty thousand pounds of happiness...where do you want 
  it?” Except, of course, sending Voodoo Leader the coordinates 
  of a pesky bunker complex.
  
  ME Manual
  
  Part 14 - Recommended   
   
   
             Reading
  BATTLETECH
  Author
  Book
  Ardath Mayhar
  Sword and the Dagger
  William H. Keith, Jr.
  Decision at Thunder Rift
  Mercenary’s Star
  The Price of Glory
  Michael A. Stackpole
  Warrior: En Garde
  Warrior: Riposte
  Warrior: Coupe
  Lethal Heritage
  Blood Legacy
  Lost Destiny
  Natural Selection
  Assumption of Risk
  Bred For War
  Peter Rice
  Far Country
  Robert Charrette
  Wolves on the Border
  Heir to the Dragon
  Wolfpack
  Robert Thurston
  Way of the Clans
  Bloodname
  Falcon Guard
  I am Jade Falcon
  James D. Long
  D�R�T�
  Main Event
  Victor Milan
  Close Quarters
  Christopher Kubasik
  Ideal War
  Andrew Keith
  Blood of Heroes
  GUNDAM M� S�
  Yoshiyushi Tomino & 
  Frederick L. Schodt
  Awakening
  Escalation
  Confrontation
  
  
  ME Manual
  ROBOTECH
  Author
  Book
  Jack McKinney
  Genesis
  Battle Cry
  Homecoming
  Force of Arms
  Doomsday
  Southern Cross
  Metal Fire
  The Final Nightmare
  Invid Invasion
  Metamorphosis
  Symphony of Light
  The Devil’s Hand
  Dark Powers
  Death Dance
  World Killers
  Rubicon
  The End of the Circle
  The Zentraedi Rebellion
  The Master’s Gambit
  WARSTRIDERS
  William H. Keith Jr.
  Warstriders
  Rebellion
  Jackers
  Symbionts
   
  
  ME Manual
  
  The Starfleet Marine Corps Academy was established by Commander Starfleet in 
  2164 when it was determined that Starfleet Academy could no longer adequately 
  meet the needs of both services. The historical home of the United States’ Navy 
  and Marine Corps academies, Annapolis, was selected as the new home of the 
  SFMCA. The head of the Academy, known as Director SFMCA (DCO - Academy), 
  is still headquartered at the main campus in Annapolis. 
  The motto of the SFMCA is “Facta Non Verba” or, in Federation Standard, “Deeds 
  not Words.” This is reflected in the more informal academy slogan, “We lead by 
  example... whether we mean to or not.”
  The Director SFMCA reports to the Commanding Officer of the Training Command 
  (COTRACOM) who, in addition to the SFMCA, oversees branch schools, enlisted 
  personnel training, advanced technical schools, and periodic skill re-fresher 
  courses. Most of these courses are held either at one of the SFMCA facilities, 
  or at one of the many training facilities in the New Valley Forge system which 
  is home to TRACOM. These facilities, together with an Oberth-class spacedock 
  serving as TRACOM headquarters, comprise Station Valley Forge. 
  Today, the SFMCA consists of 5 campuses, 8 training worlds, and 42 ranges and 
  field courses throughout the UFP. Together with Station Valley Forge, the SFMCA 
  comprises one of the largest and most advanced military training organizations 
  in the known universe.
  About SFMC Academy
  
SOURCE: textdata/thevault/Star Trek RPG/novels/Trek Nonfiction & Reference/Reference Materials/Other Manuals/Starfleet Marine Manuals/SFMC TRACOM Mecha Manual 2006 E - TRACOM.pdf