The Mobile Frame Zero home page is fast becoming the central hub of the MFZ community. If you need a link to another part of the MFZ community that will be the place to find it.
I have added both a text link, and an icon link on the right side of the page.
The Marines of the Solar Union are the most thoroughly trained troops, with the finest equipment in the galaxy. Called the Terran Defense Marines, they are also the most expensive troops to field on any battlefield outside of the Sol system. The cost of multiple gate transitions is so prohibitive that even the Solar union can’t afford to utilize its own troops more than a few jumps from home. To get around this cost, the Solar Union puts together localized military units that need little or no gate transportation to reach contested locations. The Solar Union puts all of these local units under the umbrella of the United Mars Foreign Legion. The only Political entity that can afford to use the Terran Defense Marines outside of the Sol system is the Terran Transit Authority. In fact the the T.T.A.’s use of the Terran Defense Marines to defend its interests is so all pervasive, that outside of the Sol system they are commonly and incorectly refered to as the Terran Transit Marines, or Terran Trade Marines.
The Ultra fists have a hard line combined arms doctrine. In an age where the mobile frame is king, the Ultra Fists use of power armor, and un-powered infantry is seen as unconventional at best.
The power armor is fielded in two man fire teams. One of the two in each team is the “team leader,” and all measurements for the team are made from the leaders location. The “trooper” in each team must maintain “unit coherence” by being placed within hand to hand range of the team leader. Each member of the team represents one white die. Each member may hold two of the four allowable attachments. The exception is movement attachments, these must be visible on both members of the team.
The infantry is similar. It is fielded in twelve man platoons, divided into four squads of three men each. Each two squads represent one white die. Each squad can support one crew serviced heavy weapon or system. Again the exception is movement attachments. These must be visible on each of the four squads. As with the power armor fire teams, each platoon has a leader, and all measurements are made from his location. If the leader is in cover, all four squads are in cover. Just as with the power armor, all four squads must maintain unit coherence by staying within hand to hand range of the leader.
This first platoon has one crew serviced artillery attachment, and one hand to hand attachment, powered crowbars, used to peel armor plating open like tin cans. The second has a direct fire attachment and a hand to hand attachment.
The third platoon has one attachment at each range.
These two platoons are the equivalent of two mobile frames.
Even the way the Ultra Fists field mobile frames is not standard op. The Ultra fists deploy many “runner-pod” style frames, and many of these are enhanced with a secondary movement system. This first one has two movement systems, one direct fire attachment and one spotting attachment. The marines call this model “fast and happy.”
This second model of runner pod has two movement attachments, and two multi-range rocket pods.
Together with more standard frames, these assets make up one of the most versatile set of options on the modern battlefield.
Wow, I stop paying any attention to Zizy’s blog during the Kickstarter and he goes crazy posting vehicles in perfect seven plate scale! Just right for the Solar Century setting!
The state weapons manufacturer of the Diocese of the Corward March, is called Corward March Mech and Machine, or CM3. When CM3 was tasked with designing a mech to be the main battle frame of the Crimson Crusaders, the leader of the design team asked the team members one question. “What are the reasons that keep some frame designs in production, and on the battlefield decades, and sometimes even centuries after first hitting the market?”
Some of the reasons the team came up with were:
Ease of maintenance. If the mechanic isn’t happy nobody is.
Compatibility between production runs and model designations. Being able to put one working mech together from the mangled remains of three destroyed mechs, even if they were of different production years and model designations can be a real big plus to an army in the field.
Ease of modification and upgrade-ability. How easy is it to change the mechs battlefield roll, or replace an aging system with newer technology?
Modularity. Can the head be removed and the cockpit put inside the torso? Can the torso be expanded for more ammo storage, or a larger power plant?
Armed with this list of reasons the design team decided they were no longer designing a mech, but a torso system that would be the foundation of all the mechs the DCM and the Crimson Commandos would need.
The result of this project was the Warlord torso system.
The first mech built on this system that we will highlight is the namesake Warlord, an assault class mech that can approach one hundred tons when loaded out.
This last mech is still a prototype. Its project name is Minotaur. The weapons are just place-holders, and I’m still not sure about the head, but I just love the leg concept.