MS PILOT MANUAL

1. CONSOLE OVERVIEW

You’re currently seated inside the cockpit of a mobile suit. Specifically, you’re inside an MS-14JG, fondly referred to as “Gelgoog Jaeger,” the absolute pinnacle of the Principality’s military engineering.

The assortment of monitors and consoles before you are the standardized control systems of our second-generation mass-production mobile suits. If you can master this Gelgoog, you’ll be able to pilot the likes of the MS-06F Zaku II and the MS-R09II Rick Dom.

Let’s take a moment to familiarize you with the control system. First, the monitors surround you in all four directions. These are essentially the eyes of your mobile suit, capturing the external environment via a dozen cameras mounted on various points of the unit, including the monoeye in the head. The perspective is calibrated to the mobile suit’s head, so remember, you’re looking from a position much higher than the cockpit. Under normal combat conditions, this isn’t much of a concern, but in melee engagements, one might reflexively raise the mobile suit’s arm to block incoming attacks. This could be a fatal error. Always remember you are seated below the head. The cockpit is what truly matters.

Beneath the top monitor (above your head), there are two smaller screens. The one on the right is dedicated to communications, while the left serves as a rear-warning system. Inside the mothership, it’s all smooth sailing, but Minovsky particles disrupt even short-range visual communications once you’re out in space. So, you’ll have to make do with audio-only communications. The rear-warning monitor will alert you with a warning sound if an enemy tries to flank from behind. To switch external cameras, use switch #14 on the left side console. In case a camera gets damaged in battle, it will switch automatically.

Next up are the most frequently used controls in the cockpit: the stick and foot pedals. The stick controls the flight direction and has a built-in trigger and weapon selector for combat scenarios. The right foot pedal serves as the throttle, while the left one controls the reverse thrust and brake. Most mobile suit operations are computer-assisted, so the basic control isn’t different from combat. As long as you don’t mess up with the stick and pedal, even a grade schooler can operate this thing.

2. LAUNCH SEQUENCE

Well, now, it’s time for you to take this mobile suit for a spin and venture out into space. Typically, we would conduct pre-launch checks in the briefing room, but we’ll forego that today. Once you’re seated, fasten your belt and begin checking your machine. Switch on generator startup #6 and hit the top-left switch on warning monitor #14. The computer will start running diagnostics on the machine’s status. In normal circumstances, you should manually inspect the machine an hour before launch rather than relying solely on the suit.

Hold up, we’ve got a red light. Switch monitor mode #4 to machine check mode. It appears the contact on the beam machine gun’s control terminal is faulty. Call a mechanic to have it replaced. We’ll have you launch last.

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Alright, your machine is now in tip-top shape. Adjust drive mode selector #8 to “walk” and gently press down on the right foot pedal. The suit will start walking forward. Careful not to press too hard, or it’ll start running. Follow the operator’s directions to the catapult. Use the stick for direction changes. To stop, release the right pedal and press the left one.

Once connected to the catapult, start idling the thrusters. Align both the drive and fuel mode selectors to “catapult launch” on panel #8, unlock throttle lever #11, and adjust it to the idling position. At this point, do another check on the warning monitor. It’s important to know that fuel system checks aren’t sufficient unless in an idling state.

Next, adjust the throttle to the taxiing position. For a catapult launch, you won’t need the thrusters, but in an emergency, press the throttle the moment the catapult begins to operate.

Await the operator’s signal for the catapult launch. Once you receive launch clearance, disengage the left brake. The catapult will then activate, launching you into space.

Don’t go shouting, “Here I go,” or you might bite your tongue.

Use the stick to set your suit’s direction and form a formation with your wingmen. Make use of your suit’s inertia, limiting thruster usage as much as possible. Find your wingmen’s positions by searching for the beacon lights of friendly forces. Don’t rely on the radio.

On regular missions, a course program is set, so you won’t get lost. But, in the unlikely event that you veer off course, recheck your current course and set a rendezvous course with your wingmen on index console #7.

3. COMBAT SEQUENCE

The small monitor on warning panel #5 is flashing. Your mono-eye infrared sensor has detected the glow of rocket engines. Switch sensor mode #2 to “scan.” The mono-eye will automatically begin seeking out the enemy.

The warning panel signals again. The captured enemy image should be enlarged on the main monitor. It’s a Federation GM! That’s not one of ours! You have no combat experience; it’s impossible. Switch from “Cruising” mode to “Combat Maneuver” mode and get out of the enemy’s range at full speed.

You don’t want to run away?! Alright, fine. I’ll provide support, so keep it together!

Check the drive and fuel mode selectors. It’s set to “Combat Maneuver.” Switch the combat mode selector on the right stick to “Ranged Combat” mode. As you release the trigger lock, a reticle (aiming point) will appear on the main monitor. The sensor keeps tracking the thermal emission of the enemy suit, displaying it as a symbol. Move the stick to overlap the reticle with the symbol. Locked on! Pull the trigger!

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Are you okay? You took a hit from the enemy’s preemptive strike. Check your suit and confirm the enemy’s position simultaneously. It seems like the right manipulator is missing from the shoulder. Other than that… no other abnormalities… Wait, the enemy suit is closing in! Immediately switch the combat mode selector to “Close Combat” mode. On the index console, call up the arms select screen and change the beam sword settings. With that, you should be able to use the beam sword with your left arm as well.

Okay, full throttle! Just for 3 seconds! If you burn too much, you’ll run out of propellant. In close combat mode, the trigger on the right stick becomes the beam sword engagement switch.

The enemy suit has drawn its beam saber. Pull the trigger as you pass each other at high speed.

Great! You’ve severed the enemy suit’s left arm. Don’t let it escape. Flip the machine around, full throttle. Pursue it.

Warning!

Pull back on the stick and ascend! It’s a 60mm vulcan cannon.

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You fool! You hit the throttle too hard. The high Gs knocked you out for a few seconds. It’s lucky you weren’t targeted.

The GM has retreated. Slow down quickly and reset your course. Reset the mode to “Cruise” and check the remaining propellant. Check for damage to the suit. There’s plenty to do.

Two of the apogee motors are malfunctioning? Try pressing the manual maneuver switch on #13. If it works normally, a blue light will indicate as such, and if not, a red one. One is completely broken. Give up on it. You should be able to compensate with the other apogee motors.

Once the course program is corrected, relaunch. Since the propellant is low, limit the throttle to 50%.

Set the sensor mode to “warning.” The enemy from earlier could still be lurking somewhere, so once you reach 180 cruising speed, switch to inertial flight. Throttle down to idling.

About the earlier combat, the enemy suit did not have a beam gun. It must have lost it in another battle. The preemptive strike was a direct hit from a vulcan on the shoulder joint. The Gelgoog’s armor is sturdy, but it can’t withstand a direct hit to an unarmored part. If you’re aiming, aim for the joints.

4. ESCAPE SEQUENCE

Allow me to enlighten you about the escape procedure.

In the unfortunate event that your suit sustains severe damage and is rendered inoperable, the ejection system stands ready to catapult you and your seat out into the void.

Let’s delve into the details of how this operates.

Firstly, you need to pry open the box located beneath your seat and yank the escape ring within. In previous examples, the ejection was often automated by computer systems. One can’t rely too heavily on machines. The perennial specter of mechanical failure looms over us all, after all.

Pulling the ring triggers the release of your armor-plated abdomen, spewing the cockpit’s atmosphere into space in an instant. Hence, the golden rule: always keep your helmet visor down. There’s no time to decompress. The very moment your armor swings open, the air within the cockpit expels at once. The ejection system will activate, and the seat will be ejected within 0.25 seconds. With a peak acceleration of 16Gs, your seat’s rocket motor keeps going for up to 30 seconds. Five seconds post-ejection, you’re at least a kilometer away from your craft, largely removing the worry of getting swept up in a potential explosion.

Once you’ve made it out of the combat zone, throttle back to prevent straying too far from the radius of friendly forces. Your seat is equipped with an apogee motor, ignitable at the flick of a stick. Life-support systems, distress signals, transmitters, and beacons all powered by a battery and solar panels on the seat. Additionally, you’re kitted out with an air canister, food, water, a flare gun, and a wire launcher.

After ejection, keep sending distress signals and wait with stoic patience. You’ve got five days’ worth of air, food and water for three. Have faith in your comrades—they’re bound to come to your aid.

When friendly forces arrive for rescue, stay calm and handle the situation. If you’ve got any fuel left in your apogee motor, approach them slowly, following their instructions. Don’t panic, even if you’re running low on air. They know what they’re doing and are making every effort to get you out of there as swiftly as possible. If enemy forces arrive, accept their rescue as well. Rescuing survivors is a responsibility, regardless of side. The Antarctic Treaty governs the treatment of prisoners, and cases of abuse are rare.

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So far, we’ve been discussing escaping in space, but this system also works within colonies, on the moon, or on Earth.

In colonies, the closer you are to the rotation axis, the lower the artificial gravity. Hence, aerial combat with mobile suits is feasible. If you need to eject, use the thrust of the apogee motor in your seat to land. If possible, eject along the rotation axis to maximize flight distance. Unlike in space, you’ll face air resistance, and if you’re not careful, you might be caught in an explosion. On the moon or Earth, after landing, get out of your seat and find cover. The mobility of the seat is limited, so consider it more of a means of exit from the craft.

5. RETURN/LANDING SEQUENCE

During your return, pull out the Index Sub-Console and set your course.

Well, mission accomplished. You’ve managed to drag your beaten-up suit back to the mothership. The warning lights indicating various faults are stubbornly alight. Voice communications seem passable. Relay your situation to the operator.

Request a priority landing. Ah, didn’t go your way, huh? It can’t be helped. Shut down the reactor and wait for assistance. What! You’re hell-bent on returning under your own power? Stubborn one, aren’t you?

During landing, follow the instructions of the ship controller and align with the landing course.

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Upon touchdown on the deck, activate the leg magnets and secure yourself. Set the throttle to idle and switch to “walking” mode.

Once you’ve made it to the hangar, switch to “maintenance mode.” This will automatically halt the thrusters and lock all drive systems. Finally, stop the generator and get yourself out of the suit.

Congratulations on making it back alive.

You did good, kid. You did real good.

 

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