Oh well, since I'll be posting with Sousuke/Mithril I also show you the stats of their generic Arm-Slave. [IMG]http://img3.wikia.nocookie.net/__cb20090220095245/fullmetalpanic/images/8/8e/M9E.jpg[/IMG] [B]Name:[/B] M9F Block 11 "Gernsback" [B]Manufacturer:[/B] Anaheim Electronics & GeoTron Electronics (collaborative) [B]Type:[/B] 3rd Generation Arm-Slave (Real Robo) [B]Height:[/B] 8.4 meters [B]Weight:[/B] 21.0 metric tons [B]Armor Component:[/B] Gundarium γ [B]Powerplant:[/B] Ross & Humbleton APR 2500C Palladium Reactor [B]Maximum Operation Time:[/B] 256 Hours [B]Stats:[/B] [LIST] [*][B]Strength:[/B] 30[/*] [*][B]Armor:[/B] 30[/*] [*][B]Firepower:[/B] 30 (40)*[/*] [*][B]Performance:[/B] 30[/*] [*][B]Maneuverability:[/B] 40[/*] [*][B]Energy Output: [/B]40[/*] [*][B]Sensors:[/B] 50 (70)**[/*] [/LIST] * with Beam Carbine and heavy equipment **with upgraded sensor pack (M9I electronic warfare variant) [B]Decription:[/B] Arm-Slaves were originally mechs native to the universe of Full Metal Panic, up until the chaotic merge due to the Unicron Singularity. As such the development of the 3rd Generation was already conducted in a world with Gundams and Transformers. With the combination of this and Mithril's extensive connections the M9 became even better than what it had been in its native universe. Amongt many others mech's mainframe and armor was created from the new lightweigh Gundarium γ alloy, giving it durability, strength and speed previously impossible. Rockets, verniers and thursters are also allocated at many parts of the mech, giving it the ability to do boosted maneuvers and jumps or even be utilized in space combat. Overall the M9 has state of the art electronics/sensors and capable of doing nearly everything which a Mobile Suit can and even more. From UC0083 onwards the Gernsback can be also equipped with Beam Carbines which are more compact yet possess similar power to the Beam Rifles. Lastly there's a new experimental variant outfitted with Cybertronian sensor systems developed for electronic warfare. [B]Fixed Armaments:[/B] - AM11 Chainguns: Pair of 12.7mm chainguns located in the head. Though small caliber their advanced design allows them to be just barely surpassed by the much larger Vulcans. Effective against light targets and missiles. - [I]GeoTron GRAW-2S Monomolecular Cutter[/I]: High-quality vibroblade with extremely sharpened edges. GRAW-2S (Sonic) also incorporated the AEU's sonic blade technology, increasing its power and allowing to block beam sabers. The Monomolecular Cutter is stored in an electromagnetic scabbard on the back. - [I]Royal Ordinance M1108E Anti-Armor Daggers[/I]: Throwing dagger filled with a powerful shaped charge, penetrating armor with both force and the strength of the explosives. The Arbalest carriers 5 of these. Four stored in the hip containers and one held in the mecha's "mouth". - [I]Grenade Containers[/I]: Found near to the mecha's shoulders there are a pair of containers used to hold grenades. It can store various types of grenades like the Honeywell M1097 Frag or the MIP-B6 Cracker. They are potent against group of light or medium armored Mobile Suits but save for specialized variations they aren't particularly effective against Gundams and above. - [I]XM18 Wire Gun[/I]s: Hidden within the wrists the M9 has a pair of wire launchers, allowing it to grapple onto objects and reel itself up in order to climb or glide over obstacles. This weapon has next to none direct combat applications. Maximum wire length is 500m. - [I]EEF-201X Tasers[/I]: Non-lethal anti-personnel weapons hidden in the mecha's fingers, capable of launching electrified wires over a short (40m) distance. Used to capture hostiles on foot for future interrogations. - [I]Dummy/Adhesive Launchers[/I]: A different section of the M9's wrists also have the option to shoot inflatable dummy mechs to confuse the enemy. The balloon-mechs have special stabilizers to stand realistically on the ground and covered by paint which mimics the heat and radar image of the machine. Each launcher can hold 3 dummies at maximum. The other half is occupied with the adhessive launcher, it shoots a rapid-binding adhesive for hasty repairs and has space for 10L in each wrist. Both of these arms are non-lethal and have rather short (20m) range. [B]Optional Armaments:[/B] - [I]GEC-B Assault Rifle[/I]: Rapid-firing weapon shooting physical projectiles. The comparatively small bore (40mm) to the more standard Anti-MS calibers is compensated by advanced design and multi-stage acceleration. The weapon is only effective against light to medium armored targets and in the process of getting phased out by the new Beam Carbines. [URL="http://gginfinite.com/images/D/12-06.jpg"]Image[/URL] - [I]Oto Melara 57/46 "Boxer" Shotgun[/I]: Small-caliber howitzer which esentially fills in the role of shotgun for Arm-Slaves. The smoothbore barrel can fit various ammunitions including: APFSDS, APBC, HE, HESH, Flechette, Cluster, Grapeshot and even non-lethal rounds. Its versatility and sheer stopping power made these valuable even after Mithril acquired beam rifles. [URL="http://gginfinite.com/images/D/d-324-03.jpg"]Image[/URL] - [I]BOWA BC-M-87SE03 Beam Carbine[/I]: Scaled down more energy efficient beam rifle from Anaheim Electronics, specially made for Mithril's demands. The Beam Carbine is small enough to be carried by Arm-Slaves and still packs enough punch to compete with a standard beam rifle. Unfortunately the smaller size resulted in halved acceleration coil length, reducing the Beam Carbine's range to only quarter of the original. The Beam Carbine can shoot 50 times before depleting its slightly oversizes E-Pack. The Arbalest usually carries two spare E-Packs during missions. [URL="http://img1.wikia.nocookie.net/__cb20130308122522/gundam/images/d/d4/Rgz-91-beamrifle.jpg"]Image[/URL] - [I]Bofors ASG96-C Sniper Gun[/I]: Relatively large caliber (76mm) L/111 cannon used for sniping. For this purpose it utilizes high-velocity multi-stage sabot ammunition edged for range and superior penetration. It's a venerable and well-tested gun in Mithril's arsenal. In spite of that the organization already has talks with Anaheim Electronics for a potential beam-based replacement. [URL="http://gginfinite.com/images/D/4-22.jpg"]Image[/URL] - [I]Houghs VGM-A2(M) Multi-Missile Launcher[/I]: 9-tube launcher shooting "Versile II" all-purpose missiles. True to their name the missiles can be programmed to various targeting and blast modes thus potentially filling the role for anti-air, anti-armor or saturation bombardment. Each tube can hold two missiles, 18 total. [URL="http://gginfinite.com/images/D/1-17.jpg"]Image[/URL] - [I]Raytheon Javelin K1 Bazooka[/I]: Large, cumbersome but also powerful and versatile missile launcher used against the most fortified targets. It can launch HE, HEAT, UHVAP and various other missiles. It's technically capable of even using nuclear warheads but they're outlawed by the Grenada Peace Treaty. [URL="http://gginfinite.com/images/D/10-08.jpg"]Image[/URL] [B]Notable Features[/B] - [I]Electronic Camouflage System (ECS)[/I]: System of lasers that disrupt electromagnetic waves thus reducing the Arm-Slave's radar and heat signal considerably. In addition ECS can be also used to create a holographic screen, effectively rendering the mecha invisible. The only drawback of this system that it requires low particle concentration otherwise the system short-circuits. This makes it sensible to rain and high concentration of dust. - [I]Fairy Eye[/I]: Standard equipment of Mithril's Arm-Slave ever since of the mysterious fuse of worlds about 2 years ago. Fairy Eye is a system to watch gravitational fluctuations and supernatural phenomena, allowing the detection and clean observation of supernatural powers. When encountering such opponent Mithril operatives can plan with far more precision.