[hider=Gilbert König] [center][img]https://i.imgur.com/ave97j8.png[/img][/center] [center][img]https://i.imgur.com/5HHbrJX.png[/img][/center] [center][h2][b]The Eye of the Styx - Centurion[/b][/h2][/center] [h2][center]b. 471 RC║Zern Empire║Martian║Male [/center][/h2] [h3][b]Physical Appearance [/b][/h3] A graceful man with an elegant and refined appearance, the product of precise genetic engineering and years of strict training. He stands 183cm tall, exactly as his parents ordered, with a strong and athletic build. His blue-black hair is kept shorter in the back and longer in the front, with the bangs parted asymmetrically with one long strand on the left and more swept on the right. He will never grow facial hair, and his complexion is light but healthy and without imperfections. Pale grey eyes gaze out from behind narrow spectacles ⁠— a fashion statement, as his eyesight is engineered to be 20/10. He is every bit a specimen of the superiority of Martian genetic engineering, and projects a demeanor of absolute assurance and dignity. [h3][b]Personality Traits: [/b][/h3] Aesthetics of an Elegant Noble Monster of Calculation Cool Under Fire Humor as Dry as a Desert Familial Loyalty Cooking Enthusiast [h3][b]Biography:[/b][/h3] The König family, as their name hints, is a branch off the Royal lineage — and one fairly close to the tree at that. They have always prided themselves on their loyalty and devotion towards the Imperial throne, and have a close relationship with the military as a result. Gilbert Andreas was born in 471 RC, the third son of General Johannes König and Lady Liselotte König née Eisenach, in a luxurious hospital on Martian soil. Growing up there was nothing more that he could have asked for — except for perhaps some free time, as his days were filled with lessons and sports and even his “playtime” was scheduled with the children of allied families (it was through such “playdates” that he first became acquainted with his distant cousins, the royal children). He had an easy temperament and learned quickly, to the delight of his governess, tutors, and parents — not that this last pair cared much, as a third son tends to be more disposable than anything else. Following in the footsteps of his father and older brothers, he attended a military preparatory school for Martian elites and eventually matriculated at the Deimos Military Academy in 486. To his parents, his performance at the Academy in his first year would be described dispassionately as “meets all expectations” — high praise from and to anybody else, but for Gilbert this was simply the natural consequence of the advantages that he was born into. Lacking enthusiasm for most of the subjects covered in the classes, unable to enjoy even the thrill of intellectually crushing his classmates — but how was that any different from the rest of his life? It was not until the field simulations in second year that he first felt the thrill of excitement — the melody of the battlefield singing in his blood, the edge of putting your (simulated) life on the line. Defying the preferences of his family, he declined the invitation to join the naval command track in favor of “dirtying his hands with wetwork” — intelligence, espionage, and small-team tactics, to name a few. In his later years as a student, when Mobile Suit training was added to the curriculum, he discovered a certain romance to these machines that allowed a human to enter a battlefield that was once reserved for only ships. With his pedigree, competence, and loyalty to the empire all being unquestionable, and the rising tensions on Venus and Luna plus the ever-boldening pirates creating a need for manpower, the Military Intelligence Bureau had had an eye on him throughout his last two years at the Academy. The day after graduation, he formally joined a special operations group under the MIB’s auspices and entered a grueling three-month training program to prepare him (and the other new recruits) for the true battlefield. While his first few missions involved investigating the nascent Mekon movement on Venus, the attempted assassination of the Imperial family turned the MIB’s attention firmly on the pirates. For the next several years, Gilbert and his fellow operators were tasked with sniffing out the haunts of pirate scum and either wiping them out or setting them up for a proper battlegroup to exterminate. Infiltration, reconnaissance, counter-reconnaissance, assassination, sabotage — so long as it furthered the goals of the Zern Empire, there was no task too dirty for these men and women who valued loyalty to nation and people above all else. Their work also provided invaluable assistance for the prevention of surprise pirate attacks on Zern battlegroups, and to the setting up of ambushes and interceptions on pirate fleets and convoys. As the conflict with the pirates began to decline, Gilbert was given command of his own special forces group and assigned to be part of the “sweep-up” effort to hunt down the last of the pirates — the ones too savvy, or too secretive, to have been wiped out in the major conflict. Given broad leeway to act semi-independently of the military proper, his mission took him across the inner solar system — from Venus, to Luna, to even the dead Earth. Eventually it was deemed that his talents would be better utilized elsewhere, and his group was placed at the disposal of the Royal family and a number of high-ranking Nobles for whatever tasks and investigations they needed to be carried out. Most recently, his group has been “gifted” to Venus’s planetary governor in order to help him combat the growing Mekon movement. With the upcoming Expo also being held on Venus, Gilbert’s workload has grown to an almost unmanageable amount . . . [h3][b]Skills and Abilities[/b][/h3] [color=00a651][b]Refined Human:[/b][/color] Gilbert is one of those top-of-the-line models called “Refined”. His physical and mental capabilities are greater than baseline humans’, and he is more resistant to illness and disease. As a Refined he is capable of entering into a state of heightened physical performances known as "Overclocking". When in this state he is temporarily able to react, move, and process information at a considerably faster rate, enhancing his ability to fight inside and outside the cockpit. The state is difficult and exhausting to maintain. As a sniper, this state augments his already-prodigious ability to calculate movement patterns and trajectories. [color=00a651][b]Ace Sniper:[/b][/color] Gilbert is an Ace with numerous kills to his name and many years of experience hunting down pirates on the battlefield and in their hidey-holes. It can be said that he’ll never miss a shot as long as the target doesn’t dodge in an unpredictable manner. Nor has anyone managed to get the drop on him in recent memory. He considers the hardware of the Mobile Suit to be a hindrance to his sniping abilities, as the responsiveness and feedback are lacking compared to good old flesh and bone. [color=00a651][b]Special Operations:[/b][/color] even without a mobile suit, Gilbert is still a frightfully-effective soldier. Investigation, infiltration, and execution are his unit’s bread and butter, and they go wherever there is a need for their specialized skillset. [color=00a651][b]Pedigree:[/b][/color] chivalry, politics, diplomacy, music, art, literature, poetry, cuisine. These are the skills and attitudes expected of a high Noble, even if he seldom has any desire to use most of them. Yet keeping a finger on the pulse of Martian high society is necessary for anyone with a famous name who wants to stay alive and untarnished, moreso for one with connections to the MIB. [color=00a651][b]Amateur Chef:[/b][/color] who would have thought that he would find enjoyment in the skills employed by the servant class, moreso than any of the typical hobbies of the aristocracy? The palate and dexterity of a Refined Human are nothing to scoff at, and though he lacks experience some of his dishes can match or even exceed what is typically served in Martian restaurants. [h3][b]Personal Items and Equipment[/b][/h3] [b]8.58mm Semi-Automatic Sniper Rifle:[/b] his preferred weapon outside of a Mobile Suit, the round it fires is more than powerful enough to penetrate plate glass and body armor. It accepts a 10-round magazine. [b]Smart Glasses:[/b] a recent trend in wearable technology, similar to a concept once introduced by a monolithic corporation on ancient Earth. These look like normal spectacles, but they can connect to the internet, record, transmit, and play back video and audio, and provide annotations akin to “augmented reality”. [h3][b]Strengths and Weaknesses[/b][/h3] A true member of the Martian elite, he can draw on his connections among the nobility if he feels the need, though he greatly prefers not having to lean on his family name. A veteran of almost ten years, he is skilled at sniffing out and corralling insurgent and outlaw operations and is a feared combatant both inside and outside of the Mobile Suit cockpit. As one of the foremost snipers in the Zern military, he understands their tactics and playbook intimately. His loyalty to the Empire sometimes blinds him to the very real faults within the system, though he on occasion admits that a certain amount of carefully-considered change can be helpful. He understands on an intellectual level the problems that the Venusians and Lunarians often face, but finds it impossible to truly empathize with their plight. He was raised within a worldview that looks down upon mutated Venusians and implanted Lunarians, and though he personally bears no animosity towards them this bias sometimes slips out in his words or behaviors. [h3][b]Chosen Mobile Weapon[/b][/h3] ZIMS-02Sc Tommy Sniper Custom [/hider] [hider=ZIMS-02Sc Tommy Sniper Custom] [Center][img]https://i.imgur.com/ywNG9ui.png[/img][/Center] [center][h1]2nd Generation Long-Range Use Custom Mobile Suit[/h1][/center] [center][h2]Limited Production || Gilbert Andreas König[/h2][/center] [color=B22222][h2][u][b]Unit Appearance[/b][/u][/h2][/color] The Tommy Sniper Custom is based on the Tommy Commander Type frame, but discards the big-and-blocky aesthetic for something sleeker and lighter — sacrificing some of the armor in exchange for theoretically-improved acceleration and handling (though, in reality, the mass of extra equipment and downgrade of the overclock booster system means that overall performance is worsened). The head is extensively modified to support extra sensors and cameras. A navy-gray-black muted color scheme keeps the mobile suit unobtrusive against the backdrop of space and debris. [color=B22222][h2][u][b]Technical Details[/b][/u][/h2][/color] [b]Accommodation:[/b] Pilot only, enhanced six-screen cockpit in upper torso. [b]Dimensions:[/b] 18 meters [b]Powerplant:[/b] Improved medium-output Wilberforce Reactor; essentially, intermediate between a medium-output and high-output reactor [b]Equipment and Design Features: [/b] [color=F0E68C][u][b]•Minor Modifications[/b][/u][/color] The Tommy Sniper Custom has many of the features of the standard Tommy Commander Type, with modifications geared towards reducing unnecessary mass, compensating for compromised mobility, and improving electronic performance and heat dispersal. The hardened Liten armor has been made thinner in strategic locations, decreasing mass at the cost of only a little real protection. Additional verniers have been placed across the shoulders and legs, allowing greater fine control of the mobile suit and improved reverse velocity. [color=F0E68C][u][b]•Limited Booster System[/b][/u][/color] Limited in the Tommy Sniper Custom, with the majority of the power draw being dedicated to its MAG weaponry. Its functionality is essentially limited to one or two emergency boosts to keep one’s distance from an approaching foe, but continuous use is essentially impossible. [color=00a651][u][b]•Enhanced Sensor Suite[/b][/u][/color] Mounted on the head of the Tommy Sniper Custom is an array of improved sensors and communications systems capable of longer-range detection and limited electronic noise suppression, replacing the original ‘feather plume’ of the Commander Type with something more closely resembling the face and beak of a hawk. There is also an additional visual sensor that can “slide” over the normal optics, further extending the range at which the pilot can see. [color=00a651][u][b]•Capacitor Packs[/b][/u][/color] Optional parts that can be equipped to the Tommy Sniper Custom to improve its sniping performance. Essentially a scaled-up version of the capacitor concept pioneered in the H-VIPER, these packs can be charged from the MS reactor or support craft during ‘downtime’. Each pack, over half the size of a Tommy backpack, can provide power for twelve Greyhound shots at standard power. When dry, they can be jettisoned to reduce weight. [color=B22222][h2][u][b]Weapons and Combat Capabilities[/b][/u][/h2][/color] [h3][b][u]Handheld Armaments[/u][/b][/h3] [color=F0E68C][u][b]•Holdovers[/b][/u][/color] The Tommy Sniper Custom can use any of the weapons and equipment the ZIMS-02 Tommy and ZIMS-02 Tommy Commander Type can. [color=00a651][u][b]•H-VIPER Extended-Range Custom[/b][/u][/color] With the extension of the barrel, the addition of a small scope, and a minor improvement in power throughput to match the higher output of the Sniper Custom’s generator, the H-VIPER becomes an adequate mid-range anti-MS weapon. [color=00a651][u][b]•“Greyhound” 180mm Anti-Ship Rifle[/b][/u][/color] A testbed scoped bolt-action MAG rifle intended to combine the most desirable traits of the Whiskey, Screwdriver, and H-VIPER arms — firepower, precision, and fire-rate, respectively (the debate on whether it performs as advertised is ongoing). The integrated capacitors function similarly to those on the H-Viper, allowing a greater rate of fire than other MAG rifles for the first volley (though there is not enough power supply to shoot while recharging the capacitors once the initial charges are expended). This generates tremendous heat stress on the barrel, however, and an external cooling system has been installed to compensate. Overall, it’s an extra-heavy rifle with a high energy requirement. As continuous fire will eventually overwhelm even the aggressive cooling system, the barrel must be periodically inspected and replaced in extended engagements. Although the process of opening the cooling jacket, ejecting the barrel, and installing the new barrel has been streamlined as much as possible, this is still a period of time during which the MS is not shooting. Usually uses a twelve-round magazine. [color=00a651][u][b]•Braunen-H2 120mm Heavy Machine Gun[/b][/u][/color] A conventional "powder-type" quad-barreled machine gun, usually fed from box magazines, with a hybrid anti-MS and anti-aircraft role. The bullet velocity and penetration are greatly superior to the Heckler, at the cost of greatly increased recoil. It must be fired from a braced position or, ideally, a bipod or tripod mount. As a support weapon, it is typically used in a defensive capacity or to suppress an area. [h3][b][u]Fixed Armaments[/u][/b][/h3] [color=F0E68C][u][b]•Flashbang Launcher[/b][/u][/color] The Tommy Sniper Custom sacrifices one of the Tommy Commander Type’s flashbang launchers to make more room for its enhanced sensor suite. [color=00a651][u][b]•Variable-Payload Launcher[/b][/u][/color] Multi-tube launchers that can be loaded with a variety of materiel, from flashbangs to smoke grenades to HE warheads. The Tommy Sniper Custom mounts one two-tube launcher in its left forearm compartment, and up to two three-tube launchers in place of the thigh grenade racks. [color=00a651][u][b]•Nanocarbon Knife[/b][/u][/color] A last-resort close combat weapon produced by the Sharp Workshops. The blade is thicker and sturdier than that of the Saber, reflecting its intended use as a thrusting, armor-penetrating weapon. Due to being difficult to parry with and unsuitable for slashing its popularity has suffered; however, its reduced weight makes it an appropriate accessory for the melee-aversive Sniper Custom. The sheath is typically attached to either the shoulder or calf, but can be jettisoned if needed. [h3][b][u]Strengths and Weaknesses[/u][/b][/h3] The ZIMS-02Sc Tommy Sniper Custom has superior sensors/communications and power generation then the baseline Tommy Commander model, at the cost of reduced mobility and protection. The downgrade of the booster system means that it lacks the close-range performance of the Commander Type, and would struggle in a theoretical where it is forced to engage in a brawl with an MS on par with the Commander Type. However, as a long-range use MS it makes up for this seeming deficiency by being as far away from the targets as possible, taking out targets of opportunity and maintaining distance as the battle progresses. [color=B22222][h2][u][b]Technical History[/b][/u][/h2][/color] With the success of the ZIMS-02R Tommy Commander Type, some enterprising minds turned towards the problem of designing a dedicated Tommy variant for elite sharpshooters. Using the already-improved Commander Type frame as their base for their line of test models, the engineers stripped away everything that they thought that a unit filling a sniper role would not need — resulting in a high-performance long-range combat mobile suit that they dubbed the “Tommy Commander Sniper Mod”. With the success of the test-type concept, in part due to a stunning exhibition with Gilbert as the test pilot, the ZIMS-02S Tommy Sniper Type was registered and the design was simplified to be cheaper and easier to produce, using the original Tommy as a base instead. Waste not want not, however, and the pieces left over from the experimental program were cobbled into a mobile suit given to Gilbert for his personal use. After additional adjustments to tool it to his personal style and taste, the Tommy Sniper Custom was born. [/hider] [hider=ZIMS-02S Tommy Sniper Type] [Center][img]https://i.imgur.com/zToKCo4.png[/img][/Center] [center][h1]2nd Generation Long-Range Use Mobile Suit[/h1][/center] [center][h2]Mass Production || Zern Empire[/h2][/center] [color=B22222][h2][u][b]Unit Appearance[/b][/u][/h2][/color] The Tommy Sniper Type is based on the standard Tommy frame, but discards the big-and-blocky aesthetic for something sleeker and lighter — sacrificing some of the armor in exchange for theoretically-improved acceleration and handling (though, in reality, the extra mass of extra equipment means that performance is essentially the same). The head is modified to support extra sensors and cameras. [color=B22222][h2][u][b]Technical Details[/b][/u][/h2][/color] [b]Accommodation:[/b] Pilot only, standard three-screen cockpit in upper torso. [b]Dimensions:[/b] 18 meters [b]Powerplant:[/b] Medium-output Wilberforce Reactor [b]Equipment and Design Features: [/b] [color=F0E68C][u][b]• Minor Modifications[/b][/u][/color] The Tommy Sniper Type has many of the features of the standard Tommy, with modifications geared towards reducing unnecessary mass, compensating for compromised mobility, and improving electronic performance and heat dispersal. The hardened Liten armor has been made thinner in strategic locations, decreasing mass at the cost of only a little real protection. Additional verniers have been placed across the shoulders and legs, allowing greater fine control of the mobile suit and improved reverse velocity. The backpack has been made larger to accommodate the ICE. [color=00a651][u][b]• Improved Sensor Suite[/b][/u][/color] The Tommy Sniper features moderately improved sensors compared to the Tommy, with longer-range detection and limited electronic noise suppression. There is also an additional visual sensor that can “slide” over the normal optics, further extending the range at which the pilot can see. [color=00a651][u][b]• Integrated Capacitating Extender[/b][/u][/color] Part of the modified backpack, and where the bulk of the additional mass on the Sniper Type comes from. Essentially a scaled-up, cheaper version of the capacitor concept pioneered in the H-VIPER, it can be charged from the MS reactor or support craft during ‘downtime’ and allows for improved charge time for up to fifteen Whiskey Neat shots at standard power. Thanks to this system, the Whiskey Neat can slightly exceed the Screwdriver’s fire rate for that first volley. [color=00a651][u][b]• M4 Entrenchment Shield[/b][/u][/color] Additional optional defensive equipment to accommodate the Tommy Sniper’s relative lack of mobility while firing. The M4 Entrenchment Shield comprises Liten plates over a plasteel frame and is large enough to protect the Tommy Sniper’s legs and chest while it is kneeled down, and has magnetic spikes on its lower edge to stabilize it in an earthy/rocky surface as well as against ship hulls. The top edge is grooved and padded to provide a brace for a marksman rifle. Overall, the shield provides decent protection against conventional bullets and shrapnel, but MAG shots and direct hits from rockets will cause heavy damage. [color=B22222][h2][u][b]Weapons and Combat Capabilities[/b][/u][/h2][/color] [h3][b][u]Handheld Armaments[/u][/b][/h3] [color=F0E68C][u][b]• Holdovers[/b][/u][/color] The Tommy Sniper Type can use any of the weapons and equipment the ZIMS-02 Tommy can. In particular, whether it carries the Whiskey, the Screwdriver, or the Whiskey Neat depends on numerous factors including individual preference and mission objectives. [color=00a651][u][b]• “Whiskey Neat” 200mm Anti-Ship Rifle[/b][/u][/color] An unofficial ‘update’ to the Whiskey rifle, made by replacing some of the Whiskey’s electronics to increase the power throughput and charge time, and removing the pile driver. With the Greyhound still in the early testing stages, and the Screwdriver having an ‘anemic’ feel, some marksmen have requested this modification in order to bring the aging Whiskey up to the new standards set by the 2nd generation of Mobile Suits. Thanks to these modifications, the Whiskey Neat’s fire rate is intermediate between the Screwdriver and the original Whiskey, and closer to the former than the latter. When connected to the Sniper Type’s ICE system, the Whiskey Neat can even temporarily exceed the Screwdriver’s fire rate. [color=00a651][u][b]• Braunen-H2 120mm Heavy Machine Gun[/b][/u][/color] A conventional "powder-type" quad-barreled machine gun, usually fed from box magazines, with a hybrid anti-MS and anti-aircraft role. The bullet velocity and penetration are greatly superior to the Heckler, at the cost of greatly increased recoil. It must be fired from a braced position or, ideally, a bipod or tripod mount. As a support weapon, it is typically used in a defensive capacity or to suppress an area. [h3][b][u]Fixed Armaments[/u][/b][/h3] [color=F0E68C][u][b]• 30mm Vulcan[/b][/u][/color] The Tommy Sniper Type sacrifices one of the Tommy’s vulcans to make more room for its enhanced sensor suite. [color=F0E68C][u][b]• Mills Bomb x3[/b][/u][/color] Identical to the equipment of the standard Tommy. [color=00a651][u][b]• Electric Pike[/b][/u][/color] With reduced need for a dedicated melee weapon, the Sniper Type instead carries a collapsible liten pike clipped to its rear. It has a small nanocarbon point as well as the same electrical discharge system as the Tommy’s truncheon, serving mainly as a last-resort weapon to keep a charging enemy from closing. [h3][b][u]Strengths and Weaknesses[/u][/b][/h3] The ZIMS-02S Tommy Sniper Type has superior sensors, fine mobility, and MAG-firing capability than the baseline Tommy model, at the cost of reduced acceleration and protection. In a one-on-one shooting match with a Tommy, it would emerge the victor seven out of ten times. However, it suffers at close range and in melee. [color=B22222][h2][u][b]Technical History[/b][/u][/h2][/color] Following the successful demonstration of the Tommy Sniper Test Type, which proved the viability of a dedicated long-range use variant for the Tommy, the accountants of the Zern Empire demanded that the cost be brought down as low as possible while retaining its long-range functionality. The result was the ZIMS-02S, which uses the cheaper Tommy as a base and forgoes the expensive and “unnecessary” Commander and experimental equipment that was on the Test Type. Featuring increased pilot visibility, more maneuvering verniers, lighter armor, better sensors, and a “backpack battery” that can store up power, all at around double the cost of a Tommy, the Sniper Type met the military’s expectations for a marksman/support Mobile Suit that could be mass-produced. [/hider] [hider=SPEC-T3r] [Center][img]https://i.imgur.com/Xm3JHFO.png[/img][/Center] [center][h1]2nd Generation Special Operations Mobile Worker[/h1][/center] [center][h2]Limited Production || Zern Empire - Military Intelligence Agency[/h2][/center] [color=B22222][h2][u][b]Unit Appearance[/b][/u][/h2][/color] From the outside, the SPEC-T3r greatly resembles the COOL-Te. The inside, however, is radically different, reflecting the unit’s extensive modification for secretive military work. [color=B22222][h2][u][b]Technical Details[/b][/u][/h2][/color] [b]Accommodation:[/b] Pilot only, standard 3-screen torso [b]Dimensions:[/b] 16 meters [b]Powerplant:[/b] Medium-output Wilberforce Reactor [b]Equipment and Design Features: [/b] [color=F0E68C][u][b]• COOL-Te Base[/b][/u][/color] Unless otherwise noted, the SPEC-T3r has the same features as a COOL-Te. [color=00a651][u][b]• Extensive Modifications[/b][/u][/color] The SPEC-T3r has multiple improvements oriented towards an infiltration role as well as allowing it to hold its own against pirate Mobile Workers and MS, increasing its chances at escaping if a mission goes south. Full military-grade sensors on the front and back of the head (the latter hidden by a retractable panel) allow a full 360 degrees of vision and targeting. Additional thicker Liten plating gives it some protection against MS-scale weaponry. The single engine thruster and verniers of the COOL-Te are restored to the original specs of the Redcoat, and the joints and servos are strengthened to accommodate combat maneuvers. Retractable spikes in the feet improve its grip and stability. With the overall reduction in mass compared to the Redcoat, the SPEC-T3r comes out faster and more maneuverable than the 1st-generation MS. [color=B22222][h2][u][b]Weapons and Combat Capabilities[/b][/u][/h2][/color] [h3][b][u]Handheld Armaments[/u][/b][/h3] [color=F0E68C][u][b]• Holdovers[/b][/u][/color] The SPEC-T3r can use any of the weapons and equipment the COOL-Te can. Notably, it is capable of [i]safely[/i] using weapons such as the Screwdriver, or modded tools like the D-IJ Plasma Cutter. [color=00a651][u][b]• Splat Gun[/b][/u][/color] A modified Sealant Sprayer. It accepts a container of “splat balls”, rather than a tank of sealing solution, allowing it to deliver the balls’ payload at close-to-mid-range. The young engineer who designed this modification was apparently a paintball enthusiast, and saw the utility in being able to gum up a MS’s joints or sensors, or deliver napalm, at a distance. [h3][b][u]Fixed Armaments[/u][/b][/h3] [color=00a651][u][b]• Arm-Mounted Tool Ring[/b][/u][/color] A multi-purpose attachment, similar to the COOL-Te’s, but more suitable for infiltration, demolitions work, and combat. The following six tools are included: • a drill with a reinforced bit, capable of boring through a ship’s Liten armor. • a nanocarbon-tipped pile bunker • a hydraulic cutter with nanocarbon blades • a red-spectrum VSL with improved output • a small sub-arm for fine-scale work • an electric discharge system [color=00a651][u][b]• Breach Mines x6 [Optional][/b][/u][/color] Superficially similar to the demolition charges carried by ordinary Scutsons, these shaped-charged high-explosive weapons are capable of a more-controlled, higher-yield blast. [color=00a651][u][b]• Directional Mines x6 [Optional][/b][/u][/color] Superficially similar to the demolition charges carried by ordinary Scutsons, these shaped-charged high-explosive weapons contain numerous embedded metal balls. When the mine detonates, a spray of force and shrapnel is directed outwards in the indicated direction. [h3][b][u]Strengths and Weaknesses[/u][/b][/h3] The SPEC-T3r, unlike the COOL-Te, is a Mobile Worker that can be expected to survive a small skirmish. Yet its main purpose is not to actively engage in battle, but to plant explosives, disable ships in harbor, and record data for the MIA. In the hands of a skilled operator it can be surprisingly nimble and dangerous in close combat, but its fragility despite the additional armor means that it’s suited for little more than hit-and-run tactics. [color=B22222][h2][u][b]Technical History[/b][/u][/h2][/color] The Military Intelligence Agency soon realized that they needed something less obtrusive than a Mobile Suit for certain kinds of work, as the presence of a Tommy or a Redcoat was often a sign to criminals and pirates that the Zern Empire had an interest in the area. A Mobile Worker, on the other hand, was a common-enough sight to rouse less suspicion. Thus they ordered the development of what would eventually become the Special Projects Extraneous Capabilities Type-3 (refit), or SPEC-T3r for short — a heavily-modified COOL-Te taking inspiration (not that the engineers would admit it) from the illegal modifications that pirates undertook to make the COOL-Te combat-worthy. In the latter years of the pirate conflict, the SPEC-T3r saw extensive use by undercover agents to infiltrate work sites and outposts. Some commanders even used them for forward reconnaissance, taking advantage of their speed and maneuverability to outrun enemy fire. With how few of them have been manufactured to date, and with none lost intact, the idea that the MIA has a specially-designed spy MS is mere unsubstantiated rumour. [/hider] [hider=Scroop-Class Modified Stealth Destroyer] [Center][img]https://i.imgur.com/z06I6lf.png[/img][/Center] [center][h1]HMS Lethe[/h1][/center] [center][h1]Stealth Destroyer[/h1][/center] [center][h2]MIA||497 RC||Zern Empire - MIA[/h2][/center][color=B22222] [h2][u][b]Vessel Appearance[/b][/u][/h2][/color] Greatly-resembling the standard Scroop-class in external construction, the Lethe improves its evasion detection by breaking up the Scroop’s large, flat panels with a greater number of smaller, angled panels. More communications and sensor equipment are also visible on the surface. The color scheme is also in Gilbert’s favored muted navy-gray-black pattern to make it difficult to discern against the background of space or debris. [color=B22222][h2][u][b]Technical Details[/b][/u][/h2][/color] [b]Crew Size:[/b] Small [b]Dimensions:[/b] [list] [*] Height: 50 meters [*] Length: 140 meters [*] Width: 90 meters [/list] [b]Weight Class:[/b] Light [b]Equipment and Design Features: [/b] [color=F0E68C][u][b]• Smaller Hangar[/b][/u][/color] A small internal hanger at the rear of the destroyer carries enough room for 3 to 4 mobile suits depending on the size. It was specifically designed to be a rather minimal hanger as its purpose was only to carry some mobile suits, as opposed to a proper squad or fighting units worth. [color=F0E68C][u][b]• Nanocarbon β Plating[/b][/u][/color] The Destroyer’s hull is made of a very minimally armored Liten hull. By itself this would make the Scroop-class a glorified paper boat. However the additional of nanocarbon plating on the exterior significantly boosted its defense while keeping its weight relatively low. [color=00a651][u][b]• Electronic Warfare Array[/b][/u][/color] Furthering its hunter-killer role, Gilbert’s Scroop-class destroyers have been refitted with superior sensors, communicators, and jammers. Extra-hardened against Wilberforce particle interference and capable of shutting down pirate signals at long range. [color=00a651][u][b]• Quiet Cruising[/b][/u][/color] Small modifications to the reactor, engines, and radiators minimize the vessel’s heat signature and disrupt its particle emission pattern, making it more difficult to detect outside of visual range. [color=B22222][h2][u][b]Weapons and Combat Capabilities[/b][/u][/h2][/color] [h3][b][u]Fixed Armaments[/u][/b][/h3] [color=F0E68C][u][b]• 200mm MAG Cannons x2[/b][/u][/color] The Scroop-class employs two single barrel MAG cannons loaded with solid 200mm shells. Though relatively low in caliber these guns have long range and very high penetration, allowing the destroyer to damage even heavily armored vessels. Their low rate of fire due to charging is made up for by their accuracy. [color=F0E68C][u][b]• 75mm CIWS x6[/b][/u][/color] Multi-barrel rotary chainguns allow the destroyer to shoot down incoming projectiles and ward off enemy mobile suits, mostly due to the sheer rate of fire the guns are capable of. [color=F0E68C][u][b]• MAG Assisted Missile Launchers x4[/b][/u][/color] Internal launcher tubes positioned at the front nose of the ship fire missiles via magnetic charges. Though taking longer to fire than traditional missile systems these ensure the Scroops missiles leave the tubes at high speeds, before their own propulsion systems even ignite. [color=B22222][h2][u][b]Technical History[/b][/u][/h2][/color] The resounding success of Sharp Workshop’s Scroop-class destroyer led the Military Intelligence Agency to commission a modified version for more discreet, delicate work. Their private contractors replaced the electronics and retooled the exterior — an expensive and time-consuming process, but one that was worth the high price tag. The end result being a vessel that could slip in and out of an area of interest with a low chance of being detected, or could sneak up behind a pirate ship and ambush them without warning. The missions that this stealth-modified Scroop series have completed remain classified, but it’s fair to say that they have been heavily involved in the tracking and extermination of pirates and rebels. The HMS Lethe was one of the first in the series to be launched, and has served as Gilbert’s command vessel for nigh on three years now. The HMS Kokytos and HMS Acheron, completed in 497 RC, were added to his command as he rose in rank and responsibility. These three destroyers, as well as four Seyton-class frigates, form the core of Gilbert’s battlegroup. [/hider]