Sorry

Alright, I'm calling it.

This Story Is Dead.

When I started writing this story – actually, when I started writing on period, I'd hoped that I'd never do this. But, I have to face the music.

I wrote this story with the intention of making a 'Dark' Kira with what I saw as a more 'realistic' view on warfare and combat, with none of that wishy-washy 'don't shoot the cockpit' nonsense seen throughout the latter half of Gundam Seed and most of Gundam Seed Destiny. Quite simply, a 'soldier' rather than a hero, in the vein of Heero Yuy from Gundam Wing and Sousuke Sagara from Full Metal Panic, that would eventually evolve into a personality similar to Crisis Core-era Sephiroth. A cold, ruthless personality with massive psychological issues, that nonetheless works for the overall betterment of the world. Of course, between my inexperience at writing and the lack of time, I doubt this was sufficiently portrayed, but, well, hindsight.

Through the course of this story, I'd hoped to develop my writing style and expertise – something I guess I more or less accomplished, but not to the extent I'd hoped. I also, used this story to refine my mechanical design skills, writing out profiles for mobile suits, mobile armors, warships, and even power armor. While I originally planned to do this for all three factions by myself, Velshard actually stepped up and wrote his own MS profiles, first with the Noctoraptor and Ferox, but eventually expanded to the entirety of ZAFT's mobile forces and even the single mass-production mobile suit for Orb.

In retrospect, this was probably a mistake. I mean no insult to Velshard though – his designs are remarkably detailed and extensively researched (as I'm sure most of you who've seen them can attest), and I managed to keep up with him throughout his continued additions to ZAFT's repertoire…until the Tetsujin.

God, the Tetsujin.

Frigging things' are Gundams in their own right. He and I agreed that it was plain criminal how the Astrays in canon went down so easily, considering their exact Gundam head-designs (Hell, even the B Gundam – a Ball with a makeshift Gundam faceplate attached to its front – did so well that it frigging scared the pants of Zeon pilots all around Solomon into thinking there was a thirty-meter Gundam flying about.). The Tetsujin went a bit too far in my opinion. So far that I honestly still can't see any way for them to actually lose to even my Gundam designs without plentiful application of positron blaster weapons.

I'd intended for the Big Battle of Orb to be covered with three chapters, each taking maybe a month long to write, at the most, written and posted one after the other. The Tetsujin threw all that off. Without being able to see how they took damage, how they died, I couldn't write the battle the way I intended, so I actually relied on Velshard here, pretty much making him a cowriter.

With the latest chapter though, he's had real-life issues, and I just sat at the computer, staring at the Word file on the screen. I'd hoped, with Gundam Unicorn and Gundam AGE, that some new, fresh material would inspire me.

Nope.

Ah well. I supposed I'll do something I've seen some other authors do – leave a summary.

In short, the final act of the Big Battle of Orb would see most of the Orb Islands evacuated – the citizens dispatched to secret island shelters, allied nations and sent into space for colonies like Heliopolis, while remaining armed forces held off the last, concentrated push of OMNI Enforcer units. At this point, Kira's new Gundam would reveal itself. The Agrona would devastate the Earth Alliance mobile suits, until Edward Abaddon, my OC, would launch in his recently-completed Azazel, a Gundam designed expressly for use against Kira. They would clash – Kira's thirst for revenge against OMNI Enforcer and Blue Cosmos, versus Abaddon's vendetta. However, Liene – one of Velshard's donated OCs – would intervene, and through the typical mid-battle chatter, new information would come to light that pegged Liene's mother as Edward Abaddon's long-lost sister.

A bit of a cliché, I know.

This would induce Abaddon and the majority of his 'Watcher' unit to defect to Orb – since they didn't particularly like the idiots that Blue Cosmos is sneaking into the Earth Alliance's command structure (see: Muruta Azrael). And then, they'd issue a fighting retreat to the Mass Driver that, as in canon, was set with a metric ton of explosive ordnance. Escaping into space, they would leave with Orb flaming as Uzumi Nara-Athha and his cabinet detonated the charges set all around the prime strategic points in Orb. In space, Orb's remnant military would regroup, and ally with the newly-created Loyalist-Integrated Neo-Coalition led by the ZAFT defectors and Siegel Clyne agains the dual xenophobic threats of a Blue Cosmos-led Earth Alliance and Patrick Zala's ZAFT.

From the Earth Alliance's Space Forces, Muruta Azrael would lead the ship I planned to take the Dominion's place: The Mephistopheles, a blend between the Celestial-Class that the Grigori and Barachiel/Uriel were a part of, and the Berial-Class Mobile Fortresses, carrying the BCPU-piloted Gundams and an enormous host of mass-production MS – as well as a Macross Missile Massacre of nukes equipped with Neutron Jammer Cancelers, courtesy of Rau Le Creuset, who in turn was overseeing the development of his own Gundam and the eventual deployment of GENESIS.

This, as in canon, would come to a head in front of the PLANTS. Three forces would collide – the numerically superior but technologically inferior OMNI Enforcer; the numerically inferior but technologically superior Orb/LINC alliance; and the middle-of-the-path ZAFT. The fight would have been epic – the BCPUs would have been torn apart by coordinated flights of Tetsujins and/or ZAFT MS, the Mephistopheles would have been out-maneuvered by the Uriel and the Grigori, and GENESIS would be deployed against both sides without remorse. Kira would fight Rau, and Athrun would go to confront his father with a force of LINC MS and a SpecOpsIntel infantry team.

Kira and Rau would trade beams, sabers, and words, Rau extolling his hatred of humanity – and knowledge of two factions manipulating the scene behind the entire Bloody Valentine War, that led to his creation…and Kira's. He would compare the entire conflict to an enormous and convulated chess match between two master players, before declaring that 'if this pawn could not be a player, then he would throw away the board', referring to his plan to destroy the Earth ecologically, and the human race with it, at the same time revealing just how much of the war was a result of his own manipulations, enraging Kira.

Athrun, after dealing with his father, would race to deal with GENESIS – however, unlike in canon, Cagalli would be on the front lines of the battle, leading the Orb forces, and thus, he would be left with his Gundam to self-destruct inside the super-weapon.

The final, weakened blast would be fired into the battlefield of Kira and Rau – and Kira would hold Rau in his damaged Gundam inside the blast zone.

Later, after the battle, Kira would be discovered by Jack, almost dead of radiation burns and poisoning, and resulting in Jack having to take 'drastic measures'.

And there the story would end, with Athrun 'dead', Kira changed and the world in general in just as big a mess as it was before. All set for a sequel to start wrapping things up.

Related technical profiles:

XSBF-000

Agrona

Pilot: Kira Yamato

Unit Type: Prototype High-Mobility All-Range Assault Mobile Suit

Manufacturers: Morgenroete, Inc
Huynh Industries

Operator: Orb (Special Operations and Intelligence)

Height: 20.9 Meters

Weight: 102.92 Metric Tons

Armor Materials: Electroactive Titanium/Osmium/Divinium Metal Matrix Composite laced with nanotubes
Monocrystalline Titanium-Osmium/Hyperdiamond/Boron Nitride Over-Plating laced with nanotubes

Power Source: 1 x Ultra-Compact Nuclear Fission Reactor
2 x Nuclear Fusion Micro-Engines

Propulsion: 2 x Large Pulsed Inductive Ion Thrusters (Backpack - Central Area)
10 x Small Pulsed Inductive Ion Verniers (Backpack - Either Side)
6 x Fusion Plasma SCRamjet Boosters (Wing Binders - Sides)
2 x Nuclear Fusion Micro-Engines (Wing Binders - Central)
2 x Monopolar Magnetic Repulsor Drives (Legs)
Magnetic Colloid Sail system

Operating System: Generation Ultimate Nuclear-powered Dynamic Assault Module

Special Systems: SAMBAC
Mirage Colloid particle dispersal System
SCAI-Net

Equipment and Design Features: N-Jammer Canceler
Omni-Spectrum Cameras
High-Density Phase Shift Armor
EWACS
Nanomachine repair system
Mobile Weapons Platform/Ejection System
2 x Dual-Function Frequency-Agile CLIDAR (Camera LIght Distance and Ranging) Sensor Systems
Multiple Nanotech Adapter/Magnetic Adhesive Points
Gundanite Endoskeleton (Graphite, Monocrystalline Osmium, Monocrystalline Titanium Carbon Nitride, Ruthenium Silicon Carbide, Gamma Titanium Alloy(81% Titanium, 10% Divinium, 5% Aluminum, 4% Vanadium))

Fixed Armaments: 2 x "Helios" 10mm Hyper-Beam CIWS
1 x "Lucifer" 250mm Dual-Barrel Fusion Plasma Beam Assault Cannon/Fusion Plasma Beam Launcher

Hand Armaments: 1 x XHBS-2F1 'Sephiroth' Fusion Hyper-Beam Sword
1 x Anti-Beam Shield/ "Kamikaze II" 100mm dual-barrel Linear Cannon
1 x "Jove" 25mm Modular Hyper-Beam Rifle

Bio: Created by combining the genius of both Morgenroete's mechanical engineers and Kira Yamato, the Agrona is a gross example of over-engineering. Using data from Siegel Clyne and his supporters, Morgenroete created three nuclear-powered Gundams for the use of both ZAFT and Orb against the Earth Alliance. The Agrona is the first, and possibly, the most advanced of this trio.
Based on combat data from all of the G Units, as well as data provided by ZAFT from its own mobile suit tests and from Morgenroete's mass-production model tests, the Agrona, Magatama and Principes are all effective combinations of Orb and ZAFT designs, with some of the Earth Alliances' technology thrown in as a bonus.

The Agrona's cockpit system is a fusion of the G-Project Gundam's and the new Tetsujin's. It's mainly a version of the latter that retains some of the properties of the former, mainly in the fact that the cockpit entrance is in the same location as previous Gundams and mass-production suits. Also, the Agrona's cockpit does not have an ejection system in the traditional sense. Due in part to Jack's notorious dislike of anything resembling normal ejection seats/pods and lifeboats, and in part to the expense of the Second Stage units, a special ejection system was designed for the Gundams. In the case of the Magatama, the Principes, and the Agrona, the ejection system consists primarily of building the unit in two primary parts: The main body, consisting of exterior torso, head, and limbs, and the backpack module/MWP/cockpit.
For the most part, the two parts could be considered to be a single unit, as nano-lathed connections hold it together. However, should the Gundam fail or be irreparably damaged in some way, the nano-deconstruct system is activated. The nanomachines destroy the connections and the backpack/cockpit detach from the rest of the unit. At this time, any and all hand-held weapons are detached from the unit and the backpack retrieves them with grappling components similar to the Tengu's cockpit retrieval systems.
At this point, the backpack is now considered to be a Mobile Weapons Platform, capable of using its parent unit's hand armaments as fixed weaponry and independent movement, although it's recommended that the pilot retreat from the battlespace at high speed rather than engage in combat. Like the Tengu, the MWP is trans-atmospheric-capable.
This saves most of the internal systems and control mechanisms, the reactors, the N-Jammer Cancelers, and lastly the pilot.

Regarding the Agrona itself, the Gundam is technically an experimental technology test platform developed independent of either the Orb/OMNI G-Project or Orb's Project Shuurajou. Examples of this are the Femtotech-modified neo-alloys used in the primary energy systems, the nuclear propulsion systems, the MagCol Sail, and the Quantum Crystal-based cockpit armor.

Whereas both the Magatama and the Principes, Agrona's sister units, are powered only by an Ultra-Compact Nuclear Reactor, Agrona also has access to two of Orb's experimental Nuclear Fusion Micro-Engines, which both boost speed and supply energy. Also, the plasma produced by the nuclear fusion reactions is denser and more energetic and is used in place of normal plasma for its more destructive weapons. The Fusion Micro-Engines use ambient particles, either gases in atmosphere or solar winds in space, to supply its fusion reactions with material. It accomplishes this by using powerful magnetic fields to collect, ionize and then compress the material in question. However, as most materials cannot stand the heat of a fusion reaction, the internal structures of the Agrona's Micro-Engines are made of a special new Phase-Shift Armor developed by Morgenroete, dubbed Hyper-Phase Shift Armor. The difference between the two is that the HPS Armor is altered on a Femtotech-level to be nigh-indestructible, allowing it to withstand the ridiculous heat of fusion, albeit not for extreme durations. Thus, the Fusion Micro-Engines operate intermittently during the Agrona's active combat operation; in short 'heart-beat' pulses about fifteen seconds apart.

Instead of the electrostatic plasma thrusters used by most modern vehicles, the Agrona uses new Pulsed Inductive Ion Thrusters, which give it better energy efficiency, allowing for greater thrust for a similar amount of power. With the assistance of plasma-based supersonic combustion ramjets, this allows the Agrona to literally reach escape velocities on its own. The SCRamjets are mounted on the 'wings' that also contain the fusion micro-engines. This placement, in conjunction with traditional thrust vectoring, allows the Agrona ridiculous maneuverability.

Instead of the standard AMBAC system, the Agrona uses the Noctoraptor's SAMBAC system although it uses its wings in place of the Noctoraptor's binders as the extra 'limbs'.

Most of the Agrona's armaments are basically upgraded and otherwise modified versions of the Augury's weapons, along with a few new ones derived from the other Gundam's weapons. The old Igellstellung CIWS have been replaced by the 'Helios' 10mm beam CIWS guns. The "Kamikaze" Linear Cannon from the Kuro Tenshi pack has been upgraded, firing smaller rounds at even higher speeds, and possessing new ordnance, including the Induced Gamma Emission Fusion Shell (IGEFS), Orb's counterpoint to OMNI's HALC-delivered Deuterium Fusion Shells.

Replacing the old beam sabers are a weapon unique to the Agrona itself. Named after a legendary, angelic figure that wielded an enormous katana, the Sephiroth Fusion Hyper-Beam Sword is a month-old proof-of-concept model produced from blueprints and designs in turned developed by proposed enhancements to the XHBS-1 model (which would later become the Tetsujin's standard Hyper-Beam Tsurugi). As its name aptly states, the Sephiroth is powered by fusion, and utilizes high-density/energy plasma derived from it. In order to use it though, 72% of the Sephiroth is composed of a version of High-Energy Phase Shift and has a significantly longer hilt than the HBT used by the Tetsujin. The blade itself is significantly longer than any previously developed beam saber (earning the Sephiroth the distinction of being the first hyper-beam sword) due in part to the dangers of condensed fusion plasma, and in part to make use of said density for greater damage potential and reach.
Upon activation of the blade, the heat in the area almost immediately (almost .32 seconds, in a volume of 300 cubic meters according to Arturia) rises to levels too high for an unprotected human to bear safely, even more so the closer one is to the activated Sephiroth. Tests indicate that the blade doesn't even have to touch something to damage it, with a distance of a quarter of a meter before standard mobile suit armor starts melting into slag. The radiation output alone is ridiculous, damaging fine sensors and severely obfuscating any electromagnetic radiation-based sensors or cameras input. The only reason one can even look at the Sephiroth is that it's not an active fusion source.
Like most of Orb's Gundam's weapons, the Sephiroth has variable output, being able to modulate its plasma output to assume any blade length from dagger-like to its standard Big Fucking Sword-length.
The energy and plasma required for the Sephiroth to operate is supplied by a conduit attached to the lower-right side of the Agrona's backpack module, drawing excess heavy plasma from both of the Agrona's Fusion Micro-Engines. In order to do so safely, the conduit itself is lined on the inside by small plates of High-Energy Phase-Shift armor.

A new weapon is the "Jove" Variable Hyper-Beam Rifles. Each Jove is approximately nine meters long and has a barrel width of 25 millimeters. Most of the rifle is constructed of relatively lightweight yet hardened femto-ceramic composites, while the primary mechanisms are constructed of Divinium-based alloys. In shape, the Joves are primarily rectangular in shape, with the barrel being a smaller rectangle capable of receding into the main body. The Jove is essentially the same in operation as the Karasawa Mk.I Hyper-Beam Rifle. However, the Joves can modulate their beam output, similar to the XGAT-133E's Muspellheim Rifle. The three modes vary in beam density, velocity, heat, and firing rate. These modes include the 'SMG' mode, where a full third of the Joves' four-meter barrels recede into the body and the beams are fairly weak, low density and low-velocity relative to the old '57 standard' beam rifle. At half of the barrels' length, 'Rifle' mode is more comparable to 57 Standard, with a moderate density and velocity, but with a significant upswing in heat and mass compared to SMG mode. 'Sniper' mode is basically the exact same as the Karasawa's beams, except far more dense and set for long-ranges or use against heavy armor.
The two Jove rifles also have a special feature built into them, one of Jack's contributions. By incorporating special nano-adaptive connection ports on the bottom of the main body and the top of the stock, the Joves can be connected to share energy and plasma, allowing for increased performance. The barrel of one Jove fully recedes, and the rifle is connected to the stock of the other rifle. The receded rifle is then analogous to an enormous capacitor, as the fire control systems and targeting systems of the host rifle are used, with the result of the combination resembling a bullpup weapon. Jack also made an addendum to the rifle control systems that relabels each of the Jove's three operating settings to match this combined mode, relabeling 'SMG' as 'LMG', 'Rifle' as 'Buster Rifle' and 'Sniper' as 'Sniper Cannon'.
Accordingly, the beam density and firing rate of each mode is squared, while the mass and velocity of each beam is only doubled relative to its original settings.
When not in use, the Joves are stored on either hip on NAMA points with barrels fully receded.

The "Lucifer" 250mm Dual-Barrel Fusion Plasma Beam Assault Cannon is derived from the Juggernaut pack's "Ares" high-impulse Beam Cannons in form, while functionally similar to the Shuurajou Ettin dual-barrel Plasma Beam Assault Cannon/Ultra High Density Plasma Beam Launcher, with one exception. It uses the fusion-derived plasma produced by the nuclear fusion engines. As such, the beams it fire are far more powerful, reckoned to be able to annihilate a 2-meter square area of the Barachiel's armor with one direct hit. Due to the combination of gamma radiation generated with the positron-electron reactions in the fusion plasma, and the sheer energy generated by the continuous reactions, the Lucifer is quite literally able to penetrate any and all armor. Mounted along the Agrona's waist, the Lucifer is able to quickly fold and telescope out, almost instantly ready for firing. Similar to the Jove, the Lucifer's beam output is also changeable, causing the level of destruction to range from anti-mobile suit to 'siege'. The Lucifer can also utilize fusion-derived positrons instead of plasma, drastically increasing the damage of its strike at the cost of severely reduced range due to the fact that, at ranges exceeding 20 meters, the all the positrons in the blast have already reacted with the atmospheric matter, causing a positron-firing Lucifer to act as an enormous 'shotgun', weakening the containment fields to allow a more spread-out beam. When in use, the Lucifer swings to either side around the hip to be held by the hand, while in storage it splits along the barrels and folds along either thigh.

The Agrona's endoskeletal structure is based on that of humans, and is constructed of a new material developed personally by Mr. Huynh, CEO of the family-owned Huynh Industries, called Gundanite. Gundanite, named for the Gundams, is a Hybrid Hyperalloy Superlattice, and consists of, Graphite, Monocrystalline Osmium, Monocrystalline Titanium Carbon Nitride, Ruthenium Silicon Carbide, and a new Gamma Titanium Alloy. All of these materials are in layers measuring 600-200 nanometers in width, and are further mechanically compressed in an artificially created high-gravity environment. The various materials created a sturdy and heat-resistant structure, and are afterwards implanted with 6th-generation nanomachine factories. The nanomachines create gaps in the Gundanite and construct various mechanisms and generate various substances in these 'cells', each of which are hexagonal in shape. The nature of Gundanite and the somewhat hollow construction give the Agrona a lighter weight than if it were constructed of normal materials.
Most of the cells are filled with the same items that the Tetsujin's cells have, excepting that the outer cells are filled with Mirage Colloid particles at such high densities that the gas has condensed into a liquid. Upon the breaching of a 'Liquid' Colloid cell, the pressure and heat causes the particles to literally erupt, almost like blood from a human artery. The chief effect of this is an EMP-like effect in the immediate vicinity that disrupts unshielded electronics and causes an artificial blooming effect, drastically reducing the effectiveness of photon and beam weaponry. On physical projectiles, the EMP effect is a countering force that overpowers its own initial acceleration by a factor of ten (for gunpowder-propelled bullets) or two (for standard linear rounds), deflecting the round in either case. The Liquid Colloid reverts to its gaseous state without the continuous pressure, causing it to have the usual light-bending properties, and giving the Agrona a temporary cover under which it can hide, in anticipation of a follow-up strike, or in preparation for a counter-attack.

The Agrona's exterior armor is made of an alloy derived from an entirely new artificial metallic element, dubbed Divinium. From a military viewpoint, Divinium is the perfect metal, possessing a hardness rivaling heterodiamonds, flexibility similar to most cermets, and is a room-temperature superconductor. All of this, however, is off-set by the fact that Divinium also has a fatal reaction with most common gases, causing a corrosion that reduces the expensive element to dust. As such, in order to be useful, Divinium is only used in alloys, matrices and cermets. The metal matrix used in the Agrona's Phase-Shift Armor combines Titanium, Osmium, and Divinium at a ratio of 5-3-1 in a metal matrix composite with amazing flexibility and strength. This somewhat increases the armor's resistance to extreme temperatures, although much less than if pure Divinium could be used.
Lying over this armor are plates of hardened and condensed Boron Nitride nanomesh, filled with nanoparticles of Osmium and Rhenium, giving it incredible thermal resistance and tensile strength. Woven into both are multi-walled nanotubes of boron-osmium and rhenium carbide, giving it even better resistance against physical weaponry and somewhat better heat dissipation, rendering it able to withstand one or two beams in a single area. However, these nanotubes also contain a ferrofluid consisting of several elements. Inside this fluid are suspended nanomachines, which are also capable of self-propulsion. Magnetic fields created by electric currents on the nanotubes cause the fluid to flow faster than usually allowed by its viscosity. Whenever the armor or other object in which the nanotubes are incorporated into is penetrated, the nanotube is also ruptured, causing some of the fluid to flow outwards. When such an event occurs, the nanomachines begin using the materials in the fluid to repair the damage. As a result of natural magnetic fields, the fluid adheres to the surface, allowing the nanomachines easier repair capability. This feature is shared by the Magatama and Principes as well as the Orb M5 Tetsujin mass-production model.

An interesting side effect of the Divinium is that it reverses the power-color index of the Phase Shift Armor. For example, whereas before extreme high power equaled white color, now it results in black coloring. As such, the Agrona's extremely high power from the Nuclear Fission Reactor results in a mainly black color scheme with gold highlights and silver designs on the 'face'. An unforeseen result of this is the ability to absorb photonic energy to a certain extent, causing the Gundam to appear even darker than normal, giving it a psychological advantage in battlespaces. On the Agrona, its black coloring results in the nanotubes being more visible than normal, causing places where they cross or connect to appear as bright silvery spots. This causes the majority of the Agrona's surface to appear to be similar to the view of space, giving it limited camouflage in space or at night-time. The wings that mount the extra Plasma Verniers and the Fusion Engines are also black, although gold and silver designs give it the appearance of having feathers.

The Agrona's cameras are pitch-black, while the areas surrounding them in a five centimeter radius are pure white. This is due to a new liquid crystal-based nanotechnology developed by Liene. Utilizing a combination of condensed Mirage Colloid particles and high concentrations of both nanomachines and nanocrystals based on Divinium and Hyperdiamond, the LC coating on the cameras absorbs and relays all electromagnetic radiation that contacts it to the cameras, allowing the Omni-Spectrum capabilites. The white LC coating on the area around the cameras is designed to reflect all contacting electromagnetic radiation at the cameras, theoretically allowing the Agrona to see objects outside of its normal field of view.
The cameras serve as scanners for LIDAR systems based in the Agrona's brows. These LIght Distance and Ranging systems reflect low-energy lasers off of a rotary polycrystalline reflector, with the lasers themselves beamed through an electrically reactive liquid crystal lens. By altering the electric current to the LC lens, the lasers' frequency and wavelength can be altered to any range in the electromagnetic radiation spectrum. Essentially, the Agrona's LIDAR systems bombard the areas it looks at with various frequencies of radio waves, infrared, visible and ultraviolet light, as well as X- and Gamma-rays. Effectively, this allows the Agrona to instantly scan and record numerous details of a given scene and with a record of numerous substances and their respective reactions and reflections of each wavelength of light, the Agrona's LIDAR systems can effectively determine the make-up of a targeted unit's armor, while also obtaining relative distance and speed figures.

A special system devised from the Noctoraptor's Mirage Colloid stealth system mounted in the wings gives the Agrona even better survivability, utilizing a combination of the high electromagnetic radiation emission of the Fusion Micro-Engines and the light-bending properties of Mirage Colloid particles. Instead of collecting the Mirage Colloid particles around the unit for complete optical and sensor stealth, the Agrona propels them out of its verniers, enforcing the appearance of feathery wings and giving false sensor hits, causing most shots to be fired at the area behind the Agrona. By mixing the fusion engine's magnetic fields with the Mirage Colloid particles, the Agrona is also able to temporarily generate an area wherein the plasma that composes beams is split and propelled every which way by the magnetic fields projected by the modified particles, similar to how light is reflected by dust-like motes of reflective material.
This system also provides the means for a low-energy stealth propulsion system, called by Kira the Magnetic Colloid Sail, or the MagCol Sail for short. In essence, the MagCol Sail uses the Mirage Colloid system in the wings to generate mirage colloid particles, which are then ionized, mixed with the fusion plasma from the Micro-Engines, and produce a miniaturized magnetosphere approximately 20 meters in diameter. By alternating the charge of the field, the Agrona can then descend or ascend without the use of thrusters in the Earth's magnetosphere, allowing greater amounts of energy to horizontal thrusters, which would otherwise be needed for verniers and repulsor drives.
Outside of the Earth's magnetosphere, the MagCol Sail could instead be used as a typical solar sail, deflecting soar wind particles and generating thrust that way.

XGAT-401

Azazel

Pilot: Edward Abaddon

Unit Type: Experimental 'Gundam Destroyer' Mobile Suit

Manufacturer: Azrael Industries

Operator: OMNI Enforcer (Watcher Special Operations Division)

Height: 18.6 Meters (Normal Mode)
20.6 Meters (Destroyer Mode)

Weight: 98.5 Metric Tons

Armor: Ultra-Conductive Neo-Electrum Compressed Alloy (Gold-Titanium)

Power Source: 2 x Compact Capacitors
1 x Superinsulated Battery

Propulsion: 4 x Large Hydro-Plasma Thrusters
Pulsed Colloidal Ion Thruster Network
2 x Monopolar Magnetic Repulsors

Operating System: GENE (Genetic Evaluation Neural Enhancer)-Updated Neuro-Dynamic Assault Machine System

Special Systems: Pathing Calculation Program V.2
Large-Area Communications/Sensory Link System
AMBAC

Equipment and Design Features: Trans-Phase Shift Armor
Low-Friction Joints
Extensive Heat Sink/Radiator System (Integrated into endoskeletal structure.)
GeschmeidigPanzer Field Emitter
'Destroyer' Mode-Shift

Fixed Armaments: 2 x Head-Mounted 75mm Versatile Linear Assault Guns
2 x Hip-Mounted 'Zeus' Electron Beam Cannons
1 x Forehead-Mounted Pulsed Tactical High-Energy Laser

Hand Armaments: 1 x 'Leonidas' Beam Assault Rifle/ 'Mercer' High-Energy Beam Sword
1 x 'Gram' Beam Chain-Sword
1 x Trans Phase-Shifted MagShield/ 'Sol' Photonic Colloid/Electron Cannon
4 x Limb-Mounted High-Energy Beam Sabers
1 x 25mm Positron Blaster Gun

Bio: The fully complete version of the Praetor, the Azazel is the currently most advanced mobile weapon fielded by OMNI Enforcer. Utilizing a multitude of technologies, both the Alliance's various Colloid-based systems, ZAFT's AMBAC, and Orb's Hydro-Plasma Thrusters, the Azazel is designed as an anti-Coordinator unit designed to maximize the experience and abilities of its pilot in its use, allowing experienced and trained Naturals to counter the ingrained abilities of Coordinator-piloted machines. In this, it can be considered OMNI Enforcer's trump card, the counter to any high-performance mobile suit used by either ZAFT or Orb.

The Azazel's Operating System utilizes techniques developed from the BCPU project to enhance the Gundam's reaction speed by partially synchronizing with its pilot's nervous system through the use of an ingested compound containing high amounts of iron and nanomachines designed to temporarily bond with the subjects neurological and muscular systems. This also allows a finer degree of control by the pilot, as the nanomachines read and relay his neural impulses and muscular movements to the Azazel's OS, also resulting in a minor increase in reaction speed. This can, however, backfire in the case of electronic interference as the feed-back can hurt the pilot.

While the Praetor's armor was sufficient for its duties then, it was unfit for a Gundam. Thus, part of the overhaul included replacing the Praetor's armor plating with a Phase-Shift capable alloy called 'Neo-Electrum', which consists mainly of titanium with small amounts of gold and trace amounts of silver and copper, the overall goal of the alloy being to greatly enhance the durability-enhancing effect of the Trans-Phase-Shift Armor. It worked, greatly increasing the physical toughness of the armor relative to normal Phase-Shift Armor for three-fourths the amount of energy normally required for even standard operation. The drawback of this armor is that it's even more vulnerable to directed-energy weaponry, something compensated for by the inclusion of a Geschmeidig Panzer Field Emitter into the armor's systems that allow it to project a powerful EM field for short durations.

An experimental propulsion system designed during the initial stages of the G Project serves as the Azazel's primary propulsion. The Pulsed Colloidal Ion Thruster Network was initially designed to use bursts of Mirage Colloid Gas in a pulsed inductive ion thruster to hide the thrusters' emissions, aiding in the stealth of the mobile suit. However, the technicians were unable to get the Mirage Colloid gas bursts to synchronize with the ion pulses properly, resulting in a wildly fluctuating emission output that drew attention on sensor tests. There were also issues with the Network's thrust-to-weight ratio, since the modifications that allowed the addition of the Mirage Colloid Gas reduced the power of the thrusters, making even the entire network insufficient to propel a mobile suit to combat velocities. Once the full-scale Mirage Colloid system on the Noctoraptor was developed, the Thruster Network was shelved. However, with the recent development of both the Geschmeidig Panzer and Magnetic Repulsor technologies, the Thruster Network was brought back and modified to fit the Azazel.
In its current iteration, the Pulsed Colloidal Ion Thruster Network uses a mixture of Geschmeidig Panzer and Mirage Colloid Gas (42% and 28% respectively) as an added part to the fuel mixture rather than a secondary additive during the acceleration process. This partially mitigates the thrust-to-weight ratio problems, and also streamlines the overall design, making it take up less space. In testing, this design significantly reduced the emissions readings, although not as much as hoped for during the G Project. However, now the stealth aspect is a tertiary concern, as this iteration of the Thruster Network is instead designed to counter beam and laser weaponry. Due to the scattering of both Geschmeidig Panzer and Mirage Colloid in the Azazel's surroundings by its propulsion system, the effectiveness of directed energy weapons decreases significantly, particle beams being slowed and diffused by the Geschmeidig Panzer while both targeting and weapons-grade lasers are both refracted and diffracted by the Mirage Colloid Gas.
The addition of Magnetic Repulsors to the Azazel's design allows the Thruster Network much greater results when under the influence of Earth's gravity, each Repulsor reducing the Gundam's weight by about 12%, making it weigh about 76% of its total with the Repulsors active.

The Azazel's fixed weapons include the new 'Zeus' Electron Beam Cannons that fire, obviously, beams of electrons at extreme speeds, which upon contact induce high-voltage electricity, easily capable of disabling mobile weapons or severely damaging a capital ship's electronic systems. By altering the acceleration of the electron beam, the Zeus can either disable a ZONGS temporarily or completely short out the systems of a Nazca-Class Destroyer. Due to the construction of Phase-Shift Armor, the Gundams are even more vulnerable to the Zeus Cannons than normal mobile suits, the conductivity in their armor allowing the electrical currents to do even more damage to their internal systems.
The Praetor's old Pulsed Medium Energy Laser has been replaced with a repeating quad-barreled Pulsed Tactical High-Energy Laser concentrated in the gamma range. Due to this, it has a significantly greater range than normal lasers, but requires more frequent maintenance due to the quicker degradation of its focusing lenses and other components, a problem compounded by rapid firing.
Built into the Azazel's head in place of the usual CIWS guns are Azrael Industries newest version of linear weaponry, the Versatile Linear Assault Guns. Designed as the linear counterpart to Gatling Guns, the 'VLAG' use eight superconducting rails combined with ten electromagnetic coils to accelerate 75mm Tungsten-Carbide cored Steel-Jacketed slugs to a maximum muzzle velocity of 450 km/s at a 120 round per minute rate of fire, using all eight rails. Or, it can fire 1,050 rounds per minute at a muzzle velocity of 220 km/s using two rails. The VLAG can operate on any of four different settings, each with its own muzzle velocity and rate of fire, using anywhere from two to eight rails, making it easily adjustable to deal with either light vehicles or armored mobile suits. The version the Azazel uses is the field-test model, if it gets good results, the VLAG may find itself developed for use as a crew-served weapon, ship gun or even developed into a larger mobile suit-carried variant.

The primary hand-wielded weapon remains the Leonidas Beam Assault Rifle and its attached Mercer High Energy Beam Sword, both improved with better magnetic field emitters and high-quality plasma reserves of ionized iron and silver. Magazine-like attachments to the rifle stores the fine iron and silver dust used, which is ionized along with atmospheric gases prior to firing. This results in a better-focused particle beam and higher damage values due to the added mass for both the Leonidas and the Mercer. If the reserves should be exhausted, they can operate in default plasma modes as well.
New is the Gram, which mounts miniature beam emitters on a chainsaw-like belt and revolves at approximately three times the speed of sound with the aid of new friction-reducing compounds evolved from Teflon. For the most part, the Gram's beam emitters are off-line. They only activate when short-range laser sensors integrated into them detect an object within two meters of them, upon which the beam instantly activate to cut into the offending object in question. These sensors are also tuned to react to the light emanated by active beam sabers.
One of the Azazel's most interesting weapons is the shield-based Sol cannon. Utilizing new Mirage Colloid technology, the cannon fires a high-density cloud of ionized Mirage Colloid gas and free electrons. The gas refracts and reflects light, absorbing it, and concentrating it in vast amounts, causing it to appear like a storm cloud laced with electricity from the free electron interaction. Upon contact, the extreme thermal energy devastates armor even as the electricity scrambles electronics.
The same shield that the Sol is based on is a Phase-Shifted model that incorporates a powerful magnetic-field emitting electrode, allowing it to block beams and even slow linear rounds. It can also slice through any non-Phase-Shifted armor.
The Azazel also has access to the second ever mobile suit-scale positron blaster, which is a handgun-sized weapon. However, as the Azazel is incapable of generating positrons on its own, the Positron Blaster is limited to perhaps ten shots, each only with enough anti-matter to destroy a single mobile weapon, or something of equivalent mass.

The Azazel possesses a transformation similar in concept to the Bastions Beta-mode. The aims, however, are quite different. Rather than enhancing its capabilities in electronic warfare, the Azazel's Destroyer Mode instead heightens the strength of its magnetic fields, increasing thruster propulsion, beam density, and Geschmeidig Panzer operation. Essentially, the Azazel is capable of greater velocity, possesses extreme high-energy beam weaponry, and a nigh-invulnerable defense in this mode. A strange side-effect of this is that when the Azazel makes a great change in velocity, either massively accelerating or rapidly changing direction, the Geschmeidig Panzer/Mirage Colloid Gas exhaust from the Thruster Network tends to react to the over-powered magnetic fields by assuming the Azazel's shape and creating an after-image complete with sensor readings.
The Destroyer Mode's operation causes multiple components of the Azazel to generate enormous amounts of heat, typically enough to cause most of them to melt-down. Azrael Industries counteracted this by building an extensive network of heat sinks and radiators directly into the Azazel's endoskeletal structure, ensuring that all such components are able to connect to and vent excess heat into them. In order to maximize radiation, the Azazel's armor plating shifts aside to accommodate the radiators, which extend and actually give the Azazel a few more meters of height doing so. It's been observed that, if Destroyer Mode is active for a long time, the radiated heat actually ionizes the atmosphere around the Gundam, making it appear to be wreathed in flames as the suddenly-generated plasma reacts to its powerful magnetic fields.

SDDGN-011

Mephistopheles

Captain:

Ship Type: Absolute Destruction/Heavy Assault Carrier/Destroyer

Manufacturer: Multiple

Operator: OMNI Enforcer

Dimensions: Length: 2300 Meters
Beam: 420 Meters
Depth: 750 Meters

Weight/Displacement: 1,250,000 Metric Tons

Materials: Laminated High-Density Titanium Beryllium Boride Metal Matrix Alloy

Power Source: 2 x Super-Critical Water-Cooled Nuclear Fission Reactors

Propulsion: Many x Electrostatic Plasma Thrusters
4 x Thermal Nuclear Rockets
8 x Gravitic Repulsor Drives
Burst Maneuver Thrust Array

Special Systems: Multi-Phase Radar
Orbital Positioning System
Electronic Warning and Control System
4 x Geschmeidig Panser Emission/Control Systems

Equipment and Design Features: 6 x N-Jammer Canceler
20 x Mobile Drone Scouts
Layered/Laminated Hull
Hyper-Coolant System

Min/Max Crew: 1,500,000/3,000,000

Capacity: 500 x Mobile Suits
1000 x Mobile Armor

Primary Armaments: 1 x 1200-Meter 'Peregrine' Hyper-Accelerated Linear Cannon
1 x 1200-Meter 'Iblis' Positron Cannon
1 x 600-Meter Magnetic Launcher

Secondary Armaments: 120 x 100cm Twin Beam Cannons
250 x 50cm High-Velocity Linear Autocannons
20 x Torpedo Launchers
100 x 20-tube Missile Launchers

Tertiary Armaments: 300 x Linear Repeaters
150 x Pulse Laser Turrets

Bio: A resurrection of the now-defunct Berial-Class warship, originally fielded against ZAFT in the opening shots of the war, the Mephistopheles is nothing less than a mobile asteroid hulk. Built with the desiccated remains of the remaining two Berials and a large amount of spare metal from the Debris Belt, the Mephistopheles incorporates parts and technology from multiple companies, including some stolen from ZAFT and Orb.

The main armaments are the over a kilometer-long 'Peregrine' Hyper-Accelerated Linear Cannon, improved with ZAFT-derived electromagnets and capacitors. As a result, the solid bronze/depleted uranium projectiles that it fires are accelerated to almost 175% higher speeds than the Berial's main armament. Under that is the Iblis-class Positron Cannon, essentially a much larger version of the ones mounted on the Celestial-Class assault carriers, with the ability to manipulate its magnetic fields to fire a burst of positrons in a shotgun-like spread of small concentrated particle pulses.. The last is a 600-meter Magnetic Launcher, used to fire various self-propelled ordnance, such as large nuclear warheads, from long distances.
Its secondary weapons are just as deadly in their own right. One-hundred twenty dual-barreled beam cannons utilizing Drake's new magnetic bottling technology populate the hull on the Mephistopheles lateral lines, serving as broadsides. Drake's new tech gives the beams a greater focus and beam density as well as a higher firing rate, allowing them to more easily pierce armor and lay down a spread of fire. Two hundred High-Velocity Linear Autocannons are spread across the dorsal and ventral surfaces, with an extra fifty on the bow. One-hundred standard-sized missile launchers, twenty tubes each, are placed alongside the beam cannons to give them optimal coverage. On the front dorsal surface are twenty torpedo launchers, loaded with various warheads.
For close-in defense, the Mephistopheles is equipped with a total of four hundred fifty CIWS guns, 300 linear repeaters and 150 pulse laser turrets, all scattered across the hull in various concentrations, surprisingly with the highest turret density around the engines and thrusters.

The Mephistopheles outer hull consists of several layers of a high-density Titanium Boride alloyed with Beryllium made in a Lagrange 2 facility, alternating each layer with a high-pressure xerogel consisting of ferro-silicates and mixed with Colloid particles. As a result, the Mephistopheles can take several hits from HAL or Hyper-Beam weapons in any single spot, with the initial layer of laminated armor dispersing beams across the entire surface or deflecting solid projectiles off of their angular surfaces. Even after a layer of armor has been melted or smashed to bits, the gel layer solidifies upon contact with a large amount of kinetic or thermal energy, further protecting the ship.
The bridge, taking a cue from Orb ship designs, is in the deepest section of the ship, just forward of the nuclear reactors and engines and above the Peregrine and Iblis.

In order to allow the bridge crew to easily view the battlespace, the hull is liberally scattered with cameras under a layer of transparent laminated polymer armor, and also has access to twenty of the new Mobile Drone platforms, essentially semiautomated transatmospheric craft half the size of a Moebius armor outfitted with an array of high-powered cameras and sensor systems, each capable of carrying limited weaponry.

Utilizing ZAFT tech given to them by Rau, OMNI has outfitted the Mephistopheles with four large Nuclear Thermal Rockets, vaguely similar to the Agrona's, only far larger. In order to allow the Mephistopheles greater maneuverability than the Berials, a lacking trait that caused the demise of many of that fearsome destroyer, the hull is also scattered with relatively small thrusters all interconnected to a control system, collectively called the burst maneuver thrust system. This allows the Mephistopheles to literally dodge weapons fire and missiles.

For the MBF-M1 Astray Replacement

Original Mechanical Designer: Velshard

MBF-MP5
(Mass Production 5)

Tetsujin
(wise man, philosopher, sage)

Pilot: Asagi Caldwell
Juri Wu Nien
Mayura Labatt
Maruoichi
Kuno
Kikuchi
Jean Carrey
Rondo Ghina Sahaku
Lowe Guele

Unit Type: Mass Production All Purpose Fighter-Class Mobile Suit

Manufacturer: Morgenroete Armories/Conglomerate

Operators: Orb Union/Orbital Alliance

Height: 19.2 Meters

Weight: 43.85 Metric Tons

Accommodations: Active Dynamic Pilot Interface, room for pilot and passenger

Armor materials: Laminated Hybrid Hyper Alloy Composite

Power Source: 5 x S2 (Super Solenoid) power plant, 4 located in extremities, 1 in torso; 1 x Replaceable Ultra Efficient Nano-cell Battery

Propulsion: 2 x Hybrid Plasma Pulse Jet Engines
2 x Magnetic Monopolar Repulsor drives
1 x Miniaturized Pulse Detonation Engine
many x Plasma Verniers

Operating System: Frequent Update Customizable Metaprogramming Extended

Special Systems: AMBAC
SCAI-Net (Strategic Command Artificial Intelligence Network)
AICA (A.I. Combat Assistant)
NCI (Neural Control Interface)
ASC (AIRAD Slave Controller)

Equipment and Design Features: Entirely Modular Construction
Scouting periscope
Chromatic Surface Camouflage
External Surface Temperature Matching
Full NBC (Nuclear Biological & Chemical) Protection System
Ejection System
2 x Large Weapon Locks/Storage mounts/Tengu docking units, mounted on backpack
Many x Nanotech Weapon and Equipment Adapters
Anti-Personnel Acoustic Defense System
Combined Tachyon, Bi-Directional Quantum Bitstream, and AM/FM Long and Short Wave Radio Communications System
Satellite Uplink and Hacking array
"the Doctor" Metaphase SQUID Mass Energy Detector
Atmospheric Disturbance Motion Detector
Advanced Acoustic Detection System
Active/Passive Sonar Array
Ground Sonar and Audio Receivers
Sonar Imager
3D Optical Sensor Array
Magnetic Resonance Imaging Camera
Schlieren Camera
Enhanced Multi-band Sensor Cluster

Permanent Fixed Armaments: 2 x "Hisame" dual 20mm Hyper-Velocity Gun and Pulse Laser CIWS, mounted in head
2 x "Mizore" Multi-Launchers, mounted in torso
2 x "Reiken" 0.75MW Hyper Beam Tsurugi (Chinese straight sword), mounted on hips
2 x "Juuki" dual mode 25mm Beam pistol/75mm Thermite Plasma Linear Pistol, stored in hip armor along with 2 spare 10-round magazines
2 x "Kusari" Multi-Purpose Grapple Anchor, mounted in forearms under wrists

Optional Fixed Armaments: "Sylph" 50mm triple barrel linear Gatling gun, mounts to forearms
"Peryton" 25mm variable hyper beam carbine, mounts to forearm
"Syakatsura" all-purpose missile launcher using quantum warheads with high tracking and evasion abilities, mounts to various points on body including arms, shoulders, legs, and hips
"Vega" Anti-PS wrist blade, mounts to forearms
"Gekko" (AKA Moonlight) 1.8MW Hyper Beam Lance/beam projector, mounts to forearms
"Jiten" small anti-beam coated hyper alloy shield, can be affixed directly to forearm or over the top of Sylph, Peryton, Vega, and Gekko

Optional Hand Armaments: "Karasawa" MK.I Experimental 50mm open-barrel hyper beam rifle/Anti-PS and Quantum crystalline based thermal thrust sword, hand carried in use, can be stored on dorsal and flank skirt armor hard points
"Karasawa MK.2" 25mm open-barrel hyper beam rifle/Anti-PS thrust sword, hand carried in use, can be stored on dorsal and flank skirt armor hard points
"Silky" Experimental 25mm High-density Energy Machinegun, hand carried in use, can be stored on dorsal and flank skirt armor hard points
"Atekiri" MK.I combined 50mm hyper-velocity machinegun, 200mm quantum grenade launcher, rocket-propelled Reiken beam bayonet, hand carried in use, can be stored on dorsal and flank skirt armor hard points
"Sepia" MK.I Experimental combined EM Hyper-velocity Shotgun, 25mm Positron Gun, Anti-PS kinetic lance/bayonet, hand carried in use, can be stored on dorsal and flank skirt armor hard points
"Specter" MK.I Experimental 150mm Hyper Velocity battle rifle, hand carried in use, can be stored on dorsal and flank skirt armor hard points;
"Wyrm" MK.I 150mm dual mode EM Hyper Velocity/Hyper Beam Sniper Rifle, hand carried in use, can be stored on dorsal skirt armor hard point;
"Fenrir" MK.I eXperimental Hyper VelocIty ParticlE Rifle (XH-VIPER), hand carried in use, can be stored on dorsal skirt armor hard point;
"Ettin" MK.I 150mm dual-barrel Plasma Beam Assault Cannon/Ultra High Density Plasma Beam Launcher, hand carried in use, can be stored on dorsal skirt armor hard point and large weapon locks;
"Kyokan" MK.I 300mm dual-mode Baryon Bazooka/Baryon Shot Cannon, hand carried in use, can be stored on dorsal skirt armor hard point and large weapon locks;
"Fuuoni" MK.I 350mm dual-mode Hyper Bazooka/Gunlauncher, hand carried in use, can be stored on dorsal skirt armor hard point and large weapon locks;
"Ladon" MK.I 50mm Super Luminal Railgun, hand carried in use, can be stored on dorsal skirt armor hard point and large weapon locks;
"LeX" MK.I Large Apeture Graser Cannon, hand carried in use, can be stored on dorsal skirt armor hard point and large weapon locks;
"Roc" Type.1 50mm 5-barrel hyper-velocity Gatling gun, hand carried in use, can be stored on dorsal skirt armor hard point and large weapon locks;
"Roc" Type.2 25mm 5-barrel hyper beam Gatling gun, hand carried in use, can be stored on dorsal skirt armor hard point and large weapon locks;
"Kazenenshou" Type.1 3-tube 1030mm Large Missile and Torpedo Launcher, hand carried in use, can be stored on dorsal skirt armor hard point and large weapon locks
"Kazenenshou" Type.2 12-tube 4-shot 310mm Small Missile and Torpedo Launcher, hand carried in use, can be stored on dorsal skirt armor hard point and large weapon locks
"Saiga" Anti-PS super oscillating thermal katana(long sword), hand carried in use, mounts to dorsal and flank skirt armor inside a protective scabbard
"Kenga" Anti-PS super oscillating thermal wakizashi(short sword), hand carried in use, mounts to dorsal and flank skirt armor inside a protective scabbard
"Elren" 1.6MW Large Hyper Beam Zanbatou(helm cleaver), hand carried in use, mounts to dorsal and flank skirt armor inside a protective scabbard
"Taros" Experimental Anti-PS and quantum Crystalline based twin sided hyper beam Flamberge(similar to broad sword), hand carried in use, mounts to dorsal and flank skirt armor inside a protective scabbard
"Katen" Anti-beam coated Hyper Alloy composite expanding armed shield, 1 x 175mm Multi-purpose Gunlauncher, 1 x 25mm variable hyper beam carbine, 1 x Anti-PS retractable sword, hand carried and or attached directly to forearm

Bio: The MBF-MP5 (Mass Production 5) Tetsujin is based off of the MBF-AP(Advanced Prototype)00 through MBF-AP04, which were the first units created as part of Project Shuurajou and are the progenitors to all of Orb's future MS series. Project Shuurajou was created with the help of the Sahaku family and the military support of Orb's Major General Andrew Victor "Vicious" Payne, who is in charge of all of Orb's spec ops divisions. The word Shuurajou itself was coined by Andrew Payne, it almost literally translates from the cryptographic language of Japanese as "A place of Slaughter".

Soon after the debut of ZAFT's MS and their incredible fighting ability, Andrew and the heads of the Sahaku family set out to acquire all the information and technology on ZAFT's MS and the EA's own MS through any means necessary. In ZAFT's case they used both spies, that they already had in the PLANTs, while also spending a significant amounts of money on mercenaries to capture one each of all of ZAFT's latest MS intact. In the EA's case things were much easier, thanks in part to the EA's intelligence weenies stupidity and Orb's own operatives' skills. Additionally, getting the EA to agree to develop their prototype MS at Heliopolis and allow Orb's own engineers to "Observe and Assist" in the machines creation was a significant boon.

The Tetsujin is quite literally 4-5 decades ahead of every other mass production MS in existence in terms of technology, complexity, and construction quality. This was necessary due to Orb's strategic and political position, requiring a very big stick to ward off any potential threats. That being said, the Tetsujin's development was so secret and misinformation campaign so good, that upon it's first en masse combat debut against OMNI's numerically superior forces, Orb all but massacred every enemy unit they encountered, in what many referred to as an "utterly humiliating, one-sided butt kicking fiasco".

The unit was jointly designed by Morgenroete Engineers Erica Simmons and Liene Van Dalgyon, with assistance from Coordinator and OMNI defector Jean Carry. As well as Junk Guild Engineer Ai Orikasa, better known to most as "The Professor", an old friend of Erica Simmons, who agreed to help with the unit in return for "special services" from Orb.

Starting at the Superstructure is where the first of many technological innovations in the Tetsujin begins, instead of having a traditional frame/chassis, the Tetsujin's superstructure is more akin to a living animal's endoskeleton. More specifically a Raptor's, it's legs and feet are in fact non-humanoid and are designed similarly to the infamous prehistoric predator's. This leg design actually gives the Tetsujin many advantages in terms of top running speed, jumping ability and shock absorption from landing. Conceivably the unit can survive any landing without receiving any structural damage, even when hitting the ground at its maximum Terminal Velocity without using its boosters to dampen the landing shock. Additionally the unit's bird like feet, with two long multi-jointed toes on the front of each foot with two shorter ones on the back, and each ending in laser sharpened Carbon Nitride talons, give the unit an incredible degree of balance and traction when moving. Another bonus to this design is that the opposable nature of it's feet give it the ability to actually grab and hold objects in a similar fashion to an arboreal animal's foot.

The Tetsujin's endoskeleton is mostly hollow, consisting of a series of hexagonal cells made from a Metal Matrix Composite (MMC) of Monocrystaline Titanium interspersed with Boron Nitride Nanorods at the Micrometer scale. This gives the Tetsujin's superstructure tensile strength, mechanical ruggedness and thermal resistance second only to its armor, while still having enough elasticity to withstand an absurd amount of kinetic shock.

Each of these cells can contain a variety of different substances or equipment, primarily they contain either a highly viscous thermally retardant smart-fluid or one of the many negative-ion lasers that the Tetsujin uses as it's main means of temperature regulation. The smart-fluid has several functions, aside from acting as an insulator, it also helps to absorb and dissipate energy from kinetic shock but primarily it is meant as a defense against beam sabers. In order to prevent an appendage from being severed or to keep the unit's torso from being bisected, this smart fluid will quickly flood the affected area to buy a few precious instants for the Tetsujin to escape serious damage. However in the event a limb is severed, this smart-fluid will usually bridge the gap between the severed appendage and then harden into a polycrystalline structure quickly enough that the limb won't be lost, making Nanotech reconstruction faster.

The negative-ion lasers can cool substances down to near absolute zero degrees Kelvin if necessity demands but primarily they are just meant to cool the Tetsujin's S2 power plants and it's frictionless linear joints as well as acting as heat sinks for its armor.

The Tetsujin's joints are never in actual physical contact with each other, using electromagnets, the joints are effectively frictionless. Being both held together by and slightly separated by this electromagnetism in a similar fashion to a linear gun or a maglev train. Another important point to keep in mind is that Tetsujins are effectively double-jointed and can achieve feats of agility and flexibility unsurpassable by most MS.

The next innovation in the Tetsujin's design is its main means of motive movement, lacing most of the superstructure is dense bundles of an electrically reactive synthetic polymer that expands or contracts depending on the amount of current being fed to it. These are in essence synthetic muscles and are one of the reasons for the Tetsujin's incredible performance values, giving it a power to weight ratio of more than 6:1 comparable to most MS which rarely have power to weight ratios of 2:1. To put this in perspective the Tetsujin can lift an overhead weight of 185 metric tonnes, almost 204 short tons, which to some may seem absolutely absurd but it effectively makes the Tetsujin the body builder of the MS world, at least temporarily. Thanks to these and it's incredible OS, the Tetsujin can jump more than 7 times its own height from a standing start where most MS can barely manage half their own height. Over optimal terrain the unit can also run at a top speed in excess of 500 Km/h (310mph), completely outstripping the top speed of ZAFT's GAHMU. The greatest bonus in these synthetic muscles though is energy conservation, while the servos, actuators, and hydraulics of most MS are a significant bleed on power. The Tetsujin's muscles by comparison only have to exchange the charge between one group of muscles and another to move, equaling an absolute minimum drain on power due to thermal and electromagnetic ambient bleed off. One final bonus to having Synthetic muscles is their ability to act like cushions for absorbing and dissipating shock either from landing or more probably from being hit with kinetic weapons/explosives.

Extending out from the Tetsujin's endoskeleton are exo-skeletal structures that are the mounting points for both its exterior armor and the unique Nanotech Adapters that are littered across its body. Nanotech Adapters are hard points packed full of macro and micro sized Nanomachines that can almost instantly adapt and couple to any weapon they are equipped with no matter the original manufacturer, meaning that the Tetsujin is fully capable of stealing and using any weapon belonging to either OMNI or ZAFT.

The Tetsujin's Laminated Hybrid Hyper Alloy Composite Armor is essentially an extremely advanced version of 20th century Chobham tank armor. It consists of three primary materials, a core of a 10cm thick Beryllium Composite Cermet (Ceramic metal) material, which is then sandwiched between two 5cm thick plates of a Hybrid Titanium alloy, that make up the armor's exterior layers.

The Hybrid Hyper alloy is a Monocrystalline Titanium Carbon Nitride created via the use of Orb's zero gravity Nano-lathing technology. On its own this armor possesses mechanical strength and tensile strength several magnitudes superior to that of traditional steel and titanium. But it also possesses a freakish degree of elasticity while maintaining hardness greater than diamond and absurd levels of thermal and even electrical resistance superior to even that of Osmium. However to further increase the armor's durability and resistance to beam weaponry, in a similar manner to its endoskeleton, it has interspersed uniformly at the nanometer scale Monocrystalline Heterodiamond Nanorods, which are actually what give the Tetsujins' their unique bluish black insect like coloring. Heterodiamonds are a superhard material made up of Boron, Carbon, and Nitrogen, it possesses hardness comparable to diamond but with superior heat resistance close to cubic Boron Nitride and possesses a slightly iridescent bluish black color. Thanks to Orb's superior Nano-manufacturing methods however, it's artificial Monocrystalline Heterodiamonds are several magnitudes harder, denser, and more chemically and thermally stable than their 21st century counterparts. Quite simply this Hybrid alloy possesses physical properties that are comparable to the strongest PS-armor while being more durable against beam weaponry and not draining the Mobile Suit's power supply in order to use. Traditional armaments are rendered all but useless against the Tetsujin's Hyper Alloy armor with its elasticity giving it superior defense even against most Hyper-velocity weapons, currently the only known MS based HV-weapons that could pose a threat to the Tetsujin is the XGAT-217 Noctoraptor's Ballistra and the various Hyper-Accelerated Linear Cannons used by some of OMNI Enforcers newest mobile weapons.

Contained between the two plates of Hyper alloy is a layer of 10cm cubed tiles of a Beryllium Oxide Composite Cerametallic E-material that contains micro structures of super dense ceramic nitrides, borides, and carbides. This material is in some ways a hybrid of a shuttle craft's TPS(Thermal Protection System) and the Foam rubber polymers used in some tires due to it being porous and even somewhat pliable. Primarily this E-material is meant to function as part of the Tetsujin's defense against beam weapons due to it being able to resist thermal stresses in excess of 10,000 degrees Centigrade for very brief periods of time. Additionally it's pliable nature adds on to the armors defense against kinetic energy weapons helping to dampen and dissipate shock from them.

Coating the surface of the suits armor in an electrically sensitive layer of easily repaired artificial Chromataphors that give the suit the ability to change color at will, either in it's normal clear state where the armor beneath is visible. Or more obviously in a constantly changing camouflage pattern to better suit the environment it's in or even holding in a preset camouflage pattern to conserve power. This layer of Chromatic Surface Camouflage does not offer the same degree of invisibility as Mirage Colloid but is by far more energy efficient and depending on the environment also much more effective.

Lacing all throughout the Tetsujin's armor and it's entire body are Boron Nitride nano-tubes and nano-threads that serve two main purposes. The BN nano-threads are linked directly to the Tetsujins negative ion cooling lasers and primarily serve to dissipate heat all through out the suit. The nano-threads also are an integral part of the unit's armor for two reasons, first is the ability to regulate the temperature of all exposed surfaces on the suit to match it's environment. This effectively makes a Tetsujin virtually invisible to Infrared and thermal imaging cameras/sensors, additionally the nano-threads serve to increase the suits defensive power against high energy weapons that produce a great deal of heat. When struck by a beam weapon the armor will appear to briefly be covered in a spider web pattern of white hot "cracks" that quickly fade to cherry red and disappear. This occurs because of the nano-threads rapidly absorbing and dissipating the radiant heat energy, it also causes a Negative Ion-cooling laser near the point of impact to operate at near it's maximum output for a brief time to ensure the threads are very rapidly cooled.

In the wake of a hit from a beam weapon or most any damage from any weapon powerful enough to damage the suit one of the most important systems on the Tetsujin becomes apparent and that is it's Nano-machine repair system. The previously mentioned BN Nano-tubes contain a smart fluid similar to that contained in the Tetsujin's Endoskeleton but carries many additional elements and most especially nano-machines of various types. These Nano-machines are meant to do double duty on keeping the MS maintained keeping normal maintenance to a minimum as well as repairing relatively moderate battle damage. When a Tetsujin is damaged it will develop a noticeable quartz like 'scab' over the damaged area that aids in the repair speed, the Nano-machines use both Elements from the smart-fluid as well as the dust and gases from the surrounding environment to facilitate repairs and the construction of more worker nano-machines. Perhaps the most valuable purpose these Nano-machines serve however is their role in the Tetsujin's emergency fail-safe/self-destruct system, when a Tetsujin, or any part of it, is damaged to the point it can't be recovered or risks falling into enemy hands, the Nano-machines will begin to deconstruct the entire suit on the molecular level. Using the available materials to rapidly propagate themselves while breaking down the suit before in turn liquidating each other, within a time span of a bout 10 minutes this method of self destruction, while not as hazardous to the enemy, virtually ensures that absolutely no salvageable material remains of the suit. This is actually somewhat disturbing to enemy pilots in it's own right since the Tetsujin will turn into a grayish brittle corpse of it's former glory that will quite literally disintegrate with the slightest touch.

The Tetsujin possesses a highly redundant power supply system, as with most suits it has a replaceable energy battery in it's torso, this battery is a super efficient Metal Hydride based Nano-cell. The suit uses Titanium-Nitride super insulators and Niobium-Tin superconductors to get the maximum amount of power possible from the battery giving it close to 30 percent more power than the standard battery. The next source of internal power the Tetsujin has is five Super Solenoid(S2) engines that combine the roles of being batteries, high energy capacitors, power regulators, and surge protectors all into one. These S2 engines are located one apiece in each limb and the Tetsujin's torso, however the S2 engines greatest aspect is not initially obvious, each S2 engine is in fact an Electromagnetic accumulator and Microwave receiver. Fundamentally this means the Tetsujin can absorb minute amounts of ambient Electromagnetic energy to regenerate some of it's lost power, though this often spikes slightly during battle with the regular discharges of encapsulated energy weapons. The microwave receiver ability is the true master stroke though, as long as a Tetsujin is within about 35 Kilometers of any major vessel or occupied territory of Orb, the unit effectively has an unlimited operating time. That is so long as there is a proper microwave power transmitter present, in situations where the Tetsujin is operating in hostile territory, the units will carry with them a chemical reactor auxiliary power unit. The Chemical reactor does not put out enough power to function as a primary power source but has considerable applications as a mobile recharging station and are often hidden somewhere before an operation where they can easily be retrieved later. In the end the Tetsujin's operating time is vastly superior to most modern suits at a minimum multiple of nearly 5:1 as such the machine can not only outfight but outlast it's competitors by a tremendous margin.

The Tetsujin has a dazzling plethora of sensors as well, some are fairly standard and unsurprising while others are new innovations in applied technology but because of these sensors it was decided that the Tetsujin's overall armor design would be similar to the blended body stealth experiments giving the machine a very organic look and emphasizing it's slightly more insect like appearance. This resulted in a "Ninja-ish" appearance versus the Gundam's Samurai-esque designs, most especially in the head where the Tetsujin looks to be wearing a Ninja's face mask. Another distinct change to the head design was an outthrust visor over the main camera, this is purely functional to allow more room for sensors. Also instead of having the Gundam's V-fin the Tetsujin has a pair of very short but fat antennae that come out of the visor and face towards the suit's back while running nearly parallel to the top of the suits head so they aren't jutting out and avoid being possibly broken off. The 3D optical sensor array is essentially a large series of cameras both in the Tetsujin's face where it's eyes would be as well as various other backup and sensor cameras strategically strewn across it's body, meaning the suit literally has eyes in it's feet and in the back of it's head. These cameras consist of everything from the basic HD cameras to ultraviolet, infrared, thermal imaging, light enhancing, and the more exotic x-ray and microwave types as well. Most especially are the Magnetic Resonance Imaging (MRI) Camera and the Schlieren camera, the MRI camera is quite accurately a camera that sees through walls and most any structural formation making it ideal for indirectly engaging enemies and finding hidden targets. The Schlieren camera is actually designed to pickup disturbances in the air caused by almost anything from either movement or particularly heat which actually leaves a detectable wake for a Schlieren camera to follow back to it's source. Another camera like sensor in the head is a sonar imager, which can best be described as an echolocation camera that creates long range snap shots of aquatic targets.

All in all, aside from the obvious cameras and laser designators the suit's head contains relatively few items in order to prevent a large scale sensor blackout should the head be destroyed, the other items the head does contain though is a scouting Periscope similar to the one in the Ferox. Alongside this is a Bi-Directional Quantum Bitstream, and AM/FM Long and Short Wave Radio Communications System that is most often used in conjunction with the Multi-band Sensor Cluster to hack and intercept enemy communications. The next items were a satellite uplink/hacking array and a Doppler radar unit that aided in determining target information as well as operation planning by knowing certain meteorological and geological factors. And of course there is the rather un-standard combined CIWS also located in the Tetsujin's head, the Hisame (hail) dual 25mm Hyper-Velocity Gun and Pulse Laser CIWS combines the two systems to find out which one will in practice function better overall. The 25mm HV-gun is essentially a miniaturized rapid fire version of the HALC that sheds gunpowder based CIWS for magnetically propelled ones, the pulse Lasers are fairly standard gamma based ones that don't so much as always destroy the warhead as completely fry the delicate electronics in a guided missile. Another application for the Tetsujins CIWS was in use during close combat to shoot out and fry an enemies sensors making them an easy kill, though some would say this is cowardly it hardly matters where in most fights the average Tetsujin pilot is outnumbered 3 or 4 or 5:1.

Integrated in to the Tetsujin's design is an Anti-Personnel Acoustic Defense Weapon or alternatively, a super loud sonic weapon, it's primary purpose is to neutralize enemy personnel via the use of super high and super low frequency sound waves with varying wave lengths. Against an unshielded organic target this means death via the rupturing of billions of micro capillaries throughout the human body specifically those in the vital organs. The resulting blood clots in the brain and heart potentially causing death via a stroke or heart attack or causing tremendous debilitating seizures, bleeding from all of the victims orifices and very likely drowning in one's own bodily fluids. However properly shielded people and MS pilots will only experience an incredibly high-pitched and ear-splittingly loud screaming noise, which can be potentially lethal due to it's debilitating effects. One part of this system integrated in to the Tetsujin's 'mouth' is a LRAD or Long Range Acoustic Device, which is essentially a very powerful speaker that can be used in a variety of ways, from use as a communications device beyond human hearing, to a highly focused sonar ping. Primarily though the LRAD sees two major uses a precision instead of area of effect version of its acoustic defense system and as a psychological weapon during combat, programmed into the OS of the suit is a variety of sounds used to demoralize enemy opposition. The audio tracks most regularly used are recordings of various animals, wolves howling, coyotes howling, lions and tigers roaring and growling, elephant bellows, hyena cackles, vulture cries, and various unearthly sounds that are meant to be intentionally 'spooky'. One by product of this system though was an improved audio receptor system with specialized sound dampeners and filtering systems to assist in target identification and locating sounds that were normally beyond the range of human hearing, effectively giving the suit super ears as well. As a result Tetsujin's were often given a variety of nicknames by earth based forces, Phantom, Wraith, Banshee, Skin Walker, and perhaps the most popular "Howlers", due to a mixture of the acoustic weapon scream and the regular howling sounds produced by the LRAD.

Inside the torso of the Tetsujin are more of the suits sensors and communication equipment, notably the vastly superior and more complex "Ansible" Tachyon Communications system and a host of new sensor systems. The Ansible system's primary improvement was the ability to actually encode the pulsed discharge of tachyons it self unlike OMNI and ZAFT Tachyon communications. ZAFT and OMNI's Tachyon burst suffer from two major flaws, the first and most serious being their security, any tachyon receiver unit capable of picking up the com pulse can easily intercept them so long as they are within range. The second flaw of most Tachyon communication systems is their effective range which is usually very short, limited to about 30-40 kilometers due to the Tachyons accelerating beyond the speed of a receiver unit's ability to pick up and decode coherently. Unlike with a radio wave which will degrade over distance a Tachyon burst accelerates and becomes more powerful making understanding the input signal near impossible for the receiver over a relatively short distance. Orb scientists essentially learned to manipulate the rate of acceleration of a Tachyon burst to the point that they could conceivably communicate in real time with satellites drifting in the solar systems ort cloud, though rumors suggest the system can do much more than this.

An active/passive sonar array is also inclusive to the torso for use in aquatic/liquid environments, though typically this system is only used in its passive mode due to its high sensitivity, rarely is needed to be used actively. Though in some respects overkill an additional set of MRI Cameras also exist in the torso beneath the armor along with the perhaps most advanced detection system ever come up with by humans but also somewhat fragile and that is "The Doctor". The Doctor is a Metaphase Superconducting Quantum Interference Devices (SQUID) Mass Energy Detector or MED, hence the name "The Doctor". This device can be very simply summed up as a hybrid of a traditional radar system and ZAFT's Lorenzini magnetic field sensors except pumped up on performance enhancing drugs. This device picks up the unique magnetic fields created by all matter in its environment out to a very significant range of up to 60 kilometers though this comes at the cost of significantly decreased accuracy in its readings. Essentially the systems cross references the magnetic fields it picks up with anything that has a similar or identical field via a complex extrapolation program, allowing the system to identify virtually anything in its effective range. The most important attribute of the system is that all modern stealth technologies including Mirage Colloid are useless against it. Though in the case of Mirage colloid the reason the system can pick up a unit using the synthetic particle stealth system is because of an unnatural Magnetic field free area that is moving. The system was designed so that it would also make pilots aware of any anomalous readings that the system couldn't rule out as ambient interference or background 'noise', this resulted in the ability to detect the high energy spikes associated with many modern weapons. Functionally this can give a pilot preemptive and to some appearances precognitive warnings of incoming enemy attacks, particularly those from light speed weapons, anti-matter weapons, and larger caliber magnetic acceleration weapons and energy cannons. However the most impressive ability the system possessed was the ability to actively identify living and non-living matter. Effectively making it a life signs detector and adding to its name the doctor; this obviously makes it ideal for more sublime tasks of search and rescue or rather search and destroy all living witnesses. But as impressive as this device and the MRI cameras are they both have one major flaw and that is that a powerful enough EM burst while they are in use can very easily fry their delicate components taking a great deal of time for the suit's Nano repair system to fix and recalibrate to the point of functionality.

The torso also contains a pair of Mizore(sleet) multi-launchers in its mid chest level with their muzzles ordinarily covered by thickened plates of armor, Magnetically based these devices can fire virtually anything. Primarily 'anything' consists of various types of grenade rounds, High Explosive, Anti-Personnel, Anti-Material, Incendiary, Smoke, and the Tetsujin pilot's favorite, the Flash Bang. The Flash bang is usually used more for distraction and creating additional chaos or simply disorienting enemies that closed to close for the pilot's liking, additionally these launchers can fire a variety of multi-colored magnesium based flares as well.

Like all modern suit's the Tetsujin's cockpit is based in its torso, not so traditionally for a MS the entire cockpit is an ejectable gyroscopically stabilized cylinder with its own power supply and maneuvering thrusters. And even more unusual is that the cockpit 'hatch' is located on the nape of the Tetsujin's neck between its backpack with the hatch being a plate of armor covering the cockpit pod. When the pilot wishes to board or dismount this plate of armor retracts completely allowing the pilot pod to be lifted into its embarkation position at which point the hatch on the pod itself opens allowing the pilot access to the cockpit. The Tetsujin's cockpit system is known as an Active Dynamic Pilot Interface or "Adept for short, there is room for the pilot in the main free floating command chair and a passenger in a sub chair behind it, which also has a spare oxygen helmet for reasons that will be explained. The cockpit itself is filled with a Non-Newtonian Smart Fluid that is perfectly clear but maintains its shape and deforms under almost no circumstances, creating what might at first appear to be a film stretched over the entrance to the cockpit. Even if one were to try it is impossible to remove the material from the cockpit, this smart fluid has many purposes. One is to make boarding the Tetsujin easier under gravity since a person can almost literally crawl through the S-Fluid no matter how the Tetsujin is oriented making seating oneself easier. Another purpose is that the material functions as a massive shock absorber for the pilot keeping them from being jarred around during combat and preventing unnecessary injuries. It also functions as a thermal and electrical insulator for the pilot providing an extra degree of protection against high-energy weapons that could ordinarily kill others. The cockpit possesses a 360 degree panoramic display that allows the pilot to look at anything around them with great ease providing superior situational awareness.

The command chair is an ergonomic design also made of very comfortable smart materials that automatically form themselves to best fit their pilot for the greatest possible comfort and safety. The control interfaces are also somewhat unique, while with most MS it's possible for just about anyone to hop in and pilot them even if not to an exemplary degree, the Tetsujin's controls are far more complex. Partly the complexity prevents just anyone from piloting a Tetsujin, instead requiring at least a month of training to properly grasp its control scheme and have a modicum of piloting ability. This is not to say the system is not user friendly or easy to adapt to so much as it provides greater control over the suits movements and makes the layout of OMNI and ZAFT suits seem retardedly simple. The unit has of course the usual foot petals but with toe hooks on them so that they may be both pushed down and pulled up as well as being pushed forward or backward or twisting side to side. It also sheds the more traditional joysticks for a pair of combined power glove/forearm armature/joy stick controller that offers a greater degree of control over the suit as well as a wider range of complex movements.
One important feature of the suit is a multi-stage control limiter which keeps the suit from being too responsive for pilots who have yet to fully master the suits controls, starting at a Level 1 setting the suit is quite slow and sluggish, perfect for a beginner. At level 2 the motive abilities increase to the point that the Tetsujin responds about as fast as a worker MS but not much better than that, on level 3 responsive this becomes equivalent to a cannon fodder combat suit if a little better. When a pilot reaches the Level 4 capacity they are judged worthy to be a combat pilot by Orb standards since they will have reached a level skill equivalent to that of a ZAFT Red shirt or an OMNI Black shirt. However there are levels above number 4, Level 5 is for pilots who show an exemplary amount of piloting skill, above that is Level 6 a rating given to only the most skilled/exceptional or simply abnormal pilots. Finally there is a level 7, the third highest possible responsiveness, unfortunately normal humans, be them naturals, or coordinators simply do not have the mental or physical capabilities to control the Tetsujin at this level of operation. The exception to this does exist in the forms of three people, the first two being Liene Van Dalgyon and Andrew Victor Payne both of whom have a tremendous number of Cybernetic implants that allow them to directly control the MS by linking their central nervous system to a suit's M.O.S. The third is of course Kira Yamato, though by most standards his abilities and sheer potential can hardly be considered normal but at Level 8 even an Ultimate Coordinator can't control a Tetsujin via any means but cybernetics. Level 8 is the highest operational level that a human can still control the suit and thus far only one Andrew "Vicious" Payne seems to possess the sheer ability to do this. The Final operational Level that delivers the absolute maximum output of the suit's abilities is Level 9, at this stage however the only thing that possesses the capacity to control a Tetsujin is an extremely advanced Quantum A.I. with the power to actually bring out the suit's maximum nightmarish potential. During the first battle of Orb one serious factor in Orb's casualties was the great inexperience of most of its pilots with their new suits, admittedly they adapted to the suits remarkably quickly when the chips were down. However over 60% percent of Orb pilots had only reached operational Level 3 with their suits during the first War accounting for part of the initial severe losses despite superior training, the other 40% were all rated at Level 4 or above thankfully and surprisingly.

Another powerful SQUID (Superconducting Quantum Interference Device) meant to monitor the pilot's brain activity is built into the pilot's helmet, as well as hundreds of micro-maser Neuro-manipulators. The Purpose of the SQUID and Neuro-manipulators is to transmit tactile sensory information acquired from the Tetsujin's own onboard computer directly to the pilot's brain allowing the pilot to 'feel' what the suit feels. This was accomplished by adding hundreds of high-sensitivity pressure and stress sensors to the Tetsujin's feet, superstructure, and joints along with interfacing the pilot's own sense of balance with the Tetsujin's own gyroscopic stabilization system. In theory this gives the pilot a near supernatural degree of flawless control over the suit since they can now experience the environment they are fighting in and how it's affecting their frame much more clearly. In practice though the system had to be scaled back to a much less obtrusive level since most pilots, natural or coordinator, couldn't easily cope with it, however a few things of note did come out of this in that even in a restricted mode the system still helps to increase the pilot's ability to get the best use out of their personal suit. Another application for the device is to use it as part of the cockpit's security system so as to check and see if it's pilot's brain matches with its authorized pilot and if not then the Micro masers will cook the intruders brain until they are either in capacitated or dead. Another unique quirk of this system was a tendency for any nervous habit's a pilot may have or empathic nerve responses and muscle memory to be transmitted to the suits motive systems, resulting in Tetsujins performing extremely human actions such as finger and toe tapping out of the blue, or idly shifting their weight from one foot to another, wind milling their arms to keep their balance, recoiling or jumping in surprise, and sometimes even going through the motions of yawning.

Part of the suit's targeting systems and camera control system are a series of infrared eye movement detectors which are also built in the helmet, these devices assist in the process of target acquirement by allowing the pilot to simply look at and focus on what he wants to shoot while leaving the rest up to the suits FCS. In terms of increased accuracy this allows the pilot to very easily pick off the limbs and extremities of enemy suits as well as allowing are far greater ability to track and kill moving targets. The system also functions in part with the Hisame CIWS allowing the pilot to pick and choose what incoming fire they want to hit or to target surface threats in an antipersonnel role. Another thing of note is that for increased psychological effect a Tetsujin's 'eyes' actually mimic's it's pilot's, appearing to widen in surprise, glare in aggression, or focus/watch something specifically by appearing to swivel and look at it, essentially "watching out of the corner of its eyes".

One feature of the cockpit system is that the pilot's suit has multiple medical properties aside from just monitoring basic bodily functions such as heart rate, breathing, blood pressure, stress levels, and body temperature. It also has the ability to intravenously deliver drugs and if necessary resuscitate a pilot who has gone into cardiac arrest or suffered severe injury even going as far as full life support and injecting bio foams into the pilot's body to stop internal bleeding. Some of the drugs used are fairly standard in medical practices but are surprising nonetheless, during combat or regular operations the suit may decide to introduce a drug into the system to improve the pilot's performance. From simple adrenalin and endorphins to a variety of vitamins and minerals that also increase the health of the pilot as well as increasing their overall ability to function but on the dark side the suit also contains several synthetic drugs that heighten a pilot's emotional threshold and unnaturally increase their focus. This causes some pilots to for a period of time become near emotionless killing machines that operate to the best of their ability, thankfully this drug is relatively harm less with no lingering effects. Other agents also present are anesthetics, anti-depressants, and even powerful sleeping agents designed to force a pilot into dreamless REM sleep to enable them to more easily rest and recover during missions. On a side note it is also possible for the system to force the pilot into an artificial coma if their life is in danger so as to minimize the consumption of resources by lowering the amount of bodily activity.

When the cockpit pod is ejected it uses a magnetic pulse to hurl it out of the suit before firing its own engines to propel it away from danger; on the earth the pod can sustain flight for a little over 80 kilometers before running out of power and deploying parachutes to guide it to the ground. In space the pods parachutes function as a cross between solar sails and power collectors allowing the pod to propel itself over much greater distances for longer periods of time if necessity demands. For added protection the cockpit pods eject a great deal of Anti-beam gas during their initial launch and through part of their flight incase an enemy is cowardly enough to try and destroy the ejection pod.

The suit's backpack seems fairly normal at first glance but does have several unique design traits, the first being that it's two primary plasma rockets are in actuality a plasma based pulse jet engine that works virtually anywhere even under water while still providing tremendous thrust. While most Suits Plasma thrusters only have an output of around 25,000 kg the Tetsujin's engines can pump out a whopping 65,000 kg while still being almost twice as energy efficient as ZAFT and OMNI designs. The nozzles of these two engines appear to stick a fair distance out of the back pack; one reason for this is the high amount of thermal energy created by the engines. But the second and more important reason is that both main engine nozzles is a 3-d vector thrusting assembly allowing the suit far greater mobility by being able to direct its thrust in more directions over a wider cone. On either side of the back pack behind the shoulders are a pair of weapon storage locks for optional/heavy weapons that also double as docking units for the Tetsujin's Tengu Artificially Intelligent Reconnaissance & Attack Drone (AIRAD) support unit. On top of the back pack is a somewhat large movable booster pod that contains a large number of apogee verniers that greatly increase the Tetsujin's mobility both in space and on earth. However the main component of this movable booster pod is a Plasma Pulse Detonation Engine, not to be confused with the Shadowfax's Positron Pulse Detonation Engine. This Plasma based PDE started its life as an experimental plasma beam weapon but upon its first test propelled itself and its test rig nearly 16 meters into solid granite, too say the least Orb scientist realized they might be onto something quite different than they intended. The plasma PDE is also the progenitor of the Tetsujins' Plasma Pulse Jet engines, however while they provide a great deal of thrust very efficiently the PDE does not. It for lack of a better term is a highly inefficient gas hog that produces an explosive amount of thrust for only brief periods of time, its primary use for the Tetsujin is simply to be a Nitro Booster of sorts when it absolutely positively must get somewhere as fast as possible. Often times this Plasma PDE sees its main use in either emergencies or ambushes and very rarely charges, one historic incident of this was when a standard Tetsujin used its PDE to body check one of the X-GAT-400 series Gundams through several skyscrapers and into a cliff face. The Tetsujin's pilot survived the encounter but their suit didn't, though apparently some serious structural damage had been done to the 400 series in question.

The Tetsujins' arms and shoulders also contain their own unique sets of weapons and sensors, inside the shoulder armor are powerful acoustic sensors for picking up audio outside the suit and function as Atmospheric Disturbance Motion Detectors. The acoustic receivers are equipped with buffers to blot out loud background noises and instead focus on picking up sounds well beyond the range of human hearing and deciphering what they are, from heart beats to Mobile Suits walking through a rain storm. The ADMD essentially is a very sensitive vibration sensor that picks up even some of the most minor vibrations transmitted through the air to extrapolate what an object is and if it's moving to pinpoint its location via sound/vibration. Much like the Doctor and the MRI cameras this device also runs the risk of failing if it is exposed to too loud a noise at too close a range without warning or time to activate its sonic buffers properly. Located inside the Tetsujin's forearms under its wrists are a pair of magnetically launched Kusari Multi-Purpose Grapple Anchors, each anchor consists of an Anti-PS Osmium and Titanium carbide based ultra-high-power Electromagnet. The anchors are shaped roughly like an elongated tetrahedron for piercing armor; the anchor has 3 magnetically actuated claws that spring out to provide additional purchase on some objects on command, especially if the surface is non-ferrous. The cables that attach them to the suit are electrically conductive Ultra-high molecular weight Mono-molecular Titanium-Carbon elastic Polymers. This material can be made extremely thin and strong and thanks to its bungee cord elasticity it will not break if suddenly put under immense stress; instead it will help to absorb the strain on the cable. The grapple anchors purpose is primarily to be a retrieval tool for metallic and non-metallic objects or simply attach to any surface as an anchor point when necessity demands, though obviously depending on what you're trying to fire it at will dictate whether or not you will have the Anti-PS properties active. Alternatively they also function as weapons in two ways one is to obviously shoot them into and through an enemy unit at a vital spot, two is to grapple an opponent to jerk them into the line of fire or simply bring them close enough to tear apart. Though for airborne targets there is always the option of smashing ones enemy into the ground or one of their allies. Because of the electrically conductive nature of the cables it is also possible for the Tetsujin to disable an opponent via a small high-amperage burst of electricity or complete fry an enemy via a sustained discharge.

Much like any other part of its body the Tetsujin's legs contain their own host of sensors and weapons, the rather obvious sensors being the Ground Sonar and Audio Receivers in its feet and lower legs meant to detect and track subterranean disturbances as well as listen in on underground noises. Built into each of the Tetsujin's legs are Repulsor drives that use an artificially created Mono-Polar Electromagnet to suspend the Tetsujin over any surface. By allowing the suit to easily hover over many types of terrain that may not be easily navigable under normal circumstances this drastically increases the suit's flexibility to operate in swampy, sandy, and boggy environments. Rather obviously it also allows the suit to hover over water with an absolute minimum expenditure of power, not so obvious is the massive repulsive force the drives can generate in a split second. With a sudden burst of power the repulsor drives can generate the repulsive energy equivalent of twenty metric tons of TNT, put simply it can send the Tetsujin hurling in any direction like a marble out of a sling shot. Of course doing this is potentially hazardous to the pilot and their suit as such burst output is limited to more tolerable levels to also preserve the repulsor drives. Much like the Tetsujin's main Hybrid Plasma Thrusters these drives can be used in virtually any environment due to their operating principles, according to M-theory gravity and space itself more or less exists as a plane. The magnetic mono-poles of the repulsor drives creates infinitesimal hiccups in the Earth's gravity field and the reactive energy created as a result can be used to allow the suit to hover for extended periods of time at a minimal expenditure of power. Or they can use a tremendous amount of power to create a powerful reactive burst that can not only provide massive thrust but also be used offensively. If an enemy MS were to be under or in front of the bottom of the Tetsujin's feet when the repulsors fired at high output the result would be as though the enemy machine had been hit by a half a kiloton of steel traveling at Mach 1.

Armaments inclusive to the lower torso itself are a pair of Reiken (Spirit blade) Hyper Beam Tsurugis mounted on the hip armor and a pair of Juuki (small arms) Dual mode beam/linear pistols stored inside the hip armor. The Juuki is functionally a backup weapon of last resort like most sidearms but it also fulfills a role as an anti-light armor weapon having just enough punch for use against smaller and weaker targets such as tanks, helicopters, and other light vehicles. That is not to say it isn't capable of destroying a MS but sacrifices range and power for its size and versatility, the 25mm beam gun is based in part of the Augury Kurotenchi pack's carbine. However the Juuki's particle output is much smaller due to its size, in rapid fire mode particle output is just high enough to successfully penetrate ordinary MS armor. In Magnum mode output is high enough that the particle beam can penetrate most PS-armor with ease at the cost of being able to fire only one shot every 2 seconds. Above the barrel for the beam gun is a 75mm linear gun that fires 65mm nano-engineered Thermite based plasma incendiary rounds, these rounds are in their own way more lethal than the beam gun due to the sheer amount of collateral damage they cause upon impact. The shell is ignited by the electromagnetic energy created when firing the gun, causing it to burn for three seconds at temperatures exceeding 50,000 degrees Fahrenheit depending on the medium it is traveling through. Upon impact the round squashes over the impact site vaporizing armor and causing tremendous thermal damage over an area of 5 meters, the round can easily destroy conventional weapons and defenses as well as melting holes through anti-beam coated shields. The round is also effective against PS-armor to a slightly lesser degree but can still compromise it severely, on the down side the gun only has 30 rounds of ammo in 10 round magazines and its effective range is limited to less than 600 meters.

The Reiken Hyper Beam Tsurugis are improved versions of existing beam saber technology, while most beam sabers function by holding charged particles in a semi-unstable electromagnetic containment field to form a 'blade', the Reiken do something significantly different. Because of the inherent instability of an ordinary beam sabers containment field they waste a great deal of power just creating more charged particles as some escape the field. The upside of this is that beam sabers create a great deal of collateral thermal damage to a target but still this is a hefty drain on a mobile suit's power reserves. Hyper beam saber technology uses two containment fields to squeeze the charged particles into a very tightly condensed 'blade' in order to prevent the minimum loss of charged particles. Once this is done the charged particles try to escape from between the two fields creating a beam blade in the shape of a Tsurugi or Chinese straight sword, ordinarily this would eject the particles away from the containment field making the sword less efficient than an ordinary beam saber. To prevent this a third unstable containment field is used to pull the charged particles back down towards the base of the particle emitter and cycle them back through the other two fields. This causes two very important things two happen to make a hyper Beam Tsurugi a far better weapon, the first is that this cycling of charged particles creates what amounts to a pair of counter rotating energy saws on the opposing edges of the sword. This gives the Reiken tremendous cutting power in comparison to an ordinary beam saber since every charged particle creating the blade is oscillating at a speed of roughly 7,483,250 times a second. The Reiken can even cut through anti-beam coated shields if it remains in contact with one for a period of time longer than a few seconds, making the Tetsujin a nightmare in close combat. The second and perhaps more dangerous result of the design is what happens at the tip of the sword, as the charged particles oscillate Leptons are ejected violently from the swords tip creating an invisible 3 meter extension to the swords blade. Because of this Tetsujin pilots have the sword out lined on their HUDs to show the swords true length so as not to accidentally cut something they didn't want to while using the sword. However the true marvel that these ejected Leptons creates is the ability to pierce virtually any defense with the ease of a hot needle through butter, excluding of course Orb's own H-PS technology. As an example, while a Tetsujin slashing at an Anti-beam coated shield will cause some damage it won't immediately cut through the shield however if the Tetsujin were to stab their Hyper beam tsurugi straight into the shield it would punch through it like it wasn't even there thanks to the Leptons being ejected from the tip. The final upside of the Reiken is that it's unique properties often cause it to be able to over load the containment fields of enemy beam sabers causing them to fail at the worst of times leaving an enemy suit wide open for a fatal blow. The down side to the Reiken's design is that it does not cause near as much collateral thermal damage as a regular beam saber but does gain points for causing drastically increased electrical damage. Also because of the number of containment fields the Reiken has it generates tidal forces similar to a gyroscope making it more difficult to wield than a regular beam saber. This flaw of course is off set completely thanks to the Tetsujin's "muscle power" and it also in the end benefit's the weapon by giving the saber what amounts to virtual mass. A regular beam saber has no mass meaning there is little to no kinetic energy behind a beam saber slash, in the Reiken's case the tidal forces it creates gives it greater mass energy potential that translates into powerful kinetic strikes. In Layman's terms it could be said that fighting a Tetsujin with a beam saber is like using a fiberglass baseball bat to fight a Major League Baseball player who has a steel bat. The only other possible flaw of the sword is that it can only cut with the edges of the sword while the flat of its blades can only deflect beam energy or shock a target but not actually cut it unlike a beam saber which can cut in any direction. The coup de grace is that all of the swords improvements come at only a doubling in its energy cost which to a Tetsujin is no real problem.

To top it all off all off, the Tetsujin's hardware is run and managed by an advanced decentralized bio-neural quantum computing system that is networked to thousands of isolated biologically-based electrochemical neural networks using minute amounts of human cortex tissue grafted to boron coated carbon wafer femto-chip processors. Because the femto-chips are spread throughout its body they are all connected to one another via a nervous-system-like Mono-molecular optical computing network. This allows all of the widely dispersed sensor systems and computing unit's to stay interconnected and relay commands from the cockpit to the various parts of the Tetsujin's body. Thus automatically bypassing damaged systems and rerouting to auxiliary systems when needed making it even harder to cause crippling amounts of damage to the Tetsujin even when it is full of more holes than a worm infested appl. Because of this each Tetsujin is effectively a massively oversized articulated walking Super computer of astronomical potency far beyond the suit's own needs. Most of the Tetsujin's systems are managed by the suits AICA (Artificially Intelligent Combat Assistant) the AICA primarily serves as a pilot aid verbally interacting with the suits pilot and providing them with important information. An AICA can overtime gain a personality of sorts that reflects its pilot's own unique proclivities while counterbalancing their flaws, by sometimes suggesting alternate courses of action. A thing of note is that an AICA's voice is a gender reversed version of their pilot's essentially speaking to their pilot in an opposite sex version of the pilot's own voice, though few seem to notice this. The AICA's also have a limited ability to remotely control their own Tetsujin's, this allows a pilot to 'call' their suit to them in an emergency or remotely control it externally by verbally communicating with the AICA either over open air or over a comlink.

The Tetsujin in some ways could be considered the ultimate MS of its type when it was designed but it was not without some flaws, some these were entirely unexpected others were simply a question of not fully exploring the possible combat abilities of the suit.

D/N: Overall the Tetsujin has a body that looks like a cross between the Type J-9 Griffon from Patlabor and the MMF-JG73L Turn Delta from the Gundam Seed Astray side stories. Its head looks more like the RX-121-1 Gundam TR-1 Hazel Custom with the Sniper Unit equipment from the UC-verse side story Advance of Zeta: Flag of the Titans Photonovel. Another item it takes from that side story is the back pack of the RX-121 Gundam TR-1 Hazel, particularly the more ordinary one equipped with the small movable booster pod to it. Aside from the obvious changes to leg design however the body is almost universally colored a glossy blue-ish black with the antennae on its head being silver and it's optics being light blue. The armor is also almost seamless and for the most part perfectly smooth with no sudden lumps or bumps giving it a naturally alien organic flow to the armor design and also increasing its psychological demoralizing affect. The Hyper beam Tsurugi's look like the ORB-01 Akatsuki's dual beam sabers but with blue beam blades and the emitters themselves being the same color as the rest of the Tetsujin

Misc: The most significant drain on its power from its motive systems is actually it's frictionless joints but still this is much lower than that of any standard MS in Earth's gravity. In space however, the lack of gravity only causes the Tetsujin's baseline performance to go up significantly due to there being even less power required to run it's motive systems.

Well, it's been a good run folks. I've got other Gundam stories planned, but for those of you who need something to tide over (not that you can't find any other story here) I've got a quest thread on SpaceBattles' sub-forum 'A BROB is for you!' under the title of 'A Displaced Neo-Zeon Pilot Is You!'

Check it out if you're interested.

See ya.