A/N: So I've decided to go with this idea in order to help both me and any readers of Agent Orimura keep track of the various IS units and other such tech that I have added/will eventually add to the story. This will help get rid of particularly large infodumps while simultaneously keeping all technical stuff in one, easy to access location rather than in Author's Notes at the end of various chapters.

For those of you who have no clue about what Agent Orimura is, it is a fic by your's truly, and unless you're just here because you like looking at technical specifications of things (Actually a pretty big habit of mine), I really suggest you read the fic. You can find it at this link: s/11352606/1/Agent-Orimura or you can look on my profile. Either way works.

One final note, in addition to original tech, I will be including various canon IS units in here, primarily because I intend to give quite a few of them refits over the course of the story, plus it will allow for me to keep track of their stats without constantly going to the IS Wiki, which, while it is very informative in terms of IS armaments and their Pilot(s), tends to lack more in-depth information, although this is more due to it not being present in the Anime than it simply being omitted. Thus, I will use this opportunity to fill in the blanks present in the anime with information of my own.

Finally, remember that the first eight chapters of Agent Orimura were posted BEFORE I wrote this technical guide, so if you notice any inconsistencies, please call me out on them. I would rather not have contradicting information posted here and on the fic proper. Any suggestions regarding data to include will be appreciated as well.

This particular 'Chapter' will cover only IS suits that are affiliated with IS Academy. All other IS suits will be covered in other updates.


FILE ONE: IS ACADEMY IS UNITS

ACCESS FILE: INFINITE ARSENAL

GENERAL CHARACTERISTICS

Name: Infinite Arsenal (AKA: "Orimura-kun's Super Awesome IS"- Orimura Fangirls, IS Academy.)

Type: Third Generation True IS (TIS)

Pilot(s): Orimura Ichika

Affiliation: Organization IS Corps

Amount Built: 1

Current Status: Active

Brief Description: Designed by and for Orimura Ichika, this IS utilizes several concepts tested on the earlier Kestrel, such as pilot armor and the White-Pattern True AI, as well as the experimental Infinite Arsenal system that gave it its name. Due to the nature of the Infinite Arsenal system, this IS is unable to use standard equalizers, nor is it capable of undergoing 'Shifts' in order to automatically improve itself. All improvements must be manually applied due to the removal of these two systems. This IS is currently the home of the White Pattern AI known as Ori White, the first of her kind, who runs its main control system, cyberwarfare, ECM and automated weapon suites. Many of the innovations present in the Infinite Arsenal are also present in the new Mass Production True IS units currently being built by the Organization. The Infinite Arsenal is currently stationed at IS Academy along with its pilot. Recent replacement of two OID-3 drives with Tabane-Pattern Fourth-Generation Impulse Drives copied from the Akatsubaki give the Infinite Arsenal limited supersonic capability, albeit only in a straight line and with enough time to accelerate, thus making this ability mostly useless in the Arena.

Power Supply: One White-Pattern IS Core

Control System: One White-Pattern True AI (Ori)

Propulsion: Two Third Generation OID-3 Impulse Drives, One per leg. Two additional Tabane-Pattern Fourth Generation Impulse Drives mounted in wings

One Third Generation Passive Inertia Canceler mounted in torso.

Top Speed (Unupgraded): Mach 0.90 in level flight

Top Speed (Current): Mach 1.4 in level flight

180 Degree Turn Time (Unupgraded): 0.50 Seconds

180 Degree Turn Time (Current): 0.50 Seconds


COMBAT CHARACTERISTICS

Armament (Default):

Weapon Name: OA MAC-40/2 Dual Barreled 40mm Railgun

Description: Dual Barreled railgun capable of firing projectiles at speeds up to Mach 4. Fires in rapid, two-shot bursts. Capable of firing a 1.0 Kilogram Tungsten round. Rounds are solid by default, although High Explosive, Incendiary, and Fragmentation rounds are also available. Maximum Rate of Fire is approximately 180 rounds per minute, although the weapon would overheat very quickly at this rate.

Effective Range: Approximately 3.7 Kilometers

Maximum Range: Approximately 5.9 Kilometers

Stopping Power (Direct Hit): A single direct hit from this weapon will deplete between 40 and 100 shield units, depending on both the range and the resistance of the target's barrier.

Misc. Data: Vulnerable to overheating after prolonged periods of constant firing. When in danger of overheating, weapon shuts down and engages cooling function. While cooling function is active, weapon cannot fire, and releases visible clouds of vapor that both interfere with infrared based scanners and, if present in sufficient number, may be used to avoid visual detection.


Weapon Name: OA PD-4 Free Electron Laser

Description: Single laser weapon designed for point defense. Very weak against other IS units, but is capable of destroying unshielded drones, missiles, and conventional aircraft with ease. Fires a constant beam of electrons accelerated to near-light speeds.

Effective Range: Approximately 1.1 Kilometers

Maximum Range: Approximately 2.0 Kilometers

Stopping Power (Direct Hit): While it is capable of destroying missiles in under a second of exposure, as well as unshielded drones and aircraft in approximately 1.5-3.0 seconds of exposure, an IS unit will only take about 1-5 shield units of damage per second of exposure, depending on the range and resistance of the target's barrier.

Misc. Data: Due to its shot's subatomic nature, it is capable of bypassing the Active Inertia Canceller installed on the Schwarzer Regen TIS. In addition, the beam fired is invisible to the naked eye. It is only visible to Ichika due to Ori displaying its path on his HUD.


Weapon Name: OA-23 Energy Katar

Description: A short, wrist mounted dagger designed for punching strikes. 'Blade' takes the form of a one foot long 'torch' of plasma rather than an actual defined cutting blade. Relies entirely on heat to cut through its target instead of the kinetic energy imparted by normal blades, or the combination of heat and kinetic energy used by true energy blades. In layman's terms, it is a giant, overpowered blowtorch made for punching things.

Effective Range: Melee. (Short)

Maximum Range: Melee. (Short)

Stopping Power (Direct Hit): Due to it relying on heat rather than kinetic energy to block strikes, it causes damage based on exposure. Every second of exposure will cause between 30 and 80 units of damage, depending on the resistance of the target's barrier.

Misc. Data: The Infinite Arsenal equips two of these weapons on wrist-mounted hardpoints by default. Due to the nature of their 'blade', these weapons cannot block incoming strikes. Due to their compact and easily-built nature, these weapons are capable of being mounted on drones as armament.


Energy Shield Strength: 750 Shield Units. 0.85 Resistance Rating (Approximately 15% of incoming damage is dispersed instead of damaging the shields)

Defensive Systems (Default):

System Name: CQB-1 Energy Barrier

Defensive Capabilities: Barrier can withstand approximately 300 Shield Units of damage, 0.6 Resistance Rating (40% of incoming damage is dispersed instead of causing damage to the shield)

Description: Generates a hexagonal barrier that covers approximately 21.4 square meters of area. Emitter is permanently fixed to the left wrist of the Infinite Arsenal. Barrier blocks attacks from both directions. Attacks will not get through, but Ichika cannot fire through either.


System Name: HD-3 Shield Drone

Defensive Capabilities: Each drone mounts a CQB-1 Energy Barrier capable of projecting its shield up to one meter away in any direction. Each drone is programmed to intercept any fire deemed to be on a direct collision course with the Infinite Arsenal, although Ori can override this at any time.

Description: The Infinite Arsenal is equipped with two of these drones by default, and is capable of fabricating a replacement over the course of two minutes. The HD-3 drone is also capable of replacing its shield emitters with medium weapons, such as missile pods, or the PD-4 FEL.


System Name: Mk. II Pilot Armor

Defensive Capabilities: The pilot armor completely encases its user in bulletproof armor. Conventional rifles and machine guns are all but useless against this suit, although they may still overwhelm its defenses in sufficient volume. The armor is made of heat-resistant materials, and thus can withstand heat from light energy based weapons as well, although direct hits will still overwhelm it. Most heavy weapons can also penetrate it. In addition to providing protection to unshielded IS pilots, the Mk. II incorporates a feature that allows it to act as an escape pod should the user's IS be too severely damaged to continue fighting. In this scenario, the rest of the IS is stored away for repairs while miniature impulse drives slow the pilot's fall to a manageable level. In the event of a water landing, the armor is equipped with flotation systems and an inflatable raft. Forty days' worth of rations and basic survival equipment are also kept in the event of rescue not coming immediately. When independent of its IS, the armor is only capable of functioning for approximately 12 hours before it runs out of battery.

Description: Standard issue pilot armor installed on all Organization IS units, mass production or otherwise. In addition to its defensive benefits, it is also capable of monitoring pilot lifesigns, providing an advanced HUD without encumbering vision, infrared and night vision systems, and a full communications suite. The suit is also capable of being deployed separately from the rest of the IS in order to act as power armor, or to provide defense in tight quarters where a full deployment of an IS would be impractical. 360 degree vision is provided by a suite of cameras linked directly to the HUD. In case of all cameras going offline, some armor around the helmet will retract and reveal a conventional tinted visor, although this is a weak point in the armor that can be exploited.


System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable. The ADS mounted on the Infinite Arsenal can be de-activated on command by Ori, enabling its shield to regenerate but rendering the IS vulnerable in the event of shield depletion. Should the ADS be re-activated, it would require the Infinite Arsenal to either be disabled for a minute or approximately one hour of time during normal flight in order to recharge. Thus, unless the ADS cannot be simply switched on again should the regenerating shield be breached.


Misc. Equipment:

System Name: The Super Genius' Super IS Guide

Description: Designed by Dr. Tabane, this piece of equipment gathers information on various IS units around the world via the Tabane Pattern IS core. Mass Production IS units are not shown. In addition, a fair number of IS cores known to be in use are not shown, and data on most known Phantom Task IS units is missing as well. This device has been connected to a holo-projector suite on the Infinite Arsenal and can be used to both run training simulations and generate holographic distractions on the battlefield, although the transparency of the holograms severely limits their use in the latter field.


System Name: Infinite Arsenal System (IAS)

Description: A complex system designed by Orimura Ichika specifically for his IS, the Infinite Arsenal system uses a combination of advanced sensors and cyberwarfare systems under Ori's direct control in order to obtain the schematics to various weapons and equipment used by Ichika's many opponents. These schematics can then be produced in a self-expanding foundry kept in IS storage space. Once produced, these items may then be used to alter the Infinite Arsenal's weapon loadout and various systems. However, while the IAS is capable of recording and producing any item, it can only immediately deploy weapons and drones, as weapons can be mounted on one of the multiple hardpoints on the IS itself, while drones can be simply launched into the air and controlled by Ori. All other systems, such as propulsion devices or other such advanced equipment require the IS to undergo a period of reconstruction during which it cannot be used. The length of this period depends on the type and complexity of the equipment installed. An example of this process would be an upgrade to the Infinite Arsenal's impulse drives, which would require for the old drives to be removed, the new drives to be fabricated, and the engine mounts rebuilt as necessary in order to mount the new drives.

In addition to copying other IS unit's weapons, the IAS can also be used to design new weapons and equipment using stored blueprints. However, only the simplest of modifications can be done in battle, with the more complex jobs being done out of combat.


Equipment Currently Copied by the Infinite Arsenal System:

All of the Infinite Arsenal's default weapons are recorded in its databanks.

All of the Organization's training weapons are recorded in its databanks.

A black, telescoping metal rod approximately 3 feet in length when fully extended is recorded in its databanks.

In addition, the following examples of weapons and equipment have been recorded from the various opponents Ichika has faced:

Blue Pierce: A heavy plasma sniper rifle. Can be deployed in rifle form. For more data, see entry on Blue Tears.

Blue Tears Drone Mounted Plasma Cannon: A light, fast firing plasma cannon. Small enough to be mounted on the Blue Tears pattern drone, but can be deployed in the form of a pistol as well. For more data, see entry on Blue Tears.

Blue Tears Missile Launcher: A simple guided missile launcher capable of firing two missiles in rapid succession. Can be deployed in bazooka form. For more data, see entry on Blue Tears.

Blue Tear Remote Controlled Bit: A light drone capable of mounting most small weapons. Default weapon is the Blue Tears Drone Mounted Plasma Cannon. For more data, see entry on Blue Tears.

RyuHou Impact Cannon: A ranged weapon that fires invisible shockwaves. Can be mounted on the HD-3 chassis or deployed in a rifle-like form. For more data, see entry on the ShenLong.

Schwarzer Regen Active Inertia Canceller: A modified PIC designed for defensive purposes, the AIC is a large and complex piece of equipment that requires several days to fully integrate into the Infinite Arsenal. For more data, see entry on the Schwarzer Regen.

Schwarzer Regen Wire Guided Dagger: Composed of a dagger-clamp combination weapon attached to an energy cable, this weapon can be deployed either in the form of a single, wrist mounted launcher, or a drone mounted array of multiple daggers. For more data, see entry on the Schwarzer Regen.

Silver Gospel Wing Mounted Plasma Array: Designed for wide-area saturation of an area with deadly plasma, this weapon was clearly not designed for the Arena. Deployed as extensions on the Infinite Arsenal's wings. For more data, see entry on the Silver Gospel.

Fourth-Generation Tabane-Pattern Impulse Drive: Far surpassing any previous designs in terms of motive power, the Infinite Arsenal has had its two wing-mounted OID-3 drives replaced with these. These new drives allow for the Infinite Arsenal to have limited supersonic capability, although given that only two of them are mounted as opposed to the Akatsubaki's six, acceleration is much lower.


Weapons Designed Using IAS Data:

Weapon Name: Ultramarine Storm

Description: A dual barreled plasma rifle based on data from the Blue Pierce sniper rifle. This weapon sacrifices some of the sniper rifle's range and for increased rate of fire and reduced heat generation. Fires in rapid, two shot bursts. Maximum Rate of fire is approximately 240 shots per minute.

Effective Range: Approximately 2.0 Kilometers.

Maximum Range: Approximately 3.1 Kilometers.

Stopping Power (Direct Hit): A single direct hit from this weapon will deplete between 30 and 120 shield units depending on both range and resistance of the target's barrier.

Misc. Data: Due to its superior performance in short range combat, it has effectively replaced the MAC-40/2 as Ichika's main weapon for use in tournaments.


Weapon Name: HLPT-1 'Invisible Glare' Free Electron Laser Rifle

Description: Designed with penetrating the Active Inertia Canceller in mind, this weapon is capable of 6 shots per minute. Each shot is composed of a two second stream of electrons, followed by an eight second cooling cycle.

Effective Range: Approx. 3.2 Kilometers

Maximum Range: Approx. 4.1 Kilometers

Stopping Power (Direct Hit): A single direct hit from this weapon will deplete between 50 and 140 shield units, depending on both range and resistance of the target's barrier.

Misc. Data: Designed and built in under 24 hours by Orimura Ichika, this weapon suffers from extreme overheating problems, necessitating a cooling cycle after every shot. This cooling cycle also releases a thick mist, which can be used as cover from both infrared and visual methods of detection. Radar can penetrate this screen without issue.


Weapon Name: HLR-1 'Invisible Glare Mark II' Free Electron Laser Rifle

Description: Using the original Invisible Glare laser rifle as a baseline, the HLR-1 improves upon its predecessor by fixing its glaring issue with overheating. It is now capable of firing a continuous beam instead of being limited to a two-second pulse followed by a cooling cycle.

Effective Range: Approx. 3.2 Kilometers

Maximum Range: Approx. 4.1 Kilometers

Stopping Power (Direct Hit): A single direct hit from this weapon will deplete between 25-70 shield units per second of exposure, depending on the range and resistance of the target's barrier.

Misc. Data: The cooling cycle now activates as soon as the weapon fires, meaning that the cloud of mist forms during the shooting process instead of after. However, to compensate for the lack of visibility, the weapon now includes a radar gunsight linked directly to the pilot's helmet HUD, allowing the shooter to aim through the dense fog without issue.


Weapon Name: SBML-1 'Aurora Mark I' Burst Missile Scatter Launcher

Description: Designed originally to counter the Akatsubaki's MIRAI system, the Aurora is an array of four automatic railguns, which are used to accelerate missiles to speeds above Mach 8. Once fired, the missile locks on to the distortions caused by the target's impulse drives and starts the homing process. In flight, the missiles glide unpowered until they drop below Mach 6, at which point their internal rocket motors ignite. Once they close within five hundred meters of the target, powerful decoupling motors ignite and the three secondary warheads detach from the central missile. An internal sensor then detonates their plasma warheads as closely as possible to the target.

Effective Range: Approx. 10.0 Kilometers

Maximum Range: Approx. 16.0 Kilometers

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 20 and 1000 units of shield damage depending on the resistance of the target's barrier and the amount of missiles detonating within adequate distance of the target.

Misc. Data: Aurora is capable of short bursts of automatic fire before heat management becomes an issue. Each burst contains between twenty four and thirty two missiles. This weapon will not be effective against targets closer than 1.5 kilometers, as at such close distances the missiles are unable to lock on to the target fast enough to function as intended.


Weapon Name: TS-1 Variable Length Plasma-Edged Sword

Description: The TS-1 is a telescoping blade with a minimum length of 0.75 meters and a maximum length of 2.5 meters, created to remedy the Infinite Arsenal's lack of melee capability. The hilt is composed of a crossguard with a built-in plasma emitter, with a second emitter located at the tip of the physical blade. The result is a single-edged sword capable of expanding or contracting on command in order to either block more effectively or to bypass an enemy's guard.

Effective Range: Melee (Medium)

Maximum Range: Melee (Long)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 60 and 90 units of shield damage depending on the resistance of the target's barrier, as well as an additional 10-30 units of shield damage per second of exposure to the target's energy shield, depending on the resistance of the target's barrier.


System Name: Knife Missile

Description: A simple modification to the standard Blue Tear Remote Controlled Bit that replaces its plasma cannon with a OA-23 Plasma Katar. Faster to produce than standard Blue Tear Remote Controlled Bits, but sacrifices all ranged capabilities in order to do so.


System Name: Suicide Drone

Description: A modified variant of the standard Blue Tear Remote Controlled Bit that replaces all compnents excluding armor, engines, and basic control systems and fills the remaining space with explosives. This drone can be used either as a bombardment tool or as a method of dispersing swarms of incoming missiles.


System Name: Camera Drone

Description: An unarmed drone based off of the standard Blue Tear Remote Controlled Bit, this variant replaces all armament with a basic camera suite. This variant is designed for directing weapons fire through visual obstructions. Currently being upgraded into a more effective variant.


END FILE: INFINITE ARSENAL


ACCESS FILE: BLUE TEARS (AZURE RAIN UPGRADE PACKAGE)

Name: Blue Tears

Type: Third Generation TIS (Upgraded to 3.5-gen standard)

Pilot(s): Cecilia Alcott

Affiliation: Alcott Foundation, Royal IS Corps, IS Academy

Amount Built: 1

Current Status: Active

Brief Description: Designed specifically for Cecilia Alcott after her achieving the status of IS Representative Candidate, the Blue Tears is England's first Third Generation TIS unit. Designed exclusively for long ranged combat, a fact reflected in its armaments, the Blue Tears suffers in the close quarters of the tournament arena, although it is far from useless in such a scenario. In order to perform in its intended role, the Blue Tears mounts several new innovations, such as the 'Brilliant Clearance' Hyper-Sensor module, which features improved vision range, target acquisition, and tracking capabilities over standard models. The technology being tested on the Blue Tears will, depending on test results, be used in future English TIS units such as the Silent Zephyrs.

After the theft of the Silent Zephyrs unit in the July of 2037, the Azure Rain upgrade package was prepared for the Blue Tears with the intention of retrofitting it to the standards of the Zephyrs. This upgrade has further increased the long-range capabilities of the Blue Tears unit by enhancing the suit's sniper rifle system, whilst simultaneously granting it improved close and mid-range combat capabilities through the addition of the Stardust IS Close Quarters Rifle. The package is completed by a pair of shield drones similar to the units installed on the Silent Zephyrs, although the Azure Rain's shield drones are larger, and thus cover more of the suit. The suit's impulse drives have also been replaced with improved units originally intended for the Zephyrs, which has granted the Blue Tears supersonic capability and improved agility. All-around improvements to the suit's other characteristics have also been observed.

Power Supply: One White-Pattern IS Core

Control System: One White-Pattern True AI (Guilliford)

Propulsion: Two Third-Generation Rolls-Royce I-35 Seraph Mk. II Impulse Drives, one per leg.

Two additional I-32 Impulse Boosters located in wings. Can only be used for short periods of time.

One Third Generation Passive Inertia Canceller mounted in torso.

Top Speed: Mach 1.45 in level flight

180 Degree Turn Time: 0.53 Seconds


COMBAT CHARACTERISTICS

Armament (Default):

Weapon Name: Blue Pierce

Description: A powerful plasma sniper rifle capable of semi-automatic fire with a maximum fire rate of 45 rounds per minute, although there is a second fire mode available for tournament duels and close range combat. In this tournament mode, fire rate is increased to 90 rounds per minute, but effective range is severely reduced. While in BVR sniper mode, the gun is designed to be used in tandem with the Brilliant Clearance module for engagements beyond the visual range of standard IS units, and as such, each plasma bolt is actually a complex mixture of gases that forms a bolt of energy with very high heat retention capable of resisting normal atmospheric forces and maintaining coherence at extremely long range. The Blue Pierce is extremely accurate in BVR sniper mode, and is in fact considered to be the most accurate IS weapon in the world today. While in tournament mode, this accuracy and range is severely reduced in exchange for doubling the weapon's rate of fire. This also halves the stopping power of each shot, as less time is available to mix the gases necessary before firing.

The Blue Pierce was upgraded with a cruciform barrel extension and improved target acquisition technology as part of the Azure Rain upgrade package, along with a plasma trajectory displacement unit identical to the one on the Silent Zephyrs. This allows the Blue Pierce rifle to fire more powerful bolts at higher velocities and over longer ranges, whilst simultaneously allowing for the rifle to lock onto a target's radar signature and guide the shots to their target. However, the weapon is unable to guide more than one shot at any time, and firing a second time during the guiding process disrupts the guidance system. However, this upgrade has also removed the Tournament Mode functionality of the original weapon.

Effective Range: Approximately 56 Kilometers.

Maximum Range: Approximately 64 Kilometers.

Stopping Power (Direct Hit): Deals approximately 170-290 shield units of damage on a direct hit, depending on the range and resistance of the the target's barrier.

Misc. Data: The scope of this weapon is linked directly to the Brilliant Clearance system, although in the event of the system's shutdown, it is capable of acting as a backup hyper-sensor with an effective vision range of approximately 20 kilometers. The Azure Rain system has also added in a narrow-beam radar to the weapon's scope, which has a maximum range of fifty seven kilometers.


Weapon Name: Blue Tears Missile Launcher

Description: Part of the Blue Tears main weapon system, this launcher is capable of firing up to two missiles in rapid succession, and can reload completely after approximately 10 seconds. Each missile is equipped with a sophisticated guidance and homing system linked directly to the Brilliant Clearance system. Thus, these missiles are effective up to the maximum range that the Brilliant Clearance system can detect targets. Warhead types available are as follows: High Explosive, which is the standard missile fired, and is little more than a heavy explosive charge strapped to an engine and guidance system, held together by a thin casing. Shaped Charge Warhead, which is a warhead designed to penetrate heavy armor, but as a consequence is less effective against barrier shields. Continuous Rod Warhead, which is a design based off of conventional air-to-air missiles and is designed specifically to take out conventional aircraft. All these missiles can be set to detonate either on proximity or on direct contact with the target. Remote detonation is also an option.

Effective Range: Approximately 65 Kilometers.

Maximum Range: Approximately 80 Kilometers.

Stopping Power (Direct Hit): A direct hit from a High Explosive warhead would cause between 130 and 200 shield units of damage, depending on the resistance of the target's barrier. All other warheads will operate at severely reduced efficiency, as they are not designed for use against IS suits.

Misc. Data: The Blue Tears is equipped with two such launchers, and the Brilliant Clearance system is capable of guiding up to eight missiles simultaneously. The guidance systems on the missiles are designed to synergize with the Blue Tears Remote Controlled Bits system, and thus will attempt to intercept the target at angles not covered by the drones.


Weapon Name: Interceptor

Description: A simple vibrational knife designed as a last resort in the unlikely event that the Blue Tears is engaged in melee combat. Blade is approximately 1.5 feet in length and relies primarily on kinetic energy to inflict damage.

Effective Range: Melee (Short)

Maximum Range: Melee(Short)

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 30 and 90 units of damage depending on the resistance of the target's barrier.

Misc. Data: Almost a carbon-copy of a first-generation IS weapon, the Interceptor was a last-minute add-on to the Blue Tears' arsenal. It is kept stored away in the Blue Tears' extradimensional pocket, and is only drawn out if absolutely necessary.


Weapon Name: Stardust IS Close Combat Rifle

Description: The Stardust ISCCR is a two-meter long automatic plasma rifle designed to make up for the Blue Tears' lacking close quarters capability. Originally intended for the Silent Zephyrs, the prototype was damaged during its first round of firing tests and thus was not installed on the Zephyrs when it was stolen. This weapon was subsequently integrated into the Azure Rain upgrade package, compensating for the removal of the medium-range Tournament Mode function originally present on the Blue Pierce.

Effective Range: Approx. 2.7 kilometers

Maximum Range: Approx. 3.8 kilometers

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 45 and 75 units of shield damage depending on the range and resistance of the target's barrier.

Misc. Data: This weapon is holstered on the right side of the IS. It is capable of firing up to 450 shots per minute.


Energy Shield Strength: 750 Shield Units. 0.80 Resistance Rating.

Defensive Systems:

System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


Misc. Equipment:

System Name: Brilliant Clearance

Description: A highly advanced variant of the standard Hyper-Sensor suite, the Brilliant Clearance system has nearly three times the range of the standard hyper-sensor suites mounted on most other IS units. However, the Brilliant Clearance pays for this range by having a much more narrow field of view. While most hyper-sensors provide 360 degree vision at all times, the Brilliant Clearance can only provide this degree of vision for about forty kilometers. Should the pilot wish to see further, they must narrow their field of vision to a ninety degree cone in front of them, leaving them effectively blind everywhere else as the hyper-sensor focuses all its effort on forward vision. The Brilliant Clearance system also includes a targeting system for both the Blue Pierce and Blue Tears Missile System.

The Azure Rain upgrade package has also increased the effective range of the hyper-sensor's 360 degree vision to 50 kilometers, and giving the narrow vision option a maximum range of approximately 120 kilometers.


System Name: Blue Tears Remote Controlled Bit

Description: A remote controlled drone system composed of four small, high speed remote controlled drones, each armed with a plasma cannon. These bits have a range of up to two hundred kilometers before communication with the main unit becomes problematic. Each bit is equipped with its own hyper-sensor suite, effective for up to ten kilometers, and can thus be used to direct fire for extreme distance weaponry. To this end, they are capable of sending data back not only to the Blue Tears itself, but to any other IS units currently operating alongside it that have been designated as friendly. Thus, these drones can be used as reconnaissance craft, or to direct artillery fire from conventional forces. Each drone is propelled by a single small Impulse Drive and has a top speed of Mach 0.80 in level flight, although it can only maintain this speed for a short period of time. A bit can remain in flight for approximately two hours before it must recharge back at its home unit. One flaw present in the original system was that the drones required the complete focus of the pilot in order to control, meaning that using the drones would compromise the mobility of the IS itself. This problem has since been addressed via a simple upgrade performed by Ori and Orimura Ichika, which allows the drones to 'learn' from the time they spend under manual control and, eventually, mimic this without need for direct pilot control.

It should be noted that, in addition to being used on the Blue Tears, this design of remote controlled drone is currently used several prototype vehicles being tested by the British Army. These vehicles are intended to service up to twenty such drones at any given moment.

The Azure Rain upgrade package has installed search radars linked to plasma trajectory displacement units into each drone, allowing for each drone to independently track and guide fire to their targets.


System Name: Blue Tears Drone Mounted Plasma Cannon

Description: A light plasma cannon mounted on the Blue Tears Remote Controlled Bit, designed for rapid fire and accuracy, but stopping power and range suffer as a result. The Azure Rain package gives each weapon the ability to track and guide its projectiles to the drone's target.

Effective Range: Approximately 800 Meters.

Maximum Range: Approximately 1.6 Kilometers.

Stopping Power (Direct Hit): On a direct hit this weapon will deal between 20 and 100 units of damage, depending on the range and resistance of the target's barrier.


System Name: Blue Tears Defensive Shield Drone

Description: This system is comprised of two large, roughly elliptical drones, each of which is approximately seven meters tall and three meters wide. These drones are equipped with energy shield projectors, which allow them to intercept large volumes of incoming fire without taking physical damage. Each drone is capable of operating semi-independently with very little input from the pilot due to their link with the suit's hyper-sensor, which allows them to identify and move to intercept incoming threats.

When not needed for defensive purposes, the drones are capable of attaching to the back of the Blue Tears as an additional pair of wings, and use their own integrated impulse drives to boost the top speed of the Blue Tears and allowing it to reach a top speed of Mach 1.45.


System Name: Mark I Pilot Armor

Description: The British Mark I Pilot Armor is part pilot protection and part augmented reality situational awareness system designed specifically for the Azure Rain package. The original Brilliant Clearance hyper sensor has been integrated into the suit's helmet, along with a targeting computer and trajectory trackers for all of the Blue Tears' drones. The helmet is also linked to a camera system distributed throughout the IS, allowing the pilot to see through her own IS suit and allowing for unparalleled situational awareness.

The rest of the suit is relatively conventional as far as pilot armor goes, being composed of a series of interlocking titanium plates over an internal carbon fiber mesh, which in turn goes over the pilot suit. In the event of the IS sustaining critical damage, the suit detaches and the rest of the Blue Tears stows away, allowing the pilot to return to the ground much like the Organization Mk. II Pilot Armor system. Unlike the Organization pilot armor, which uses a combination of an integrated PIC unit and miniature impulse drives to slow its fall, the Mark I uses a parachute. In the event of a water landing, an integrated flotation system deploys and keeps the pilot safely above water.

END FILE: BLUE TEARS (AZURE RAIN UPGRADE PACKAGE)


ACCESS FILE: SHENLONG

Name: ShenLong

Type: Third Generation TIS

Pilot(s): LingYin Huang

Affiliation: People's Republic of China, IS Academy

Amount Built: 1

Current Status: Active

Brief Description: Designed in response to the American Fang Quake Third Generation TIS, which was the first Third Generation TIS to be constructed, the ShenLong is the latest IS built with tournaments rather than actual combat in mind, a trend started by the Japanese Uchigane and the infamous Karezukara. Thus, the ShenLong is effective in close quarters combat, with its only ranged weapons being designed for short range combat only. Thus, the ShenLong will often find itself outclassed in ranged combat, as it finds itself completely unable to retaliate at ranges exceeding a kilometer.

Power Supply: One White-Pattern IS Core

Control System: One White-Pattern True AI (XingKe)

Propulsion: Four Third Generation SL-42 Impulse Drives. One per leg. Two mounted on the back.

One Third Generation Passive Inertia Canceller mounted in torso.

Top Speed: Mach 0.90

180 Degree Turn Time: 0.41 Seconds


COMBAT CHARACTERISTICS

Armament:

Weapon Name: 'RyuHou' Dragon Cannon

Description: An Impact Cannon in the most literal sense of the term, the Dragon Cannon compresses space within itself before deactivating containment fields and funneling the resulting shockwave at its target. Due to the nature of the shot, it is completely invisible to both the naked eye and most hyper-sensors, and can only be detected by specialized scanning equipment. However, this invisible shot tends to lose coherency fairly quickly, and tends to have completely dispersed after approximately one kilometer of travel.

Effective Range: Approximately 500 Meters

Maximum Range: Approximately 800 Meters

Stopping Power (Direct Hit): On a direct hit, this weapon will typically inflict between 20 and 200 shield units of damage, depending on the range and resistance of the target's barrier.

Misc. Data: The ShenLong mounts two such weapons in over-the-shoulder hovering pods. These pods can turn 360 degrees in under half a second, and the fact that they are detached from the IS proper means that they can be controlled remotely. However, there are several problems with doing so. The first, and most pressing one, is that, much like the Blue Tears' own drones, the pilot must divert all her attention to controlling the drones, leaving the IS immobile. This flaw does not apply to the weapons themselves, which can be fired without sacrificing the ShenLong's mobility. The second flaw with these drones is their complete reliance on wireless power transfer from the ShenLong, which requires them to remain close to their parent unit lest they lose power and become completely useless.

One thing to note about these weapons is that firing them at point-blank range risks damaging the firing mechanism, as the shockwave cannot be directed properly at that distance.


Weapon Name: Souten Gagetsu

Description: A set of paired Chinese Dao, the Souten Gagetsu are the main weapons of the ShenLong, and can be either attached together to form a dual bladed staff or wielded separately. In addition to their impressive mass, the blades are capable of coating their edges in a coherent subatomic energy field, temporarily making them the sharpest objects currently known to man, surpassing even the monomolecular blades that are becoming commonplace on most modern IS suits. However, while this makes the blades incredibly sharp, this field is also incredibly brittle, and when broken will fragment and cause extensive damage to anything in the vicinity. This effect has been weaponized by the ShenLong's designers, with the spray of subatomic edged shrapnel being directed entirely towards the target. This fragmentation effect is one of the few known methods of directly bypassing standard energy barriers and attacking the pilot directly. However, due to the power requirements of generating this field, it can only be held for short periods of time, and once broken, cannot be deployed again for at least two minutes.

Effective Range: Melee (Long)

Maximum Range: Approximately 150 Meters (Thrown)

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 90 and 230 shield units of damage (150-290 with subatomic field active). In addition, the shrapnel from the subatomic field can cause an immediate activation of the target's ADS, or, in the absence of said system, the immediate death or crippling of the target's pilot.

Misc. Data: While in dual staff form, the Souten Gagetsu can be thrown, and can activate its subatomic edge midflight. To prevent the pilot from permanently disarming herself with this maneuver, the staff is equipped with a magnetic recall system capable of retrieving this weapon at ranges of up to 500 meters. This magnetic recall system can also be used as a weapon against conventional forces and particularly magnetic IS suits, dragging them into melee range.

One issue with the subatomic edge is that the fragments dissipate in an incredibly short period of time, so much so that the eye does not even have enough time to process their existence. Thus, should the edge be broken prematurely the fragments will dissipate before they ever reach their target. The fragments are also incredibly brittle, meaning that the standard armor plating present on IS suits is more than enough to block the fragments before they hit vital components. A suit of Mk. II pilot armor is theorized to do the same in regards to the pilot.


Energy Shield Strength: 800 Units, 0.77 Resistance Rating.

Defensive Systems:

System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


Misc. Equipment:

System Name: Landslide

Description: The Landslide package is, to put it simply, a temporary overclocker system which, when activated, temporarily boosts the ShenLong's speed, turn time, and shield resistance rating by approximately 50%, making the ShenLong a much more difficult opponent to defeat. However, this boost does not come without a cost, as overuse of the Landslide package risks causing severe damage to the boosted components, potentially resulting in an immobile, unshielded target. While this is not a very big problem in tournament style duels, where the IS can be repaired immediately after each fight, this could render the ShenLong all but useless during protracted warfare, where such levels of maintenance aren't always available.

END FILE: SHENLONG


ACCESS FILE: SCHWARZER REGEN

GENERAL CHARACTERISTICS

Name: Schwarzer Regen

Type: Third Generation TIS

Pilot(s): Schwarzer Hase-Pattern Clone #099, Designation: Laura Bodewig

Affiliation: Schwarzer Hase, IS Academy

Amount Built: 1

Current Status: Active

Brief Description: Designed around the Active Inertia Canceler, the Schwarzer Regen was designed more as a testbed for new technologies instead of a true combat IS. However, that does not stop it from excelling in the arena, with its experimental equipment being more than capable of standing up to those of its competitors. Piloting rights to this IS were awarded to the best pilot of the Schwarzer Hase program, a title that, due to the mysterious disappearance of Clone #100, designation 'Chloe' [Second half of designation unknown, request further intel],the duty fell upon Laura Bodewig, Clone #99, to pilot this experimental unit. As this unit is a testbed for various technologies, such as the remote wire guided dagger and the AIC, the Schwarzer Regen is designed as a 'Jack-of-all-trades, Master-of-None' rather than specialize in a specific field of combat. This is shown in its ability to engage at any range, from several kilometers away to melee, whilst still retaining defensive capability in the form of its AIC. This combat ability comes at the cost of mobility, however, as it is designed to block incoming fire with its AIC rather than avoid it. Thus, should a way to penetrate the AIC be successfully designed, this IS unit's effectiveness will be severely decreased.

Power Supply: One White-Pattern IS Core

Control System: One White-Pattern True AI (Moira)

Propulsion: Three Third Generation M-3.3 Impulse Drives. One per leg. One mounted on the center of the back.

One Third Generation Passive Inertia Canceller mounted in torso.

Top Speed: Mach 0.70 in level flight

180 Degree Turn Time: 0.90 Seconds


COMBAT CHARACTERISTICS

Armament:

Weapon Name: Rheinmetall 20mm. BK-2 Railgun

Description: The primary ranged weapon of the Schwarzer Regen, the BK-2 is capable of firing 20mm. HVAP rounds at approximately Mach 7, giving it enough stopping power to challenge both conventional and IS based enemies. While it lacks the sheer stopping power of the MAC-40/2 mounted on the Infinite Arsenal, it also has little to no problems with heat management, along with a higher rate of fire, specifically 260 rounds per minute, although prolonged fire at this rate will cause accuracy to suffer.

Effective Range: Approximately 3.1 Kilometers

Maximum Range: Approximately 5.3 Kilometers

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 20 and 70 shield units' worth of damage, depending on the range and resistance of the target's barrier.

Misc. Data: The BK-2 is an experimental weapon being evaluated as a possible replacement for most heavy conventional weapons currently in Bundeswehr employ. Should trials prove successful, the upcoming Jaguar 1A3 MBT will be mounting it as its main weapon for both anti-air and anti-surface use.


Weapon Name: Wire Guided Dagger

Description: Another experimental system mounted on the Schwarzer Regen, the Wire Guided Daggers are simple vibrating blade/clamp combinations designed for both short ranged combat and for reeling targets into AIC range for easy elimination. The energy wire the daggers are attached to is, in addition to guiding the daggers through the air, can also be used to cause damage through thermal energy via contact, although the damage done in this matter is rather small.

Effective Range: Approximately 600 Meters

Maximum Range: Approximately 800 Meters

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 20 and 40 units of shield damage, depending on both range and the resistance of the target's barrier. This damage is halved in the event that the clamp function is engaged, during which the weapon will be more focused on attaching itself to the target rather than causing real damage. In addition, the wire of the dagger can cause between 1 and 10 units of damage per second of exposure depending on the resistance of the target's barrier.

Misc. Data: The Schwarzer Regen mounts six such daggers, and uses them primarily to immobilize and reel in enemies rather than cause damage directly. The cables of these weapons can be severed by attacks from hostile IS units. In the event of this situation, the entire wire disappears and the dagger is rendered useless until it is manually retrieved by its parent IS. Depending on its performance, this system could find itself being used both by Civilian Search-and-Rescue teams, and the German military.


Weapon Name: Plasma Saber

Description: The only weapon on the Schwarzer Regen that is not experimental, the Plasma Saber is a simple, coherent blade formed from plasma and shaped into a true blade through careful application of magnetic fields. Due to it being both coherent and energy based, this weapon is capable of causing damage through both kinetic and thermal energy. The size of the blades can be adjusted, with a minimum of 1 meter, and a maximum of 2.5 meters of length.

Effective Range: Melee (Medium)

Maximum Range: Melee (Long)

Stopping Power (Direct Hit): A single direct hit from this weapon will deal between 60 and 100 units of shield damage, as well as an additional 10-30 units of damage per second of contact depending on the resistance of the target's barrier.

Misc. Data: The Schwarzer Regen mounts two such weapons, one on each hand.


Energy Shield Strength: 800 units, 0.90 resistance rating.

Defensive Systems:

System Name: Active Inertia Canceller

Defensive Capabilities: Projects a field that halts almost all motion on a molecular scale. Capable of blocking both gas/plasma based and projectile based weaponry. Can be penetrated by lasers and other light/sub-atomic particle based weaponry.

Description: A variation on the standard Passive Inertia Canceler used on all IS units, the AIC is designed to halt incoming fire rather than eliminate the strain of G-forces on the IS frame. The experimental version of this technology is currently mounted on the Schwarzer Regen, and, in the event that the design proves successful, the AIC will be mounted on the next generation of Bundeswehr armored vehicles.


System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


Misc. Equipment:

System Name: Valkyrie Trace System

Description: A highly classified and illegal piece of technology, the Valkyrie Trace System (VTS) was designed as a backup in case the pilot of an IS was knocked unconscious or otherwise incapacitated, upon which the VTS will take over and the provided AI will assume direct control of the IS with its only directive being the elimination of all hostiles in the area. This takeover will involve breaking all non-critical parts of the host IS down into a swarm of nano-bots, which will then assume a form based on the combat form data provided (Default form is suspected to be Orimura Chifuyu). The VTS was made illegal by international law due to both the potentially irreversible damage extended use of the VTS can cause to the brain of its pilot, and the inherent risk posed by the nanobots in the system. Despite this, the VTS is known to have been mounted on the Schwarzer Regen, as well as at least one other IS. Please note that the AI present in this system is capable of matching a White-pattern AI in terms of cyberwarfare strength.

END FILE: SCHWARZER REGEN


ACCESS FILE: RAPHAEL REVIVE CUSTOM II (REBIRTH UPGRADE)

Name: Raphael Revive Custom II

Type: Second Generation MPIS-TIS Conversion (Upgraded to 2.5-Generation standard)

Pilot(s): Charlotte Dunois

Affiliation: Organization IS Corps, Dunois Corporation (Formerly), Aero Infini Industries, IS Academy

Amount Built: Only one Raphael Revive has been converted to the pattern used by Charlotte Dunois

Current Status: Active

Brief Description: The versatility of the Raphael Revive MPIS has led to many smaller nations that lack the monetary abilities to design their own IS units to convert some of their Revives into TIS units. While some armaments tend to vary between individual units, they tend to follow a theme of cheaper, easy to maintain, chemical based projectile weapons supersized in order to be mounted on an IS. Cheap weapons coupled with a large amount of equalizer slot in turn means that each Revive Custom could carry anywhere between 5 and 20 individual weapons, leading to incredibly diverse arsenals. For purposes of efficiency, this file will only cover the IS unit piloted by French Representative Candidate Charlotte 'Charles' Dunois.

This particular Raphael Revive unit, officially designated the Raphael Revive Custom II, was originally designed as a tool of corporate espionage. As a result of declining sales and lagging R&D performance, Dunois Corporation CEO Raphael Dunois ordered for a late-production Raphael Revive unit to be modified to accept an IS Core and several other TIS-critical systems. Following this, he named his illegitimate daughter the corporate representative of the Dunois Corporation and ordered her to commit acts of espionage at IS Academy. Upon Charlotte's defection and her subsequent acceptance of the position of Aero Infini's representative, Organization agents exposed this act and Raphael Dunois was imprisoned for violation of the Alaska Treaty's IS Academy Neutrality clause shortly afterward.

The Raphael Revive Custom II has recently undergone an extensive retrofit in the form if the Raphael Rebirth package. This is one half of a two-part initiative on France's part to test equipment for its next generation of MPIS suits, with the Rebirth package being intended to test the weapon systems for said next-generation suits. This upgrade package also includes a general equipment upgrade to a third-generation standard.

Power Supply: One White-Pattern IS Core

Control System: One White-Pattern True AI (Mabel)(Dunois)

Propulsion: Four Third-Generation AD-7101 Impulse Drives, One per leg, One per wing. Four secondary Third-Generation AD-383 Micro-Impulse Drives, one per weapon pod (Dunois)

Top Speed (Dunois): Mach 0.95 in level flight

180 Degree Turn Time (Dunois): 0.63 Seconds


COMBAT CHARACTERISTICS

Armament (Dunois Variant):

Weapon Name: Vent

Description: A 14mm. DMR optimized for semi-automatic fire, the Vent holds sixteen shots before needing to reload. It fires small caliber, high velocity rounds, available in HVAP, HE, and IN variants. This gun is capable of up to 50 rounds per minute.

Effective Range: Approx.1.8 Kilometers.

Maximum Range: Approx. 2.7 Kilometers.

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 30 and 60 units of shield damage, depending on range and resistance of the target's barriers.

Misc. Data: Dunois' Revive Custom carries two such weapons.


Weapon Name: Garm

Description: A 15mm. SMG based off the FN P90, the Garm is optimized primarily for rapid fire, and is capable of emptying its 100 round magazine in under five seconds. Its blistering fire rate of 1500 rounds per minute is necessary, however, as each individual bullet has a very low damage output, due to both its low velocity and small caliber.

Effective Range: Approx. 250 Meters

Maximum Range: Approx. 800 Meters

Stopping Power (Direct Hit): A singe direct hit from this weapon will do between 5 and 25 units of damage depending on the range and resistance of the target's barrier.

Misc. Data: Dunois' Revive Custom carries two such weapons.


Weapon Name: Rain of Saturday

Description: A very powerful, 20-gauge semi-automatic shotgun which, at close range, can rival more exotic IS weapons in damage output. Capable of up to 120 rounds per minute, although the weapon will never reach this fire rate due to its need for frequent reloading.

Effective Range: 40 Meters

Maximum Range: 100 Meters

Stopping Power (Direct Hit): A direct hit from this weapon can cause between 10 and 300 shield units of damage, depending on range, the resistance of the target's barrier, and the amount of shot that hits the target.

Misc. Data: Dunois' Revive Custom carries two such weapons.


Weapon Name: Bread Slicer

Description: A simple, single edged combat vibro-knife. Included as a weapon of last resort only. The blade is approximately 1.5 feet long.

Effective Range: Melee (Short)

Maximum Range: Melee (Short)

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 10 and 30 units of damage, depending on the resistance of the target's barrier.

Misc. Data: Dunois' Raphael Revive carries two such weapons in concealed arm sheathes.


Weapon Name: HLPT-1 'Invisible Glare' Free Electron Laser Rifle

Description: Designed with penetrating the Active Inertia Canceller in mind, this weapon is capable of 6 shots per minute. Each shot is composed of a two second stream of electrons, followed by an eight second cooling cycle.

Effective Range: Approx. 3.2 Kilometers

Maximum Range: Approx. 4.1 Kilometers

Stopping Power (Direct Hit): A single direct hit from this weapon will deplete between 50 and 140 shield units, depending on both range and resistance of the target's barrier.

Misc. Data: Designed and built in under 24 hours by Orimura Ichika, this weapon suffers from extreme overheating problems, necessitating a cooling cycle after every shot. This cooling cycle also releases a thick mist, which can be used as cover from both infrared and visual methods of detection. Radar can penetrate this screen without issue.


Weapon Name: Ultramarine Storm

Description: A dual barreled plasma rifle based on data from the Blue Pierce sniper rifle. This weapon sacrifices some of the sniper rifle's range and for increased rate of fire and reduced heat generation. Fires in rapid, two shot bursts. Maximum Rate of fire is approximately 240 shots per minute.

Effective Range: Approximately 2.0 Kilometers.

Maximum Range: Approximately 3.1 Kilometers.

Stopping Power (Direct Hit): A single direct hit from this weapon will deplete between 30 and 120 shield units depending on both range and resistance of the target's barrier.

Misc. Data: Due to its superior performance in short range combat, it has effectively replaced the MAC-40/2 as Ichika's main weapon for use in tournaments.


Weapon Name: Grey Scale

Description: A heavy pilebunker type weapon designed for extreme close range, this forms the main offensive melee weapon of Dunois' Revive Custom. A simple hyper-pneumatic rammer repeatedly drives the sharp point of the weapon into the target, and repeated hits can cause severe damage to even third-generation IS units.

Effective Range: Melee (Short)

Maximum Range: Melee (Short)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 60 and 120 units of shield damage, depending on the strength of the target's barrier.

Misc. Data: Dunois' IS mounts one such weapon concealed on its left arm. As part of the Rebirth upgrade package, the weapon's spike was lengthened and a revolving piston mechanism was added in order to allow for a faster striking rate.


Weapon Name: Ouragan Multi-Purpose Weapons Pod

Description: The Ouragan MPWP is the centerpiece of the Rebirth upgrade package, increasing the top speed and firepower of the Revive by combining a small impulse drive and two weapon systems into one compact package. It is able to accomplish this thanks to the removal of all ammunition storage space, with all weapons being loaded directly from IS-Space. In the case of the Raphael Revive Custom II, this is accomplished by deploying ammunition directly into the chamber, or onto the pod's external rails. MPIS suits, on the other hand, would be reloaded by the in-development Project 1103 IS Logistical System.

The Ouragan pods mounted on the Raphael Revive Custom II each contain an integrated forty-millimeter automatic shotgun, as well as two ordinance rails capable of mounting weapons in accordance with its intended battlefield role. For anti-IS combat role, they are capable of carrying guided missiles and twenty-five millimeter rotary cannons.

Effective Range: Approx. 200 meters (Shotgun), Approx. 6.2 kilometers (Rotary Cannon), Approx. 18.1 Kilometers (Missiles)

Maximum Range: Approx. 300 meters (Shotgun), Approx. 7.8 kilometers (Rotary Cannon), Approx. 18.9 Kilometers (Missiles)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 20 and 500 units of shield damage (shotgun), 15-35 units of shield damage (rotary cannon) or 100-140 units of shield damage (missiles), depending on the range, the resistance of the target's barrier, and (if applicable) the amount of shot that hits the target.

Misc. Data: Dunois' IS mounts four such weapons, two per wing. Each pod is mounted on a rotating mount, giving the weapons a wide field of fire.


Weapon Name: Garden Curtain Mk. II

Description: The original Garden Curtain was a versatile supplementary shield unit that compensated for the relatively fragile shields of the Revive Custom II. However, now that the Revive unit's shields have been upgraded as part of the Rebirth upgrade, the Garden Curtain was remade to serve as a hybrid of shield and weapon. While this sacrifices its ability to project decoys and barriers at a distance, it has in exchange been strengthened to be capable of absorbing significantly more fire.

In addition, the Garden Curtain Mk. II has the capability to reconfigure itself into an energy blade, which allows it to bludgeon down IS shields, although its cutting capability is somewhat poor.

Effective Range: Melee (Medium)

Maximum Range: Melee (Long)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 90 and 180 units of shield damage depending on the resistance of the target's barrier.

Misc. Data: Dunois' IS mounts this weapon on the outside of its left arm.


Energy Shield Strength: 775 Shield Units, 0.90 Resistance Rating

Defensive Systems (Dunois):


Defensive Systems (All Revive Custom Conversions):

System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


System Name: P-02 Countermeasure Suite

Defensive Capabilities: Protects the Revive from impulse and radar-guided missiles through a combination of impulse flares and radar chaff.

Description: With new, impulse-seeking missiles becoming increasingly common anti-IS weapons around the world, countermeasures were quickly devised. By generating distortions identical to those produced by standard IS impulse drives, these devices are able to trick impulse-seeking systems into homing in on them instead. In addition to the tried and tested radar chaff, impulse flares are included in the Raphael Rebirth package as defensive countermeasures for the Raphael Revive Custom II.


Misc. Equipment:

System Name: Pilot Escape Vehicle Model 01

Description: A full suit of pilot armor, the Model 01 is intended to both protect the pilot from incoming attacks in the event of catastrophic systems failure while simultaneously allowing them to escape a destroyed IS. This armor was added to the Revive Custom II as part of its Rebirth upgrade package, and is comprised of three-layer composite armor plate, which is made up of a layer of high-grade impact gel sandwiched between an outer steel plate and an inner set of interlocking carbon platelets. The suit's helmet is integrated directly into the both the Revive's weapon targeting systems and the suit's hyper-sensor suite, ensuring that it does not interfere with IS operations.

Should a bail-out become necessary, the suit is slowed in its descent by a redundant combination of retro-rockets and parachutes, while an integrated flotation system prevents the pilot from sinking in the event of a water landing.

END FILE: RAPHAEL REVIVE CUSTOM II (REBIRTH UPGRADE)


ACCESS FILE: MYSTERIOUS LADY

Name: Mysterious Lady (AKA. Moscow's Thick Fog)

Type: Third Generation TIS

Pilot(s): Sarashiki Tatenashi

Affiliation: Sarashiki Family (Formerly), Organization IS Corps (STS-01), IS Academy

Amount Built: 1

Current Status: Active

Brief Description: The first Third-Generation Russian TIS, the Mysterious Lady was given to the Sarashiki family, specifically Sarashiki Tatenashi due to her position as a representative candidate, in exchange for her service in the Russian IS Corps after her graduation. The Mysterious Lady was built around its water nano-manipulation capabilities, which, should they prove successful, can be used in a variety of roles, ranging from weaponization of hostile water supplies to naval propulsion. As a result, the Mysterious Lady is just as capable a combatant underwater as it is on land or in the air, if not more so. This has led to multiple attempts by Phantom Task to acquire the Mysterious Lady for their own use. The fact that Phantom Task is suspected to currently own one of the world's largest underwater navies means that this technology must be kept out of their hands at all costs.

Power Supply: One standard Tabane Pattern IS Core (#066)(Formerly), One White-Pattern IS Core (Current)

Control System: Built-in IS Core AI Control System (Formerly), One White-Pattern True AI (Tuman)(Current)

Propulsion: Four Third-Generation GD-37 Impulse Drives, One per wing, One per leg.

Two Third-Generation GRA-23 'Mystelteinn' Impulse Boosters, Back Mounted, can only be used for short periods of time.

One Third Generation Passive Inertia Canceller mounted in torso.

Top Speed: Mach 0.95 in level flight

180 Degree Turn Time: 0.71 Seconds


COMBAT CHARACTERISTICS

Armament:

Weapon Name: Rusty Nail Whip

Description: A weapon designed for longer ranged attacks than the Heavy Rain, the Rusty Nail is an electrically charged energy whip designed to target critical systems of the opposing IS. The whip is also capable of being manipulated in a manner similar to the Wire Guided Daggers of the Schwarzer Regen, allowing it to be used to immobilize and reel in opponents.

Effective Range: Approx. 50 Meters

Maximum Range: Approx. 75 Meters

Stopping Power (Direct Hit): A direct hit from this weapon can cause between 40 and 80 units of damage, along with another 20-40 per second of exposure, depending on the range and resistance of the target's barriers.

Misc. Data: Due to it lacking in range, the Rusty Nail should be considered for replacement as soon as possible.


Weapon Name: Heavy Rain Lance

Description: The main weapon of the Mysterious Lady, the Heavy Rain is a combination weapon composed of a powerful rotational spear and four Flowing Stream 37mm. Autocannons. The lance itself has a spearhead approximately one meter in length, and a shaft three times as long. While the rotating head is more than capable of punching through conventional armor, the lance is also capable of entering a mode designated 'Lance of Mystelteinn', during which the head is coated with a layer of hyper-compressed water rotating at near supersonic speed. This allows the Heavy Rain to pierce through almost any material known to man, after which the water will be decompressed with explosive results, as supersonic water tears apart whatever was inside the newly penetrated and perforated armor.

Effective Range: Melee (Long)

Maximum Range: Melee (Long)

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 100 and 230 units of damage (between 600 and 1200 when in Lance of Mystelteinn mode), depending on the resistance of the target's barrier.

Misc. Data: The Lance of Mystelteinn is a one-off ability that, once used, cannot be activated again for approximately ten minutes as the Mysterious Lady must recover the water used up during the maneuver.


Weapon Name: Flowing Stream Autocannon

Description: A 37mm. Autocannon mounted in the Heavy Rain lance, the Flowing Stream is designed to give the Mysterious Lady ranged combat capability, although given its mountings these cannons are somewhat inaccurate. Capable of up to 120 rounds per minute, the Flowing Stream can fire both AP and HEI rounds. In addition to this, the Flowing Stream can be altered for underwater combat, where it becomes a launcher for gas-propelled micro-torpedoes.

Effective Range: Approx. 800 Meters (Standard), Approx. 200 Meters (Underwater)

Maximum Range: Approx. 1.6 Kilometers (Standard), Approx. 400 Meters (Underwater)

Stopping Power (Direct Hit): A single, direct hit from this weapon will cause between 30 and 65 units of damage (Standard), or between 50 and 80 units (Underwater), depending on the range and resistance of the target's barrier.

Misc. Data: The Heavy Rain lance mounts four such cannons. Due to the cumbersome nature of the weapon it is mounted in, it must be braced against the ground for accurate, long range fire.


Energy Shield Strength: 850 Shield Units, 0.85 resistance rating

Defensive Systems:

System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


Misc. Equipment:

System Name: Water Nano-Manipulator

Description: The system around which the Mysterious Lady was built, the Water Nano-Manipulator can fulfill a variety of roles, from manipulating water-based ink on a fan, to increasing underwater speed, to even creating realistic looking decoys of both the pilot and IS while in combat. This system's primary usage, however, is the creation of 'Water Voids', which are defensive shields made of fast moving, hyper-compressed water. The same principle is also used in the offensive maneuver 'Lance of Mystelteinn', which further compresses and then releases the water in question. However, the Lance of Mystelteinn has one fatal flaw in that it disperses all water involved in its use, leaving the Mysterious Lady unable to defend itself via water voids until the water is recovered. One final use of the Nano-Manipulator is the creation of a potent water-based explosive 'Hydro-Crystal', which is composed of water compressed to the point where it is effectively solid. When detonated, this water explodes outward and is capable of causing immense amounts of damage.

END FILE: MYSTERIOUS LADY


ACCESS FILE: UCHIGANE NIISHIKI

Name: Uchigane Niishiki

Type: Second Generation MPIS-TIS Conversion

Pilot(s): Sarashiki Kanzashi

Affiliation: Sarashiki Family (Formerly), IS Academy, Organization IS Corps (STS-01)

Amount Built: 1

Current Status: Active

Brief Description: When Kuromochi Machinery Development backed out of its deal with the Sarashiki Family, it left Japanese Representative Candidate Sarashiki Kanzashi without an IS of her own. Fortunately for her, the Sarashiki Family was able to acquire Core #006 for her personal use, along with purchasing an Uchigane trainer from IS Academy. Said Uchigane was promptly converted into a TIS using the aforementioned core. The conversion process was expected to take at least six months, but due to the intervention of Wing Commander Orimura Ichika and AI Ori White, the IS was finished after only a month of work. The Uchigane Niishiki takes an entirely different approach to combat than the standard Uchigane, as it is built primarily for ranged combat and cyberwarfare as opposed to melee combat.

Power Supply: One standard Tabane Pattern IS Core (#006) (Formerly), One White-Pattern IS Core (Current)

Control System: Built-in IS Core AI Control System (Formerly), One White-Pattern AI (Gladys)(Current)

Propulsion: Four Second-Generation Type-4 Impulse Drives. One per Leg, One per Wing

One Third Generation Passive Inertia Canceler mounted in torso.

Top Speed: Mach 0.75 in level flight

180 Degree Turn Time: 0.57 seconds


Armament:

Weapon Name: Shunrai Particle Cannon

Description: A fairly textbook application of the particle cannon concept, the Shunrai were initially intended for point-defense, but it was quickly apparent that they could serve in the Anti-IS role as well. Capable of 90 shots per minute, the Shunrai fires in rapid pulses instead of the constant stream of particles one would expect from such a weapon.

Effective Range: Approx. 1.5 Kilometers

Maximum Range: Approx. 2.7 Kilometers

Stopping Power (Direct Hit): A single direct hit from this weapon is capable of causing between 45 and 110 units of damage, depending on range and the resistance of the target's barrier.

Misc. Data: The Uchigane Niishiki mounts two such weapons on its waist. Each cannon is equipped with a smart targeting system which allows for them to be used both in point-defense and heavy combat roles.


Weapon Name: Mountain Storm Missile Array

Description: An array capable of launching and guiding up to 48 missiles simultaneously, the Mountain Storm is the primary ranged weapon of the Uchigane Niishiki. Each missile has a plasma warhead and is designed for engagement at ranges up to and beyond the standard Hyper-sensor. To that end, each missile is equipped with their own small hyper-sensor array, allowing them to lock on to targets within their sensor's small range as well as anything in the Uchigane Niishiki's own sensor range. However, the inclusion of this system has the side effect of reducing the size of the warhead, meaning that each missile is less effective on an individual basis.

Effective Range: Approx. 20 Kilometers

Maximum Range: Approx. 30 Kilometers

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 90 and 140 units of damage, depending on the resistance of the target's barrier.

Misc. Data: Should the pilot wish, she can assume manual control of the missiles at any time, although doing this for all forty eight missiles at once is an incredibly difficult feat. This does, however, allow for the missiles to bypass traditional countermeasures such as Radar Chaff or IR Flares.


Weapon Name: Trance Vibro-Halberd

Description: While the Uchigane Niishiki is primarily a ranged combatant, it is far from helpless in melee due to the presence of the Trance Vibro-Halberd. Composed of a two foot long blade attached to a 4 meter shaft, the Trance's blade uses a modified version of the Shunrai's firing system to generate a rapidly vibrating particle field around the blade, giving it incredible cutting capabilities. Coupled with its long reach and relatively light weight, the Trance is capable of surprisingly fast strikes without needing to bring itself into the melee range of its enemy.

Effective Range: Melee (Long)

Maximum Range: Melee (Very Long)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 80 and 150 units of damage depending on the resistance of the target's barriers.


Energy Shield Strength: 695 Shield Units, 0.82 Resistance Rating

Defensive Systems:

System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


System Name: Ignition Boost

Description: The Ignition Boost is a nearly ubiquitous presence on Japanese IS units ever since Chifuyu Orimura used it to great effect during the first Mondo Grosso, with the unit on the Uchigane Niishiki being a carry-over from the original Uchigane from which it was derived. The Ignition Boost is a simple device meant to give the IS it is mounted on a temporary boost in speed, perfectly complimenting the Japanese IS design philosophy. After each use, the Ignition Boost requires about a minute to recharge before it can be used again.

END FILE: UCHIGANE NIISHIKI


ACCESS FILE: AKATSUBAKI

GENERAL CHARACTERISTICS

Name: Akatsubaki

Type: Fourth Generation TIS

Pilot(s): Shinonono Houki

Affiliation: IS Academy, Organization IS Corps (STS-01)

Amount Built: 1

Current Status: Active

Brief Description: The Akatsubaki has been hailed fourth-generation IS suit, designed by Dr. Tabane as a birthday present for her sister. It is an IS designed entirely for the arena, and in that regard it performs incredibly. With a capable pilot, it can fight almost any existing IS suit and emerge unscathed thanks to its ability to recharge its shield energy without needing to disable its ADS, which, when coupled with its ability to predict enemy attacks, makes it nigh impossible to defeat within the confines of the IS Arena. However, outside the arena, the Akatsubaki suffers, with its main armament being optimized for melee, with ranged capability being medium ranged at best, the Akatsubaki's ranged weapons having likely been designed to soften up a target for melee rather than to truly eliminate the enemy before it can get so close. In that regard, it follows the combat philosophy of Orimura Chifuyu, being made to quickly eliminate single targets with decisive melee strikes. In addition to this, it should be noted that the Akatsubaki is easily the fastest IS in the world, being capable of attaining supersonic speeds in the arena with enough effort.

Power Supply: One Tabane-Pattern IS Core (#468)

Control System: One Tabane-Pattern AI Control System (Aki)

Propulsion: Six Tabane-Pattern Fourth-Generation Impulse Drives. One per leg, two per wing.

One Fourth Generation Passive Inertia Canceler mounted in torso.

Top Speed: Mach 1.6 in level flight

180 Degree Turn Time: 0.40 seconds


COMBAT CHARACTERISTICS

Armament:

Weapon Name: 'Amatsuki' Energy-Edged Dual-Purpose Katana

Description: One of two katanas that compose the main armament of the Akatsubaki, the Amatsuki is the longer ranged of the two. In addition to serving as a regular melee weapon, Amatsuki is also capable of projecting four plasma bolts with a single swing, with one bolt aimed directly at its target while the other three scatter around it to make dodging it more difficult. As for its melee functionality, the katana's blade is sheathed in a plasma cocoon, which not only enhances its damage but also allows it to disrupt and block hostile plasma based attacks.

Effective Range: Melee (Medium)(Blade), Approx. 600 meters (Plasma Bolts)

Maximum Range: Melee (Long)(Blade), Approx. 1.0 kilometers (Plasma Bolts)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 100 and 140 units of damage depending on the resistance of the target's barriers, along with another 10-30 units of damage per second of exposure. A single direct hit from one of the plasma bolts will cause between 60 and 100 units of damage depending on the range and resistance of the target's barrier.

Misc. Data: This weapon is, as of the moment, the most effective ranged weapon in Akatsubaki's arsenal.


Weapon Name: 'Karaware' Energy-Edged Dual-Purpose Katana

Description: The second of the two katanas that compose Akatsubaki's main armament, the Karaware is the more defensive of the two. Where Amatsuki is designed to soften the target up with plasma bolts before moving in for a melee ranged coup-de-grace, Karaware is designed to block incoming fire and eliminate incoming missiles and drones. Compared to Amatsuki, Karaware has a wider blade, with a wider plasma cocoon that makes it more effective at intercepting incoming plasma fire, but less effective at burning through shields. Karaware also differs from its sister blade in terms of ranged capability. While Amatsuki is capable of projecting (relatively) long ranged bolts designed to hurt IS suits, Karaware projects a wide crescent of plasma, one that makes short work of drones and missiles but is far more dispersed, making it less effective at attacking other IS suits.

Effective Range: Melee (Medium)(Blade), Approx. 200 meters (Plasma Crescent)

Maximum Range: Melee (Long)(Blade), Approx. 500 meters (Plasma Crescent)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 70 and 110 units of damage depending on the resistance of the target's barriers, along with another 5-15 units of damage per second of exposure. A single direct hit from the plasma crescent will cause between 30 and 50 units of damage depending on the range and resistance of the target's barrier.

Misc. Data: While a properly wielded Karaware makes it nearly impossible to successfully attack the Akatsubaki with plasma based weaponry, it is worth noting that solid projectiles and lasers are not disrupted by the plasma cocoon, nor are they likely to be detonated by the energy crescent.


Weapon Name: Fold-Out Armor Emitters

Description: Fold-Out Armor is a recent innovation in IS Technology, pioneered by Kuromochi Machinery Development as part of the development of the IS designated Byakushiki. Initially designed as replacement for the standard Energy Shield, it was soon apparent that it was much better suited for attacking enemy shields than it was at blocking those of the enemy. When sufficiently overcharged, Fold-Out armor was even capable of ignoring energy shields entirely, but the amount of energy required to do so is so large that it ends up draining vital energy from the unit it was mounted on. The Akatsubaki itself mounts ten Fold-Out Armor emitters, ten on the suit proper, and two more mounted on AI-controlled drones. These emitters can be altered to project their blades in a variety of different configurations, and at the expense of the Kenran Buto ability, one of these blades can be overcharged for a significant period of time without adversely affecting Akatsubaki's shield energy.

Effective Range: Melee (Short)

Maximum Range: Melee (Medium)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 100 and 190 units of damage depending on the resistance of the target's barriers. When overcharged, this weapon is capable of ignoring energy shields entirely.

Misc. Data: Although the Akatsubaki possesses ten fold-out armor emitters, the act of overcharging even one of them is enough to temporarily disable the Kenran Buto, and overcharging more than one will cause shield energy to start draining, as even an overclocked core is unable to safely cope with the power requirements for more than a few minutes at best.


Weapon Name: Thousand Pierces

Description: The Thousand Pierces is a charged-fire plasma 'crossbow' added to Akatsubaki after its second shift in an attempt to make up for the suit's previous lack of long-range weaponry. The weapon takes approximately four seconds to charge fully, and if fired at minimum charge has a maximum fire rate of approximately 200 shots per minute, allowing it to serve both in close quarters combat and in medium-range fire exchanges.

Effective Range: Between 500 meters and 6.5 kilometers, depending on charge.

Maximum Range: Between 650 meters and 7.3 kilometers, depending on charge.

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 5 and 450 units of shield damage depending on the range, the resistance of the target's barriers and the charge of the weapon.

Misc. Data: Akatsubaki possesses two such weapons, which it is capable of stowing and deploying individually at will.


Energy Shield Strength: 960 Shield Units, 0.79 Resistance Rating

Defensive Systems:

System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


System Name: MIRAI System

Defensive Capabilities: Allows the user to accurately predict and avoid incoming fire while simultaneously slowing their perception of time. These two abilities allow a competent pilot to make careful, calculated maneuvers through even the densest spread of fire, combining Amatsuki and Karaware's blocking capability with the knowledge of where every single enemy shot is heading. What Akatsubaki cannot dodge, it will block.

Description: A hyper-sensor enhancement that was clearly inspired by the Infinite Arsenal's own signature piece of equipment, the MIRAI System (Ackronym unknown) takes the form of a crown worn on Akatsubaki's pilot's head. In order to function property, an AI's presence is required, hence the incorporation of Aki into the Akatsubaki's design.


Misc. Equipment:

System Name: Akatsubaki AI-Controlled Drone

Description: Similar in nature to the Blue Tears' bits, the Akatsubaki's own drones are focused on melee, each containing a Fold-Out Armor emitter. These emitters are, unfortunately, unable to be overcharged while the drones are detached from their parent unit due to limitations in wireless power transfer technology. When attached to the Akatsubaki proper, these drones act as regular fold-out armor emitters mounted on the Akatsubaki's wings.


System Name: Kenran Buto

Description: The Kenran Buto is a one-off ability, which means that in a conventional IS battle it will only ever be activated once before its long cooldown sinks in. As a one-off ability, Kenran Buto is undoubtedly one of the most effective to date, being capable of recharging the shield energy of both Akatsubaki and any nearby IS suits without needing to disable its ADS. It accomplishes this by temporarily overclocking its IS core's power transmit system, which is designed to limit the amount of power released by the IS core at any given moment. This is due to the fact that, while the IS core has a theoretically infinite power output, modern technology is simply unable to handle that much energy without catastrophic results. This limitation means that Kenran Buto can only be active for a short period of time before it must be deactivated in order to prevent severe damage to Akatsubaki's internals.

END FILE: AKATSUBAKI


ACCESS FILE: UCHIGANE TYPE-T

ACCESS FILE:

GENERAL CHARACTERISTICS

Name: Uchigane Type-T

Type: Second-Generation Mass-Production IS Trainer

Pilot(s): IS Academy Faculty and Students

Affiliation: IS Academy

Amount Built: 60

Current Status: Active

Brief Description: A modification of the Uchigane, the Type-T serves as the basic training IS for all IS Academy students. Designed with ease of use and accessibility in mind, the Type-T is not suitable for combat by any means, and most units at IS Academy are equipped with dummy weapons. Several sets of real weapons are available at IS academy for competition purposes, and in the event of an attack on the academy proper, instructors shall be equipped with these instead.

Power Supply: One Wireless Power Receiver linked to IS-Core Equivalent in IS Academy Proper. Can be swapped out for conventional MPIS Battery for off-site training missions.

Control System: Built-in MPIS control system

Propulsion: Two Type-3 Impulse drives, one per leg

One Second Generation Passive Inertia Canceler mounted in torso.

Top Speed: 680 Kilometers/Hour

180 Degree Turn Time: 0.56 seconds


COMBAT CHARACTERISTICS

Armament:

Weapon Name: NERF Hyper-Compressed Foam Training Sword

Description: The standard training weapon for the Uchigane Type-T, the NERF HCF Training Sword is intended to get students used to melee combat in their IS suits. Almost completely worthless in actual combat.

Effective Range: Melee (Medium)

Maximum Range: Melee (Long)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 0 and 1 units of shield damage depending on the target's resistance rating.

Misc. Data: N/A


Weapon Name: Type-27 Vibrational-Edged Katana

Description: A long, 1.7 meter long Katana is the signature weapon of the Uchigane. Capable of cutting through most mundane materials, this weapon is a very powerful weapon, especially for an MPIS. This power comes at a cost, however, as much like the katanas of old, the method used to vibrate the Type-27's blade makes it somewhat brittle, and if the blade were to lose its form it could potentially shatter when struck, or even shake itself apart on its own.

Effective Range: Melee (Medium)

Maximum Range: Melee (Long)

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 50 and 80 units of shield damage depending on the resistance rating of the target's barrier.

Misc. Data: N/A


Weapon Name: Type-26 Magnetic Acceleration Holdout Pistol

Description: A small, compact coilgun, the Type-26 is a last resort weapon included as an afterthought to give the Uchigane some sort of ranged capability. As such, it is not a very effective weapon, although when loaded with training rounds it is useful in teaching new pilots the basics of ranged weaponry. While nobody sings the Type-26's praises, the vast majority of IS Academy pilots have honed their ranged capabilities using this simple weapon.

Effective Range: Approx. 500 meters

Maximum Range: Approx. 900 meters

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 30 and 55 units of shield damage depending on the range and resistance rating of the target's barrier.

Misc. Data: While this weapon is still in use on Uchigane trainers, it has long since been replaced or supplemented on the Uchiganes in JSDF service.


Energy Shield Strength: 500 Shield Units, 0.90 resistance rating

Defensive Systems

System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


ACCESS FILE: RAPHAEL REVIVE BASIC TRAINER CONVERSION

GENERAL CHARACTERISTICS

Name: Raphael Revive Basic Trainer Conversion

Type: Second-Generation MPIS Advanced Trainer

Pilot(s): IS Academy Faculty and Students

Affiliation: IS Academy

Amount Built: 42

Current Status: Active

Brief Description: A variant of the famous Raphael Revive designed specifically for IS Academy use, the Revive BTC differs from its more mainstream counterpart solely in terms of power plant. Due to this, it is a much more advanced trainer than the Uchigane Type-T, and thus only advanced students are allowed to operate them. Being given access to one is a sign of skill in IS Academy, and scouters know to pay particular attention to Revive pilots when they take the field.

Power Supply: One Wireless Power Receiver linked to IS-Core Equivalent in IS Academy Proper. Can be swapped out for conventional MPIS Battery for off-site training missions.

Control System: Built-in MPIS control system

Propulsion: Four Second-Generation DD-2.0 Impulse Drives, One per leg, One per wing

One Second Generation Passive Inertia Canceler mounted in torso.

Top Speed: Mach 0.65 in level flight

180 Degree Turn Time: 0.87 seconds


COMBAT CHARACTERISTICS

Armament: Note that an incredibly wide variety of armaments can be fitted to a standard Raphael Revive, ranging from vibration-edge katanas to oversized miniguns and tank cannons. The weapons listed below are merely the ones that are standard issue for IS Academy Students.

Weapon Name: FAIS-15 IS Assault Rifle

Description: A powerful, dual barreled assault rifle designed for IS use. Firing 15 millimeter shells at a rate of nearly 800 rounds per minute, the FAIS-15's most crippling limitation is the difficulty of loading enough ammo onboard its carrying IS, as the chemically propelled rifle lacks stopping power against IS Energy Shields. Against other targets, however, the FAIS-15 excels, and its reliability and ease of manufacture has made it a common sight in IS Corps around the world.

Effective Range: Approx. 1.1 Kilometers

Maximum Range: Appros. 1.9 Kilometers

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 8 and 30 units of shield damage depending on the range and resistance rating of the target's barrier.


Weapon Name: LGIS-81 Grenade Launcher

Description: Another famous weapon commonly used by Revive pilots, the LGIS-81 is commonly attached to the underside of a FAIS-15, but standalone variants are also available. Firing 81 millimeter grenades, the LGIS-81 is short ranged, but surprisingly powerful for a conventional weapon. Like the FAIS-15, the LGIS-81 is known for its reliability and ease of manufacture, and given its power will likely remain in use long after the Raphael Revive it was designed for is phased out of use.

Effective Range: Approx. 300 Meters

Maximum Range: Approx. 700 Meters

Stopping Power (Direct Hit): A single direct hit from this weapon will cause between 40 and 95 units of shield damage, depending on the resistance of the target's barrier and the type of ammunition used.

Misc. Data: Being a low velocity projectile, the grenades fired from the LGIS-81 do not rely heavily on kinetic energy to inflict damage, relying instead on their powerful payloads. Capable of firing anything from smoke grenades to plasma warheads, the LGIS is limited mostly by its limited rate of fire, but as always, customized variants of the weapon exist with greater fire rates.


Weapon Name: FRIS-20 Designated Marskman Rifle

Description: Yet another reliable weapon designed for use with the Raphael Revive, the FRIS-20 fires 20 millimeter shells designed to ruthlessly wear away at enemy shields at what was, at the time of the Revive's construction, considered long range for an IS, and indeed, is still considered long range for an MPIS. However, while reliable and accurate, the low damage per shot has made this weapon somewhat unpopular among Revive pilots.

Effective Range: Approx. 2.0 Kilometers

Maximum Range: Approx. 2.8 Kilometers

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 35 and 75 units of shield damage, depending on range and resistance of the target's barriers.

Misc. Data: It should be noted that Charlotte Dunois' 'Vent' DMR is a modified FRIS-20, designed for increased rate of fire and accuracy at the expense of damage and range.


Weapon Name: M-47 IS Combat Knife

Description: A simple, single edged combat knife. Included as a weapon of last resort only. The blade is approximately 1.5 feet long.

Effective Range: Melee (Short)

Maximum Range: Melee (Short)

Stopping Power (Direct Hit): A direct hit from this weapon will cause between 5 and 15 units of damage, depending on the resistance of the target's barrier.

Misc. Data: Charlotte Dunois' Bread Slicer is a variant of this weapon with vibration edge technology built into the blade.


Energy Shield Strength: 480 Shield Units, 0.85 resistance rating

Defensive Systems: Please note that a wide variety of defensive and miscellaneous systems can be fitted to a Raphael Revive. The ones listed below are simply those that are standard issue for IS Academy Students.

System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


ACCESS FILE: BLANK SLATE

GENERAL CHARACTERISTICS

Name: Blank Slate Modular IS Trainer

Type: Third-Generation MPIS Trainer and Technological Testbed

Pilot(s): IS Academy Students

Affiliation: IS Academy

Amount Built: 100 (White-Sakamoto Innovations) 122 (Alcott Foundation) 220 (Aero Infini Industries) 300 (Infinite Skies Corporation) 651 (Other Corporations)

Current Status: Active

Brief Description: Designed as a bare-bones IS trainer meant more for rapid production than actual combat capability, the Blank Slate is, at first glance, more similar to the very first IS suit prototypes than the world's first Third-Generation MPIS suit. Designed and rushed into production in a matter of months, the Blank Slates were built under license by fifty-two corporations around the globe as part of the IS Academy 'New Curriculum' program. The purpose of the Blank Slate is primarily to act as a technological testbed under the academy's new squadron system. It is hoped that various corporations will use this opportunity to sponsor squadrons of their choice, offering them choice technology and prototypes in exchange for the squadron both testing out the experimental equipment and publicizing the technology by winning in the IS Academy Tournaments.

Thus, while the Blank Slate lacks weapons, and indeed, has no combat ability whatsoever in its default form, its intended role as a technological testbed means that it is extremely versatile and easy to modify, thus allowing for each individual unit to be customized and upgraded to the point where each Blank Slate is unique. Only time will tell if this will truly be the case.

Power Supply: One Wireless Power Receiver linked to IS-Core Equivalent in IS Academy Proper.

One Type-3 MPIS Quantum Foam Battery (WSI Pattern). Please note that the number and type of battery is subject to change based on the modifications installed on each individual Blank Slate.

Control System: Built-In MPIS Control Unit

Propulsion: Two Type-4 Impulse Drives, one per wing (WSI Pattern). Please note that the number and model of impulse drives is subject to change based both on the corporation that produced the Blank Slate in question and the modifications installed on each individual Blank Slate.

One Third-generation Passive Inertia Canceller located in torso.

Top Speed (Unupgraded): Mach 0.5 in level flight

180 Degree Turn Time (Unupgraded): 0.94 seconds


COMBAT CHARACTERISTICS

Armament: The Blank Slate is unarmed in its factory default state. However, it is designed to easily accept a wide variety of weapons and equipment, from hard-mounted, unstowable weapon systems to equalizer-based technology.

Energy Shield Strength: 450 shield units, 0.90 resistance rating

Defensive Systems:

System Name: Absolute Defense System

Defensive Capabilities: In the event of an IS unit's shield being entirely depleted, the ADS is automatically activated, protecting the pilot from all harm at the cost of its IS unit's operational capability.

Description: The ADS is standard equipment on all IS units, and is required for participation in tournament battles. However, it drains a lot of power from its IS and thus prevents the unit's standard energy barrier from regenerating in combat. The ADS can remain active for approximately five minutes before it needs to recharge. The recharge period lasts one minute, during which the IS remains immobile and vulnerable.


Misc. Equipment: The Blank Slate is not equipped with any special equipment in its factory default state. However, it is designed to easily accept most types of equipment with minimal modifications.


A/N: And that's a wrap for now! As I said waaay at the top of the page, the main purpose of this big, 12k+ word infodump is to give me a way of keeping track of what additions/modifications I make to both Canon and Original IS designs without me having to comb through the previous chapters of my story looking for that one illusive sentence that contains the info I need. That will, in turn, increase the efficiency at which I write, allowing me to increase my update rate! Not to mention that, in the unlikely event that someone decides to write their own story set in the Agent Orimura-verse, they will have a place to go to in order to see the technical specifications of everything I can think of the plays a part in my story!

After every chapter of Agent Orimura, I will update the information here as necessary, adding in new IS units, weapons, and technology as required. The second 'Chapter' of this will be 'Phantom Task TIS units and Golems, as well as the various MPIS units of the world. After that, I might go into detail about the Organization HQ, detailing its defenses, layout, vehicles present, all that stuff. Once that info is out, then depending on reader response and the amount of spare time I have, I might go into detail on stuff less important to the plot, like the equipment of various nations' armed forces.

As of the latest update to this compendium, the entries for the Kestrel, Yukari's Revive Custom and Phantom have been removed, and data about Akatsubaki has been added. The Kestrel, Yukari Revive and Phantom have been relocated to the currently-in-development Organization page.

Edit 12/1: Just realized I forgot to include PICs for some IS suits. Added them.

Edit 01/14/2018: Added the Blue Tears Azure Rain package and added pilot armor description to the Revive Custom II.