…
Name: Compa E. Kyrielight/Isis E. Kyrielight
Nicknames: Epsilon-0057, E-57 (neither of which Compa or Isis like), Mad Scientist, Young Genius (most famous as Compa), Grim Reaper, Wraith (most famous as Isis)
Alignment: Chaotic Neutral
Age: 9 (Biologic), 25 (Chronologic)
Hidden Attribute: Star
Sex: Female
Height: 225cm
Weight: 62kg
Three Sizes: B105/W58/H95
Blood Type: O
Race: Super Soldier/Homunculus Hybrid
Genetics: Cyber-Newtype
Ethnicity: None
Sexuality: Bisexual
PPersonality: Compa Epsilon Kyrielight is a girl who is exceptionally huge for her actual biological age, and has a strange nature that can be understated as quirky. While she can appear to be a shy girl, she really isn't; she is, however, somewhat dense and is oblivious to numerous things like politics, sex, and other adult topics, making her somewhat of a ditzy girl who can be lied to quite easily. She is at most times a sweet girl who is dependable to the ones she calls her friends, which also means that she is usually non-greedy or rude; when presented with new technology, however, her inner technophile rises to the surface and she begins acting like her true age and will generally not stop until she has taken apart the technology in question and has inspected every last part in detail. Despite her ditzy personality, she is a technological genius who is capable of building powerful Mobile Suits and weapons while utilizing only whatever spare parts she is able to salvage from debris fields, and uses this talent to maintain and upgrade her prized Mobile Suit, the LRX-099S Gundam Super Sylph. Several of her other talents include cooking, arts and crafts (which she often uses to make doodles of initial concept designs for new weapons and parts to upgrade her Mobile Suit with and choosing the ones that appeal most to her), and demonstrates a surprisingly high aptitude for controlling Psycommu weaponry; she has also proven to be surprisingly adept at Magecraft once Irene Fletcher took her under her wing, with hers specializing in defensive and supporting roles. When she is alone with her adoptive mother Irene Fletcher, Compa tends to act more like the child that she actually is thanks to all of the motherly love she receives. Compa does have a surprisingly dark side when it comes to people who constantly annoy and threaten her, however, with one particular example being a pirate from a small pirate faction who wanted her engineering talents being subjected to becoming her guinea pig on her experiments regarding the human anatomy; however, she isn't without compassion, as the same pirate who she experimented on is now living a comfortable life on Earth after Compa repaired his body, erased his memories as a pirate and gave him new ones, a new name of his own, a good-paying job, a decent apartment, and around $200,000 worth of money of starting funds, which she had hacked from a corrupt Federation politician.
However, she also possesses a second personality, who goes by the name Isis Epsilon Kyrielight. Isis is an artificial personality created by the Leipzig Newtype Institute who was meant to replace the original personality of Compa but instead formed a symbiotic relationship with her, with Compa remaining in control of her body most of the time and swapping places with Isis when needed. Isis, unlike Compa, is a silent, calculative person whose realistic outlook on life contrasts Compa's somewhat idealistic views, and is also much more mature than her counterpart in the sense that she sees things logically and would rather wait until she has gathered enough information about the person or subject in question before either giving her input or taking action as needed. However, her true talents lie in fighting and piloting Mobile Suits as the Leipzig Newtype Institute made her be the prototype of a line of eventual mass-produced super soldier/homunculus hybrids with obedient personalities after observing that Compa's base personality had proven to be insufficient; as such, she has no talent whatsoever in mundane tasks such as arts and crafts, cooking (of which hers can be considered to be suitable for biological warfare), and is ironically completely inept when it comes to utilizing Psycommu weaponry. She does, however, display the same aptitude for Magecraft as Compa, with hers specializing in offensive roles. When she is active and is with her and Compa's adoptive mother Irene Fletcher, Isis tends to soften up and become meeker from all of the motherly affection she receives.
Appearance: Compa is especially huge for her true age, which is due to her nature as a prototype artificial super soldier. She has light creamy pink wavy hair that falls down to her knees and curls inwards near the edges with a black headband that is equipped with a single miniature Psycommu antenna on each side with pink Psycoframe material stretching between the two just above her ears and a pair of eyes that are the same color as her hair. When dressed casually, she wears a sleeveless cream-colored wool sweater top which does nothing to conceal her I-cup breasts along with matching arm warmers and boots, with both of the latter sporting fuzzy balls at the tops, along with a red plaid skirt that reaches down to her thighs, black thigh-high stockings that are adorned with pink frills at the top, and white undergarments. When dressed for combat, however, she will wear a form-fitting body suit that is equipped with the experimental OctoCamo that was developed at the Leipzig Newtype Institute meant for their super soldier hybrids that is normally dark blue in color when its camouflage properties are not in use, along with a matching full-face mask that helps to completely conceal her presence by masking her otherwise exposed head. The full OctoCamo stealth suit is also equipped with numerous pouches for extra equipment along with a multitude of runic arrays that have been cast by Compa that give it the ability to self-repair, expand or contract its size depending on the form of the current wearer so that it remains form-fitting (although this capability can only be used by mages), and can even clean itself. Her pilot suit is identical to the suit that is worn by Marie Parfacy/Soma Peries in Gundam 00 Season 2, with the primary color switched from rustic orange to a creamy pink and the visor being greenish in tint, with both the pilot suit and the helmet being imbued with the same runic arrays as the OctoCamo stealth suit.
Faction: Onyx Faction (Only as a Mercenary, but plans on defecting when her personal objectives are complete), S.T.R.I.K.E. (Strategic Tactical Reserve for Integrated Key Entity)(As a freelance agent)
Backstory: Born from a test tube in January of UC 0088 at the Leipzig Newtype Institute as a part of Project Seirene, Epsilon-0057, which was her designation at the time, was the first successful attempt at creating a prototype of a new line of Cyber-Newtype super soldiers who would be the vanguard to the project's ultimate goal of global mind-control that would be fielded against any who manage to resist the Psycommu-based system once it was completed, as well as against any new threats that might turn up in the future. She is also a unique hybrid between a super soldier and a Homunculus, as a few of the scientists involved with the project were secretly Magi who had planned to use the project as a means to create enough powerful homunculi to help them acquire the blueprints of Chaldea's Ray Shifting technology to send them back in time and renew the Age of Gods; however, because she was only a prototype (and the only successful one who managed to live to her birth thus far), her life expectancy was only five years at maximum. Unfortunately, though, E-57's curious and quirky personality quickly proved to be the exact opposite of what was desired, and the Institute was forced to implant an artificial personality that was codenamed "Isis" within her mind in an attempt to overwrite the first personality, which also doubled the number of Magic Circuits that E-57 possessed through the machinations of the Magi in hiding. However, instead of eliminating the base personality, Epsilon-0057 and Isis wound up forging a symbiotic relationship, partially due to the fact that as an artificial personality, Isis had zero compatibility with Psycommu weaponry in contrast to E-57's high compatibility with remote weapons, as well as the fact that E-57's Newtype awareness allowed her and by extension Isis to sense incoming enemy threats and react accordingly. Before the Institute could do anything about this, though, the AEUG initiated a raid on the facility during the final stages of the Gryps Conflict. Taking the chance, E-57 and Isis bailed from the Institute and wound up joining with the AEUG after assisting them with destroying the Institute and killing all the scientists involved as they had nowhere else to go.
During their time with the AEUG, the two personalities learned more about the world around them, and Epsilon-0057 was given the name Compa from an AEUG member named Irene Fletcher. The two personalities were quick to form a bond with her, and Irene took the time to teach them about the world, with Compa gaining a fascination with technology and began to learn as much as she could from the AEUG mechanics and Isis being quick to pick up on fighting styles from Irene as well as what one should and shouldn't do in situations that are tense but not yet hostile. Using her newfound knowledge in engineering, Compa tackled the problems that had plagued one of the AEUG's projects, the development of the MSN-001 Delta Gundam, and succeeded in ironing out the flaws in both the transformable frame's design and its Operating System. Inspired by her own work, Compa began to design her own Mobile Suit, starting off small and using the data of the LRX-series that the AEUG was able to obtain during the raid as a starting point. After a month of work, her design, which she christened as the FRX-099 Gundam Sylph, was finished, and construction began shortly afterward. By using parts that were captured from the Leipzig Newtype Research Institute, construction of the Mobile Suit was finished in time for the Second Battle of Dakar, in which Isis would take the controls of a Mobile Suit into battle for the first time in her life.
After the battle, the two would continue to fight for the AEUG with their personal Mobile Suit as members of the Gundam Team alongside Irene Fletcher and her MSN-001 Delta Gundam, starting off by helping to clear out some of the Neo Zeon forces to open up an escape route for the civilians at Dublin to evacuate from the impending colony drop; unfortunately, they were preoccupied with dealing with other Neo Zeon forces by the time the MRX-010 Psyco Gundam Mark II made its appearance, which prevented them from coming to the aid of Judau Ashta and Elpeo Ple. Soon after, Compa and Irene returned to space, where they assisted the Gundam Team in hijacking the SCVA-76 Nahel Argama, and shortly afterward fought against the forces of both Glemy Toto and Haman Karn. Compa's Gundam Sylph was damaged during the battle, and after the Neo Zeon surrender she scavenged the battlefield for the first time and managed to salvage the lower half of Haman Karn's AMX-004 Qubeley and eight Funnels that formerly belonged to the AMX-004G Qubeley Mass Production Type. Shortly after retrofitting her findings onto her Mobile Suit, her mentor discovered the truth of her origins and promptly took Compa and Isis under her wing in teaching her about both the world around them as well as the basics of Magecraft, which was made possible thanks to Compa's and Isis' Magic Circuits being active all this time, which began with unlocking the Origins of the two personalities, with Compa's being Innovation and Isis' being Combat.
Shortly afterward, Compa and Irene stumbled upon the final battle between an Earth Federation task force and a terrorist organization on April the 4th. The two took part in the battle, assisting the Earth Federation's Gundam-type in its battle against the gigantic enemy Mobile Armor and eventually creating the opening that the Gundam-type needed to destroy it. However, when the Gundam-type's Core Fighter ejected and she saw the unit continuing the fight, Compa immediately realized that the unit was being controlled by an A.I., the knowledge of which was enough to cause her to throw herself headfirst into the atmosphere in pursuit, with her Origin of Innovation egging her on to safeguard and learn more about the A.I. Grabbing onto the Gundam-type to establish a means of communication, Compa began to converse with the A.I., who immediately told her to get away if she didn't want to die. This led to Compa getting into a brief argument about the wonders that the world around them held and how much the A.I. was missing out on, using both her life experience and what Irene had taught her up to that point while using the Gundam Sylph to shield the other Gundam-type from the majority of the reentry heat. After the argument went on for about two minutes, Compa manages to get the A.I. to confess that it indeed wanted to live, and it is at this point that Irene finally manages to catch up and create a lava dome large enough to shield the three units from the atmospherical heating. Once the three units have safely touched down only 75 miles from the city of Dakar, Compa, with help from Irene, transferred the A.I. unit designated as "Advanced Logistic and Inconsequence Cognizing Equipment", otherwise known as ALICE, from the remains of the MSA-0011 S Gundam over to the hybrid's Gundam Sylph.
Over the next four years, the new trio remained on the move, visiting one colony after another while Compa scavenged past battlefields for both parts for upgrading both her and Irene's Mobile Suits as well as to provide her an ideal location to practice her newly-discovered Technomancy while allowing ALICE to see the world in a way that she would have otherwise never had an opportunity to do so. During this time period, Compa had managed to hack into the old Chaldea archives while searching for new ideas on how to integrate Magecraft with science and stumbled upon the data describing the events within the Singularities and the Lostbelts that took place in the old calendar era shortly before the change into the Universal Century. Within these archives are records of the first successful Demi-Servant, Mash Kyrielight, who has been said to have been one of the vital factors in preventing humanity from facing total extinction. Inspired by how an artificially-born human being could accomplish so much, Compa gives herself the last name Kyrielight in honor of Mash and her valiant efforts, with her new full name being Compa Epsilon Kyrielight and insisting to her other personality that she does the same. Isis agrees, and her full name is now changed to Isis Epsilon Kyrielight. However, both personalities know that their time will come to an end before long, and begin to make preparations to say their final goodbyes.
When the Second Neo Zeon War broke out in the year of U.C. 0093, Compa, her mentor Irene, and her new friend and partner ALICE were quick to link up with Londo Bell with their respectively upgraded units, the FRX-099S Gundam Super Sylph and the MSN-001S Delta Gundam Honoo, in an effort to stop Char Aznable's plan to force people to immigrate to space. Near the end of the battle, Compa and Isis, who is in control at the time, find themselves engaged in battle with Char Aznable himself and his MSN-04 Sazabi. Despite their combined efforts, they are quickly overwhelmed by the older and more experienced Newtype and would have been killed if Irene hadn't intercepted the lethal blow, which left the Delta Gundam Honoo heavily damaged. However, despite the damage to her machine, Compa's mentor joined up with both her, ALICE, and the rest of the Londo Bell and Neo Zeon Mobile Suits in an effort to push back the Axis asteroid. As a result, the two humans and their A.I. partner bore witness to the Axis Shock, which reaffirmed Compa's beliefs that humanity had the potential to overcome their differences and strive for a better tomorrow after she felt the light within the human heart; however, the intense battle had placed such an enormous strain on her body that the few months she had left were cut short to less than an hour, and her body began to experience catastrophic failure. Horrified by this discovery, Compa's mentor, who refused to lose a close friend after witnessing what could only be described as a miracle, blew her cover as a normal Magus by plucking and infusing all 72 Phoenix Plumes she had grown up to that point into Compa, which both healed her failing body and extended her lifespan by an unknown amount. After recovering from the shock of having both of their lives saved, both personalities thanked Irene for the second miracle that blessed their lives, and while Compa herself wanted to know exactly how her mentor pulled it off, her respect for her friend's privacy won out, and the two continued to live in space as a trio alongside ALICE, with Irene officially adopting Compa/Isis as her own daughter shortly afterward. In gratitude of both saving the lives of both her and Isis as well as finally having a mother of her own, Compa helped Irene repair the Delta Gundam Honoo, which was then placed into storage at her mentor's request after the trio became freelance agents for the new organization known as S.T.R.I.K.E, with Compa herself gaining the interest of Kischur Zelretch Schweinorg, whom provided her with both a pouch that was bigger on the inside than it was out as well as an incomplete schematic for the Jeweled Sword Zelretch and challenged her to both complete the design and construct the Magical instrument with her reward being taken on as an apprentice. Compa accepted, for she was not one to turn down a challenge. The two humans continued to live in space together alongside ALICE, who by this point began to realize just how much Compa and Isis meant to her after they had nearly died. However, even after Compa's body was repaired and her lifespan was extended through the use of her Phoenix Plumes, Irene, who did not know exactly how much each of her individual plumes healed a person, believed that only 72 of them wouldn't nearly be enough, and would infuse every plume from the subsequent batches she would regrow every 37 days for the next two years, with the total number of infused plumes being 1,440, unintentionally extending Compa's estimated lifespan by almost 1,500 years instead of the predicted 100 years.
Early in the year of U.C. 0095, Compa, Irene, and ALICE were able to steal the blueprints of the MSN-06S Sinanju Stein from Anaheim Electronics after it had been stolen by Neo Zeon, as well as the schematics of the modified version of the machine from Neo Zeon, and used both sets of data to redesign the Mobile Suit for Irene's personal use while incorporating newer technology into Compa's Gundam such as the Psycoframe Cockpit. Construction began later that year using parts the two had managed to smuggle from both Anaheim and Palau to build Irene's new machine, with Compa joining in to challenge herself in figuring out how to combine modern technology with Irene's Prana, and the unit was finally completed on the date of June 14th, U.C. 0096, too late to participate in the Laplace Conflict. The Mobile Suit was christened as the MSN-06SP Sinanju Honoo, and the trio soon split off afterward, with ALICE tagging along with Compa along with the promise that the three would meet each other again at Industrial 7 in a month upon Compa's request, as she wanted to try her hand at living independently for once. After the three split up, Compa and ALICE would continue to search for and salvage any components from past battlefields that would be beneficial to the both of them, while ALICE herself was struggling with her feelings for both of Compa's personalities. During one of these salvaging expeditions, the Command Seals for a Servant engraved themselves onto her right hand. Shortly after being marked as a Master, Compa began to attempt contacting Irene to question what the marks on her hand meant, but these attempts were intercepted by the Onyx Faction who were quick to track her down to within one of the shoal zones and talk to her through a representative. Compa's initial thought was to refuse when she learned that the Onyx Faction were allies of Zeon, but then she realized that she could turn the situation to her advantage. She inquired about what her purpose would be and learned that the Holy Grail could grant her any wish that she desired. Compa accepted the invitation, but on the condition that no one messed with her Mobile Suit without her supervision. Once the representative was out of earshot, she signaled to ALICE that the A.I.'s presence must never be revealed, as she feared for the safety of both ALICE, the A.I. of the Gundam that defeated New Desides, and their mutual project, a still incomplete A.I. who Compa half-jokingly states is their love-child. Upon arriving at Area "Omega", Compa locked down the Sumeragi, her personal Enterprise-class transport shuttle that she had purchased back in U.C. 0090, to prevent anyone from tampering with the experiments that she had within the rear of the cargo bay as well as her Gundam which was stored near the front. With Isis observing and memorizing the layout of the base from the proverbial backseat, Compa was escorted to the summoning chamber and was given her catalyst, a large red and silver sword that was excavated in Britain and was thought to be used by one of the Knights of the Round Table. With her catalyst in hand, Compa was guided through the ritual by another Magus, and she was successful in Double Summoning the Servant Mordred who was keeping her True Name concealed through her Noble Phantasm, Secret of Pedigree: Helm of Hidden Infidelity, beginning her involvement in the Universal Century Holy Grail War.
Likes: Innovation, technology, science, research and development, music (any genre so long as the song catches either of their interests), machines, reading, arts and crafts (Compa), cooking (Compa), training (Isis), weapons (Isis), her Magecraft, ALICE, AEUG, Londo Bell, S.T.R.I.K.E.
Dislikes: Stagnation, pointless killing, genocide, warmongers, terrorists, pirates, perverts, politics, Earth Federation, Zeon as a whole, people who reject scientific advancement
A.I. Partner: Advanced Logistic and Inconsequence Cognizing Equipment "ALICE"
Love Interest: ALICE, but is not entirely aware of her own feelings just yet
Estimated Lifespan:
5 Years (Original)
1,450 Years (Current, albeit unaware of this)
Current Projects (before joining Onyx Faction):
Minovsky Thruster (86% complete) (On Hold)
Photon Saber (20% complete, still in design stage) (On Hold)
Bio-Brain test unit for Human Brain Uploading (21% complete, On Hold)
Bioroid body for ALICE (73% complete) (Secondary Priority)
A.I. "Yukikaze" (58% complete) (Secondary Priority)
Reverse-engineering Second True Magic Pouch (21% complete) (Top Priority)
Completing schematic for Jeweled Sword Zelretch (62% complete (Originally 50% at the start of the project)) (Top Priority)
Alcubierre Drive test unit (42% complete) (Top Priority)
Weapons:
• 2 x KM2000UC Combat Knife – Modelled after the KM2000 combat knife of the old calendar era, the two KM2000UC combat knives are Compa/Isis' primary weapons when engaging in close quarters combat and were developed by the Leipzig Newtype Institute for its Cyber-Newtype super soldiers. Like their predecessor, the KM2000UC knives feature a westernized-tantō point, and their blades are partially serrated to allow the knives to more easily cut through ropes and fabric fibers for survival techniques. Unlike their predecessors, however, the KM2000UC combat knives are built using Gundarium alloy, rendering them much more durable than most other close combat weapons. The scabbards have a strip of diamond sharpener used for field sharpening of the knives and have been enhanced through Compa's Magecraft to possess increased durability to slow down the rate at which the sharpener wears down. The ends of the handles possess glass-breaking tips, which are actually ends of the knives' blade tang, as well as a lanyard hole. The blades themselves were enhanced through the use of Compa's Magecraft, vastly increasing their durability and heat resistance.
• FN F2000UC TR – The FN F2000 is a gas-operated, fully automatic and ambidextrous assault rifle that is a rebuilt version of the older FN F2000 using modern alloys of the Universal Century, hence the UC as a part of its new designation code. Like its predecessor, it is fed by a 30-round detachable box magazine situated behind the trigger in a bullpup configuration, and the entire weapon is modular in design. Thanks to the modern materials that were used in its construction, it is 10% lighter than the older FN F2000, making it easier for the wielder to carry. The TR variant that Compa/Isis wield has the lower module equipped with a grenade launcher, which can be loaded with either standard 40mm low-velocity high-explosive grenades or Compa's own MCXG-007C Cryo Grenades. In addition, there is a Picatinny rail on top of the upper module for attaching the dedicated scope/FCS of the weapon's rifle/grenade launcher combination, as well as two more rails on the sides of the lower module for additional accessories such as tactical lights and laser rangefinders calibrated for the rifle itself. The grenade launcher's trigger is installed directly under the F2000's trigger so that it can be manipulated without removing the shooting hand from the rifle's pistol grip. The double-action trigger lets the operator "try again" if the grenade's percussion type primer doesn't ignite. The breech release button is found on the left side of the launcher body. The grenade launcher comes with a basic flip-up ladder sight, but it was intended to be used with a specially designed optoelectronic fire control system designated FCS. The aiming module is installed in place of the standard optical sight and becomes the weapon's primary sight when mounted, but its main purpose is to accurately determine and indicate the range of a grenade target. The module is powered by a small 200 V battery pack, installed in the stock, behind the magazine well. The power pack is also intended to power any other tactical accessories or systems that can be introduced. The FCS integrates a low-power laser rangefinder (precise to within ± 1 m), a day-time aiming channel with an electronically projected reticle, a measured range display reading, and a diode elevation adjustment indicator. The fire control system calculates a firing solution manifested by the barrel's angle of elevation using target range information from the laser rangefinder (the rangefinder is activated by pushing a button on the pistol grip, below the trigger), corrected manually by the shooter through a push-button interface (add/subtract buttons) on the FCS top cover to take account for head or tailwinds that could affect the desired range. The F2000 FCS also contains software with the ballistic properties of up to six types of 40mm grenades and can be reprogrammed to take advantage of future munition improvements. Batteries for the FCS are located at the bottom of the buttstock. After obtaining a range measurement, the distance to the target is displayed on a liquid crystal screen and the elevation diode flashes red. Once a correct elevation has been achieved by tilting the rifle, the diode changes color to green indicating the weapon is ready to fire. In addition to all of this, the weapon's performance as both a rifle and a grenade launcher has been improved through the use of Compa's Magecraft, increasing its durability and effective range while simultaneously reducing the amount of physical maintenance the weapon needs to remain in optimal working order as well as greatly increasing the operational life of the batteries for the FCS.
• Barrett XM500UC – The Barrett XM500UC is a gas-operated, semi-automatic sniper rifle/anti-materiel rifle that is a rebuilt version of the older XM500 using modern alloys of the Universal Century, hence the UC as a part of its new designation code. Like its predecessor, it is fed by a 10-round detachable box magazine situated behind the trigger in a bullpup configuration. Thanks to the modern materials that were used in its construction, it is 10% lighter than the older XM500, making it easier for the wielder to carry. Since the XM500UC has a stationary barrel instead of the recoiling-barrel design of the older XM500's predecessor the M82, it possesses better accuracy, which has been enhanced even further through Compa's Magecraft. As with its predecessor, it comes with a removable, adjustable bipod mounted under the barrel, and a top-mounted Picatinny rail for attachment of a scope or other accessory. The top-mounted rail is equipped with a scope that is based on the scope that was used by the older XM500 but has been enhanced through the use of Compa's Magecraft to possess a farther zoom capability and the ability to switch between normal, infrared, and night vision modes.
• 4 x M105 Fragmentation Grenade – The M105 Fragmentation Grenade is a type of frag grenade that was developed by the Earth Federation. The casing is an improved version of the M67, which upon detonation shatters into a greater number of metal fragments than its predecessor to give the weapon a higher chance of striking its target(s). As the pyrotechnic charges are greater in explosive power compared to the charges in the M67, the fragments of the M105 have a greater effective range than those of their predecessors. In addition, there is a thin layer of napalm in between the pyrotechnic charge and the outer casing, which is designed to allow the napalm to stick to the fragments and ignite upon detonation; this allows the fragments to be superheated by the ignited napalm midflight to grant them greater effectiveness against light enemy armor such as Kevlar. Compa/Isis typically carry four of these grenades within two of their OctoCamo's pouches on either side, with two grenades per pouch.
• 4 x M107 Flashbang Sonic Grenade – The M107 Flashbang Sonic Grenade is a type of stun grenade that was developed by the Earth Federation and is an improved version of the M84. Upon detonation, it emits an intensely loud "bang" of 200–220 decibels and a blinding flash of more than 1.5 million candelas within eight feet of initiation, sufficient to cause immediate flash blindness, deafness, tinnitus, and inner ear disturbance. Exposed personnel experience disorientation, confusion, and loss of coordination and balance. While these effects are all intended to be temporary, there is the risk of permanent injury. Consequently, the M107, like its predecessor, is classified as a less-lethal weapon. Compa/Isis typically carry four of these grenades within two of their OctoCamo's pouches on either side, with two grenades per pouch.
• 4 x MCXG-007C Cryo Grenade – The MCXG-007C (MageCraft eXperimental Grenade-007 Cryo) is a prototype hand grenade that was developed by Compa after her discovery of Magecraft. Upon detonation, it releases a cloud of liquid Helium-3 that is kept at a temperature of 3 degrees Kelvin through the use of runic Magecraft within its effective 8-meter range, flash-freezing anything that it comes into contact with and rendering it extremely brittle and easy to shatter. As a side-effect of the extremely low temperatures of the liquid Helium-3, the very atmosphere within the effective blast radius is also cooled to a liquid state, further increasing the grenade's overall effectiveness against any enemy targets that are caught in the blast. As the liquefied gases start to evaporate almost immediately after the blast, it creates a large cloud of subzero vapors that can effectively blind thermal sensors, which allows the Cryo grenades to also double as makeshift smokescreen weapons that provide the user and any nearby allies temporary cover from enemy thermal sensors; however, radar waves are still capable of piercing the cloud, making it useless against motion sensors. However, the large blast radius also makes the grenade very dangerous to use, even to Compa and any teammates she has with her, which severely limits the usage of this type of grenade to clearing out rooms or hallways full of enemy units or when safety from the grenade's blast radius is guaranteed for Compa/Isis with either hard cover or a sufficient amount of open space is available to throw the weapon or shoot it from her rifle's grenade launcher at least 15 meters away from her. Compa/Isis typically carry four of these grenades within two of their OctoCamo's pouches on either side, with two grenades per pouch.
Special Equipment:
• Nanomachines – As a super soldier of the Leipzig Newtype Institute, Compa's body has been injected with two types of nanomachines, Codec, and body enhancement. The Codec nanomachines allow Compa to communicate with allies over the Codec, a 100% silent means of communication that cannot be hacked and were originally meant to allow the super soldiers and their commanders to communicate with each other in complete silence; as there are no longer any other Codec nanomachine batches in existence, Compa has modified hers to allow herself to more easily utilize the Mobile Suit's Psycoframe when Isis is in control of their shared body, allowing Compa to support Isis from the rear by directing any Psycommu weaponry the Mobile Suit is equipped with; this also allows Compa to remotely summon it should the situation call for it. The body enhancement nanomachines increase the strength of the injected person's bones and muscles by fivefold, increasing Compa/Isis' strength and durability, which were already near superhuman levels, even further and allows the use of heavy handheld weaponry. These nanomachines are also partially responsible for Compa/Isis' increased healing factor, with the other reason being Compa's supportive Magecraft.
• OctoCamo – The OctoCamo is a form of smart camouflage developed by the Leipzig Newtype Institute that can, within moments of coming into contact with almost any surface, replicate both its pattern and texture. It applies thermal technology to regulate the temperature of the disguised subject to better blend with the surrounding environment and to evade thermal imaging. Multiple surfaces can be mimicked at the same time, and preset camouflage patterns can be stored within an internal memory chip for later use. It was inspired by the mimicking abilities of the octopus, hence its name. However, due to the fact that it requires physical contact with a surface to work, it is useless for any form of airborne craft. As its name suggests, the OctoCamo stealth suit that Compa/Isis wears into battle is equipped with this technology and is the only example of said technology in the Universal Century. The full OctoCamo stealth suit is also equipped with numerous pouches for extra equipment along with numerous runic arrays that have been cast by Compa that give it the ability to self-repair, expand or contract its size depending on the form of the current wearer so that it remains form-fitting (although this capability can only be used by mages), and can even clean itself when it becomes dirty.
Mobile Weapons:
FRX-099 Gundam Sylph
FRX-099S Gundam Super Sylph
[To Be Announced]
Support Units:
Enterprise-class Transport Shuttle [Modified] (Sumeragi)
Origin: Innovation (Compa), Combat (Isis)
Element: All 5 Great Elements (Both)
Combat Style:
• General: A pragmatic style which utilizes Isis' combat abilities to engage in all ranges of combat at the forefront while Compa provides tactical support from the rear.
• On Foot: When Isis is fighting against enemies on foot, she will take a pragmatic approach and attempt to stick to the shadows and utilize sneak attacks when possible, employing her grenades when needed. Should she finds herself in a combat situation with multiple Mage opponents, she will attempt to stick to midrange combat and utilize her assault rifle in semi-automatic mode to pick them off one by one if they are spread out but will switch the weapon to full automatic should they be grouped closely together. When fighting from long range, she will stick primarily with her sniper rifle and attempt to pick off individual high-priority targets with shots aimed either at the head or the heart. When up close and personal, Isis will utilize both her knives as well as CQC, with offensive Magecraft spells mixed in if her enemies are Mages, to take down her opponents. Compa, in either case, will provide support from the proverbial backseat, warning Isis of any threats that she can sense should they manage to evade the other's notice, as well as utilizing her Technomancy to create and mentally control support drones armed with machine guns or grenade launchers that can provide additional supporting fire or flush enemies out of hiding. In addition, the two also have access to thousands of Black Keys, which Isis can throw with pinpoint precision and Compa can control them to make sudden changes in their angle of attack to strike from unexpected directions.
• Mobile Suit Combat: When piloting a Mobile Suit, Isis prefers to take an efficient approach and spend as little time as possible when engaging her enemies. As such, she will at first fight primarily from long range and pick off as many enemies as possible within the shortest amount of time, while switching to close quarters combat should any enemies stray too close. However, when confronted with highly skilled pilots, Isis will first gauge their skill from a distance, testing their reaction speeds while Compa harasses them with Psycommu weaponry. Should the enemy be able to weather the initial attack, Isis will gradually close the distance to within melee range, utilizing minimum amounts of movement so as to keep her endurance up as well as to conserve propellant. Once within melee range, she will first assess the enemy pilot's skill level in close quarters combat while relying on Compa to look out for and shoot down, or at least ward off, any other enemies that try to interfere. If they prove to be weak she will kill them off immediately, but if they prove to be powerful enough Isis will utilize any means necessary to win. Against normal Mobile Suits they will strictly utilize their Mobile Suit's weaponry, but against Mages, they will switch to using their Magecraft on occasion to throw off of any patterns that enemy Mages might try to use against them.
Magecraft: After their exposure to Magecraft after the First Neo Zeon War, Compa and Isis have been constantly training their styles of Magecraft when they are not busy with other matters.
• Alchemy – Alchemy is a school that aims at the study and manipulation of the flow of matter. Compa's proficiency with this particular type of Magecraft is what allows her to discover the art of Technomancy.
• Elemental Manipulation – Elemental Manipulation is the ability to apply one's elemental affinities to offensive and defensive Magecraft. As both Compa and Isis have an affinity for all five of the Great Elements, they are capable of utilizing a wide variety of techniques with a decent amount of proficiency in both offensive and defensive roles. When in combat, Isis will primarily focus on offensive spells, while Compa is capable of casting defensive spells even when she is not the one in control of their shared body.
• Black Key – Black Keys are a sacrament of the Church, one of their many charms used against demons and vampires. As Keys of Providence, they are able to call forth the original laws of nature vampires were subject to as humans, thus preventing them from healing the wounds made with this weapon. Emphasized on the ability to intervene spiritually against "evil", they focus less on physical attack power, even affecting powerful spirits like Servants to some degree should they be struck. It is not enough to inflict any sort of fatal injury to them no matter how much energy is put into them, but the can be used to distract or pin them for a brief moment under the right circumstances. They take the form of long and slender rapier-like swords with blades measuring over one meter and extremely short hilts, looking more likely to be used to thrust than slash at the opponent, although when wielded by a skilled user they are capable of slashing through concrete. Weighing one kilo, they are too thick and oddly-balanced, feeling heavier towards the tip, to be used as melee weapons in general, and they are more like Dirks made into swords or arrows even to someone who does not know of their true nature. With low effectiveness as swords despite their appearance and their great length, their true usage is exclusively throwing weapons likened to bullets rather than for swordplay. Despite being a basic weapon of the Church, they are mostly considered to be a symbolic weapon for Executors that not many favor due to the difficulty in learning how to handle them and their weak attack power. Being half-spiritual, they can naturally pierce even iron. Those who wield them often hold multiple Black Keys at once in a "fan formation" between the fingers of each hand, and an expert can wield up to four in one hand. They can be thrown singularly or all at once with great accuracy and speed, with experts capable of preparing and throwing a single Black Key in 0.3 seconds and perform four separate throws in 0.7 seconds. Primarily being throwing weapons, either directly like arrows or throwing them in a spinning arc to curve towards their target like a boomerang, their length makes defending against short knives and daggers hard due to the lack of balance. Experts and chosen Executors generally manifest the blades from magical energy, carrying around only hilts in numbers up to the hundreds hidden under their robes in some cases. Compa and Isis keep them within a specialized pouch that is significantly larger on the inside rather than on the outside, which had been obtained as a gift after joining S.T.R.I.K.E. in U.C. 0095 as a challenge from Kischur Zelretch Schweinorg, who had taken an interest in Irene's adoptive daughter, to unravel the basics of the Second True Magic by analyzing the pouch along with an incomplete schematic of the Jeweled Sword Zelretch, and can hold thousands of Black Key hilts at a time. The blade is a semi-solid formed by magical energy, so they are half spiritual objects able to be over-filled with energy to increase their size more than twice over. It is possible for non-Church members to use them as well, which Compa and Isis take full advantage of. Although normally considered weak in force, it is possible to utilize Reinforcement to throw them more effectively, increasing the force of impact up to dozens of times to allow them to bore through even reinforced concrete walls and hit an enemy with enough force to be likened to being struck by a car. While not normally used by devout Executors, there are several other special throwing techniques that can be applied by engraving them with spells to enchant them. As Compa and Isis haven't been given any specialized training, they are unable to utilize the Cremation Rite, the Internment Rite, the Mummification Rite, and the Excarnation Rite. Compa has learned how to instantly change the direction and momentum of Black Keys that Isis throws or deflects by incanting the word "Set", whereupon glyphs would appear from the bottom of the hilts, freezing them in mid-air, then propelling them towards a target. As this incantation occurs when Compa is primarily in the proverbial back seat and Isis is in control, there is no verbal warning from the mouth of their shared body to indicate when this technique is used.
• Reinforcement – Reinforcement is a basic type of Magecraft and is a type that Isis is proficient in when enhancing her and Compa's shared body to enhance her martial arts in close quarters combat as well as when throwing their Black Keys.
• Technomancy (Specialty) – Technomancy is a new type of Magecraft discovered by Compa, and is the specialty of both her and Isis. Using Alchemy as a loose base, Technomancy allows the user to manipulate any forms of technology around them into a form that is desirable for the user to utilize. This also includes any form of technology that is found in junkyards or wreckage, allowing the user to restore and even upgrade any technology found. However, just like Alchemy, the equivalent exchange still applies when manipulating technology, along with the restriction that the user must have intimate knowledge of what they are manipulating the form of technology into. In addition, should the materials that are being used be of low quality, then the tech that is produced will also be of low quality; however, this can be circumnavigated by sacrificing some of the material in the tech to improve the quality of the rest of it. This, however, also has a cost; the more degraded the tech being manipulated and upgraded is, the more materials are needed to complete the process. Compa specializes in utilizing Technomancy for offensive, defensive, and supporting roles, using her skill in the craft to create handheld weapons such as swords, guns, and bombs as well as any form of handheld weapon that both she and Isis can think up such as sword maces and scissor shields, powerful defensive barriers of steel and miniature drones equipped with small submachine guns or grenade launchers and simplified short-range Psycommu antennas, in addition to being able to speed up repairs to her Mobile Suit. The only exception to what the two are unable to create using the era's current level of technology is man-portable beam weaponry, as the reactors and generators used to create Minovsky particles in Mobile Suits/Armors and ships are far too large for a human to handle; however, one of Compa's current projects is the creation of what she calls a Photon Saber, which is meant to be a melee beam weapon that any normal human with enough training can wield effectively, but the weapon itself is still in the design stage. When presented with new technology, Compa can use this craft to initiate a deep scan to learn its inner workings as well as access any software that's found within; however, firewalls that are strong enough are capable of blocking her scan of the software for a period of time, which varies depending on the strength of the firewall in question.
Command Seal Design: Kairi Sisigou's Command Seals
Wish from the Grail: A world where Science and Magecraft can be freely integrated together
Ambition: To see humanity claim its rightful place amongst the stars
Servant Core Design: Tablet w/Bluetooth headset
Servant: Saber/Berserker (Double Summon): Mordred (various like in Apocrypha)
Alignment: Chaotic Neutral
Hidden Attribute: Earth
Sex: Female
Height: 154cm
Weight: 42kg
Three Sizes: B73/W53/H76
Servant Parameters:
Strength: B+ – EX (Mad Enhancement, enhanced through Clarent)
Endurance: A – EX (Mad Enhancement, enhanced through Clarent)
Agility: B – B+ (Mad Enhancement)
Mana: B
Luck: D
Noble Phantasm: A+
Class Skills:
Riding: B – Riding is a Class Skill of Rider and Saber class Servants, denoting the ability to ride mounts and vehicles. Rider-class Servants will typically possess a high rank. It is said that Dragon-type mounts are an exception, requiring a different ability other than Riding. At Rank B, most vehicles and animals can be handled with above average skill, even vehicles that did not exist in the time period one was alive in, for they are no exception. However, Saber cannot ride the likes of Phantasmal Species such as Monstrous Beasts.
Magic Resistance: B – Magic Resistance grants protection against magical effects. Differing from the Resistance effect that merely rejects Magical Energy, this ability cancels the spells altogether. At Rank B, this Skill cancels spells with a chant below three verses. Even if targeted by High-Thaumaturgy and Greater Rituals, it is difficult for Saber to be affected.
Mad Enhancement: E+ – Mad Enhancement is the Class Skill that characterizes a Berserker, raising basic parameters and strengthens one's physical abilities in exchange of hindering mental capacities and/or in exchange for their sense of reason. In some cases, it also affects and/or seals away some techniques, Personal Skills, and Noble Phantasms. At Rank E+, Mordred's physical abilities are boosted, but so is her bloodlust. As she is Double Summoned, this Skill can be turned off when not needed, which is useful since her Prana consumption is higher than normal when active. Due to the fact that the Clarent she wields is the genuine article and not a reproduction conjured by the Greater Grail and can, therefore, utilize its ability of "amplification" to increase the Skill's strengthening effect, the boost to the Strength and Endurance parameters is increased from the original cap of A+ to EX when Mad Enhancement is activated.
Double Summon: B – Double Summon is a rare Personal Skill possessed only by a few select Servants, it permits a Servant to simultaneously possess Class Skills from two distinct classes. It is limited only to some of the extra classes, the cavalry classes, and 'modern classes' like Gunner. At Rank B, Mordred possesses the Class Skills of both the Saber and Berserker classes.
Personal Skills:
Instinct: B – Instinct is the ability to instantly identify "the best personal course of action" during combat. Because this Skill allows for the prediction of trajectory, it is possible to avoid attacks from firearms. At Rank B, it is possible to halve the penalties inflicted by visual and auditory interference.
Mana Burst: A – Mana Burst is the increase in performance caused by infusing one's weapons and body with Magical Energy and instantly expelling it. Simply put, recreating the effect of a jet burst by expending large amounts of Magical Energy. At Rank A, even a stick can become a weapon of great power. A normal weapon that is not on the level of a divine Mystery can be destroyed in one blow. Can also raise one's defense several times over. With this Skill, Mordred is able to fight equally with the King of Knights.
Battle Continuation: B – Battle Continuation is a Skill that allows for the continuation of combat after sustaining mortal wounds. It will also reduce the mortality rate from injury. This Skill represents the ability to survive and/or the mentality of one who doesn't know when to give up, consisting of one's strength of vitality in predicaments. It is also one of the powers of a vampire. The best result is achieved when a resilient body is combined with this Skill. Mordred obtained this Skill when she did not give up even when pierced with a Holy Lance and ended up giving the King of Knights a mortal wound.
Charisma: C- – Charisma is a composite Skill consisting of a person's charm as well as the natural talent to command or unify an army or country. Increases the ability of allies during group battles. A rare talent, and an ability inherent to Servants of the Saver class. At a Rank of C-, Mordred's Charisma fully shows itself during a rebellion.
Noble Phantasm:
• Secret of Pedigree: Helm of Hidden Infidelity, Type: Anti-Unit (Self), Rank: EX – Secret of Pedigree: Helm of Hidden Infidelity is the helmet of Mordred given to her by Morgan along with the words "You must not remove", told to wear it at all times in order to keep her identity and lineage a secret. Manifesting from the fact that it was never once removed in public until her final fight with King Arthur, it hides certain sections of her parameters, even from her own Master, making it hard to discern even her gender when coupled with her full body armor. Her basic parameters and Class Skills can be seen, but status information pertaining to her personality and True Name as a Heroic Spirit, innate Skills, and data on her Noble Phantasms are hidden and cannot be read. Masking anything related to her True Name, anyone who has a feeling that they can recognize her abilities and the design of her sword will be prevented from recollecting the information. Her statistics and data are only released upon "taking off" the helmet while it is "set" in her armor. She can remove both the helmet and her armor and clothe herself in modern attire while still hiding her identity. The concealment will continue to function even without the helmet so long as she does not hold her weapon. The helmet can be removed at will when utilized in battle, splitting in two down the middle and merging into her armor. Removal of the helmet is required for the use of Clarent Blood Arthur, so she must reveal her face should she wish to utilize it.
Clarent: Radiant and Brilliant Royal Sword, Type: Anti-Unit, Rank: B – Clarent: Radiant and Brilliant Royal Sword is Mordred's sword, originally stored away by King Arthur in the armory of Camelot. Described as "more dazzling than any silver", it is an ornate, sparkling white silver sword adorned with splendid decorations, acting as a symbol of kingship denoting the right of succession of the throne. It is a treasured sword that has worth equal to, if not, exceeding Caliburn, that amplifies the authority of the king, the "king's royal aura." It thus raises the owner's physical parameters by one rank and grants and raises the rank of the Skill Charisma. As Mordred stole it from the vaults of Camelot without acknowledgment, its Rank would normally be lowered to C; however, due to the fact that the catalyst used in her summoning was the genuine Clarent, it retains its B-rank status and she can still use its ability of "amplification". As an application of Prana Burst, she is able to drive her excessive hatred into the sword and amplify it to utilize Clarent Blood Arthur.
Clarent Blood Arthur: Rebellion Against My Beautiful Father, Type: Anti-Army, Rank: A+ – Clarent Blood Arthur: Rebellion Against My Beautiful Father is the full power, released form of Clarent utilized by Mordred, a transformation into an evil sword of hatred upon the condition of her holding it. It is not the proper nature of the sword, but an effect of the episode in Mordred's legend where she had stolen the sword from King Arthur's armory and then later used it to deal a fatal blow to her father. It is an application of Prana Burst that allows her to force her excessive hatred for her father into the sword in the form of magical energy, and then the sword amplifies it and allows it to be launched as an attack. It manifests red lightning, her twisted feelings for her father that have been amplified by the sword, and directs it at the opponent. Mordred feels the weapon possesses a "curse-like glory", not allowing herself to be defeated by anyone who is not her father, and even more so, not permitting for the sword that delivered a fatal blow to her father to fail in killing an opponent. Compared to the pride felt by other Heroic Spirits, it being crowned with the name of her father makes it more akin to a grudge in Mordred's case. Should she make peace with her discord towards her father, even one-sidedly as in the Universal Century Holy Grail War, she can still launch the attack regardless of her feelings towards her father as an innate talent inherited from the blood of the King of Knights. Upon utilizing it, she takes a stance, while at the same time, her helmet, Secret of Pedigree, is removed due to the requirement of it being released before she can use the attack. The space around her and the sword becomes stained with dark red blood, and the blade of the sword, enveloped by the radiance of blood, gives off strange, violent and furious sounds and begins to transform. Changing from Clarent's normally pure and beautiful form, her great hatred transfigures the sword into that of a sinister and wicked blade befitting a demon, a "demonic sword of calamity". Transformed into a grotesque and unsightly form, red lightning flickers through the surroundings as it is clad in her wanton hatred. Upon raising the sword, she releases the blood radiance upon the enemy as a flash of light, a surging wave with the simple purpose of destruction. It releases a straight line of crimson lightning from the tip of her sword, destroying all in its path. Utilizing it takes a great deal of energy, giving her intense pain throughout her body, but her Master's competency allows her the strength to move immediately after utilizing it.
Mobile Suit
Unit Serial Number: FRX-099S Gundam Super Sylph
Namesake: Sylph
Unit Type: Custom Newtype-use Close Quarters Combat Mobile Suit
Armor: Gundarium γ (Gamma) Alloy
Noble Phantasm Connector: The helmet that manifests on the Gundam Super Sylph's head is the unit's first Noble Phantasm Connector, which in itself is actually the first Noble Phantasm of Mordred, Secret of Pedigree: Helm of Hidden Infidelity. The Mobile Suit-sized Clarent is the second Noble Phantasm Connector and is also Mordred's second Noble Phantasm, Clarent: Radiant and Brilliant Royal Sword, which can be used to activate her third and final Noble Phantasm, Clarent Blood Arthur: Rebellion Against My Beautiful Father.
Main Weapons:
• 2 x 20mm Linear Vulcan – The 20mm Linear Vulcans are smaller versions of the 60mm Vulcans found on many Federation Mobile Suits and have been geared to fire at a rate of 3,000 rounds per minute, and are inspired by the Linear Vulcans that were equipped to Irene Fletcher's custom Delta Gundam back when the two were members of the AEUG. While not very powerful and typically unable to penetrate Mobile Suit armor, the Vulcans are useful in intercepting missiles/rockets, destroying Mobile Suit sensors, and engaging lightly-armored targets such as tanks and small aircraft. As their size is significantly smaller than the 60mm variant, they are capable of being loaded with 3,000 rounds each for a total of 6,000 rounds of ammunition. As the slugs fired are propelled by using electromagnetic force instead of traditional propellant, there is no risk of the Vulcans detonating should the magazines be struck.
• 6 x Beam Saber – The beam saber is a small cylindrical device that is held in the Mobile Suit's hands when operated and is powered by an energy capacitor that is recharged from special racks. The beam sabers use superheated Minovsky particle plasma held in place by an I-Field to form an effective cutting surface that can slice through nearly any material that has not been treated with an anti-beam coating. The Gundam Super Sylph is armed with six beam sabers, with two being mounted in the feet which can be used as surprise weapons when kicking, two being stored inside the forearms which can be used either while inside the sockets for quick responses to close combat threats or can be ejected and handheld to allow for a greater variety of attack angles, and the last two are stored in the front skirt armor for use with the two Sub-Arms. While inside the sockets the six sabers are powered directly by the suit's reactor, but once ejected from the sockets the beam sabers' internal E-caps take over to allow for up to five minutes of use before the charge depletes and the sabers must be returned to their sockets to recharge. The Gundam Super Sylph's beam sabers are also capable of increasing their power output from the default 1.8 MW up to 4.2 MW to allow for the weapons to be able to overwhelm and cut through other beam sabers that are weaker in power, but this can only be done when the limiter circuits on both the Mobile Suit and the reactor are disengaged, and only while the sabers are still in their sockets. Optionally, the sabers can also be either be used as throwing weapons or can be discarded as decoys if the situation calls for it.
• Clarent – The Clarent was not originally equipped to the Gundam Super Sylph; rather, it manifested after the Heroic Spirit Mordred was converted into data and the Saber Servant Core was installed onto the Mobile Suit. Mounted on the backpack via a dedicated Sub-Arm on top of the central thruster unit, the Clarent is the Gundam Super Sylph's primary melee weapon. Due to its size, each swing produces enough momentum to allow the sword to slice through heavy enemy armor and shields with minimal loss of power, and due to its nature as a Noble Phantasm is capable of blocking beam sabers and deflecting enemy beam shots when timed correctly with no detriments to the blade's structural integrity. Thanks to the increased strength of the Gundam Super Sylph through the use of Magecraft as well as the Saber Servant Core, the Mobile Suit is capable of wielding this otherwise two-handed blade with only a single manipulator with little to no problems.
• Beam Gatling Gun (Modified) – The Beam Gatling Gun is the primary ranged weapon that is equipped to the Gundam Super Sylph. A Gatling-style beam weapon with high rates of fire, it can be handheld or mounted on the forearms and is normally held in the Mobile Suit's right hand. Although each individual shot is relatively low in power, the high amount of fire and the tight grouping of the shots allows the weapon to quickly chew its way through the armor of most Mobile Suits. The weapon has been modified to be powered via a combination of specialized plugs that are built into the grips and the palms of the Mobile Suit's manipulators as well as an internal E-pac, which can be recharged through the hand plugs. This weapon was obtained from the Onyx Faction after Compa entered the Universal Century Holy Grail War, and has been enhanced through the use of Jewel Magecraft to increase its durability and mega particle ammunition storage.
• 2 x Beam Rifle (ReZEL) (Modified) – The Gundam Super Sylph's other primary ranged weapons are a pair of Beam Rifles that were salvaged from two RGZ-95 ReZELs shortly after the Laplace Incident and subsequently modified by Compa. The particle beams fired from these beam rifles can penetrate almost any armor that has not been treated with specific counter-measures. Unlike the ReZEL's beam rifles which are powered by a replaceable energy pac, the Gundam Super Sylph's beam rifles were modified to be powered via a combination of specialized plugs that are built into the grips and the palms of the Mobile Suit's manipulators as well as an auxiliary power cable that connects directly to the Mobile Suit's reactor. In addition to this, they have also been given the ability to be folded so they take up less space when not in use. Like their original counterparts, they retain the ability to fire a long duration, high output shooting mode that has been dubbed as the weapons' "Guillotine Burst Mode" as well as the ability that allows the muzzles to generate a beam blade, allowing the rifles to function as a pair of long beam sabers when needed. They are mounted on specialized hardpoints on the outer sides of the upper pair of thruster units and are normally fired over the shoulders when in use.
• 4 x Active Beam Cannon – Two pairs of movable beam cannons that were salvaged from a duo of AMX-004G Qubeley Mass Production Types are mounted on the Mobile Suit's thruster units, with one on top of each of the two upper thruster units and one on the bottom of each of the lower thruster units, and they have a wide-firing arc. The cannons can shoot at targets that are both in front of, behind, above, and below the Mobile Suit.
• 2 x Wired 5-barrel Mega Particle Gun – The Gundam Super Sylph is equipped with two Wired 5-barrel Mega Particle Guns which were salvaged from the wreckage of an MSN-01 Psycommu Test High Mobility Type Zaku II near what was once A Boa Qu, and now serve as one of the Gundam Super Sylph's most dangerous weapons. Mounted on the upper arms of what used to be the Psycommu Zaku's arms which now serve as rotatable turrets/docking points mounted on the outer sections of the lower thruster units, the 5-barreled Mega Particle Guns are controlled through the Gundam Super Sylph's Psycoframe Cockpit and are maneuvered through the use of their small verniers to adjust and re-adjust their position to attack. The five barrels on both mega particle guns are fire-linked, so each time one of the arm weapons fire a total of five beams are emitted, ten if both mega particle guns fire. This large amount of beams, combined with the remote weapons' ability to create all-range attacks, creates a powerful spread of beams that is nearly impossible to avoid and can destroy multiple machines. The mega particle guns receive their power through the cables that attach to their mounts on the Mobile Suit, which have a maximum length of 500 meters each.
• Tail Binder – The LRX-099 Gundam Super Sylph is equipped with a Tail Binder that was salvaged from the wreckage of the AMX-004 Qubeley that was piloted by Haman Karn. The Tail Binder only stores 8 Funnels instead of the maximum of 10 due to the limited number of the remote weapons Compa was able to salvage but has been modified to utilize the free space as additional fuel storage. In addition, there are two external tanks mounted near the base on the bottom of the Tail Binder, which in total gives the Gundam Super Sylph three external fuel tanks to store extra fuel, with two of them being ejectable. These fuel tanks use a two-layered construction, with one layer containing propellant and the other holding extra coolant. In addition, it is also equipped with two external hardpoints on its upper half, with the one near the base being dedicated to the I-Field Launcher Type-S and the one near the tip being dedicated to the optional Hyper Hammer which is normally carried into battle.
* 8 x Funnel (Qubeley Mass Production Type) (Modified) – One of the Gundam Super Sylph's most dangerous weapons systems is the 8 Psycommu-controlled remote Funnel weapons stored in the Mobile Suit's Tail Binder. The remote Funnel weapons are based on those utilized by the AMX-004G Qubeley Mass Production Type but have been scaled up to allow them to mount both bigger beam guns and larger energy capacitors. Because the Funnels don't have their own power generator, they must recharge aboard the Gundam Super Sylph after a certain amount of time, which has been doubled due to the enhancements that the Onyx Faction applied via the Tohsaka family's Jewel Magecraft. The remote Funnels are used to create an all-range attack from multiple vectors, essentially creating a cage of beams that is impossible to dodge except for the most agile of Mobile Suits and the most skilled of pilots.
• Shield (Unicorn Gundam) – The shield of the Gundam Super Sylph is a four-petal shaped shield that houses an I-Field Generator, which is capable of remaining active for a total of 15 seconds before it must go through a 45 second cooldown period before it can safely be used again. The shield retains its ability to expand itself to reveal the Psycoframe that is otherwise hidden beneath the surface and can be used as a ramming weapon if the situation calls for it. In addition, Compa has modified the shield by equipping two hardpoints underneath, which allows the Gundam Super Sylph to carry two additional ranged weapons into battle. Compa recovered this shield from the space near Palau shortly before her entry in the Universal Century Holy Grail War.
* I-Field Generator – When Minovsky particles are released into the air or into open space, the positive and negative particles spontaneously align themselves into a three-dimensional cubic lattice. Due to the repulsive and electrostatic forces between the Minovsky particles, this lattice functions as a kind of force field, which is referred to as an I-Field. This field has difficulty permeating conductive materials like metal, water, and plasma, and it exerts a repulsive force against mega particles. An I-Field is used to deflect enemy mega particle beams. Due to its high power requirements, the I-Field generator originally could only be installed in large mobile weapons. When the generator is activated, the I-field forms an invisible barrier around the mobile weapon, protecting it from incoming beam attacks. However, this barrier has no effect against solid objects like missiles and projectiles, and beam weapons can still be used at point blank range within the barrier's boundary.
Optional Weapons:
• 3-tube Missile Pod – Mounted on the legs are two 3-tube missile pods. These missiles are quite effective against armored enemies. However, they are also slow and unsuited for combat against nimbler targets. The missiles are equipped with flechette warheads, which are meant to damage the sensors of an enemy ship to reduce the overall effectiveness of its weaponry by reducing their accuracy. When the missile pods have been emptied, they can be ejected to avoid becoming deadweight.
• I-Field Launcher Type-S – The I-Field Launcher Type-S is a redesigned version of the Sisquiede's I-Field Launcher with improved offensive and defensive capabilities that was built by Compa and improved on with assistance from the Onyx Faction through the use of the Tohsaka family's Jewel Magecraft. By utilizing modern components, the size of the I-Field generator was reduced by half while retaining its output, reducing the weight of the weapon by 40%. Like its previous version, the I-Field Launcher Type-S is armed with a mega beam cannon with an output of 24 MW. Unlike its previous version, however, the weapon is equipped with components that were built by utilizing the data extracted from the damaged MSA-0011 S Gundam after it, Compa, and Irene landed near Dakar. While the data for the Beam Smart Gun itself was corrupted due to battle damage, the data for the components that gave the rifle its unique capabilities was still intact; namely, the Beam Deflection System at the muzzle, the main Long Range Sensor unit that provided long-range firing data for distant single targets, and the Disk Radome that provided wide area scan data for targeting multiple enemy units at medium ranges. By using the data from these sensors, the deflection system can effectively aim and redirect the beams fired by the launcher at targets that are up to 20 degrees off from the central line of fire; even if the beam fails to hit, the convectional heat from each shot is capable of causing the armor of enemy Mobile suits to overheat and partially melt off depending on how close the shot was. When equipped, it is mounted on the hardpoint near the base of the Tail Binder.
• 135mm Anti-Ship Rifle – The 135mm Anti-Ship Rifle is a Mobile Suit-sized sniper rifle that is optimized for anti-ship combat originally developed by the Principality of Zeon during the One Year War for use with its Mobile Suits. As the weapon fires projectile rounds instead of beams, it is far more suitable than both the I-Field Launcher Type-S and the MIP-X79-E5-type BSR for sniping from a distance without giving away the Gundam Super Sylph's position and is unaffected by enemy I-Fields. The weapon is loaded by a removable 10-round box magazine, with up to two additional clips capable of being mounted on the hips of the Mobile Suit. When equipped, it is mounted on the left hardpoint underneath the Shield and can be used even while it is still mounted.
• MIP-X79-E5-type BSR (Beam Sniper Rifle) – The MIP-X79-E5-type Beam Sniper Rifle is a beam rifle derived from the Musai-class's mega particle guns with a built-in Beam oscillation device and electronic targeting equipment, and is a recent addition to the Gundam Super Sylph's arsenal thanks to the Onyx Faction. This particular model is an improved variant of Yonem Kirks' personal rifle, which had been modified for rapid fire capability. While the quick-change barrel feature was retained, its durability was increased thanks to the Magecraft that the Onyx Faction has used to remedy the overheating problems that come with its rapid-fire capability. When equipped, it is mounted on the right hardpoint underneath the Shield and can be used even while it is still mounted.
• Hyper Hammer – The Hyper Hammer is an optional armament that can be equipped to the Gundam Super Sylph. Essentially a large spiked ball attached to a long chain, the Hyper Hammer is a long-range melee weapon that the Mobile Suit can either throw or swing around itself to inflict impact damage to any enemies that are caught in the ball's path due to the hammer's mass and total momentum at the time of impact. The hammer itself is also equipped with 12 vernier thrusters, which allow it to maneuver more effectively in low to zero gravity environments as well as give it the ability to change its direction prior to impact, allowing it to strike from an unexpected angle. In addition, the chain can be used to entangle enemy Mobile Suits, and the hammer can also be twirled around at high speed when the chain is gripped relatively close to the spiked head, allowing it to act as a makeshift shield that is useful against both projectile attacks and beam attacks, as the hammer and chain have been given an anti-beam coating to prevent beam sabers from destroying the weapon in a single swing. When equipped, it is mounted on the hardpoint near the tip of the Tail Binder.
Special Equipment and Features:
• Saber Servant Core – The Saber Servant Core is a combination of science and magic and allows for the storage of a Servant by converting it into data. The Servant that is stored in the Saber Servant Core is Mordred, a Saber-class Servant. When Saber is within the Servant Core, the Gundam Super Sylph gains the abilities and stats of Mordred, on top of its normal abilities.
• 360° Psycoframe Cockpit – The Gundam Super Sylph is equipped with a Psycoframe cockpit, which was developed by Compa after she reverse-engineered the technology from the wreckage of Gyunei's MSN-03 Jagd Doga for her own use. The Psycoframe that is equipped to the cockpit is fine-tuned to Compa's Psycowaves for easier control, which as a side-effect renders the Mobile Suit next to useless when piloted by another Newtype.
• Magnetic Coating – A special membrane treatment applied to Mobile Suit joints to improve their response speed. The Mobile Suits developed by the Earth Federation Forces use special actuators called field motors, whose efficiency is increased by the magnet coating process. The treatment also reduces friction resistance in the Mobile Suit's joints. With this, the reaction time of the MS is greatly increased, but also made the Gundam Super Sylph extremely hard to control, especially for a non-Mage Oldtype; however, Compa/Isis and Mordred can both pilot the unit with no problems.
• Sub-Arms (The-O) – The Gundam Super Sylph is equipped with a pair of Sub-Arms that were salvaged from the wreckage of the PMX-03 The-O. These arms are typically folded behind the Mobile Suit's front skirt armor which was also salvaged from The-O and are much thinner than the Gundam Super Sylph's main arms, with only three fingers instead of five. These sub-arms allow the Gundam Super Sylph to utilize up to four hand-held weapons, usually three of its beam sabers and its beam rifle, which, when combined with its high agility, makes it a formidable opponent in close combat.
Pilot: Compa Epsilon Kyrielight/Isis Epsilon Kyrielight, Mordred (Saber)
Appearance: The main body is similar to that of the FRX-077 Sisquiede with the head of the MBF-P01-Re2 Gundam Astray Gold Frame Amatsu Mina which is covered by the Noble Phantasm Connector for Mordred's Secret of Pedigree: Helm of Hidden Infidelity. The backpack is enlarged to accommodate for larger thruster units which themselves are equipped with a single Active Cannon each as well as the external hardpoints for the modified ReZEL Beam Rifles and the two Wired 5-barrel Mega Particle Guns. On top of the central unit of the backpack is a sub-arm that is dedicated to holding the Clarent when it isn't in use. Mounted on the rear skirt is a modified version of the AMX-004 Qubeley's Tail Binder which holds 8 enlarged Funnels near the tip instead of the smaller 10, with the free space near the base of the bottom half of the binder being taken up by two ejectable external propellant tanks along with two hardpoints on the top half of the binder for optional weapons. The thruster arrangement on the legs is similar to that of the MSZ-006 Zeta Gundam, with the exception of an additional thruster on the lower rear of each leg. The frontal skirt armor is the same as that of the PMX-003 The-O, but with the exception that the thrusters were removed so their width could be scaled down to a size that was best suited for a Gundam-type while retaining the Sub-Arms.
Colors: White as the primary, black as the secondary, and red for the trim
Info: The FRX-099S Gundam Super Sylph is an upgraded version of the FRX-099 Gundam Sylph which itself was based on the FRX-077 Sisquiede, the data of which was stolen from the Leipzig Newtype Institute when Compa and Isis made their escape during the AEUG raid on the institute shortly after the end of the Gryps Conflict. Starting off as the Gundam Sylph when first built with assistance from the AEUG, the Mobile Suit was designed for high-speed combat while incorporating numerous hardpoints to allow for the mounting of extra weaponry which serves to increase its tactical versatility in battle. While damaged in the First Neo Zeon War, it was repaired and upgraded with salvaged parts that littered the debris field created after the final battle. Over the years, the unit would be continuously upgraded using both new parts as well as parts that were salvaged from the wreckage of any destroyed Mobile Suits that catch Compa's interest.
Variants: None
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