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GBN 1.8 Gunpla Battle Nexus 1.8 | OOC

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Year 20XX. People around the world have taken to building and customizing their very own Gunpla (Gundam Plastic Models) as the world's #1 hobby. In Gunpla Battle Nexus Online, a Virtual Reality MMORPG which is often touted as ''the next-generation hobby attraction'', users from all around the world turn into Mobile Suit pilots (also known as Divers) by scanning their Gunpla and uploading their data to the game, allowing them to pilot their dream machine.

As if the content added by the game's administrators wasn't enough, they notice a wealth of very well made custom campaigns, individual missions and machines, made by experienced Divers with a knack for making their own original content. To acknowledge the newly formed modding community, they prepare Update 1.8, also known as the Community Update, where popular stages and campaigns can be submitted for the administrators' Endorsement, bestowing upon them the ability of giving clear rewards to the Divers who complete them, and where popular Gunpla builds can now be encountered as rare NPDs (Non-Player Divers), with either the personality of their Creator, or that of an existing Gundam character...

However, despite being nearly complete, Update 1.8 hasn't been actually released to the public, and is now on one of the final stages: playtesting and polishing. This is the story of a group of beta testers from all over the country, which team up to tackle one of the most ambitious campaigns bundled with the update...

- - -

Cast and Posting Order

Replicator as Game Master, Lieutenant Aida, Re-Configurable NPD, NPDs

Roromi as Creed

FrostyFoster as Kyle, Char Aznaharo

ShirokuHakudo as Shin

I'mAnnoyingHer as Carter Lee

MM007 as Hikaru, Nana, Ellen

Rabiddy as Risu

(Sign-ups have closed for now. If the need arises, they shall open again. Contact Game Master via Discord when that happens.)

- - -

Gunpla Sheet

To help everyone understand the machines each other made, and to establish what they can and cannot do, players MUST reply to this post with their own sheet to play. One sheet will be made per machine. For making sheets for new machines or upgrades to previous Gunpla, edit your original post and add the new sheet under that of your previous machine.

IMPORTANT: Players can give their Gunpla a secret system of any kind, but they must add "REDACTED" in all-caps under "Special Abilities/Features", and run their idea by the Game Master for approval.


[Diver]'s Gunpla Collection

#1 - [Unit Name]

[Images, if any]

Base Unit:

Operator (Diver Name):

Detail the parts and modifications used by your mech by the following sections. Please remember that each perk will have a draw back for each bonus it offers. The examples given are merely examples and anything not listed may be added so long as it can be rationalized. If another player has already added a non-listed element you want to use, try to use that same rationalization for said element rather than making your own.

Structural Defense: i.e

Phase Shift Armor - exceptional resistance to physical damage, at the cost of power consumption per hit. 

Gundanium Alloy - well balanced endurance, at the cost of weighing down the unit.

Nano Filament/Anti-Beam Coating - exceptional resistance to beam weaponry at the cost of being frail to physical damage. 

Conventional Materials - offers lighter armor weight for greater mobility, with no added benefit.

Special System: i.e. 

ZERO System - offers exceptional target acquisition at the cost of zoning out the rest of the battlefield.

Funnel System - offers a devastating attack system at the cost of being burdensome.

Trans-Am - offers exceptional mobility at the cost of high power consumption.

Melee Weapons: i.e.

Beam Saber - standard mobile suit weapon, offers exceptional cutting power at the cost of power consumption; small enough for multiple housings on the unit. 

Anti-Ship Sword/GN Sword - a cumbersome and slow weapon with exceptional cutting power, likely only one on the unit.

Heat Rod - a whip-type weapon that heats up to deal damage, likely only one on the unit. Greater reach than most melee weapons, bordering on ranged, but less precise and damaging than heat sabers and hawks.

Projectile Weapons: i.e. 

Beam Rifle - Can deal high energy damage at the cost of power consumption and rate of fire.

Machine Gun - can deal physical damage with limited ammo capacity but high rate of fire.

Bazooka - can deal high damage at the expense of very limited ammo.

Buster Rifle - high energy weapon with high power draw and limited shots; can deal massive damage.

Shield: i.e. 

Physical Shield - reliable and heavy.

Energy Shield - light weight but draws energy to function.

Missile Shield - weaponised shield with limited ammunition and low protective value.

Power System: i.e. 

Battery Pack - offers a light weight power solution for greater mobility but limited supply.

Nuclear Plant - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Solar Furnace - offers exceptional energy and propulsion (including Trans-Am) at the cost of being proprietary (limits backpack options) and expensive.

Special Abilities/Features: i.e. transformable, SD, secret, etc.

Edited by Replicator
Closed Sign-Ups; RP Start
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Aida's Gunpla Collection

#1 - RGM-86J Airbatel GM / RGM-86J+FXA-05J Super Airbatel GM



Base Unit: RGM-86 GM III / FXA-05D G-Defenser

Operator: Aida

A Gunpla made as a joint effort between the hobby shop's builder and painter, it stands as a testament of their combined craftsmanship for users of GBN to behold, while customers get to gawk at a sister unit that has had its internals removed for public display. Based in the GM III, it is geared towards performance in medium to close range combat, making use of its Shot Lancer for high-speed impalement or physical damage at a high rate of fire. It also features a pair of elven-looking antennae that augment the operating perimeter of the radio transmitter and receiver. However, its stellar function is the ability to dock with a back support craft known as the GM-Defenser, featuring twin beam cannons and a simple atmospherical flight transformation, along with increased mobility in MS mode. After a decent, but unsatisfactory performance on the first mission of the campaign, Aida and the shop’s builder begin an upgrade plan for it to catch up to the enemy machines and challenges of every mission, aptly named the Airbatel Development Plan.

Defensive Systems: Conventional Materials - Lightweight armor, good mobility.

Special System: EXAM System - Increases speed, thruster output and decreases reaction times by disabling every safety limiter in the unit. However, this causes the systems to overheat, eventually exploding if EXAM isn't safely disabled. Safe deactivation reboots every system in the MS and leaves it immobile.

Melee Weapons: Shot Lancer - A weapon able to pierce heavy armor when colliding at high speeds, it saves up space and effective carrying weight by being both a melee and a ranged weapon. It was taken from a 1/100 Den’An’Zon, and modified to be used by the 1/144 Hyaku Shiki arms. It also has the capacity of being carried by the GM-Defenser to allow Airbatel to use a 90mm bullpup machine gun when not in Super Airbatel form.

Beam Saber - Standard Mobile Suit weapon, offers exceptional cutting power at the cost of power consumption. Two units are housed in the back skirt piece as a backup melee system.

Projectile Weapons: Shot Lancer - A weapon able to fire shells automatically for dealing physical damage with a high rate of fire, but limited ammunition. It saves up space and effective carrying weight by being both a melee and a ranged weapon. It was taken from a 1/100 Den’An’Zon, and modified to be used by the 1/144 Hyaku Shiki arms. It is usually stowed away on the GM-Defenser when said support craft is not in use, to be used as a horn the craft can ram into Mobile Suits with, but it can be taken away and used while apart from the craft too.

90mm Bullpup Machine Gun - A bullpup machine gun originally used by the first GMs, it was added by the Airbatel Development Plan. Airbatel sorties with it when not using the GM-Defenser and its enlarged Shot Lancer. Compact but effective, it deals physical damage and can provide cover fire. While useful at covering for the Shot Lancer when the Defenser is using it to impale enemies, it can also be switched and carried away by the support craft if the Airbatel needs the Lancer more.

60mm Vulcan Gun (x2) - Part of the Airbatel Development Plan, they’re operative only since Airbatel’s second sortie. A standard armament of mobile suits that belong to or descend from the Earth Federation Forces's RX series, this pair of head-mounted shell firing weapons have a high-rate of fire, but little power and are generally ineffective against mobile suits. However, they can damage lightly armored areas such as the sensors, and are ideal for shooting down small, lightly armored targets such as missiles, personnel or small vehicles.

Shield: Physical Shield (GM Command) - Reliable shield found on and taken from a 0083 GM Command, it has been given anti-beam coating as per standard procedure to allow Airbatel to resist a measure of beam damage with it.

Power system: Battery Pack - A lightweight power solution for greater mobility but limited supply, it was taken from an unidentified SEED unit's Mission Pack.

Special Abilities/Features: FXA-05J GM-Defenser - A support craft that is able to dock with the Airbatel, granting it extra propulsion in MS mode and the name of Super Airbatel, along with a very simplistic MA mode for cruising at high speeds and evading enemy fire. It includes powerful twin beam cannons, along with its own battery pack, taken from a SEED unit's Mission Pack. This allows the craft to fire its cannons a finite amount of times before having to put strain on the Airbatel's battery. A feature added by the Airbatel Development Plan is an alternate operative mode. When separate from Airbatel, it can act as a scout unit, controlled by Aida to survey distant areas, or use the Shot Lancer mounted on its front to ram and impale enemy Mobile Suits or aircraft, along with the usual dual beam cannons.

Edited by Replicator
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Kyle's Gunpla Collection

#1 GNS-300RE Trinames Repair



Base Unit: GN-002 Gundam Dynames

Operator: Kyle O'Connor

Defensive Systems: Conventional Materials - Lightweight armor, good mobility. Anti-Beam Coating - exceptional resistance to beam weaponry at the cost of being frail to physical damage. (Shield Only)

Special Systems: Trans-Am - offers exceptional mobility at the cost of high power consumption. Currently unstable due to the unit being incomplete.

Melee Weapons: Beam Tomahawk - A weapon able to cleave into most units, but is slower than most other weapons. It's kept in the shield and rarely used.

Projectile Weapons: Beam Smart Gun - A weapon that fires at mid-range to long-range enemies. Can deal high damage at the cost of power consumption and rate of fire. It's equipped to the right arm.

GN Beam Pistols - Two pistols that have a high rate of fire, but low damage.

Shield: Physical Shield - Heavy Sazabi shield painted with Anti-Beam Coating.

Power system: Solar Furnace - offers exceptional energy and propulsion (including Trans-Am) at the cost of being proprietary (limits backpack options) and expensive.

Special Abilities/Features: Sniper Mode - Like the Dynames, it allows the pilot to focus on sniping enemy units. The Haro connected to the machine can take control of it, as if it's a NPD unit.


#2 MSN-02 Zeong


Base Unit: MSN-02 Zeong

Operator: Kyle O'Connor

Defensive Systems: Conventional Materials - Lightweight armor, good mobility. 

Special Systems: Psycommu System - An interface that uses thoughtwaves and translates them into computer commands.

Projectile Weapons: Wired 5-barrel Mega Particle Gun - Detachable forearms that use the Psycommu system to move around. Each finger has its own particle gun.

Waist Mega Particle Gun - Two particle guns that fire out directly.

Head Mega Particle Gun - When detached, it can fire only one shot.

Power system: Battery Pack - offers a light weight power solution for greater mobility but limited supply.

Special Abilities/Features: Detachable head - Can be used as an escape pod, but can only be used for ten minutes.

Edited by FrostyFoster
Added Zeong
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Marco’s Gunpla Collection


Name of the unit: Gundam Bael

Base original design: Gundam Bael

Name of the operator: Marco Creed


This is just a high detailed version of the Gundam Bael. Occasionally Marco likes to make a simple vanilla version of a mech he enjoys. 


Defensive systems:

Nano Filament - offers exceptional resistance to beam weaponry at the cost of being frail to physical damage. 


Weapon system:



Melee weapons: 

Bael sword x 2; Sword Mace x 1 (Barbatos)


Projectile weapons: 

electromagnetic cannon x 2 (close range, mounted on top of thruster wings)





Power system: 

Ahab reactor x 2 (offers no bonuses)


Any other special abilities/features: 

High performance thrusters - offers additional speed and maneuverability at the cost of additional armaments. 




Name of the unit: Zero Savior Gundam

Base original design: ZGMF-X23S Saviour Gundam

Name of the operator: Marco Creed

The Zero Savior is Marco’s mash up of the Saviour Gundam with aspects of the Gundam Epyon. While the chassis is largely unchanged from the original Saviour it does have a noticeable difference in the beam rifle being replaced by Epyon’s beam sword. Two of the “super fortis” canons were removed in order to conserve power for the beam sword, as well as reduce weight. The two shoulder mounted beam sabers have been swapped out for additional thrusters instead. The “soul” as Marco puts it, is heavily influenced by Epyon with the addition of the Zero System. The Zero Saviour was intended to be used as high speed attack unit with high output, but risky drawbacks from high power consumption.


Defensive systems:

Variable Phase Shift Armor - offers exceptional resistance to physical damage at the cost of power consumption.


Weapon system:

Zero system - offers exceptional target acquisition at the cost of zoning out the rest of the battlefield.


Melee weapons: 

Beam sword - offers exceptionally high cutting power at the cost of energy consumption, beam can be lengthened dramatically, directly powered via cable, hand-carried in use. 


Projectile weapons: 

2 x MMI-GAU25A 20mm CIWS, mounted in head; 2 x M106 "Amfortas" plasma beam cannon, mounted on backpack, can be fired in mobile suit and mobile armor mode; 2 x MMI-GAU2 "Picus" 76mm machine gun (Mobile armor only); 



MMI-RD11 aerodynamic shield, mounted on left arm- anti beam coated, reliable and heavy.


Power system: 

Battery pack - offers a light weight power solution for greater mobility but limited supply.


Any other special abilities/features: 


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#1 – RX-124 Gundam TR6 Higanbana


Base Unit: RX-124 Gundam TR6 Woundwort

Operator (Diver Name): Risu

Structural Defense:

Anti-Beam Coating - exceptional resistance to beam weaponry at the cost of being frail to physical damage. 

Special System:

Tracer-R System: - Allows the pilot to monitor and track up to 500 targets at once, but while this system is active, the mobile suit must remain stationary with its weapons powered down.

Melee Weapons:

Composite Shield Booster: Long Beam Claw/Heat Blades - a cumbersome and slow weapon with exceptional cutting power.

Projectile Weapons: i.e. 

Composite Shield Booster: Long Beam Rifle - high energy weapon with high power draw and limited shots; can deal massive damage.

Vulcan Guns ­­– low damage weapon with high rate-of-fire, primarily for lightly armored targets.


Composite Shield Booster – multipurpose shield, improves mobility with thruster suite and acts as a primary weapon.

Power System: i.e. 

Nuclear Plant - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Special Abilities/Features:

Transformable – Gundam TR-6 Higanbana is capable of transforming into a nimble MA.


Edited by Rabbidy
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Carter's Gunpla Collection

#1 - MS-06S Zaku "Forerunner"


Base Unit: Zaku 2 High Mobility type, Gouf Custom

Operator (Diver Name): Carter Lee

Structural Defense: Conventional material - Low armour for great Mobility.

Special System: N/A

Melee Weapons: 

Heat saber - A sword which superheats itself in order to increase its already good cutting ability.

Spiked Shoulder - Shoulder armour which can detach and be used as a spiked knuckle guard.

Projectile Weapons: 

Mobile Machine Pistol - An SMG type weapon used in order to be able to deal physical damage during movement, High rate of fire, Mid range damage, Low ammo capacity per magazine.

Zaku 2 Bazooka - can deal high damage at the expense of very limited ammo.

Gouf Custom Triple barreled Vulcan - A triple barreled machine gun that is attached to one of the forearms of the mobile suit, damage is low but it has extremely high rate of fire and ammo count


Zaku 2 Shoulder shield - A medium decent enough shield attached to the shoulder, only used when needed.

Power System: 

Minovsky Particle Generator - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Special Abilities/Features: 

Saturn Engine - A mobile suit engine specifically tuned for speed running, gives the mobile suit extremely high mobility and speed at the expense of overworking the engine to extreme levels.

#2 - Comet Dagger "Blue Barrage"


Base Unit: GAT/A-01E2 Buster Dagger, Astray Red Frame, Astray Blue Frame 

Operator (Diver Name): Carter Lee

Structural Defense: Conventional material - Medium Armour, decent defense and mobility 

Special System: Laminated Armor - Provides defense against mobile suit scale beam weapons, no effect on physical damage

Melee Weapons: 

ES01 Beam Saber - Beam sabers mounted on the fore arms of the unit

Projectile Weapons: 

350mm Gun Launcher - A weapon similar to a railgun, or linear gun cannon, it uses electro-magnetic forces to fire a solid shell or specialized munitions, can be combined with 94mm High-energy Rifle

94mm High-energy Rifle - A large rifle that fires high powered beam energy, mainly ineffective against beam coatings, can be combined with 350mm Gun Launcher

Anti-Armor Shotgun and Hyper Impulse Long-Range Sniper Rifle - when the two main weapons are combined, they form a joint weapon with two different uses; The Anti-Armor Shotgun is the Gun Launcher portion of the weapon, it fires a powerful shell to deal damage over a wide area. The Hyper Impulse Long-Range Sniper Rifle is the High-Energy Rifle portion, a high power beam cannon type weapon has a higher energy output, firing a larger beam that is capable of penetrating several targets, including battleships.


Anti Beam Shield - A medium shield treated with anti beam coating

Power System: 

Minovsky Particle Generator - offers unparalleled power at the cost of expense and environmental danger if damaged. 

Special Abilities/Features: 

Saturn Engine - A mobile suit engine retuned for use with the mobile suits new weaponry, allowing them to fire at much more powerful levels

Edited by ImAnnoyingHer
Engine name change, Added Buster Dagger
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#1 – RX-179 Beta Gundam


Base Unit: RX-179 Beta Gundam

Operator (Diver Name): Hikaru Hiyashi

The Beta Gundam, in lore, is an upgraded and improved Refined Barzam built by the Federation after the fall of the Titans as a weapons testbed as well as a possible option for using hardware that was otherwise stigmatized by its association with the Titans. This was a similar concept to how some normal Barzams became the MSA-008 Bar-GM. It was called Beta Gundam because it was considered the realization of the Gundam Mk-II's potential, whose start preceded the Gamma Gundam (Rick Dias) and similarly named projects at the time.  Employing the Gundarum Gamma alloy that seemed to be ubiquitous in high-end products of the era, the machine boasts high durability as well as enhanced thrusters and verniers to improve its agility and speed. It boasts reverse compatibility with the Gundam Mk-II's and Refined Barzam's large array of equipment, with the addition of added hardpoints to become even more versatile. The rumor goes that this machine was also used to test new weapon ideas via its hardpoints rather than to make a dedicated machine for such purposes.

In actuality, the Beta Gundam was built by Hikaru because he didn't know what to expect in GBN Online and wanted an adaptable machine he could tailor to his own needs and developing style.

Structural Defense: Gundarium Gamma Alloy - well balanced endurance, at the cost of weighing down the unit.

Special System: INCOM System – modified to allow for advanced fire control with compatible hardpoints, not yet able to execute all-range attacks. Somewhat burdensome, but less than funnels.

FXA-05E G-Defenser – modified G-Defenser that can fly as a Mobile Armor while the Beta Gundam is docked and also operate via remote control, serving the same role as the Back Weapons System of the Re-GZ series. It can adopt the Beta Gundam's shield as a crude fuselage, and also has a Linear Rifle that doubles as an electromagnetic field emitter to alter the machine's aerodynamics to improve flight characteristics. It is also compatible with Gundam Mk-II, Refined Barzam, Nemo, and GM-III inspired systems, albeit password protected. Remotely controlling the machine while controlling the Gundam is difficult.  It is possible to hand control of the G-Defenser over to another pilot and control it via a secondary cockpit in the G-Defenser or a jump seat in the Beta Gundam.

FXA-00 Flying Armor – A re-entry capable flying armor based on the Zeta Gundam's waverider mode, this functions much like a Dodai or Base Jabber in allowing non-transformable Mobile Suits to fly. Unfortunately, this particular unit is unarmed. It is chiefly retained for the benefit of allies for them to use as needed.

Melee Weapons:.

2 x AE-BrG-Sc-L Beam Saber - standard mobile suit weapon, offers exceptional cutting power at the cost of power consumption; small enough for multiple housings on the unit.

Saber Claw (Arm Hardpoint) - Arm-mounted hardpoint with two Beam Sabers pointing forward over the back of the wrist, connected at the base. Used for slashing at foes as well as catching and parrying enemy blades. Has exceptional cutting power at the cost of power consumption.

Heat Saber Type 2 (G-Defenser Armament/Handheld) - Taken from an MS-09B Dom, the Heat Saber is an effort to better resist Mobile Suits that have an anti-beam defense.  It was chosen for its high length compared to its weight.  It is typically stored on the pylon opposite and mirroring the Beam Smart Rifle.

Projectile Weapons:

2 x VCU-505EX-VB/Ver.012 Vulcan Gun (+ 4 in G-Defenser) - Head-mounted CIWS guns for shooting down missiles and unarmored targets. Not very effective against Mobile Suit armor. 700 rounds per gun.

(BOWA) XBR-M87A2 Beam Rifle (Long Beam Saber) – A beam rifle with a Long Beam Saber mode which is normally found on the Zeta Gundam, intended to be a better match for the increased reactor output of the model. Can deal high energy damage at the cost of power consumption and rate of fire. Can mount on side skirt armor, backpack, or side of G-Defenser when not in use. Shield carries two spare energy packs.

AE/ZIM.C-BAZ-531 Clay Bazooka – Can launch various types of ammunition including immobilizing adhesive shells or explosive shells at the expense of very limited ammo. 7+1 rounds, can be stored on rear skirt armor or on side of G-Defenser when not in use. Extra or different types of rounds can replace an E-Pac slot on the shield.

2 x Point Defense Beam Gun (Hip Hardpoints) - INCOM-controlled hip-mounted point defense turrets to improve the machine's ability to respond to threats at almost any angle. The INCOM system is used not for all-range deployment, but simply controlling the axes of movement by thought to trim response time. Comparable to a lower powered Beam Rifle, capable of destroying or damaging a Mobile Suit at the cost of power consumption.

2 x 4 tube Grenade Racks (Hip Hardpoints) – Each hip can hold a 4-tube grenade rack similar to those of the RGM-89 Jegan's three tube models. These can be used to attack enemy targets with explosive damage. They can be shot down, and it is also possible for them to damage the very machine that threw them if the pilot is careless.

Long Smart Rifle (G-Defenser Armament/Handheld) - High energy weapon with high power draw and limited shots; can deal massive damage. Typically equipped when the G-Defenser is attached.  Employs Beam Smart Gun functionality using Quasi-Psycommu System to support aiming and a barrel that uses an I-field to curve the shot up to 30 degrees off-axis for last-moment aim correction.  Has a two-pronged fold-out shield with supplemental sensor elements to assist in aiming computation.

120mm Linear Rifle (G-Defenser Armament/Handheld) - Linear Rifle with one 120mm barrel based on that of the SVMS-01 Union Flag.  This is stored on the G-Defenser's centerline under its mounted shield 'fuselage'.  It is used not only as an alternative to beam weapons, but also to provide an electromagnetic field that is used to support aerodynamics to improve flight characteristics.  It was chosen over more powerful options for its lower weight and mass while still assisting with the performance in flight mode.

2 x 14 tube Missile Pods (G-Defenser Armament) - Dual 14 tube missile pods are located in the G-Defenser's armament units, and can be used to attack enemy targets with explosive damage. They can be shot down, and it is also possible for them to damage the very machine that launched them if the pilot is careless.


RXM-Sh-VT/S-001 Shield (Arm Hardpoint) – Standard Gundam Mk-II shield with anti-beam coating and a viewport, carries two spare E-Pacs for Beam Rifle.

CIWS Shield (Arm Hardpoint) – Shield with two E-pacs, anti-beam coating, and a viewport, with CIWS on either side of the viewport for simultaneous defense and light attack.

Missile Shield (Arm Hardpoint) - Shield with anti-beam coating and a pair of missiles that launch out from underneath the shield.  Less durable than normal shields.

Composite Shield (Arm Hardpoint) - Shield with anti-beam coating on surface and a beam shield underneath its surface layer.  Can toggle plasma on and off for contained I-field only or Beam, latter allows for a beam cutting edge and "Beam Lance" mode if desired.  Has viewport with CIWS on either side and two E-Pacs on rear.  Can attach to G-Defenser as well as either arm.

Power System:

Minovsky Ultracompact Fusion Reactor - offers unparalleled power at the cost of expense and environmental danger if damaged. Fusion is not hindered by N Jammers like fission is.

Special Abilities/Features:

Can use hardpoints and existing Gundam Mk-II equipment for a vast array of configurations.


#2 – MS-14JR Regelg R


Base Unit: MS-14JR ReGelg R

Operator (Diver Name): Hikaru Hiyashi, Nana Hiyashi/Puru Seven, Ellen Hiyashi/Puru Eleven, Puru Clones

Built from a MS-14BR Gelgoog High Mobility R Type, the MS-14JR ReGelg R has more mobility and acceleration than the standard ReGelg. Its thrusters and other systems have been rebuilt to be more modern to help compensate for the added fuel that would otherwise be required by the machine. The lore is that its relatively low cost (being based on an existing unit), the skills its weapons help build, and its profile make it a good trainer for the Puru clones before they are assigned their Qubeley Mass Production Types. Its Wing Binders, thruster placement, and its propellant tanks all help give it a shape and flight characteristics similar to the Qubeley, even if inferior in several respects.

Structural Defense:

Titanium Alloy Composite - offers lighter armor weight for greater mobility, with no added benefit.

Special System:

Magnetic Coating - offers exceptional mobility at the cost of being harder to control.

Forearm Modules - allows for the swapping of forearm armaments to improve versatility at the cost of increased weight. Arms are faster for melee if the modules are omitted or ejected.

2 x External Propellant Tank: The external propellant tanks used by the ReGelg as well as the Gelgoog Marine are also used by the ReGelg R. In addition to extending its operating time, they serve to make the ReGelg R's flight characteristics, shape, and profile a closer match to the Qubeley. As such, pilots practicing for the more powerful machine may retain the tanks even if they are unnecessary. The downside, however, is that a lucky shot can detonate the propellant tank if it isn't empty when struck.

Melee Weapons:

2 x Beam Lancer - Much like a Beam Saber, it offers exceptional cutting power at the cost of power consumption. The ends can be merged together into a single double-ended blade, but this requires more skill to wield.

Beam Naginata - a double-ended beam saber with two ends, much like the combined Beam Lancer but a solid piece. It can cut nicely, but also consumes power to do so. Structurally stronger than the Beam Lancer due to its construction at the cost of less versatility. Can sometimes be used as a momentary beam shield by being spun at high speed, though at the risk of failing or cutting one's self.

2 x Heat Anchor – Located on the knees, the Heat Anchor is a heated metal spike which can be used to ram into and gouge or impale an enemy with one's knee. It can also be launched on a rocket while mounted to a retractable cable. This rocket can be used to strike or ensnare an enemy at range. The use of this weapon is less precise than other melee armaments, and its rocket form's direction can only be controlled by a single small joystick per anchor near the pilot's thumb. As such, controlling the rocket's flight precisely is difficult. This weapon is as much for training a pilot's spatial awareness and skill in preparation for funnel control as it is for active combat.

2 x Hyper Beam Saber (Forearm Option) - a thick and long energy blade with exceptional cutting power, consumes a lot of energy.

Projectile Weapons:

Eight-tube Missile Pod – Launches up to eight infrared/laser guided-AMS-11S Small Missles from the backpack. These explosives can cause notable damage, but can be shot down or even damage their wielder if used recklessly.

Custom 2.18 MW Beam Rifle - Can deal high energy damage at the cost of power consumption and rate of fire. Has an underslung single-use grenade launcher which can cause explosive damage...even to the unit wielding it if too close. E-Pac fed, E-Pacs can be stored behind the Zulu Shield.

Variable Output Beam Cannon- Can modulate its discharge between Beam Rifle strength and a stronger Beam Cannon at the cost of high power draw and limited shots; can deal massive damage

2 x 4-tube Forearm Missile Launcher (Forearm Option) - Based on the original forearm of the Gelgoog, albeit with more smaller missiles, each Forearm Module fires up to four AMS-11 missiles. The explosives can cause notable tamage, perhaps even to an unwieldy user. Once used, the launcher becomes dead weight and can then be detached to speed up the arms for melee combat.

2 x 110mm Machine Cannon (Forearm Option) – An option from the Gelgoog Marine, these machine guns can deal physical damage with limited ammo capacity but high rate of fire.

360mm Bulpup Rocket Cannon - can deal high damage at the expense of very limited ammo. Magazine fed, magazines can be stored behind the Zulu Shield.

12 x Space Mine/Grenade – The Space Mine is an explosive which can either be deployed as a proximity-based mine or thrown like a discuss as a grenade. It is possible for a pilot to damage themselves if it detonates in too close a proximity or is shot before it can be thrown, however. Up to six can be stored in each Wing Binder.

2 x Chain Mine Pack - The pack of Chain Mines used by the MS-18 Kampfer or AMX-101E Schuzrum-Galluss can also be stored and employed by the ReGelg in place of the Space Mines. These explosive mines are connected by flexible cable and have magnetic claws on the underside to grab onto objects. The user can select exactly how many mines they wish to employ, be it one at a time or to throw a line of up to seven mines at the enemy. They can also be used to set traps on floors or in buildings, and the flexible line can even be used to send an optional detination signal rather than being solely proximity-based. It is a high versatility weapon for a pilot with sufficient understanding of their battlefield and planning capability. A pilot who is careless or unlucky, however, may simply blow themselves up. A single pack of Chain Mines can be stored in each Wing Binder.


Zulu Shield – Large and heavy shield which is standard for the Gelgoog series of Mobile Suits. This version has a viewport, anti-beam coating, and can store two E-Pacs or Magazines.

Knuckle Shield – Smaller shield based on a Zaku II's shoulder shield. Has spikes derived from a Zaku's shoulder for a punching surface over the Mobile Suit's fist. Anti-beam coated.

Heat Knuckle Shield – Smaller shield based on a Zaku II's shoulder shield. Has spikes derived from a Zaku's shoulder for a punching surface over the Mobile Suit's fist, but with the added benefit of being a functional heat-type weapon. Anti-beam coated on the shield surface, but not on the heated surface.

Power System:

Minovsky Ultracompact Fusion Reactor - offers unparalleled power at the cost of expense and environmental danger if damaged. Immune to N Jammer interference.

Special Abilities/Features:



#3 – ZAKU Warrior Light Armor


Base Unit: ZGMF-1002 ZAKU Warrior Light Armor (often uses Slash WIZARD)

Operator (Diver Name): Hikaru Hiyashi

A merging of the ZAKU Warrior and the GOUF Ignited built from wrecked Gunpla found discarded at a Gunpla Duel station, the ZAKU Warrior Light Armor is a merging of the two which has notable potential for melee combat and a decent capacity for mid-range beam fire. Its ability to attack from behind its shield with beam fire or heat spike ramming is one of its more notable aspects, and it is balanced for high mobility with its trimmed down armor and added verniers. It typically uses the Slash WIZARD, which both enhances it in its given role and is the lightest of the WIZARD Packs. The in-universe backstory for the machine is that it is a melee-based variant of the ZAKU Warrior built initially to help train pilots for the upcoming GOUF Ignited, but eventually became a favorite for certain piloting styles as well as an effective way of employing some of the GOUF's unusual armaments into a more standard and cost-effective machine.

Structural Defense:

Conventional Materials - Offers lighter armor weight for greater mobility, with no added benefit.

Special System:

WIZARD Pack Compatibility - Modular backpack system for the addition of weapons. Commonly employs the Slash Wizard.

Melee Weapons:

4x - 8x Hand Grenade - The hips of the ZAKU Warrior Light Armor can store one E-Pac each or two Hand Grenades each. The Assault Shield can hold two more E-Pacs or four more Hand Grenades. It is common to employ a total of two spare E-Pacs and four Hand Grenades on the machine at any given time. Types of grenades include Fragmentation, High-Explosive, Thermite Incendiary, Flash, and Smoke.

2 x Heat Spike - Superheated metal spikes on the face of the Assault Shield, used for ramming attacks.

MMI-558 “Tempest” Composite Beam Sword - A physical blade from the GOUF Ignited which has beam emitters on both sides. Stored in the Assault Shield when not in use, it can be handheld or extend from the bottom of the shield like a lance for added reach.

MA-MR Falx G7 Beam Axe (Slash Wizard Only) - A pole-arm version of the beam tomahawk with more reach than most beam sabers. The beam axe has two beam blades at the top and a metal scythe attached to the bottom. When not in use, the beam axe will retract and is stored on the back waist armor.

Projectile Weapons:

MMI-M633 Beam Assault Rifle - Has a high rate of fire but replies on external drum-shaped E-Pacs with limited shots. Somewhat mitigated by optional added E-Pacs on the hips or rear of shield.

M181SL “Draupnir” Two-barrel Beam Gun - One of the GOUF Ignited's forearm Beam Guns has been installed in the face of the Assault Shield. While having only two barrels rather than the standard four-barrel version, the firing rate and cooling system have been improved in an attempt to somewhat compensate. This is still a fairly destructive option, but notably a short range weapon.

M68 "Cattus" 500mm Recoilless Rifle - Initially used by the ZGMF-1017 GINN, it is similar in design to a bazooka and can fire various types of rounds depending to the magazine used. It is used when heavier firepower is required or when an enemy employs anti-beam technologies.


MMI-M826 "Hydra" Gatling Beam Cannon (Slash Wizard Only) - Mounted on the Slash Wizard are two gatling beam cannons with a very high rate of fire in exchange for weaker beams. These are mainly used for suppressive fire and for intercepting attacks, and are directly powered by the suit's battery.



Assault Shield - Physical shield that can be handheld, arm-mounted or shoulder-mounted. Contains two Heat Spikes for ramming and a “Draupnir” two-barrel Beam Gun. Also stores a “Tempest” Composite Beam Sword inside and up to two E-Pacs or four Hand Grenades on the rear.

Power System:

Battery Pack - offers a light weight power solution for greater mobility but limited supply.

Special Abilities/Features:


Edited by MM007
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    [Diver]'s Gunpla Collection

    #1 - Astral AGE Gundam


    Base Unit: AGE 2

    Operator (Diver Name): Shin Hakuren

Head: Astray Red Dragon- Extra blades were added to the head frame, made from metal and shappened to be able to actually cut. Added weight

Body: AGE-2 Normal- The A Sensor was removed and replaced with a new piece of armor plating for a little bit of extra defense. Caused slight increased weight and changed the center of mass 

Arms: AGE-1 Normal- reinforced joints to help the arms hold up the GN Swords, and A Sensor was placed on the left arm with a joint allowing the arm full movement. 

Legs: Astray Blue Frame Second Revise- Reinforced joints and 2 added thrusters to maintain normal movement speed. 

Back: AGE-2 Dark Hound

    GN Sword Rifles X2- Additions to the rifles were light weight metal plating with a slight layer of beam coating to allow use for defence, however after once use the coating is shot. Lastly the barrel has been made also from metal but slightly heavy and more dence to allow for variable levels of beam firing. 

    Armor Schneider Knife x2- Blades made from metal and sharpened to a point. 

    Structural Defense:

    Phase Shift Armor - exceptional resistance to physical damage, at the cost of power consumption per hit. 

        Special System: N/A

    Melee Weapons: i.e.

    Beam Saber x2  - standard mobile suit weapon, offers exceptional cutting power at the cost of power consumption; small enough for multiple housings on the unit. 

    GN Sword Rifle x2 - a cumbersome and slow weapon with exceptional cutting power, likely only one on the unit.

    Armor Schneider Knife X2- a whip-type weapon that heats up to deal damage, likely only one on the unit. Greater reach than most melee weapons, bordering on ranged, but less precise and damaging than heat sabers and hawks.

    Projectile Weapons: i.e. 

    GN Sword Rifle X2- Can deal high energy damage at the cost of power consumption and rate of fire. With the modification it can have a variable output however if it goes to high to fast it can warp the gun.

    Shield: i.e. 

    Exia Shield - small and lightweight 

    Power System: i.e. 

    Nuclear Plant - offers unparalleled power at the cost of expense and environmental danger if damaged. 

    Special Abilities/Features: N/A


Edited by ShirokuHakudo

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Amy's Gunpla Collection

#1 - Murasaki Archer


Base Unit: GNR-101A GN Archer 

Operator: Amy O'Connor

Defensive Systems: Phase Shift Armor - exceptional resistance to physical damage, at the cost of power consumption per hit. 

Melee Weapons: Folding Razor x4 - Anti-armor knifes that can be used in close combat or thrown.

Combat Knife - Large foldable knife used as a last resort.

Projectile Weapons: Beam Boomerang - Throwing weapons that emit a short beam blade on one end, and can return to the owner after throwing.

Slash Disc - Two high-speed rotating disks that hone in on enemies. Not reusable. 

Power system: Battery Pack - offers a light weight power solution for greater mobility but limited supply.

Special Abilities/Features: Stealth System - An invisibility system that can hide from plain sight. However, it's Phase Shift Armor is disabled.

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Hunter’s Gunpla Collection9712D516-0445-4CAD-AB52-22F338DD33F7.thumb.jpeg.24e9a4cf0f575ff64d321b4f623a90d6.jpeg

(Special thanks for Frosty for his invaluable help with this unit!)

Name of the unit: Ardent Exia
Base original design: Gundam Exia
Name of the operator: Gabriel Winter aka Hunter
Defensive systems: E-Carbon – offers balanced protection but never excelling in any one category. 
Shields are equipped with anti beam coating. 
Weapon system
Trans-Am - offers exceptional mobility at the cost of high power consumption. 
Melee weapons
GN Sword  x1
Beam boomerangs (Destiny)x2 – stored on shoulders 
Beam foot sabers (Aegis) x 2 – placed on edge of toes
Hand beam cannons (Destiny) x2
Beam sabers x 2 – stored on GN Amplifier flight pack
Projectile weapons
GN Pistol – folding into GN sword when not in use.  
GN Vulcan gun x2 – mounted in head
Modified Exia Shield
Power system:
Modified solar reactor – particle colors vary as buildup increases ranging from typical greenish gold to pure red, most often it’s seen to be glowing an orange. 
Any other special abilities/features
GN Amplifier – the flight pack used on its’ back and the thruster skirts on it’s sides are used to amplify and direct the dispersal of GN particles. This greatly increases the efficiency of the GN drive while conserving particles for use with Ardent’s weapons and abilities. Additionally it provides incredible speed and maneuverability. If need be the system could be ejected to reduce weight if damaged. 

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      Bingo. The hatch was now open, and he was out of the cockpit, but his avatar’s health meter was not decreasing in any way, fast or slow, which meant no significant oxygen loss. They had even implemented a practical use for normal suits… which meant people in public servers would finally have to stop breaking character and getting out of their machines into space wearing only swimsuits or casualwear if they didn’t want their Divers to die. He climbed down from the GM III, and continued his journey on foot. His avatar still having the meter at all meant he had not been ‘ghosted’ into Spectator Mode… and could still influence NPDs or other Divers, even though his MS was out of the fight for good. However, he thought as he fired up his jetpack’s thrusters and flied out of the factory, watching out not to get too close to the whirlwinds, only God knew what he could do now. To find such opportunities to wreck havoc as a mere person was rare. And since he was on the defending team, there weren’t even enemy facilities to infiltrate… only these factories, and the Titans building in the distance…
      Suddenly, he needed to take cover. A GM’s BOWA rifle, briefly caught by the wind vortex before it became too weak to keep it spinning circles, was now approaching him with speed, just as he was getting used to seeing the colony from above. Rapidly, he accelerated towards another one of the factories, and crashed through one of the upper windows before the gigantic weapon could claim his avatar's life. Landing forcefully on top of a metallic scaffold, he took a moment to get up again, grabbing a hold of the metal bars. After getting himself on his feet again, he found yet another weird detail left in the map by the campaign’s creators, a sign of a different Universal Century. Did they really waste so much effort in detailing all of these factories and minor buildings, just in the remote case somebody did enter them?
      “... Beta Team… calling Beta...” Now, a faintly familiar voice could be heard emanating from a device on his wrist. It was the pilot of the Galbaldy Beta. She was surprisingly alive, and still trying to contact the team. Quickly, he initiated a conversation with her. “Beta Four? This is Beta One, come in! What’s your status?”. An uncomfortably long pause followed, but B-Four would respond eventually. “Beta Four reporting… slightly wounded, Mobile Suit inoperative. On foot, armed with explosives. Hiding in a building… what are my orders?” Hearing her out, Aida recoiled for a moment, thinking of a response, before looking down from the scaffold upon what lied on the floor. Yet another idea that could get the team back on their feet. “Beta Four, i’m sending you my coordinates. Regroup with me, on the double.”
      Elsewhere in the battlefield, Emma and Kacricon flied, looking for the sellsword that had shot Unit 03, when a woman in a blue normal suit appropriate to the era passed them, flying her jetpack towards the factory district. “What the hell… Kacricon, did you see that-” Emma was interrupted, however, as Kacooler’s news were more urgent. “Quick, I see stray shots!” Quickly, the dark blue Gundams spotted the enemy: one of the AEUG’s machines was in trouble, with a friendly trying to end it with a well placed slash, and an enemy keeping the energy blade from touching the Rick Dias' head with a beam saber. She recognized the friendly as the one that had shot 03, and the enemy as that weird Gundam that seemed to share more than a passing resemblance to her own Mark II. Why didn't the blue GM want her interacting with the white Gundam? She didn't know, but the other black Mobile Suit had caught wind of their arrival, and now fired its Clay Bazooka towards Kacricon and her. Kacricon acted quickly, dodging out of the way, and she followed suit, lifting her shield up in case the Gundam was not fast enough to dodge the round. "Emma, we'll waste that one! Poor bastard must feel pretty lonely, and with that kind of firepower, the maniac in the glitter dispenser can probably handle two tangos at once anyways." said Kacricon, referring to Apolly's Rick Dias as their new target and the Trinames Repair as the "glitter dispenser".
      Emma had her doubts, their orders were to bring the glowing Mobile Suit's pilot to their superiors for interrogation, and the Mark II lookalike still poked at her curiosity. But in such a situation, they had to be pragmatic. Emma fired her beam saber up, not wanting to use her rifle inside the colony, and charged at Apolly Bay's unit.
      Suddenly, the cockpits of all Divers cut to black, with the words “Mission Accomplished” for Alpha Team, and “Operation Completed” for Beta Team. Apparently, that had been the end of the stage. Now, a new cinematic showed, and control of the Mobile Suits was temporarily taken away.
      Over at the Titans base, from which the firefight and the wind had both shifted away, giving fire control and medic teams way to take action, base commander Samuel D. Rogen of the Federation idled nervously next to a window on the upper floors, assessing the situation with a pair of binoculars and talking to himself in a low tone. "Not good… Some mercenary crashed into one of the R&D hangars. Let's hope these lunatics don't notice Sisquiede… they've already flied away with 03's wreck, so they are not afraid of carrying dead weight." A beeping signal interrupted him, followed by the shout of the communications officer operating the receiver/transmitter array of the base. "Distress signal from LCAM-01XA! The structural supports of Heliopolis-” The young officer paused, knowing the Titans were insistent in using another name for the colony, and corrected himself. “The structural supports of Gryps 1 are very damaged, and-” The young officer was cut off by Rogen. “What do they want us to do about it?! Our hands are tied over here, and all we have are Mobile Suits anyways! We can’t repair a colony! Order them to retreat and get over here before ZAFT comes back and squashes us all! Bask will have a plan.”
      Immediately afterwards, a new signal came in. The communications officer listened in, then gave everyone in the room the news: “Gryps 1 has experienced dissasembly. Archangel, X-105 and the Hawk of Endymion are falling back here. ZAFT has chosen to fall back for unknown reasons.” At the same time, the radar technician on Rogen’s other side spoke with an update on the fight taking place in Gryps 2. “The AEUG is on the run! They’ve put Unit 03 in a barge… the red one and his escorts are currently flying away.” Commander Rogen was not amused, but right as he was beginning his rant, the faces of Bask Om and Jamaican Daninghan appeared on screen. Samuel promptly filled his commanders in, and when he was done, Jamaican spoke. “So ZAFT partnered with the AEUG and used them as a distraction here, while they stole our X-Numbers… damned know-it-all spacenoids! We’ll give them a beating they won’t ever forget… once we’ve built System, no fleet, no weapon will be more powerful than us!” Bask lifted his hand, prompting Jamaican to shut up and let him speak. “Base Commander, Archangel is coming here. We’re boarding it, but without four of five X-Numbers, the ship is seriously understaffed. And we can’t really leave anything of value, given the condition of this colony. Lieutenants Kacricon Kacooler and Emma Sheen are to board Archangel with Unit 01 and Unit 02. Have the mercenary team join them. They’re insubordinate, but they're regular force material.”
      In space, an orange Mobile Armor could be seen approaching the punctured hull of Green Noa 2, escorting a white legged ship...
      When the cutscene ended, control returned to all the Divers. The IFF, however, had been disabled, and the weapons had been deactivated. Combat was no longer possible, nor were the Rick Diases where they used to be moments ago. Now, Quattro, Apolly and Roberto all were far away from Beta Team and the two dark Gundams, flying towards the first hole, the one next to which the AEUG barge now safeguarded a Gundam Mk-II, before crossing the threshold and disappearing into the darkness of space. The two operational machines of Beta Team were left alone with Emma and Kacricon, while the voice of Jamaican pierced the silence. “... repeat, this is Lieutenant Commander Daninghan. Units 01 and 02, retreat towards the spaceport. Beta Team, escort Units 01 and 02. All non-mentioned personnel is to stay and help repair this base.” While Kacricon and Emma took off, the Divers of Beta Team saw a blue arrow appear in their cockpits, pointing in the direction of the hangars they had taken off from at the start of the operation. Apparently, that was the destination of the Mk-IIs, and by extension, theirs.
      As both his beam tomahawk and the modified Barzam's beam saber turned off automatically, Kyle was not disappointed or angry, he merely couldn't help but be bewildered in the team's voice channel. "Shouldn't we be back at Alfred's school already? We lost, didn't we?" Taking off towards the spaceport, the pilot of Trinames wondered to himself: How come I can never ever get a bit of casual fun without risking this kind of stuff…? Stupid maniacs.
      Upon returning from the cutscene, Carter found his Mobile Suit in midair, lunging at a missing person. The Red Comet was long gone now, and he was left alone, circling around his own axis. "Agh, I'd have beat him to a pulp..." he said as he landed the Zaku Forerunner for a moment, and turned it around, flicking the Saturn Engine back on to cruise towards the other side of the colony. They did give my mech one hell of a beating, though... no respect for the classics, no respect for the classics.

      As for the team NPD, she unexpectedly burst through the roof of a factory, now at the helm of a restored GP03S, painted in Titans colors and wielding a Folding Bazooka. Her passenger, Aida, hanged on to the pilot seat as best as he could, lacking any jump seats where he could sit. He was not happy that their stellar find couldn't make it in time to save the day. "Crud… It was a perfect idea. But we are too late." The nameless NPD looked back at him, her black helmet visor betraying no faction, no feature of her. "We must go to the mission marker's position." Aida calmly replied, regaining his composure, "I know. But first, we must pick up my Mobile Suit. The Stamen can probably take it to the spaceport..."
      Minutes later, the six Suits entered the spaceport, just as the venerable Moebius Zero could be seen entering Archangel, in anticipation of the ship aligning right in front of an open gate, allowing the Marks and Beta a clear landing onto their Mobile Suit bays. The Trinames and Forerunner took off into space first, clearing the way for the two dark Gundams, before joining the Stamen and Airbatel behind them and landing inside the ship, which closed its hangar bays and turned around to flee, before the enemy Nazca-class could catch up. Leaving Airbatel in one of the bays and the GP03 in another, Aida and the NPD materialized in front of the latter, floating in the middle of the hangar bay towards the floor. Oxygen had already been restored to the area, and a black haired woman was moving in for an introduction. Not wanting to be impolite, Aida traded his helmet back for Preset A's cap. The NPD, however, did not change attire.
      With graceful movements, a woman dressed in a white Earth Alliance uniform stopped in front of the Mobile Suits, as a blonde man could be seen unboarding his Mobile Armor. Holding a clipboard, she would address the group. "You must be the reinforcements… I'm Executive Officer Badgiruel. Commanders Bask and Daninghan have boarded the ship some minutes ago and will be in the conference room for a debriefing. You can head there when you're ready. Dismissed." She would then head back, with the NPD following her in a manner reminiscent of an automaton. Aida was somewhat disconcerted at the two of them. "Yeah… nice to meet you two I guess." Then, he looked at the white Dynames and the blue Zaku, curious about the people inside.
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