“Those things totally freak the hell out of me. They’re big heavy sniper guys one moment and when the shit hits the fan they turn into scary looking ghost… I’m afraid of ghost!”
An ensign telling what he thinks of the new Jagdgespenst unit.
65th generation unit
Classification: Perfect tactical support destroid unit
Height: 95 meters (Hunter form), 60 meters (Phantom form)
Armour: Grand Armian Variant Omega
Speed (flying): ???
Power Generators: Infinity engine x 2, kampfer crystal fusion reactor x 6
Pilot: 1
Weapons
Ranged:
2 x Mega positron fixer cannon, 2 x Mega bombardment gatling cannons, 12 x Wraithfaust cannons, 12 x tactical missile launchers, 2 x graviton acceleration launchers (mounted on the back)
Faust:
Many x flingerfaust, Many x Viral faust, Many x Spectre faust, Many x Anabolic faust, Many x Defensor “puck” faust, Many x teleportation capable missile pods, Variable x Gespent faust (useable only in phantom form)
Melee:
2 x jagd claw hands
Defensive:
Beam nullification field x1
Projectile nullification field x1
Giga magnetic torroid barrier system
Misc:
FTL drive (Garuda drive)
Nanoprobe emitters
Advance data acquisition system
Omni-radar detection system
Extra hammer space storage areas
Development history
Usually Grand Arms forces would favour the development of a general-purpose unit to fulfil all roles. However they quickly saw that this would make their forces lacking in most areas. Therefore more specialized units were made to fill in these roles. What the Grand Arms force were lacking in was a unit to perform the critically important support role. Going to the drawing board a unit was created to fill in this important role.
The Jagdgepenst (german for hunter phantom) was a multi use unit that was light on offense but heavy on abilities, which would greatly support their already powerful force. Loaded with various abilities and faust the Jagdgespenst would be a welcome addition to any Grand Arms force.
Ranged weapons
Most of these weapons were for self defence purposes. Though depending on the force encountered most of these weapons would be more then enough to take down most threats. For the purpose of support most of the ranged weapons had wide dispersal patterns and were rapid firing, if not very powerful. By turning around with its back to the enemy the Jagdgepenst could use its gravity driven launchers to fire extremely long-range sniper shots. The ammunition for this purpose were inactive defensor faust which had the inert density to punch thru a capital ship. The wraithfaust launchers released faust, which clearly demonstrated the energy manipulation technology of Grand Arms forces. These faust were made of pure manipulated energy and could fly around blasting enemies. Because they were made of energy they could not be destroyed so easily, they either had to dissipate all their energy or the pilot had to tire out his psychic energy to lose his hold on these faust. These wraiths could also absorb energy from attacks to boost their size and could either use it to attack or prolong their duration of use. At most a Jagdgespenst could launch 12 wraithfaust at a time and was entirely up to the psychic ability of the pilot to determine the strength and duration of use. The last ranged weapon of note was the tactical missile launcher. Not really loaded with any outright offensive warheads, most of the missiles were diversionary in nature.
Faust
The flinger faust were the “spikes” design all over the body of the Jagdgespenst, able to blink (short range teleport) multiple times they were used as good surprise weapons against enemies. With heavy offensive Grand Arms unit distracting the enemies in front of it the Jagdgespenst would fire these flinger faust at its allies. It would then blink the faust past its allies and straight into the weak points of its enemies. Many foes would fall to the sudden appearance of these deadly faust. Viral fasut (1 in last picture, inactive form and active form respectively) were launched from the rear grav launchers. There main ability was to disable enemies and inhibit any ability they may posses. With the enemies now helpless, they could then be picked apart at will. Spectre faust (2 in last picture) were good spy faust that further augmented the sensory superiority of the Jagdgespenst. They also emitted a beam that weakened the enemies damage absorbing ability. While it could not destroy any enemy at all this ability allowed even weak destroid units to take down the toughest of foes. Anabolic faust (3 in last picture) enhanced the performance of any destroid unit it attached itself to. At the core of destroid construction were kampfer crystals. First produced for Grand Arms Kampfer this wonder material would be used for all future destroid units. The Anabolic faust boosted these crystals properties to an even greater extent then usual. Though the effects were temporary these faust could give performance boost that could last entire battles. Defensor faust or “puck” faust (4 in last picture) had 3 modes: first they could be use in their inactive forms as ammunition for the grav-launchers, second they could be use as mobile beam shield units for units that did not have any beam shielding and lastly they could be used as flying beam cutters to help out allies offensively. The last faust of note was the teleportation capable missile pods. These missile pods like the flinger faust could teleport but at a much greater range. Once again a usual tactic was to distract the enemy and teleport them behind any unsuspecting foe. The amount of nano explosives they could release (coupled with hammer space technology) was astounding, enough in most case to overwhelm whole squadrons. The downside of all these ability was the psychic ability of the pilot and the limited number of faust available.
Melee
For close in fighting this was the only thing the Jagdgespenst could use (without revealing its alternate form). Though not very good it was the only thing it had available.
Defensive
The usual assortment of defenses was used on this destroid unit. Though for its size it was under armoured and shielded.
Other abilities
Able to emit a massive cloud of nano probes the Jagdgespenst had the ability to repair any ally within a 100 km radius. These probes broke down and used material to affect repairs on any destroid unit. A major hindrance was that they needed a large amount of matter to synthesis the appropriate components for a repair. Thus the Jagdgespenst had extra storage for sacrificial material though dead enemy units or asteroids could do in a pinch. This ability took a large amount of processing power both for onboard computers and psychically for the pilot. Thus the jagdgespenst could not do anything as it was affecting repairs. Still any destroid pilot would willingly stand guard to let Jagdgespensts use this ability. Another equally important ability was the massive sensor range made possible by sacrificing heavy weapons for large radomes and sensor arrays. Acting as effective EWAC units the workload of Jagdgespenst was that much heavier.
Phantom Form
If the shit really hit the fan and the enemy had broken thru the frontline units then this form was available. With really little need for the support role all the extraneous armour was purged to reveal this inner form. With all equipment removed the Jagdgespenst was turned into a pure, stripped down psychic destroid unit. With multiple small reality distortion engines (in the body and on the Gespenst faust) this form demonstrated the destructive power of a human psychic. Entirely dependent on the abilities of its pilot this form could be extremely destructive. Psychic blades, shields, and other reality manipulating effects (short range teleportation, psychokinetic, time dilation, etc) could all be performed as long as the pilot could fuel these feats with his mind. To assist with these feats were as many Gespenst faust as the pilot could comfortably control (assessed before the pilot is assigned his Jagdgespenst unit and then loaded into the Hunter form’s armour). To see this form in battle was to see pure human psychic rage given a physical form.