The Servant has become a favorite of police/security forces, bounty hunters, and is even used to fight fires and vampires with a few modifications. The suit has a full compliment of built in weapon systems to allow the operator to use his hands to control prisoners and to use other weapon systems. Many of the weapons are experimental, and are intended for use on lone individuals, and small groups. It is easily outmatched by tanks, robots, and heavy power armor. However, the "GUE Shooters" are very effective against flying power and turbine engines. Once the air intake has been hit, the engines begin to fail, and the target should land as soon as possible. Also, the suit is equipped with a stun blaster, and a stun field to paralyze its target!

MDC
Shoulders/upper arms (2) -90
Forearms (2) - 70
Legs (2) - 120
Leg mini-missile launchers (2) - 30
Storage tanks (2) - 50
Head - 75
Main Body - 250
Speed
Running: 40 mph (64 kph)
Leaping: 12 feet(3.7 meters) high and lengthwise, twice that with a running start.
Statistical Data
Height: 7 feet 6 inches (2.3 meters)
Width: 3 feet 7inches (1.1 meters)
Weight: 450 lbs
Cargo: The round disc in the stomach area of the armor is a door to a small compartment. Hand cuffs and other restraints are usually kept here, put there is enough room for an e-clip also. The door itself lays flat like a table when open, and maybe used as such, most suits used in law enforcement will have a hand scanner built into this table to scan the persons id an record. The information is relayed to the H.U.D.
Price: Typically sold for 900,000 to 1.1 million.(See "Grizzley" power armor for details on the loss of the shipment)
About this picture.
Weapon Systems:
1. Head Guns (2). On top of the Servants head are to tiny ports that are rapid fire guns. They are used mostly for riot control, non mega-damage foes, and can be replaced with silver ammunition to fight vampires.
Damage: A 30 round burst inflicts 6D6 s.d.c., and a short burst of 15 does 3D6 s.d.c. Silver rounds do 1D6X10, and 5D6 to vampires respectively, only range is half.
Range: 1200 feet (366 meters), 600 feet (183 meters) for silver.
Payload: 2000 rounds, that's about 66 full bursts, or about 133 short bursts.
2. Leg missle launchers.(2)
Damage: varies with missile type, can be replaced with smoke or gas canisters.
Range: varies
Payload: 14, 7 per launcher
3. Right Arm. Housed in the fully articulated arm and hand is a laser torch and vibro-blade.
Damage:Vibro-blade does 2D4 M.D., and the torch 3D6 M.D.
Range: hand to hand for vibro-blade, one foot(.3 meters) for the torch
4. Left arm. The left arm houses a grapnel launcher and a stun beam.
Damage: Setting 1),3D6 s.d.c., setting 2),6D6 s.d.c., setting 3), 2D6 M.D.
Stun Penalties: All settings must be set to gain the desired effect against the opponent, for example, setting one will not effect MD beings. The victim must roll a 16 to save, or will suffer further damage. The victim is -9 on initiative, -7 to strike, parry and dodge. Skills, spd., and attacks are reduced by half. It lasts for 2D4 mele rounds, and there is a 15% chance that the victim will be rendered unconscious for 1D4 minutes.
Range: 800 feet (244 meters)
5. Gue Shooter. . The two upper ports on the chest can flip open and expose two nozzles that are capable of firing a ball of sticky gue that hardens after impact. The gue is stored in the tanks above the shoulders, and can be replaced with tanks of water, and shoot "balls" of water the size of a water balloon to fight vampires.
Range: 400 ft, and covers an area of about 12 ft and has about 4D6 md that must be broken or it dissolves in 3 hours.
6. Stun Field. The suit can activate a stun field around it. Anyone touching the armor will suffer simular penalties as a neural club. The field is still experimental and has a few problems. Most importantly, the field can not be left on for more than 15 minutes without the possibility of over heating and damaging the suits internal circuit. However, if the suit is field is switched off after 15 minutes, and let to cool for 10 minutes, no problems will arise.
Damage: 4D6 s.d.c. 3D6 MD to creatures who are vulnerable to electricity. Plus, victims not wearing environmental armor suffer -8 to strike, parry and dodge for 2D4 melee rounds. Supernatural creature like dragons and demons only suffer the loss of initiative and one attack per strike. The save for all being is 16.
7. Ion blasters. The two lower hatches can open up and reveal a pair of ion blasters.
Damage: 5D6 M.D. for a single blast, 1D6X10 M.D. for a double blast
Range: 3000 feet (914 meters)
Payload: Unlimited