Super Robot Taisen: Original Generation Unit and Weapon Guide by AlasterB Version 1.0 All units' and nearly all weapons' stats done. Version 1.1 Added section on combination attacks and notes about which units are pilot-exclusive. Version 1.2 Updated names to reflect Atlus's NA localization. Also made some corrections and adjusted the format somwhat. Big update in the works in the next few weeks. Table of Contents 1. Introduction 2. Weapon Gauge System 3. Unit Stats 4. Upgrading Units 5. Weapon Stats 6. Upgrading Weapons 7. The Units a. Battleships b. Personal Troopers (PTX) c. Real Troopers (RTX) d. Super Robot Grungusts (SRG) e. R-Series f. Armored Modules (AM) g. Miscellanious 8. Combination Attacks 9. Weapons 10. Acknowledgements 11. To Do List 1. Introduction This is my second FAQ - the first being a Unit FAQ for SRW Gaiden - and in much the same vein, albeit for a much more recent and perhaps more popular installment of the ever-wonderful SRW series. Original Generation has something in common with that older game in that it features only Banpresto Original units (although unlike Gaiden, it doesn't limit itself to one series of units). Aside from that, OG's claim to fame is the introduction of the Weapon Gauge system, where certain weapons can be shifted from one unit to another, depending on your needs and style of play. 2. Weapon Gauge System Despite the degree of depth that the Weapon Gauge system adds to this game, the system itself is quite simple - certain weapons on most units, as well as a number of weapons gained independantly, can be switched from unit to unit, provided there's enough room on the unit. Each unit's capacity to hold Weapon Gauge weapons is determined by its W Space stat - a static value that cannot be upgraded. Each Weapon Gauge weapon has a W Size value, and the total of all of the W Size values of all the Weapon Gauge weapons on a unit cannot exceed its W Space stat. It may sound a little complicated when I try to explain it, but once you start using it you'll see how simple it really is. Keep in mind that some units have a W Space stat of 0 (namely the straight-up super robots), while others (battleships) have an extremely low value. Also, non-humanoid units are extremely limited in which Weapon Gauge weapons they can equip, regardless of W Space values. Lastly, some Weapon Gauge weapons are not strictly weapons, but are either missiles that inflict a status condition rather than damage (some units have non-removable status missiles as well), or are Repair and Supply units that allow the unit they're equipped on to refill another unit's HP or EN and Ammo. 3. Unit Stats The unit stats in OG are extremely straightforward for anyone who's ever played pretty nearly any SRW game. Each unit has the four basic upgradable stats (HP, EN, Mobility, and Armor), a Movement stat, one or more Terrain Types, four Terrain Stats, a Size stat, a Cost, and a number of Part Slots. Likewise, each will have a list of its weapons (in this case, its default and Intrinsic weapons), and possibly one or more Abilities. Unique to OG, the unit will have a Weapon Meter stat and will have a maximum number of upgrades for each individual upgradable stat (more about this later). For those unfamiliar with SRW in general, or just in need of a refresher, the function of each stat is as follows: HP - How much damage the unit can take before being destroyed. EN - Consumed by some weapons. Also used up at a rate of 1 EN per square of movement by flying units. This normally recovers at a rate of 5 EN per turn. Mobility - How agile the unit is and how well it reacts to the pilot's commands. This value is added to the pilot's Dodge stat in determining hits and misses. Armor - How well the unit resists damage. This stat reduces the damage inflicted upon the unit by enemy attacks. Damage cannot be reduced below 10 without the help of a unit Ability. Move - How many squares the unit can move each turn. Is affected by various types of terrain (forests, space debris, etc). Terrain Type - The types of terrains the unit was designed for and can move through. Terrain Stats - How well the unit performs in each terrain, affecting just about every aspect of unit performance. Values range from "D" (the worst) to "S" (the best). Terrain values are listed in the following order: Air/Ground/Water/Space. Unlike many other SRW games, units have full stats for all terrains, regardless of whether or not they can reach them. Size - How large the unit is. Ranges from LL (double Large) to S (Small), with most units being M (Medium). Affects ability to dodge (larger units are easier to hit). Cost - How expensive the unit is to repair. If the unit is destroyed during a stage, you must pay this replacement cost at the end. Part Slots - How many Parts this unit can equip. W Space - The total W Size values of all weapons equipped on the unit cannot exceed this value. Abilities - Various special qualities the unit possesses. AB Field - Any damage taken from a Beam-type weapon is reduced by ? (to a minimum value of 0). 10 EN is consumed every time this is activated. Double Image - This unit has a 50% chance to avoid any incoming attacks once the pilot's Will has reached 130. Beam Coating - Any damage taken from a Beam-type weapon is reduced by ? (to a minimum value of 0). 5 EN is consumed every time this is activated. Break Block - This unit cannot have its Armor reduced by status missiles. Combine - This unit can combine with one or more other units during a stage. The unit/units required are listed, as well as the resultant unit. E Field - All damage taken is reduced by ? (to a minimum value of 0), once the pilot's Will has reached 120. 15 EN is consumed every time this is activated. G Territory - All damage taken is reduced by ? (to a minimum value of 0), once the pilot's Will has reached 120. 15 EN is consumed every time this is activated. G Wall - All damage taken is reduced by ? (to a minimum value of 0), once the pilot's Will has reached ?. 5 EN is consumed every time this is activated. TK Field - All damage taken is reduced by ? (to a minimum value of 0), once the pilot's Will has reached ?. 5 EN is consumed every time this is activated. This Ability requires that the pilot have a Telekinesis level of 1 or higher. Separate - This unit can seperate into multiple component units. The component units will be listed. Change - This unit can transform into an alternate form or forms (which will be listed). Unit Terrain Types Note that a units can (and often do) have more than one Terrain Type. Air - A unit with this Terrain Type can fly, bypassing difficult terrain, but at a cost of 1 EN per square of movement. Ground - A unit with this Terrain Type can traverse on the ground normally, thus being able to take advantage of the defensive and recovery properties of certain terrain squares. However, it may similarly find its movement reduced by difficult terrain squares. Water - A unit with this Terrain Type does not have its movement reduced when in the Water Terrain. Subterranean - A unit with this Terrain Type may bore its way underground. When it does this, it cannot attack or be attacked, however it may still Move, and does not have its movement reduced by difficult terrain squares while travelling in this fashion. While underground, however, the unit cannot move onto any square that isn't undeveloped Ground Terrain (meaning it can't go into Water or underneath any manmade structures, including paved areas.) 4. Upgrading Units As in most SRW games, in OG each unit has four upgradable stats - HP, EN, Mobility, and Armor. Also like many recent SRW games, the number of possible upgrade levels differs from unit to unit. Unique to OG (to my knowledge), however, is the fact that the number of available upgrade levels differs from stat to stat on the same unit. Because the higher number of upgrades tend to be in the "less favored" stats of a unit, this means that the player has an opportunity to "shore up" a unit's weak points, provided he's willing to spend the cash. Even so, most units aren't going to excel in their weaker areas, even with a fully upgraded stat, so it's suggested that you focus first on what each unit is best at, and then see to the rest if you've got spare cash laying around. The more you upgrade a stat, the more expensive it becomes, and each stat has different costs. Unit upgrade costs are as follows: (The first number is the cost for that level, the second is the total cost up to that point, and the last is the current value of the stat, expressed as a percentage of the base stat. 1k = 1000.) HP 1. 2k/2k/105% 2. 4k/6k/110% 3. 6k/12k/115% 4. 8k/20k/120% 5. 10k/30k/125% 6. 12k/42k/130% 7. 14k/56k/135% 8. 16k/72k/140% 9. 18k/90k/145% 10. 20k/110k/150% EN 1. 1k/1k/110% 2. 2k/3k/120% 3. 2k/5k/130% 4. 3k/8k/140% 5. 3k/11k/150% 6. 4k/15k/160% 7. 4k/19k/170% 8. 5k/24k/180% 9. 5k/29k/190% 10. 6k/35k/200% Mobility 1. 5k/5k/105% 2. 8k/13k/110% 3. 10k/23k/115% 4. 13k/36k/120% 5. 15k/51k/125% 6. 20k/71k/130% 7. 25k/96k/135% 8. 30k/126k/140% 9. 35k/161k/145% 10. 40k/201k/150% Armor 1. 3k/3k/105% 2. 5k/8k/110% 3. 8k/16k/115% 4. 10k/26k/120% 5. 15k/41k/125% 6. 20k/61k/130% 7. 25k/86k/135% 8. 30k/116k/140% 9. 35k/151k/145% 10. 40k/191k/150% 5. Weapon Stats Weapons don't quite define the unit in OG the way they do in most other SRW games, due to the fact that (for Reals, at least) they are largely interchangable. Still, most units have at least two Inherent weapons that are unique to them, and the W-Meter system really means you need to pay more attention to weapons, rather than less, since giving a unit the right loudout can mean the difference between a thorough victory or just scraping by. A weapon's stastics block in this guide looks like this: AA Machine Cannon[1], M[2]/L[3], I[4] S[5], P[6] - 2000[7], 1~2[8], +20[9], SBCS[10], 40 Ammo[11], +20%[12], Solid Projectile [13] [1] - The weapon's name. Names in parentheses are placeholder names inserted until I can get help with the proper names. [2] - The weapon's upgrade rate. This determines how swiftly the weapon's attack power increases as you upgrade it. The possible values are VS (Very Slow), S (Slow), M (Medium), F (Fast), and VF (Very Fast). [3] - The weapon's upgrade cost. This determines how much it costs to upgrade this weapon's attack power. The possible values are VL (Very Low), L (Low), M (Medium), H (High), and VH (Very High). If the spaces normally occupied by this and the previous entry are filled with an "N/A", it means this weapon cannot be upgraded. [4] - The weapons W-Meter status. This value will either be an "I", indicating that this weapon is built into the unit and cannot be removed, or it will be a "W ?", where the "?" indicates the weapons W-Meter value. Weapons with a W-Meter value will only have this entry and their name listed in the full unit entry if they are part of the default loadout of a unit. Full statistics of W-Meter weapons are listed in their own section. [5] - The weapon's type - Shooting (S) or Melee (M). This determines which pilot stat this weapon is dependant upon. Some weapons have an entry of "N/A" indicating that they do not inflict damage and are not associated with either attack stat. [6] - The weapon's Properties. Potential entries are Post-Movement (P) and MAP. A weapon may have more than one Property. [7] - The weapon's base damage rating. [8] - The weapon's range, expressed in map squares. Values can either be a "1" (indicating a close-range weapon), or two numbers seperated by a tilde ("~"), in which case the first number is the minimum range and the second is the maximum. [9] - The weapon's accuracy modifier. This number is added (or subtracted, if negative) to the pilot's chance to hit the target when using this weapon. [10] - The weapon's terrain modifiers. These determine how well the weapon lives up to its damage potential against targets in each Terrain type. Values range from "C" (the worst) to "S" (the best). A value of "D" indicates that the weapon cannot be used against targets in that Terrain type. In addition, a value of "D" means that the weapon cannot even be used if the unit is in that terrain. The order the values are expressed is Air/Ground/Water/Space. [11] - The weapon's requirements. This includes the weapon's Ammo, the EN it consumes, the Will (W) it requires, and any pilot Skills that are neccesary. [12] - The weapons's critical modifier. This number is added (or subtracted, if negative) to the pilot's chance to achieve a critical hit. [13] - The weapon's Weapon Category. To my knowledge, only the Beam Projectile category has any effect on game mechanics. Other categories are apparently only for the sake of description. Some weapons do not have a Weapon Category, but instead list in this space other information (such as status effects). Weapon Properties Post-Movement - A weapon with this Property can be used after the unit moves. If the weapon is used first, however, the unit cannot move afterward. MAP - MAP weapons attack a portion of the map, rather than a single square, thus allowing for the possibility of striking several targets at once. Note that in the case of Giganscudo's G-Circle Blaster, ally units inside the area will be attacked as well. All MAP weapons in OG have a basic Radius area (ie an attack area that spreads in all directions from the unit for the distance indicated in the weapon's Range entry). Weapon Categories Bullet - Weapons that shoot solid shells or similar projectiles. Missile - Weapons that consist of an explosive payload carried by some form of rocket. Energy Beam - Weapons that shoot beams of energy. Some types of barriers protect specifically against weapons of this category. Remote - Weapons that attack at a distance, but are directly controlled in some way from the unit's cockpit (similar to the funnels and bits of UC Gundam). Physical - A basic type of physical attack, usually involving attacking with the unit's body directly. Physical Blade - A melee attack with a solid physical blade of some type. Energy Blade - A melee attack with a blade formed of energy, rather than solid matter. Map - The four MAP weapons. Supreme - Attacks that seem to be either special techniques, or the nastiest attack a unit possesses. 6. Weapon Upgrades Because of the ability to move weapons from unit to unit, OG took what might be seen as a step backwards in the area of good game design from SRW:R, in that each weapon must once again be upgraded individually. It is a sad necessity of the Weapon Meter system, but on the upside it allows for a greater degree of customization, since different weapons have different rates at which their attack power increases, and different costs to upgrade. Thus one player might get more milage by upgrading a couple cheap, fast-increasing weapons that start out weak, while another may go whole hog to upgrade that one expensive, slowly-increasing Will weapon with the huge base attack stat. Which you prefer is up to you - I'm just here to lay out the info for you. Note that unlike unit stats, all weapons have a maximum of 10 upgrade levels. The increases in weapon attack power according to the five Weapon Growth values are as follows: (The first number is the increase for that upgrade. The second is the total increase up to that point.) Very Slow 1. 100/100 2. 100/200 3. 100/300 4. 150/450 5. 150/600 6. 150/750 7. 200/950 8. 200/1150 9. 200/1350 10. 250/1600 Slow 1. 100/100 2. 100/200 3. 100/300 4. 200/500 5. 200/700 6. 200/900 7. 200/1100 8. 200/1300 9. 300/1600 10. 300/1900 Medium 1. 100/100 2. 100/200 3. 100/300 4. 200/500 5. 200/700 6. 200/900 7. 300/1200 8. 300/1500 9. 300/1800 10. 400/2200 Fast 1. 100/100 2. 100/200 3. 100/300 4. 200/500 5. 200/700 6. 300/1000 7. 300/1300 8. 300/1600 9. 400/2000 10. 400/2400 Very Fast 1. 100/100 2. 100/200 3. 200/400 4. 200/600 5. 200/800 6. 300/1100 7. 300/1400 8. 300/1700 9. 400/2100 10. 400/2500 There is a sixth weapon growth progression, reserved for MAP weapons, and all MAP weapons follow it. MAP 1. 50/50 2. 50/100 3. 50/150 4. 50/200 5. 100/300 6. 100/400 7. 100/500 8. 100/600 9. 100/700 10. 100/800 There are five potential values for Weapon Cost, and five progression charts to go with them. (The first number is the cost for that upgrade. The second is the total cost up to that point. 1k = 1000) Very Low 1. 2k/2k 2. 4k/6k 3. 6k/12k 4. 8k/20k 5. 10k/30k 6. 12k/42k 7. 14k/56k 8. 16k/72k 9. 18k/90k 10. 20k/110k Low 1. 3k/3k 2. 6k/9k 3. 9k/18k 4. 12k/30k 5. 15k/45k 6. 18k/63k 7. 21k/84k 8. 24k/108k 9. 27k/135k 10. 30k/165k Medium 1. 5k/5k 2. 10k/15k 3. 15k/30k 4. 20k/50k 5. 25k/75k 6. 30k/105k 7. 35k/140k 8. 40k/180k 9. 45k/225k 10. 50k/275k High 1. 6.5k/6.5k 2. 13k/19.6k 3. 19.5k/39k 4. 26k/65k 5. 32.5k/97.5k 6. 39k/136.5k 7. 45.5k/182k 8. 52k/234k 9. 58.5k/292.5k 10. 65k/357.5k Very High 1. 7.5k/7.5k 2. 15k/22.5k 3. 22.5k/45k 4. 30k/75k 5. 37.5k/112.5k 6. 45k/157.5k 7. 52.5k/210k 8. 60k/270k 9. 67.5k/337.5k 10. 75k/412.5k 7. The Units ------------- |Battleships| ------------- Hiryu Custom HP 12000/13800 (3) EN 210/315 (5) Mobility 65/97 (10) Armor 1300/1625 (5) Move 6 Air/Water ABAS Size LL Cost 15000 W-Meter 10 Part Slots 1 E Field Chaff Grenade, N/A, I N/A - 0, 1~6, +70, AAAA, 2 Ammo, Mobility-Down AA Autocannon, M/L, I R, P - 2000, 1~2, +30, SBCS, 40 Ammo, +20%, Bullet Homing Missile, S/L, I R - 2600, 1~5, +45, SABS, 20 Ammo, +0%, Missile Long Range Missile, S/M, I R - 2800, 2~7, +20, SAAS, 12 Ammo, +45%, Missile Dual Beam Cannon, S/M, I R - 3300, 3~8, +15, 25 EN, AACS, +0%, Energy Beam Gravity Cannon, S/H, I R - 4300, 4~9, +15, 130W, 80 EN, SSSS, +5%, Supreme Note: The Hiryu Custom can only be piloted by Lefina, and is the only unit she can pilot. Hagane HP 12000/13800 (3) EN 220/330 (5) Mobility 60/90 (10) Armor 1400/1750 (5) Move 6 Air/Water AAAA Size LL Cost 15000 W-Meter 10 Part Slots 1 E Field Chaff Grenade, None, I 0, 1~6, +70, AAAA, 2 Ammo, Mobility-down AA Autocannon, M/L, I R, P - 2000, 1~2, +20, SBCS, 40 Ammo, +20%, Bullet Homing Missile, S/L, I R - 2400, 1~5, +40, SABS, 20 Ammo, +0%, Missile Torpedo, M/L, I R, P - 2800, 2~8, +35, CCSC, 20 Ammo, +50%, Missile Sub Gun, S/M, I R - 3000, 2~7, +0, AAAA, 10 Ammo, +0%, Bullet Impact Cannon, S/M, I R - 3700, 3~8, +5, 40 EN, AAAA, +0%, Supreme Tronium Cannon, VS/H, I R - 5400, 3~9, +15, 140W, SSAS, 1 Ammo, +0%, Supreme Note: The Hagane gains the Tronium Cannon after Scenario 20. The Hagane can only be piloted by Daitetsu, and is the only unit he can pilot (normally). Kurogane HP 12000/13800 (3) EN 220/330 (5) Mobility 65/97 (10) Armor 1500/1875 (5) Move 8 Air/Water/Subterranean AAAA Size LL Cost 15000 W-Meter 10 Part Slots 1 E Field Chaff Grenade, None, I 0, 1~6, +70, AAAA, 2 Ammo, Mobility-down AA Autocannon, M/L, I R, P - 2000, 1~2, +20, SBCS, 40 Ammo, +20%, Bullet Homing Missile, S/L, I R - 2400, 1~5, +40, SABS, 20 Ammo, +0%, Missile Torpedo, M/L, I R, P - 2800, 2~8, +35, CCSC, 20 Ammo, +50%, Missile Sub Gun, S/M, I R - 3000, 2~7, +5, AAAA, 10 Ammo, +0%, Bullet Impact Cannon, S/M, I R - 3700, 3~8, +0, 30 EN, AAAA, +0%, Supreme Titanic Drill, VS/H, I M, P - 5400, 1~4, +40, 120W, 80 EN, SSSS, +10%, Supreme Note: All upgrades from the Hagane are carried over to this unit. The Kurogane is only available in Ryusei's route, and is obtained automatically. The Kurogane can only be piloted by Daitetsu (normally), and is the only unit he can pilot once it is obtained. ------------------- |Personal Troopers| ------------------- Gespenst MkII-M (ATX team) HP 3800/5700 (10) EN 100/200 (10) Mobility 85/127 (10) Armor 1000/1500 (10) Move 5 Ground AABA Size M Cost 3500 W-Meter 160 Part Slots 4 Attack, VF/VL, I M, P - 1500, 1, +30, DABA, +30%, Physical Split Missile, W 15 M95 Machine Gun, W 25 Jet Magnum, M/M, I M, P - 3000, 1, +25, 110W, 10 EN, BAAA, +15%, Physical Note: Excellen's Gespenst MkII-M starts with a weaker Jet Magnum weapon that has a base attack value of 2800. It will increase to the standard value of 3000 when Russel has it repainted before Stage 7. Gespenst MkII-M (SRX team) HP 3800/5700 (10) EN 100/200 (10) Mobility 85/127 (10) Armor 1000/1500 (10) Move 5 Ground/Water BAAA Size M Cost 3500 W-Meter 160 Part Slots 4 Attack, VF/VL, I M, P - 1500, 1, +30, DABA, +30%, Physical Split Missile, W 15 M95 Machine Gun, W 25 Jet Magnum, M/M, I M, P - 3000, 1, +25, 110W, 10 EN, BAAA, +15%, Physical Gespenst MkII-M (Kai) HP 3800/5700 (10) EN 100/200 (10) Mobility 85/127 (10) Armor 1000/1500 (10) Move 5 Ground/Water BAAA Size M Cost 3500 W-Meter 160 Part Slots 4 Attack, VF/VL, I M, P - 1700, 1, +30, DABA, +30%, Physical Split Missile, W 15 M95 Machine Gun, W 25 Jet Magnum, M/M, I M, P - 3500, 1~2, +35, 110W, 10 EN, BAAA, +30%, Physical Note: Comes with five upgrades in all categories. Kai and his Gespenst MkII-M are only available on Kyosuke's route and are gained automatically. Gespenst MkII-TT (Ryusei) HP 3800/5700 (10) EN 100/190 (9) Mobility 85/110 (6) Armor 1000/1500 (10) Move 5 Ground/Water BAAA Size M Cost 5000 W-Meter 160 Part Slots 4 Attack, VF/VL, I M, P - 1500, 1, +20, DABA, +30%, Physical Split Missile, W 15 Mega Beam Rifle, W 30 T-Link Ripper, M/M, I R, P - 2900, 3~5, +45, 105M, Psychodriver Lv1, AAAA, 6 Ammo, +10%, Remote Note: This unit disappears after Scenario ?? of Ryusei's route, and is replaced by the Wildraubtier. All upgrades from this unit carry over to the Wildraubiter. Upgrades applied to this unit's Attack attack will carry over to the Wildraubtier's Tackle attack, while upgrades applied to the T-Link Ripper will carry over to the Wildraubtier FM's Beam Cannon attack. The Attack and T-Link Ripper attacks are not available until after this unit's initial scenario. Gespenst MkII-TT (Aya) HP 3800/5700 (10) EN 100/200 (10) Mobility 85/127 (10) Armor 1000/1500 (10) Move 5 Ground/Water BAAA Size M Cost 3500 W-Meter 160 Part Slots 4 Attack, VF/VL, I M, P - 1500, 1, +20, DABA, +30%, Physical Split Missile, W 15 Plasma Cutter, W 20 Mega Beam Rifle, W 30 T-Link Ripper, M/M, I R, P - 2900, 3~5, +45, 105M, Psychodriver Lv1, AAAA, 6 Ammo, +10%, Long-Range Remote Gespenst MkII-TT (Brooklyn) HP 3900/5850 (10) EN 110/220 (10) Mobility 85/127 (10) Armor 1000/1500 (10) Move 5 Ground AABA Size M Cost 3500 W-Meter 160 Part Slots 4 Attack, VF/VL, I M, P - 1500, 1, +20, DABA, +30%, Physical Split Missile, W 15 Plasma Cutter, W 20 Mega Beam Rifle, W 30 T-Link Ripper, M/M, I R, P - 2900, 3~5, +45, 105M, Psychodriver Lv1, BAAA, 6 Ammo, +10%, Long-Range Remote Geshpenst MkII-R HP 3800/5700 (10) EN 150/300 (10) Mobility 110/148 (7) Armor 1200/1800 (10) Move 6 Ground/Water SSAS Size M Cost 4500 W-Meter 170 Part Slots 4 Beam Coat Split Missile, W 15 Mega Beam Rifle, W 30 Attack, M/VL, I M, P - 2200, 1, +15, DABA, +10%, Physical Mega Plasma Cutter, W 25 Slash Ripper, W 40 Gespenst MkII-S HP 5000/7500 (10) EN 200/320 (6) Mobility 110/137 (5) Armor 1800/2430 (7) Move 7 Air/Ground/Water SSAS Size M Cost 4500 W-Meter 130 Part Slots 3 Beam Coat Split Missile, W 15 Attack, M/L, I M, P - 2400, 1, +55, DSAS, +30%, Physical Plasma Slicer, W 25 Mega Blaster, VS/H, I M, P - 4000, 1~3, +45, 40 EN, SSAS, +20%, Supreme Note: This unit comes with 4 upgrades in all categories. This unit can only be obtained on Ryusei's route. You must destroy (not force a retreat) the R-Gun during scenario 30. Viletta will then pilot the Gespenst MkII-S when she returns during scenario 40. Gespenst-R HP 4200/6300 (10) EN 160/288 (8) Mobility 115/138 (4) Armor 1400/2100 (10) Move 7 Ground/Water SSAS Size M Cost 5000 W-Meter 110 Part Slots 3 Beam Coat Attack, M/L, I M, P - 2200, 1, +50, DSAS, +30%, Physical Split Missile, W 15 Plasma Cutter, W 20 Neutron Beam, VS/H, I R, P - 3700, 1~5, +45, SSAS, 10 Ammo, +40%, Energy Beam Note: This unit is only available on Kyosuke's route. Gilliam must be level 23+ by the end of Scenario 19. He will then be piloting this unit when he returns during Scenario 31. Alteisen HP 4200/5460 (6) EN 120/216 (8) Mobility 90/126 (8) Armor 1500/2025 (7) Move 8 Ground/Water ASBA Size M Cost 4400 W-Meter 130 Part Slots 2 AB Field Split Missile, W 15 Heat Horn, S/VL, I M, P - 2200, 1, +40, DABA, +40%, Physical Autocannon, S/VL, I R, P - 2400, 1~4, +30, AAAA, 10 Ammo, +10%, Bullet Revolver Stake, S/M, I M, P - 3200, 1~3, +10, AABA, 6 Ammo, +35%, Supreme Heavy Claymore, S/M, I M - 3900, 1~2, +50, 110W, AAAA, 4 Ammo, +50%, Supreme "Trump" Card VS/H I M - 5400, 1, +40, 130W, DSSS, 1 Ammo, +45%, Supreme Note: Alteisen does not come equipped with a Split Missile on Ryusei's route. "Trump" Card is not gained until after Mission 22. Weissritter HP 4000/5600 (8) EN 100/200 (10) Mobility 115/143 (5) Armor 900/1350 (10) Move 7 Air/Ground AACS Size M Cost 4600 W-Meter 120 Part Slots 3 AB Field Split Missile, W 15 Plasma Cutter, W 20 Beam Cannon, M/VL, I R, P - 2400, 1~4, +40, ABDS, 10 Ammo, +20%, Energy Beam Oxtongue Rifle E, M/M, I R - 3100, 4~7, +35, 15 EN, ABDS, Energy Beam Oxtongue Rifle B, S/M, I R - 3500, 2~5, +30, AAAS, 7 Ammo, +20%, Bullet Oxtongue Rifle D, VS/H, I R - 4200, 3~6, +40, 110W, SBBS, 3 Ammo, +30%, Supreme Note: Weissritter does not come equipped with either a Split Missile or a Plasma Cutter on Ryusei's route. The Oxtongue Rifle D is not gained until after Mission 22. Schultzwald HP 4300/6020 (8) EN 150/300 (10) Mobility 80/120 (10) Armor 1500/2100 (8) Move 5 Ground/Water BAAA Size M Cost 4000 W-Meter 160 Part Slots 4 Gatling Gun, VF/VL, I R, P, - 1000, 1, +10, AAAA, 20 Ammo, +20%, Bullet Autocannon, VF/VL, I R, P - 2400, 1~4, +30, AAAA, 12 Ammo, +10%, Bullet Twin Beam Cannon, M/L, I R - 3100, 2~7, +25, 15 EN, AADA, +10%, Energy Beam Wildraubtier HP 3700/5550 (10) EN 120/228 (9) Mobility 110/143 (6) Armor 1000/1500 (10) Move 6 Ground/Water SAAA Size M Cost 4200 W-Meter 160 Part Slots 4 Attack, VF/VL, I M, P - 1300, 1, +20, DACA, +30%, Physical Steel Knife, W 15 Hyper Beam Rifle, W 50 Wildraubiter FM HP 3700/5550 (10) EN 120/228 (9) Mobility 120/156 (6) Armor 900/1350 (10) Move 7 Air SABS Size M Cost 4200 W Space 0 Part Slots 4 AA Missile, S/VL, I R - 2000, 2~7, +50, SACA, 6 Ammo, +0%, Missile AG Missile, S/VL, I R - 2000, 1~6, +50, CSAA, 6 Ammo, +0%, Missile Aerial Bomb, S/VL, I R, P - 2700, 1, +35, CSAC, 4 Ammo, +25%, Missile Beam Cannon, M/M, I R, P - 3000, 2~4, +30, 30 EN, SADS, +10%, Energy Beam Wildschwein HP 4100/5945 (9) EN 150/270 (8) Mobility 105/136 (6) Armor 1300/1885 (9) Move 6 Ground/Water AAAA Size M Cost 4500 W-Meter 170 Part Slots 3 Beam Coat M95 Machine Gun, W 25 M13 Shotgun, W 30 Beam Sword, W 20 Disk Slicer, M/M, I M, P - 3400, 1~2, +40, 110W, 15 EN, SAAS, +25%, Supreme --------------- |Real Troopers| --------------- Huckebein MkII HP 3900/5265 (7) EN 160/272 (7) Mobility 115/143 (5) Armor 1300/1885 (9) Move 6 Ground AAAA Size M Cost 4000 W-Meter 140 Part Slots 2 G Wall Gatling Gun, VF/VL, I R, P - 1000, 1 +30, AAAA, 20 Ammo, +20%, Bullet Beam Sword, W 20 Chakram Caster, W 40 Photon Rifle, W 40 G-Impact Cannon, VS/H, I R - 4500, 2~8, +25, 120W, 40 EN, AAAA, +10%, Supreme Huckebein 009 HP 4000/6000 (10) EN 200/360 (8) Mobility 110/143 (6) Armor 1200/1740 (9) Move 6 Ground/Water AAAA Size M Cost 4500 W-Meter 160 Part Slots 3 Double Image Gatling Gun, VF/VL, I R, P - 1000, 1, +30, BAAA, 20 Ammo, +20%, Bullet Roche Saber, W 30 Boosted Rifle, W 50 Remote Slasher, W 50 Huckebein 008-L HP 4200/5670 (7) EN 220/330 (5) Mobility 125/156 (5) Armor 1200/1680 (8) Move 7 Ground SSAS Size M Cost 5000 W-Meter 140 Part Slots 2 Double Image Gatling Gun, VF/VL, I R, P - 1000, 1, +30, AAAA, +20, Bullet Roche Saber, S/L, W 30 Remote Slasher, M/M, W 50 Black Hole Gun, VS/H, I R - 5300, 2~9, +35, 140W, 80 EN, AAAA, +10%, Supreme Huckebein Trombe HP 3900/5265 (7) EN 160/272 (7) Mobility 120/150 (5) Armor 1400/2030 (9) Move 6 Air/Ground SSAS Size M Cost 4000 W-Meter 145 Part Slots 2 G Territory Double Image Gatling Gun, VF/VL, I R, P - 1100, 1, +40, AAAA, 20 Ammo, +20%, Bullet Beam Sword, W 20 Chakram Caster, W 40 Photon Rifle, W 40 G-Impact Cannon, VS/H, I R - 4600, 2~8, +35, 120W, 35 EN, AAAA, +10%, Supreme ----------------------- |Super Robot Grungusts| ----------------------- Grungust Type 0 HP 7500/9375 (5) EN 220/352 (6) Mobility 75/112 (10) Armor 1900/2375 (5) Move 6 Ground/Water AABS Size L Cost 8500 W-Meter 0 Part Slots 2 Break Block Armor Breaker, N/A, I N/A - 0, 1~6, +70, AAAA, 2 Ammo, Armor Impair Boost Knuckle, S/M, I M, P - 2950, 2~4, +35, AABA, +45%, Physical Hyper Blaster, VS/H, I M, P - 3850, 1, +30, 30 EN, AACA, +10%, Supreme Colossal Blade, VS/H, I M, P - 5350, 1~3, +25, 140W, 80 EN, SSAS, +55%, Supreme Note: The Grungust Type 0 can only be piloted by Sanger, and it is the only unit he can pilot. Grungust HP 7000/8750 (5) EN 230/345 (5) Mobility 75/112 (10) Armor 1800/2250 (5) Move 5 Ground AAAA Size L Cost 7500 W-Meter 0 Part Slots 2 Change (Wing Gust or Gust Lander) Boost Knuckle, S/M, I M, P - 3000, 1~3, +40, AABA, +20%, Physical Calamity Sword, VS/H, I M, P - 3600, 1, +45, 110W, 10 EN, AABA, +30%, Supreme Final Beam, VS/H, I M, P - 4000, 1, +5, 35 EN, AADA, +10%, Supreme Darkness Slash, VS/H, I M, P - 5300, 1, +15, 130W, 70 EN, AAAA, +35%, Supreme Wing Gust HP 7000/8750 (5) EN 230/345 (5) Mobility 85/127 (10) Armor 1700/2125 (5) Move 7 Air SBCS Size L Cost 7500 W-Meter 0 Part Slots 2 Change (Grungust or Gust Lander) Double Omega Laser, VF/VL, I R, P - 2200, 1~4, +45, 5 EN, SBCS, Energy Beam Missile, S/VL, I R - 2400, 1~6, +30, SBCS, 10 Ammo, +10%, Missile Spiral Attack, S/M, I M, P - 3400, 1, +40, 105M, 10 EN, SBBS, +35%, Physical Note: The Missile is linked to the same weapon on the Gust Lander. Gustlander HP 7000/8750 (5) EN 230/345 (5) Mobility 70/105 (10) Armor 1900/2375 (5) Move 6 Ground/Water ASAC Size L Cost 7500 W-Meter 0 Part Slots 2 Change (Grungust or Wing Gust) Missile, S/VL, I R - 2400, 1~6, +40, BSAC, 10 Ammo, +10%, Physical Omega Cannon, S/VL, I R - 2800, 3~8, +25, BSAC, 6 Ammo, Bullet Drill Attack, S/M, I M, P - 3200, 1~4, +45, 10 EN, DSSC, +45%, Physical Note: The Missile is linked to the same weapon on the Wing Gust. Grungust Type 2 HP 6500/8450 (6) EN 220/352 (6) Mobility 85/127 (10) Armor 1700/2210 (6) Move 6 Ground AAAA Size L Cost 6900 W-Meter 0 Part Slots 2 TK Field Change (G-Hawk) Eye Laser, VF/VL, I R, P - 2200, 1~3, +40, 5 EN, AACA, Energy Beam Boost Knuckle, S/M, I M, P - 2900, 2~4, +45, AABA, +15%, Physical Maxiblaster, VS/H, I M - 3600, 1~6, +40, 25 EN, AACA, +5%, Supreme Doomblade, S/VH, I M, P - 4800, 1~2, +30, 120W, 50 EN, AABA, +50%, Supreme Note: The Eye Laser is linked to the same weapon on the G-Hawk. G-Hawk HP 6500/8450 (6) EN 220/352 (6) Mobility 95/142 (10) Armor 1600/2080 (6) Move 8 Air SBCS Size L Cost 6900 W-Meter 0 Part Slots 2 TK Field Change (Grungust Neishiki) Eye Laser, VF/VL, I R, P - 2200, 1~4, +40, 5 EN, SBCS, Energy Beam Split Missile, S/VL, I R - 2400, 1~7, +35, SBCS, 10 Ammo, +20%, Missile Aerial Bomb, S/VL, I R, P - 2900, 1, +55, CSSC, 4 Ammo, +45%, Missile Spiral Attack, S/M, I M, P - 3300, 1~3, +30, 105M, 10 EN, SBCS, +30%, Physical Note: The Eye Laser is linked to the same weapon on the Grungust Neishiki. ---------- |R-Series| ---------- R-1 HP 4000/5400 (7) EN 130/221 (7) Mobility 115/143 (5) Armor 1200/1740 (9) Move 6 Ground ASBA Size M Cost 4200 W-Meter 130 Part Slots 2 TK Field Gatling Gun, VF/VL, I R, P - 1000, 1, +40, AAAA, 20 Ammo, +20%, Bullet Steel Knife, W 15 G-Revolver, W 20 T-Link Knuckle, S/M, I M, P - 3500, 1, +35, 110W, Telekinesis Lv1, 10 EN, AAAA, +40%, Supreme Boosted Rifle, W 50 T-Link Sword, VS/H, I M, P - 4100, 2~4, +20, 120W, 30 EN, Telekinesis Lv4, AAAA, +10%, Supreme Note: The Boosted Rifle and T-Link Sword are gained during Scenario 30. The R-1 can only be piloted by Ryusei, although he can pilot other units. R-Wing HP 4000/5400 (7) EN 130/221 (7) Mobility 125/156 (5) Armor 1100/1595 (9) Move 8 Air SBBA Size M Cost 4200 W-Meter 0 Part Slots 2 TK Field AA Missile, S/VL, I R - 2200, 2~7, +50, SBCS, 6 Ammo, +0%, Missile AG Missile, S/VL, I R - 2200, 1~6, +50, CSBA, 6 Ammo, +0%, Missile Aerial Bomb, VS/VL, I R, P - 2700, 1, +35, CSAC, 5 Ammo, +25%, Missile Twin G-Cannon, S/L, I R, P - 2900, 1~3, +30, SAAA, 12 Ammo, +10%, Bullet R-2 HP 4300/5590 (6) EN 200/300 (5) Mobility 95/133 (8) Armor 1500/2025 (7) Move 6 Ground/Water AABA Size M Cost 4700 W-Meter 140 Part Slots 2 AB Field Gatling Gun, VF/VL, I R, P - 1000, 1, +40, AAAA, 20 Ammo, +20%, Bullet Beam Sword, W 20 Magna Beam Rifle, W 40 Beam Chakram, S/M, I R, P - 3400, 2~4, +35, 10 EN, AACA, +40%, Remote Note: The R-2/R-2 Powered can only be piloted by Rai, although he may pilot other units. R-2 Powered HP 4700/6110 (6) EN 200/300 (5) Mobility 95/133 (8) Armor 1600/2160 (7) Move 6 Ground/Water AABA Size M Cost 4700 W-Meter 140 Part Slots 2 AB Field Gatling Gun, VF/VL, I R, P - 1000, 1, +40, AAAA, 20 Ammo, +20%, Bullet Beam Sword, W 20 Magna Beam Rifle, W 40 Beam Chakram, S/M, I R, P - 3400, 2~4, +35, 10 EN, AACA, +40%, Remote Hi-Zol Launcher, VS/H, I R - 4200, 2~8, +30, 110W, 40 EN, AACA, +15%, Supreme Note: All upgrades from the R-2 carry over to this unit. The R-2/R-2 Powered can only be piloted by Rai, although he may pilot other units. R-3 HP 3800/5130 (7) EN 120/204 (7) Mobility 115/143 (5) Armor 1100/1595 (9) Move 6 Ground AACA Size M Cost 4600 W-Meter 135 Part Slots 3 TK Field Gatling Gun, VF/VL, I R, P - 1000, 1, +45, AAAA, 20 Ammo, +20%, Bullet Beam Sword, W 20 TK Laser Cannon, S/M, I R - 3000, 1~6, +40, 10 EN, Telekinesis Lv1, AACA, +5%, Energy Beam Strike Shield, S/M, I R - 3500, 2~7, +35, 105M, AAAS, Telekinesis Lv2, 6 Ammo, +0%, Supreme Note: The R-3/R-3 Powered can only be piloted by Aya, although she may pilot other units. R-3 Powered HP 4500/6075 (7) EN 140/238 (7) Mobility 120/150 (5) Armor 1300/1885 (9) Move 7 Air SBCS Size M Cost 4600 W-Meter 135 Part Slots 3 TK Field Gatling Gun, VF/VL, I R, P - 1000, 1, +45, AAAA, 20 Ammo, +20%, Bullet Beam Sword, W 20 TK Laser Cannon, S/M, I R - 3000, 1~6, +40, 10 EN, Telekinesis Lv1, AACA, +5%, Energy Beam Strike Shield, S/M, I R - 3500, 2~7, +35, 105M, Telekinesis Lv2, AAAS, 6 Ammo, +0%, Supreme TK Missile, MAP/VH, I R, P, MAP - 2000, 1~4, +30, 110W, Telekinesis Lv4, SSSS, 2 Ammo, +0%, Map Note: All upgrades from the R-3 carry over to this unit. The R-3/R-3 Powered can only be piloted by Aya, although she may pilot other units. R-Gun HP 3800/5320 (8) EN 250/375 (5) Mobility 115/143 (5) Armor 1500/2175 (9) Move 6 Ground AABA Size M Cost 4800 W-Meter 135 Part Slots 3 TK Field Gatling Gun, VF/VL, I P, 1000, 1, +30, AAAA, 20 Ammo, +20%, Bullet Beam Gladius, W 25 Double Magna Rifle, W 40 Metal Destroyer, VS/H, I 4400, 3~9, +40, 130W, 50 EN, AABA, +15%, Supreme SRX HP 8500/9775 (3) EN 240/312 (3) Mobility 80/108 (7) Armor 1500/1875 (5) Move 5 Air/Ground AABA Size L Cost 8000 W-Meter 0 Part Slots 2 TK Field Finger Launcher, VS/H, I R - 3500, 2~8, +35, AADA, 10 Ammo, +0%, Energy Beam Blade Kick, VS/H, I M, P - 3900, 1~3, +40, 15 EN, AAAA, +20%, Physical Dominion Ball, VS/H, I R - 4500, 4~7, +30, 120W, Psychodriver Lv4, AABA, 3 Ammo, +15%, Solid Projectile Supreme Sword, VS/H, I M, P - 5500, 1, +25, 130W, 80 EN, Psychodriver Lv5, AABA, +30%, Supreme TK Burst Slash, VS/H, I M, P - 6500, 1, +10, 140W, 110EN, Psychodriver Lv8, AABA, +35%, Supreme ----------------- |Armored Modules| ----------------- Lion F HP 4500/6750 (10) EN 140/280 (10) Mobility 105/136 (6) Armor 1100/1650 (10) Move 6 Air/Ground SBCA Size M Cost 3600 W-Meter 155 Part Slots 4 Gatling Gun, VF/VL, I R, P - 1200, 1~2, +40, SABS, 20 Ammo, +40%, Bullet Homing Missile, W 15 Railgun, M/L, I R - 2700, 2~6, +35, SABS, 15 Ammo, +10%, Bullet Note: This unit comes with two upgrades in all categories. It is only available on Ryusei's route, and is acquired automatically. Guarlion HP 4200/6300 (10) EN 170/306 (8) Mobility 115/143 (5) Armor 1200/1740 (9) Move 7 Air/Ground AAAA Size M Cost 4800 W-Meter 150 Part Slots 3 Autocannon, VF/VL, I R, P - 1800, 1~3, +40, SABS, 20 Ammo, +20%, Bullet Assault Blade, W 15 Burst Railgun, W 40 Sonic Breaker, S/M, I M, P - 3500, 1~3, +35, 110W, 20 EN, SABS, +0%, Supreme Valsione HP 5000/6250 (5) EN 140/210 (5) Mobility 115/143 (5) Armor 1300/1885 (9) Move 7 Air/Ground AABA Size M Cost 4900 W-Meter 130 Part Slots 2 Double Image Psy-Blaster, MAP/VH, I R, P, MAP - 2400, 1~4, +0, 120W, 80 EN, AABA, -5%, Map Divine Blade, W 25 Mega Beam Cannon, W 50 Cross Smasher, VS/H, I R - 3900, 1~7, +40, SABS, 8 Ammo, +20%, Supreme Note: The Valcione may only be piloted by Ryune, and it is the only unit she can pilot. Valsion Custom HP 8400/10500 (5) EN 250/400 (6) Mobility 75/112 (10) Armor 1800/2250 (5) Move 6 Air/Ground AAAA Size L Cost 7000 W-Meter 0 Part Slots 2 AB Field EN Regen (S) Chaff Grenade, None, I 0, 1~6, +70, AAAA, 2 Ammo, Mobilty-down Energy Drain, None, I 0, 1~6, +70, AAAA, 2 Ammo, EN-drain Divine Blade, S/M, I M, P - 2900, 1~2, +45, ASBS, +30%, Physical Blade Cross Smasher, S/H, I R - 4000, 2~9, +45, 50 EN, ASBS, Supreme --------------- |Miscellanious| --------------- Giganscudo HP 8000/9600 (4) EN 220/330 (5) Mobility 70/105 (10) Armor 1900/2375 (5) Move 5 Air/Ground AACS Size L Cost 8200 W-Meter 0 Part Slots 2 AB Field Giga Burst, MAP/VH, I M, P - MAP, 2300, 1~4, -10, 130W, AACA, 1 Ammo, -5%, Map Giga Knuckle, M/VL, I M, P - 2700, 1, +30, AAAS, +0%, Physical Sheath Thunder, S/M, I M, P - 3100, 1~3, +10, 110W, 30 EN, AASS, +15%, Physical Giga Blaster, VS/H, I R - 3700, 4~9, +20, 120W, 40 EN, AACS, +5%, Supreme Giga Uragano, VS/H, I M, P - 4500, 1, +15, 130W, 70 EN, AAAS, +0%, Supreme Cybuster HP 5500/6875 (5) EN 130/195 (5) Mobility 120/150 (5) Armor 1400/2030 (9) Move 7 Air/Ground AABA Size M Cost 5000 W-Meter 0 Part Slots 2 Change (Cybird) Caloric Missile, S/L, I R - 2000, 1~5, +45, SAAA, 12 Ammo, +30%, Missile Cy-Flash, MAP/VH, I R, P - MAP, 2500, 1~4, +0, 120W, 80 EN, AABA, -5%, Map High Familiar, S/M, I R - 2800, 1~7, +35, AABA, 8 Ammo, +20%, Remote Zephyr Sword, S/L, I M, P - 2900, 1, +45, AAAA, +35%, Physical Blade Akashic Buster, VS/H, I M, P - 4000, 1~3, +30, 120W, 30 EN, SABS, +15%, Supreme Cosmo Nova, VS/H, I R - 5500, 1~6, +35, 140W, SSAS, 1 Ammo, +10%, Supreme Note: Caloric Missile, Cy-Flash, and High Familiar are all linked to the same weapons on the Cybird. The Cybuster may only be piloted by Masaki, and it is the only unit he can pilot. Cybird HP 5500/6875 (5) EN 130/195 (5) Mobility 130/162 (5) Armor 1300/1885 (9) Move 9 Air SBCS Size M Cost 5000 W-Meter 0 Part Slots 2 Change (Cybuster) Caloric Missile, S/L, I R - 2000, 1~7, +45, SAAA, 12 Ammo, +30%, Missile Cy-Flash, MAP/VH, I R, P, MAP - 2500, 1~4, +0, 120W, 80 EN, AABA, -5%, Map High Familiar, S/M, I R, P - 2800, 1~3, +35, SABA, 8 Ammo, +20%, Remote Note: All three weapons are linked to their counterparts on Cybuster. F-28 Messer HP 2000/3000 (10) EN 90/180 (10) Mobility 120/180 (10) Armor 700/1050 (10) Move 7 Air SACD Size S Cost 1000 W-Meter 10 Part Slots 4 Gatling Gun, VF/VL, I R, P - 800, 1, +10, SABB, 20 Ammo, +20%, Bullet Homing Missile S/VL, I R, P - 1900, 1~5, +35, SABB, 15 Ammo, +30%, Missile SF-29 Rangzen HP 2400/3600 (10) EN 90/180 (10) Mobility 110/165 (10) Armor 700/1050 (10) Move 7 Air BBDS Size S Cost 1000 W-Meter 10 Part Slots 4 Gatling Gun, VF/VL, I R, P - 800, 1, +20, BBCS, 20 Ammo, +30%, Bullet Beam Cannon, S/VL, I R, P - 1900, 1~5, +35, 5 EN, BBCS, +30%, Energy Beam 8. Combination Attacks Combination attacks are powerful attacks that require two or more units to work together. To perform a combination attack, all of the required units must be in a formation where they are continuously adjacent, that is to say that they must form a single group where each required unit is adjacent to at least one other required unit (for the purposes of combination attack formations, units may be diagonally adjacent as well as horizontally/vertically adjacent). Although they don't appear in the Customize Weapon screen, combination attacks CAB be upgraded. Each combination attack has a set of Relevant Weapons consisting of one specific weapon for each unit involved in the combination. Upgrading one of these weapons results in also increasing the attack power of the combination attack by an amount equal to a percentage of the upgrade amount (the Rate of Increase). This percentage varies between different combination attacks, but remains consistant between the Relevant Weapons of the same combination attack. Unfortunately (but also understandably), there are only two combination attacks in OG - one for each set of main characters. I'm 100% sure on the numbers for Rampage Ghost. R-Formation info is still a bit iffy - I'll be confirming it on my next playthrough. Note that the attack values of combination attacks are not affected by Gunfight or In-fight. Gunfight DOES affect R-Formation's range, however. Rampage Ghost Units: Alt Eisen and Weiss Ritter Pilots: Kyosuke and Excellen Relevant Weapons: Revolver Stake and Oxtongue Rifle D Rate of Increase: 75% M, P - 5850, 1~4, +50, 120W, 60 EN, AAAA, +50%, Combination Attack R-Formation Units: R-1, R-2 Powered, and R-3 Powered Pilots: Ryusei, Rai, and Aya Relvant Weapons: T-Link Knuckle, Hi-Zol Launcher, and Strike Shield Rate of Increase: 46.7% R, P - 5413, 1~3, +40, 120W, 60 EN, AAAA, +35%, Combination Attack 9. Weapon Gauge Weapons Split Missile, VF/VL, W 15 R - 1900, 1~5, +45, BAAA, 12 Ammo, +30%, Missile Homing Missile, VF/VL, W 15 R - 1800, 2~6, +60, ABBA, 15 Ammo, +0%, Missile M95 Machine Gun, VF/VL, W 25 R, P - 2100, 1~3, +40, AAAA, 15 Ammo, +45%, Bullet M13 Shotgun, M/L, W 30 R, P - 2500, 2~3, +50, AAAA, 7 Ammo, +50%, Bullet Double Magna Rifle, S/M, W 40 R, P - 3000, 2~4, +25, AAAA, 6 Ammo, +15%, Bullet G-Revolver, VF/VL, W 20 R, P - 2300, 1~3, +50, AAAA, 6 Ammo, +40%, Bullet Boosted Rifle, S/M, W 50 R - 3100, 3~7, +15, SAAA, 7 Ammo, +35%, Bullet Burst Railgun, S/M, W 40 R - 2800, 2~6, +35, SBAA, 10 Ammo, +20%, Bullet Mega Beam Rifle, M/L, W 30 R, P - 2500, 2~4, +25, AADA, 10 Ammo, +0%, Energy Beam Hyper Beam Rifle, S/L, W 50 R - 3000, 2~7, +25, SADS, 7 Ammo, +20%, Energy Beam Magna Beam Rifle, S/M, W 40 R - 2900, 2~7, +30, AADA, 8 Ammo, +45%, Energy Beam Photon Rifle, S/M, W 40 R - 2800, 1~6, +35, AABA, 8 Ammo, +20%, Energy Beam Mega Beam Cannon, S/M, W 50 R - 3100, 1~6, +20, 10 EN, SADS, +40%, Energy Beam Steel Knife, VF/VL, W 15 M, P - 2000, 1, +60, AAAA, +65%, Physical Blade Assault Blade, VF/VL, W 15 M, P - 2200, 1, +45, ABAA, +30%, Physical Blade Divine Blade, S/L, W 25 M, P - 2900, 1, +40, AAAA, +45%, Physical Blade Shishioh Blade, S/H, W 60 M, P - 4000, 1, +50, SSSS, +40%, Physical Blade Plasma Cutter, S/L, W20 M, P - 2300, 1, +50, 5 EN, AABA, +30%, Energy Blade Plasma Slicer, S/L, W 25 M, P - 2600, 1~2, +45, 10 EN, AABA, +10%, Energy Blade Beam Sword, S/L, W 20 M, P - 2500, 1, +45, 5 EN, AABA, +5%, Energy Blade Beam Gladius, S/L, W 25 P, 2700, 1, +40, 10 EN, AABA, +10%, Energy Blade Roche Saber, S/L, W 30 M, P - 2900, 1~2, +30, 10 EN, AAAA, +0%, Energy Blade Slash Ripper, M/L, W 40 R, P - 3000, 1~3, +20, AAAA, 6 Ammo, +55%, Remote Chakram Caster, S/M, W 40 M, P - 2700, 2~4, +35, 15 EN, AAAA, +20%, Remote Remote Slasher, M/M, W 50 R - 3400, 3~6, +40, 110W, AAAA, 8 Ammo, +0%, Remote Graviton Cannon, VS/H, W 60 R - 4400, 2~8, +45, 120W, 35 EN, SSSS, +10%, Supreme Repair Module, N/A, W 5 N/A, P - 0, 1, AAAA, +0%, Repair Supply Module, N/A, W 5 N/A - 0, 1, AAAA, +0%, Replenish Chaff Grenade, N/A, W 30 N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Chaff Energy Taker, N/A, W 15 N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, EN Drain Energy Drain, N/A, W 15 N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, EN Absorb Spirit Taker, N/A, W 15 N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Will Drain Spirit Drain, N/A, W 30 N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, SP Absorb Spider Net, N/A, W 30 N/A, P - 0, 1~4, +70, AAAA, 2 Ammo, +0%, Net Armor Breaker, N/A, W 40 N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Armor Impair Chaff Grenade, N/A, W 30 N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Chaff Jam Grenade, N/A, W 20 N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Damage Impair 10. Acknowledgements Rasmiel - Valsione and Valcione Kai weapon names, Neutron Beam weapon name, and SF-29 Lanzen full name Shadow00X - for nearly all of the weapon category names Gundamtotoro - for his excellent walkthrough, from which many mech names and a few weapon names were gleaned http://www.sideten.net/srwt/ - for the bulk of weapon names 11. To Do List Get the few remaining weapon names sorted out. Double-check the stats on a few weapons. Maybe add commentary on the various units. Getter more accurate info on combination attacks' base power ratings.