Super Robot Taisen R Mecha Guide 0.7 Released on August 21, 2002 by Soren Kanzaki (soren_kanzaki@yahoo.com) ------------------- Table of Contents: ------------------- Section 1: Overview Section 2: Version History Section 3: General Mecha Information Part A: Statistics Part B: Upgrades Section 4: Original Mecha Section 5: Friendly Real Robot Mecha Part A: Universal Century (Z Gundam, Gundam ZZ, Char's Counterattack) Part B: After Colony (Shin Kidou Senki Gundam Wing) Part C: After War Era (Kidou Shinseiki Gundam X) Part D: Kidou Senkan Nadesico Part E: Kidou Senkan Nadesico: The Prince of Darkness Section 6: Friendly Super Robot Mecha Part A: Mazinger Z Part B: Zambot 3 / Daitarn 3 Part C: Combattler V / Voltes V Part D: Shin Getta vs. Neo Getta Part E: Gear Senshi Dendoh Part F: Kidou Butouden G Gundam Section 7: Enemy Mecha Part A: Universal Century Enemies (Neo-Zeon) Part B: After Colony Enemies Part C: After War Era Enemies Part D: Kidou Senkan Nadesico Enemies Part E: Mazinger Z Enemies (Mikrene Empire) Part F: Zambot 3 / Daitarn 3 Enemies Part G: Combattler V / Voltes V Enemies Part H: Shin Getta vs. Neo Getta Enemies Part I: Gear Senshi Dendoh Enemies Part J: Kidou Butouden G Gundam Enemies Part K: Original Enemies Section 8: Combination Attacks Section 9: Definitions / Abilities Section 10: Conformal Parts Section 11: Translations Section 12: Observations Section 13: Credits Section 14: Contact Information Section 15: Copyright / Authorization Section 16: Miscellaneous -------------------- Section 1: Overview -------------------- Following the release of Super Robot Taisen A for the GBA, Banpresto now offers a second outing of their venerable Super Robot Taisen line on the Gameboy Advance. Some things have changed, such as the addition of new Support Attack and Defense rules, the Command skill, and the Defense Skill. Mecha shield uses have also been altered. But some things don't change. Daitarn 3 is always going to have a Sun Attack. Amuro Rey will always be the ace of the One Year War. And, of course, there are always going be a slew of complex statistics attached to each mecha, mobile suit, mobile fighter, or plane. Since Banpresto decided to make a second Super Robot Taisen, it logically follows that someone has to make a second Mecha Guide ... --------------------------- Section 2: Version History --------------------------- 0.6 (8/15/02): First version. Still missing a considerable amount of mecha, and the enemy units have not been checked versus a non-upgraded base. (L+x? has been added where it is highly suspected that an enemy has been upgraded.) As it is more difficult to obtain mecha data in R than in A, I'll have to play through the game to get most of the info instead of simply hacking. 0.7 (8/21/02): Big update. So big, I had to split the update information into manageable sections ... Friendly Mecha Entries: Added Gundam Mk-II, Super Gundam, G Flyer, Hyaku Shiki, GX Divider, Gundam Double X, Gundam Leopard S-1, G Leopard Destroy, G Airmaster Burst, Airmaster B (FM), Deathscythe Hell Custom, Sandrock Custom, Excellence D, Voltes V, Combattler V, Kerot, Unicorn Drill, Leo Circle, Dendoh Dragon Flare, Dendoh Gatling Boar, Dendoh Kijin. Enemy Mecha Entries: Added Fire Wallaby, Waizu Wallaby, Patulia, Valient, Rasveyt, Gundam Ashtaron (MA), Gremmi's Bawoo, Mechaborgs Zenoia and Beltory, Sentou Kemono Gerunikasu, Dragonsaurus, Ryosan Kata Great, Ooga Viper Whip, Kishi Jamu, Raguo, Kishou Giga Gurumei, Kishou Giga Witter, Kishou Giga Absolute, enemy Combattler V, enemy Altron Custom, enemy Heavyarms Custom, Batta, Katonbo, Tetsujin, Majin, Denjin. MAP Information: Added Aestivalis (Artillery), Satellite Cannon (Gundam X), Twin Satellite Cannon (Gundam Double X), Mega Bazooka Launcher (Hyaku Shiki) MAP information. Weapons Upgrades: Some bad news about Weapons Upgrades - they entirely vary by the unit (including the cost). Not just the maximum number of upgrades. This means that some of the data will be off until I go back and check ALL of the units. I'm back entering the data between playing the game. (Lots of setting the weapons upgrade byte to 0. Probably good for the Hacking Guide, whenever I manage to get to it ^^) All new entries are correct and fully added, as are the UC mecha, the Excellence, Taurus, After War mecha, the Nadesico, Mazinger Z/Great Mazinger mecha, Daitarn 3, Zambot 3, Neo Getta-1, Texas Mack, Gear Senshi Dendoh, Cell Fighter, Valkyrie. It seems weaker units are cheaper to upgrade (Taurus, Valkyrie, Cell Fighter, Boss Borot for example). This is not necessarily linked to the number of weapons (Taurus and Kerot have the same cost tree; so does the Valkyrie, which is actually pretty strong). Added MAP bonus information. (Where applicable) Level Checking: Started level fixing enemy mecha. Unchecked sections are now marekd with [To Be Level Checked]. Miscellaneous: Added Dendoh item and energy restriction information. Added Hover to Observations. ------------------------------------- Section 3: General Mecha Information ------------------------------------- Each mecha data block is 52 bytes long. Unlike Super Robot Taisen A, R's predecessor on the Gameboy Advance, not all mecha are unique. It is possible to obtain multiple instances of certain types of mobile suits. Also, it may be true that the exact position of certain data inside the block is variable - it seems that the Gundam X stores the numbers of turns it has charged the Satellite Cannon after the weapons ammunition data. (Literally, the next byte.) I'm beginning to suspect the NUMBER of weapons systems a unit has is also somewhere in the data block, but that's speculation for the Hacking Guide ... -------------------- Part A: Statistics -------------------- All mecha share several statistics in common. These can be checked by looking at the two pages of quick mecha status information (either by checking the abilities of a mecha during combat, or during Intermission). On the first screen, you will find the following data (starting from the upper left, working right and down): Unit Size (SS - S - M - L - LL) Repair Cost Unit Name (located above the HP/EN bars) Unit Current / Maximum HP Unit Current / Maximum EN A large picture of the unit (middle right side) Idouryoku (Movement Range) Undousei (Agility) Soukou (Armor) Terrain Modifiers (lower right side): Air, Land, Space, Water (from the upper left, working clockwise) On the second screen, the area where the picture was is replaced by the unit's Yuugou (Conformal) Parts listing. The area where the Idouryoku, Undousei, and Soukou was listed is now replaced with a list of the unit's Tokushu Nouryoku (Special Abilities). In the lower right corner, where the Terrain Modifiers were, is the unit's type (Space, Air, Land, Air/Land, Land/Underground, Land/Underwater come to mind). Hover ability is also included in the unit's type. Mecha can equip at least one, and at most four Conformal Parts. These items are received during combat by destroying certain enemies. If you use the Teisatsu command, you can tell what enemy has which part - if you destroy an enemy, you will receive any unused parts they happened to be carrying. This information is also available by using the Quick Status (place the cursor over a unit and hit the B button), regardless of whether or not the unit has been a target of a Teisatsu, has attacked, or has been attacked. Note that they can USE the part, which will deprive you of it - this is especially true of parts like Propellant Tanks and Repair Kits. Any mecha can equip any part - with the exception of certain energy related parts and Dendoh units. You may assign new Parts during any intermission. The game will naturally limit you to 9 of each type of part (really only limits your collection of Repair Kits, Cartridges, and Propellant Tanks, so use them liberally if needed). It is possible once again to obtain more than 9 of each part via cheating. The Dendoh (and probably the Kishi Gear Ooga) have some items restrictions. They cannot use Propellant Tanks or Solar Panels - their energy system is different (the Hyper Dendoh Battery), and can only be resupplied by the Cell Fighter. All mecha have weapons systems of some sort. All weapons systems have the following information: Name [PMB] (Base Kougeki, Shatei, Meichuu, Ammo, EN, Minimum Kiryoku, Critical, Air/Water/Land/Space) Additional Requirements What does this mean? Item by item: Name - Weapon Name - Is the weapon a Ranged or Hand-to-Hand weapon? This determines which pilot skill modifier is applied. [PMB] - Can the weapon be fired after moving? [P] Is the weapon a MAP weapon? [M] Is the weapon considered a Beam Weapon? (and is subject to certain modifications and deflections?) [B] Base Kougeki - The unmodified attack strength of the weapon. Shatei - The range, in squares, of the indicated weapon. Diagonal movement counts as two squares. Meichuu - The accuracy adjustment for the weapon. Ammo - The rounds of ammunition (0 for no ammunition requirement) that is carried for this weapon. EN - The cost in Energy for firing this weapon. Minimum Kiryoku - The minimum Kiryoku (morale or vitality) that the pilot must have in order to use this weapon. (Most often 0) Weapons with high Minimum Kiryoku values tend to be very destructive. Critical - The critical adjustment for the weapon. Positive values represent an increased chance for scoring a critical hit. Air/Water/Land/Space - The listed effectiveness of this weapon in the given terrain. Beam weapons perform very poorly in water. Additional Requirements - Any other listed requirements for using the weapons system. Some weapons require a user to possess a certain skill (especially NT). Others may require a certain state (Meikyoushisui, S Mode, etc.) For a list of Special Abilities, see section 8. For a list of Conformal Parts, see section 9. All mecha (with the exception of Aestivalis units; see Section 5.D) recover 5 EN per turn. For every square moved in the air or in space, 1 EN is expended. Units with the EN Kaifuku Small ability recover an additional 10% of their maximum EN per turn PLUS the normal 5. Now is a decent time to discuss MAP weapons and their attack ranges. MAP weapons can never be affected by Haro's, Kouseinou Radar, Sanjigen Radar, or any other distance-altering effects, nor are they subject to the Totsugeki Seishin effect. There are several different types of MAP firing patterns. Pattern 1: Artillery In keeping with the massive changes enacted in R versus A, the shape of MAP weapons have changed. The Aestivalis Artillery frame now fires in a different shape. There is an initial 3x3 area from the front of the Aestivalis, and then an additional 1x4 (that is, 4 squares extending in a line) in a line extending from the unit itself. This is also the MAP pattern for the Hyaku Shiki's Mega Bazooka Launcher. Pattern 2: Standard Mega Particle Cannons fire in a similar manner to their A version, but have had the 'inner corners' removed from their firing arcs. A standard MAP weapon will immediately increase to a width of three, and continue to be 3- squares wide until the very last square of its maximum distance, at which point it will have a width of one. The Ra Calium's Hyper Mega Ryuushi Hou uses the Standard MAP pattern. Pattern 3: Gravitational/Satellite Gravity Blasts have been slightly tweaked. They fire in a 3-square wide rectange in the cardinal direction of your choice, all the way to their maxium distance. Obviously, the Nadesico B's Gravity Blast uses this MAP type, as does the original Nadesico. Also, the Satellite Cannon of the Gundam X uses this pattern. Pattern 4: Radial Radial MAP's are very different from other MAP weapons. At first, their firing pattern looks like a regular weapon's firing pattern; you can select any valid square that is within the listed range from the unit. However, once you've selected that square, a second overlay will appear, showing the ACTUAL area attacked. That area is centered on the square you chose earlier and extends a given range from that square in all directions. Basically, the circular area around the target is hit. Radial weapons are designed to reflect massive explosive devices (like the Kaku Missile of the Ra Calium, with a radius of 3), as well as multiple smaller missiles, bits, or explosive devices (the Hornet Missile of the Gundam Leopard and Roses Screamer of Gundam Rose, with a radius of 2). The Senkou Raijin Geki MAP for Dendoh units is basically a radial MAP, however, the 'target' is always the Dendoh unit itself. (But the Dendoh will not suffer damage.) The listed range is the radius of the MAP attack. The same holds true for the Rolling Twin Buster Rifle. This may help if the unit in question is surrounded by enemies. Pattern 5: Twin Buster Rifle The Twin Buster Rifle has a unique firing arc, totally redesigned. It is easiest to explain via diagram, below. Pattern 6: Twin Satellite Cannon The Twin Satellite Cannon has a unique firing arc. It's basically a pair of Gravitational/Satellite Cannon firing arcs added to the sides of the Gundam Double X. This means that the single square extending in the direction that the Gundam Double X fires is NOT targeted at all. MAP Diagram: Legend: S = Shooting Unit T = Target for Radial MAP X = Area attacked by MAP weapon All Weapons are assumed to have a range of 1-6, where noted. Pattern 1: Artillery (actual firing pattern) XXX SXXXXXXX XXX Pattern 2: Standard XXXXX SXXXXXX XXXXX Pattern 3: Gravitational/Satellite XXXXXX SXXXXXX XXXXXX Pattern 4: Radial (r=2) X XXX S XXTXX XXX X Pattern 5: Twin Buster Rifle (actual firing pattern) XXX XXXXXXXX SXXX XXXXXXXX XXX Pattern 6: Twin Satellite Cannon (actual firing pattern) XXXXXXXXX XXXXXXXXX XXXXXXXXX S XXXXXXXXX XXXXXXXXX XXXXXXXXX One last note: certain ships count as Battleships (Senkan). In many scenarios, you will lose if all friendly battleships are destroyed. More importantly, all battleships have the ability to recover and launch mecha. Any mecha may move into the same square as a battleship. Its HP, EN, and ammunition will be replenished. At any time during the turns following its arrival on the battleship, the mecha may be launched from the battleship. This operation can be performed even after a battleship has moved. The pilots of any mecha that is recovered by a battleship lose 5 Kiryoku points. The Freeden seems to only be able to launch and recover certain types of mecha. I'm not sure why that is, though. ------------------ Part B: Upgrades ------------------ Upgrading has been changed a great deal from its earlier, Super Robot Taisen A incarnation. This is probably to remedy the problems encountered in the first play of the original SRT A. Instead of fixed quantities, each upgrade will give you a certain percentage boost over the listed statistics in this guide. For all basic statistics except EN, each upgrade purchased will result in a 5% bonus. For EN, this is raised to a 10% bonus. Obviously, the more powerful the basic unit, the larger the bonus in absolute terms. The number of upgrades that can be applied is limited, based on each unit. Weapons upgrades are completely different. The cost and bonus vary depending on the number of maximum upgrades the unit possess. See the lists below. Weapons upgrades are done en-masse - one upgrade gives the listed bonus to ALL weapons systems, and bonuses carry over to all frames. The bonus amounts listed below are the 'standard' bonuses. I'm slowly adding the bonuses for each unit to their listings. Boss Borot and the Nadesico B definitely have a different upgrade scale (which tipped me off, a bit too late, though. Eventually, the area below will try to collate the various bonus patterns into some semblance of coherency.) Also, MAP weapons upgrade on a different scale (from the scale used by the rest of the weapons on the unit). This is to prevent massively powerful MAP weapons from wiping out entire teams of enemies in a single pass. (MAP, Nekketsu, Hicchuu = big, big boom) I've begun adding the MAP bonuses (I think the Ra Calium, Hyaku Shiki, Gundam X, Gundam Double X, and Gundam Leopard variants are entered). Certain mecha are also linked to other mecha. This occurs in units that can transform (Henkei) and separate (Bunri). Upgrades to weapons and statistics applied to one unit benefit the other unit. For example, if you upgrade the Taurus's HP twice, the Taurus (MA) will reflect these upgrades. This also applies to frame-type mobile suits, such as the Aestivalis series, the Excellence series, the Black Sarena, and Equipment variants such as the Gundam Leopard/S-1, Gundam X/GX Divider, etc. Statistics Upgrades: HP Upgrade Cost: Upgrade Level x 2000 (2000, 4000, 6000, 8000, etc.) EN Upgrade Cost: 1000, 2000, 2000, 3000, 3000, 4000, 4000, 5000, 5000, 6000, 6000, 7000 Agility Upgrade Cost: 5000, 8000, 10000, 13000, 15000, 20000, 25000, 30000, 35000, 40000, 45000, 50000 Armor Upgrade Cost: 3000, 5000, 8000, 10000, 15000, 20000, 25000, 30000, 35000, 40000, 45000, 50000 Weapons Upgrades: (Under HEAVY Construction) 7 Maximum Upgrades: (Voltes V, Combattler V) Bonus: +100, +150, +150, +200, +200, +250, +250 Cost: 14000, 20000, 26000, 32000, 38000, 44000, 50000 8 Maximum Upgrades: (Super High Powered Mecha, Prototypes) Bonus: +100, +100, +150, +150, +200, +200, +250, +250 (+1400) Cost: 12000, 17000, 22000, 27000, 32000, 37000, 42000, 47000 9 Maximum Upgrades: (Most Super Robots) Bonus: +100, +100, +150, +150, +200, +200, +250, +250, +250 (+1650) Cost: 14000, 20000, 26000, 32000, 38000, 44000, 50000, 56000, 62000 10 Maximum Upgrades: (High Quality, Limited Run Mecha; Strong Battleships) Bonus: +100, +100, +150, +150, +200, +200, +250, +250, +250, +300 (+1950) Cost: 10000, 14000, 18000, 22000, 26000, 30000, 34000, 38000, 42000, 46000 12 Maximum Upgrades: (Mass Produced Mobile Suits) Bonus: +100, +100, +100, +150, +150, +150, +200, +200, +200, +250, +250, +250 (+2000) Cost: 12000, 17000, 22000, 27000, 32000, 37000, 42000, 47000, 52000, 57000, 62000, 67000 13 Maximum Upgrades: (Regular Battleships, Boss Borot) Bonus: +100, +100, +150, +150, +200, +200, +250, +250, +250, +300, +300, +300, +300 (+2850) Cost: 12000, 17000, 22000, 27000, 32000, 37000, 42000, 47000, 52000, 57000, 62000, 67000, 72000 -------------------------- Section 4: Original Mecha -------------------------- Mecha Name: Excellence C (Cosmodriver Uchuu Sen'you Frame) Starting Pilot: Raul Greydon / Fiona Greydon Base HP: 3800 Base EN: 170 Type: Air/Land (Hover) Size: M Repair Cost: 0 Movement: 6 Agility: 85 Armor: 950 Air: B Land: C Sea: C Space: A Special Abilities: Sword, Bunri, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: 12 Separates into: Excellence AF (non-reversible) Weapons Systems: Machine Cannon [P] (1300, 1-2, +30, 20, 0, 0, -20, B/A/B/A) Hi-Coat Magnum [P] (1800, 1-4, +15, 10, 0, 0, +10, B/A/B/A) Koushuuha Sword [P] (1900, 1, +40, 0, 10, 0, +30, B/A/B/A) Fairy (2800, 3-7, +20, 0, 30, 120, +10, B/A/B/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k, 62k, 67k Notes: Following the accident which takes you back in time, the C frame will temporarily be unavailable (okay, for a long time - past scenario 20 at least). That's okay, since you'll be on the Earth for a long time anyway. I seem to recall seeing Raul and Mizhuo chatting about the destroyed Cosmodriver frame in the conversations between 20 and 21. Mecha Name: Excellence S (Striker Chijou Sen'you Frame) Starting Pilot: Raul Greydon / Fiona Greydon Base HP: 4200 Base EN: 200 Type: Land Size: M Repair Cost: 0 Movement: 7 Agility: 70 Armor: 1200 Air: - Land: A Sea: C Space: C Special Abilities: Sword, Bunri, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: 12 Separates into: Excellence AF (non-reversible) Weapons Systems: Plasma Beam (1400, 2-5, +20, 0, 5, 0, 0, A/A/C/B) Smashing Kick [P] (1600, 1-3, +30, 0, 0, 0, +10, A/A/C/B) Chest Smasher (1800, 1-3, +20, 0, 10, 0, 0, A/A/C/B) Crusher Arm [P] (2200, 1, +40, 0, 20, 0, +10, A/A/C/B) Gigant Crusher Arm [P] (3000, 1-2, +30, 0, 30, 110, 0, A/A/C/B) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k, 62k, 67k Notes: The S frame will survive the small accident that occurs in the normal timeline, regardless of the unit you choose to take or route (simply because you end up on Earth - which is better for the S rather than the C frame). Mecha Name: Excellence G (Gunner Hougeki Sen'you Frame) Starting Pilot: Raul Greydon / Fiona Greydon Base HP: 4400 Base EN: 200 Type: Land Size: M Repair Cost: 0 Movement: 5 Agility: 75 Armor: 1100 Air: - Land: A Sea: C Space: A Special Abilities: Bunri, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: 12 Separates into: Excellence AF (non-reversible) Weapons Systems: Heat Knife [P] (1500, 1, +40, 0, 0, 0, +30, -/A/B/B) Guidance Main [P] (1700, 3-7, +20, 6, 0, 0, +10, -/A/-/-) Sanren Missile Launcher (2000, 2-5, +20, 8, 0, 0, 0, A/A/B/B) Rokuren Gatling Beam Gun [PB] (2300, 1-4, +15, 10, 10, 0, +10, A/A/-/B) Long Range Plasma Cannon (3200, 3-8, +10, 0, 50, 120, 0, A/A/-/B) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k, 62k, 67k Notes: You will receive the Excellence G during turn 2 of Scenario 9. (Gunner Frame, Insert! Not the title, but what they say during the manuever.) Mecha Name: Excellence F (Flyer Kuuchuu Sen'you Frame) Starting Pilot: Raul Greydon / Fiona Greydon Base HP: 3500 Base EN: 160 Type: Air/Land (Hover) Size: M Repair Cost: 0 Movement: 6 Agility: 90 Armor: 900 Air: A Land: C Sea: C Space: C Special Abilities: Sword, Bunri, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: 12 Separates into: Excellence AF (non-reversible) Weapons Systems: (2100) Machine Cannon [P] (1300, 1-2, +30, 20, 0, 0, -20, A/A/B/B) Distraction Rifle [P] (1800, 1-3, +15, 10, 0, 0, +10, A/A/-/B) Plasma Sword [P] (1900, 1, +40, 0, 10, 0, +30, A/A/B/B) D Rifle Max Mode (2800, 2-6, +10, 0, 40, 120, 0, A/A/-/B) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k, 62k, 67k Notes: You will automatically take the Excellence F into Scenario 11. Don't waste your Minovsky Craft on the F Frame! Mecha Name: Excellence D (Diver Suichuu Sen'you Frame) Starting Pilot: Raul Greydon / Fiona Greydon Base HP: 4000 Base EN: 180 Type: Water/Land Size: M Repair Cost: 0 Movement: 6 Agility: 80 Armor: 1000 Air: - Land: B Sea: A Space: C Special Abilities: Bunri, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: 12 Separates into: Excellence AF (non-reversible) Weapons Systems: Phantom Torpedo (1600, 2-6, +20, 10, 0, 0, 0, B/A/A/B) Aqua Harpoon [P] (2300, 1, +40, 0, 0, 0, +30, B/B/A/B) Swell Phantom [P] (3100, 1-3, +30, 0, 30, 120, 0, B/B/A/B) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k, 62k, 67k Notes: You will automatically take the Excellence D into Scenario 13. Mecha Name: Excellence AF (Argent Fighter Cockpit) Starting Pilot: Raul Greydon / Fiona Greydon Base HP: 2800 Base EN: 100 Type: Air Size: S Repair Cost: 6000 Movement: 6 Agility: 8 Armor: 800 Air: A Land: - Sea: - Space: A Special Abilities: EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: 12 Weapons Systems: Solid Vulcan [P] (800, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Grenade Attacker [P] (1200, 2-4, +20, 4, 0, 0, 0, A/A/C/A) Beam Shot [B] (1600, 1-5, +15, 10, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k, 62k, 67k ------------------------------------- Section 5: Friendly Real Robot Mecha ------------------------------------- --------------------------- Part A: Universal Century --------------------------- Mecha Name: Ra Calium (CCA Version) Starting Pilot: Bright Noah Base HP: 10000 Base EN: 200 Type: Air Size: LL Repair Cost: 20000 Movement: 6 Agility: 70 Armor: 1100 Air: A Land: - Sea: - Space: A Special Abilities: None Conformal Parts Slots: 4 Upgrade Levels: 13 Weapons Systems: Taikuu Laser Hou [P] (1600, 1-3, +40, 20, 0, 0, -20, A/A/-/A) Rensou Missile Launcher (1800, 2-5, +20, 10, 0, 0, 0, A/A/C/A) Hyper Mega Ryuushi Hou [MB] (2000, 1-7, 0, 0, 50, 0, 0, A/A/-/A) Oogata Mega Ryuushi Hou [B] (2400, 4-8, +10, 0, 30, 0, +10, A/A/-/A) Kaku Missile [M] (3500, 1-7, 0, 1, 0, 130, 0, A/A/A/A) [radius 3] Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250, 300, 300, 300, 300 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k, 62k, 67k, 72k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Mecha Name: Jegan Model Number: RGM-89 Starting Pilot: Kayra Su, Hathaway Noah Base HP: 3400 Base EN: 110 Type: Land Size: M Repair Cost: 2000 Movement: 5 Agility: 75 Armor: 850 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 4 Upgrade Levels: 12 Weapons Systems: 60mm Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Missile Launcher [P] (1500, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Saber [P] (1800, 1, +40, 0, 0, 0, +30, -/A/B/A) Beam Rifle [PB] (1800, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k, 27k, 31k Notes: While you will start off with Kayra's Jegan, if you choose to accompany the Ra Calium after Scenario 1, you will receive an additional un- upgraded (brand new) Jegan when Hathaway appears at the start of Scenario 3. Four Murasame will turn up in Scenario 20 piloting a Jegan (Kayra's, in fact) if you didn't have Chein kill Quess (which will give you the Gundam Mark III instead). If you want to save Chein but are having problems with Four getting destroyed, upgrade Kayra's Jegan in the CCA split (this won't be an option if you followed the Nadesico B - you'll never have Kayra's Jegan during an Intermission). Mecha Name: ReGZ (BWS) (Refined Zeta Gundam / Back Weapons System) Model Number: RGZ-91 Starting Pilot: Amuro Rey Base HP: 3900 Base EN: 140 Type: Air Size: M Repair Cost: 0 Movement: 8 Agility: 85 Armor: 900 Air: A Land: - Sea: - Space: A Special Abilities: Bunri Conformal Parts Slots: 3 Upgrade Levels: 10 Separates into: ReGZ (non-reversible) Weapons Systems: Missile Launcher [P] (1600, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Cannon [PB] (1900, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Mega Beam Cannon [B] (2500, 2-6, +10, 0, 20, 0, +10, A/A/-/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Notes: The ReGZ/ReGZ (BWS) will inherit all the upgrades you purchased for the ReGZ in during the pre-time warp section (Scenarios 1-4). Mecha Name: ReGZ (Refined Zeta Gundam) Model Number: RGZ-91 Starting Pilot: Amuro Rey Base HP: 3900 Base EN: 140 Type: Land Size: M Repair Cost: 3000 Movement: 6 Agility: 80 Armor: 950 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 3 Upgrade Levels: 10 Weapons Systems: 60mm Vulcan [P] (1100, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Grenade Launcher [P] (1600, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Saber [P] (1900, 1, +40, 0, 0, 0, +30, -/A/B/A) Beam Rifle [PB] (1900, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Notes: The ReGZ/ReGZ (BWS) will inherit all the upgrades you purchased for the ReGZ in during the pre-time warp section (Scenarios 1-4). Mecha Name: Nu Gundam Model Number: RX-93 Starting Pilot: Amuro Rey Base HP: 4500 Base EN: 180 Type: Land Size: M Repair Cost: 6000 Movement: 7 Agility: 100 Armor: 950 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun, I-Field Conformal Parts Slots: 2 Upgrade Levels: 8 Weapons Systems: 60mm Vulcan [P] (1100, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Missile Launcher [P] (1700, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Rifle [PB] (2000, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Saber [P] (2000, 1, +40, 0, 0, 0, +30, -/A/B/A) Hyper Bazooka (2500, 3-6, 0, 4, 0, 0, +20, A/A/A/A) Fin Funnel (3100, 3-7, +20, 0, 30, 105, +10, A/A/C/A) NT Level 1 Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k Notes: Amuro Rey will take his personally designed RX-93 into Scenario 3, appropriately titled Nu Gundam (with the Nu being written in Greek lettering. Nice touch!) Sadly, it will have no conformal parts or upgrades, which may leave it weaker than the ReGZ if you purchased a lot of upgrades for it (ie, you cheated, since you'd need a lot of money ... I've also heard upgrades carry over in a second play game, so that might work too.) Mecha Name: Ryosan Kata Nu Gundam I (Mass Produced Nu Gundam Incom Version) Model Number: RX-94 Starting Pilot: Kayra Su Base HP: 4300 Base EN: 170 Type: Land Size: M Repair Cost: 5000 Movement: 6 Agility: 85 Armor: 800 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 2 Upgrade Levels: 8 Weapons Systems: Missile Launcher [P] (1600, 2-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Spray Gun [PB] (1700, 1-5, +20, 6, 0, 0, +5, A/A/-/A) Beam Rifle [PB] (1900, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Saber [P] (1900, 1, +40, 0, 0, 0, +30, -/A/B/A) Hyper Bazooka (2400, 3-6, 0, 4, 0, 0, +20, A/A/A/A) Incom (2600, 2-7, +20, 0, 10, 0, +10, A/A/B/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k Notes: If you get to Luna Five (I think that's its name, any corrections would be welcome) in Scenario 2 quickly (I believe 3 turns is the number to beat), Kayra will launch in the RX-94 Ryosan Kata Nu Gundam I (she's an Oldtype, remember!) for the next scenario. Otherwise, I think she keeps her Jegan (probably why Hathaway gets a fresh one, after all). You'll get this unit back later on, but you'll have the option between deploying the I version (for Oldtypes) or F version (for Newtypes). Mecha Name: Gundam Mk-II (Gundam Mark II) Model Number: RX-178 Starting Pilot: Camille Bidan Base HP: 3400 Base EN: 120 Type: Land Size: M Repair Cost: 2000 Movement: 5 Agility: 80 Armor: 900 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 3 Upgrade Levels: 10 Weapons Systems: Vulcan Pod [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Beam Rifle [PB] (1800, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Saber [P] (1800, 1, +40, 0, 0, 0, +30, -/A/B/A) Kakusan Bazooka (2000, 3-5, +30, 2, 0, 0, 0, A/A/B/A) Hyper Bazooka (2400, 3-5, 0, 4, 0, 0, +20, A/A/A/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Notes: Camille and the Super Gundam will appear during Scenario 17, if you take the Fort Seban route. Otherwise, I assume you'll see him when the Freeden returns from its North American journey. Mecha Name: Super Gundam Model Number: RX-178 + FXA-05D Starting Pilot: Camille Bidan Base HP: 4000 Base EN: 150 Type: Land Size: M Repair Cost: 0 Movement: 6 Agility: 85 Armor: 1000 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Gun, Henkei, Bunri Conformal Parts Slots: 3 Upgrade Levels: 10 Transforms Into: G Flyer Separates into: Gundam Mk-II (non-reversible) Weapons Systems: Vulcan Pod [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Missile Launcher [P] (1500, 3-5, +20, 6, 0, 0, 0, A/A/C/A) Beam Rifle [PB] (1800, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Saber [P] (1800, 1, +40, 0, 0, 0, +30, -/A/B/A) Kakusan Bazooka (2000, 3-5, +30, 2, 0, 0, 0, A/A/B/A) Hyper Bazooka (2400, 3-5, 0, 4, 0, 0, +20, A/A/A/A) Long Rifle [B] (2600, 2-6, +10, 10, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Notes: Camille and the Super Gundam will appear during Scenario 17, if you take the Fort Seban route. Otherwise, I assume you'll see him when the Freeden returns from its North American journey. Mecha Name: G Flyer Model Number: RX-178 + FXA-05D Starting Pilot: Camille Bidan Base HP: 4000 Base EN: 150 Type: Air Size: M Repair Cost: 0 Movement: 8 Agility: 95 Armor: 950 Air: A Land: - Sea: - Space: A Special Abilities: Henkei, Bunri Conformal Parts Slots: 3 Upgrade Levels: 10 Transforms Into: Super Gundam Separates into: Gundam Mk-II (non-reversible) Weapons Systems: Missile Launcher [P] (1500, 3-5, +20, 6, 0, 0, 0, A/A/C/A) Long Rifle [B] (2600, 2-6, +10, 10, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Notes: Camille and the Super Gundam will appear during Scenario 17, if you take the Fort Seban route. Otherwise, I assume you'll see him when the Freeden returns from its North American journey. Mecha Name: Methuss Model Number: MSA-005 Starting Pilot: Fa Yuiry Base HP: 3000 Base EN: 100 Type: Land Size: M Repair Cost: 2400 Movement: 5 Agility: 75 Armor: 800 Air: - Land: A Sea: C Space: B Special Abilities: Sword, Gun, Henkei, Shuuri Conformal Parts Slots: 4 Upgrade Levels: 12 Transforms Into: Methuss (MA) Weapons Systems: Beam Saber [P] (1700, 1, +40, 0, 0, 0, +30, -/A/B/A) Arm Beam Gun [PB] (1700, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k, 27k, 31k Mecha Name: Methuss (MA) Model Number: MSA-005 Starting Pilot: Fa Yuiry Base HP: 3000 Base EN: 100 Type: Land Size: M Repair Cost: 2400 Movement: 7 Agility: 80 Armor: 750 Air: A Land: - Sea: - Space: B Special Abilities: Sword, Gun, Henkei, Shuuri Conformal Parts Slots: 4 Upgrade Levels: 12 Transforms Into: Methuss Weapons Systems: Arm Beam Gun [PB] (1700, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k, 27k, 31k Mecha Name: Hyaku Shiki (Type 100) Model Number: MSN-00100 Starting Pilot: Quattro Bagina Base HP: 3700 Base EN: 140 Type: Land Size: M Repair Cost: 3400 Movement: 6 Agility: 85 Armor: 900 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Gun Conformal Parts Slots: 3 Upgrade Levels: 10 Weapons Systems: 60mm Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Beam Rifle [PB] (1900, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Saber [P] (1900, 1, +40, 0, 0, 0, +30, -/A/B/A) Clay Bazooka (2500, 3-6, 0, 4, 0, 0, +20, A/A/A/A) Mega Bazooka Launcher [MB] (2900, 1-7, +10, 1, 0, 105, 0, A/A/-/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150, 200 Notes: Quattro and his shiny Hyaku Shiki will show up in the middle of Scenario 19 - at the same time the Dendoh will withdraw and gain the Dendoh Kijin ability. ---------------------- Part B: After Colony ---------------------- Mecha Name: Taurus Model Number: SK-12SMS (Sanc Kingdom Version) Starting Pilot: Lucrezia Noin Base HP: 4000 Base EN: 150 Type: Land Size: M Repair Cost: 4000 Movement: 5 Agility: 80 Armor: 850 Air: - Land: A Sea: C Space: A Special Abilities: Henkei Conformal Parts Slots: 4 Upgrade Levels: 12 Transforms Into: Taurus (MA) Weapons Systems: Beam Cannon [PB] (2000, 1-5, +15, 20, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k, 27k, 31k Mecha Name: Taurus (MA) Model Number: SK-12SMS (Sanc Kingdom Version) Starting Pilot: Lucrezia Noin Base HP: 4000 Base EN: 150 Type: Air Size: M Repair Cost: 4000 Movement: 7 Agility: 85 Armor: 800 Air: A Land: - Sea: - Space: A Special Abilities: Henkei Conformal Parts Slots: 4 Upgrade Levels: 12 Transforms Into: Taurus Weapons Systems: Beam Cannon [PB] (2000, 1-5, +15, 20, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k, 27k, 31k Mecha Name: Wing Zero Custom Model Number: XXXG-00W0 Starting Pilot: Hiiro Yuy Base HP: 5200 Base EN: 230 Type: Air/Land Size: M Repair Cost: 8000 Movement: 8 Agility: 95 Armor: 1000 Air: A Land: B Sea: C Space: A Special Abilities: Sword, Zero System Conformal Parts Slots: 2 Upgrade Levels: ?? Weapons Systems: Machine Cannon [P] (1500, 1-3, +30, 20, 0, 0, -20, A/A/A/A) Beam Saber [P] (2000, 1, +40, 0, 0, 0, +30, A/A/B/A) Twin Buster Rifle [MB] (2200, 1-8, 0, 3, 0, 120, 0, A/A/-/A) Rolling Buster Rifle [MB] (2400, 1-5, 0, 1, 0, 130, 0, A/A/-/A) Twin Buster Rifle [B] (2900, 2-7, +20, 0, 30, 0, 0, A/A/-/A) Mecha Name: Deathscythe Hell Custom Model Number: XXXG-01D2 Starting Pilot: Duo Maxwell Base HP: 4900 Base EN: 210 Type: Land Size: M Repair Cost: 7000 Movement: 7 Agility: 85 Armor: 1000 Air: - Land: A Sea: B Space: A Special Abilities: Sword, Beam Coat, Hyper Jammer (requires x Kiryoku) Conformal Parts Slots: 2 Upgrade Levels: ?? Weapons Systems: Vulcan [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Beam Scissors [P] (2500, 1-3, +40, 0, 0, 0, +40, A/A/B/A) Mecha Name: Sandrock Custom Model Number: XXXG-01SR2 Starting Pilot: Quartre Raberba Winner Base HP: 5100 Base EN: 210 Type: Land Size: M Repair Cost: 7000 Movement: 6 Agility: 85 Armor: 1200 Air: - Land: A Sea: A Space: A Special Abilities: Sword, Shield Conformal Parts Slots: 3 Upgrade Levels: ?? Weapons Systems: Vulcan [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Cross Crasher [P] (2000, 2-5, +20, 0, 0, 0, +10, A/A/A/A) Heat Shortel [P] (2500, 1-3, +40, 0, 0, 0, +30, A/A/B/A) ----------------------- Part C: After War Era ----------------------- Mecha Name: Freeden Starting Pilot: Jamil Neate Base HP: 8000 Base EN: 240 Type: Land (Hover) Size: LL Repair Cost: 10000 Movement: 6 Agility: 60 Armor: 1000 Air: - Land: A Sea: C Space: - Special Abilities: None Conformal Parts Slots: 2 Upgrade Levels: 13 Weapons Systems: Taikuu Kijuu [P] (1200, 1-3, +40, 20, 0, 0, -20, A/A/C/C) Shuuhou (2000, 4-8, +20, 20, 0, 0, +10, B/A/B/C) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250, 300, 300, 300, 300 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k, 62k, 67k, 72k Notes: The Freeden will inherit all the upgrades from the Ra Calium if you chose to follow the Ra Calium in Scenario 1. It's handy, but not that great, since the Freeden can't possibly follow you into space (probably why it's called a Land Battleship). Mecha Name: Gundam X (Satellite Cannon Soubi Kata Gundam X) Model Number: GX-9900 Starting Pilot: Garrod Ran Base HP: 3700 Base EN: 160 Type: Air/Land Size: M Repair Cost: 4600 Movement: 6 Agility: 85 Armor: 900 Air: B Land: A Sea: B Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Breast Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Oogata Beam Sword [P] (1900, 1, +40, 0, 0, 0, +30, A/A/B/A) Shield Buster Rifle [PB] (1900, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Satellite Cannon [M] (3200, 1-9, 0, 1, 0, 140, 0, A/A/-/A) Satellite Cannon (4000, 1-9, +10, 0, 0, 120, 0, A/A/-/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250, 300 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150, 200 Notes: The Satellite Cannon MAP requires 5 turns of charging (5 turns elapsed since the start of the scenario or the last use of either Satellite Cannon) before it can be used. The Satellite Cannon requires 4 turns of charging. You'll meet Garrod as soon as you are thrown backwards in time (Scenario 5, I think). Mecha Name: GX Divider (Gundam X Divider) (Divider Soubi Kata Gundam X) Model Number: GX-9900-DV Starting Pilot: Garrod Ran Base HP: 3800 Base EN: 180 Type: Air/Land Size: M Repair Cost: 4600 Movement: 7 Agility: 95 Armor: 1000 Air: A Land: B Sea: B Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Breast Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Oogata Beam Sword [P] (1900, 1, +40, 0, 0, 0, +30, A/A/B/A) Beam Machinegun [PB] (2000, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Divider [PB] (2800, 2-5, +30, 0, 30, 0, 0, A/A/-/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250, 300 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k, 57k Notes: Garrod will launch in the GX Divider at the beginning of Scenario 17 (since it was so badly thrashed by Caris in the last scenario. Newtypes ...). You won't be TOLD about it, of course, until the battle begins (the same goes for Amuro re-appearing - don't reassign Fa to the ReGZ; I don't know if Amuro will be available for deployment if you do that). The GX Divider will inherit both the upgrades AND the parts assigned to the Gundam X. From this point on, you may choose to launch in either the Gundam X or GX Divider. (So it's not technically an inheritance ... you still have the original X. This is an optional equipment form, that's all. Just like when you get the Gundam Leopard S-1.) Mecha Name: Gundam Double X Model Number: GX-9901-DX Starting Pilot: Garrod Ran Base HP: 4000 Base EN: 200 Type: Air/Land Size: M Repair Cost: 5000 Movement: 7 Agility: 95 Armor: 1100 Air: A Land: A Sea: B Space: A Special Abilities: Sword, Shield, Gun, Gattai Conformal Parts Slots: 1 Upgrade Levels: 10 Weapons Systems: Breast Launcher [P] (1200, 1-3, +30, 20, 0, 0, -20, A/A/A/A) Hyper Beam Sword [P] (2100, 1, +40, 0, 0, 0, +30, A/A/B/A) DX Sen'you Buster Rifle [B] (2100, 1-7, +15, 10, 0, 0, +10, A/A/-/A) Twin Satellite Cannon [M] (3400, 1-9, 0, 1, 0, 140, 0, A/A/-/A) Twin Satellite Cannon (4300, 1-9, +10, 0, 0, 130, 0, A/A/-/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k, 68k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150, 200 Notes: The Satellite Cannon MAP requires 4 turns of charging (4 turns elapsed since the start of the scenario or the last use of either Satellite Cannon) before it can be used. The Satellite Cannon requires 3 turns of charging. Garrod (and Four) will escape with a pair of units (Garrod in the Double X, and Four in either the Gundam Mark III or a Jegan - Kayra's, from the CCA timeline if you followed the Ra Calium after Scenario 1) at the start of Scenario 20. Mecha Name: Gundam Leopard Model Number: GT-9600 Starting Pilot: Roybea Loy Base HP: 4000 Base EN: 190 Type: Land Size: M Repair Cost: 4200 Movement: 5 Agility: 80 Armor: 1100 Air: - Land: A Sea: - Space: A Special Abilities: Sword, Gun Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Grenade Launcher [P] (1400, 1-3, +20, 4, 0, 0, 0, A/A/C/A) Hornet Missile [M] (1600, 1-5, 0, 2, 0, 0, 0, A/A/C/A) [radius 2] Beam Knife [P] (1800, 1, +40, 0, 0, 0, +30, -/A/B/A) Breast Gatling [P] (1800, 1-4, +15, 10, 0, 0, +10, A/A/A/A) Shoulder Missile (2000, 4-7, +20, 6, 0, 0, 0, A/A/C/A) Inner Arm Gatling (2200, 2-6, +30, 8, 0, 0, 0, A/A/B/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150, 200 Mecha Name: Gundam Leopard S-1 (Gundam Leopard Suichuu Sen'you Soubi S-1) Model Number: GT-9600 Starting Pilot: Roybea Loy Base HP: 4000 Base EN: 190 Type: Land Size: M Repair Cost: 4200 Movement: 5 Agility: 80 Armor: 1100 Air: - Land: B Sea: A Space: B Special Abilities: Sword Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Beam Knife [P] (1800, 1, +40, 0, 0, 0, +30, -/B/A/C) Breast Gatling [P] (1800, 1-4, +15, 10, 0, 0, +10, B/B/A/C) Homing Gyorai (2000, 4-7, +20, 6, 0, 0, 0, B/B/A/C) Micro Gyorai (2200, 2-6, +30, 8, 0, 0, 0, B/B/A/C) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Notes: Once you receive the Gundam Leopard S-1, you may choose to launch in either the S-1 or the regular Gundam Leopard. It works just like choosing a frame for the Excellence or an Aestivalis. Mecha Name: G Leopard Destroy (Gundam Leopard Destroy) Model Number: GT-9600-D Starting Pilot: Roybea Loy Base HP: 4300 Base EN: 210 Type: Land Size: M Repair Cost: 4800 Movement: 6 Agility: 90 Armor: 1300 Air: - Land: A Sea: A Space: A Special Abilities: Sword, Gun, Gattai Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Wrist Beam Hou [PB] (1600, 1-3, +20, 4, 0, 0, 0, A/A/-/A) Hornet Missile [M] (1800, 1-5, 0, 2, 0, 0, 0, A/A/C/A) [radius 2] Beam Cannon [B] (1800, 3-6, +20, 6, 0, 0, 0, A/A/-/A) Beam Knife [P] (2000, 1, +40, 0, 0, 0, +30, -/A/B/A) Breast Gatling [P] (2000, 1-4, +15, 10, 0, 0, +10, A/A/A/A) 11-ren Missile Pod (2200, 4-7, +20, 8, 0, 0, 0, A/A/C/A) Twin Beam Cylinder (2400, 2-6, +30, 8, 0, 0, 0, A/A/A/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150, 200 Notes: The Gundam Leopard Destroy will be completed at the end of Scenario 19; you can view it during the Intermission before Scenario 20. You'll lose the Gundam Leopard and Gundam Leopard S-1, but the Destroy will inherit any upgrades from the earlier unit. I'm not there yet, but I'm pretty sure the Combination is with the G Falcon. Mecha Name: Gundam Airmaster Model Number: GW-9800 Starting Pilot: Witz Sou Base HP: 3400 Base EN: 150 Type: Air/Land Size: M Repair Cost: 4000 Movement: 7 Agility: 95 Armor: 900 Air: A Land: B Sea: C Space: A Special Abilities: Henkei, Gun Conformal Parts Slots: 2 Upgrade Levels: 10 Transforms Into: G Airmaster (FM) Weapons Systems: Head Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Buster Rifle [PB] (2000, 1-5, +20, 20, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Mecha Name: G Airmaster (FM) (Gundam Airmaster (Fighter Mode)) Model Number: GW-9800 Starting Pilot: Witz Sou Base HP: 3400 Base EN: 150 Type: Air Size: M Repair Cost: 4000 Movement: 9 Agility: 95 Armor: 800 Air: A Land: - Sea: - Space: A Special Abilities: Henkei Conformal Parts Slots: 2 Upgrade Levels: 10 Transforms Into: G Airmaster Weapons Systems: Nose Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Buster Rifle [PB] (2000, 1-5, +20, 20, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Notes: The Nose and Head Vulcans are linked between the two Gundam Airmaster forms. Mecha Name: G Airmaster Burst (Gundam Airmaster Burst) Model Number: GW-9800-B Starting Pilot: Witz Sou Base HP: 3700 Base EN: 170 Type: Air/Land Size: M Repair Cost: 4600 Movement: 8 Agility: 105 Armor: 1000 Air: A Land: B Sea: C Space: A Special Abilities: Gun, Henkei, Gattai Conformal Parts Slots: 2 Upgrade Levels: 10 Transforms Into: Airmaster B (FM) Weapons Systems: Head Vulcan [P] (1200, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Buster Rifle [PB] (2200, 1-5, +20, 20, 0, 0, +10, A/A/-/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Notes: The Gundam Airmaster Burst will be completed at the end of Scenario 19; you can view it during the Intermission before Scenario 20. You'll lose the regular Airmaster, but the Burst will inherit any upgrades from the earlier unit. (It's not much better than the Airmaster, but wait ...) I'm not there yet, but I'm pretty sure the Combination is with the G Falcon. Mecha Name: Airmaster B (FM) (Gundam Airmaster Burst (FM)) Model Number: GW-9800-B Starting Pilot: Witz Sou Base HP: 3700 Base EN: 170 Type: Air Size: M Repair Cost: 4600 Movement: 10 Agility: 115 Armor: 900 Air: A Land: - Sea: - Space: A Special Abilities: Henkei, Gattai Conformal Parts Slots: 2 Upgrade Levels: 10 Transforms Into: G Airmaster Burst Weapons Systems: Nose Beam Cannon [PB] (1700, 1-3, +30, 0, 10, 0, +10, A/A/-/A) Buster Rifle [PB] (2200, 1-5, +20, 20, 0, 0, +10, A/A/-/A) Booster Beam Cannon [B] (2600, 2-7, +10, 0, 20, 0, +10, A/A/-/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300, 300 Upgrade Cost: 10k, 14k, 18k, 22k, 26k, 30k, 34k, 38k, 42k, 46k Notes: The Gundam Airmaster Burst will be completed at the end of Scenario 19; you can view it during the Intermission before Scenario 20. You'll lose the regular Airmaster, but the Burst will inherit any upgrades from the earlier unit. This upgrade to the Airmaster (FM) is considerably more powerful than the upgrade to the regular Airmaster. (It's also VERY Beam dependent ... keep that in mind the next time you see anything with an I- Field or Beam Coating. If you've upgraded, it'll do well versus Distortion Fields, if not ...) I'm not there yet, but I'm pretty sure the Combination is with the G Falcon. ------------------------------- Part D: Kidou Senkan Nadesico ------------------------------- New Aestivalis Frame Rules: Unlike their Super Robot Taisen A incarnations, every Aestivalis frame is now equal, with the exception of some name changes in the weapons systems (Gekigan Flare, all of Gai's attacks), and the combination attacks available to each unit. As such, there will be only one listing for each type of Aestivalis frame; Artillery, 0G, and Aerial. Also, upgrades carry over from frame to frame. If you purchase 6 HP upgrades in an Aestivalis Aerial frame, you will receive a +30% bonus to HP in the Artillery and 0G frames as well. Aestivalis units achieve their small size by not having internal powerplants. Instead, they are beamed energy from the Nadesico via a gravity wave. In game terms, this means that if an Aestivalis unit leaves the effective energy range of the Nadesico (look for the yellow overlay range), that unit will no longer recover the usual 5 EN per turn. If the unit IS within the effective energy range of the Nadesico, it will recover ALL of its energy. This calculation is made during the 'enemy' phase, so you can move the Aestivalis units forward and play 'catch up' with the Nadesico before the end of the turn. Mecha Name: Nadesico Starting Pilot: Yurika Misumaru Base HP: 7800 Base EN: 240 Type: Air Size: LL Repair Cost: 20000 Movement: 6 Agility: 65 Armor: 900 Air: A Land: - Sea: - Space: A Special Abilities: Distortion Field, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Missile (1500, 1-5, +30, 16, 0, 0, +10, A/A/B/A) Gravity Blast [M] (2000, 1-8, 0, 0, 50, 120, 0, A/A/C/A) Gravity Blast (2600, 4-8, +10, 0, 30, 0, 0, A/A/C/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250, 300 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k, 68k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150, 200 Mecha Name: Aestivalis Artillery Starting Pilot: Tenkawa Akito, Daigouji Gai, Amano Hikaru, Maki Izumi, Subaru Ryoko Base HP: 4000 Base EN: 120 Type: Land Size: S Repair Cost: 4000 Movement: 5 Agility: 70 Armor: 1000 Air: - Land: A Sea: B Space: C Special Abilities: Distortion Field Conformal Parts Slots: 2 Upgrade Levels: 12 Weapons Systems: Missile (2000, 2-5, +20, 6, 0, 0, 0, A/A/B/A) 120mm Cannon [M] (2400, 1-7, 0, 3, 0, 120, 0, A/A/B/A) 120mm Cannon (2800, 3-7, +15, 0, 10, 0, +20, A/A/B/A) Weapons Note: For Gai, the weapons systems are in order: Gekigan Missile, Gekigan Beam, and Gekigan Beam again. Mecha Name: Aestivalis 0G Starting Pilot: Tenkawa Akito, Daigouji Gai, Amano Hikaru, Maki Izumi, Subaru Ryoko Base HP: 3000 Base EN: 100 Type: Air/Land Size: S Repair Cost: 4000 Movement: 7 Agility: 100 Armor: 800 Air: C Land: B Sea: C Space: A Special Abilities: Distortion Field, Sword Conformal Parts Slots: 2 Upgrade Levels: 12 Weapons Systems: Wired Fist [P] (1700, 1-3, +30, 0, 0, 0, +20, C/A/B/A) Immediate Knife [P] (1800, 1-2, +40, 0, 0, 0, +30, C/A/B/A) Rapid Rifle [P] (2000, 1-4, +15, 10, 0, 0, +10, C/A/C/A) Field Lancer [P] (2200, 1, +30, 0, 10, 110, +10, C/A/B/A) Distortion Attack [P] (2500, 1-3, +30, 0, 30, 120, 0, C/A/B/A) Weapons Note: For Akito, the Distortion Attack is called the Gekigan Flare. For Gai, the weapons systems are in order: Gekigan Punch, Gekigan Sword, Gekigan Beam, Gekigan Shoot, and Gai Super Upper. Notes: Even though this is listed as an Air/Land version, the 0G is designed for space combat. However, in space maps, it can move freely or land on various objects. The distinction of space only units seems to have been removed (Zakrello, Gundam (MA) comes to mind in A). Mecha Name: Aestivalis Aerial Starting Pilot: Tenkawa Akito, Daigouji Gai, Amano Hikaru, Maki Izumi, Subaru Ryoko Base HP: 2800 Base EN: 100 Type: Air/Land Size: S Repair Cost: 4000 Movement: 7 Agility: 100 Armor: 800 Air: A Land: B Sea: C Space: C Special Abilities: Distortion Field, Sword Conformal Parts Slots: 2 Upgrade Levels: 12 Weapons Systems: Missile Pod (1600, 2-5, +20, 6, 0, 0, 0, A/A/B/C) Immediate Knife [P] (1800, 1-2, +40, 0, 0, 0, +30, A/A/B/C) Rapid Rifle [P] (2000, 1-4, +15, 10, 0, 0, +10, A/A/C/C) Field Lancer [P] (2200, 1, +30, 0, 10, 110, +10, A/A/B/C) Distortion Attack [P] (2500, 1-3, +30, 0, 30, 120, 0, A/A/B/C) Weapons Note: For Akito, the Distortion Attack is called the Gekigan Flare. For Gai, the weapons systems are in order: Gekigan Missile, Gekigan Sword, Gekigan Beam, Gekigan Shoot, and Gai Super Upper. ------------------------------------------------------- Part E: Kidou Senkan Nadesico: The Prince of Darkness ------------------------------------------------------- New Aestivalis Frame Rules: Most of the Aestivalis C (with the exception of Akito's) are identical to each other, so once again you get one listing for all three. I'd bet that Gai's S Aestivalis is similar to Saburouta's, but I'm not there yet (as I took the CCA/Ra Kalium route at first ... just played one scenario of the POD side to grab unit data ^^) Mecha Name: Nadesico B Starting Pilot: Hoshino Ruri (POD) Base HP: 9800 Base EN: 260 Type: Air Size: LL Repair Cost: 32000 Movement: 7 Agility: 75 Armor: 1000 Air: A Land: - Sea: - Space: A Special Abilities: Distortion Field, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Gravity Blast [M] (2400, 1-8, 0, 0, 50, 120, 0, A/A/C/A) Gravity Blast (2800, 1-8, +10, 0, 30, 0, 0, A/A/C/A) Weapon Bonuses: 50, 50, 50, 100, 100, 100, 150, 150, 150, 200 Mecha Name: Koukidou Kata Black Sarena (High Mobility Type Black Sarena) Starting Pilot: Tenkawa Akito (POD) Base HP: 4300 Base EN: 150 Type: Air Size: S Repair Cost: 0 Movement: 10 Agility: 100 Armor: 950 Air: A Land: - Sea: - Space: A Special Abilities: Bunri, Distortion Field, Boson Jump, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: ?? Separates into: Black Sarena (non-reversible) Weapons Systems: Distortion Attack [P] (2700, 1-3, +30, 0, 30, 0, 0, A/B/B/A) Mecha Name: Black Sarena Starting Pilot: Tenkawa Akito (POD) Base HP: 4300 Base EN: 150 Type: Air/Land Size: S Repair Cost: 0 Movement: 9 Agility: 110 Armor: 1000 Air: A Land: B Sea: C Space: A Special Abilities: Bunri, Distortion Field, Boson Jump, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: ?? Separates into: Aestivalis C Akito (non-reversible) Weapons Systems: Hand Cannon [P] (2400, 1-5, +15, 20, 0, 0, +10, A/A/C/A) Distortion Attack [P] (2700, 1-3, +30, 0, 30, 120, 0, A/A/B/A) Mecha Name: Aestivalis C Akito Starting Pilot: Tenkawa Akito (POD) Base HP: 3500 Base EN: 120 Type: Air/Land Size: S Repair Cost: 6000 Movement: 8 Agility: 105 Armor: 900 Air: A Land: B Sea: C Space: A Special Abilities: Distortion Field Conformal Parts Slots: 2 Upgrade Levels: ?? Weapons Systems: Hand Cannon [P] (2400, 1-5, +15, 20, 0, 0, +10, A/A/C/A) Distortion Attack [P] (2700, 1-3, +30, 0, 30, 120, 0, A/A/B/A) Mecha Name: S Aestivalis Saburouta Starting Pilot: Takasugi Saburouta (POD) Base HP: 3700 Base EN: 130 Type: Air/Land Size: S Repair Cost: 5200 Movement: 7 Agility: 100 Armor: 950 Air: A Land: B Sea: C Space: A Special Abilities: Distortion Field Conformal Parts Slots: 2 Upgrade Levels: 12 Weapons Systems: Missile Pod (1800, 2-5, +20, 6, 0, 0, 0, A/A/B/A) Sokusha-shiki Cannon [P] (1900, 1-5, +15, 0, 10, 0, +10, A/A/B/A) Rail Cannon (2400, 2-6, +10, 0, 20, 0, 0, A/A/C/A) Distortion Attack [P] (2700, 1-3, +30, 0, 30, 120, 0, A/A/B/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Mecha Name: Aestivalis C Starting Pilot: Subaru Ryoko (POD), Maki Izumi (POD), Amano Hikaru (POD) Base HP: 3500 Base EN: 120 Type: Air/Land Size: S Repair Cost: 5600 Movement: 8 Agility: 105 Armor: 900 Air: A Land: B Sea: C Space: A Special Abilities: Distortion Field Conformal Parts Slots: 2 Upgrade Levels: 12 Weapons Systems: Rapid Rifle [P] (2000, 1-5, +15, 10, 0, 0, +10, A/A/C/A) Rail Cannon (2400, 2-6, +10, 0, 20, 0, 0, A/A/C/A) Distortion Attack [P] (2700, 1-3, +30, 0, 30, 120, 0, A/A/B/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Mecha Name: Arustoromeria Starting Pilot: Tsukishin Genichiro Base HP: 4000 Base EN: 150 Type: Air/Land Size: S Repair Cost: 6000 Movement: 8 Agility: 110 Armor: 950 Air: A Land: A Sea: C Space: A Special Abilities: Distortion Field, Boson Jump, EN Kaifuku Small Conformal Parts Slots: 2 Upgrade Levels: ?? Weapons Systems: Claw [P] (2400, 1-5, +40, 0, 20, 0, +30, A/A/B/A) -------------------------------------- Section 6: Friendly Super Robot Mecha -------------------------------------- -------------------- Part A: Mazinger Z -------------------- Mecha Name: Mazinger Z Starting Pilot: Kabuto Kouji Base HP: 5500 Base EN: 150 Type: Air/Land Size: M Repair Cost: 6600 Movement: 6 Agility: 65 Armor: 1200 Air: A Land: A Sea: B Space: A Special Abilities: Mazin Power Conformal Parts Slots: 2 Upgrade Levels: 9 Weapons Systems: Koushi Ryoku Beam [P] (1400, 1-2, +20, 0, 5, 0, +10, A/A/B/B) Rocket Punch [P] (1800, 1-4, +45, 0, 5, 0, 0, A/A/B/A) Scrander Cutter [P] (1900, 1, 0, 0, 0, 0, +20, A/A/B/A) Iron Cutter [P] (2000, 1-3, +40, 0, 10, 0, +10, A/A/B/A) Daisharin Rocket Punch [P] (2500, 1-3, +30, 0, 20, 110, +10, A/A/B/A) Breast Fire [P] (2800, 1, +35, 0, 40, 0, +15, A/A/B/A) Kyouka-kata Rocket Punch (3500, 3-7, +20, 1, 0, 0, +50, A/A/B/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k Notes: Mazinger Z will arrive as a mid-scenario reinforcement in Scenario 15 (Hissatsu! Chou Kousoku Great Booster!!). It will now have the Kyouka-kata Rocket Punch. Mecha Name: Great Mazinger Starting Pilot: Tsurugi Tetsuya Base HP: 6200 Base EN: 160 Type: Air/Land Size: M Repair Cost: 6800 Movement: 6 Agility: 70 Armor: 1300 Air: A Land: A Sea: B Space: A Special Abilities: Sword, Mazin Power Conformal Parts Slots: 2 Upgrade Levels: 9 Weapons Systems: Mazinger Blade [P] (1600, 1, +35, 0, 0, 0, +30, A/A/A/A) Atomic Punch [P] (1800, 1-5, +40, 0, 5, 0, 0, A/A/B/A) Drill Pressure Punch [P] (2000, 1-3, +35, 0, 10, 0, +5, A/A/B/A) Breast Burn [P] (2900, 1, +20, 0, 40, 0, +10, A/A/B/A) Thunder Break (3200, 2-5, +30, 0, 50, 110, 0, A/A/-/A) Great Booster (3800, 3-7, +35, 1, 0, 0, 0, A/A/B/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250, 300, 300 Upgrade Cost: 12k, 17k, 22k, 27k, 32k, 37k, 42k, 47k, 52k Notes: Great Mazinger will arrive as a mid-scenario reinforcement in Scenario 15 (Hissatsu! Chou Kousoku Great Booster!!). It will now have the Great Booster. Mecha Name: Boss Borot Starting Pilot: Boss Base HP: 3700 Base EN: 100 Type: Land Size: M Repair Cost: 10 Movement: 5 Agility: 55 Armor: 1000 Air: - Land: A Sea: C Space: B Special Abilities: Hokyuu Conformal Parts Slots: 4 Upgrade Levels: 13 Weapons Systems: Borot Punch [P] (1600, 1, +20, 0, 0, 0, 0, -/A/B/B) Borot Pressure Punch [P] (1800, 1-3, +30, 0, 10, 0, +5, A/A/B/A) Special Borot Punch [P] (2000, 1, +25, 0, 0, 120, +30, -/A/B/B) Special DX Borot Punch [P] (2500, 1, +35, 0, 0, 130, +50, -/A/B/B) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250, 300 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k, 27k, 31k, 36k Notes: You get the Borot Pressure Punch sometime between Scenarios 14-17 (I admit, I didn't take the route with Boss Borot, so I can only go by the Intermission notes. It didn't have it at the end of 14, it did at the end of 17.) It's the ONLY anti-air weapon available to the Boss Borot. Keep that in mind if you don't fancy putting a Minovsky Craft on the world's most recycled robot. Mecha Name: Venus A Starting Pilot: Homura Jun Base HP: 4500 Base EN: 150 Type: Air/Land Size: M Repair Cost: 5000 Movement: 5 Agility: 60 Armor: 1050 Air: A Land: A Sea: B Space: A Special Abilities: Shuuri Conformal Parts Slots: 3 Upgrade Levels: 10 Weapons Systems: Finger Missile [P] (1500, 1-3, +15, 10, 0, 0, 0, A/A/C/A) Kakutou [P] (1700, 1, +40, 0, 0, 0, +10, A/A/B/A) Koushi Ryoku Beam [P] (1800, 1-2, +20, 0, 10, 0, 0, A/A/-/A) Koushi Ryoku Missile (2000, 1-5, +20, 10, 0, 0, 0, A/A/C/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k Mecha Name: Diana A Starting Pilot: Yumi Sayaka Base HP: 3900 Base EN: 130 Type: Land Size: M Repair Cost: 4000 Movement: 5 Agility: 60 Armor: 1100 Air: - Land: A Sea: B Space: B Special Abilities: Shuuri Conformal Parts Slots: 4 Upgrade Levels: 10 Weapons Systems: Kakutou [P] (1700, 1, +40, 0, 0, 0, 0, -/A/C/A) Diana Missile (1800, 1-5, +35, 10, 0, 0, +40, A/A/C/A) Scarlet Beam [P] (1800, 1-2, +20, 0, 10, 0, 0, A/A/-/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k ------------------------------ Part B: Zambot 3 / Daitarn 3 ------------------------------ Mecha Name: Daitarn 3 Starting Pilot: Haran Banjo Base HP: 8000 Base EN: 160 Type: Air/Land Size: LL Repair Cost: 9000 Movement: 6 Agility: 65 Armor: 1100 Air: A Land: A Sea: C Space: A Special Abilities: Sword, Shield, Henkei Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Dai-Fighter, Dai-Tank Weapons Systems: Daitarn Missile (1700, 1-5, 0, 10, 0, 0, 0, A/A/C/A) Sun Laser [P] (1800, 1-3, +10, 0, 20, 0, 0, A/A/-/A) Daitarn Cannon (1900, 3-6, +15, 8, 0, 0, 0, A/A/B/A) Daitarn Hammer [P] (2000, 1-3, +10, 0, 0, 110, 0, A/A/B/A) Daitarn Zanba [P] (2200, 1, +40, 0, 0, 0, +20, A/A/A/A) Sun Attack Midare Uchi [P] (3000, 2-4, +30, 0, 40, 120, 0, A/A/A/A) Sun Attack [P] (3600, 1, +20, 0, 60, 120, +10, A/A/A/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k Mecha Name: Dai-Fighter Starting Pilot: Haran Banjo Base HP: 8000 Base EN: 160 Type: Air Size: L Repair Cost: 9000 Movement: 8 Agility: 75 Armor: 1000 Air: A Land: - Sea: - Space: A Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Daitarn 3, Dai-Tank Weapons Systems: Bakurai [P] (1200, 1, +20, 10, 0, 0, 0, -/A/A/A) Daitarn Missile (1700, 1-5, 0, 10, 0, 0, 0, A/A/C/A) Sun Laser [P] (1800, 1-3, +10, 0, 20, 0, 0, A/A/-/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k Mecha Name: Dai-Tank Starting Pilot: Haran Banjo Base HP: 8000 Base EN: 160 Type: Land Size: L Repair Cost: 9000 Movement: 5 Agility: 55 Armor: 1200 Air: - Land: A Sea: A Space: C Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Daitarn 3, Dai-Fighter Weapons Systems: Daitarn Missile (1700, 1-5, 0, 10, 0, 0, 0, A/A/C/A) Daitarn Cannon (1900, 3-6, 0, 8, 0, 0, 0, A/A/B/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k Mecha Name: Zambot 3 Starting Pilot: Kami Kappei Support Pilots: Kamie Uchuuta, Kamikita Keiko Base HP: 7200 Base EN: 150 Type: Air/Land Size: L Repair Cost: 8000 Movement: 6 Agility: 70 Armor: 1000 Air: A Land: A Sea: C Space: A Special Abilities: Sword Conformal Parts Slots: 2 Upgrade Levels: 9 Weapons Systems: Buster Missile (1600, 1-5, 0, 10, 0, 0, 0, A/A/C/A) Arm Punch [P] (1700, 1-3, +20, 0, 10, 0, 0, A/A/B/A) Zambot Blow [P] (1800, 1-2, +30, 0, 0, 0, 0, A/A/A/A) Zambot Buster [P] (2000, 4-6, +10, 2, 0, 0, 0, A/A/B/A) Zambot Cutter [P] (2100, 1, +40, 0, 0, 0, +20, A/A/A/A) Moon Attack [P] (3500, 1, +20, 0, 50, 120, +10, A/A/A/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k --------------------------------- Part C: Combattler V / Voltes V --------------------------------- Mecha Name: Combattler V Starting Pilot: Aoi Hyouma Support Pilots: Naniwa Jyuuzou, Nishikawa Daisuke, Nanbara Chizuru, Matsuki Kosuke Base HP: 6800 Base EN: 170 Type: Air/Land Size: L Repair Cost: 8600 Movement: 5 Agility: 70 Armor: 1100 Air: A Land: A Sea: B Space: A Special Abilities: Sword Conformal Parts Slots: 2 Upgrade Levels: 7 Weapons Systems: Rock Fighter (1600, 2-5, 0, 10, 0, 0, +10, A/A/B/A) Choudenji Yo-Yo [P] (2200, 1-3, +40, 0, 0, 0, 0, A/A/A/A) Twin Lancer [P] (2400, 1, +45, 0, 0, 0, +20, A/A/B/A) V Laser (2600, 2-5, +35, 0, 20, 110, 0, A/A/C/A) Big Blast (3000, 1-6, +25, 3, 0, 0, 0, A/A/C/A) Choudenji Spin [P] (3700, 1, +30, 0, 70, 130, +40, A/A/A/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k Mecha Name: Voltes V Starting Pilot: Gou Kenichi Support Pilots: Mine Ippei, Gou Daijiro, Gou Hiyoshi, Oka Megumi Base HP: 6900 Base EN: 170 Type: Air/Land Size: L Repair Cost: 9000 Movement: 5 Agility: 70 Armor: 1150 Air: A Land: A Sea: B Space: A Special Abilities: Sword Conformal Parts Slots: 2 Upgrade Levels: 7 Weapons Systems: Gatling Missile (1600, 2-4, +40, 10, 0, 0, 0, A/A/C/A) Voltes Bazooka (2000, 3-5, +35, 10, 0, 0, 0, A/A/B/A) Choudenji Goma [P] (2200, 1-3, +40, 0, 0, 0, 0, A/A/A/A) Tenkuuken [P] (2800, 1, +5, 0, 20, 105, +10, A/A/A/A) Tenkuuken V no Jigiri [P] (3300, 1, +30, 0, 50, 120, +10, A/A/A/A) Weapons Bonus: 100, 150, 150, 200, 200, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k Mecha Name: Kerot Starting Pilot: Ichinoki Kinta Support Pilot: Ichinoki Kazuyoshi Base HP: 3400 Base EN: 80 Type: Water/Land Size: S Repair Cost: 10 Movement: 6 Agility: 60 Armor: 800 Air: - Land: A Sea: A Space: B Special Abilities: Shuuri, Hokyuu Conformal Parts Slots: 4 Upgrade Levels: 12 Weapons Systems: Balloon Hou [P] (1200, 2-3, +30, 10, 0, 0, -20, A/A/-/B) Taiatari [P] (1400, 1, +20, 0, 0, 0, 0, A/A/A/B) Sky Fork (1600, 3-5, +5, 8, 0, 0, +10, A/A/A/B) Bidenji Spark [P] (1800, 1-3, 0, 0, 10, 0, +20, A/A/A/B) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k, 27k, 31k ---------------------------------- Part D: Shin Getta vs. Neo Getta ---------------------------------- Mecha Name: Neo Getta-1 Starting Pilot: Ichimonji Gou Base HP: 5000 Base EN: 160 Type: Land Size: M Repair Cost: 7000 Movement: 6 Agility: 70 Armor: 1050 Air: - Land: A Sea: C Space: A Special Abilities: Henkei, Open Gate Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Neo Getta-2, Neo Getta-3 Weapons Systems: Gatling Gun (1800, 1-5, +30, 10, 0, 0, 0, A/A/C/A) Shoulder Missile (2000, 2-6, +20, 8, 0, 0, 0, A/A/C/A) Chain Knuckle [P] (2200, 1-3, +45, 0, 5, 0, +30, -/A/C/A) Plasma Thunder [P] (2800, 1-3, +20, 0, 30, 0, +10, A/A/C/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k Mecha Name: Neo Getta-2 Starting Pilot: Tachibana Shou Base HP: 5000 Base EN: 160 Type: Air/Land/Underground Size: M Repair Cost: 7000 Movement: 9 Agility: 85 Armor: 950 Air: A Land: B Sea: C Space: A Special Abilities: Sword, Henkei, Neo Getta Vision, Open Gate Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Neo Getta-1, Neo Getta-3 Weapons Systems: Drill Arm [P] (1800, 1-3, +30, 0, 0, 0, +30, A/B/C/A) Drill Arm Gun (2000, 1-6, +20, 10, 0, 0, 0, A/B/C/A) Plasma Sword [P] (2400, 1, +45, 0, 0, 0, +10, A/B/C/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k Mecha Name: Neo Getta-3 Starting Pilot: Masamichi Gai Base HP: 5000 Base EN: 160 Type: Water/Land Size: M Repair Cost: 7000 Movement: 5 Agility: 65 Armor: 1150 Air: - Land: B Sea: A Space: B Special Abilities: Henkei, Open Gate Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Neo Getta-1, Neo Getta-2 Weapons Systems: Kakutou [P] (1900, 1, +40, 0, 0, 0, +30, -/A/A/B) Getta Tornado (2100, 1-5, +20, 0, 10, 0, 0, B/A/A/B) Plasma Break [P] (2500, 1-3, +35, 0, 20, 0, +10, B/A/A/B) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k Mecha Name: Texas Mack Starting Pilot: Jack King Support Pilot: Mary King Base HP: 4500 Base EN: 140 Type: Air/Land Size: M Repair Cost: 6000 Movement: 6 Agility: 70 Armor: 1000 Air: A Land: A Sea: C Space: A Special Abilities: Shield Conformal Parts Slots: 2 Upgrade Levels: 12 Weapons Systems: Revolver [P] (2000, 1-5, +20, 10, 0, 0, +20, A/A/C/A) Kakutou [P] (2200, 1, +30, 0, 0, 0, +20, A/A/B/A) High Power Rifle (3000, 4-9, +10, 3, 0, 120, 0, A/A/C/A) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 8k, 11k, 14k, 17k, 20k, 23k, 26k, 29k, 32k, 35k, 38k, 41k ---------------------------- Part E: Gear Senshi Dendoh ---------------------------- Mecha Name: Gear Senshi Dendoh (Gear Warrior Dragon Child) Starting Pilot: Idzumo Ginga Base HP: 5300 Base EN: 150 Type: Air/Land Size: M Repair Cost: 7600 Movement: 6 Agility: 75 Armor: 1000 Air: A Land: A Sea: C Space: A Special Abilities: Henkei Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Dendoh Unicorn Drill, Dendoh Leo Circle, Dendoh Dragon Flare, Dendoh Gatling Boar, Dendoh Kijin Weapons Systems: Gouwan Funsai [P] (1600, 1-3, +40, 0, 5, 0, +30, A/A/A/A) Hadou Ryuushin Geki (1800, 1-5, +30, 0, 10, 0, 0, A/A/B/A) Senpuu Sanren Geki [P] (2000, 1, +20, 0, 15, 0, +20, A/A/A/A) Bakusai Chourakka [P] (2200, 1, +10, 0, 25, 110, 0, A/A/B/A) Senkou Raijin Geki [M] (2400, 1-5, 0, 0, 50, 120, 0, A/A/C/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150 Notes: The Senkou Raijin Geki is a radial MAP centered on the Dendoh; it's radius is 5. Mecha Name: Dendoh Unicorn Drill Starting Pilot: Kusanagi Hokuto Base HP: 5300 Base EN: 150 Type: Air/Land/Underground Size: M Repair Cost: 7600 Movement: 6 Agility: 75 Armor: 1000 Air: A Land: A Sea: C Space: A Special Abilities: Henkei, Firewall Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Gear Senshi Dendoh, Dendoh Leo Circle, Dendoh Dragon Flare, Dendoh Gatling Boar, Dendoh Kijin Weapons Systems: Gouwan Funsai [P] (1600, 1-3, +40, 0, 5, 0, +30, A/A/A/A) Hadou Ryuushin Geki (1800, 1-5, +30, 0, 10, 0, 0, A/A/B/A) Senpuu Sanren Geki [P] (2000, 1, +20, 0, 15, 0, +20, A/A/A/A) FL Unicorn Drill (2100, 2-6, +30, 0, 20, 0, +20, A/A/B/A) Bakusai Chourakka [P] (2200, 1, +10, 0, 25, 110, 0, A/A/B/A) Senkou Raijin Geki [M] (2400, 1-5, 0, 0, 50, 120, 0, A/A/C/A) Drill Horn [P] (2600, 1, +20, 0, 30, 0, 0, A/A/B/A) Unicorn Drill FA (3500, 2-7, +10, 0, ???, 120, 0, A/A/A/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150 Notes: The Unicorn Drill FA will use ALL but 10 of the available EN that Dendoh has left. The Senkou Raijin Geki is a radial MAP centered on the Dendoh; it's radius is 5. Mecha Name: Dendoh Leo Circle Starting Pilot: Idzumo Ginga Base HP: 5300 Base EN: 150 Type: Air/Land Size: M Repair Cost: 7600 Movement: 6 Agility: 75 Armor: 1150 Air: A Land: A Sea: C Space: A Special Abilities: Henkei Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Gear Senshi Dendoh, Dendoh Unicorn Drill, Dendoh Dragon Flare, Dendoh Gatling Boar, Dendoh Kijin Weapons Systems: Gouwan Funsai [P] (1600, 1-3, +40, 0, 5, 0, +30, A/A/A/A) Hadou Ryuushin Geki (1800, 1-5, +30, 0, 10, 0, 0, A/A/B/A) Senpuu Sanren Geki [P] (2000, 1, +20, 0, 15, 0, +20, A/A/A/A) FL Leo Circle (2100, 2-6, +30, 0, 20, 0, +40, A/A/B/A) Bakusai Chourakka [P] (2200, 1, +10, 0, 25, 110, +20, A/A/B/A) Senkou Raijin Geki [M] (2400, 1-5, 0, 0, 50, 120, 0, A/A/C/A) Chakram Cutter [P] (2600, 1-3, +20, 0, 30, 0, +20, A/A/B/A) Leo Circle FA (3400, 1-5, +10, 0, ???, 120, +20, A/A/A/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150 Notes: The Leo Circle FA will use ALL but 10 of the available EN that Dendoh has left. The Senkou Raijin Geki is a radial MAP centered on the Dendoh; it's radius is 5. Mecha Name: Dendoh Dragon Flare Starting Pilot: Kusanagi Hokuto Base HP: 5300 Base EN: 150 Type: Air/Land Size: M Repair Cost: 7600 Movement: 6 Agility: 75 Armor: 1200 Air: A Land: A Sea: C Space: A Special Abilities: Henkei Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Gear Senshi Dendoh, Dendoh Unicorn Drill, Dendoh Leo Circle, Dendoh Gatling Boar, Dendoh Kijin Weapons Systems: Gouwan Funsai [P] (1600, 1-3, +40, 0, 5, 0, +30, A/A/A/A) Hadou Ryuushin Geki (1800, 1-5, +30, 0, 10, 0, 0, A/A/B/A) Senpuu Sanren Geki [P] (2000, 1, +20, 0, 15, 0, +20, A/A/A/A) FL Dragon Flare (2100, 2-6, +30, 0, 20, 0, +20, A/A/B/A) Bakusai Chourakka [P] (2200, 1, +10, 0, 25, 110, 0, A/A/B/A) Crush Ray [P] (2200, 1-5, +20, 0, 10, 0, +10, A/A/C/A) Senkou Raijin Geki [M] (2400, 1-5, 0, 0, 50, 120, 0, A/A/C/A) Burning Flare (2600, 1-5, +20, 0, 30, 0, 0, A/A/B/A) Dragon Flare FA (3400, 1-8, +10, 0, ???, 120, 0, A/A/A/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150 Notes: The Dragon Flare FA will use ALL but 10 of the available EN that Dendoh has left. The Senkou Raijin Geki is a radial MAP centered on the Dendoh; it's radius is 5. Mecha Name: Dendoh Gatling Boar Starting Pilot: Idzumo Ginga Base HP: 5300 Base EN: 150 Type: Air/Land Size: M Repair Cost: 7600 Movement: 6 Agility: 75 Armor: 1000 Air: A Land: A Sea: C Space: A Special Abilities: Henkei Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Gear Senshi Dendoh, Dendoh Unicorn Drill, Dendoh Leo Circle, Dendoh Dragon Flare, Dendoh Kijin Weapons Systems: Gouwan Funsai [P] (1750, 1-3, +60, 0, 5, 0, +30, A/A/A/A) Hadou Ryuushin Geki (1950, 1-5, +50, 0, 10, 0, 0, A/A/B/A) Senpuu Sanren Geki [P] (2150, 1, +40, 0, 15, 0, +20, A/A/A/A) FL Gatling Boar (2250, 2-6, +50, 0, 20, 0, +20, A/A/B/A) Bakusai Chourakka [P] (2350, 1, +30, 0, 25, 110, 0, A/A/B/A) Senkou Raijin Geki [M] (2550, 1-5, +20, 0, 50, 120, 0, A/A/C/A) Gatling Launcher (2750, 1-5, +40, 0, 30, 0, 0, A/A/B/A) Gatling Boar FA (3650, 3-7, +30, 0, ???, 120, 0, A/A/A/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150 Notes: The Gatling Boar FA will use ALL but 10 of the available EN that Dendoh has left. The Senkou Raijin Geki is a radial MAP centered on the Dendoh; it's radius is 5. Mecha Name: Dendoh Kijin (Dragon Child Shining Blade) Starting Pilot: Idzumo Ginga Base HP: 5300 Base EN: 150 Type: Air/Land Size: M Repair Cost: 7600 Movement: 6 Agility: 75 Armor: 1000 Air: A Land: A Sea: C Space: A Special Abilities: Henkei Conformal Parts Slots: 2 Upgrade Levels: 9 Transforms Into: Gear Senshi Dendoh, Dendoh Unicorn Drill, Dendoh Leo Circle, Dendoh Dragon Flare, Dendoh Gatling Boar Weapons Systems: Gouwan Funsai [P] (1600, 1-3, +40, 0, 5, 0, +30, A/A/A/A) Hadou Ryuushin Geki (1800, 1-5, +30, 0, 10, 0, 0, A/A/B/A) Senpuu Sanren Geki [P] (2000, 1, +20, 0, 15, 0, +20, A/A/A/A) Beam Wing (2100, 2-6, +30, 0, 20, 0, +20, A/A/B/A) Bakusai Chourakka [P] (2200, 1, +10, 0, 25, 110, 0, A/A/B/A) Senkou Raijin Geki [M] (2400, 1-5, 0, 0, 50, 120, 0, A/A/C/A) Head Cutter [P] (2600, 1-3, +20, 0, 30, 110, +10, A/A/B/A) Strike Arrow (2800, 1-6, +10, 0, 35, 110, +20, A/A/B/A) Kiba Spinner (3600, 1-9, +20, 0, 40, 130, +20, A/A/A/A) Kiba Spinner FA [P] (3800, 1, +40, 0, ???, 130, 0, A/A/A/A) Weapons Bonus: 100, 100, 150, 150, 200, 200, 250, 250, 250 Upgrade Cost: 14k, 20k, 26k, 32k, 38k, 44k, 50k, 56k, 62k MAP Bonus: 50, 50, 50, 100, 100, 100, 150, 150, 150 Notes: The Kiba Spinner FA will use ALL but 10 of the available EN that Dendoh has left. The Senkou Raijin Geki is a radial MAP centered on the Dendoh; it's radius is 5. The Choujuuou Kijin and the associated Dendoh Kijin appear during an event in Scenario 19 - defeat Raguo and you'll get both the Unicorn Drill and Leo Circle back, and the pair will combine into the Super Beast King Shining Blade. Mecha Name: Valkyrie Starting Pilot: Vega Base HP: 1200 Base EN: 80 Type: Land (Hover) Size: SS Repair Cost: 2000 Movement: 6 Agility: 120 Armor: 600 Air: - Land: A Sea: C Space: - Special Abilities: None Conformal Parts Slots: 4 Upgrade Levels: 12 Weapons Systems: Shu Uraken [P] (1400, 2-3, +30, 8, 0, 0, +25, -/A/-/-) Major [P] (1600, 1-3, +40, 0, 0, 0, +30, -/A/-/-) Missile [P] (2000, 2-5, +10, 6, 0, 0, +15, A/A/C/-) Vergoma Bakudan [P] (2200, 1, +20, 4, 0, 0, +20, -/A/-/-) Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k, 27k, 31k Mecha Name: Cell Fighter Starting Pilot: Kichiryouko Shin Base HP: 2500 Base EN: 100 Type: Air Size: S Repair Cost: 4000 Movement: 7 Agility: 95 Armor: 800 Air: A Land: - Sea: - Space: A Special Abilities: Hokyuu, Hyper Dendoh Denchi Conformal Parts Slots: 3 Upgrade Levels: 12 Weapons Systems: Beam Cannon [PB] (1800, 1-4, +30, 20, 0, 0, +10, A/A/-/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Weapons Bonus: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250, 250, 250 Upgrade Cost: 6k, 8k, 10k, 12k, 14k, 16k, 18k, 20k, 22k, 24k, 27k, 31k Notes: Hyper Dendoh Denchi (Hyper Dendoh Battery): This is a supply system that can be used twice. As long as a Dendoh unit is within 1-3 squares of the Cell Fighter, the Cell Fighter can resupply the Dendoh unit's energy. Mecha Name: Unicorn Drill Starting Pilot: Unicorn Drill Base HP: 3500 Base EN: 100 Type: Air/Land Size: M Repair Cost: 0 Movement: 6 Agility: 95 Armor: 850 Air: A Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Main Cutter (2100, 2-6, +30, 0, 20, 0, +20, A/A/B/A) Drill Horn [P] (2600, 1, +20, 0, 30, 0, 0, A/A/B/A) Notes: The Unicorn Drill will separate from the Gear Senshi Dendoh during Scenario 15 (when Ragou and Dendoh enemies appear). It's friendly, but you can't control it. You also lose the ability to turn into the Dendoh Unicorn Drill. Mecha Name: Leo Circle Starting Pilot: Leo Circle Base HP: 3500 Base EN: 100 Type: Air/Land Size: M Repair Cost: 0 Movement: 6 Agility: 90 Armor: 950 Air: A Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Leo Claw (2100, 2-6, +30, 0, 20, 0, +20, A/A/B/A) Circle Cutter [P] (2600, 1, +20, 0, 30, 0, 0, A/A/B/A) Notes: The Leo Circle will separate from the Gear Senshi Dendoh during Scenario 15. It's friendly, but you can't control it. You also lose the ability to turn into the Dendoh Leo Circle. --------------------------------- Part F: Kidou Butouden G Gundam --------------------------------- Mecha Name: Shining Gundam Model Number: GF13-017NJ Starting Pilot: Domon Kasshu Base HP: 4600 Base EN: 180 Type: Air/Land Size: M Repair Cost: 6000 Movement: 5 Agility: 80 Armor: 850 Air: B Land: A Sea: C Space: A Special Abilities: Sword Conformal Parts Slots: 2 Upgrade Levels: 10 Transforms Into: Shining Gundam S (at 120 Kiryoku) Weapons Systems: Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Shining Shot [P] (1700, 1-3, +15, 8, 0, 0, 0, A/A/B/A) Kakutou [P] (1800, 1-2, +35, 0, 0, 0, +10, A/A/A/A) Beam Sword [P] (2000, 1, +40, 0, 0, 0, +20, A/A/B/A) Shining Finger [P] (2800, 1, +20, 0, 40, 120, +10, A/A/A/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Mecha Name: Shining Gundam S (Super Mode) Model Number: GF13-017NJ Starting Pilot: Domon Kasshu Base HP: 4600 Base EN: 180 Type: Air/Land Size: M Repair Cost: 6000 Movement: 6 Agility: 85 Armor: 900 Air: B Land: A Sea: C Space: A Special Abilities: Sword Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Shining Shot [P] (1700, 1-3, +15, 8, 0, 0, 0, A/A/B/A) Kakutou [P] (1800, 1-2, +35, 0, 0, 0, +10, A/A/A/A) Beam Sword [P] (2000, 1, +40, 0, 0, 0, +20, A/A/B/A) Shining Finger [P] (2800, 1, +20, 0, 40, 120, +10, A/A/A/A) Shining Finger Sword [P] (3200, 1, +10, 0, 60, 130, 0, A/A/A/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Weapons Note: The Shining Finger Sword has the requirement: Meikyoushisui (Clear Mirror, Still Water). I believe this means only Domon (and possibly Touhou Fuhai?) can perform this move. Domon can perform this move as soon as he appears in the game (which is a switch from A ... since he 'picked up' Meikyoushisui in the Guinea Highlands, if I recall correctly ...) I have since been informed that relative to the G Gundam storyline, R occurs after the events of the 13th Gundam Fight. Mecha Name: Gundam Maxter Model Number: GF13-006NA Starting Pilot: Chibodee Crocket Base HP: 4800 Base EN: 190 Type: Air/Land Size: M Repair Cost: 6000 Movement: 5 Agility: 85 Armor: 950 Air: B Land: A Sea: C Space: A Special Abilities: Shield Conformal Parts Slots: 2 Upgrade Levels: 10 Transforms Into: Gundam Maxter S (at 120 Kiryoku) Weapons Systems: Gigantic Magnum (1700, 1-5, +15, 8, 0, 0, +10, A/A/B/A) Fighting Knuckle [P] (1700, 1-4, +35, 0, 0, 0, +10, A/A/A/A) Cyclone Punch [P] (1900, 1-3, +10, 0, 10, 0, 0, A/A/A/A) Burning Punch [P] (2400, 1-2, +15, 0, 30, 110, +5, A/A/A/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Mecha Name: Gundam Maxter S Model Number: GF13-006NA Starting Pilot: Chibodee Crocket Base HP: 4800 Base EN: 190 Type: Air/Land Size: M Repair Cost: 6000 Movement: 6 Agility: 90 Armor: 1000 Air: B Land: A Sea: C Space: A Special Abilities: Shield Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Gigantic Magnum (1700, 1-5, +15, 8, 0, 0, +10, A/A/B/A) Fighting Knuckle [P] (1700, 1-4, +35, 0, 0, 0, +10, A/A/A/A) Cyclone Punch [P] (1900, 1-3, +10, 0, 10, 0, 0, A/A/A/A) Burning Punch [P] (2400, 1-2, +15, 0, 30, 110, +5, A/A/A/A) Gounetsu Machinegun Punch [P] (3100, 2-5, +20, 0, 60, 120, +10, A/A/A/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Weapons Note: The Gounetsu Machinegun Punch requires that the Gundam Maxter S be in Super Mode (however, since it must be in Super Mode to appear, this requirement is always satisfied). Mecha Name: Dragon Gundam Model Number: GF13-011NC Starting Pilot: Sai Sici Base HP: 4500 Base EN: 170 Type: Air/Land Size: M Repair Cost: 6000 Movement: 7 Agility: 90 Armor: 850 Air: B Land: A Sea: C Space: A Special Abilities: Sword, Bunshin Conformal Parts Slots: 2 Upgrade Levels: 10 Transforms Into: Dragon Gundam S (at 120 Kiryoku) Weapons Systems: Kakutou [P] (1600, 1-2, +35, 0, 0, 0, +10, A/A/A/A) Feilong Flag [P] (1700, 1-3, +40, 0, 0, 0, +20, A/A/B/A) Dragon Claw [P] (1900, 2-5, +20, 0, 10, 0, +10, A/A/A/A) Dragon Fire [P] (2300, 1, +10, 0, 30, 110, 0, A/A/-/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Mecha Name: Dragon Gundam S Model Number: GF13-011NC Starting Pilot: Sai Sici Base HP: 4500 Base EN: 170 Type: Air/Land Size: M Repair Cost: 6000 Movement: 8 Agility: 95 Armor: 900 Air: B Land: A Sea: C Space: A Special Abilities: Sword, Bunshin Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Kakutou [P] (1600, 1-2, +35, 0, 0, 0, +10, A/A/A/A) Feilong Flag [P] (1700, 1-3, +40, 0, 0, 0, +20, A/A/B/A) Dragon Claw [P] (1900, 2-5, +20, 0, 10, 0, +10, A/A/A/A) Dragon Fire [P] (2300, 1, +10, 0, 30, 110, 0, A/A/-/A) Shin Ryuusei Kochouken [P] (3300, 1, +20, 0, 60, 120, +10, A/A/A/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Weapons Note: The Shin Ryuusei Kochouken requires that the Dragon Gundam S be in Super Mode (however, since it must be in Super Mode to appear, this requirement is always satisfied). Mecha Name: Gundam Rose Model Number: GF13-009NF Starting Pilot: George de Sand Base HP: 4700 Base EN: 180 Type: Air/Land Size: M Repair Cost: 6000 Movement: 5 Agility: 85 Armor: 900 Air: B Land: A Sea: C Space: A Special Abilities: Sword Conformal Parts Slots: 2 Upgrade Levels: 10 Transforms Into: Gundam Rose S Weapons Systems: Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Chevalier Saber [P] (1700, 1, +40, 0, 0, 0, +20, A/A/B/A) Roses Bit [P] (2000, 2-5, +20, 0, 20, 0, 0, A/A/C/A) Roses Screamer [M] (2200, 1-5, 0, 0, 60, 120, 0, A/A/A/A) [radius 2] Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Mecha Name: Gundam Rose S Model Number: GF13-009NF Starting Pilot: George de Sand Base HP: 4700 Base EN: 180 Type: Air/Land Size: M Repair Cost: 6000 Movement: 6 Agility: 90 Armor: 950 Air: B Land: A Sea: C Space: A Special Abilities: Sword Conformal Parts Slots: 2 Upgrade Levels: 10 Transforms Into: Gundam Rose S Weapons Systems: Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Chevalier Saber [P] (1700, 1, +40, 0, 0, 0, +20, A/A/B/A) Roses Bit [P] (2000, 2-5, +20, 0, 20, 0, 0, A/A/C/A) Roses Screamer [M] (2200, 1-5, 0, 0, 60, 120, 0, A/A/A/A) [radius 2] Roses Hurricane (3000, 3-7, +20, 0, 50, 120, +10, A/A/A/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Weapons Note: The Roses Hurricane requires that the Gundam Rose S be in Super Mode (however, since it must be in Super Mode to appear, this requirement is always satisfied). Mecha Name: Bolt Gundam Model Number: GF13-013NR Starting Pilot: Argo Gulskii Base HP: 5200 Base EN: 200 Type: Air/Land Size: M Repair Cost: 6000 Movement: 5 Agility: 75 Armor: 1150 Air: B Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Kakutou [P] (1900, 1-2, +35, 0, 0, 0, +10, A/A/A/A) Graviton Hammer [P] (2400, 2-4, +10, 0, 30, 110, 0, A/A/B/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Mecha Name: Bolt Gundam S Model Number: GF13-013NR Starting Pilot: Argo Gulskii Base HP: 5200 Base EN: 200 Type: Air/Land Size: M Repair Cost: 6000 Movement: 6 Agility: 80 Armor: 1200 Air: B Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 2 Upgrade Levels: 10 Weapons Systems: Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Kakutou [P] (1900, 1-2, +35, 0, 0, 0, +10, A/A/A/A) Graviton Hammer [P] (2400, 2-4, +10, 0, 30, 110, 0, A/A/B/A) Gaia Crusher [P] (3200, 1-3, +20, 0, 60, 120, +10, -/A/A/A) 0 Kyori Gaia Crusher [P] (3300, 1, +30, 0, 60, 120, +10, A/A/A/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 Weapons Note: The Gaia Crusher and 0 Kyori Gaia Crusher require that the Bolt Gundam S be in Super Mode (however, since it must be in Super Mode to appear, this requirement is always satisfied). Mecha Name: Nobel Gundam Model Number: GF13-050NSW Starting Pilot: Allenby Biazury Base HP: 4400 Base EN: 180 Type: Air/Land Size: M Repair Cost: 6000 Movement: 6 Agility: 95 Armor: 900 Air: B Land: A Sea: C Space: A Special Abilities: Sword Conformal Parts Slots: 3 Upgrade Levels: 10 Weapons Systems: Vulcan [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Kakutou [P] (1700, 1-2, +35, 0, 0, 0, +10, A/A/A/A) Beam Hoop [P] (2200, 2-5, +15, 0, 10, 0, 0, A/A/A/A) Beam Ribbon [P] (2700, 1-3, +30, 0, 30, 110, +10, A/A/A/A) Weapon Bonuses: 100, 100, 100, 150, 150, 150, 200, 200, 200, 250 ----------------------- Section 7: Enemy Mecha ----------------------- ---------------------------------------------- Part A: Universal Century Enemies (Neo-Zeon) ---------------------------------------------- Mecha Name: Alpha Aziel Model Number: NZ-333 Starting Pilot: Quess Paraya Base HP: 12000 Base EN: 310 Type: Space Size: L Repair Cost: 12000 Movement: 6 Agility: 70 Armor: 1200 Air: - Land: - Sea: - Space: A Special Abilities: I Field Conformal Parts Slots: 4 Weapons Systems: Vulcan [P] (1600, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Yuusen-shiki Mega Arm Hou [P] (2200, 1-3, +20, 0, 10, 0, +10, A/A/B/A) Mega Ryuushi Hou [B] (2500, 2-6, +10, 0, 20, 0, +10, A/A/-/A) Funnel (3000, 3-7, +20, 0, 30, 105, +10, A/A/C/A) NT Level 1 Mecha Name: Bawoo Model Number: AMX-107 Starting Pilot: Neo Zeon Soldier Base HP: 4200 Base EN: 180 Type: Land Size: M Repair Cost: 1600 Movement: 5 Agility: 75 Armor: 850 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 4 Weapons Systems: Grenade Launcher [P] (1500, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Rifle [PB] (1700, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Saber [P] (1700, 1, +40, 0, 0, 0, +30, -/A/B/A) Mega Ryuushi Hou [B] (2000, 2-5, +30, 0, 20, 0, 0, A/A/-/A) Mecha Name: Bawoo [Gremmi's Custom Bawoo] Model Number: AMX-107 Starting Pilot: Gremmi Toto Base HP: 5800 Base EN: 200 Type: Land Size: M Repair Cost: 2000 Movement: 6 Agility: 80 Armor: 950 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 4 Weapons Systems: Grenade Launcher [P] (1800, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Rifle [PB] (2100, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Saber [P] (2100, 1, +40, 0, 0, 0, +30, -/A/B/A) Mega Ryuushi Hou [B] (2400, 2-5, +30, 0, 20, 0, 0, A/A/-/A) Mecha Name: Dreissen Model Number: AMX-009 Starting Pilot: Rakan Dakaran, Neo Zeon Soldier Base HP: 5400 Base EN: 200 Type: Land (Hover) Size: M Repair Cost: 2000 Movement: 5 Agility: 80 Armor: 1000 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Gun Conformal Parts Slots: 4 Weapons Systems: Hand Gun [P] (1700, 1-4, +20, 10, 0, 0, +10, A/A/B/A) Tri-Blade [P] (1900, 1-3, +30, 4, 0, 0, +20, A/A/B/A) Beam Cannon [B] (1900, 2-6, +15, 0, 20, 0, +10, A/A/-/A) Beam Tomahawk [P] (2200, 1, +40, 0, 0, 0, +30, -/A/B/A) Weapons Bonuses: 100, 150 Notes: Nope, not a typo - just extrapolated from the difference between Rakan's base Dreissen and the Dreissens in Scenario 17. Mecha Name: Geara Doga Model Number: AMS-119 Starting Pilot: Neo Zeon Soldier Base HP: 4400 Base EN: 130 Type: Land Size: M Repair Cost: 1000 Movement: 5 Agility: 75 Armor: 750 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 4 Weapons Systems: Grenade Launcher [P] (1500, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Machinegun [PB] (1700, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Sword Attack [P] (1700, 1, +40, 0, 0, 0, +30, -/A/B/A) Mecha Name: Geara Doga [Rezun's Custom Geara Doga] Model Number: AMS-119 Starting Pilot: Rezun Schneider Base HP: 5400 Base EN: 180 Type: Land Size: M Repair Cost: 2000 Movement: 6 Agility: 80 Armor: 850 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 4 Weapons Systems: Grenade Launcher [P] (1700, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Machinegun [PB] (1900, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Sword Attack [P] (1900, 1, +40, 0, 0, 0, +30, -/A/B/A) Mecha Name: Jagd Doga Model Number: MSN-03 Starting Pilot: Neo Zeon Enhanced Soldier Base HP: 6800 Base EN: 200 Type: Land Size: M Repair Cost: 3000 Movement: 6 Agility: 90 Armor: 900 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 4 Weapons Systems: Missile [P] (1600, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Mega Gatling Gun [PB] (1900, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Saber [P] (1900, 1, +40, 0, 0, 0, +30, -/A/B/A) Mega Ryuushi Hou [B] (2200, 2-6, +30, 0, 20, 0, 0, A/A/-/A) Funnel (3000, 3-7, +20, 0, 30, 105, +10, A/A/C/A) NT Level 1 Mecha Name: Jagd Doga [Gyunei's Custom Geara Doga] Model Number: MSN-03 Starting Pilot: Gyunei Gass Base HP: 7000 Base EN: 190 Type: Land Size: M Repair Cost: 3000 Movement: 6 Agility: 85 Armor: 950 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 4 Weapons Systems: Missile [P] (1600, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Assault Rifle [PB] (1900, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Juukendzuki Beam Saber [P] (1900, 1, +40, 0, 0, 0, +30, -/A/B/A) Mega Ryuushi Hou [B] (2200, 2-6, +30, 0, 20, 0, 0, A/A/-/A) Funnel (3000, 3-7, +20, 0, 30, 105, +10, A/A/C/A) NT Level 1 Mecha Name: Sazabi [Char's Enemy Version] Model Number: MSN-04 Starting Pilot: Char Aznable Base HP: 8000 Base EN: 300 Type: Air Size: M Repair Cost: 10000 Movement: 7 Agility: 95 Armor: 1000 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Shield, Gun Conformal Parts Slots: 4 Weapons Systems: Missile [P] (1700, 3-5, +20, 4, 0, 0, 0, A/A/C/A) Beam Shot Rifle [PB] (2000, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Beam Tomahawk Saber [P] (2000, 1, +40, 0, 0, 0, +30, -/A/B/A) Mega Ryuushi Hou [B] (2300, 2-6, +10, 0, 20, 0, +10, A/A/-/A) Funnel (3200, 3-7, +20, 0, 30, 105, +10, A/A/C/A) NT Level 1 Mecha Name: Zssa Model Number: AMX-102 Starting Pilot: Neo Zeon Soldier Base HP: 3800 Base EN: 100 Type: Land Size: M Repair Cost: 1400 Movement: 5 Agility: 65 Armor: 800 Air: - Land: A Sea: C Space: A Special Abilities: Sword Conformal Parts Slots: 4 Weapons Systems: Beam Saber [P] (1700, 1, +40, 0, 0, 0, +30, -/A/B/A) Missile Pod (2000, 1-5, +20, 10, 0, 0, 0, A/A/C/A) ------------------------------ Part B: After Colony Enemies ------------------------------ Mecha Name: Altron Custom Model Number: XXXG-01S2 Starting Pilot: Wufei Zhang Base HP: 5000 Base EN: 230 Type: Land Size: M Repair Cost: 3500 Movement: 6 Agility: 90 Armor: 950 Air: - Land: A Sea: B Space: A Special Abilities: Sword Conformal Parts Slots: 2 Weapons Systems: Vulcan [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Twin Beam Trident [P] (2000, 1-3, +40, 0, 0, 0, +30, A/A/B/A) Dragon Hang [P] (2500, 2-5, +30, 0, 10, 0, 0, A/A/A/A) Notes: This is the enemy version that fights alongside the Gundam X enemies (Rakan Dakaran, who's a Gundam ZZ baddie, the Frost brothers, Dweyt, Mildra, and Demar from X). It may be identical to the friendly version, but I haven't confirmed it yet, so it's currently residing here. Mecha Name: Heavyarms Custom Model Number: XXXG-01H2 Starting Pilot: Trowa Barton Base HP: 5400 Base EN: 240 Type: Land Size: M Repair Cost: 3500 Movement: 6 Agility: 80 Armor: 1050 Air: - Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 3 Weapons Systems: Micro Missile [M] (1600, 1-5, +25, 2, 0, 0, 0, A/A/C/A) Homing Missile (1700, 3-6, +20, 6, 0, 0, 0, A/A/C/A) Gatling Gun [P] (1800, 1-3, +15, 10, 0, 0, +10, A/A/A/A) Double Gatling Gun (2500, 1-6, +25, 10, 0, 0, 0, A/A/A/A) Full Open Attack (3300, 2-8, +30, 3, 0, 0, +20, A/A/A/A) Notes: This is the enemy version that fights alongside the Gundam X enemies (Rakan Dakaran, who's a Gundam ZZ baddie, the Frost brothers, Abel Baeur from X and Wufei). It may be identical to the friendly version, but I haven't confirmed it yet, so it's currently residing here. ------------------------------- Part C: After War Era Enemies ------------------------------- Mecha Name: Jenice Model Number: RMS-006 Starting Pilot: Jinkouchinou, Neo Zeon Soldier Base HP: 3300 Base EN: 120 Type: Land Size: M Repair Cost: 1500 Movement: 5 Agility: 70 Armor: 750 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Gun Conformal Parts Slots: 4 Weapons Systems: Machine Cannon [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Heat Hawk [P] (1700, 1, +40, 0, 0, 0, +30, -/A/B/A) 100mm Machinegun [P] (1700, 1-4, +15, 10, 0, 0, +10, A/A/B/A) Bazooka Launcher (2000, 2-5, +10, 6, 0, 0, +10, A/A/A/A) Mecha Name: Daughtress Model Number: DT-6800A Starting Pilot: Jinkouchinou, Neo Zeon Soldier Base HP: 3000 Base EN: 100 Type: Land Size: M Repair Cost: 1000 Movement: 5 Agility: 70 Armor: 600 Air: - Land: A Sea: C Space: A Special Abilities: Gun Conformal Parts Slots: 4 Weapons Systems: Beam Saber [P] (1700, 1, +40, 0, 0, 0, +30, -/A/B/A) 90mm Machinegun [P] (1700, 1-4, +15, 10, 0, 0, +10, A/A/B/A) Mecha Name: Daughtress Command Model Number: DT-6800C Starting Pilot: Jinkouchinou, Neo Zeon Soldier Base HP: 3800 Base EN: 120 Type: Land Size: M Repair Cost: 1400 Movement: 6 Agility: 75 Armor: 700 Air: - Land: A Sea: C Space: A Special Abilities: Gun Conformal Parts Slots: 4 Weapons Systems: Beam Saber [P] (1800, 1, +40, 0, 0, 0, +30, -/A/B/A) 90mm Machinegun [P] (1800, 1-4, +15, 10, 0, 0, +10, A/A/B/A) Mecha Name: Daughtress Weapon Model Number: DT-6800W Starting Pilot: Jinkouchinou, Neo Zeon Soldier Base HP: 3500 Base EN: 110 Type: Land Size: M Repair Cost: 1400 Movement: 5 Agility: 65 Armor: 650 Air: - Land: A Sea: C Space: A Special Abilities: Gun Conformal Parts Slots: 4 Weapons Systems: Beam Saber [P] (1700, 1, +40, 0, 0, 0, +30, -/A/B/A) 90mm Machinegun [P] (1700, 1-4, +15, 10, 0, 0, +10, A/A/B/A) 500mm Cannon (2200, 2-6, +10, 6, 0, 0, +10, B/A/B/A) Mecha Name: Fire Wallaby (Daughtress High Mobility) Model Number: DT-6800HM Starting Pilot: Neo Zeon Soldier Base HP: 4800 Base EN: 130 Type: Land (Hover) Size: M Repair Cost: 1800 Movement: 6 Agility: 85 Armor: 1000 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Gun Conformal Parts Slots: 4 Weapons Systems: Beam Saber [P] (1800, 1, +40, 0, 0, 0, +30, -/A/B/A) 90mm Machinegun [P] (1800, 1-4, +15, 10, 0, 0, +10, A/A/B/A) Kaenhoushaki [P] (2300, 2-5, +10, 0, 10, 0, +10, -/A/-/A) Mecha Name: Waizu Wallaby Model Number: possibly DT-6800HM or DT-6800HMC Starting Pilot: Ennil El Base HP: 5200 Base EN: 140 Type: Land (Hover) Size: M Repair Cost: 2000 Movement: 6 Agility: 90 Armor: 1100 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Gun Conformal Parts Slots: 4 Weapons Systems: Beam Saber [P] (1900, 1, +40, 0, 0, 0, +30, -/A/B/A) 90mm Machinegun [P] (1900, 1-4, +15, 10, 0, 0, +10, A/A/B/A) Kaenhoushaki [P] (2500, 2-5, +10, 0, 10, 0, +10, -/A/-/A) Mecha Name: Grandine Model Number: MA-06 Starting Pilot: Neo Zeon Soldier Base HP: 9000 Base EN: 280 Type: Land Size: LL Repair Cost: 5000 Movement: 4 Agility: 60 Armor: 1000 Air: - Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: 200mm Taikuu Beam Hou [P] (1600, 1-3, +30, 20, 0, 0, 0, A/B/-/A) Choukyori Karyuushi Koudan Hou [M] (2000, 1-7, 0, 0, 30, 0, 0, A/A/C/A) Choukyori Karyuushi Koudan Hou (2200, 3-8, +15, 0, 20, 0, +1, A/A/C/A) Mecha Name: Valient Model Number: NRX-009 Starting Pilot: Neo Zeon Soldier Base HP: 5400 Base EN: 220 Type: Air/Land Size: M Repair Cost: 1900 Movement: 6 Agility: 90 Armor: 950 Air: A Land: B Sea: C Space: - Special Abilities: Sword, Gun Conformal Parts Slots: 4 Weapons Systems: Missile [P] (1800, 2-5, +20, 6, 0, 0, 0, A/A/C/A) Beam Saber [P] (2000, 1, +40, 0, 0, 0, +30, A/A/B/A) Beam Rifle [PB] (2200, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Mecha Name: Gundam Ashtaron Model Number: NRX-0015 Starting Pilot: Olba Frost Base HP: 9000 Base EN: 210 Type: Land Size: M Repair Cost: 6800 Movement: 7 Agility: 90 Armor: 1200 Air: - Land: A Sea: B Space: A Special Abilities: Henkei, Gun, Sword Conformal Parts Slots: 4 Transforms Into: Gundam Ashtaron (MA) Weapons Systems: Beam Saber [P] (1900, 1, +40, 0, 0, 0, +30, -/A/B/A) Scissors Beam Hou [B] (2100, 2-6, +15, 10, 0, 0, 0, +10, A/A/-/A) Atomic Scissors [P] (2400, 1-4, +30, 0, 0, 0, +30, A/A/B/A) Mecha Name: Gundam Ashtaron (MA) Model Number: NRX-0015 Starting Pilot: Olba Frost Base HP: 9000 Base EN: 210 Type: Land Size: M Repair Cost: 6800 Movement: 9 Agility: 100 Armor: 1250 Air: A Land: - Sea: - Space: A Special Abilities: Henkei Conformal Parts Slots: 4 Transforms Into: Gundam Ashtaron Weapons Systems: Nose Beam Hou [PB] (1900, 1-6, +15, 10, 0, 0, 0, +10, A/A/-/A) Atomic Scissors [P] (2400, 1-4, +30, 0, 0, 0, +30, A/A/B/A) Mecha Name: Gundam Virsago Model Number: NRX-0013 Starting Pilot: Shagia Frost Base HP: 8000 Base EN: 220 Type: Air/Land Size: M Repair Cost: 7000 Movement: 7 Agility: 95 Armor: 1100 Air: A Land: A Sea: B Space: A Special Abilities: Sword, Shield Conformal Parts Slots: 4 Weapons Systems: Beam Saber [P] (1900, 1, +40, 0, 0, 0, +30, A/A/B/A) Strike Claw [P] (2000, 1-3, +30, 0, 0, 0, +30, A/A/B/A) Claw Beam Hou [B] (2200, 2-6, +15, 10, 0, 0, +10, A/A/-/A) Mega Sonic Hou (2500, 3-8, +20, 0, 30, 120, 0, A/A/-/A) Mecha Name: Colrel Model Number: NRX-007 Starting Pilot: Demar Graif Base HP: 5200 Base EN: 180 Type: Land Size: M Repair Cost: 3100 Movement: 9 Agility: 130 Armor: 700 Air: - Land: A Sea: C Space: A Special Abilities: Sword, Bunshin Conformal Parts Slots: 4 Weapons Systems: Beam Knife [P] (2200, 1-7, +40, 0, 0, 0, +40, B/A/B/A) Mecha Name: Britova Model Number: NRX-011 Starting Pilot: Dweyt Langraf Base HP: 8000 Base EN: 210 Type: Land Size: M Repair Cost: 3200 Movement: 6 Agility: 80 Armor: 1000 Air: - Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Micro Missile [M] (1800, 1-5, 0, 2, 0, 0, 0, A/A/C/A) Heat Wire [P] (2300, 1-3, +35, 0, 0, 0, +20, A/A/B/A) Mecha Name: Gabul Model Number: NRX-010 Starting Pilot: Milra Draido Base HP: 13000 Base EN: 220 Type: Land Size: M Repair Cost: 3400 Movement: 4 Agility: 50 Armor: 1400 Air: - Land: A Sea: C Space: A Special Abilities: I Field Conformal Parts Slots: 4 Weapons Systems: Kakutou [P] (2400, 1-5, +40, 0, 0, 0, +30, B/A/B/A) Mecha Name: Patulia Model Number: MAN-003 Starting Pilot: Caris Nautilus (blue Caris) Base HP: 18000 Base EN: 300 Type: Air Size: LL Repair Cost: 10000 Movement: 5 Agility: 70 Armor: 1300 Air: A Land: - Sea: - Space: A Special Abilities: I Field Conformal Parts Slots: 4 Weapons Systems: Yuusen Beam Hou [P] (2400, 1-3, +30, 20, 0, 0, 0, A/A/-/A) Karyuushi Hou [B] (2800, 4-8, +10, 0, 20, 0, +10, A/A/C/A) Mecha Name: Rasveyt Model Number: NRX-016 Starting Pilot: Abel Bauer Base HP: 6800 Base EN: 200 Type: Air/Land Size: M Repair Cost: 3300 Movement: 7 Agility: 90 Armor: 900 Air: A Land: B Sea: C Space: A Special Abilities: Sword, Gun Conformal Parts Slots: 4 Weapons Systems: Beam Saber [P] (1700, 1, +40, 0, 0, 0, +30, A/A/B/A) Beam Rifle [PB] (1700, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Bit Rasveyt (2600, 3-7, +20, 0, 30, 105, +10, A/A/C/A) NT (X) Level 1 --------------------------------------- Part D: Kidou Senkan Nadesico Enemies --------------------------------------- Mecha Name: Batta (L+2?) Starting Pilot: Jinkouchinou Base HP: 3080 Base EN: 120 Type: Air Size: S Repair Cost: 800 Movement: 8 Agility: 115 Armor: 825 Air: A Land: - Sea: - Space: A Special Abilities: Distortion Field Conformal Parts Slots: 4 Weapons Systems: Vulcan [P] (1550, 1-2, +30, 20, 0, 0, -20, A/A/B/A) Distortion Tackle [P] (2050, 1-3, +30, 0, 10, 0, +10, A/A/B/A) Kogata Missile (2050, 2-5, +20, 6, 0, 0, 0, A/A/C/A) Oogata Missile (2250, 3-6, +10, 2, 0, 0, 0, A/A/C/A) Mecha Name: Katonbo (L+2?) Starting Pilot: Jinkouchinou Base HP: 5830 Base EN: 216 Type: Air Size: LL Repair Cost: 2000 Movement: 6 Agility: 71 Armor: 935 Air: A Land: - Sea: - Space: A Special Abilities: Distortion Field Conformal Parts Slots: 4 Weapons Systems: Missile [P] (2050, 1-3, +20, 8, 0, 0, 0, A/A/C/A) Linear Cannon [B] (2250, 1-5, +15, 0, 10, 0, +10, A/A/-/A) Impact Laser [B] (2450, 3-6, +10, 0, 20, 0, 0, A/A/-/A) Mecha Name: Tetsujin (Iron Man) (L+2?) Starting Pilot: Mokuren Yuujin Butai Base HP: 9350 Base EN: 216 Type: Air/Land Size: M Repair Cost: 3000 Movement: 6 Agility: 82 Armor: 1210 Air: A Land: B Sea: C Space: A Special Abilities: Distortion Field, Boson Jump, EN Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Oogata Missile (2050, 2-4, +20, 4, 0, 0, 0, A/A/C/A) Gravity Blast [M] (2100, 1-7, 0, 0, 50, 120, 0, A/A/C/A) Oogata Laser [B] (2150, 1-5, +15, 0, 10, 0, +10, A/A/-/A) Rocket Punch [P] (2250, 1-3, +30, 4, 0, 0, +10, A/A/B/A) Distortion Tackle [P] (2550, 1, +20, 0, 20, 0, +10, A/A/B/A) Gravity Blast (2850, 2-6, +10, 0, 30, 110, 0, A/A/C/A) Mecha Name: Majin (Demon Man) (L+3?) Starting Pilot: Tsukishin Genichiro Base HP: 9200 Base EN: 221 Type: Air/Water/Land Size: M Repair Cost: 3000 Movement: 7 Agility: 92 Armor: 1150 Air: A Land: B Sea: A Space: A Special Abilities: Distortion Field, Boson Jump, EN Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Gravity Blast [M] (2150, 1-7, 0, 0, 50, 120, 0, A/A/C/A) Oogata Laser [B] (2300, 1-5, +15, 0, 10, 0, +10, A/A/-/A) Rocket Punch [P] (2400, 1-3, +30, 4, 0, 0, +10, A/A/B/A) Distortion Tackle [P] (2700, 1, +20, 0, 20, 0, +10, A/A/B/A) Gravity Blast (3000, 2-6, +10, 0, 30, 110, 0, A/A/C/A) Probable Weapons Bonuses: 100, 150, 150 Mecha Name: Denjin (probably Electric Man, or Dragon Man) (L+3?) Starting Pilot: Akiyama Genpachiro, Takasugi Saburouta (past version) Base HP: 10350 Base EN: 247 Type: Air/Land Size: M Repair Cost: 3000 Movement: 5 Agility: 80 Armor: 1380 Air: A Land: A Sea: B Space: A Special Abilities: Distortion Field, Boson Jump, EN Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Gravity Blast [M] (2150, 1-7, 0, 0, 50, 120, 0, A/A/C/A) Oogata Laser [B] (2300, 1-5, +15, 0, 10, 0, +10, A/A/-/A) Rocket Punch [P] (2400, 1-3, +30, 4, 0, 0, +10, A/A/B/A) Distortion Tackle [P] (2700, 1, +20, 0, 20, 0, +10, A/A/B/A) Field Claw (2800, 1-7, +20, 0, 15, 0, +20, A/A/A/A) Gravity Blast (3000, 2-6, +10, 0, 30, 110, 0, A/A/C/A) Notes: Just speculation, but the Field Claw probably penetrates Distortion Fields just like the Field Lancer. That's what it was designed to do in the anime, anyway ... Mecha Name: Aestivalis Housen Frame (Aestivalis Artillery Combat Frame) Starting Pilot: Jinkouchinou Base HP: 4500 Base EN: 120 Type: Land Size: S Repair Cost: 1200 Movement: 5 Agility: 60 Armor: 1000 Air: - Land: A Sea: B Space: C Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Super Gatling Hou [P] (1400, 1-3, +30, 20, 0, 0, -20, A/A/A/A) Missile Pod [P] (1600, 2-4, +20, 4, 0, 0, +10, A/A/C/A) Ni-Rensou Taikuu Hou (1900, 1-5, +15, 10, 0, 0, 0, A/B/B/B) 120mm Cannon (2400, 4-6, +15, 10, 0, 0, +20, A/A/B/A) Mecha Name: Ryosan Kata Aestivalis (Mass Produced Type Aestivalis) Starting Pilot: Jinkouchinou Base HP: 3300 Base EN: 100 Type: Air/Land Size: S Repair Cost: 1000 Movement: 7 Agility: 75 Armor: 800 Air: A Land: B Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Rapid Rifle [P] (1900, 1-4, +15, 20, 0, 0, +10, A/B/C/A) Mecha Name: Suterunkuugeru Starting Pilot: Jinkouchinou Base HP: 3600 Base EN: 100 Type: Air/Land Size: S Repair Cost: 1400 Movement: 6 Agility: 80 Armor: 750 Air: A Land: B Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Hand Rail Gun [P] (2000, 1-4, +15, 20, 0, 0, +10, A/B/C/A) Mecha Name: Sekishiki Starting Pilot: Jinkouchinou Base HP: 4800 Base EN: 120 Type: Air/Land Size: S Repair Cost: 1600 Movement: 6 Agility: 85 Armor: 800 Air: A Land: B Sea: C Space: A Special Abilities: Boson Jump Conformal Parts Slots: 4 Weapons Systems: Handgun [P] (2000, 1-4, +15, 20, 0, 0, +10, A/A/B/A) Taikan Missile (2400, 2-6, +20, 4, 0, 0, 0, A/A/C/A) Mecha Name: Rokuren Starting Pilot: Hokushin Rokujinshu (Hokushin Six Race) Base HP: 6300 Base EN: 180 Type: Air Size: SS Repair Cost: 2000 Movement: 7 Agility: 90 Armor: 850 Air: A Land: - Sea: - Space: A Special Abilities: Distortion Field, Boson Jump Conformal Parts Slots: 4 Weapons Systems: Ta-Rensou Missile Launcher [P] (1600, 2-4, +20, 6, 0, 0, 0, A/A/C/A) Sekijou Nage (2000, 2-5, +15, 0, 0, 0, +10, A/A/B/A) Sekijou [P] (2200, 1-3, +40, 0, 0, 0, +20, A/A/B/A) Mecha Name: Yatenkou Starting Pilot: Hokushin Base HP: 7800 Base EN: 200 Type: Air/Land Size: S Repair Cost: 5000 Movement: 8 Agility: 110 Armor: 950 Air: A Land: B Sea: C Space: A Special Abilities: Distortion Field, Boson Jump Conformal Parts Slots: 4 Weapons Systems: Missile Launcher [P] (1800, 2-4, +20, 6, 0, 0, 0, A/A/C/A) Sekijou Nage (2200, 2-5, +15, 0, 0, 0, +10, A/A/B/A) Sekijou [P] (2700, 1-3, +40, 0, 0, 0, +20, A/A/B/A) --------------------------------------------- Part E: Mazinger Z Enemies (Mikrene Empire) --------------------------------------------- Mecha Name: Yousai Demonika (Fortress Demonika) Starting Pilot: Ankoku Dai-Shogun Base HP: 12000 Base EN: 230 Type: Air Size: LL Repair Cost: 8000 Movement: 5 Agility: 55 Armor: 1000 Air: A Land: - Sea: - Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Kogata Missile [P] (1800, 1-4, +20, 20, 0, 0, 0, A/A/A/-) Oogata Missile (2000, 2-5, 0, 20, 0, 0, +10, A/A/A/-) Taiatari [P] (2200, 1, +30, 0, 0, 0, +20, A/A/A/-) Mecha Name: Ryosan Kata Great (Mass Produced Great Mazinger) Starting Pilot: Jinkouchinou Base HP: 8000 Base EN: 200 Type: Land Size: M Repair Cost: 2400 Movement: 5 Agility: 65 Armor: 1200 Air: - Land: A Sea: B Space: A Special Abilities: Sword Conformal Parts Slots: 4 Weapons Systems: Mazinger Blade [P] (1500, 1, +35, 0, 0, 0, +30, A/A/A/A) Atomic Punch [P] (1700, 1-5, +40, 0, 5, 0, 0, A/A/B/A) Drill Pressure Punch [P] (1900, 1-3, +35, 0, 10, 0, +5, A/A/B/A) Breast Burn [P] (2800, 1, +20, 0, 40, 0, +10, A/A/B/A) Thunder Break (3100, 2-5, +30, 0, 50, 120, 0, A/A/-/A) Notes: Unlike SRT A, the Mass Produced Great Mazingers are only enemies in this incarnation. Using the MBDC replacement, the game will lock during an intermission if you change a unit into a MP Great Mazinger (all changes into enemy units will cause this particular crash, a good indicator of what is friendly and what isn't). Mecha Name: Sentou Kemono Gerunikasu Starting Pilot: Ikeda Shinichiro Base HP: 7400 Base EN: 180 Type: Land Size: M Repair Cost: 3000 Movement: 5 Agility: 65 Armor: 1100 Air: - Land: A Sea: C Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Yari Nage (1700, 2-6, +10, 8, 0, 0, 0, A/A/A/-) Yari [P] (2100, 1-3, +30, 0, 0, 0, +10, A/A/A/-) Mecha Name: Sentou Kemono Dokaidar Starting Pilot: Jinkouchinou Base HP: 6500 Base EN: 190 Type: Land Size: M Repair Cost: 2400 Movement: 5 Agility: 60 Armor: 1000 Air: - Land: A Sea: C Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Drill [P] (1600, 1, +30, 0, 0, 0, +10, -/A/A/-) Gatling Missile (1800, 2-6, +20, 8, 0, 0, 0, A/A/A/-) Hakai Kousen (2200, 1-5, +10, 0, 20, 0, 0, A/A/A/-) Mecha Name: Sentou Kemono Giran Starting Pilot: Jinkouchinou Base HP: 6000 Base EN: 170 Type: Air/Land Size: M Repair Cost: 2200 Movement: 5 Agility: 65 Armor: 950 Air: A Land: A Sea: C Space: - Special Abilities: Sword Conformal Parts Slots: 4 Weapons Systems: Tsurugi [P] (1600, 1-2, +30, 0, 0, 0, 0, A/A/A/-) Boomerang [P] (1800, 1-3, +10, 4, 0, 0, 0, A/A/B/-) Drill [P] (2000, 1, +20, 0, 0, 0, +10, A/A/A/-) Hakai Kousen (2300, 2-5, +10, 0, 20, 0, 0, A/A/A/-) Mecha Name: Sentou Kemono Guratoniosu Starting Pilot: Jinkouchinou Base HP: 5800 Base EN: 180 Type: Air/Land Size: M Repair Cost: 2000 Movement: 5 Agility: 55 Armor: 1000 Air: A Land: A Sea: C Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Shindounami [P] (1800, 1-3, +30, 0, 10, 0, +10, A/A/B/-) Hakai Kousen (2000, 1-5, +20, 0, 20, 0, 0, A/A/B/-) Drill [P] (2200, 1, +30, 0, 0, 0, 0, A/A/B/-) Mecha Name: Kikaijuu Haribyoon V6 (Machine Beast Haribyoon V6) Starting Pilot: Jinkouchinou Base HP: 5300 Base EN: 160 Type: Air/Land Size: M Repair Cost: 1800 Movement: 6 Agility: 60 Armor: 900 Air: A Land: B Sea: A Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Missile (1700, 1-5, +20, 10, 0, 0, +10, A/A/B/-) Drill [P] (1900, 1, +30, 0, 0, 0, 0, A/B/A/-) Chain Anchor [P] (2100, 2-4, +40, 0, 10, 0, 0, A/B/A/-) Mecha Name: Kikaijuu Apolon A1 (possibly Apollon, after Apollo) Starting Pilot: Jinkouchinou Base HP: 4800 Base EN: 140 Type: Land Size: M Repair Cost: 1600 Movement: 5 Agility: 50 Armor: 800 Air: - Land: A Sea: C Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Tosshin [P] (1600, 1-3, +30, 0, 0, 0, +20, -/A/A/-) Hidama (1800, 1-5, +10, 10, 0, 0, +10, A/A/-/-) Fire Web [P] (2000, 1, +20, 0, 20, 0, 0, A/A/C/-) Mecha Name: Dragonsaurus Starting Pilot: Jinkouchinou Base HP: 18000 Base EN: 300 Type: Water/Land Size: LL Repair Cost: 10000 Movement: 5 Agility: 50 Armor: 1300 Air: - Land: B Sea: A Space: - Special Abilities: HP Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Tatsumaki [P] (2000, 2-6, +30, 0, 10, 0, 0, A/A/A/-) Chou Onpa (2200, 1-5, +20, 0, 20, 0, 0, A/A/A/-) Shokushu [P] (2600, 1-3, +30, 0, 0, 0, +10, A/A/A/-) -------------------------------------- Part F: Zambot 3 / Daitarn 3 Enemies -------------------------------------- Mecha Name: Aiai (L+1?) Starting Pilot: Soldier Base HP: 3990 Base EN: 132 Type: Air Size: M Repair Cost: 1000 Movement: 5 Agility: 84 Armor: 892 Air: A Land: - Sea: - Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Missile [P] (1900, 1-3, +20, 10, 0, 0, 0, A/A/C/A) Hakai Kousen (2100, 1-5, +10, 0, 10, 0, 0, A/A/C/A) Mecha Name: Mettanga (L+1?) Starting Pilot: Soldier Base HP: 7980 Base EN: 154 Type: Air Size: L Repair Cost: 1300 Movement: 6 Agility: 63 Armor: 1050 Air: A Land: - Sea: - Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Drill [P] (1900, 1-2, +30, 0, 0, 0, +10, A/A/B/A) Hakai Kousen (2100, 1-5, +20, 0, 20, 0, 0, A/A/C/A) Oogata Drill Missile (2300, 2-4, +10, 4, 0, 0, 0, A/A/C/A) Mecha Name: Niebelungen (L+1?) Starting Pilot: Soldier Base HP: 10500 Base EN: 176 Type: Land Size: LL Repair Cost: 1500 Movement: 4 Agility: 52 Armor: 1155 Air: - Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Missile (1900, 2-5, +20, 10, 0, 0, 0, A/A/C/A) Taikuu Hou [P] (2100, 1-3, +40, 20, 0, 0, 0, A/A/A/A) Shuuhou (2500, 3-7, +10, 10, 0, 0, +10, A/A/B/A) Mecha Name: Mecha Beast Doyozuraa Starting Pilot: Jinkouchinou Base HP: 7300 Base EN: 240 Type: Air/Land Size: L Repair Cost: 1700 Movement: 6 Agility: 55 Armor: 1150 Air: A Land: B Sea: A Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Kaen [P] (1800, 1-3, +20, 0, 10, 0, 0, A/A/-/-) Missile (2000, 2-5, +20, 8, 0, 0, 0, A/A/C/A) Spin Attack [P] (2200, 1, +30, 0, 0, 0, +10, A/A/B/A) Mecha Name: Mecha Beast Torashiddo Starting Pilot: Jinkouchinou Base HP: 7500 Base EN: 250 Type: Land Size: L Repair Cost: 1800 Movement: 5 Agility: 50 Armor: 1100 Air: - Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Missile Launcher (1800, 2-5, +20, 8, 0, 0, 0, A/A/C/A) Gatling Gun [P] (2000, 1-3, +30, 10, 0, 0, 0, A/A/B/A) Shuuhou (2400, 3-7, +15, 6, 0, 0, +10, A/A/B/A) Mecha Name: Mecha Beast Garuchakku Starting Pilot: Jinkouchinou Base HP: 7000 Base EN: 230 Type: Air/Land Size: L Repair Cost: 1900 Movement: 6 Agility: 60 Armor: 1150 Air: A Land: B Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Hurricane [P] (1700, 1-3, +20, 0, 10, 0, 0, A/A/-/-) Magma Dan (2000, 2-5, +15, 10, 0, 0, +10, A/A/-/A) Kaen [P] (2300, 1, +20, 0, 20, 0, 0, A/A/-/-) Mecha Name: Mecha Beast Dangarun Starting Pilot: Jinkouchinou Base HP: 10000 Base EN: 240 Type: Air/Land Size: L Repair Cost: 2200 Movement: 7 Agility: 75 Armor: 1200 Air: A Land: B Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Tear Hammer [P] (1800, 1-3, +30, 0, 0, 0, 0, A/A/A/A) Bazooka Cannon (2000, 2-5, +15, 10, 0, 0, 0, A/A/B/A) Soryuushi Laser (2400, 3-7, +10, 0, 20, 0, +10, A/A/C/A) Mecha Name: Bandock Starting Pilot: 20000 Base HP: Kiraa Za Buccha Base EN: 250 Type: Air/Land Size: LL Repair Cost: 10000 Movement: 6 Agility: 55 Armor: 1000 Air: A Land: B Sea: B Space: A Special Abilities: EN Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Bandock Missile [P] (2000, 1-3, +30, 20, 0, 0, +10, A/A/C/A) Bandock Cannon [M] (2200, 1-6, 0, 0, 50, 0, 0, A/A/B/A) Bandock Cannon (2600, 3-7, +20, 0, 30, 0, 0, A/A/B/A) Mecha Name: Mechaborg Edwin Starting Pilot: Commander Edwin Base HP: 18000 Base EN: 230 Type: Air/Land Size: LL Repair Cost: 5000 Movement: 6 Agility: 75 Armor: 1150 Air: A Land: A Sea: C Space: A Special Abilities: HP Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Tranpu Shot [P] (2000, 1-3, +20, 10, 0, 0, 0, A/A/C/A) Head Beam (2400, 2-5, 0, 0, 20, 0, +10, A/A/C/A) Mecha Name: Mechaborg Zenoia Starting Pilot: Commander Zenoia Base HP: 17000 Base EN: 220 Type: Air/Land Size: LL Repair Cost: 5000 Movement: 7 Agility: 80 Armor: 1150 Air: A Land: A Sea: C Space: A Special Abilities: HP Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Kakutou [P] (2000, 1-3, +40, 0, 0, 0, 0, A/A/B/A) Eyebeam (2500, 2-5, 0, 0, 20, 0, +10, A/A/C/A) Mecha Name: Mechaborg Beltory Starting Pilot: Commander Beltory Base HP: 18000 Base EN: 240 Type: Air/Land Size: LL Repair Cost: 5000 Movement: 7 Agility: 75 Armor: 1200 Air: A Land: A Sea: C Space: A Special Abilities: Bunshin, HP Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Tomahawk [P] (2000, 1-3, +40, 0, 0, 0, 0, A/A/B/A) Bagu (2600, 2-5, +10, 10, 0, 0, +10, A/A/C/A) ----------------------------------------- Part G: Combattler V / Voltes V Enemies ----------------------------------------- Mecha Name: Magma Kemono Garumusu Starting Pilot: Jinkouchinou Base HP: 6800 Base EN: 180 Type: Air/Land Size: M Repair Cost: 1600 Movement: 5 Agility: 55 Armor: 1100 Air: A Land: B Sea: B Space: C Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Missile (1800, 2-4, +10, 20, 0, 0, 0, A/A/C/A) Kakutou [P] (2200, 1-3, +30, 0, 0, 0, 0, A/A/C/A) Mecha Name: Combattler V Starting Pilot: Mystery Man (it's listed as ???) Base HP: 8800 Base EN: 220 Type: Air/Land Size: L Repair Cost: 3300 Movement: 5 Agility: 70 Armor: 1200 Air: A Land: A Sea: B Space: A Special Abilities: Sword Conformal Parts Slots: 4 Weapons Systems: Rock Fighter (1500, 2-5, 0, 10, 0, 0, +10, A/A/B/A) Choudenji Yo-Yo [P] (2100, 1-3, +40, 0, 0, 0, 0, A/A/A/A) Twin Lancer [P] (2300, 1, +45, 0, 0, 0, +20, A/A/B/A) V Laser (2500, 2-5, +35, 0, 20, 0, 0, A/A/C/A) Big Blast (2900, 1-6, +25, 1, 0, 0, 0, A/A/C/A) Choudenji Spin [P] (3600, 1, +30, 0, 70, 110, +40, A/A/A/A) Notes: This is the enemy Combattler V that will attack once Sentou Kemono Gerunikasu has been disposed off (either by self-destruct or your team). It's not quite as impressive as the real Combattler (except for the extra 2000 HP), but it DOES have a nice Chougoukin Z ... ------------------------------------------ Part H: Shin Getta vs. Neo Getta Enemies ------------------------------------------ Mecha Name: Mechasaurus Bull Starting Pilot: Dinosaur Soldier Base HP: 5800 Base EN: 160 Type: Land Size: M Repair Cost: 1700 Movement: 6 Agility: 95 Armor: 900 Air: - Land: A Sea: C Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Kakutou [P] (1600, 1-3, +30, 0, 0, 0, +20, -/A/B/-) Missile (1900, 1-5, +20, 8, 0, 0, 0, A/A/C/-) Mecha Name: Mechasaurus Moba Starting Pilot: Dinosaur Soldier Base HP: 6300 Base EN: 180 Type: Land Size: M Repair Cost: 2000 Movement: 4 Agility: 50 Armor: 1000 Air: - Land: A Sea: A Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Kakutou [P] (1500, 1-3, +30, 0, 0, 0, 0, -/A/A/-) Beam Shokushu (1700, 1-4, +20, 0, 10, 0, +20, B/A/A/-) Kaen Dan (2000, 3-5, +10, 10, 0, 0, 0, B/A/C/-) Mecha Name: Mechasaurus Doba Starting Pilot: Dinosaur Soldier Base HP: 5300 Base EN: 150 Type: Land Size: M Repair Cost: 1400 Movement: 5 Agility: 60 Armor: 800 Air: - Land: A Sea: B Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Muchi [P] (1000, 1-5, +30, 0, 0, 0, +10, -/A/B/-) Kaenhoushaki (1200, 1-4, +20, 0, 10, 0, 0, -/A/-/-) Rocket Punch [P] (1400, 1-3, +30, 0, 5, 0, +20, A/A/B/-) Missile (1600, 2-4, +20, 8, 0, 0, 0, A/A/C/-) Head Laser (1800, 3-5, +10, 0, 20, 0, 0, A/A/C/-) Mecha Name: Mechasaurus Boa (possibly Boar) Starting Pilot: Batto Shogun Base HP: 18000 Base EN: 210 Type: Land Size: M Repair Cost: 9000 Movement: 6 Agility: 70 Armor: 1300 Air: - Land: A Sea: B Space: - Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Kakutou [P] (1800, 1-3, +30, 0, 0, 0, 0, B/A/B/-) Muchi [P] (2300, 1-5, +10, 0, 0, 0, +20, B/A/B/-) ------------------------------------ Part I: Gear Senshi Dendoh Enemies ------------------------------------ Mecha Name: Garufa Sotai (Garufa Plain Body) Starting Pilot: Jinkouchinou Base HP: 4300 Base EN: 100 Type: Air/Land Size: M Repair Cost: 900 Movement: 5 Agility: 60 Armor: 1000 Air: A Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Beam Gun [P] (2000, 1-4, +30, 20, 0, 0, +10, A/A/-/A) Weapons Bonus: 100 Mecha Name: Kijuu Orbiton (Machine Beast Orbiton) Starting Pilot: Jinkouchinou Base HP: 6300 Base EN: 120 Type: Air/Land Size: M Repair Cost: 1200 Movement: 5 Agility: 65 Armor: 1100 Air: A Land: A Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Kakutou [P] (1600, 1, +40, 0, 0, 0, +20, A/A/B/A) Missile [P] (1800, 2-4, +20, 10, 0, 0, 0, A/A/C/A) Beam (2300, 2-5, +10, 0, 10, 0, 0, A/A/-/A) Weapons Bonus: 100 Mecha Name: Ooga Viper Whip (Phoenix Fang Viper Whip) Starting Pilot: Altea Base HP: 9300 Base EN: 250 Type: Air/Land Size: M Repair Cost: 5800 Movement: 7 Agility: 95 Armor: 1300 Air: A Land: A Sea: B Space: A Special Abilities: Henkei, Illusion Flasher Conformal Parts Slots: 4 Weapons Systems: Gouwan Funsai Geki [P] (1800, 1-3, +50, 0, 5, 0, +30, A/A/A/A) Hadou Ryuushin Geki (2000, 1-5, +40, 0, 10, 0, 0, A/A/B/A) Senpuu Sanren Geki [P] (2200, 1, +30, 0, 15, 0, +20, A/A/A/A) FL Viper Whip (2300, 2-6, +40, 0, 20, 0, +20, A/A/B/A) Bakusai Chourakka [P] (2400, 1, +20, 0, 25, 110, 0, A/A/B/A) Senkou Raijin Geki [M] (2600, 1-5, 0, 0, 50, 120, 0, A/A/C/A) Crusher Fang [P] (2800, 1-3, +30, 0, 30, 0, 0, A/A/B/A) Viper Whip FA (3900, 1-4, +10, 0, 10, 120, 0, A/A/A/A) Weapons Bonus: 100 MAP Bonus: 50 Notes: This is the enemy version of the Ooga Viper Whip. The friendly version looks different, and has a different MBDC (as well as stats, obviously). Mecha Name: Raguo Starting Pilot: Raguo Base HP: 20000 Base EN: 230 Type: Air/Land Size: M Repair Cost: 14000 Movement: 8 Agility: 85 Armor: 1200 Air: A Land: A Sea: C Space: A Special Abilities: HP Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Claw [P] (2400, 1-5, +30, 0, 0, 0, 0, A/A/A/A) Raguo Virus [P] (2800, 1, +40, 0, 0, 0, +20, A/A/A/A) Mecha Name: Kishi Jamu (Machine Warrior Jamu) Starting Pilot: Jinkouchinou Base HP: 8300 Base EN: 130 Type: Air/Land Size: M Repair Cost: 2000 Movement: 6 Agility: 75 Armor: 1200 Air: A Land: A Sea: C Space: A Special Abilities: Sword Conformal Parts Slots: 4 Weapons Systems: Micro Missile [M] (1800, 1-5, +10, 2, 0, 110, 0, A/A/C/A) Photon Bleed [P] (2000, 1, +30, 0, 0, 0, +20, A/A/B/A) Photon Laser [P] (2000, 1-4, +20, 0, 10, 0, +10, A/A/-/A) Photon Rifle (2400, 2-5, +10, 10, 0, 0, 0, A/A/-/A) Mecha Name: Kishou Giga Gurumei (Machine Leader Giga Gurumei) Starting Pilot: Kishou Giga Gurumei Base HP: 20000 Base EN: 170 Type: Air/Land Size: M Repair Cost: 5000 Movement: 6 Agility: 70 Armor: 1300 Air: A Land: B Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Missile [P] (1800, 2-4, +30, 10, 0, 0, +10, A/A/C/A) Kakutou [P] (2300, 1, +40, 0, 0, 0, +20, A/A/B/A) Beam Hou (2800, 2-6, +20, 0, 20, 0, 0, A/A/-/A) Mecha Name: Kishou Giga Witter (Machine Leader Giga Witter) Starting Pilot: Kishou Giga Witter Base HP: 19000 Base EN: 160 Type: Air/Land Size: M Repair Cost: 5000 Movement: 6 Agility: 75 Armor: 1250 Air: A Land: B Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Giga Ring [P] (2300, 1-3, +30, 0, 0, 0, +20, A/A/B/A) Photon Laser [P] (2800, 3-6, +10, 10, 0, 0, 0, A/A/-/A) Mecha Name: Kishou Giga Absolute (Machine Leader Absolute) Starting Pilot: Kishou Giga Absolute Base HP: 18000 Base EN: 150 Type: Air/Land Size: M Repair Cost: 5000 Movement: 6 Agility: 80 Armor: 1200 Air: A Land: B Sea: C Space: A Special Abilities: None Conformal Parts Slots: 4 Weapons Systems: Metal Spike [P] (2800, 1-5, +30, 0, 0, 0, +10, A/A/A/A) -------------------------------------------------------------- Part J: Kidou Butouden G Gundam Enemies (Devil Gundam Corps) -------------------------------------------------------------- Mecha Name: Death Army Starting Pilot: Zombie Soldier Base HP: 4000 Base EN: 150 Type: Land Size: M Repair Cost: 1000 Movement: 5 Agility: 75 Armor: 900 Air: - Land: A Sea: C Space: - Special Abilities: Sword, HP Kaifuku Large Conformal Parts Slots: 4 Weapons Systems: Kinbou [P] (1800, 1, +40, 0, 0, 0, +30, -/A/B/A) Kinboukata Beam Rifle [PB] (1800, 1-4, +15, 10, 0, 0, +10, A/A/-/A) Mecha Name: Death Birdy Starting Pilot: Zombie Soldier Base HP: 4400 Base EN: 170 Type: Air Size: M Repair Cost: 1400 Movement: 6 Agility: 80 Armor: 1000 Air: A Land: - Sea: - Space: A Special Abilities: HP Kaifuku Large Conformal Parts Slots: 4 Weapons Systems: Taiatari [P] (1800, 1-3, +30, 0, 0, 0, +20, A/A/B/A) Dai-Koukei Beam Cannon [B] (2000, 1-5, +10, 0, 10, 0, +10, A/A/-/A) Mecha Name: Devil Gundam Model Number: JDG-00X Starting Pilot: Zombie Solider, Tohou Fuhai (Really. No Kyouji in R.) Base HP: 15000 Base EN: 250 Type: Land Size: L Repair Cost: 8000 Movement: 4 Agility: 80 Armor: 1100 Air: - Land: A Sea: B Space: A Special Abilities: HP Kaifuku Small Conformal Parts Slots: 4 Weapons Systems: Vulcan [P] (1800, 1-2, +30, 20, 0, 0, -20, A/A/A/A) Mega Beam Cannon [B] (2100, 2-6, +10, 0, 10, 0, +10, A/A/-/A) Devil Fang [P] (2100, 1, +35, 0, 0, 0, +20, -/A/A/A) Kakusan Ryuushi Dan [PB] (2400, 1-3, +30, 0, 20, 0, 0, A/A/-/A) -------------------------- Part K: Original Enemies -------------------------- Under Construction! ------------------------------- Section 8: Combination Attacks ------------------------------- Combination Attacks are extremely powerful attacks that can be executed under certain careful conditions. First, the units must be relatively close to one another (2 squares, I believe). There is a primary, initiating unit, and then at least one if not more supporting units. All supporting units may have moved or attacked this turn; they need not be active to execute a combination attack. Unlike Super Robot Taisen A, the base strength of a Combination Attack is fixed, and is listed below. The appropriate weapons strength bonus of the initiating unit is added to that base strength to determine the final strength of the attack. The number of weapons upgrades the supporting units has is not taken into account when computing the damage. All participants in a Combination Attack, must be able to meet the requirements of the given attack, and will pay all associated EN costs. As you can tell, this list is FAR from complete. Again, the revision in the mecha data block makes it necessary for you to actually get the units together to see the combination attack. Attack Name: Dual Missile Participating Mecha: Venus A and Diana A Attack Type: Ranged, P Strength: 2400 Range: 1-5 Accuracy: +30 Ammunition: 0 Energy: 30 Minimum Kiryoku: 110 Effectiveness: A/A/C/A Critical Adjustment: +0% Attack Name: D Burning Fire Participating Mecha: Mazinger Z and Great Mazinger Attack Type: Hand-to-Hand, P Strength: 3700 Range: 1 Accuracy: +30 Ammunition: 0 Energy: 60 Minimum Kiryoku: None Effectiveness: A/A/B/A Critical Adjustment: +0% Attack Name: D Mazinger Punch Participating Mecha: Mazinger Z and Great Mazinger Attack Type: Hand-to-Hand, P Strength: 3000 Range: 1-3 Accuracy: +30 Ammunition: 0 Energy: 30 Minimum Kiryoku: None Effectiveness: A/A/B/A Critical Adjustment: +0% Attack Name: D Mazinger Blade Participating Mecha: Mazinger Z and Great Mazinger Attack Type: Hand-to-Hand, P Strength: 2400 Range: 1 Accuracy: +50 Ammunition: 0 Energy: 10 Minimum Kiryoku: None Effectiveness: A/A/A/A Critical Adjustment: +30% Attack Name: Combination Blade Participating Mecha: Zambot 3 and Daitarn 3 Attack Type: Hand-to-Hand, P Strength: 3000 Range: 1 Accuracy: +30 Ammunition: 0 Energy: 30 Minimum Kiryoku: None Effectiveness: A/A/A/A Critical Adjustment: +0% Attack Name: S Combination Attack Participating Mecha: Zambot 3 and Daitarn 3 Attack Type: Hand-to-Hand, P Strength: 4500 Range: 1 Accuracy: +20 Ammunition: 0 Energy: 80 Minimum Kiryoku: 130 Effectiveness: A/A/A/A Critical Adjustment: +0% Attack Name: Choudenji Smasher Participating Mecha: Combattler V and Voltes V Attack Type: Hand-to-Hand, P Strength: 3000 Range: 1-3 Accuracy: +40 Ammunition: 0 Energy: 20 Minimum Kiryoku: None Effectiveness: A/A/A/A Critical Adjustment: +0% Attack Name: Choudenji Spin V no Jigiri Participating Mecha: Combattler V and Voltes V Attack Type: Hand-to-Hand, P Strength: 5500 Range: 1 Accuracy: +30 Ammunition: 0 Energy: 100 Minimum Kiryoku: 130 Effectiveness: A/A/A/A Critical Adjustment: +0% Attack Name: Formation Attack (a.k.a. Buttercup Formation Attack) Participating Mecha: Aestivalis (Aerial) Izumi, Hikaru, and Ryoko OR Aestivalis (0G) Izumi, Hikaru, and Ryoko Attack Type: Ranged, P Strength: 2700 Range: 1-5 Accuracy: +20 Ammunition: 0 Energy: 30 Minimum Kiryoku: 110 Effectiveness: A/A/B/C Critical Adjustment: +0% Attack Name: Double Gekigan Flare Participating Mecha: Aestivalis (Aerial) Gai and Akito OR Aestivalis (0G) Gai and Akito Attack Type: Hand-to-Hand, P Strength: 3200 Range: 1-3 Accuracy: +30 Ammunition: 0 Energy: 50 Minimum Kiryoku: 120 Effectiveness: A/A/B/C Critical Adjustment: +0% Attack Name: Frost Combination Participating Mecha: Gundam Ashtaron and Gundam Virsago Attack Type: Hand-to-Hand, P Strength: 2600 Range: 1-3 Accuracy: +30 Ammunition: 0 Energy: 20 Minimum Kiryoku: None Effectiveness: A/A/B/A Critical Adjustment: +20% ----------------------------------- Section 9: Definitions / Abilities ----------------------------------- Tremendous thanks to Dragoon T for supplying detailed information on many different Special Abilities! This section lists the terms used in notes and the special abilities of various mecha. Definitions: *Combine - Some units are able to combine to form new, composite units. To perform this operation, move one of the units to the same square as the other unit. The Combine command will appear as the only option on the pop-up command menu. *Combination Rules - If the combination unit sustains enough damage to destroy the unit, the 'assistant' unit will be destroyed, but the other unit will survive with no damage. If the units separate, however, the percent damage sustained seems to be distributed between both units. Armored Carrier Unit Rules - Certain units count as Armored Carriers. Armored Carriers are armored shells or carriers for regular units. If an Armored Carrier unit is destroyed, the unit it is carrying will emerged completely unharmed, no matter how much damage the Carrier sustains. Armored Carriers have their statistics linked to the units they carry. They often have their weapons systems linked; some, however, do not. (Re-GZ (BWS), for example.) This also applies to frames with 'internal' core units (like the Excellence frame series). The Koukidou Kata Black Sarena and the Black Sarena are both Armored Carriers, making the Aestivalis C Akito doubly protected. Linked - Units that are linked to each other share their upgrades. Units that can transform automatically have their statistics linked. Their weapons are usually linked if they share the same name. (And such linkage in not noted but assumed.) Frames are all considered linked. Special Abilities: (Abilities with * indicate that the SRT A version has been assumed, but there may be errors.) Beam Coat - Beam Coating will absorb 1000 points of beam damage (from weapons with a [B] attribute) from every beam attack. If the damage is less than 1000, no damage will be inflicted. If it is more than 1000, only the amount over 1000 will be inflicted. Successful use of the Beam Coat requires 5 EN. Boson Jump - At 130 Kiryoku or greater (I think this is the threshold value), units with the ability to Boson Jump have a chance (my guess, 50% like Bunshin and God Shadow) to evade any incoming attack (by making a short boson jump out of the way). Recently, several people have advanced the theory that the percentage is closer to 70-80%; of course, there's not a very easy or convincing way to test the exact numbers, except getting shot at a lot ^^ Bunri (Separate) - This can mean one of two things. Either this unit is formed by combining two or more units, and can separate into its component parts, or this unit can drop an armored shell/carrier. In the latter case, this separation will be listed as non-reversible. If a unit inside an armored shell or carrier is destroyed, the unit will emerge undamaged. Units that emerge from an armored shell or carrier are completely undamaged (that is, they will have their EN and HP fully restored). Bunshin (Split Body) - Familiar to ninja fans and other martial artist followers, Bunshin gives the unit a flat 50% chance to evade (regardless of other factors, such as the enemies' accuracy, or special skills) any incoming attack once the Kiryoku of the pilot reaches 130. Note that Bunshin cannot bypass the 'Hicchuu' Seishin effect. Distortion Field - Distortion Fields have a number of incredibly useful effects. First, all non-beam, non-gravity weapons damage is reduced by 1/2 to 3/4 of the normal damage. Beam damage under 3000 strength will be completely repelled. However, if the Beam damage exceeds 3000, the Distortion Field will be penetrated and have NO effect on the beam weapon (you will be hit for full damage). Gravity-based damage up to 5000 strength will be repelled, otherwise it too will breach the Distortion Field (and hit for full damage). Every successful use of the Distortion Field costs the unit 20 EN. (Big thanks to Dragoon T for carefully explaining the Distortion Field's nuances to me! This currently, like Beam Coat and I-Field, assumes the SRT A values are applicable.) EN Kaifuku Small - This unit will regain 10% of their maximum EN per turn in ADDITION to the +5 per turn usually received by all units. (For example, an unupgraded Excellence C has a maximum EN of 170, and has the EN Kaifuku Small ability. Therefore, it will recover 5+17 = 22 EN per turn, not 5.) Firewall - I am currently unsure of the exact effects of Firewall. Dragoon T believes that it reduces incoming damage by a set amount; that seems fairly logical. Gattai (Combine) - This unit is capable of combining with another unit. *God Shadow - This system (available only on the God Gundam H) works exactly like Bunshin (in fact, it has the same animation) - when Domon has 130 Kiryoku or more, he has a 50% chance to evade any incoming attack. Note that this only applies when he is in Hyper Mode. Note that God Shadow cannot bypass the 'Hicchuu' Seishin effect. Gun - This unit has some high velocity, high rate-of-fire weapon that could in theory be used to shoot down incoming projectiles. An example is the Fin Funnels of the Nu Gundam. When attacked by a valid missile-type weapon, there is a chance that the pilot will use an appropriate weapons system to shoot down the incoming attack. EN and ammunition will be expended as though one attack was executed with that weapons system. The pilot must also have the Defense Special Ability. Henkei (Transform) - This unit is capable of transforming into another form. Transformations cost no EN and do not use the unit's turn. The other forms into which this unit can transform will be listed. You cannot, however, transform a unit that has already moved or attacked. Hokyuu (Supply) - This unit can resupply EN and ammunition to friendly units in the field. A Supply unit may not move before using this command, but the intended target may move towards the supply unit on the same turn as this command is used. Using the Supply command will result in a loss of 10 Kiryoku to the target pilot. The Supply unit will gain experience for performing this operation. (About 200 XP if the levels of the supplier and target are equal. This does not vary according to the amount of EN or Ammo resotred. It can also not be done to a unit with full EN and ammo.) HP Kaifuku Small (HP Restore) - This ability will restore a flat 10% of the unit's maximum HP per turn. HP Kaifuku Large (HP Restore) - I'm not sure, but I'd guess that the large version of HP Restore will allow a unit to recover 20% of their maximum HP per turn. Death Army and Death Birdy have it, which would be more dangerous if they had more HP. I Field - An I Field will absorb 2000 points of beam damage (from weapons with a [B] attribute) from every beam attack. If the damage is less than 2000, no damage will be inflicted. If it is more than 2000, only the amount over 2000 will be inflicted. Mazin Power - I am currently unsure of the effects of Mazin Power. However, it is triggered at 130 Kiryoku. Neo Getta Vision - Much like the original Getta Vision, Neo Getta Vision gives Neo Getta-2 and Tachibana-san a second 50-50 chance to evade an attack if his Kiryoku is 130 or greater. Open Gate - The magical ability of the Getta units to split is back. At 120 Kiryoku, all Neo Getta (and I assume Shin Getta) units have a 50% chance to evade an attack by splitting up into their component planes. Shield - This unit possesses a physical armor shield. If the pilot successfully uses their Defense ability, and if their unit has a Shield, the damage received will be significantly reduced. Shuuri (Repair) - This unit can repair damage to other units in the field at no cost. Repairing takes the entire turn of the repairer. Units can move before repairing. There is no morale penalty for using this command. The amount of damage repaired depends on the level of the repairer, and the amount of experience will depend on the levels of the repairer and the target. At equal levels, the experience gained will be equal to: (Damage Repaired) / 10. (This is quite useful for gaining experience ...) Sword - This unit has a sword, double sword, staff, or other melee weapon. In practical terms, this means that if the pilot also has the Defense Special Ability, they can use this sword to ward off certain attacks. (Especially other beam sabers, heat hawks, whips, missiles, and even funnels!) Zero System - The Zero System will activate at 130 Kiryoku. Hiiro Yuy will receive a 10 point bonus to all six statistics when the Zero System becomes active. ---------------------------- Section 10: Conformal Parts ---------------------------- There are a total of 41 different Conformal Parts available in the game. While most are 'always on', several are consumed when used. If you are able to use a part, the Part command will appear on your pop-up menu when you select a mecha. As stated earlier, all friendly mecha have at least 1 and at most 4 Conformal Parts slots. You may assign multiple instances of a part; it will be noted where the effect is non-cumulative. You can add Parts to mecha during an intermission. The game stores your inventory starting at memory address 201a034, in 4- byte blocks. The first byte determines the type of item (from 1-41, where 1 is the Propellant Tank and 41 is the I-Field Barrier). The second determines the total amount in your inventory. The third corresponds to the number 'in use', assigned to mobile suits and mecha. The last byte is padding, but there is a value that is contained within that varies. It's sort of a 'magic number' ... Legend: Part Name: Effects, Notes Propellant Tank: EN Completely Restored Consumed When Used Repair Kit: HP Completely Restored Consumed When Used Cartridge: Ammunition for All Weapons Restored Consumed When Used Haha-san no Shichuu: 50 SP Restored (probably to every pilot in Multi-Pilot units) Consumed When Used Super Repair Kit: EN, HP, and Ammunition Completely Restored Consumed When Used Booster: Movement +1 Mega Booster: Movement +2 Apogee Motor: Movement +1, Agility +5 Magnet Coating: Agility +5 Bio Sensor: Agility +10 Psyco Frame: Agility +15 Haro: Agility +20, Range +2, Accuracy +25 Kouseinou Radar: Range +1 (excluding MAP and Range 1 weapons) Sanjigen Radar: Range +2 (excluding MAP and Range 1 weapons) Linear Seat: Range +1, Accuracy +10 Dual Sensor: Weapons Accuracy +10 Multi Sensor: Weapons Accuracy +20 Kouseinou Shoujunki: Weapons Accuracy +30 Gakushuu-kata CP: Critical Rate +10 Gakushuu-kata CP+: Critical Rate +20 Gakushuu-kata CP++: Critical Rate +30 Oogata Magazine: Ammunition Supplies are increased by 50%. Chou-oogata Magazine: Ammunition Supplies are increased by 100%. EN Chip: Energy Consumption of Weapons is reduced by 10%. EN Mega Chip: Energy Consumption of Weapons is reduced by 20%. EN Giga Chip: Energy Consumption of Weapons is reduced by 30%. Chobham Armor: HP +500, Armor +100 Hybrid Armor: HP +800, Armor +150 Chougoukin Z: HP +1000, Armor +200 Chougoukin Nu Z: HP +1500, Armor +250 Oogata Generator: Maximum EN increased by 50. Mega Generator: Maximum EN increased by 100. Solar Panel: Each turn, 10% of Maximum EN is recovered. Shuffle Monshou: Starting Kiryoku is 105. Hover Craft: This unit gains the Hover movement type. Minovsky Craft: This unit's Air ability is set to A; the unit can now fly and land. (Also, weapons now have their Air Ability set to A. This is not explicitly listed in the Minovsky Craft description, but it does occur.) Boujin Souchi: This unit's Weapons and Movement Ability for Ground terrain is now A. This applies to ALL weapons. Thruster Module: This unit's Weapons and Movement Ability for Space terrain is now A. This applies to ALL weapons. A Adapter: This unit's Weapons and Movement Ability for ALL terrain is now A. This applies to ALL weapons. Beam Coating: This unit gains the Beam Coat ability. Multiple instances are not cumulative. I-Field Barrier: This unit gains the I-Field ability. Multiple instances are not cumulative. ------------------------- Section 11: Translations ------------------------- Disclaimer: These translations are done by myself, and therefore could be wildly inaccurate. I don't speak Japanese, so ... 0 Kyori Gaia Crusher - 0 Range Gaia Crusher 11-ren Missile Pod - 11 Tube Missile Pod 200mm Taikuu Beam Hou - 200mm Anti-Air Beam Cannon Bakurai - Depth Charge (perhaps any sort of bomb ...) Bakusai Chourakka - Exploding Super Drop Balloon Hou - Balloon Cannon Beam Hou - Beam Cannon Beam Shokushu - Beam Tentacle Bidenji Spark - Tiny Electromagnetic Spark Boujin Souchi - Anti-Dust Equipment Chou Onpa - Super Sonic Wave Choudenji Goma - Super Electromagnetic Goma Choudenji Smasher - Super Electromagnetic Smasher Choudenji Spin - Super Electromagnetic Spin Choudenji Spin V no Jigiri - Super Electromagnetic Spin V Slash Choudenji Yoyo - Super Electromagnetic Yo-yo Chougoukin Nu Z - Hyper-Alloy Nu Z Chougoukin Z - Hyper-Alloy Z (also the name of a toy ...) Choukyori Karyuushi Koudan Hou - Long Range Particle Light-Bomb Cannon Chou-oogata Magazine - Super Jumbo Magazine Claw Beam Hou - Claw Beam Cannon Cosmodriver Uchuu Sen'you Frame - Cosmodriver Space Combat Use Frame Dai-Koukei Beam Cannon - Large Caliber Beam Cannon Daisharin Rocket Punch - Big Swing Rocket Punch (possibly Big Effort, Big Wheel) Diver Suichuu Sen'you Frame - Diver Underwater Combat Use Frame Divider Soubi Kata Gundam X - Divider Equipment Type Gundam X Dragon Flare FA - Dragon Flare Final Attack DX Sen'you Buster Rifle - Double X Personal Use Buster Rifle Flyer Kuuchuu Sen'you Frame - Flyer Mid-Air Combat Use Frame Gakushuu-kata CP - Study-Type CP (possibly Learning-Type CP) Gatling Boar FA - Gatling Boar Final Attack Gounetsu Machine Gun Punch - Super Burning Machine Gun Punch Gouwan Funsai - Strong Arm Demolisher Gundam Leopard Suichuu Sen'you Soubi S-1 - Gundam Leopard Underwater Combat Use Equipment S-1 Gunner Hougeki Sen'you Frame - Gunner Artillery Attack Combat Use Frame Hadou Ryuushin Geki - Wave-Motion Dragon God Attack Haha-san no Shichuu - Mother's Stew Hakai Kousen - Destruction Light Ray Hidama - Fireball Homing Gyorai - Homing Torpedo Hyper Dendoh Denchi - Hyper Dendoh Battery Hyper Mega Ryuushi Hou - Hyper Mega Particle Cannon Jinkouchinou - Artificial Intelligence Kaen - Flames Kaen Dan - Flame Bomb Kaenhoushaki - Flamethrower Kaku Missile - Nuclear Missile Kakusan Bazooka - Scattering Bazooka Kakusan Ryuushi Dan - Scattering Particle Shot Kakutou - Grapple, Hand-to-Hand Fighting Karyuushi Hou - Particle Cannon Kiba Spinner - Fang Spinner Kiba Spinner FA - Fang Spinner Final Attack Kinbou - Metal Rod Kinboukata Beam Rifle - Metal Rod-form Beam Rifle Kogata Missile - Miniature Missile Kouseinou Radar - High Power Radar Kouseinou Shoujunki - High Power Alignment Equipment Koushi Ryoku Beam - Photon Power Beam Koushi Ryoku Missile - Photon Power Missile Koushuuha Sword - High Frequency Sword Kyouka-kata Rocket Punch - Enhanced-Type Rocket Punch Leo Circle FA - Leo Circle Final Attack Magma Dan - Magma Bomb Mega Ryuushi Hou - Mega Particle Cannon Mega Sonic Hou - Mega Sonic Cannon Micro Gyorai - Micro Torpedo Mokuren Yuujin Butai - Jupiter Union Superior Human Force Muchi - Whip Ni-Rensou Taikuu Hou - Twin Built-In Anti-Aircraft Cannon Nose Beam Hou - Nose Beam Cannon Oogata Beam Sword - Jumbo Beam Sword Oogata Drill Missile - Jumbo Drill Missile Oogata Generator - Jumbo Generator Oogata Laser - Jumbo Laser Oogata Magazine - Jumbo Magazine Oogata Mega Ryuushi Hou - Jumbo Mega Particle Cannon Oogata Missile - Jumbo Missile Rensou Missile Launcher - Built-In Missile Launcher Rokuren Gatling Beam Gun - 6 Barrel Gatling Beam Gun Sanjigen Radar - 3-Dimensional Radar Satellite Cannon Soubi Kata Gundam X - Satellite Cannon Equipment Type Gundam X Sanren Missile Launcher - 3 Tube Missile Launcher Scissors Beam Hou - Scissors Beam Cannon Sekijou - Copper Staff Sekijou Nage - Copper Staff Throw Senkou Raijin Geki - Flash Lightning Blade Attack Senpuu Sanren Geki - Whirlwind 3-Hit Attack Shin Ryuusei Kochouken - New Shooting Star Butterfly Sword Shindounami - Oscillating Wave Shokushu - Tentacle Shu Uraken - Hand Reverse Sword Shuffle Monshou - Shuffle Crest Shuuhou - Main Cannon Sokusha-shiki Cannon - Rapid-Fire Type Cannon Soryuushi Laser - Elemental Particle Laser Striker Chijou Sen'you Frame - Striker Ground Combat Use Frame Sun Attack Midare Uchi - Sun Attack Wild Strike Super Gatling Hou - Super Gatling Cannon Ta-Rensou Missile Launcher - Multiple Built-In Missile Launcher Taiatari - Body Slam Taikuu Hou - Anti-Air Cannon (aka Anti-Aircraft Artillery, AAA) Taikuu Kijuu - Anti-Air Machinegun Taikuu Laser Hou - Anti-Air Laser Cannon Tatsumaki - Waterspout (also Whirlwind, but given the context ...) Tenkuuken - Vacuum Blade Tenkuuken V no Jigiri - Vacuum Blade V Slash Tosshin - Assault, Charge Tsurugi - Sword, Blade Unicorn Drill FA - Unicorn Drill Final Attack Vergoma Bakudan - Vergoma Bomb (might be incorrect romanization) Wrist Beam Hou - Wrist Beam Cannon Yari - Spear Yari Nage - Spear Throw Yuusen Beam Hou - Wired Beam Cannon Yuusen-shiki Mega Arm Hou - Wire-Guided Type Mega Arm Cannon ------------------------- Section 12: Observations ------------------------- Upgrade Levels, Revisited: One of the major complaints against Super Robot Taisen A was the incredibly imbalanced upgrade system. Units which had no business being any good, such as Aina Sahalin's MS-06RD-4 High Mobility Zaku could easily outperform mobile suits of higher caliber (like Amuro Rey's RX-93 Nu Gundam) due to the fixed nature of the upgrade amounts. Not anymore. The new system works on a straight percentage basis, which means that the initial strength of the mobile suit in that particular statistic will rule its eventual maximum value. Highly mobile suits will ALWAYS be highly mobile. For example, let's take a hypothetical mobile suit with 4000 base HP. Even if it has a low (10) number of upgrades, it's final HP will be 6000. A lesser mobile suit (3500 HP) with 12 upgrades tops out at 5600. This has rather large consequences for units with overwhelming advantages in certain areas (like Battleships). It also means that items can have an enormous effect on mobile suit utility - the 1500 HP bonus of a Chougoukin Nu Z is comparable to most full upgrades of mobile suits! You should definitely try to kill bosses with Conformal Parts. Usually, they will have good permanent ones (unlike the 'sub-boss'/'sergeant' ones that have Propellant Tanks, Repair Kits, and Cartridges). Use the B Button Quick Status to check! Even a 'level 1' upgrade item (Booster, Magnet Coating, EN Chip) can be easily equivalent to one or two upgrades in that statistic. A to R: There's been more than a few changes between Super Robot Taisen A and R. Veterans of the earlier game should expect several changes in gameplay mechanics that will influence the way in which units perform and how best to deploy them. In terms of pure statistics, most weapons systems have been altered to fit with the new pilot statistics. Most weapons now sport considerable accuracy bonuses, which are almost completely lost against the increased evasion skill and defensive abilities of units. (The Defense Special Ability allows a pilot to use a Sword like Kiri Barai used to, and also allows them to use a Shield to reduce damage. If that weren't enough, units with the Gun ability can now shoot down incoming projectiles and funnels.) Consider weapons systems with less than a +15 bonus to be 'difficult'. The upgrade system changes have insured that smaller, less-powerful units with high upgrade threshhold can no long run rampant. (Boss Borot and the High Mobility Zaku were the two worst offenders in the last game.) The more powerful units will remain more powerful even after full upgrades are purchased. Terrain modifiers have become more important. A fully upgraded ReGZ (BWS) firing into the water will do about 10 points of damage to a non-boss super robot enemy. It's that strict. If you want to ignore terrain, look for A Adapters. Conformal Parts are even more important in R than A, since their advantages are significantly larger. The 'maximum' armor and agility for most units has gone down significantly, especially the former. A simple Chobham Armor applied to a unit can easily prevent hundreds of points of damage. However, the utility of Minovsky Craft items has been reduced, since most units can now fly as well as land (there are a few exceptions, like the Excellence itself, the Gundam Leopard, but most can fly, even the G Gundam Mobile Fighters). This leads to a corollary observation. Weapons strength has been 'polarized'. Most weapons are in the 2100 and under strength category (base value). Anything above 2600 or so is considered a VERY high power weapon. Above 3500 (post upgrades usually, but a Sun Attack is higher than 3500 ... should tell you something ...), weapons can achieve one-hit kills on non-boss units. Yet, you will NEED to use attacks of strength 4000 or better to do significant damage to Super Robot bosses. Gone are the days of a single, morale boosted God Gundam going around handing out death left and right. Also, the relative power of the main character's unit compared to other units has been increased rather than decreased. Universal Century: This is not a game that is kind to Universal Century fans, however. (Unless you count the fact that you can save a few lives, I suppose.) The mobile suits in the game are severely underpowered when compared to almost all other units in the game - even the Cell Fighter, a lowly Dendoh support unit, sports a 20 shot Beam Cannon that is better than that on a Jegan. Most UC units were removed, and many supporting pilots (most of the main characters from the Z, ZZ, and Char's Counterattack remain) were completely removed. Rosmaia Badam fans will also note that she's gone (while Four Murasame made it). Hover?: A new movement 'type' has been added to R - the Hover type (obtainable either via the Hover Craft or on certain units such as the Freeden and Valkyrie). This allows the unit to move almost as though it was flying (it can skim over obstacles and water with no movement penalty, as far as I can tell). However, it does not alter the weapons ability to fire into 'true' airborne units. For example, the Valkyrie has the hover ability. However, when attacking an airborne unit, its only option is the Missile attack. This is because it can't truly fly all the way up to the target and drop a bomb, crash into it, etc. Minovsky Craft (which allow for true flight) are better, since they also alter ALL weapons to A ability in the Air - which means they can be fired quite easily at airborne units. Still, Hover Craft are VERY useful for increasing the movement range of certain units in rough terrain (Gundam Leopard, Boss Borot, Diana A - land based repair and supply units which do not fight can especially benefit from the movement boost). Some terrain does not seem to be 'hoverable' - forests and buildings come to mind immediately. Units attempting to move into these squares with hover will suffer normal terrain movement penalties. Hover also works over water. -------------------- Section 13: Credits -------------------- There are several people without whose publicly available resources this document could have never been complied: GameFAQs (www.gamefaqs.com), for being the comprehensive game information site; The people on the Super Robot Taisen R board at GameFAQs, for confirmations of some material and a few helpful hints here and there with later appearing mecha; mahq.net, whose information helped me confirm the translations of some mecha and pilot names; Jeffrey's J<->E Dictionary Server (linear.mv.com/), an excellent on-line dictionary. -------------------------------- Section 14: Contact Information -------------------------------- If you want to get in touch with me, the author, the best way is to send an e-mail. The address is soren_kanzaki@yahoo.com. I check it once (and usually only once) per day, and I try my best to answer all appropriate e- mails that cross my path. Sometimes, I'll forget to answer an e-mail because I don't have the answer right at hand - just send me a nice reminder, and I should get back to you shortly. If you don't hear from me the same or next day, this might just be because you've missed my mail-reading time. I'm generally willing to answer questions that are related to the game in question. I might not know the answer, but if I don't, I'll at least let you know that I can't help. Asking about how to use cheats is a fifty-fifty proposition. If I have plenty of time, and am in a good mood, I'll probably answer your question. If I'm in a hurry, then I probably won't. Repeatedly sending me the same question will probably not help get it answered any sooner, either. Also, requests for copies of the game, save states, or things like that will generally be ignored. It's just policy, it's not personal. Intelligent questions of any stripe on games, anime, and even academic subjects are usually welcome. Even ones like "So, what is your opinion of Wellington's Peninsular Campaigns?" will probably be answered. (Actually, if someone ever seriously asked me that question, I definitely would answer.) Occasionally I'm a bit windy (as if you couldn't tell just by reading this guide!), but if you can put up with that, then by all means drop me a line. Since I'm too lazy to paste up my research and thoughts on a web-page, I'm usually more than willing to do so over an e-mail. It goes without saying that information, comments (that have substance, not just unsolicited opinion), praise, and criticism (again, with some specifics) on the work itself is quite welcome. I've done more than a few of these by now, but I'm always looking to make the guides better. Suggestions for new games to work on will be taken into consideration - but I can't guarantee that I'll be able to get a copy of the game in question and pick it apart. I'm only human, after all ... If for some reason e-mail just doesn't work for you, it is possible to contact me on the GameFAQs message boards. I usually at least scan the boards for which I've published work (although busier ones often move too fast for an ancient fossil like myself), so there's a chance that I'll see a message there. Unless it's incredibly important or urgent, I think both myself and the wonderful staff at GameFAQs would appreciate you not creating a topic like 'Hey, Soren!'. Interesting, topical titles will draw my attention without the involuntary shudder that my name on a topic title will. ^^ One last note. Again, I don't have a web-page, and I'm also a bit on the lazy side. The only place that I can guarantee you'll find the latest version of any document is GameFAQs. Occasionally, I'll send a copy to the websites that ask, but it's not something that I honestly do every time. Websites authorized to carry this document should feel free to put it up even if I don't get around to sending it to them, and have my apologies. -------------------------------------- Section 15: Copyright / Authorization -------------------------------------- This document is the sole property of soren_kanzaki@yahoo.com, and copyright 2002. Unauthorized reproduction, either in print, electronic, or other format is expressly prohibited without consent of the author. Individuals may download this document from the following authorized websites: GameFAQs (www.gamefaqs.com) www.cheats.de www.neoseeker.com www.ign.com www.a2zcheats.com Individuals may only use this document for personal purposes and are expressly prohibited from transferring or reproducing this document in any format without consent of the author. This document cannot be altered and then redistributed without consent of the author. This document, reproductions thereof, or excerpts, cannot be sold for money. -------------------------- Section 16: Miscellaneous -------------------------- Yes, this less polished than most of the work I submit, but the Conformal Parts and some of the game mechanics are probably going to be useful to some people who picked up the game, as will some of the side notes (like the information about the Freeden, Ryosan Kata Nu Gundam I, etc.). It won't be as easy to get information about the units in R as it was in A - they've changed the data storage, so I don't think you can force hack units into your roster. Mobile Battleship or Martian Successor Nadesico?: Okay, I don't want to wade into the middle of a naming war - so I listed both as possible translations. By all technicality, the kanji that show up on the title screen are Kidou Senkan - which means Mobile Battleship. But the accepted name for a long time (and the one I use most often) has been Martian Successor Nadesico. During the opening, you can see Martian Successor Nadesico written in English on the screen, as well as Kidou Senkan Nadesico written in Japanese. Anyway, I've taken the easy way out and just left the Japanese Romanji ... no arguments about that ... Technically, Martian Successor Nadesico would be romanized as 'Kasei Koukeisha Nadesico'. The Kasei no Koukeisha (Martian Successors) actually DO make an appearance in R. Ren / Rensou: Technically, the term 'ren' translates to connected. I've chosen to interpret 'rensou' as 'Built-In' (connected to the armor) and 'ren' as 'Shot' or 'Barrel' (usually, you see something like 6 Ren Missile, so that's 6 Missiles linked to fire together ...) Extra Parentheses: The longish Japanese entries in parentheses next to certain mecha indicate the comments, translated word-for-word, that appear in the Frame/Type selection screen (Unit Kaeru Shou, Unit Change Equipment) during an intermission (select the Aestivalis/Excellence Frame, Gundam X and Gundam Leopard equipment sets). The translations are in the translation section. Priority: Currently, this Guide is getting all the work and attention I can spare. Next is the Pilot Roster (with a possible stop off to release an unfinished version of the Mobile Suit Gundam: MSVS Walkthrough as it is rather long by now). Hacking Guides come after that. Note that in a week I'm going to have a LOT less time to spend on this work (RL comittments). If you don't get a response from e-mail or otherwise, it's probably because I'm really busy now, and am trying to divert most of my free time and energy to producing these works. My apologies ...