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Unit/Weapon Guide by AlasterB

Version: 1.2 | Updated: 08/19/06

Super Robot Taisen: Original Generation Unit and Weapon Guide

by AlasterB

Version 1.0 All units' and nearly all weapons' stats done.
Version 1.1 Added section on combination attacks and notes about which units
 are pilot-exclusive.
Version 1.2 Updated names to reflect Atlus's NA localization.  Also made some
 corrections and adjusted the format somwhat.  Big update in the works in the
 next few weeks.

Table of Contents

1. Introduction
2. Weapon Gauge System
3. Unit Stats
4. Upgrading Units
5. Weapon Stats
6. Upgrading Weapons
7. The Units
 a. Battleships
 b. Personal Troopers (PTX)
 c. Real Troopers (RTX)
 d. Super Robot Grungusts (SRG)
 e. R-Series
 f. Armored Modules (AM)
 g. Miscellanious
8. Combination Attacks
9. Weapons
10. Acknowledgements
11. To Do List


1. Introduction

This is my second FAQ - the first being a Unit FAQ for SRW Gaiden - and in
much the same vein, albeit for a much more recent and perhaps more popular
installment of the ever-wonderful SRW series.

Original Generation has something in common with that older game in that it
features only Banpresto Original units (although unlike Gaiden, it doesn't
limit itself to one series of units). Aside from that, OG's claim to fame is
the introduction of the Weapon Gauge system, where certain weapons can be
shifted from one unit to another, depending on your needs and style of play.


2. Weapon Gauge System

Despite the degree of depth that the Weapon Gauge system adds to this game,
the system itself is quite simple - certain weapons on most units, as well as
a number of weapons gained independantly, can be switched from unit to unit,
provided there's enough room on the unit.  Each unit's capacity to hold Weapon
Gauge weapons is determined by its W Space stat - a static value that
cannot be upgraded.  Each Weapon Gauge weapon has a W Size value, and
the total of all of the W Size values of all the Weapon Gauge weapons on
a unit cannot exceed its W Space stat.  It may sound a little complicated
when I try to explain it, but once you start using it you'll see how simple it
really is.  

Keep in mind that some units have a W Space stat of 0 (namely the 
straight-up super robots), while others (battleships) have an extremely low
value.  Also, non-humanoid units are extremely limited in which Weapon Gauge
weapons they can equip, regardless of W Space values.  Lastly, some
Weapon Gauge weapons are not strictly weapons, but are either missiles that
inflict a status condition rather than damage (some units have non-removable
status missiles as well), or are Repair and Supply units that allow the unit
they're equipped on to refill another unit's HP or EN and Ammo.


3. Unit Stats

The unit stats in OG are extremely straightforward for anyone who's ever
played pretty nearly any SRW game.  Each unit has the four basic upgradable
stats (HP, EN, Mobility, and Armor), a Movement stat, one or more Terrain
Types, four Terrain Stats, a Size stat, a Cost, and a number of Part Slots.
Likewise, each will have a list of its weapons (in this case, its default and
Intrinsic weapons), and possibly one or more Abilities.  Unique to OG, the
unit will have a Weapon Meter stat and will have a maximum number of upgrades
for each individual upgradable stat (more about this later).

For those unfamiliar with SRW in general, or just in need of a refresher, the
function of each stat is as follows:

HP - How much damage the unit can take before being destroyed.
EN - Consumed by some weapons.  Also used up at a rate of 1 EN per square of
 movement by flying units.  This normally recovers at a rate of 5 EN per turn.
Mobility - How agile the unit is and how well it reacts to the pilot's
 commands.  This value is added to the pilot's Dodge stat in
 determining hits and misses.
Armor - How well the unit resists damage.  This stat reduces the damage 
 inflicted upon the unit by enemy attacks.  Damage cannot be reduced below 10
 without the help of a unit Ability.
Move - How many squares the unit can move each turn.  Is affected by 
 various types of terrain (forests, space debris, etc).

Terrain Type - The types of terrains the unit was designed for and can move
 through.
Terrain Stats - How well the unit performs in each terrain, affecting just
 about every aspect of unit performance.  Values range from "D" (the worst) to
 "S" (the best). Terrain values are listed in the following order:
 Air/Ground/Water/Space.  Unlike many other SRW games, units have full stats for
 all terrains, regardless of whether or not they can reach them.

Size - How large the unit is.  Ranges from LL (double Large) to S (Small),
 with most units being M (Medium).  Affects ability to dodge (larger units
 are easier to hit).
Cost - How expensive the unit is to repair.  If the unit is destroyed during
 a stage, you must pay this replacement cost at the end.
Part Slots - How many Parts this unit can equip.
W Space - The total W Size values of all weapons equipped on the unit
 cannot exceed this value.

Abilities - Various special qualities the unit possesses.
 AB Field - Any damage taken from a Beam-type weapon is reduced by ?
  (to a minimum value of 0). 10 EN is consumed every time this is activated.
 Double Image - This unit has a 50% chance to avoid any incoming attacks once
  the pilot's Will has reached 130.
 Beam Coating - Any damage taken from a Beam-type weapon is reduced by ?
  (to a minimum value of 0).  5 EN is consumed every time this is activated.
 Break Block - This unit cannot have its Armor reduced by status
  missiles.
 Combine - This unit can combine with one or more other units during a stage. 
  The unit/units required are listed, as well as the resultant unit.
 E Field - All damage taken is reduced by ? (to a minimum value of 0), once
  the pilot's Will has reached 120.  15 EN is consumed every time this is
  activated.
 G Territory - All damage taken is reduced by ? (to a minimum value of 0),
  once the pilot's Will has reached 120.  15 EN is consumed every time this is
  activated.
 G Wall - All damage taken is reduced by ? (to a minimum value of 0), once the
  pilot's Will has reached ?.  5 EN is consumed every time this is
  activated.
 TK Field - All damage taken is reduced by ? (to a minimum value of 0),
  once the pilot's Will has reached ?.  5 EN is consumed every time this is
  activated.  This Ability requires that the pilot have a Telekinesis level
  of 1 or higher.
 Separate - This unit can seperate into multiple component units.  The
  component units will be listed.
 Change - This unit can transform into an alternate form or forms (which
  will be listed).

Unit Terrain Types

Note that a units can (and often do) have more than one Terrain Type.

Air - A unit with this Terrain Type can fly, bypassing difficult terrain, but
 at a cost of 1 EN per square of movement.
Ground - A unit with this Terrain Type can traverse on the ground normally, thus
 being able to take advantage of the defensive and recovery properties of
 certain terrain squares.  However, it may similarly find its movement reduced
 by difficult terrain squares.
Water - A unit with this Terrain Type does not have its movement reduced
 when in the Water Terrain.
Subterranean - A unit with this Terrain Type may bore its way underground. When
 it does this, it cannot attack or be attacked, however it may still Move, and
 does not have its movement reduced by difficult terrain squares while
 travelling in this fashion.  While underground, however, the unit cannot move
 onto any square that isn't undeveloped Ground Terrain (meaning it can't go into
 Water or underneath any manmade structures, including paved areas.)


4. Upgrading Units

As in most SRW games, in OG each unit has four upgradable stats - HP, EN,
Mobility, and Armor.  Also like many recent SRW games, the number of possible
upgrade levels differs from unit to unit.  Unique to OG (to my knowledge),
however, is the fact that the number of available upgrade levels differs from
stat to stat on the same unit.  Because the higher number of upgrades tend to
be in the "less favored" stats of a unit, this means that the player has an
opportunity to "shore up" a unit's weak points, provided he's willing to spend
the cash.  Even so, most units aren't going to excel in their weaker areas,
even with a fully upgraded stat, so it's suggested that you focus first on
what each unit is best at, and then see to the rest if you've got spare cash
laying around.

The more you upgrade a stat, the more expensive it becomes, and each stat has
different costs.  Unit upgrade costs are as follows:

(The first number is the cost for that level, the second is the total cost up
to that point, and the last is the current value of the stat, expressed as a
percentage of the base stat.  1k = 1000.)


HP
1. 2k/2k/105%
2. 4k/6k/110%
3. 6k/12k/115%
4. 8k/20k/120%
5. 10k/30k/125%
6. 12k/42k/130%
7. 14k/56k/135%
8. 16k/72k/140%
9. 18k/90k/145%
10. 20k/110k/150%

EN
1. 1k/1k/110%
2. 2k/3k/120%
3. 2k/5k/130%
4. 3k/8k/140%
5. 3k/11k/150%
6. 4k/15k/160%
7. 4k/19k/170%
8. 5k/24k/180%
9. 5k/29k/190%
10. 6k/35k/200%

Mobility
1. 5k/5k/105%
2. 8k/13k/110%
3. 10k/23k/115%
4. 13k/36k/120%
5. 15k/51k/125%
6. 20k/71k/130%
7. 25k/96k/135%
8. 30k/126k/140%
9. 35k/161k/145%
10. 40k/201k/150%

Armor
1. 3k/3k/105%
2. 5k/8k/110%
3. 8k/16k/115%
4. 10k/26k/120%
5. 15k/41k/125%
6. 20k/61k/130%
7. 25k/86k/135%
8. 30k/116k/140%
9. 35k/151k/145%
10. 40k/191k/150%


5. Weapon Stats

Weapons don't quite define the unit in OG the way they do in most other SRW
games, due to the fact that (for Reals, at least) they are largely
interchangable.  Still, most units have at least two Inherent weapons that are
unique to them, and the W-Meter system really means you need to pay more
attention to weapons, rather than less, since giving a unit the right loudout
can mean the difference between a thorough victory or just scraping by.
A weapon's stastics block in this guide looks like this:

AA Machine Cannon[1], M[2]/L[3], I[4]
S[5], P[6] - 2000[7], 1~2[8], +20[9], SBCS[10], 40 Ammo[11], +20%[12], Solid 
 Projectile [13]

[1] - The weapon's name.  Names in parentheses are placeholder names inserted
 until I can get help with the proper names.
[2] - The weapon's upgrade rate.  This determines how swiftly the weapon's
 attack power increases as you upgrade it.  The possible values are VS (Very
 Slow), S (Slow), M (Medium), F (Fast), and VF (Very Fast).
[3] - The weapon's upgrade cost.  This determines how much it costs to upgrade
 this weapon's attack power.  The possible values are VL (Very Low), L (Low),
 M (Medium), H (High), and VH (Very High).  If the spaces normally occupied by
 this and the previous entry are filled with an "N/A", it means this weapon
 cannot be upgraded.
[4] - The weapons W-Meter status.  This value will either be an "I",
 indicating that this weapon is built into the unit and cannot be removed, or
 it will be a "W ?", where the "?" indicates the weapons W-Meter value.
 Weapons with a W-Meter value will only have this entry and their name listed
 in the full unit entry if they are part of the default loadout of a unit.
 Full statistics of W-Meter weapons are listed in their own section.
[5] - The weapon's type - Shooting (S) or Melee (M).  This determines which
 pilot stat this weapon is dependant upon.  Some weapons have an entry of
 "N/A" indicating that they do not inflict damage and are not associated with
 either attack stat.
[6] - The weapon's Properties.  Potential entries are Post-Movement (P) and
 MAP.  A weapon may have more than one Property.
[7] - The weapon's base damage rating.
[8] - The weapon's range, expressed in map squares.  Values can either be a 
 "1" (indicating a close-range weapon), or two numbers seperated by a tilde
 ("~"), in which case the first number is the minimum range and the second is
 the maximum.
[9] - The weapon's accuracy modifier.  This number is added (or subtracted,
 if negative) to the pilot's chance to hit the target when using this weapon.
[10] - The weapon's terrain modifiers.  These determine how well the weapon
 lives up to its damage potential against targets in each Terrain type.
 Values range from "C" (the worst) to "S" (the best).  A value of "D"
 indicates that the weapon cannot be used against targets in that Terrain
 type.  In addition, a value of "D" means that the weapon cannot even be used
 if the unit is in that terrain.  The order the values are expressed is
 Air/Ground/Water/Space.
[11] - The weapon's requirements.  This includes the weapon's Ammo, the EN it
 consumes, the Will (W) it requires, and any pilot Skills that are
 neccesary.
[12] - The weapons's critical modifier.  This number is added (or subtracted, 
 if negative) to the pilot's chance to achieve a critical hit.
[13] - The weapon's Weapon Category.  To my knowledge, only the Beam
 Projectile category has any effect on game mechanics.  Other categories are
 apparently only for the sake of description.  Some weapons do not have a
 Weapon Category, but instead list in this space other information (such as
 status effects).

Weapon Properties

Post-Movement - A weapon with this Property can be used after the unit moves.
 If the weapon is used first, however, the unit cannot move afterward.
MAP - MAP weapons attack a portion of the map, rather than a single square, 
 thus allowing for the possibility of striking several targets at once.  Note
 that in the case of Giganscudo's G-Circle Blaster, ally units inside the area
 will be attacked as well.  All MAP weapons in OG have a basic Radius area (ie
 an attack area that spreads in all directions from the unit for the distance
 indicated in the weapon's Range entry).

Weapon Categories

Bullet - Weapons that shoot solid shells or similar projectiles.
Missile - Weapons that consist of an explosive payload carried by some form of
 rocket.
Energy Beam - Weapons that shoot beams of energy.  Some types of barriers
 protect specifically against weapons of this category.
Remote - Weapons that attack at a distance, but are directly
 controlled in some way from the unit's cockpit (similar to the funnels and
 bits of UC Gundam).
Physical - A basic type of physical attack, usually involving attacking with the
 unit's body directly.
Physical Blade - A melee attack with a solid physical blade of some type.
Energy Blade - A melee attack with a blade formed of energy, rather than
 solid matter.
Map - The four MAP weapons.
Supreme - Attacks that seem to be either special techniques, or the nastiest
 attack a unit possesses.


6. Weapon Upgrades

Because of the ability to move weapons from unit to unit, OG took what might
be seen as a step backwards in the area of good game design from SRW:R, in
that each weapon must once again be upgraded individually.  It is a sad
necessity of the Weapon Meter system, but on the upside it allows for a
greater degree of customization, since different weapons have different rates
at which their attack power increases, and different costs to upgrade.  Thus
one player might get more milage by upgrading a couple cheap, fast-increasing
weapons that start out weak, while another may go whole hog to upgrade that
one expensive, slowly-increasing Will weapon with the huge base attack stat.
Which you prefer is up to you - I'm just here to lay out the info for you.
Note that unlike unit stats, all weapons have a maximum of 10 upgrade levels.

The increases in weapon attack power according to the five Weapon Growth
values are as follows:

(The first number is the increase for that upgrade.  The second is the total
increase up to that point.)


Very Slow
1. 100/100
2. 100/200
3. 100/300
4. 150/450
5. 150/600
6. 150/750
7. 200/950
8. 200/1150
9. 200/1350
10. 250/1600

Slow
1. 100/100
2. 100/200
3. 100/300
4. 200/500
5. 200/700
6. 200/900
7. 200/1100
8. 200/1300
9. 300/1600
10. 300/1900

Medium
1. 100/100
2. 100/200
3. 100/300
4. 200/500
5. 200/700
6. 200/900
7. 300/1200
8. 300/1500
9. 300/1800
10. 400/2200

Fast
1. 100/100
2. 100/200
3. 100/300
4. 200/500
5. 200/700
6. 300/1000
7. 300/1300
8. 300/1600
9. 400/2000
10. 400/2400

Very Fast
1. 100/100
2. 100/200
3. 200/400
4. 200/600
5. 200/800
6. 300/1100
7. 300/1400
8. 300/1700
9. 400/2100
10. 400/2500


There is a sixth weapon growth progression, reserved for MAP weapons, and all
MAP weapons follow it.

MAP
1. 50/50
2. 50/100
3. 50/150
4. 50/200
5. 100/300
6. 100/400
7. 100/500
8. 100/600
9. 100/700
10. 100/800


There are five potential values for Weapon Cost, and five progression charts
to go with them.

(The first number is the cost for that upgrade.  The second is the total cost
up to that point. 1k = 1000)

Very Low
1. 2k/2k
2. 4k/6k
3. 6k/12k
4. 8k/20k
5. 10k/30k
6. 12k/42k
7. 14k/56k
8. 16k/72k
9. 18k/90k
10. 20k/110k

Low
1. 3k/3k
2. 6k/9k
3. 9k/18k
4. 12k/30k
5. 15k/45k
6. 18k/63k
7. 21k/84k
8. 24k/108k
9. 27k/135k
10. 30k/165k

Medium
1. 5k/5k
2. 10k/15k
3. 15k/30k
4. 20k/50k
5. 25k/75k
6. 30k/105k
7. 35k/140k
8. 40k/180k
9. 45k/225k
10. 50k/275k

High
1. 6.5k/6.5k
2. 13k/19.6k
3. 19.5k/39k
4. 26k/65k
5. 32.5k/97.5k
6. 39k/136.5k
7. 45.5k/182k
8. 52k/234k
9. 58.5k/292.5k
10. 65k/357.5k

Very High
1. 7.5k/7.5k
2. 15k/22.5k
3. 22.5k/45k
4. 30k/75k
5. 37.5k/112.5k
6. 45k/157.5k
7. 52.5k/210k
8. 60k/270k
9. 67.5k/337.5k
10. 75k/412.5k


7. The Units

-------------
|Battleships|
-------------

Hiryu Custom

HP 12000/13800 (3)
EN 210/315 (5)
Mobility 65/97 (10)
Armor 1300/1625 (5)
Move 6

Air/Water
ABAS

Size LL
Cost 15000
W-Meter 10
Part Slots 1

E Field

Chaff Grenade, N/A, I
N/A - 0, 1~6, +70, AAAA, 2 Ammo, Mobility-Down

AA Autocannon, M/L, I
R, P - 2000, 1~2, +30, SBCS, 40 Ammo, +20%, Bullet

Homing Missile, S/L, I
R - 2600, 1~5, +45, SABS, 20 Ammo, +0%, Missile

Long Range Missile, S/M, I
R - 2800, 2~7, +20, SAAS, 12 Ammo, +45%, Missile

Dual Beam Cannon, S/M, I
R - 3300, 3~8, +15, 25 EN, AACS, +0%, Energy Beam

Gravity Cannon, S/H, I
R - 4300, 4~9, +15, 130W, 80 EN, SSSS, +5%, Supreme

Note: The Hiryu Custom can only be piloted by Lefina, and is the only unit she
can pilot.


Hagane

HP 12000/13800 (3)
EN 220/330 (5)
Mobility 60/90 (10)
Armor 1400/1750 (5)
Move 6

Air/Water
AAAA

Size LL
Cost 15000
W-Meter 10
Part Slots 1

E Field

Chaff Grenade, None, I
0, 1~6, +70, AAAA, 2 Ammo, Mobility-down

AA Autocannon, M/L, I
R, P - 2000, 1~2, +20, SBCS, 40 Ammo, +20%, Bullet

Homing Missile, S/L, I
R - 2400, 1~5, +40, SABS, 20 Ammo, +0%, Missile

Torpedo, M/L, I
R, P - 2800, 2~8, +35, CCSC, 20 Ammo, +50%, Missile

Sub Gun, S/M, I
R - 3000, 2~7, +0, AAAA, 10 Ammo, +0%, Bullet

Impact Cannon, S/M, I
R - 3700, 3~8, +5, 40 EN, AAAA, +0%, Supreme

Tronium Cannon, VS/H, I
R - 5400, 3~9, +15, 140W, SSAS, 1 Ammo, +0%, Supreme

Note: The Hagane gains the Tronium Cannon after Scenario 20.  The
Hagane can only be piloted by Daitetsu, and is the only unit he can pilot
(normally).


Kurogane

HP 12000/13800 (3)
EN 220/330 (5)
Mobility 65/97 (10)
Armor 1500/1875 (5)
Move 8

Air/Water/Subterranean
AAAA

Size LL
Cost 15000
W-Meter 10
Part Slots 1

E Field

Chaff Grenade, None, I
0, 1~6, +70, AAAA, 2 Ammo, Mobility-down

AA Autocannon, M/L, I
R, P - 2000, 1~2, +20, SBCS, 40 Ammo, +20%, Bullet

Homing Missile, S/L, I
R - 2400, 1~5, +40, SABS, 20 Ammo, +0%, Missile

Torpedo, M/L, I
R, P - 2800, 2~8, +35, CCSC, 20 Ammo, +50%, Missile

Sub Gun, S/M, I
R - 3000, 2~7, +5, AAAA, 10 Ammo, +0%, Bullet

Impact Cannon, S/M, I
R - 3700, 3~8, +0, 30 EN, AAAA, +0%, Supreme

Titanic Drill, VS/H, I
M, P - 5400, 1~4, +40, 120W, 80 EN, SSSS, +10%, Supreme


Note: All upgrades from the Hagane are carried over to this unit.  The
Kurogane is only available in Ryusei's route, and is obtained automatically.
The Kurogane can only be piloted by Daitetsu (normally), and is the only unit
he can pilot once it is obtained.


-------------------
|Personal Troopers|
-------------------

Gespenst MkII-M (ATX team)

HP 3800/5700 (10)
EN 100/200 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5

Ground
AABA

Size M
Cost 3500
W-Meter 160
Part Slots 4

Attack, VF/VL, I
M, P - 1500, 1, +30, DABA, +30%, Physical

Split Missile, W 15

M95 Machine Gun, W 25

Jet Magnum, M/M, I
M, P - 3000, 1, +25, 110W, 10 EN, BAAA, +15%, Physical

Note: Excellen's Gespenst MkII-M starts with a weaker Jet Magnum weapon
that has a base attack value of 2800.  It will increase to the standard
value of 3000 when Russel has it repainted before Stage 7.


Gespenst MkII-M (SRX team)

HP 3800/5700 (10)
EN 100/200 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5

Ground/Water
BAAA

Size M
Cost 3500
W-Meter 160
Part Slots 4

Attack, VF/VL, I
M, P - 1500, 1, +30, DABA, +30%, Physical

Split Missile, W 15

M95 Machine Gun, W 25

Jet Magnum, M/M, I
M, P - 3000, 1, +25, 110W, 10 EN, BAAA, +15%, Physical


Gespenst MkII-M (Kai)

HP 3800/5700 (10)
EN 100/200 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5

Ground/Water
BAAA

Size M
Cost 3500
W-Meter 160
Part Slots 4

Attack, VF/VL, I
M, P - 1700, 1, +30, DABA, +30%, Physical

Split Missile, W 15

M95 Machine Gun, W 25

Jet Magnum, M/M, I
M, P - 3500, 1~2, +35, 110W, 10 EN, BAAA, +30%, Physical

Note: Comes with five upgrades in all categories.  Kai and his Gespenst MkII-M
are only available on Kyosuke's route and are gained automatically.


Gespenst MkII-TT (Ryusei)

HP 3800/5700 (10)
EN 100/190 (9)
Mobility 85/110 (6)
Armor 1000/1500 (10)
Move 5

Ground/Water
BAAA

Size M
Cost 5000
W-Meter 160
Part Slots 4

Attack, VF/VL, I
M, P - 1500, 1, +20, DABA, +30%, Physical

Split Missile, W 15

Mega Beam Rifle, W 30

T-Link Ripper, M/M, I
R, P - 2900, 3~5, +45, 105M, Psychodriver Lv1, AAAA, 6 Ammo, +10%, Remote

Note: This unit disappears after Scenario ?? of Ryusei's route, and is replaced
by the Wildraubtier.  All upgrades from this unit carry over to the
Wildraubiter.  Upgrades applied to this unit's Attack attack will carry over
to the Wildraubtier's Tackle attack, while upgrades applied to the T-Link
Ripper will carry over to the Wildraubtier FM's Beam Cannon attack.  The
Attack and T-Link Ripper attacks are not available until after this unit's
initial scenario.


Gespenst MkII-TT (Aya)

HP 3800/5700 (10)
EN 100/200 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5

Ground/Water
BAAA

Size M
Cost 3500
W-Meter 160
Part Slots 4

Attack, VF/VL, I
M, P - 1500, 1, +20, DABA, +30%, Physical

Split Missile, W 15

Plasma Cutter, W 20

Mega Beam Rifle, W 30

T-Link Ripper, M/M, I
R, P - 2900, 3~5, +45, 105M, Psychodriver Lv1, AAAA, 6 Ammo, +10%, Long-Range
 Remote


Gespenst MkII-TT (Brooklyn)

HP 3900/5850 (10)
EN 110/220 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5

Ground
AABA

Size M
Cost 3500
W-Meter 160
Part Slots 4

Attack, VF/VL, I
M, P - 1500, 1, +20, DABA, +30%, Physical

Split Missile, W 15

Plasma Cutter, W 20

Mega Beam Rifle, W 30

T-Link Ripper, M/M, I
R, P - 2900, 3~5, +45, 105M, Psychodriver Lv1, BAAA, 6 Ammo, +10%, Long-Range
 Remote


Geshpenst MkII-R

HP 3800/5700 (10)
EN 150/300 (10)
Mobility 110/148 (7)
Armor 1200/1800 (10)
Move 6

Ground/Water
SSAS

Size M
Cost 4500
W-Meter 170
Part Slots 4

Beam Coat

Split Missile, W 15

Mega Beam Rifle, W 30

Attack, M/VL, I
M, P - 2200, 1, +15, DABA, +10%, Physical

Mega Plasma Cutter, W 25

Slash Ripper, W 40


Gespenst MkII-S

HP 5000/7500 (10)
EN 200/320 (6)
Mobility 110/137 (5)
Armor 1800/2430 (7)
Move 7

Air/Ground/Water
SSAS

Size M
Cost 4500
W-Meter 130
Part Slots 3

Beam Coat

Split Missile, W 15

Attack, M/L, I
M, P - 2400, 1, +55, DSAS, +30%, Physical

Plasma Slicer, W 25

Mega Blaster, VS/H, I
M, P - 4000, 1~3, +45, 40 EN, SSAS, +20%, Supreme

Note: This unit comes with 4 upgrades in all categories.  This unit can only
be obtained on Ryusei's route.  You must destroy (not force a retreat) the
R-Gun during scenario 30.  Viletta will then pilot the Gespenst MkII-S when
she returns during scenario 40.


Gespenst-R

HP 4200/6300 (10)
EN 160/288 (8)
Mobility 115/138 (4)
Armor 1400/2100 (10)
Move 7

Ground/Water
SSAS

Size M
Cost 5000
W-Meter 110
Part Slots 3

Beam Coat

Attack, M/L, I
M, P - 2200, 1, +50, DSAS, +30%, Physical

Split Missile, W 15

Plasma Cutter, W 20

Neutron Beam, VS/H, I
R, P - 3700, 1~5, +45, SSAS, 10 Ammo, +40%, Energy Beam

Note: This unit is only available on Kyosuke's route.  Gilliam must be level
23+ by the end of Scenario 19.  He will then be piloting this unit when he
returns during Scenario 31.


Alteisen

HP 4200/5460 (6)
EN 120/216 (8)
Mobility 90/126 (8)
Armor 1500/2025 (7)
Move 8

Ground/Water
ASBA

Size M
Cost 4400
W-Meter 130
Part Slots 2

AB Field

Split Missile, W 15

Heat Horn, S/VL, I
M, P - 2200, 1, +40, DABA, +40%, Physical

Autocannon, S/VL, I
R, P - 2400, 1~4, +30, AAAA, 10 Ammo, +10%, Bullet

Revolver Stake, S/M, I
M, P - 3200, 1~3, +10, AABA, 6 Ammo, +35%, Supreme

Heavy Claymore, S/M, I
M - 3900, 1~2, +50, 110W, AAAA, 4 Ammo, +50%, Supreme

"Trump" Card VS/H I
M - 5400, 1, +40, 130W, DSSS, 1 Ammo, +45%, Supreme

Note: Alteisen does not come equipped with a Split Missile on Ryusei's route.
"Trump" Card is not gained until after Mission 22.


Weissritter

HP 4000/5600 (8)
EN 100/200 (10)
Mobility 115/143 (5)
Armor 900/1350 (10)
Move 7

Air/Ground
AACS

Size M
Cost 4600
W-Meter 120
Part Slots 3

AB Field

Split Missile, W 15

Plasma Cutter, W 20

Beam Cannon, M/VL, I
R, P - 2400, 1~4, +40, ABDS, 10 Ammo, +20%, Energy Beam

Oxtongue Rifle E, M/M, I
R - 3100, 4~7, +35, 15 EN, ABDS, Energy Beam

Oxtongue Rifle B, S/M, I
R - 3500, 2~5, +30, AAAS, 7 Ammo, +20%, Bullet

Oxtongue Rifle D, VS/H, I
R - 4200, 3~6, +40, 110W, SBBS, 3 Ammo, +30%, Supreme

Note: Weissritter does not come equipped with either a Split Missile or a
Plasma Cutter on Ryusei's route.  The Oxtongue Rifle D is not gained until
after Mission 22.


Schultzwald

HP 4300/6020 (8)
EN 150/300 (10)
Mobility 80/120 (10)
Armor 1500/2100 (8)
Move 5

Ground/Water
BAAA

Size M
Cost 4000
W-Meter 160
Part Slots 4

Gatling Gun, VF/VL, I
R, P, - 1000, 1, +10, AAAA, 20 Ammo, +20%, Bullet

Autocannon, VF/VL, I
R, P - 2400, 1~4, +30, AAAA, 12 Ammo, +10%, Bullet

Twin Beam Cannon, M/L, I
R - 3100, 2~7, +25, 15 EN, AADA, +10%, Energy Beam


Wildraubtier

HP 3700/5550 (10)
EN 120/228 (9)
Mobility 110/143 (6)
Armor 1000/1500 (10)
Move 6

Ground/Water
SAAA

Size M
Cost 4200
W-Meter 160
Part Slots 4

Attack, VF/VL, I
M, P - 1300, 1, +20, DACA, +30%, Physical

Steel Knife, W 15

Hyper Beam Rifle, W 50


Wildraubiter FM

HP 3700/5550 (10)
EN 120/228 (9)
Mobility 120/156 (6)
Armor 900/1350 (10)
Move 7

Air
SABS

Size M
Cost 4200
W Space 0
Part Slots 4

AA Missile, S/VL, I
R - 2000, 2~7, +50, SACA, 6 Ammo, +0%, Missile

AG Missile, S/VL, I
R - 2000, 1~6, +50, CSAA, 6 Ammo, +0%, Missile

Aerial Bomb, S/VL, I
R, P - 2700, 1, +35, CSAC, 4 Ammo, +25%, Missile

Beam Cannon, M/M, I
R, P - 3000, 2~4, +30, 30 EN, SADS, +10%, Energy Beam


Wildschwein

HP 4100/5945 (9)
EN 150/270 (8)
Mobility 105/136 (6)
Armor 1300/1885 (9)
Move 6

Ground/Water
AAAA

Size M
Cost 4500
W-Meter 170
Part Slots 3

Beam Coat

M95 Machine Gun, W 25

M13 Shotgun, W 30

Beam Sword, W 20

Disk Slicer, M/M, I
M, P - 3400, 1~2, +40, 110W, 15 EN, SAAS, +25%, Supreme


---------------
|Real Troopers|
---------------

Huckebein MkII

HP 3900/5265 (7)
EN 160/272 (7)
Mobility 115/143 (5)
Armor 1300/1885 (9)
Move 6

Ground
AAAA

Size M
Cost 4000
W-Meter 140
Part Slots 2

G Wall

Gatling Gun, VF/VL, I
R, P - 1000, 1 +30, AAAA, 20 Ammo, +20%, Bullet

Beam Sword, W 20

Chakram Caster, W 40

Photon Rifle, W 40

G-Impact Cannon, VS/H, I
R - 4500, 2~8, +25, 120W, 40 EN, AAAA, +10%, Supreme


Huckebein 009

HP 4000/6000 (10)
EN 200/360 (8)
Mobility 110/143 (6)
Armor 1200/1740 (9)
Move 6

Ground/Water
AAAA

Size M
Cost 4500
W-Meter 160
Part Slots 3

Double Image

Gatling Gun, VF/VL, I
R, P - 1000, 1, +30, BAAA, 20 Ammo, +20%, Bullet

Roche Saber, W 30

Boosted Rifle, W 50

Remote Slasher, W 50


Huckebein 008-L

HP 4200/5670 (7)
EN 220/330 (5)
Mobility 125/156 (5)
Armor 1200/1680 (8)
Move 7

Ground
SSAS

Size M
Cost 5000
W-Meter 140
Part Slots 2

Double Image

Gatling Gun, VF/VL, I
R, P - 1000, 1, +30, AAAA, +20, Bullet

Roche Saber, S/L, W 30

Remote Slasher, M/M, W 50

Black Hole Gun, VS/H, I
R - 5300, 2~9, +35, 140W, 80 EN, AAAA, +10%, Supreme


Huckebein Trombe

HP 3900/5265 (7)
EN 160/272 (7)
Mobility 120/150 (5)
Armor 1400/2030 (9)
Move 6

Air/Ground
SSAS

Size M
Cost 4000
W-Meter 145
Part Slots 2

G Territory
Double Image

Gatling Gun, VF/VL, I
R, P - 1100, 1, +40, AAAA, 20 Ammo, +20%, Bullet

Beam Sword, W 20

Chakram Caster, W 40

Photon Rifle, W 40

G-Impact Cannon, VS/H, I
R - 4600, 2~8, +35, 120W, 35 EN, AAAA, +10%, Supreme


-----------------------
|Super Robot Grungusts|
-----------------------

Grungust Type 0
HP 7500/9375 (5)
EN 220/352 (6)
Mobility 75/112 (10)
Armor 1900/2375 (5)
Move 6

Ground/Water
AABS

Size L
Cost 8500
W-Meter 0
Part Slots 2

Break Block

Armor Breaker, N/A, I
N/A - 0, 1~6, +70, AAAA, 2 Ammo, Armor Impair

Boost Knuckle, S/M, I
M, P - 2950, 2~4, +35, AABA, +45%, Physical

Hyper Blaster, VS/H, I
M, P - 3850, 1, +30, 30 EN, AACA, +10%, Supreme

Colossal Blade, VS/H, I
M, P - 5350, 1~3, +25, 140W, 80 EN, SSAS, +55%, Supreme

Note: The Grungust Type 0 can only be piloted by Sanger, and it is the only
unit he can pilot.


Grungust

HP 7000/8750 (5)
EN 230/345 (5)
Mobility 75/112 (10)
Armor 1800/2250 (5)
Move 5

Ground
AAAA

Size L
Cost 7500
W-Meter 0
Part Slots 2

Change (Wing Gust or Gust Lander)

Boost Knuckle, S/M, I
M, P - 3000, 1~3, +40, AABA, +20%, Physical

Calamity Sword, VS/H, I
M, P - 3600, 1, +45, 110W, 10 EN, AABA, +30%, Supreme

Final Beam, VS/H, I
M, P - 4000, 1, +5, 35 EN, AADA, +10%, Supreme

Darkness Slash, VS/H, I
M, P - 5300, 1, +15, 130W, 70 EN, AAAA, +35%, Supreme


Wing Gust

HP 7000/8750 (5)
EN 230/345 (5)
Mobility 85/127 (10)
Armor 1700/2125 (5)
Move 7

Air
SBCS

Size L
Cost 7500
W-Meter 0
Part Slots 2

Change (Grungust or Gust Lander)

Double Omega Laser, VF/VL, I
R, P - 2200, 1~4, +45, 5 EN, SBCS, Energy Beam

Missile, S/VL, I
R - 2400, 1~6, +30, SBCS, 10 Ammo, +10%, Missile

Spiral Attack, S/M, I
M, P - 3400, 1, +40, 105M, 10 EN, SBBS, +35%, Physical

Note: The Missile is linked to the same weapon on the Gust Lander.


Gustlander

HP 7000/8750 (5)
EN 230/345 (5)
Mobility 70/105 (10)
Armor 1900/2375 (5)
Move 6

Ground/Water
ASAC

Size L
Cost 7500
W-Meter 0
Part Slots 2

Change (Grungust or Wing Gust)

Missile, S/VL, I
R - 2400, 1~6, +40, BSAC, 10 Ammo, +10%, Physical

Omega Cannon, S/VL, I
R - 2800, 3~8, +25, BSAC, 6 Ammo, Bullet

Drill Attack, S/M, I
M, P - 3200, 1~4, +45, 10 EN, DSSC, +45%, Physical

Note: The Missile is linked to the same weapon on the Wing Gust.


Grungust Type 2

HP 6500/8450 (6)
EN 220/352 (6)
Mobility 85/127 (10)
Armor 1700/2210 (6)
Move 6

Ground
AAAA

Size L
Cost 6900
W-Meter 0
Part Slots 2

TK Field
Change (G-Hawk)

Eye Laser, VF/VL, I
R, P - 2200, 1~3, +40, 5 EN, AACA, Energy Beam

Boost Knuckle, S/M, I
M, P - 2900, 2~4, +45, AABA, +15%, Physical

Maxiblaster, VS/H, I
M - 3600, 1~6, +40, 25 EN, AACA, +5%, Supreme

Doomblade, S/VH, I
M, P - 4800, 1~2, +30, 120W, 50 EN, AABA, +50%, Supreme

Note: The Eye Laser is linked to the same weapon on the G-Hawk.


G-Hawk

HP 6500/8450 (6)
EN 220/352 (6)
Mobility 95/142 (10)
Armor 1600/2080 (6)
Move 8

Air
SBCS

Size L
Cost 6900
W-Meter 0
Part Slots 2

TK Field
Change (Grungust Neishiki)

Eye Laser, VF/VL, I
R, P - 2200, 1~4, +40, 5 EN, SBCS, Energy Beam

Split Missile, S/VL, I
R - 2400, 1~7, +35, SBCS, 10 Ammo, +20%, Missile

Aerial Bomb, S/VL, I
R, P - 2900, 1, +55, CSSC, 4 Ammo, +45%, Missile

Spiral Attack, S/M, I
M, P - 3300, 1~3, +30, 105M, 10 EN, SBCS, +30%, Physical

Note: The Eye Laser is linked to the same weapon on the Grungust Neishiki.


----------
|R-Series|
----------

R-1

HP 4000/5400 (7)
EN 130/221 (7)
Mobility 115/143 (5)
Armor 1200/1740 (9)
Move 6

Ground
ASBA

Size M
Cost 4200
W-Meter 130
Part Slots 2

TK Field

Gatling Gun, VF/VL, I
R, P - 1000, 1, +40, AAAA, 20 Ammo, +20%, Bullet

Steel Knife, W 15

G-Revolver, W 20

T-Link Knuckle, S/M, I
M, P - 3500, 1, +35, 110W, Telekinesis Lv1, 10 EN, AAAA, +40%, Supreme

Boosted Rifle, W 50

T-Link Sword, VS/H, I
M, P - 4100, 2~4, +20, 120W, 30 EN, Telekinesis Lv4, AAAA, +10%, Supreme

Note: The Boosted Rifle and T-Link Sword are gained during Scenario 30.  The
R-1 can only be piloted by Ryusei, although he can pilot other units.


R-Wing

HP 4000/5400 (7)
EN 130/221 (7)
Mobility 125/156 (5)
Armor 1100/1595 (9)
Move 8

Air
SBBA

Size M
Cost 4200
W-Meter 0
Part Slots 2

TK Field

AA Missile, S/VL, I
R - 2200, 2~7, +50, SBCS, 6 Ammo, +0%, Missile

AG Missile, S/VL, I
R - 2200, 1~6, +50, CSBA, 6 Ammo, +0%, Missile

Aerial Bomb, VS/VL, I
R, P - 2700, 1, +35, CSAC, 5 Ammo, +25%, Missile

Twin G-Cannon, S/L, I
R, P - 2900, 1~3, +30, SAAA, 12 Ammo, +10%, Bullet



R-2

HP 4300/5590 (6)
EN 200/300 (5)
Mobility 95/133 (8)
Armor 1500/2025 (7)
Move 6

Ground/Water
AABA

Size M
Cost 4700
W-Meter 140
Part Slots 2

AB Field

Gatling Gun, VF/VL, I
R, P - 1000, 1, +40, AAAA, 20 Ammo, +20%, Bullet

Beam Sword, W 20

Magna Beam Rifle, W 40

Beam Chakram, S/M, I
R, P - 3400, 2~4, +35, 10 EN, AACA, +40%, Remote

Note: The R-2/R-2 Powered can only be piloted by Rai, although he may pilot
other units.


R-2 Powered

HP 4700/6110 (6)
EN 200/300 (5)
Mobility 95/133 (8)
Armor 1600/2160 (7)
Move 6

Ground/Water
AABA

Size M
Cost 4700
W-Meter 140
Part Slots 2

AB Field

Gatling Gun, VF/VL, I
R, P - 1000, 1, +40, AAAA, 20 Ammo, +20%, Bullet

Beam Sword, W 20

Magna Beam Rifle, W 40

Beam Chakram, S/M, I
R, P - 3400, 2~4, +35, 10 EN, AACA, +40%, Remote

Hi-Zol Launcher, VS/H, I
R - 4200, 2~8, +30, 110W, 40 EN, AACA, +15%, Supreme

Note: All upgrades from the R-2 carry over to this unit.  The R-2/R-2 Powered
can only be piloted by Rai, although he may pilot other units.


R-3

HP 3800/5130 (7)
EN 120/204 (7)
Mobility 115/143 (5)
Armor 1100/1595 (9)
Move 6

Ground
AACA

Size M
Cost 4600
W-Meter 135
Part Slots 3

TK Field

Gatling Gun, VF/VL, I
R, P - 1000, 1, +45, AAAA, 20 Ammo, +20%, Bullet

Beam Sword, W 20

TK Laser Cannon, S/M, I
R - 3000, 1~6, +40, 10 EN, Telekinesis Lv1, AACA, +5%, Energy Beam

Strike Shield, S/M, I
R - 3500, 2~7, +35, 105M, AAAS, Telekinesis Lv2, 6 Ammo, +0%, Supreme

Note: The R-3/R-3 Powered can only be piloted by Aya, although she may pilot
other units.


R-3 Powered

HP 4500/6075 (7)
EN 140/238 (7)
Mobility 120/150 (5)
Armor 1300/1885 (9)
Move 7

Air
SBCS

Size M
Cost 4600
W-Meter 135
Part Slots 3

TK Field

Gatling Gun, VF/VL, I
R, P - 1000, 1, +45, AAAA, 20 Ammo, +20%, Bullet

Beam Sword, W 20

TK Laser Cannon, S/M, I
R - 3000, 1~6, +40, 10 EN, Telekinesis Lv1, AACA, +5%, Energy Beam

Strike Shield, S/M, I
R - 3500, 2~7, +35, 105M, Telekinesis Lv2, AAAS, 6 Ammo, +0%, Supreme

TK Missile, MAP/VH, I
R, P, MAP - 2000, 1~4, +30, 110W, Telekinesis Lv4, SSSS, 2 Ammo, +0%, Map

Note: All upgrades from the R-3 carry over to this unit.  The R-3/R-3 Powered
can only be piloted by Aya, although she may pilot other units.


R-Gun

HP 3800/5320 (8)
EN 250/375 (5)
Mobility 115/143 (5)
Armor 1500/2175 (9)
Move 6

Ground
AABA

Size M
Cost 4800
W-Meter 135
Part Slots 3

TK Field

Gatling Gun, VF/VL, I
P, 1000, 1, +30, AAAA, 20 Ammo, +20%, Bullet

Beam Gladius, W 25

Double Magna Rifle, W 40

Metal Destroyer, VS/H, I
4400, 3~9, +40, 130W, 50 EN, AABA, +15%, Supreme


SRX

HP 8500/9775 (3)
EN 240/312 (3)
Mobility 80/108 (7)
Armor 1500/1875 (5)
Move 5

Air/Ground
AABA

Size L
Cost 8000
W-Meter 0
Part Slots 2

TK Field

Finger Launcher, VS/H, I
R - 3500, 2~8, +35, AADA, 10 Ammo, +0%, Energy Beam

Blade Kick, VS/H, I
M, P - 3900, 1~3, +40, 15 EN, AAAA, +20%, Physical

Dominion Ball, VS/H, I
R - 4500, 4~7, +30, 120W, Psychodriver Lv4, AABA, 3 Ammo, +15%, Solid
 Projectile

Supreme Sword, VS/H, I
M, P - 5500, 1, +25, 130W, 80 EN, Psychodriver Lv5, AABA, +30%, Supreme

TK Burst Slash, VS/H, I
M, P - 6500, 1, +10, 140W, 110EN, Psychodriver Lv8, AABA, +35%, Supreme


-----------------
|Armored Modules|
-----------------

Lion F

HP 4500/6750 (10)
EN 140/280 (10)
Mobility 105/136 (6)
Armor 1100/1650 (10)
Move 6

Air/Ground
SBCA

Size M
Cost 3600
W-Meter 155
Part Slots 4

Gatling Gun, VF/VL, I
R, P - 1200, 1~2, +40, SABS, 20 Ammo, +40%, Bullet

Homing Missile, W 15

Railgun, M/L, I
R - 2700, 2~6, +35, SABS, 15 Ammo, +10%, Bullet

Note: This unit comes with two upgrades in all categories.  It is only
available on Ryusei's route, and is acquired automatically.


Guarlion

HP 4200/6300 (10)
EN 170/306 (8)
Mobility 115/143 (5)
Armor 1200/1740 (9)
Move 7

Air/Ground
AAAA

Size M
Cost 4800
W-Meter 150
Part Slots 3

Autocannon, VF/VL, I
R, P - 1800, 1~3, +40, SABS, 20 Ammo, +20%, Bullet

Assault Blade, W 15

Burst Railgun, W 40

Sonic Breaker, S/M, I
M, P - 3500, 1~3, +35, 110W, 20 EN, SABS, +0%, Supreme


Valsione

HP 5000/6250 (5)
EN 140/210 (5)
Mobility 115/143 (5)
Armor 1300/1885 (9)
Move 7

Air/Ground
AABA

Size M
Cost 4900
W-Meter 130
Part Slots 2

Double Image

Psy-Blaster, MAP/VH, I
R, P, MAP - 2400, 1~4, +0, 120W, 80 EN, AABA, -5%, Map

Divine Blade, W 25

Mega Beam Cannon, W 50

Cross Smasher, VS/H, I
R - 3900, 1~7, +40, SABS, 8 Ammo, +20%, Supreme

Note:  The Valcione may only be piloted by Ryune, and it is the only unit she
can pilot.


Valsion Custom

HP 8400/10500 (5)
EN 250/400 (6)
Mobility 75/112 (10)
Armor 1800/2250 (5)
Move 6

Air/Ground
AAAA

Size L
Cost 7000
W-Meter 0
Part Slots 2

AB Field
EN Regen (S)

Chaff Grenade, None, I
0, 1~6, +70, AAAA, 2 Ammo, Mobilty-down

Energy Drain, None, I
0, 1~6, +70, AAAA, 2 Ammo, EN-drain

Divine Blade, S/M, I
M, P - 2900, 1~2, +45, ASBS, +30%, Physical Blade

Cross Smasher, S/H, I
R - 4000, 2~9, +45, 50 EN, ASBS, Supreme


---------------
|Miscellanious|
---------------

Giganscudo

HP 8000/9600 (4)
EN 220/330 (5)
Mobility 70/105 (10)
Armor 1900/2375 (5)
Move 5

Air/Ground
AACS

Size L
Cost 8200
W-Meter 0
Part Slots 2

AB Field

Giga Burst, MAP/VH, I
M, P - MAP, 2300, 1~4, -10, 130W, AACA, 1 Ammo, -5%, Map

Giga Knuckle, M/VL, I
M, P - 2700, 1, +30, AAAS, +0%, Physical

Sheath Thunder, S/M, I
M, P - 3100, 1~3, +10, 110W, 30 EN, AASS, +15%, Physical

Giga Blaster, VS/H, I
R - 3700, 4~9, +20, 120W, 40 EN, AACS, +5%, Supreme

Giga Uragano, VS/H, I
M, P - 4500, 1, +15, 130W, 70 EN, AAAS, +0%, Supreme


Cybuster

HP 5500/6875 (5)
EN 130/195 (5)
Mobility 120/150 (5)
Armor 1400/2030 (9)
Move 7

Air/Ground
AABA

Size M
Cost 5000
W-Meter 0
Part Slots 2

Change (Cybird)

Caloric Missile, S/L, I
R - 2000, 1~5, +45, SAAA, 12 Ammo, +30%, Missile

Cy-Flash, MAP/VH, I
R, P - MAP, 2500, 1~4, +0, 120W, 80 EN, AABA, -5%, Map

High Familiar, S/M, I
R - 2800, 1~7, +35, AABA, 8 Ammo, +20%, Remote

Zephyr Sword, S/L, I
M, P - 2900, 1, +45, AAAA, +35%, Physical Blade

Akashic Buster, VS/H, I
M, P - 4000, 1~3, +30, 120W, 30 EN, SABS, +15%, Supreme

Cosmo Nova, VS/H, I
R - 5500, 1~6, +35, 140W, SSAS, 1 Ammo, +10%, Supreme

Note: Caloric Missile, Cy-Flash, and High Familiar are all linked to the same
weapons on the Cybird.  The Cybuster may only be piloted by Masaki, and it is
the only unit he can pilot.


Cybird

HP 5500/6875 (5)
EN 130/195 (5)
Mobility 130/162 (5)
Armor 1300/1885 (9)
Move 9

Air
SBCS

Size M
Cost 5000
W-Meter 0
Part Slots 2

Change (Cybuster)

Caloric Missile, S/L, I
R - 2000, 1~7, +45, SAAA, 12 Ammo, +30%, Missile

Cy-Flash, MAP/VH, I
R, P, MAP - 2500, 1~4, +0, 120W, 80 EN, AABA, -5%, Map

High Familiar, S/M, I
R, P - 2800, 1~3, +35, SABA, 8 Ammo, +20%, Remote

Note: All three weapons are linked to their counterparts on Cybuster.



F-28 Messer

HP 2000/3000 (10)
EN 90/180 (10)
Mobility 120/180 (10)
Armor 700/1050 (10)
Move 7

Air
SACD

Size S
Cost 1000
W-Meter 10
Part Slots 4

Gatling Gun, VF/VL, I
R, P - 800, 1, +10, SABB, 20 Ammo, +20%, Bullet

Homing Missile S/VL, I
R, P - 1900, 1~5, +35, SABB, 15 Ammo, +30%, Missile


SF-29 Rangzen

HP 2400/3600 (10)
EN 90/180 (10)
Mobility 110/165 (10)
Armor 700/1050 (10)
Move 7

Air
BBDS

Size S
Cost 1000
W-Meter 10
Part Slots 4

Gatling Gun, VF/VL, I
R, P - 800, 1, +20, BBCS, 20 Ammo, +30%, Bullet

Beam Cannon, S/VL, I
R, P - 1900, 1~5, +35, 5 EN, BBCS, +30%, Energy Beam


8. Combination Attacks

Combination attacks are powerful attacks that require two or more units to work
together.  To perform a combination attack, all of the required units must be
in a formation where they are continuously adjacent, that is to say that they
must form a single group where each required unit is adjacent to at least one
other required unit (for the purposes of combination attack formations,
units may be diagonally adjacent as well as horizontally/vertically adjacent).

Although they don't appear in the Customize Weapon screen, combination attacks
CAB be upgraded.  Each combination attack has a set of Relevant Weapons
consisting of one specific weapon for each unit involved in the combination.
Upgrading one of these weapons results in also increasing the attack power of
the combination attack by an amount equal to a percentage of the upgrade amount
(the Rate of Increase).  This percentage varies between different combination
attacks, but remains consistant between the Relevant Weapons of the same
combination attack.

Unfortunately (but also understandably), there are only two combination
attacks in OG - one for each set of main characters.  I'm 100% sure on the
numbers for Rampage Ghost.  R-Formation info is still a bit iffy - I'll be
confirming it on my next playthrough.  Note that the attack values of
combination attacks are not affected by Gunfight or In-fight.  Gunfight DOES
affect R-Formation's range, however.

Rampage Ghost
Units: Alt Eisen and Weiss Ritter
Pilots: Kyosuke and Excellen
Relevant Weapons: Revolver Stake and Oxtongue Rifle D
Rate of Increase: 75%
M, P - 5850, 1~4, +50, 120W, 60 EN, AAAA, +50%, Combination Attack
       

R-Formation
Units: R-1, R-2 Powered, and R-3 Powered
Pilots: Ryusei, Rai, and Aya
Relvant Weapons: T-Link Knuckle, Hi-Zol Launcher, and Strike Shield
Rate of Increase: 46.7%
R, P - 5413, 1~3, +40, 120W, 60 EN, AAAA, +35%, Combination Attack
       

9. Weapon Gauge Weapons

Split Missile, VF/VL, W 15
R - 1900, 1~5, +45, BAAA, 12 Ammo, +30%, Missile

Homing Missile, VF/VL, W 15
R - 1800, 2~6, +60, ABBA, 15 Ammo, +0%, Missile

M95 Machine Gun, VF/VL, W 25
R, P - 2100, 1~3, +40, AAAA, 15 Ammo, +45%, Bullet

M13 Shotgun, M/L, W 30
R, P - 2500, 2~3, +50, AAAA, 7 Ammo, +50%, Bullet

Double Magna Rifle, S/M, W 40
R, P - 3000, 2~4, +25, AAAA, 6 Ammo, +15%, Bullet

G-Revolver, VF/VL, W 20
R, P - 2300, 1~3, +50, AAAA, 6 Ammo, +40%, Bullet

Boosted Rifle, S/M, W 50
R - 3100, 3~7, +15, SAAA, 7 Ammo, +35%, Bullet

Burst Railgun, S/M, W 40
R - 2800, 2~6, +35, SBAA, 10 Ammo, +20%, Bullet 

Mega Beam Rifle, M/L, W 30
R, P - 2500, 2~4, +25, AADA, 10 Ammo, +0%, Energy Beam

Hyper Beam Rifle, S/L, W 50
R - 3000, 2~7, +25, SADS, 7 Ammo, +20%, Energy Beam

Magna Beam Rifle, S/M, W 40
R - 2900, 2~7, +30, AADA, 8 Ammo, +45%, Energy Beam

Photon Rifle, S/M, W 40
R - 2800, 1~6, +35, AABA, 8 Ammo, +20%, Energy Beam

Mega Beam Cannon, S/M, W 50
R - 3100, 1~6, +20, 10 EN, SADS, +40%, Energy Beam

Steel Knife, VF/VL, W 15
M, P - 2000, 1, +60, AAAA, +65%, Physical Blade

Assault Blade, VF/VL, W 15
M, P - 2200, 1, +45, ABAA, +30%, Physical Blade

Divine Blade, S/L, W 25
M, P - 2900, 1, +40, AAAA, +45%, Physical Blade

Shishioh Blade, S/H, W 60
M, P - 4000, 1, +50, SSSS, +40%, Physical Blade

Plasma Cutter, S/L, W20
M, P - 2300, 1, +50, 5 EN, AABA, +30%, Energy Blade

Plasma Slicer, S/L, W 25
M, P - 2600, 1~2, +45, 10 EN, AABA, +10%, Energy Blade

Beam Sword, S/L, W 20
M, P - 2500, 1, +45, 5 EN, AABA, +5%, Energy Blade

Beam Gladius, S/L, W 25
P, 2700, 1, +40, 10 EN, AABA, +10%, Energy Blade

Roche Saber, S/L, W 30
M, P - 2900, 1~2, +30, 10 EN, AAAA, +0%, Energy Blade

Slash Ripper, M/L, W 40
R, P - 3000, 1~3, +20, AAAA, 6 Ammo, +55%, Remote

Chakram Caster, S/M, W 40
M, P - 2700, 2~4, +35, 15 EN, AAAA, +20%, Remote

Remote Slasher, M/M, W 50
R - 3400, 3~6, +40, 110W, AAAA, 8 Ammo, +0%, Remote

Graviton Cannon, VS/H, W 60
R - 4400, 2~8, +45, 120W, 35 EN, SSSS, +10%, Supreme

Repair Module, N/A, W 5
N/A, P - 0, 1, AAAA, +0%, Repair

Supply Module, N/A, W 5
N/A - 0, 1, AAAA, +0%, Replenish

Chaff Grenade, N/A, W 30
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Chaff

Energy Taker, N/A, W 15
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, EN Drain

Energy Drain, N/A, W 15
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, EN Absorb

Spirit Taker, N/A, W 15
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Will Drain

Spirit Drain, N/A, W 30
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, SP Absorb

Spider Net, N/A, W 30
N/A, P - 0, 1~4, +70, AAAA, 2 Ammo, +0%, Net

Armor Breaker, N/A, W 40
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Armor Impair

Chaff Grenade, N/A, W 30
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Chaff

Jam Grenade, N/A, W 20
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Damage Impair


10. Acknowledgements

Rasmiel - Valsione and Valcione Kai weapon names, Neutron Beam weapon name,
 and SF-29 Lanzen full name
Shadow00X - for nearly all of the weapon category names
Gundamtotoro - for his excellent walkthrough, from which many mech names and a
 few weapon names were gleaned
http://www.sideten.net/srwt/ - for the bulk of weapon names


11. To Do List

Get the few remaining weapon names sorted out.
Double-check the stats on a few weapons.
Maybe add commentary on the various units.
Getter more accurate info on combination attacks' base power ratings.

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