Super Robot Wars: Destiny (D) Unit Guide by AlasterB Version 1.0 - Added unit stats for all units, as well as sections defining stats, detailing upgrades, etc. Version 1.1 - Added lots of weapon names, as well as sections on Songs and combination attacks. Table of Contents 1. Introduction 2. Unit Stats a. Unit Terrain Types b. Weapons c. Weapon Properties d. MAP Weapon Areas e. Types of Units 3. Upgrading Units 4. Upgrading Weapons 5. Song Weapon System 6. Unit List a. Banpresto Originals b. Universal Century Gundam c. After Colony Gundam d. Macross 7 e. Megazone 23 f. Getter Robo Armageddon g. Manzinger and Grendizer h. Big O i. Daltainas j. Godmars 7. Combination Attacks 8. Acknowledgements 9. To Do List 1. Introduction This guide is intended to lay out the stats of all of the various units in Branpresto's most recent (at the time of this writing) GBA Super Robot Wars game - Super Robot Wars: Destiny. There aren't actually a lot of individual units in SRW:D, however due to many of them having multiple forms it makes for a lot of stats to keep track of. Hopefully, this guide will help to make educated decisions about which units use and upgrade. Note that I only intend to cover friendly, player-controllable units in this guide. 2. Unit Stats Each unit is defined by its various stats, which in turn determine how effective the unit will be in any given situation. Unit stats in D are pretty standard for SRW games, so if you're familiar with the series you already likely know what most of them do. For the rest of you, though, they are: 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. 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 "C" (the worst) to "S" (the best). A value of "-" indicates that the unit cannot deploy in or traverse that terrain type without assistance from a Conformal Part. Terrain values are listed in the following order: Air/Land/Water/Space. Movement - How many squares the unit can move each turn. Is affected by various types of terrain (forests, space debris, etc). 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. Size - How large the unit is. Ranges from LL (double Large) to SS (double 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. Abilities - Various special qualities the unit possesses. Sword - The pilot can use his/her Sword Cut skill with this unit. Shield - The pilot can use his/her Shield Defense skill with this unit. Gun - The pilot can use his/her Shoot Down skill with this unit. Afterimage - This unit has a 50% chance to avoid any incoming attacks once the pilot's Morale has reached 130. This is calculated before (and apart from) regular hit/miss (including Seishins like Flash). Beam Coat - Any damage taken from a Beam-type weapon is reduced by 800 (to a minimum value of 0). 5 EN is consumed every time this is activated. 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. EN Regeneration - This unit recovers 10% of its maximum EN each turn, instead of the normal 5 EN. Hyper Jammer - Functions identically to Afterimage. I-Field - As Beam Coat, but reduces Beam damage by 1000, and consumes 10 EN. Mach Special - Functions identically to Afterimage. Stacks with Open Gate. Mazin Power - The damage inflicted by this unit is multiplied by 1.25 once the pilot's Morale reaches 130. Open Gate - Functions identically to Afterimage, except it that activates at 120 Morale. Stacks with Mach Special and Shin Mach Special. Passive Bit - As Beam Coat, but reduces Beam damage by 1000. Pinpoint Barrier - Damage of 1500 or less inflicted upon this unit is reduced to 0. Damage about 1500 is not affected. Consumes 5 EN. Repair Unit - This unit can restore HP to one adjacent unit. The amount of HP is depedant on the pilot's level. The Experience earned is dependant on the HP restored and the difference between the pilot's and target pilot's levels. Resupply Unit - This unit can restore the EN and Ammo of one adjacent unit. The target pilot's Morale is reduced by 10. The experience earned is dependant on the difference between the pilot's and target pilot's levels. Seperate - This unit can either seperate into multiple component units, or it can abandon an Armored Carrier, leaving only the core unit. Component units with have reduced HP, EN, and Ammo as appropriate to the initial unit's condition. A core unit will be at maximum capacity. Shin Getter Fission - Functions identically to Afterimage. Shin Mach Special - Functions indentically to Afterimage. Stacks with Open Gate. Transform - This unit can transform into an alternate form. Zero System - The pilot of this unit will have all of his/her stats (except SP) increased by 10 once his/her Morale reaches 130. Conformal - How many Conformal Parts the unit can equip at once. Upgrade - How many times each of the unit's stats (including weapon damage) can be upgraded on the first playthrough. On a second playthrough, all units' Upgrade limit is 15. On the third, fourth, and all subsequent playthroughs, all units' Upgrade limit is 20. Wp Growth - How swiftly the unit's weapons grow in power when upgraded. The three potential values are Fast, Normal, and Slow. Wp Cost - How expensive the unit's weapons are to upgrade. The potential values here range from Very High to Very Low. 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. Land - 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. Underwater - A unit with this Terrain Type does not have its Movement reduced when in the Water Terrain. Hover - A unit with this Terrain Type does not enter the Water Terrain, but instead skims over it as though it were Land. Likewise, the unit does not have its Movement reduced when traversing Water in this fashion. Underground - A unit with this Terrain Type may bore its way Underground when on Land. 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 Land Terrain. Weapons Maybe even more than the unit's own stats, its weapon stats are the defining characteristic of each unit. Some units may only have one or two weapons, while others may have up to four pages worth of them (on the weapon screen). Each weapon's statistics are laid out as follows: Cypher Gun[1] S[2], P[3] - 1800[4], 1~4[5], +15[6], AACA[7], 10 Ammo [8], +10%[9], [10] [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 type - Shooting (S) or Melee (M). This determined which pilot stat this weapon is dependant upon. [3] - The weapon's Properties. Potential entries are Post-Movement (P), Beam (B), Combo (C), Status (St), and MAP. A weapon may have more than one Property. [4] - The weapon's base damage rating. [5] - 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. [6] - 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. [7] - 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 "-" indicates that the weapon cannot be used against targets in that Terrain type. The order the values are expressed is Air/Land/Water/Space. [8] - The weapon's requirements. This includes the weapon's Ammo, the EN it consumes, the Morale (M) it requires, and any pilot Skills that are neccesary. [9] - The weapons's critical modifier. This number is added (or subtracted, if negative) to the pilot's chance to achieve a critical hit. [10] - The weapon's Status effect. Only applies to weapons with the "St" Property. This details the status effects the weapon will inflict upon a successful hit. Alternately, a MAP weapon will have its type of area listed here. 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. Beam - Weapons with this property are affected by certain unit Abilities. In addition, they always have a Terrain rating of "-" for Water. In addition to not being after to fire into Water, however, Beam weapons also cannot be from Water at a target in another Terrain type. Combo - A weapon with this Property can be utilized with the Combo pilot Skill. Status - Weapons with the Status Property inflict various effects upon their targets, as noted in each weapon's description. 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 ally units within the MAP weapon's target area will be attacked as well. MAP Weapon Areas Because MAP weapons cover an area of the battlefield, rather than simply attacking a specific square, they end up taking on a host of shapes that simply cannot be expressed by their Range stat. As a result, it's important to know not only how far a MAP weapon can fire, but also which squares it will hit and which it won't. In SRW:D, there are eight (or nine, if you prefer) different types of MAP weapon area, some of them unique to a particular weapon, while others are fairly common. (Note that in the diagrams, an "A" refers to the attacking unit, and an "x" refers to a targetted space. In the Remote Radial diagram, a "t" stands for a space you can select to target the weapon on, and the "X" is the space that has been targeted in the diagram to result in the particular spread depicted.) "T" A xxx xxx xxx x x x x The "T" MAP weapon area covers a strange sort of shape, where the first three spaces of range extending from the attacking unit have a width of three spaces across, with the remainder extending in a single-wide column lined up with the attacking unit. This is a common MAP area among heavy beam cannon-wielding mobile suits. Taper A xxx xxx xxx xxx xxx xxx x The Taper MAP weapon area covers a three-space-wide area for its entire range, except for the last space's worth, which is single-wide. MAP weapons on a an eclectic variety of units use this area. Partial Spread A x xxx xxx xxx Essentially the opposite of the Taper, the Partial Spread MAP weapon area is single-wide for the first space of its range, and expands to three-wide for the rest. This area is almost entirely restricted to original units, with the ZZ Gundam being the odd man out. Full Spread A x xxx xxxxx The Full Spread is, as you might guess, much like the Partial Spread MAP area. The difference lies in the fact that the Full Spread continues to widen throughout its (short) range. This area is unique to Big O's Missile Party. Twin Column A x x x x x x x x x x x x x x x x Another unique area, the Twin Column consists of two single-wide columns that travel the entire range. Gundam Wing Zero's Twin Buster Cannon is the only example of this area. Block A xxx xxx xxx xxx xxx xxx xxx A very simple area, the Block MAP weapon area is a triple-wide menace throughout its entire range. This area is seemingly reserved for large, powerful units (and/or a unit's large, powerful pet thingy). Radius x xxx xxxxx xxxAxxx xxxxx xxx x A fairly standard MAP area (it was the only kind in OG), the Radius simply targets every space within its range extending in every direction from the attacking unit. While common in some other SRWs, it's fairly rare in D. Ranged Radius t ttt ttttt ttttttt ttttttttt x tttttttttttxxx tttttttttttxxxxx tttttttAtttxxxXxxx tttttttttttxxxxx tttttttttttxxx ttttttttt x ttttttt ttttt ttt t The most common MAP weapon area in D, the Ranged Radius requires a little extra work from the player, who must select a square to target within the weapon's range, upon which its actual area of effect will be centered. Remote Radius MAPs come in two flavors - the two radius and the three radius. The difference is in how many squares the effect extends from the targeted square. Note that a unit residing in the targeted square is also attacked. Types of Units In the notes section under some units, there are are statements such as "Ral Kailum is a Battleship" or "The V-Dash Gundam is an Alternate Unit for the Victory Gundam". These place them into certain types of units in an attempt to help explain certain behaviors that are not defined by unit Abilities. Battleship - A Battleship is a unit in which other units can dock, and from which they can be redeployed. While docked, units recover HP, EN, and Ammo, and are transported when the Battleship moves. However, when a unit docks, the pilot(s) lose ?? Morale. A unit cannot redeploy on the same turn as it docked. Armored Carrier - An Armored Carrier protects the core unit, and provides a different set of weapons and capabilities. An Armored Carrier's HP, EN, and Ammo are not linked to that of the core unit, and when the Armored Carrier is destroyed (or the Seperate command is used), the core unit emerges at full power. Whether the Armored Carrier is destroyed or whether the Seperate command is used, the core unit cannot regain the use of the Armored Carrier during that stage. The core unit's and Armored Carrier's upgrades are linked, so when one is upgraded, so is the other. Units with Armored Carriers always deploy in them automatically. Primary Component - A Primary Component is the most important unit in a group of units that Combines into a single, more powerful unit. The pilot of the Primary Component becomes the pilot of the new unit, and upgrades between the Primary Component and the combined unit are shared. Delayed Armored Carrier - A Delayed Armored Carrier functions indentically to any other unit with the Combine Ability, except that when the combined unit is destroyed, the Primary Component survives, similar to an Armored Carrier, and that Delayed Armored Carriers never (except in certain stages) deploy in a combined state. Alternate Unit - An Alternate Unit is similar to a unit with the Transform Ability, except that the unit changes in the Intermission Screen, not during a stage. An Alternate Unit shares upgrades with its primary unit. Sub-Unit - A Sub-Unit is similar to a unit with the Transform ability, except that the unit doesn't change when the Tranform command is selected, but rather when certain conditions are might. Also, once the primary unit has changed to the Sub-Unit, it cannot change back during the stage. A Sub-Unit's HP, EN, and Ammo are linked to that of the primary unit during a stage. A Sub-Unit shares upgrades with its primary unit. Inheretor - An Inheretor unit replaces another unit in your lineup and benefits from all of the upgrades applied to the earlier unit. Likewise, on subsequent playthroughs the earlier unit benefits from all of the upgrades that are applied to the Inheretor unit. 3. Upgrading Units Units have four stats that can be upgraded - HP, EN, Mobility, and Armor. For each upgrade you put into it, a stat will receive a 5% increase (based upon the base stat), except EN, which receives a 10% increase for each upgrade. Each stat can be upgraded a number of times equal to its Upgrade limit statistic. As noted before, however, on a second playthrough, all units' Upgrade limits are increased to 15, and on all later playhthroughs, all units' Upgrade limits are increased to 20. 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% 11. 22k/132k/155% 12. 24k/156k/160% 13. 26k/182k/165% 14. 28k/210k/170% 15. 30k/240k/175% 16. 32k/272k/180% 17. 34k/306k/185% 18. 36k/342k/190% 19. 38k/380k/195% 20. 40k/420k/200% 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% 11. 6k/41k/210% 12. 7k/48k/220% 13. 7k/55k/230% 14. 8k/63k/240% 15. 8k/71k/250% 16. 9k/80k/260% 17. 9k/89k/270% 18. 10k/99k/280% 19. 10k/109k/290% 20. 11k/120k/300% 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% 11. 45k/246k/155% 12. 50k/296k/160% 13. 55k/351k/165% 14. 60k/411k/170% 15. 65k/476k/175% 16. 70k/546k/180% 17. 75k/621k/185% 18. 80k/701k/190% 19. 85k/786k/195% 20. 90k/876k/200% 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% 11. 45k/236k/155% 12. 50k/286k/160% 13. 55k/341k/165% 14. 60k/401k/170% 15. 65k/466k/175% 16. 70k/536k/180% 17. 75k/611k/185% 18. 80k/691k/190% 19. 85k/776k/195% 20. 90k/866k/200% Combined with each unit's base stats, this should give you a fairly clear idea of the cost-effectiveness of each upgrade. However, there is one more factor to be added in: Upgrade Bonuses. A unit receives an Upgrade Bonus when all four of its stats have been upgraded to the level of its original Upgrade limit (on the second and subsequent playthroughs, the increase in Upgrade limit is irrelevant - the original limit is what counts for getting the Upgrade Bonus). At that time, a new option will appear at the bottom of the upgrade screen, and choosing it will allow you to select one of six Upgrade Bonuses to apply to that unit. You do not have to choose immediately, but once you do, you cannot change your decision (not even on later playthroughs), so choose wisely. The potential choices are: HP +20% - The unit's HP is increased by 20% of its base stat. EN +30% - The unit's EN is increased by 30% of its base stat. All Terrains S - All of the unit's Terrain Stats are increased to S. Terrain Stats with a value of "-" are not increased. Movement +2 - The unit's Movement stat is increased by 2. Mobility +20% - The unit's Mobility is increased by 20% of its base stat. Armor +20% - The unit's Armor is increased by 20% of its base stat. 4. Upgrading Weapons In addition to upgrading unit stats, you can, of course, upgrade the attack power of a unit's weapons. Following in the footsteps of SRW:R, weapons in D are not upgraded individually, but simultaniously - that is, when you upgrade, all of the unit's weapons (current and future) are upgraded together. While this allows for less customization, it's more convenient and helps avoid situations like the Gundam G units in SRW:A where their ultimate attacks couldn't be upgraded because they didn't appear on the weapons screen. There are two unit stats that relate to upgrading weapons - Wp Growth and Wp Cost. Wp Growth determines just how much weapon power is increased with each upgrade, while Wp Cost determines how much money each upgrade costs. A good deal of the unit balance is struck by the application of these two stats, so it's important to know how much more powerful a unit's weapons can get, and how much it's going to cost you. The increases in weapon attack power according to the three Wp Growth values are as follows: (The first number is the increase for that upgrade. The second is the total increase up to that point.) 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 11. 250/1850 12. 250/2100 13. 300/2400 14. 300/2700 15. 300/3000 16. 300/3300 17. 300/3600 18. 300/3900 19. 300/4200 20. 300/4500 Normal 1. 100/100 2. 100/200 3. 150/350 4. 150/500 5. 200/700 6. 200/900 7. 250/1150 8. 250/1400 9. 250/1650 10. 300/1950 11. 300/2250 12. 300/2550 13. 300/2850 14. 300/3150 15. 300/3450 16. 300/3750 17. 300/4050 18. 300/4350 19. 300/4650 20. 300/4950 Fast 1. 100/100 2. 150/250 3. 150/400 4. 200/600 5. 200/800 6. 250/1050 7. 250/1300 8. 300/1600 9. 300/1900 10. 300/2200 11. 300/2500 12. 300/2800 13. 300/3100 14. 300/3400 15. 300/3700 16. 300/4000 17. 300/4300 18. 300/4600 19. 300/4900 29. 300/5200 There is a fourth weapon growth progression, reserved for MAP weapons. All MAP weapons follow it, regardless of their unit's Wp Growth stats. MAP 1. 50/50 2. 50/100 3. 50/150 4. 100/250 5. 100/350 6. 100/450 7. 150/600 8. 150/750 9. 150/900 10. 200/1100 11. 200/1300 12. 200/1500 13. 250/1750 14. 250/2000 15. 250/2250 16. 300/2550 17. 300/2850 18. 300/3150 19. 300/3450 20. 300/3750 There are five potential values for Wp 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. 6k/6k 2. 8k/14k 3. 10k/24k 4. 12k/36k 5. 14k/50k 6. 16k/66k 7. 18k/84k 8. 20k/104k 9. 22k/126k 10. 24k/150k 11. 27k/177k 12. 31k/208k 13. 36k/244k 14. 42k/286k 15. 49k/335k 16. 57k/392k 17. 66k/458k 18. 76k/534k 19. 87k/621k 20. 99k/720k Low 1. 8k/8k 2. 11k/19k 3. 14k/33k 4. 17k/50k 5. 20k/70k 6. 23k/93k 7. 26k/119k 8. 29k/148k 9. 32k/180k 10. 35k/215k 11. 38k/253k 12. 41k/294k 13. 44k/338k 14. 47k/385k 15. 50k/435k 16. 54k/489k 17. 59k/548k 18. 65k/613k 19. 72k/685k 20. 80k/765k Normal 1. 10k/10k 2. 14k/24k 3. 18k/42k 4. 22k/64k 5. 26k/90k 6. 30k/120k 7. 34k/154k 8. 38k/192k 9. 42k/234k 10. 46k/280k 11. 50k/330k 12. 54k/384k 13. 58k/442k 14. 62k/504k 15. 66k/570k 16. 71k/641k 17. 77k/718k 18. 84k/802k 19. 92k/894k 20. 101k/995k High 1. 12k/12k 2. 17k/29k 3. 22k/51k 4. 27k/78k 5. 32k/110k 6. 37k/147k 7. 42k/189k 8. 47k/236k 9. 52k/288k 10. 57k/345k 11. 62k/407k 12. 67k/474k 13. 72k/546k 14. 77k/623k 15. 82k/705k 16. 88k/793k 17. 95k/888k 18. 103k/991k 19. 112k/1103k 20. 122k/1225k Very High 1. 14k/14k 2. 20k/34k 3. 26k/60k 4. 32k/92k 5. 38k/130k 6. 44k/174k 7. 50k/224k 8. 56k/280k 9. 62k/342k 10. 68k/410k 11. 74k/484k 12. 80k/564k 13. 86k/650k 14. 92k/742k 15. 98k/840k 16. 105k/945k 17. 113k/1058k 18. 122k/1180k 19. 132k/1312k 20. 143k/1455k As with unit stats, when you fully upgrade a unit's weapons to the unit's original Upgrade limit, it receives a Weapon Upgrade Bonus. This bonus is identical to the unit Upgrade Bonus, except that the six choices are, naturally, different. They are: Range +1 - All weapons have their maximum ranges increased by 1. MAP weapons and weapons with a range of "1" are not effected. This does not effect weapons' minimum ranges. Accuracy +20 - All weapons have the accuracy modifiers increased by +20. EN Consumption -30% - All weapons the consume EN have the amount of EN that they consume reduced by 30% of the their base stat. Ammo x2 - All weapons that rely on Ammo have their Ammo stat increased by 100% of their base stat. Critical Chance +20 - All weapons have their critical modifiers increased by +20. All Terrains S - All weapons have all of their terrain modifiers increased to S. Terrain modifiers with a value of "-" do not receive an increase. 5. Song Weapon System New to D is the Song weapon system, a funny sort of quirk specific to certain Macross 7 units. A weapon entry for a Song weapon looks rather different from a standard entry: Power to the Dream P - Base + 1500, 1~4, +30, 25 Song EN, AAAA, +10%, Melee and Shooting +StBase Firstly, you'll note that there's no ruling attack stat listed. This is because all Song weapons use Song Power as their ruling stat, rather than Melee or Shooting, and any unit that has Song weapons uses them exclusively. Also, notice that "Song EN" is listed where a weapon's EN cost would normally go. Song EN is a pilot stat, rather than a unit stat, and along with Song Power supplants the Melee and Shooting stats of the two Song-oriented characters. Next, in place of the weapon's attack power, there is an entry listed as "Base +/- #". This is because the attack power of Song weapons increases with the pilot's strength, rather than through normal upgrading. Unfortunately, at this time I'm not sure of what, exactly, the formula is, or even whether the critical stat is the pilot's level or his Song Power. In any case, as the pilot becomes stronger, the "Base" attack power (which is defined as the attack power of Planet Dance in a non-SB machine) increases. Note that Song weapons can only be used to attack enemies with the Protodevlin pilot skill. Song weapons can also, however, be used to "attack" allies - this is where the last section of the weapon entry comes in. When an ally is "attacked" by a Song, his or her stats (which ones are particular to the specific Song) will increase by the listed amount. This leads us to the second "base" stat listed - StBase or Stat Base. Like the weapon's attack power, the stat increase for each Song gets larger as the pilot gets stronger. A final note - Mylene's 'My Friends' Song lists the increased stat as 'SP'. This refers to the targets current Seishen Points, not his or her maximum, and the amount replenished can not cause the current SP to exceed the maximum SP. 6. Unit List --------------------- |Banpresto Originals| --------------------- Aile Chevalier 4000 HP 180 EN Land/Hover -S-S Movement 6 Mobility 85 Armor 900 Size M Cost 6000 Sword Shield Gun Afterimage 2 Conformal 10 Upgrade Cypher Gun S, P - 1800, 1~4, +15, AACA, 10 Ammo, +10% Cypher Sword M, P, C - 2200, 1, +40, 10 EN, -AAA, +30% Impulse Cannon S - 2400, 2~6, +0, 20 EN, AACA, +10% Burst Rave M, P - 2600, 1, +30, 110M, 30 EN, AAAA, +0% Wp Growth Normal Wp Cost Normal Blanche Neige 3500 HP 150 EN Air/Land SACS Movement 7 Mobility 90 Armor 800 Size M Cost 6000 Gun Beam Coating 2 Conformal 10 Upgrade Vector Gun S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10% Force Buster S - 2000, 3~6, +10, AAAA, 8 Ammo, +10% Night Dimension S, P - 2200, 1~3, +5, 10 EN, AAAA, +30% Line Lock Launcher S, Map - 2300, 1~3, +0, 120M, 50 EN, AA-A, +0%, Partial Spread Line Lock Launcher S - 2500, 4~8, +0, 110M, 30 EN, AA-A, +0% Wp Growth Normal Wp Cost Normal Ganadul 4500 HP 200 EN ASBS Movement 7 Mobility 80 Armor 1000 Size M Cost 8000 Sword Shield Afterimage Combine (w/Strega = Forte Gigas) 2 Conformal 10 Upgrade Genocide Claw M, P - 2000, 1~3, +30, 5 EN, AABA, +20% Edge Blaster S - 2200, 2~5, +10, 10 EN, AABA, +10% Falchion Saber M, P, C - 2400, 1, +40, 20 EN, AABA, +30% Ultimate Lancher S, P - 2600, 1~3, +30, 110M, 30 EN, AAAA, +10% Heat Dive M, P - 2800, 1, +20, 120M, 50 EN, AAAA, +0% Wp Growth Slow Wp Cost Normal Note: The Ganadul only has the Combine ability after Scenario 26, and only if you did not recruit your main character's convincable character (Glacius or Wintos). The Ganadul is the Primary Component of the Forte Gigas if it is your main character's unit. Strega 5000 HP 230 EN Air/Land SSBA Movement 6 Mobility 70 Armor 1100 Size M Cost 8000 Passive Bit Combine (w/Ganadul = Forte Gigas) 2 Conformal 10 Upgrade Stun Punch M, St, C - 2100, 1~3, +30, 5 EN, AA-A, +20%, (accuracy down) Lightning Shot S - 2300, 2~5, +20, 10 EN, AA-A, +10% Electric Cube S - 2500, 3~7, +10, 20 EN, AA-A, +10% Thunder Crash M, P - 2700, 1~3, +40, 110M, 30 EN, AA-A, +30% Lightning Vice M, P - 2900, 1, +30, 120M, 50 EN, AA-A, +0% Wp Growth Slow Wp Cost Normal Note: The Strega only has the Combine ability after Scenario 26, and only if you did not recruit your main character's convincable character (Glacius or Wintos). The Strega is the Primary Component of the Forte Gigas if it is your main character's unit. Jean Chevalier 7000 HP 230 EN Air S--S Movement 7 Mobility 95 Armor 1000 Size L Cost 8000 Sword Gun Afterimage 2 Conformal 10 Upgrade Neo Impulse Cannon S - 2000, 2~6, +0, AACA, 10 Ammo, +10% Blade Bit S - 2400, 3~7, +20, 10 EN, AACA, +10% Neo Beam Blade M, P, C - 2600, 1~3, +40, 20 EN, AAAA, +30% Claw Anchor Burst M, P - 3000, 1, +30, 110M, 30 EN, AAAA, +20% Wp Growth Normal Wp Cost Normal Note: The Jean Chevalier is an Inheritor Unit for the Aile Chevalier. Your main character will launch in the Jean Chevalier as a reinforcement on Turn 4 of Mission 25 if the Aile Chevalier is his/her personal unit. Dear Blanche Neige 6500 HP 200 EN Air S--S Movement 8 Mobility 100 Armor 900 Size L Cost 8000 Gun Passive Bit 2 Conformal 10 Upgrade Missile S, P - 2000, 2~4, +20, AAAA, 10 Ammo, +10% Delta Cannon S - 2200, 3~6, +10, AA-A, 10 Ammo, +10% Neutron Buster S, MAP - 2300, 1~4, +0, 120M, 50 EN, AA-A, +0%, Partial Spread Active Bit S - 2400, 3~7, +20, 10 EN, AACA, +10% Guardian Blade M, P, C - 2500, 1, +40, 20 EN, AAAA, +30% Neutron Buster S - 2900, 4~8, +0, 110M, 30 EN, AA-A, 0% Wp Growth Normal Wp Cost Normal Note: The Dear Blanche Neige is an Inheretor Unit for the Blanche Beige. Your main character will launch in the Dear Blanche Neige as a reinforcement on Turn 4 of Mission 25 if the Blanche Neige is his/her personal unit. Forte Gigas 8000 HP 210 EN Air/Land SSBS Movement 7 Mobility 75 Armor 1300 Size L Cost 16000 Sword Separate (Ganadul and Strega) Afterimage Passive Bit 2 Conformal 10 Upgrade Giga Blaster S, MAP - 1400, 1~4, +0, 120M, 50 EN, AACA, +0%, Partial Spread Moon Circle M, P - 2200, 1~3, +30, 5 EN, AABA, +10% Storm Blade M, P, C - 2600, 1, +40, 10 EN, AAAA, +30% Bean Hammer M - 2800, 2~5, +10, 20 EN, AABA, +20% Giga Blaster S - 3000, 3~6, +20, 110M, 30 EN, AACA, +10% Riot Buster M, P - 3500, 1, +30, 120M, 80 EN, AAAA, +10% Wp Growth Slow Wp Cost Normal Note: The Forte Gigas is gained after Scenario 26 if your main character's personal unit is either the Ganadul or the Strega. The Forte Gigas can only Separate if you did not recruit your main character's convincable character (Glacius or Wintos). Fabularis 5000 HP 200 EN Air/Land SABS Movement 8 Mobility 90 Armor 1000 Size M Cost 10000 Sword Shield Gun Afterimage (Beam Coat?) 2 Conformal 10 Upgrade (Beam Cannon) S, P - 2300, 1~5, +15, AAAA, 10 Ammo, +10% (Ice Bits) S, MAP - 2500, 1~5, +0, 120M, 50 EN, AAAA, +0%, Radius (Shield Sword) M, P, C - 2700, 1, +40, AAAA, +30% (Ice Bits) S - 2900, 2~8, +0, 110M, 30 EN, AAAA, +0% Wp Growth Slow Wp Cost Normal Note: You can only get the Fabularis (and Glacius) if your main character is Joshua. To get them, convince Glacius with Joshua during Mission 13. Then have him convince her again during Mission 25 and choose not to cut the system (2nd option). The Fabularis will be available for use after Mission 27. If you recruit Glacius, you will not get Rim and her unit back. Stodium 4800 HP 180 EN Air/Land SACS Movement 7 Mobility 95 Armor 950 Size M Cost 10000 Sword Shield Gun Beam Coat 2 Conformal 10 Upgrade Wyvern Shot S - 2300, 2~6, +10, AAAA, 10 Ammo, +10% Wyvern Scissors M, Map - 2500, 1~4, +0, 120M, 50 EN, AAAA, +0%, Partial Spread Wyvern Bunker M, P - 2700, 1~3, +40, AAAA, +30% Wyvern Scissors M, P, C - 2900, 1, +20, 110M, 30 EN, AAAA, +0% Wp Growth Slow Wp Cost Normal Note: You can only get the Stodium (and Wintos) if your main character is Rim. To get them, choose to listen to Wintos when he appears during during Mission 13 (2nd option). Then choose not to cut the system (2nd option) when he appears again during Mission 25. The Stodium will be available for use after Mission 27. If you recruit Wintos, you will not get Joshua and his unit back. ---------------------------- |Gundam (Universal Century)| ---------------------------- Ral Kailum 10000 HP 200 EN Air A--S Movement 6 Mobility 60 Armor 1100 Size LL Cost 20000 4 Conformal 13 Upgrade Anti-Air Laser Cannon S, P - 1600, 1~3, +40, AA-A, 20 Ammo, -20% Multiple Missile Launcher S - 1800, 2~5, +20, AACA, 10 Ammo, +0% Hyper Mega Particle Cannon S, B, Map - 2000, 1~7, +0, 50 EN, AA-A, +0%, Taper Large Mega Particle Cannon S, B - 2400, 4~8, +10, 30 EN, AA-A, +10% Nuclear Missile S, Map - 3500, 1~7, +0, 130M, AAAA, 1 Ammo, +0%, Remote Radius (3) Nuclear Missile S - 3500, 4~8, +0, 120M, AAAA, 3 Ammo, +0% Wp Growth Normal Wp Cost Normal Note: The Ral Kailum is a battleship. ReGZ (Refined Gundam Zeta) 3900 HP 150 EN Land -ACS Movement 6 Mobility 80 Armor 900 Size M Cost 3000 Sword Shield Gun 3 Conformal 10 Upgrade Head Vulcans S, P - 1100, 1~2, +30, AAAA, 20 Ammo, -20% Grenades S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0% Beam Saber M, P, C - 1900, 1, +40, -ABA, +30% Beam Rifle S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10% Wp Growth Normal Wp Cost Normal ReGZ (BWS) (Back Weapon System) 3900 HP 150 EN Air S--S Movement 8 Mobility 85 Armor 850 Size M Cost 0 Separate (ReGZ) 3 Conformal 10 Upgrade Grenades S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0% Beams S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10% Nose Beam Cannon S, B - 2500, 2~6, +10, 20 EN, AA-A, +10% Wp Growth Normal Wp Cost Normal Note: The ReGZ (BWS) is an armored carrier for the ReGZ. Nu Gundam 4000 HP 170 EN Land -ACS Movement 6 Mobility 95 Armor 950 Size M Cost 6000 Sword Shield Gun I-Field 2 Conformal 8 Upgrade Vulcan S, P - 1100, 1~2, +30, AAAA, 20 Ammo, -20% Missile Pods S, P - 1700, 3~5, +20, AACA, 4 Ammo, +0% Beam Rifle S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber S, P, C - 2000, 1, +40, -ABA, +30% Hyper Bazooka S - 2500, 3~6, +0, AAAA, 4 Ammo, +20% Fin Funnels S - 3100, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10% Wp Growth Normal Wp Cost High Nu Gundam HWS (High Weapon System) 5000 HP 200 EN Land -ACS Movement 7 Mobility 100 Armor 1050 Size M Cost 0 Sword Shield Gun Separate (Nu Gundam) I-Field 2 Conformal 8 Upgrade Vulcan S, P - 1100, 1~2, +30, AAAA, 20 Ammo, -20% Missile Pods S, P - 1700, 3~5, +20, AACA, 4 Ammo, +0% Beam Rifle S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber S, P, C - 2000, 1, +40, -ABA, +30% Hyper Bazooka S - 2500, 3~6, +0, AAAA, 4 Ammo, +20% Beam Cannon S, P - 2800, 3~7, +5, AA-A, 6 Ammo, +0% Fin Funnels S - 3100, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10% Wp Growth Normal Wp Cost High Note: The Nu Gundam HWS is an armored carrier for the Nu Gundam. It is obtained at the start of Mission 17 if Amuro has more than 50 kills and you are on the Kailas Gilly route. Hi-Nu Gundam 4500 HP 180 EN Land -ABS Movement 7 Mobility 105 Armor 1000 Size M Cost 7000 Sword Shield Gun I-Field 2 Conformal 9 Upgrade Vulcan S, P - 1300, 1~2, +30, AAAA, 20 Ammo, -20% Missiles S, P - 1900, 3~5, +20, AACA, 4 Ammo, +0% Beam Rifle M, P, B - 2200, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 2200, 1, +40, -ABA, +30% Hyper Bazooka S - 2700, 3~6, +0, AAAA, 4 Ammo, +20% Fin Funnels S - 3300, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10% Wp Growth Normal Wp Cost High MP Nu Gundam-F (Mass Produced Nu Gundam Funnel version) 4000 HP 160 EN Land -ACS Movement 6 Mobility 85 Armor 900 Size M Cost 5000 Sword Shield Gun I-Field 2 Conformal 9 Upgrade Missiles S, P - 1600, 2~5, +20, AACA, 4 Ammo, +0% Beam Rifle S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1900, 1, +40, -ABA, +30% Hyper Bazooka S - 2400, 3~6, +0, AACA, 4 Ammo, +20% Fin Funnels S - 3000, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10% Wp Growth Normal Wp Cost Normal MP Nu Gundam-I (Mass Produced Nu Gundam Incom version) 4000 HP 160 EN Land -ACS Movement 6 Mobility 85 Armor 900 Size M Cost 5000 Sword Shield Gun I-Field 2 Conformal 9 Upgrade Missiles S, P - 1600, 2~5, +20, AACA, 4 Ammo, +0% Beam Rifle S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1900, 1, +40, -ABA, +30% Hyper Bazooka S - 2400, 3~6, +0, AACA, 4 Ammo, +20% Incoms S, P - 2600, 1~5, +20, 10 EN, AABA, +10% Wp Growth Normal Wp Cost Normal Note: The MP Nu Gundam-I is an alternate unit for the MP Nu Gundam-F. Sazabi 4300 HP 180 EN Land -ACS Movement 6 Mobility 90 Armor 1000 Size M Cost 6200 Sword Shield Gun 2 Conformal 8 Upgrade Missiles S, P - 1700, 3~5, +20, AACA, 4 Ammo, +0% Beam Rifle S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10% Beam Tomahawk M, P, C - 2000, 1, +40, -ABA, +30% Mega Particle Gun S, B - 2300, 2~6, +10, 20 EN, AA-A, +10% Funnels S - 3200, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10% Wp Growth Normal Wp Cost High Nightingale 4800 HP 190 EN Land -ABS Movement 7 Mobility 95 Armor 1100 Size M Cost 7200 Sword Shield Gun 2 Conformal 9 Upgrade Mega Beam Rifle S, P, B - 2200, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 2200, 1, +40, -ABA, +30% Funnels S - 3400, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10% Wp Growth Normal Wp Cost High Jagd Doga (Gyunei version) 4200 HP 170 EN Land -ACS Movement 6 Mobility 85 Armor 950 Size M Cost 5600 Sword Shield Gun 2 Conformal 9 Upgrade Missiles S, P - 1600, 3~5, +20, AACA, Ammo 4, +0% Beam Rifle S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1900, 1, +40, -ABA, +30% Mega Particle Gun S, B - 2200, 2~6, +30, 20 EN, AA-A, +0% Funnels S - 3000, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10% Wp Growth Normal Wp Cost Normal Jagd Doga (Quess version) 4100 HP 160 EN Land -ACS Movement 6 Mobility 90 Armor 900 Size M Cost 5600 Sword Shield Gun 2 Conformal 9 Upgrade Missiles S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0% Mega Gatling Gun S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1900, 1, +40, -ABA, +30% Mega Particle Gun S, B - 2200, 2~6, +30, 20 EN, AA-A, +0% Funnels S - 3000, 3~7, +20, 105M, 30 EN, NT Lvl1, AACA, +10% Wp Growth Normal Wp Cost Normal Z Gundam (Zeta Gundam) 3800 HP 160 EN Land -SCS Movement 6 Mobility 85 Armor 900 Size M Cost 4400 Sword Shield Gun Transform (Waverider) 2 Conformal 9 Upgrade Vulcan S, P - 1000, 1~32, +30, AAAA, 20 Ammo, -20% Grenades S, P - 1500, 3~5, +20, AACA, 4 Ammo, +0% Beam Rifle S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1900, 1, +40, -ABA, +30% Hyper Mega Launcher S, B - 2700, 2~6, +10, 30 EN, AA-A, +10% Mega Beam Saber M, P - 3300, 1, +30, 120M, 50 EN, NT Lv5, AABA, +0% Waverider Crash M, P - 3600, 1~3, +20, 130M, 70 EN, NT Lv5, AABA, +0% Wp Growth Normal Wp Cost High Z Gundam (Waverider mode) 3800 HP 160 EN Air S--S Movement 8 Mobility 90 Armor 850 Size M Cost 4400 Transform (Z Gundam) 2 Conformal 9 Upgrade Beam Rifle S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10% Beam Cannon S, B - 2700, 2~6, +10, 30 EN, AA-A, +10% Wp Growth Normal Wp Cost High Methuss 3000 HP 100 EN Land -ACS Movement 5 Mobility 75 Armor 800 Size M Cost 2400 Sword Gun Transform (MA) Repair 4 Conformal 12 Upgrade (Repair Unit) P, Range 1 Beam Saber M, P, C - 1700, 1, +40, -ABA, +30% Beam Guns S, P, B - 1700, 1~4, +15, AA-A, 10 Ammo, +10% Wp Growth Slow Wp Cost Very Low Methuss (MA) 3000 HP 100 EN Air S--S Movement 7 Mobility 80 Armor 750 Size M Cost 2400 Transform (Methuss) Repair 4 Conformal 12 Upgrade (Repair Unit) P, Range 1 Beam Guns S, P, B - 1700, 1~4, +15, AA-A, 10 Ammo, +10% Wp Growth Slow Wp Cost Very Low ZZ Gundam (Double Zeta Gundam) 4500 HP 180 EN Land -SCS Movement 5 Mobility 80 Armor 1050 Size M Cost 5000 Sword Shield Gun Transform (G-Fortress Mode) Beam Coat 2 Conformal 9 Upgrade Vulcan S, P - 1200, 1~2, +30, AAAA, 20 Ammo, -20% Missiles S, P - 1600, 3~5, +20, AACA, 6 Ammo, +0% Shoulder Beam S, P, B - 1900, 1~3, +15, AA-A, 8 Ammo, +10% Double Beam Rifle S, B - 2400, 2~6, +10, AA-A, 10 Ammo, +10% Hyper Beam Saber M, P, C - 2400, 1~2, +40, 10 EN, -ABA, +30% High Mega Cannon S, MAP - 3000, 1~4, +0, 120M, 100 EN, AA-A, +0%, Partial Spread High Mega Cannon S - 3100, 1~5, +0, 110M, 100 EN, AA-A, +0% Wp Growth Normal Wp Cost High ZZ Gundam (G-Fortress mode) 4500 HP 180 EN Air S--S Movement 7 Mobility 85 Armor 1000 Size M Cost 5000 Transform (ZZ Gundam) Beam Coat 2 Conformal 9 Upgrade Missiles S, P - 1600, 3~5, +20, AACA, 6 Ammo, +0% Beams S, P, B - 1900, 1~3, +15, AA-A, 8 Ammo, +10% Double Beam Rifle S, B - 2400, 2~6, +10, AA-A, 10 Ammo, +10% Wp Growth Normal Wp Cost High Full Armor ZZ Gundam (FAZZ) 5500 HP 200 EN Land -ACS Movement 6 Mobility 90 Armor 1100 Size M Cost 0 Sword Gun Separate (ZZ-Gundam) Beam Coat 2 Conformal 9 Upgrade Vulcan S, P - 1300, 1~2, +30, AAAA, 20 Ammo, -20% Missiles S, P - 1700, 3~5, +20, AACA, 6 Ammo, +0% Shoulder Beam S, P, B - 2000, 1~3, +15, AA-A, 8 Ammo, +10% Double Beam Rifle S, B - 2500, 2~6, +10, AA-A, 10 Ammo, +10% Hyper Beam Saber M, P, C - 2500, 1~2, +40, 10 EN, -ABA, +30% High Mega Cannon S, MAP - 3100, 1~4, +0, 120M, 100 EN, AA-A, +0%, Partial Spread High Mega Cannon S - 3200, 1~5, +0, 110M, 100 EN, AA-A, +0% Hyper Mega Cannon S - 3500, 3~7, +5, 120M, AA-A, 1 Ammo, +0% Wp Growth Normal Wp Cost High Note: The FAZZ is an armored carrier for the ZZ Gundam. It is obtained after Mission 28, if Judau has 40+ kills before the start of that Mission. Gundam Mk. III 3700 HP 150 EN Land -ACS Movement 6 Mobility 80 Armor 900 Size M Cost 3400 Sword Shield Gun 3 Conformal 12 Upgrade Beam Rifle S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1900, 1, +40, -ABA, +30% Beam Cannon S, B - 2600, 2~6, +10, 20 EN, AA-A, +10% Wp Growth Slow Wp Cost Low Note: The Gundam Mk.III is gained by taking the Jupiter route. Quebley 4200 HP 180 EN Air/Land AACS Movement 7 Mobility 100 Armor 950 Size M Cost 4600 Sword Gun 2 Conformal 10 Upgrade Beam Launcher S, P, B - 2000, 1~5, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 2000, 1, +40, AABA, +30% Funnels S - 3000, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10% Wp Growth Normal Wp Cost High Note: The Quebley (and Hamaan) is gained before Mission 31 if the following conditions are met - you are on the Angel Halo route; by Part 2 of Mission 30 Char, Camille, and Judau have a combined kill count of 300+; Char, Camille, and Judau individually have 1+ kills; Char, Camille, and Judau are deployed during Part 2 of Mission 30. Victory Gundam/Victory Gundam Hexa 3500 HP 130 EN Land -SBS Movement 5 Mobility 80 Armor 800 Size M Cost 2600 Sword Shield Gun 3 Conformal 11 Upgrade Vulcan S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20% Beam Rifle S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1800, 1, +40, -ABA, +30% Beam Javelin M, P - 2000, 1~2, +35, -ABA, +20% Mega Beam Rifle S, B - 2400, 2~6, +10, AA-A, 4 Ammo, +15% Shrike Attack (Oliver and Junko only) S, P - 2800, 1~3, +30, 110M, 30 EN, AABA Bottom Attack (Becomes Top Fighter (V)/(VH)) S, P - 3000, 1~3, +20, 110M, AB-A, 1 Ammo, +0% Top and Bottom Attack (Becomes Core Fighter (V)/(VH)) S, P - 3400, 1~3, +30, 110M, AB-A, 1 Ammo, +0% Wp Growth Slow Wp Cost Low Note: The Victory Gundam Hexa is statistically identical to both Victory Gundams. Top Fighter (V)/(VH) 2500 HP 100 EN Air S--S Movement 7 Mobility 90 Armor 700 Size S Cost 2600 Shield 3 Conformal 11 Upgrade Vulcan S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20% Beam Rifle S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1800, 1, +40, -ABA, +30% Top Attack (Becomes Core Fighter (V)/(VH)) S, P - 3000, 1~3, +20, 110M, AB-A, 1 Ammo Wp Growth Slow Wp Cost Low Note: The Top Fighter (V)/(VH) is a sub-unit of the Victory Gundam/Victory Gundam Hexa. Core Fighter (V)/(VH) 1500 HP 50 EN Air S--S Movement 7 Mobility 100 Armor 600 Size S Cost 2600 3 Conformal 11 Upgrade Vulcan S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20% Wp Growth Slow Wp Cost Low Note: The Core Fighter (V)/(VH) is a sub-unit of the Victory Gundam/Victory Gundam Hexa. V-Dash Gundam 3800 HP 150 EN Air/Land AACS Movement 6 Mobility 85 Armor 850 Size M Cost 2800 Sword Shield Gun 3 Conformal 11 Upgrade Vulcan S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20% Beam Rifle S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1800, 1, +40, AABA, +30% Overhang Beam Cannons S, B - 2600, 3~7, +10, 30 EN, AA-A, +10% Bottom Attack (Becomes Top Fighter (VD)/(VDH)) S, P - 3000, 1~3, +20, 110M, AB-A, 1 Ammo Top and Bottom Attack (Becomes Core Fighter (VD)/(VDH) S, P - 3400, 1~3, +30, 110M, AB-A, 1 Ammo Wp Growth Slow Wp Cost Low Note: The V-Dash Gundam/V-Dash Gundam Hexa is an alternate unit for the Victory Gundam/Victory Gundam Hexa. Top Fighter (VD)/(VDH) 2800 HP 120 EN Air S--S Movement 8 Mobility 95 Armor 750 Size S Cost 2800 Shield 3 Conformal 11 Upgrade Vulcan S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20% Beam Rifle S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 1800, 1, +40, AABA, +30% Top and Bottom Attack (Becomes Core Fighter (VD)/(VDH) S, P - 3400, 1~3, +30, 110M, AB-A, 1 Ammo Wp Growth Slow Wp Cost Low Note: The Top Fighter (VD)/(VDH) is a sub-unit of the V-Dash Gundam/V-Dash Gundam Hexa. Core Fighter (VD)/(VDH) 1800 HP 80 EN Air S--S Movement 7 Mobility 105 Armor 650 Size S Cost 2800 3 Conformal 11 Upgrade Vulcan S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20% Wp Growth Slow Wp Cost Low Note: The Core Fighter (VD)/(VDH) is a sub-unit of the V-Dash Gundam/V-Dash Gundam Hexa. Gun-EZ 3300 HP 120 EN Land -SBS Movement 5 Mobility 80 Armor 800 Size M Cost 2000 Sword Shield Gun 4 Conformal 12pgrade Vulcan S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20% Missiles S, P - 1400, 3~5, +20, AACA, 4 Ammo, +0% Beam Rifle S, P, B - 1800, 1~4, +15, AA-A, 15 Ammo, +10% Beam Saber M, P, C - 1800, 1, +40, AABA, +30% Beam Bazooka S, B - 2200, 2~6, +10, AA-A, 10 Ammo, +10% Shrike Attack (Oliver and Junko only) S, P - 2800, 1~3, +30, 110M, 30 EN, AABA Wp Growth Slow Wp Cost Very Low Gunblastor 3600 HP 140 EN Air/Land ASBS Movement 6 Mobility 85 Armor 850 Size M Cost 2200 Sword Shield Gun 4 Conformal 12 Upgrade Vulcan S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20% Missiles S, P - 1400, 3~5, +20, AACA, 4 Ammo, +0% Beam Rifle S, P, B - 1800, 1~4, +15, AA-A, 15 Ammo, +10% Beam Saber M, P, C - 1800, 1, +40, AABA, +30% Beam Bazooka S, B - 2200, 2~6, +10, AA-A, 10 Ammo, +10% Shrike Attack (Oliver and Junko only) S, P - 2800, 1~3, +30, 110M, 30 EN, AABA Wp Growth Slow Wp Cost Very Low Note: The Gunblastor is an Inheretor Unit for the Gun-EZ. V2 Gundam (Victory 2 Gundam) 4300 HP 170 EN Air/Land SSBS Movement 8 Mobility 100 Armor 900 Size M Cost 5800 Sword Shield Gun Afterimage 2 Conformal 8 Upgrade Vulcan S, P - 1200, 1~2, +30, AAAA, 20 Ammo, -20% Missile S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0% Wings of Light M, MAP - 1800, 1~6, +0, 120M, 90 EN, AA-A, +0%, Taper Beam Rifle S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 2000, 1, +40, AABA, +30% Wings of Light M, P - 3400, 1, +25, 110M, 30 EN, AA-A, +0% Wp Growth Normal Wp Cost High V2 Gundam A (Victory 2 Gundam Assault) 5300 HP 170 EN Air/Land AABS Movement 7 Mobility 95 Armor 1100 Size M Cost 5800 Sword Shield Gun Afterimage I-Field 2 Conformal 8 Upgrade Vulcan S, P - 1200, 1~2, +30, AAAA, 20 Ammo, -20% Missile S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0% Wings of Light M, MAP - 1800, 1~6, +0, 120M, 90 EN, AA-A, +0%, Taper Beam Rifle S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 2000, 1, +40, AABA, +30% Variable Speed Beam Rifle S, P, B - 2600, 1~3, +15, 15 EN, AA-A, +15% Mega Beam Rifle S, B - 3000, 3~7, +10, AA-A, 6 Ammo, +10% Wings of Light M, P - 3400, 1, +25, 110M, 30 EN, AA-A, +0% Wp Growth Normal Wp Cost High Note: The V2 Gundam A is an alternate unit for the V2 Gundam. V2 Gundam B (Victory 2 Gundam Buster) 4500 HP 170 EN Air/Land AACS Movement 7 Mobility 95 Armor 950 Size M Cost 5800 Sword Shield Gun Afterimage 2 Conformal 8 Upgrade Vulcan S, P - 1200, 1~2, +30, AAAA, 20 Ammo, -20% Micromissiles S, P, MAP - 1500, 1~3, +20, 105M, AACA, 3 Ammo, +0%, Remote Radius (2) Missile S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0% Wings of Light M, MAP - 1800, 1~6, +0, 120M, 90 EN, AA-A, +0%, Taper Beam Rifle S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 2000, 1, +40, AABA, +30% Mega Beam Cannon S, B, MAP - 2200, 1~8, +0, 120M, AA-A, 1 Ammo, +0%, "T" Spray Beam Pod S, B - 2800, 1~3, +10, AA-A, 6 Ammo, +0% Wings of Light M, P - 3400, 1, +25, 110M, 30 EN, AA-A, +0% Mega Beam Cannon S, B - 3600, 4~9, +10, 110M, AA-A, 3 Ammo, +0% Wp Growth Normal Wp Cost high Note: The V2 Gundam B is an alternate unit for the V2 Gundam. V2 Gundam AB (Victory 2 Gundam Assault Buster) 4800 HP 170 EN Air/Land AACS Movement 6 Mobility 90 Armor 1150 Size M Cost 5800 Sword Shield Gun Afterimage I-Field 2 Conformal 8 Upgrade Vulcan S, P - 1200, 1~2, +30, AAAA, 20 Ammo, -20% Micromissiles S, P, MAP - 1500, 1~3, +20, 105M, AACA, 3 Ammo, +0%, Remote Radius (2) Missile S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0% Wings of Light M, MAP - 1800, 1~6, +0, 120M, 90 EN, AA-A, +0%, Taper Beam Rifle S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 2000, 1, +40, AABA, +30% Mega Beam Cannon S, B, MAP - 2200, 1~8, +0, 120M, AA-A, 1 Ammo, +0%, "T" Variable Speed Beam Rifle S, P, B - 2600, 1~3, +15, 15 EN, AA-A, +15% Spray Beam Pod S, B - 2800, 1~3, +10, AA-A, 6 Ammo, +0% Mega Beam Rifle S, B - 3000, 3~7, +10, AA-A, 6 Ammo, +10% Wings of Light M, P - 3400, 1, +25, 110M, 30 EN, AA-A, +0% Mega Beam Cannon S, B - 3600, 4~9, +10, 110M, AA-A, 3 Ammo, +0% Wp Growth Normal Wp Cost High Note: The V2 Gundam AB is an alternate unit for the V2 Gundam. The V2 Gundam AB is gained automatically if you take the Angel Halo route. White Ark 6500 HP 160 EN Air A--S Movement 6 Mobility 70 Armor 1000 Size L Cost 6000 Shield Repair Supply 3 Conformal 10 Upgrade (Repair Unit) P, Range 1 (Supply Unit) Range 1 Missiles S, P - 1500, 1~4, +20, AACA, 10 Ammo, +0% Mega Particle Gun S, B - 2300, 2~6, +10, 30 EN, AB-A, +10% Wp Growth Slow Wp Cost Low Gottrlatan 5500 HP 200 EN Air/Land AABS Movement 8 Mobility 95 Armor 900 Size M Cost 5600 Shield Gun 2 Conformal 8 Upgrade Micromissiles S, P - 1900, 2~5, +20, AACA, 10 Ammo, +0% Mega Beam Cannon S, B, MAP - 2000, 1~8, +0, 110M, AA-A, 3 Ammo, +0%, "T" Beam Tonfar M, P, C - 2300, 1~3, +30, AABA, +30% Beam Rifle S, P, B - 2300, 1~4, +15, AA-A, 10 Ammo, +10% Mega Beam Cannon S, B - 3000, 3~8, +0, 30 EN, AA-A, +0% Wp Growth Normal Wp Cost High Rig Contio 5300 HP 180 EN Air/Land AABS Movement 8 Mobility 90 Armor 950 Size M Cost 5000 Sword Shield Gun 2 Conformal 8 Upgrade Beam Rifle S, P, B - 2300, 1~4, +15, AA-A, 10 Ammo, +10% Beam Saber M, P, C - 2300, 1, +40, AABA, +30% Beam Guns S, B - 2500, 2~6, +10, AA-A, +10% Shot Claw S, P - 2800, 1~3, +20, AA-A, 6 Ammo, +0% Variable Beam Launcher S, B - 3000, 3~8, +0, 30 EN, AA-A, +0% Wp Growth Normal Wp Cost High ----------------------- |Gundam (After Colony)| ----------------------- Gundam Epyon 4300 HP 180 EN Air/Land SABS Movement 6 Mobility 95 Armor 1000 Size M Cost 5600 Sword Shield Tranform (Epyon Bird Mode) Zero System 2 Conformal 10 Upgrade Beam Saber M, P, C - 2000, 1, +40, AABA, +30% Heat Rod M, P - 2500, 1~3, +30, 10 EN, AAAA, +20% Wp Growth Fast Wp Cost High Gundam Epyon (Bird mode) 4300 HP 180 EN Air S--S Movement 8 Mobility 100 Armor 950 Size M Cost 5600 Transform (Gundam Epyon) Zero System 2 Conformal 10 Upgrade Heat Rod M, P - 2500, 1~3, +30, 10 EN, AAAA, +20% Wp Growth Fast Wp Cost High Gundam Wing Zero 4200 HP 180 EN Air/Land SACS Movement 6 Mobility 95 Armor 1000 Size M Cost 5800 Sword Shield Gun Transform (Neo-Bird mode) Zero System 2 Conformal 10 Upgrade Vulcan S, P - 1500, 1~3, +30, AAAA, 20 Ammo, -20% Beam Saber M, C - 2000, 1, +40, AABA, +30% Twin Buster Rifle S, B, MAP - 2200, 1~8, +0, 120M, AA-A, 3 Ammo, +0%, Twin Column (Dual Buster Rifle Spin) S, B, MAP - 2400, 1~3, +0, 130M, AA-A, 1 Ammo, +0%, Radius Twin Buster Rifle S, B - 2900, 2~7, +20, 30 EN, AA-A Wp Growth Fast Wp Cost High Gundam Wing Zero (Neo-Bird mode) 4200 HP 180 EN Air S--S Movement 8 Mobility 100 Armor 950 Size M Cost 5800 Transform (Gundam Wing Zero) Zero System 2 Conformal 10 Upgrade Vulcan S, P - 1500, 1~3, +30, AAAA, 20 Ammo, -20% Twin Buster Rifle S, B - 2900, 2~7, +20, 30 EN, AA-A, +0% Wp Growth Fast Wp Cost High Gundam Deathscythe Hell 3900 HP 160 EN Land -SBS Movement 6 Mobility 85 Armor 1000 Size M Cost 5000 Hyper Jammer Beam Coat 2 Conformal 10 Upgrade Vulcan S, P - 1400, 1~2, +30, AAAA, 20 Ammo, -20% Buster Shield S - 1800, 2~5, +20, AACA, +10% Twin Beam Scythe M, B, C - 2500, 1~3, +40, 10 EN, AABA, +40% Wp Growth Fast Wp Cost High Gundam Heavyarms Kai 4400 HP 190 EN Land -SCS Movement 6 Mobility 80 Armor 1050 Size M Cost 5000 Sword Shield Gun 3 Conformal 9 Upgrade Army Knife M, P, C - 1500, 1, +40, AAAA, +30% Full-Open Attack S, MAP - 1600, 1~5, +20, AACA, 2 Ammo, +0%, Remote Radius (2) Gatling Guns S, P - 1800, 1~3, +15, AAAA, 10 Ammo, +10% Homing Missiles S - 2000, 3~6, +20, AACA, 6 Ammo, +0% Double Beam Gatling Gun S, B - 2500, 1~6, +25, AA-A, 10 Ammo, +0% Full-Open Attack S - 3300, 2~8, +30, 110M, AAAA, 3 Ammo, +20% Wp Growth Fast Wp Cost High Gundam Sandrock Kai 4100 HP 160 EN Land -SAS Movement 6 Mobility 85 Armor 1200 Size M Cost 5000 Sword Shield Gun 3 Conformal 9 Upgrade Vulcan S, P - 1400, 1~2, +30, AAAA, 20 Ammo, -20% Missiles S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0% Beam Machinegun S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10% Heat Shotels M, P, C - 2500, 1~3, +40, 10 EN, AABA, +30% Maganac Squad M, P - 3300, 1~3, +30, 110M, AAAA, 3 Ammo, +10% Wp Growth Fast Wp Cost High Gundam Altron 4000 HP 180 EN Land -SBS Movement 6 Mobility 90 Armor 950 Size M Cost 5000 Sword Shield 2 Conformal 10 Upgrade Vulcan S, P - 1400, 1~2, +30, AAAA, 20 Ammo, -20% Dragon Flame M, P - 2000, 1, +20, 10 EN, AA-B, +10% Twin Beam Trident M, P, C - 2300, 1~3, +40, AABA, +30% Dragon Fang M - 2500, 2~5, +30, 20 EN, AAAA, +0% Wp Growth Fast Wp Cost High Taurus/Taurus (SK) (Sanc Kingdom version) 3400 HP 130 EN Land -SCS Movement 5 Mobility 80 Armor 800 Size M Cost 2800 Gun Transform (MA) Repair/Supply 4 Conformal 10 Upgrade (Repair Unit) OR (Supply Unit) P, Range 1 Range 1 Beam Rifle S, P - 1800, 1~4, +15, AA-A, 10 Ammo, +10% Beam Cannon S, B - 2200, 2~6, +10, 20 EN, AA-A, +10% Wp Growth Normal Wp Cost Very Low Note: There are two Taurus units - a black one and a white one (the Sanc Kingdom version). They are identical stat-wise, except that the black has a repair unit and the white has a supply unit. Taurus (MA)/Taurus (MA)(SK) 3400 HP 130 EN Air S--S Movement 7 Mobility 85 Armor 750 Size M Cost 2800 Transform (Taurus) Repair/Supply 3 Conformal 10 Upgrade (Repair Unit) OR (Supply Unit) P, Range 1 Range 1 Beam Rifle S, P - 1800, 1~4, +15, AA-A, 10 Ammo, +10% Beam Cannon S, B - 2200, 2~6, +10, 20 EN, AA-A, +10% Wp Growth Normal Wp Cost Very Low Note: There are two Taurus units - a black one and a white one (the Sanc Kingdom version). They are identical stat-wise, except that the black has a repair unit and the white has a supply unit. Tallgeese II 4400 HP 190 EN Air/Land SABS Movement 7 Mobility 100 Armor 1000 Size M Cost 5400 Sword Shield Gun 2 Conformal 10 Upgrade Beam Saber M, P, C - 2000, 1, +40, AABA, +30% Dober Gun S, B, MAP - 2100, 1~7, +0, 120M, AA-A, 3 Ammo, +0%, "T" Dober Gun S, B - 2800, 2~7, +20, 30 EN, AA-A, +0% Wp Growth Fast Wp Cost High Vayeate 3800 HP 200 EN Land -ACS Movement 6 Mobility 85 Armor 950 Size M Cost 4800 Gun 3 Conformal 11 Upgrade Beam Cannon S, B, MAP - 2000, 1~7, +0, 120M, AA-A, 3 Ammo, +0%, "T" Beam Cannon S, P, B - 2500, 1~6, +15, 20 EN, AA-A, +10% Wp Growth Fast Wp Cost Normal Mercurius 4500 HP 170 EN Land -ACS Movement 6 Mobility 85 Armor 1200 Size M Cost 4800 Sword Shield Gun (Planet Defensors?) 3 Conformal 11 Upgrade Beam Gun S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10% Crash Shield M, P, C - 2300, 1~3, +40, AABA, +30% Wp Growth Fast Wp Cost Normal ----------- |Macross 7| ----------- Battle 7 (Aircraft Carrier mode) 12000 HP 250 EN Air A--S Movement 6 Mobility 60 Armor 1000 Size LL Cost 30000 Transform (Attack mode) Pinpoint Barrier 2 Conformal 9 Upgrade Anti-Air Pulse Laser Cannon S, P - 1600, 1~3, +40, AA-A, 20 Ammo, -20% Anti-Ship Large Missile S - 1800, 2~5, +20, AACA, 10 Ammo, +0% Small Self-Guided Missile S - 2000, 2~7, +20, AACA, 8 Ammo, +0% Reaction Bombs S - 3500, 4~8, +0, 120M, AAAA, 3 Ammo, +0% Wp Growth Normal Wp Cost Very High Note: The Battle 7 (Aircraft Carrier mode) is a battleship. The Reaction Bombs gained during Mission 33 of the Racus route. Battle 7 (Attack mode) 12000 HP 250 EN Air/Land BBBS Movement 5 Mobility 55 Armor 1200 Size LL Cost 30000 Transform (Aircraft Carrier mode) Pinpoint Barrier 2 Conformal 9 Upgrade Anti-Air Pulse Laser Cannon S, P - 1600, 1~3, +40, AA-A, 20 Ammo, -20% Anti-Ship Large Missile S - 1800, 2~5, +20, AACA, 10 Ammo, +0% Small Self-Guided Missile S - 2000, 2~7, +20, AACA, 8 Ammo, +0% Converging Beam Cannon S, B - 2400, 4~8, +10, 30 EN, AA-A, +10% Macross Cannon S, MAP - 3000, 1~7, +0, 140M, 100 EN, AAAA, +0%, Block Macross Cannon S - 4000, 4~9, +0, 130M, 100 EN, AAAA, +10% Reaction Bombs S - 3500, 4~8, +0, 120M, AAAA, 3 Ammo, +0% Wp Growth Normal Wp Cost Very High Note: The Battle 7 (Attack mode) is a battleship. The Reaction Bombs gained during Mission 33 of the Racus route. VF-17S/D Nightmare F 2900 HP 140 EN Air S--S Movement 7 Mobility 105 Armor 1100 Size S Cost 4200/4000 Transform (VF-17S/D Nightmare G or VF-17S/D Nightmare B) 2 Conformal 10 Upgrade Small Mouth-Mounted Laser Cannon S, P - 1800, 1~5, +10, AA-A, 6 Ammo, +10% Gunpod S, P - 2000, 1~4, +15, AABA, 10 Ammo, +10% Medium Mouth-Mounted Beam Cannon S, B - 2200, 2~6, +10, 20 EN, AA-A, +0% Micro Missile S - 2500, 2~7, +20, AACA, 8 Ammo, +0% Reaction Bombs (Nightmare) S - 3500, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost Normal Note: Aside from the former units' different appearances and slightly higher replacement cost, both VF-17S Nightmares are identical to both VF-17D Nightmares. Reaction Bombs gained during Mission 33 of the Racus route. VF-17S/D Nightmare G 2900 HP 140 EN Land/? -S-B Movement 6 Mobility 110 Armor 1150 Size S Cost 4200/4000 Transform (VF-17S/D Nightmare F or VF-17S/D Nightmare B) 2 Conformal 10 Upgrade Small Mouth-Mounted Laser Cannon S, P - 1800, 1~5, +10, AA-A, 6 Ammo, +10% Medium Mouth-Mounted Beam Cannon S, B - 2200, 2~6, +10, 20 EN, AA-A, +0% Micro Missile S - 2500, 2~7, +20, AACA, 8 Ammo, +0% Reaction Bombs (Nightmare) S - 3500, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost Normal Note: Aside from the former units' different appearances and slightly higher replacement cost, both VF-17S Nightmares are identical to both VF-17D Nightmares. Reaction Bombs gained during Mission 33 of the Racus route. VF-17S/D Nightmare B 2900 HP 140 EN Land -SBA Movement 5 Mobility 105 Armor 1200 Size S Cost 4200/4000 Gun Transform (VF-17S/D Nightmare F or VF-17S/D Nightmare G) 2 Conformal 10 Upgrade Chest-Mounted Laser Cannon S, P - 1800, 1~5, +10, AA-A, 6 Ammo, +10% Gunpod S, P - 2000, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2500, 2~7, +20, AACA, 8 Ammo, +0% Gunpod Beam S, B - 3000, 3~8, +10, 110M, 30 EN, AA-A, +10% Simultenous Fire S, P - 3100, 1~3, +10, 110M, AABA, 3 Ammo, +20% Reaction Bombs (Nightmare) S - 3500, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost Normal Note: Aside from the former units' different appearances and slightly higher replacement cost, both VF-17S Nightmares are identical to both VF-17D Nightmares. Reaction Bombs gained during Mission 33 of the Racus route. VF-1J Valkyrie F 2200 HP 100 EN Air S--S Movement 7 Mobility 95 Armor 700 Size S Cost 3000 Transform (VF-1J Valkyrie G or VF-1J Valkyrie B) 4 Conformal 13 Upgrade Gunpod S, P - 1800, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2300, 2~7, +20, AACA, 8 Ammo, +0% Wp Growth Normal Wp Cost Very Low Note: The VF-1J Valkyrie has three upgrades in all stats and weapons when you obtain it. It is received by taking the Space route after the prolouge, and making sure Gamlin has at least 6 kills before the start of stage 6. If he has 10 or more kills, you may choose between the VF-1J Valkyrie and the VF-11C Thunderbolt before stage 6. VF-1J Valkyrie G 2200 HP 100 EN Land/? -S-B Movement 6 Mobility 100 Armor 750 Size S Cost 3000 Gun Transform (VF-1J Valkyrie F or VF-1J Valkyrie B) 4 Conformal 13 Upgrade Gunpod S, P - 1800, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2300, 2~7, +20, AACA, 8 Ammo, +0% Wp Growth Normal Wp Cost Very Low Note: The VF-1J Valkyrie has three upgrades in all stats and weapons when you obtain it. It is received by taking the Space route after the prolouge, and making sure Gamlin has at least 6 kills before the start of stage 6. If he has 10 or more kills, you may choose between the VF-1J Valkyrie and the VF-11C Thunderbolt before stage 6. VF-1J Valkyrie B 2200 HP 100 EN Land -SBA Movement 5 Mobility 95 Armor 800 Size S Cost 3000 Gun Transform (VF-1J Valkyrie F or VF-1J Valkyrie G) 4 Conformal 13 Upgrade Gunpod S, P - 1800, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2300, 2~7, +20, AACA, 8 Ammo, +0% Simultenous Fire S, P - 2900, 1~4, +10, 110M, AABA, 3 Ammo, +20% Wp Growth Normal Wp Cost Very Low Note: The VF-1J Valkyrie has three upgrades in all stats and weapons when you obtain it. It is received by taking the Space route after the prolouge, and making sure Gamlin has at least 6 kills before the start of stage 6. If he has 10 or more kills, you may choose between the VF-1J Valkyrie and the VF-11C Thunderbolt before stage 6. VF-11C Thunderbolt F 2400 HP 110 EN Air S--S Movement 7 Mobility 100 Armor 800 Size S Cost 3600 Transform (VF-11C Thunderbolt G or VF-11C Thunderbolt B) 3 Conformal 12 Upgrade Gunpod S, P - 1900, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2400, 2~7, +20, AACA, 8 Ammo, +0% Reaction Bombs (Thunderbolt) S - 3400, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost Low Note: The VF-11C Thunderbolt is obtained by first taking the Space route after the prolouge, and then ensuring that Gamlin has 10 or more kills before stage 6. You will then have a choice before stage 6 of either the VF-11C Thunderbolt or the VF-1J Valkyrie. Reaction Bombs gained during Mission 33 of the Racus route. VF-11C Thunderbolt G 2400 HP 110 EN Land/? -S-B Movement 6 Mobility 105 Armor 850 Size S Cost 3600 Shield Gun Transform (VF-11C Thunderbolt F or VF-11C Thunderbolt B) 3 Conformal 12 Upgrade Gunpod S, P - 1900, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2400, 2~7, +20, AACA, 8 Ammo, +0% Reaction Bombs (Thunderbolt) S - 3400, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost Low Note: The VF-11C Thunderbolt is obtained by first taking the Space route after the prolouge, and then ensuring that Gamlin has 10 or more kills before stage 6. You will then have a choice before stage 6 of either the VF-11C Thunderbolt or the VF-1J Valkyrie. Reaction Bombs gained during Mission 33 of the Racus route. VF-11C Thunderbolt B 2400 HP 110 EN Land -SBA Movement 5 Mobility 100 Armor 900 Size S Cost 3600 Shield Sword Transform (VF-11C Thunderbolt F or VF-11C Thunderbolt G) 3 Conformal 12 Upgrade Gunpod S, P - 1900, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2400, 2~7, +20, AACA, 8 Ammo, +0% Simultenous Fire S, P - 3000, 1~3, +10, 110M, AABA, 3 Ammo, +20% Reaction Bombs (Thunderbolt) S - 3400, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost Low Note: The VF-11C Thunderbolt is obtained by first taking the Space route after the prolouge, and then ensuring that Gamlin has 10 or more kills before stage 6. You will then have a choice before stage 6 of either the VF-11C Thunderbolt or the VF-1J Valkyrie. Reaction Bombs gained during Mission 33 of the Racus route. VF-11CFA Thunderbolt (Full Armor) 5000 HP 150 EN Land -SBA Movement 5 Mobility 95 Armor 1300 Size S Cost 0 Shield Gun Separate (VF-11C Thunderbolt B) 3 Conformal 12 Upgrade Multiple Laser Cannon S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10% Micromissile S - 2400, 2~7, +20, AACA, +20, 12 Ammo, +0% Long-Cannon Style Gunpod S - 2600, 3~8, +10, AABA, 8 Ammo, +0% Simultanious Attack S - 3000, 2~8, +30, 110M, AABA, 1 Ammo, +20% Wp Growth Normal Wp Cost Low Note: The VF-11CFA Thunderbolt is an armored carrier for the VF-11C Thunderbolt. It is received in the same manner and at the same time as the VF-11C Thunderbolt. VF-19S/F Excalibur F 2500 HP 120 EN Air S--S Movement 8 Mobility 110 Armor 900 Size S Cost 4600/4400 Transform (VF-19S/F Excalibur G or VF-19S/F Excalibur B) 2 Conformal 10 Upgrade Gunpod S, P - 2100, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2600, 2~7, +20, AACA, 8 Ammo, +0% Reaction Bombs (Excalibur) S - 3600, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost High Note: Aside from appearance and a higher replacement cost, the VF-19S Excalibur is identical to both VF-19F Excaliburs. Reaction Bombs gained during Mission 33 of the Racus route. VF-19S/F Excalibur G 2500 HP 120 EN Land/Hover -S-B Movement 7 Mobility 115 Armor 950 Size S Cost 4600/4400 Shield Gun Transform (VF-19S/F Excalibur F or VF-19S/F Excalibur B) Pinpoint Barrier 2 Conformal 10 Upgrade Gunpod S, P - 2100, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2600, 2~7, +20, AACA, 8 Ammo, +0% Reaction Bombs (Excalibur) S - 3600, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost High Note: Aside from appearance and a higher replacement cost, the VF-19S Excalibur is identical to both VF-19F Excaliburs. Reaction Bombs gained during Mission 33 of the Racus route. VF-19S/F Excalibur B 2500 HP 120 EN Land -SBA Movement 6 Mobility 110 Armor 1000 Size S Cost 4600/4400 Shield Gun Transform (VF-19S/F Excalibur F or VF-19S/F Excalibur G) Pinpoint Barrier 2 Conformal 10 Upgrade Gunpod S, P - 2100, 1~4, +15, AABA, 10 Ammo, +10% Micro Missile S - 2600, 2~7, +20, AACA, 8 Ammo, +0% Pinpoint Barrier Punch M, P, C - 3000, 1, +45, 110M, 20 EN, AAAA, +40% Simultanious Attack S, P - 3200, 1~3, +10, 110M, AABA, 3 Ammo, +20% Reaction Bombs (Excalibur) S - 3600, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost High Note: Aside from appearance and a higher replacement cost, the VF-19S Excalibur is identical to both VF-19F Excaliburs. Reaction Bombs gained during Mission 33 of the Racus route. VF-22S S Vogel II F 2800 HP 130 EN Air S--S Movement 8 Mobility 115 Armor 1000 Size S Cost 5000 Transform (VF-22S S Vogel II G or VF-22S S Vogel II B) 2 Conformal 9 Upgrade Gunpod S, P - 2200, 1~4, +15, AABA, 10 Ammo, +10% Internal Beam Gun S, B - 2400, 2~6, +10, 10 EN, AA-A, +0% Micro Missile S - 2700, 2~7, +20, AACA, 8 Ammo, +0% Reaction Bombs (Vogel) S - 3700, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost High Note: Despite their different color schemes, the two VF-22S S Vogel II's have identical stats. Reaction Bombs gained during Mission 33 of the Racus route. VF-22S S Vogel II G 2800 HP 130 EN Land/Hover -S-B Movement 7 Mobility 120 Armor 1050 Size S Cost 5000 Shield Gun Transform (VF-22S S Vogel II F or VF-22S S Vogel II B) Pinpoint Barrier 2 Conformal 9 Upgrade Gunpod S, P - 2200, 1~4, +15, AABA, 10 Ammo, +10% Internal Beam Gun S, B - 2400, 2~6, +10, 10 EN, AA-A, +0% Micro Missile S - 2700, 2~7, +20, AACA, 8 Ammo, +0% Reaction Bombs (Vogel) S - 3700, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost High Note: Despite their different color schemes, the two VF-22S S Vogel II's have identical stats. Reaction Bombs gained during Mission 33 of the Racus route. VF-22S S Vogel II B 2800 HP 130 EN Land -SBA Movement 6 Mobility 115 Armor 1100 Size S Cost 5000 Shield Gun Transform (VF-22S S Vogel II F or VF-22S S Vogel II G) Pinpoint Barrier 2 Conformal 9 Upgrade Gunpod S, P - 2200, 1~4, +15, AABA, 10 Ammo, +10% Internal Beam Gun S, B - 2400, 2~6, +10, 10 EN, AA-A, +0% Micro Missile S - 2700, 2~7, +20, AACA, 8 Ammo, +0% Pinpoint Barrier Punch M, P, C - 3100, 1, +45, 110M, 20 EN, AAAA, +40% Simultanious Attack S, P - 3300, 1~3, +10, 110M, AABA, 3 Ammo, +20% Reaction Bombs (Vogel) S - 3700, 3~8, +0, 120M, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost High Note: Despite their different color schemes, the two VF-22S S Vogel II's have identical stats. Reaction Bombs gained during Mission 33 of the Racus route. VF-19 Kai F Valkyrie F 2600 HP 130 EN Air S--S Movement 9 Mobility 115 Armor 900 Size S Cost 4800 Transform (VF-19 Kai F Valkyrie G or VF-19 Kai F Valkyrie B) 2 Conformal 10 Upgrade Planet Dance P - Base, 1~4, +30, 10 Song EN, AAAA, +10%, Dodge and Hit +StBase Love Heart Assault P - Base + 500, 1~4, +30, 15 Song EN, AAAA, +10%, Morale +StBase-2 Holy Lonely Light P - Base + 1000, 1~4, +30, 20 Song EN, AAAA, +10%, Defense and Skill +StBase Power to the Dream P - Base + 1500, 1~4, +30, 25 Song EN, AAAA, +10%, Melee and Shooting +StBase Try Again P - Base + 2000, 1~4, +30, 120M, 30 Song EN, AAAA, +10%, All stats +StBase Wp Growth None Wp Cost None Note: Try Again is gaining during Stage 21. VF-19 Kai F Valkryie G 2600 HP 130 EN Land/? -S-B Movement 8 Mobility 120 Armor 950 Size S Cost 4800 Shield Transform (VF-19 Kai F Valkrie F or VF-19 Kai F Valkyrie B) Pinpoint Barrier 2 Conformal 10 Upgrade Planet Dance P - Base, 1~4, +30, 10 Song EN, AAAA, +10%, Dodge and Hit +StBase Love Heart Assault P - Base + 500, 1~4, +30, 15 Song EN, AAAA, +10%, Morale +StBase-2 Holy Lonely Light P - Base + 1000, 1~4, +30, 20 Song EN, AAAA, +10%, Defense and Skill +StBase Power to the Dream P - Base + 1500, 1~4, +30, 25 Song EN, AAAA, +10%, Melee and Shooting +StBase Try Again P - Base + 2000, 1~4, +30, 120M, 30 Song EN, AAAA, +10%, All stats +StBase Wp Growth None Wp Cost None Note: Try Again is gained during Stage 21. VF-19 Kai F Valkyrie B 2600 HP 130 EN Land -SBA Movement 7 Mobility 115 Armor 1000 Size S Cost 4800 Shield Transform (VF-19 Kai F Valkyrie F or VF-19 Kai F Valkyrie G) Pinpoint Barrier 2 Conformal 10 Upgrade Planet Dance P - Base, 1~4, +30, 10 Song EN, AAAA, +10%, Dodge and Hit +StBase Love Heart Assault P - Base + 500, 1~4, +30, 15 Song EN, AAAA, +10%, Morale +StBase-2 Holy Lonely Light P - Base + 1000, 1~4, +30, 20 Song EN, AAAA, +10%, Defense and Skill +StBase Power to the Dream P - Base + 1500, 1~4, +30, 110M, 25 Song EN, AAAA, +10%, Melee and Shooting +StBase Try Again P - Base + 2000, 1~4, +30, 120M, 30 Song EN, AAAA, +10%, All stats +StBase Planet Dance Sigma MAP - Base - 600, 3~8, +0, 110M, 30 Song EN, AAAA, 1 Ammo, +0%, Dodge and Hit +StBase, Remote Radius (3) Love Heart Assault Sigma MAP - Base - 100, 3~8, +0, 110M, 35 Song EN, AAAA, 1 Ammo, +0%, Morale +StBase-2, Remote Radius (3) Holy Lonely Light Sigma MAP - Base + 400, 3~8, +0, 110M, 40 Song EN, AAAA, 1 Ammo, +0%, Defense and Skill +StBase, Remote Radius (3) Power to the Dream Sigma MAP - Base + 900, 3~8, +0, 120M, 45 Song EN, AAAA, 1 Ammo, +0%, Melee and Shooting +StBase, Remote Radius (3) Try Again Sigma MAP - Base + 1400, 3~8, +0, 130M, 50 Song EN, AAAA, 1 Ammo, +0%, All stats +StBase, Remote Radius (3) Wp Growth None Wp Cost None Note: Try Again and the Sigma MAP attacks are gained during Stage 21. The Sigma MAP attacks share one Ammo between all of them (ie when you use one, they all run out of Ammo). VF-19 Kai F Valkyrie SB (Sound Booster) 2900 HP 130 EN Air/Land AABS Movement 7 Mobility 115 Armor 1000 Size S Cost 0 Shield Seperate (VF-19 Kai F Valkyrie B) Pinpoint Barrier 2 Conformal 10 Upgrade Planet Dance P - Base + 400, 1~4, +30, 10 Song EN, AAAA, +10%, Dodge and Hit +StBase Love Heart Assault P - Base + 900, 1~4, +30, 15 Song EN, AAAA, +10%, Morale +StBase-2 Holy Lonely Light P - Base + 1400, 1~4, +30, 20 Song EN, AAAA, +10%, Defense and Skill +StBase Power to the Dream P - Base + 1900, 1~4, +30, 110M, 25 Song EN, AAAA, +10%, Melee and Shooting +StBase Try Again P - Base + 2300, 1~4, +30, 120M, 30 Song EN, AAAA, +10%, All stats +StBase Planet Dance SB Base + 700, 2~7, +20, 15 Song EN, AAAA, +20%, Dodge and Hit +StBase+2 Love Heart Assault SB Base + 1200, 2~7, +20, 20 Song EN, AAAA, +20%, Morale +StBase Holy Lonely Light SB Base + 1700, 2~7, +20, 25 Song EN, AAAA, +20%, Defense and Skill +StBase+2 Power to the Dream SB Base + 2200, 2~7, +20, 110M, 30 Song EN, AAAA, +20%, Melee and Shooting +StBase+2 Try Again SB Base + 2700, 2~7, +20, 120M, 35 Song EN, AAAA, +20%, All stats +StBase+2 Planet Dance Sigma MAP - Base - 200, 3~8, +0, 110M, 30 Song EN, AAAA, 1 Ammo, +0%, Dodge and Hit +StBase, Remote Radius (3) Love Heart Assault Sigma MAP - Base + 300, 3~8, +0, 110M, 35 Song EN, AAAA, 1 Ammo, +0%, Morale +StBase-2, Remote Radius (3) Holy Lonely Light Sigma MAP - Base + 800, 3~8, +0, 110M, 40 Song EN, AAAA, 1 Ammo, +0%, Defense and Skill +StBase, Remote Radius (3) Power to the Dream Sigma MAP - Base + 1300, 3~8, +0, 120M, 45 Song EN, AAAA, 1 Ammo, +0%, Melee and Shooting +StBase, Remote Radius (3) Try Again Sigma MAP - Base + 1800, 3~8, +0, 130M, 50 Song EN, AAAA, 1 Ammo, +0%, All stats +StBase, Remote Radius (3) Wp Growth None Wp Cost None Note: The VF-19 Kai F Valkyrie SB is an Armored Carrier for the VF-19 Kai F Valkyrie. Also, all of the Sigma MAP attacks share one Ammo between all of them (ie when you use one, they all run out of Ammo). VF-11 MAX L Kai F 2500 HP 120 EN Air S--S Movement 8 Mobility 110 Armor 800 Size S Cost 3800 Transform (VF-11 MAX L Kai F or VF-11 MAX L Kai B) 2 Conformal 12 Upgrade Planet Dance P - Base, 1~4, +30, Song EN 10, AAAA, +10%, Dodge and Hit +StBase Love Heart Assault P - Base + 500, 1~4, +30, Song EN 15, AAAA, +10%, Morale +StBase-2 Holy Lonely Light P - Base + 1000, 1~4, +30, Song EN 20, AAAA, +10%, Defense and Skill +StBase My Friends P - Base + 1500, 1~4, +30, 110M, Song EN 25, +10%, SP +StBase Wp Growth None Wp Cost None VF-11 MAX L Kai G 2500 HP 120 EN Land/Hover -S-B Movement 7 Mobility 115 Armor 850 Size S Cost 3800 Shield Transform (VF-11 MAX L Kai F or VF-11 MAX L Kai B) 2 Conformal 12 Upgrade Planet Dance P - Base, 1~4, +30, Song EN 10, AAAA, +10%, Dodge and Hit +StBase Love Heart Assault P - Base + 500, 1~4, +30, Song EN 15, AAAA, +10%, Morale +StBase-2 Holy Lonely Light P - Base + 1000, 1~4, +30, Song EN 20, AAAA, +10%, Defense and Skill +StBase My Friends P - Base + 1500, 1~4, +30, 110M, Song EN 25, +10%, SP +StBase Wp Growth None Wp Cost None VF-11 MAX L Kai B 2500 HP 120 EN Land -SBA Movement 6 Mobility 110 Armor 900 Size S Cost 3800 Shield Transform (VF-11 MAX L Kai F or VF-11 MAX L Kai G) 2 Conformal 12 Upgrade Planet Dance P - Base, 1~4, +30, Song EN 10, AAAA, +10%, Dodge and Hit +StBase Love Heart Assault P - Base + 500, 1~4, +30, Song EN 15, AAAA, +10%, Morale +StBase-2 Holy Lonely Light P - Base + 1000, 1~4, +30, Song EN 20, AAAA, +10%, Defense and Skill +StBase My Friends P - Base + 1500, 1~4, +30, 110M, Song EN 25, +10%, SP +StBase Wp Growth None Wp Cost None VF-11 MAX L Kai SB (Sound Booster) 2800 HP 120 EN Air/Land AABS Movement 6 Mobility 110 Armor 900 Size S Cost 0 Shield Seperate (VF-11 MAX L Kai B) 2 Conformal 12 Upgrade Planet Dance P - Base + 400, 1~4, +30, Song EN 10, AAAA, +10%, Dodge and Hit +StBase Love Heart Assault P - Base + 900, 1~4, +30, Song EN 15, AAAA, +10%, Morale +StBase-2 Holy Lonely Light P - Base + 1300, 1~4, +30, Song EN 20, AAAA, +10%, Defense and Skill +StBase My Friends P - Base + 1700, 1~4, +30, 110M, Song EN 25, +10%, SP +StBase Planet Dance SB Base + 700, 2~7, +20, Song EN 15, AAAA, +20%, Dodge and Hit +StBase+2 Love Heart Assault SB Base + 1200, 2~7, +20, Song EN 20, AAAA, +20%, Morale +StBase Holy Lonely Light SB Base + 1700, 2~7, +20, Song EN 25, AAAA, +20%, Defense and Skill +StBase+2 My Friends SB Base + 2200, 2~7, +20, 110M, Song EN 30, AAAA, +20%, SP +StBase+2 Wp Growth None Wp Cost None Note: The VF-11 MAX L Kai SB is an Armored Carrier for the VF-11 MAX L Kai B. VF-17T Kai Nightmare F 3000 HP 150 EN Air S--S Movement 7 Mobility 105 Armor 1100 Size S Cost 4400 Transform (VF-17T Kai Nightmare G or VF-17T Kai Nightmare B) Repair Supply 2 Conformal 12 Upgrade Repair Unit P, Range 1 Supply Unit Range 1 Wp Growth None Wp Cost None VF-17T Kai Nightmare G 3000 HP 150 EN Land/Hover -S-B Movement 6 Mobility 110 Armor 1150 Size S Cost 4400 Transform (VF-17T Kai Nightmare F or VF-17T Kai Nightmare B) Repair Supply 2 Conformal 12 Upgrade Repair Unit P, Range 1 Supply Unit Range 1 Wp Growth None Wp Cost None VF-17T Kai Nightmare B 3000 HP 150 EN Land -SBA Movement 5 Mobility 105 Armor 1200 Size S Cost 4400 Transform (VF-17T Kai Nightmare F or VF-17T Kai Nightmare G) Repair Supply 2 Conformal 12 Upgrade Repair Unit P, Range 1 Supply Unit Range 1 Wp Growth None Wp Cost None VF-17T Kai Nightmare SB (Sound Booster) 3500 HP 150 EN Air/Land AABS Movement 5 Mobility 105 Armor 1200 Size S Cost 0 Seperate (VF-17T Kai Nightmare B) Repair Supply 3 Conformal 12 Upgrade Repair Unit P, Range 1 Supply Unit Range 1 Wp Growth None Wp Cost None Note: The VF-17T Kai Nightmare SB is an Armored Carrier for the VF-17T Kai Nightmare B. Sibil (lvl 29) 390 HP 160 EN Air/Land SBBS Movement 7 Mobility 195 Armor 130 Size SS Cost 16000 Afterimage HP Recover EN Recover 2 Conformal 0 Upgrade Impact Beam M - 2800, 1~5, +15, 20 EN, AAAA, +10% Ram M, P, C - 3200, 1~3, +40, 30 EN, AAAA, +30% Wp Growth None Wp Cost None Note: Sibil's unit stats seem to change with her pilot level, but I haven't had time to figure out the exact formula just yet. FBz-99 Zaubergern 5500 HP 150 EN Air/Land ABSA Movement 7 Mobility 120 Armor 1300 Size S Cost 6000 Gun 2 Conformal 10 Upgrade Anti-Air Beam Cannon S, P, B - 1600, 1~2, +30, AA-A, 20 Ammo, -20% Internal Pulse Beam Cannon S, P, B - 2200, 1~4, +15, AA-A, 10 Ammo, +10% Pentacle Beam Cannon S, MAP - 2200, 1~9, +0, 110M, 20 EN, AA-A, +0%, Block Claw M, P - 2600, 1, +30, AAAA, +20% Micro Missile S - 2700, 2~7, +20, AACA, 8 Ammo, +0% Pentacle Beam Cannon S - 3000, 3~8, +10, 110M, 30 EN, AA-A, +0% Wp Growth Normal Wp Cost High ------------- |Megazone 23| ------------- Garland (MS) 1300 HP 80 EN Air/Land ASBA Movement 6 Mobility 115 Armor 700 Size SS Cost 4000 Gun Transform (Garland (MC)) 4 Conformal 9 Upgrade Grapple M, P, C - 2000, 1~3, +40, AAAA, +30% Laser Orb Gun S, P, B - 2200, 1~4, +15, AA-A, 20 Ammo, +10% Wp Growth Fast Wp Cost Very Low Garland (MC) 1300 HP 80 EN Land/Hover -S-- Movement 7 Mobility 120 Armor 600 Size SS Cost 4000 Transform (Garland (MS)) 4 Conformal 9 Upgrade Grapple M, P, C - 2000, 1~3, +40, AAAA, +30% Laser Orb Gun S, P, B - 2200, 1~4, +15, AA-A, 20 Ammo, +10% Trash M, P - 2800, 1, +20, 120M, 75 EN, -A--, 3 Ammo, +20% Wp Growth Fast Wp Cost Very Low Note: The Motorcycle Gang Attack isn't gained until Stage 18 Part 2. Zame Zau 2800 HP 120 EN Air/Land ASBA Movement 7 Mobility 120 Armor 1000 Size S Cost 2000 Sword Gun 3 Conformal 9 Upgrade Plasma Saber M, P, C - 2100, 1~3, +40, AABA, +30% Beam Gun S, P, B - 2300, 1~4, +15, AA-A, 10 Ammo, +10% Plasma Rifle S - 2500, 2~6, +10, 10 EN, AACA, +0% Plasma Cannon S - 2700, 3~7, +0, 110M, 30 EN, AACA, +10% Wp Growth Fast Wp Cost Low Proto Garland (MS) 1800 HP 120 EN Air/Land ASBA Movement 7 Mobility 120 Armor 800 Size SS Cost 4600 Gun Transform (Proto Garland (MC)) 4 Conformal 9 Upgrade Grapple M, P, C - 2500, 1~3, +40, AAAA, +30% Laser Orb Gun S, P, B - 2700, 1~4, +15, AA-A, 20 Ammo, +10% Wp Growth Fast Wp Cost Very Low Note: The Proto Garland is an Inheretor Unit for the Garland. Proto Garland (MC) 1800 HP 120 EN Land/Hover -S-- Movement 8 Mobility 125 Armor 700 Size SS Cost 4600 Transform (Garland (MS)) 4 Conformal 9 Upgrade Grapple M, P, C - 2500, 1~3, +40, AAAA, +30% Laser Orb Gun S, P, B - 2700, 1~4, +15, AA-A, 20 Ammo, +10% Trash M, P - 3200, 1, +30, 120M, -A--, 3 Ammo, +20% Wp Growth Fast Wp Cost Very Low Note: The Proto Garland is an Inheretor Unit for the Garland. ------------------------ |Getter Robo Armageddon| ------------------------ Tower 8000 HP 180 EN Air/Land/Hover BS-- Movement 5 Mobility 55 Armor 1000 Size LL Cost 18000 3 Conformal 13 Upgrade Engine Cannon S, P - 2000, 1~3, +40, AABA, 20 Ammo, -20% Missile S - 2400, 2~5, +20, AACA, 10 Ammo, +0% Getter Ray Absorption Arm M, P, S - 3000, 1, +30, 110M, AAAA, +10%, Enemy -10 EN, Self +10 EN Wp Growth Normal Wp Cost Normal Note: The Tower is a battleship. Stilva 4600 HP 160 EN Air/Land ASBA Movement 6 Mobility 75 Armor 1050 Size L Cost 7600 Sword Gun Transform (MA) 2 Conformal 13 Upgrade Gatling Cannon S, P - 1800, 1~2, +30, AAAA, 20 Ammo, +0% Knife M, P, C - 2000, 1, +40, AAAA, +30% Machine Gun S, P - 2000, 1~4, +15, AABA, 10 Ammo, +10% Missile S - 2600, 2~6, +20, AACA, 8 Ammo, +0% Wp Growth Normal Wp Cost Normal Stilva (MA) 4600 HP 160 EN Air S--A Movement 8 Mobility 85 Armor 950 Size L Cost 7600 Transform (Stilva) 2 Conformal 13 Upgrade Gatling Cannon S, P - 1800, 1~2, +30, AAAA, 20 Ammo, +0% Missile S - 2600, 2~6, +20, AACA, 8 Ammo, +0% Wp Growth Normal Wp Cost Normal Getter 1 4000 HP 160 EN Air/Land SBCA Movement 6 Mobility 70 Armor 1000 Size M Cost 7000 Sword Transform (Getter 2 or Getter 3) Open Gate EN Recovery 2 Conformal 9 Upgrade Tomahawk Boomerang M, P - 1800, 1~3, +20, ABCA, +0% Getter Tomahawk M, P - 2000, 1, +40, ABCA, +30% Getter Machine Gun S - 2400, 1~5, +35, ABCA, 10 Ammo, +0% Spiral Getter Beam M, P - 2600, 1~3, +30, 30 EN, AB-A, +0% Getter Beam M, P - 2800, 1, +20, 110M, 50 EN, AB-A, +10% Getter Change Attack M, P - 3000, 1, +20, 120M, 60 EN, AAAA, +0% Wp Growth Normal Wp Cost Normal Note: Getter 1/2/3 already has three upgrades to all stats and weapons when you receive it. Getter 2 4000 HP 1600 EN Land/Underground -SCA Movement 7 Mobility 900 Armor 85 Size M Cost 7000 Transform (Getter 1 or Getter 3) Mach Special Open Gate EN Recovery 2 Conformal 9 Upgrade Drill Storm M, P - 1800, 1~3, +30, 5 EN, BACA, +10% Drill Missile S - 2200, 2~5, +20, BACA, 8 Ammo, +0% Drill Arm M, P - 2500, 1, +40, 10 EN, -ACA, +30% Getter Change Attack M, P - 3000, 1, +20, 120M, 60 EN, AAAA, +0% Wp Growth Normal Wp Cost Normal Note: Getter 1/2/3 already has three upgrades to all stats and weapons when you receive it. Getter 3 4000 HP 1600 EN Underwater/Land -ASB Movement 5 Mobility 60 Armor 1100 Size M Cost 7000 Transform (Getter 1 or Getter 2) Open Gate EN Recovery 2 Conformal 9 Upgrade Engine Cannon S - 1800, 1~5, +30, BAAB, 10 Ammo, +0% Getter Arm M, P - 2300, 1~3, +40, -AAB, +30% Getter Missile S - 2500, 2~6, +20, BAAB, 6 Ammo, +0% Daisetsusan Oroshi (Blizzard) M, P - 2700, 1, +35, 110M, 10 EN, -AAB, +10% Getter Change Attack M, P - 3000, 1, +20, 120M, 60 EN, AAAA, +0% Wp Growth Normal Wp Cost Normal Note: Getter 1/2/3 already has three upgrades to all stats and weapons when you receive it. Shin Getter 1 6000 HP 200 EN Air/Land SBCA Movement 7 Mobility 80 Armor 1100 Size L Cost 9000 Sword Transform (Shin Getter 2 or Shin Getter 3) Open Gate EN Recovery 2 Conformal 9 Upgrade Tomahawk Lancer M - 2000, 2~6, +20, ABCA, +0% Getter Scythe M, P, C - 2200, 1~3, +35, ABCA, +20% Getter Tomahawk M, P - 2400, 1, +40, ABCA, +30% Getter Beam (Head) M, P - 2700, 1~3, +30, 105M, 30 EN, AB-A Getter Beam (Chest) M, P - 3000, 1, +20, 110M, 50 EN, AB-A, +10% Shin Getter Change Attack M, P - 3400, 1, +20, 120M, 60 EN, AAAA, +0% Stoner Sunshine M, P - 3800, 1~3, +10, 130M, 60 EN, AACA, +0% Note: The Stoner Sunshine is gained after Scenario 14 Part 2. Wp Growth Normal Wp Cost Very High Shin Getter 2 6000 HP 200 EN Land/Underground -SCA Movement 8 Mobility 95 Armor 1000 Size L Cost 9000 Transform (Shin Getter 1 or Shin Getter 3) Shin Mach Special Open Gate EN Recovery 2 Conformal 9 Upgrade Drill Missile S - 2000, 3~6, +20, BACA, 10 Ammo, +0% Plasma Drill Hurricane M, P - 2300, 1~3, +30, 5 EN, BACA, +10% Drill Hurricane M, P - 2600, 1, +40, 10 EN, -ACA, +30% Shin Getter Change Attack M, P - 3400, 1, +20, 120M, 60 EN AAAA, +0% Wp Growth Normal Wp Cost Very High Shin Getter 3 6000 HP 200 EN Underwater/Land -ASB Movement 6 Mobility 70 Armor 1200 Size L Cost 9000 Transform (Shin Getter 1 or Shin Getter 2) Open Gate EN Recovery 2 Conformal 9 Upgrade Hammer Punch M, P - 2200, 1~3, +40, -AAB, +30% Getter Homing Missile S - 2400, 2~5, +20, BAAB, 4 Ammo, +0% Missile Storm S - 2600, 3~6, +30, BAAB, 4 Ammo, +10% Daisetsusan Oroshi (Blizzard) M, P - 3200, 1, +35, 110M, 10 EN, -AAB, +10% Shin Getter Change Attack M, P - 3400, 1, +20, 120M, 60 EN AAAA, +0% Wp Growth Normal Wp Cost Very High Shin Getter Dragon 9000 HP 230 EN Air S--S Movement 7 Mobility 85 Armor 1200 Size LL Cost 24000 Transform (Shin Getter Liger or Shin Getter Poseidon) EN Recovery 1 Conformal 9 Upgrade Double Tomahawk Boomerang M, P - 2500, 1~3, +20, ABCA, +0% Getter Beam M, MAP - 2800, 1~5, +0, 120M, 90 EN, AB-A, +0%, Taper Double Tomahawk M, P - 3000, 1, +40, ABCA, +30% Shine Spark M, MAP - 3300, 1~5, +0, 140M, 100 EN, ABCA, +0%, Block Getter Beam M, P - 3500, 1, +20, 110M, 60 EN, AB-A, +10% Shin Dragon Change Attack M, P - 3600, 1, +20, 120M, 60 EN, AAAA, +0% Shine Spark M, P - 4000, 1~3, +10, 130M, 70 EN, ABCA, +0% Wp Growth Normal Wp Cost Very High Shin Getter Liger 9000 HP 230 EN Air/Land/Underground ASCS Movement 8 Mobility 100 Armor 1100 Size LL Cost 24000 Transform (Shin Getter Dragon or Shin Getter Poseidon) Shin Getter Fission EN Recovery 1 Conformal 9 Upgrade Drill Missile S - 2800, 3~8, +20, AAAA, 4 Ammo, +0% Getter Drill M, P - 3300, 1~3, +40, 10 EN, AAAA, +30% Shin Dragon Change Attack M, P - 3600, 1, +20, 120M, 60 EN, AAAA, +0% Wp Growth Normal Wp Cost Very High Shin Getter Poseidon 9000 HP 230 EN Underwater/Land -ASS Movement 6 Mobility 75 Armor 1300 Size LL Cost 24000 Transform (Shin Getter Dragon or Shin Getter Liger) EN Recovery 1 Conformal 9 Upgrade Hammer Punch M, P - 2700, 1~3, +40, AAAA, +30% Getter Elegy M, P - 3000, 1, +30, 10 EN, AAAA, +10% Getter Triple Cyclone M - 3400, 3~8, +20, 20 EN, AAAA, +0% Shin Dragon Change Attack M, P - 3600, 1, +20, 120M, 60 EN, AAAA, +0% Wp Growth Normal Wp Cost Very High Black Getter 5000 HP 200 EN Air/Land SACA Movement 7 Mobility 75 Armor 1050 Size M Cost 8000 Sword EN Recovery 2 Conformal 10 Upgrade Tomahawk Boomerang M, P - 2300, 1~3, +25, AABA, +0% Getter Tomahawk M, P, C - 2500, 1, +45, AABA, +30% Getter Spiral Beam M, P - 2800, 1~3, +30, 30 EN, AA-A, +0% Getter Spike Blade M, P - 3000, 1, +40, AABA, +30% Getter Beam M, P - 3300, 1, +20, 110M, 50 EN, AA-A, +10% Wp Growth Normal Wp Cost High ------------------------ |Mazinger and Grendizer| ------------------------ Mazinger Z 5500 HP 150 EN Air/Land ASBA Movement 6 Mobility 65 Armor 1300 Size M Cost 6600 Mazin Power 2 Conformal 9 Upgrade Koushi Ryoku Beam M, P - 1600, 1~2, +20, 5 EN, AABA, +10% Rust Tornado M, St - 1800, 1~5, +30, 10 EN, AACC, +10%, (armor down) Rocket Punch M, P - 2000, 1~4, +45, 5 EN, AABA, +0% Scrander Cutter M, P, C - 2100, 1, +0, AABA, +20% Iron Cutter M, P - 2200, 1~3, +40, 10 EN, AABA, +10% Daisharin (Giant Swing) Rocket Punch M, P - 2700, 1~3, +30, 110M, 20 EN, AABA, +10% Breast Fire M, P - 3000, 1, +35, 40 EN, AABA, +15% Daisharin Rocket Punch M - 3700, 3~7, +20, AABA, 1 Ammo, +50% Wp Growth Fast Wp Cost High Great Mazinger (GB) (Great Booster) 5800 HP 160 EN Air/Land SSBA Movement 7 Mobility 70 Armor 1350 Size M Cost 6800 Sword Mazin Power 2 Conformal 9 Upgrade Mazinger Blade M, P, C - 1800, 1, +35, AAAA, +30% Atomic Punch M, P - 2000, 1~5, +40, 5 EN, AABA, +0% Drill Pressure Punch M, P - 2200, 1~3, +35, 10 EN, AABA, +5% Breast Burn M, P - 3000, 1, +30, 40 EN, AABA, +10% Thunder Break M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0% Great Booster (Becomes Great Mazinger) M - 3700, 3~7, +35, AABA, 1 Ammo, +0% Wp Growth Fast Wp Cost High Great Mazinger 5800 HP 160 EN Air/Land ASBA Movement 6 Mobility 70 Armor 1350 Size M Cost 6800 Sword Mazin Power 2 Conformal 9 Upgrade Mazinger Blade M, P, C - 1800, 1, +35, AAAA, +30% Atomic Punch M, P - 2000, 1~5, +40, 5 EN, AABA, +0% Drill Pressure Punch M, P - 2200, 1~3, +35, 10 EN, AABA, +5% Breast Burn M, P - 3000, 1, +30, 40 EN, AABA, +10% Thunder Break M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0% Wp Growth Fast Wp Cost High Note: The Great Mazinger is a sub-unit of the Great Mazinger (GB). Diana A 3900 HP 130 EN Land -SBA Movement 5 Mobility 60 Armor 1150 Size M Cost 4000 Repair 4 Conformal 10 Upgrade (Repair Unit) P, Range 1 Grapple M, P - 1800, 1, +40, -ACA, +0% Diana Missile S - 2000, 1~5, +35, AACA, 10 Ammo, +40% Koushi Ryoku Beam M, P - 2000, 1~2, +20, 10 EN, AA-A, +0% Wp Growth Slow Wp Cost Very Low Venus A 4500 HP 150 EN Air/Land ASBA Movement 5 Mobility 60 Armor 1100 Size M Cost 5000 Repair 3 Conformal 10 Upgrade (Repair Unit) P, Range 1 Finger Missile S, P - 1800, 1~3, +15, AACA, 10 Ammo, +0% Koushi Ryoku Beam M, P - 1800, 1~2, +20, 10 EN, AA-A, +0% Grapple M, P - 2000, 1, +40, AABA, +10% Diana Missile S - 2200, 1~5, +20, AACA, 10 Ammo, +0% Wp Growth Slow Wp Cost Very Low Boss Borot 3700 HP 100 EN Land -SCB Movement 5 Mobility 55 Armor 1000 Size M Cost 10 Supply 4 Conformal 13 Upgrade (Supply Unit) Range 1 Borot Punch M, P - 1800, 1, +20, -ABB, +0% Borot Pressure Punch M, P - 2000, 1~3, +30, 10 EN, AABA, +5% Special Borot Punch M, P - 2200, 1, +25, -ABB, +30% SPDX (Special Deluxe) Borot Punch M, P, C - 2700, 1, +35, 130M, -ABB, +50% Wp Growth Slow Wp Cost Very Low Robot Jr. 3600 HP 100 EN Land -SBB Movement 5 Mobility 60 Armor 1000 Size M Cost 3000 Supply 4 Conformal 13 Upgrade (Supply Unit) Range 1 Junior Missile S, P - 1700, 1~3, +15, AACA, 10 Ammo, +0% Iron Bat M, P, C - 2200, 1, +40, -ABA, +10% Wp Growth Slow Wp Cost Very Low Grendizer 6000 HP 170 EN Air/Land AABS Movement 6 Mobility 75 Armor 1400 Size L Cost 7000 Sword Transform (Spazer mode) Combine (w/Marine Spazer, Drill Spazer, or Double Spazer) 2 Conformal 9 Upgrade Shoulder Boomerang M - 1800, 2~5, +20, AABA, +10% Screw Crasher Punch M, P - 2200, 1~4, +35, 10 EN, AABA, +5% Hanjuuryoku Storm M, P - 3000, 1, +30, 40 EN, AABA, +10% Space Thunder M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0% Double Hacken M, P - 3500, 1, +30, 120M, 30 EN, AAAA, +0% Wp Growth Fast Wp Cost High Note: Grendizer is the Primary Component of Grendizer DS, Grendizer MS, and Grendizer WS. Grendizer (Spazer mode) 6000 HP 170 EN Air S--S Movement 7 Mobility 80 Armor 1300 Size L Cost 7000 Transform (Grendizer) 2 Conformal 9 Upgrade Shoulder Boomerang M - 1800, 2~5, +20, AABA, +10% Screw Crasher Punch M, P - 2200, 1~4, +35, 10 EN, AABA, +5% Spin Saucer S - 2000, 3~6, +20, AABA, 6 Ammo, +10% Space Thunder M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0% Wp Growth Fast Wp Cost High Grendizer DS (Drill Spazer combination) 6500 HP 200 EN Air/Land/Underground ASCA Movement 8 Mobility 85 Armor 1500 Size L Cost 3600 Separate (Gredizer and Drill Spazer) 2 Conformal 9 Upgrade Drill Missile * S, P - 1500, 1~5, +30, AACA, 6 Ammo, +0% Spark Bomber * S - 1700, 2~6, +20, 10 EN, AA-A, +0% Shoulder Boomerang M - 1800, 2~5, +20, AABA, +10% Drill Attack * M, P - 2000, 1~3, +10, AAAA, +20% Screw Crasher Punch M, P - 2200, 1~4, +35, 10 EN, AABA, +5% Hanjuuryoku Storm M, P - 3000, 1, +30, 40 EN, AABA, +10% Space Thunder M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0% Wp Growth Fast/Normal Wp Cost High Note: Grendizer DS is a delayed armored carrier for Grendizer. Weapons marked with a '*' have a weapon growth of Normal, rather than Fast. The number of upgrades is still dependant on the base unit (Grendizer). Grendizer MS (Marine Spazer combination) 6500 HP 200 EN Air/?/Land ABSA Movement 8 Mobility 85 Armor 1500 Size L Cost 3600 Separate (Grendizer and Marine Spazer) 2 Conformal 9 Upgrade Marine Missile * S, P - 1500, 1~5, +30, AAAA, 6 Ammo, +0% Marine Beam * S - 1700, 2~6, +20, 10 EN, AAAA, +0% Shoulder Boomerang M - 1800, 2~5, +20, AABA, +10% Marine Cutter * S - 1900, 3~7, +10, AAAA, 2 Ammo, +10% Screw Crasher Punch M, P - 2200, 1~4, +35, 10 EN, AABA, +5% Hanjuuryoku Storm M, P - 3000, 1, +30, 40 EN, AABA, +10% Space Thunder M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0% Double Hacken M, P - 3500, 1, +30, 120M, 30 EN, AAAA, +0% Wp Growth Fast/Normal Wp Cost High Note: Grendizer MS is a delayed armored carrier for Grendizer. Weapons marked with a '*' have a weapon growth of Normal, rather than Fast. The number of upgrades is still dependant on the base unit (Grendizer). Grendizer WS (Double Spazer combination) 6500 HP 200 EN Air/Land SBCA Movement 8 Mobility 85 Armor 1500 Size L Cost 3600 Separate (Grendizer and Double Spazer) 2 Conformal 9 Upgrade Double Missile * S, P - 1500, 1~5, +30, AACA 6 Ammo, +0% Cyclone Beam * S - 1700, 2~6, +20, 10 EN, AA-A, +0% Shoulder Boomerang M - 1800, 2~5, +20, AABA, +10% Double Cutter * S - 1900, 3~7, +10, AABA, 2 Ammo, +10% Screw Crasher Punch M, P - 2200, 1~4, +35, 10 EN, AABA, +5% Hanjuuryoku Storm M, P - 3000, 1, +30, 40 EN, AABA, +10% Space Thunder M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0% Double Hacken M, P - 3500, 1, +30, 120M, 30 EN, AAAA, +0% Wp Growth Fast/Normal Wp Cost High Note: Grendizer WS is a delayed armored carrier for Grendizer. Weapons marked with a '*' have a weapon growth of Normal, rather than Fast. The number of upgrades is still dependant on the base unit (Grendizer). Drill Spazer 3800 HP 120 EN Air/Underground S--A Movement 7 Mobility 90 Armor 1000 Size M Cost 3600 Combine (w/Grendizer) 2 Conformal 13 Upgrade Drill Missile S, P - 1500, 1~5, +30, AACA, 6 Ammo, +0% Spark Bomber S - 1700, 2~6, +20, 10 EN, AA-A, +0% Drill Attack M, P - 2000, 1~3, +10, AAAA, +20% Wp Growth Normal Wp Cost Very Low Marine Spazer 3800 HP 120 EN Air/? S-SA Movement 7 Mobility 90 Armor 1000 Size M Cost 3600 Combine (w/Grendizer) 2 Conformal 13 Upgrade Marine Missile S, P - 1500, 1~5, +30, AAAA, 6 Ammo, +0% Marine Beam S - 1700, 2~6, +20, 10 EN, AAAA, +0% Marine Cutter S - 1900, 3~7, +10, AAAA, 2 Ammo, +10% Wp Growth Normal Wp Cost Very Low Double Spazer 3800 HP 120 EN Air S--A Movement 7 Mobility 90 Armor 1000 Size M Cost 3600 Combine (w/Grendizer) 2 Conformal 13 Upgrade Double Missile S, P - 1500, 1~5, +30, AACA 6 Ammo, +0% Cyclone Beam S - 1700, 2~6, +20, 10 EN, AA-A, +0% Double Cutter S - 1900, 3~7, +10, AABA, 2 Ammo, +10% Wp Growth Normal Wp Cost Very Low ------- |Big O| ------- Big O 5300 HP 130 EN Land -SCA Movement 5 Mobility 70 Armor 1200 Size M Cost 6000 Shield Beam Coating 2 Conformal 12 Upgrade Moby Dick Anchor M, P, S - 1600, 1~3, +30, AAAA, 4 Ammo, , +0%, (movement down) Missile Party S, MAP - 1800, 1~3, +20, AACA, 2 Ammo, +0%, Full Spread Cannon Party M, P - 2000, 1~3, +20, AABA, 8 Ammo, +10% Arc Line M - 2200, 1~5, +10, 10 EN, AA-A, +0% Grapple M, P - 2400, 1, +40, -AAA, +20% Chrome Buster S - 2800, 3~6, +0, 110M, 20 EN, AA-A, +0% Sudden Impact M, P - 3300, 1, +40, 120M, 30 EN, -AAA, +10% Wp Growth Normal Wp Cost High ----------- |Daltainas| ----------- Daltainas 6800 HP 170 EN Air/Land ASBA Movement 5 Mobility 70 Armor 1100 Size L Cost 8600 Sword Shield Separate (Atraus, Gunpar, and Belarios) 2 Conformal 9 Upgrade Double Knuckle M, P - 1800, 1~3, +40, AAAA, +0% Sigma Beam M - 2200, 2~5, +10, 10 EN, AA-A, +10% Tran Saber M, P, C - 2400, 1, +45, AABA, +20% Chodenji (Ultramagnetic) Eraser M - 2800, 3~6, +10, 30 EN, AACA, +10% Kaen Jimonji Giri (Flame Cross Slash) M, P - 3300, 1, +30, 120M, 50 EN, AAAA, +10% Cubic Cannon S, P - 2000, 1~5, +30, AABA, 10 Ammo, +10% Kaen Attack Kaen Jimonji Giri (Flame Attack Flame Cross Slash) M, P - 3700, 1~3, +20, 130M, 70 EN, AAAA, +0% Full Release M, P - 3800, 1, +10, 140M, 100 EN, AAAA, +0% Wp Growth Normal Wp Cost Very High Note: The Cubic Cannon, Kaen Attack Kaen Jimonji Giri (Flame Attack Flame Cross Slash), and Full Release are gained in the first battle of Scenario 30 of the Old Helios Territory route, and are only gained if you take that route. Full Release only appears on the weapon list if Kento has 140 or more morale. Atraus 3500 HP 120 EN Land -SBA Movement 5 Mobility 80 Armor 900 Size M Cost 3000 Sword Combine (w/Gunpar and Belarios = Daltainas) 2 Conformal 9 Upgrade Gatling Flasher S - 1800, 1~5, +20, AABA, 10 Ammo, +0% Boomerang Cutter M, P - 2000, 1~3, +30, AABA, +10% Hand Slicer M, P, C - 2300, 1, +45, -ABA, +20% Wp Growth Normal Wp Cost Very High Note: Atraus is the primary component of Daltainas. Gunpar 2800 HP 80 EN Air S--A Movement 7 Mobility 100 Armor 800 Size M Cost 2800 Combine (w/Atraus and Belarios = Daltainas) Supply 2 Conformal 9 Upgrade (Supply Unit) Range 1 Missile S - 2000, 2~5, +20, AACA, 10 Ammo, +0% Gunpar Cutter M, P - 2300, 1~3, +45, AAAA, +20% Wp Growth Normal Wp Cost Very Low Belarios 3300 HP 100 EN Land -SBA Movement 6 Mobility 90 Armor 900 Size M Cost 2800 Combine (w/Atraus and Gunpar = Daltainas) 2 Conformal 9 Upgrade Claw M, P - 1800, 1~3, +45, AAAA, +20% Missile S - 2000, 2~5, +20, AACA, 8 Ammo, +0% Beta Beam M - 2200, 3~6, +10, 20 EN, AACA, +10% Wp Growth Normal Wp Cost Very Low Gascon-Exclusive Robo 6500 HP 150 EN Air/Land ASBA Movement 5 Mobility 75 Armor 1000 Size L Cost 7400 Sword 2 Conformal 13 Upgrade Tiger Boomerang S, P - 2200, 1~3, +30, AABA, +10% Tiger Beam S - 2400, 2~6, +10, 20 EN, AACA, +10% Gascon Sword M, P, C - 2800, 1, +45, AABA, +20% Wp Growth Normal Wp Cost Normal --------- |Godmars| --------- Cosmo Crusher 2800 HP 80 EN Air S--S Movement 7 Mobility 100 Armor 600 Size S Cost 2000 Supply 4 Conformal 10 Upgrade (Supply Unit) Range 1 Cosmo Laser S, P - 2000, 1~5, +15, AA-A, 20 Ammo, +10% Triple Laser S, P - 2500, 1~3, +30, 110M, 20 EN, AA-A, +0% Wp Growth Normal Wp Cost Very Low Gaia 3000 HP 100 EN Air/Land SABA Movement 6 Mobility 90 Armor 800 Size M Cost 3000 2 Conformal 9 Upgrade (Punch) M, P, C - 1900, 1~3, +40, AAAA, +20% (Energy Blast) M - 2100, 2~5, +10, 10 EN, AA-A, +0% (Mega Punch) M, P - 2300, 1, +30, 20 EN, AABA, +10% Wp Growth Normal Wp Cost Very High Note: Gaia becomes Godmars when its hit points reach critical (red) level. The destruction of Gaia is a losing condition in all scenarios where it is deployed. Gaia is no longer available after Stage 19 - Takeru will automatically deploy in Godmars from then on. Godmars 7000 HP 180 EN Air/Land ASCS Movement 6 Mobility 70 Armor 1200 Size L Cost 9000 Sword 2 Conformal 9 Upgrade Grapple M, P - 2000, 1~3, +40, AAAA, +20% God Fire M - 2000, 1~5, +0, 20 EN, AACA, +0% Mars Flash M, P, C - 2400, 1, +40, 105M, AAAA, +20% Six Gods Attack M, P - 3000, 1~3, +30, 110M, 40 EN, AAAA, +0% Final Godmars M, P - 3600, 1, +30, 120M, 60 EN, AAAA, +10% Wp Growth Normal Wp Cost Very High Note: The destruction of Godmars is a losing condition in all scenarios where it is deployed. Gaia (Margue) 3000 HP 100 EN Air/Land SABA Movement 6 Mobility 90 Armor 800 Size M Cost 3000 2 Conformal 9 Upgrade (Punch) M, P, C - 2050, 1~3, +40, AAAA, +20% (Energy Blast) M - 2250, 2~5, +10, 10 EN, AA-A, +0% (Mega Punch) M, P - 2450, 1, +30, 20 EN, AABA, +10% Wp Growth Normal Wp Cost Very High Note: Gaia (Margue) can become Godmars (Margue) once Marge's Morale has reached ???. Once the Morale requirement has been reached, the Combine command will be available. Select it to transform (no other units are necessary). Godmars (Margue) 7000 HP 180 EN Air/Land ASCS Movement 6 Mobility 70 Armor 1200 Size L Cost 9000 Sword 2 Conformal 9 Upgrade Grapple M, P - 2250, 1~3, +40, AAAA, +20% God Fire M - 2450, 1~5, +0, 20 EN, AACA, +0% Mars Flash M, P, C - 2650, 1, +40, 105M, AAAA, +20% Final Godmars M, P - 3850, 1, +30, 120M, 60 EN, AAAA, +10% Wp Growth Normal Wp Cost Very High Zeron 6500 HP 120 EN Aie A--S Movement 6 Mobility 80 Armor 1000 Size L Cost 7000 3 Conformal 9 Upgrade Hand Arm M, P, St - 2350, 1~3, +40, AAAA, +20%, (movement down) Beam S - 2550, 1~5, +25, 10 EN, AACA, +10% Hyper Beam S, St - 2750, 2~6, +30, 20 EN, AACA, +0%, (accuracy down) Wp Growth Fast Wp Cost Normal 7. Combination Attacks Combination attacks - that is, big attacks that involve two or more atacking units - are back for yet another round in SRW, and thankfully so. Not only do they add a dash of extra variety and flavor to the game, but they are also an important component in the battlefield utility of a number of units (particularly certain supers). The way combination attacks work is like this - whenever the required units are arranged in such a fashion that they are sequentially adjacent to one another, the combination attack will appear on each unit's weapon list. By "sequentially adjacent", I mean that each unit is adjacent to at least one other required unit, and that all of the required units make up a single, unbroken shape. Note also that for the purposes of combination attack formations, the term "adjacent" means both horizontally/vertically adjacent AND diagonally adjacent. To illustrate, the following formations are valid for producing a combination attack: (numbers - units required for combination, A = non-required ally, E = enemy) 12 1 2 1 23 1 2 4 3 The following formations are NOT valid for producing a combination attack: 12A3 1 E 2 12 34 Once the conditions have been met, the combination attack will appear on each unit's weapon list and behave as a perfectly normal attack of that unit (as regards to applicable seishen, affecting pilot attack stat, conformal items, weapon upgrade bonuses, etc) with two exceptions: first, all required units must meet the requirements of the attack (Morale, available EN, Newtype level, etc) and they must all also pay the EN/Song EN cost of the attack (the exception being Ray, since he doesn't have a Song EN stat). In addition to specific units, some combination attacks require specific pilots. At the moment, I haven't had time to cataloge them, but most are fairly obvious. Of note, however, is that combination attacks involving UC Gundam units seem to require that all the pilots originate from the same sub-series (CCA, Z, ZZ, V), although not necessarily from the same series as the units themselves. Alternate Duel Units: Ganadul and Strega M, P - 3750, 1, +20, 130M, 100 EN, AAAA, +0% Double Funnel Units: Jagd Doga (Gyunei version) and Jagd Doga (Quess version) S - 3400, 3~7, +30, 110M, 45 EN, NT Lv1, AACA, +20% Double Fin Funnel Units: Nu Gundam/Nu Gundam HWS and MP Nu Gundam-F OR Nu Gundam/Nu Gundam HWS and Hi-Nu Gundam(?) OR MP Nu Gundam-F and Hi-Nu Gundam S - 3400, 3~7, +20, 110M, 45 EN, NT Lv1, AACA, +0% Double Mega Launcher Units: Z Gundam and ZZ Gundam/Full Armor ZZ Gundam S - 3600, 2~6, +20, 110M, 60 EN, AA-A, +0% Double Overhang Cannon Units: V-Dash Gundam and V-Dash Gundam OR V-Dash Gundam and V-Dash Gundam Hexa S - 3800, 2~6, +40, 110M, 50 EN, AA-A, +0% D Formation (Nightmare) Units: VF-17S Nightmare F/G/B, VF-17D Nightmare F/G/B, and VF-17D Nightmare F/G/B S, P - 3000, 1~5, +30, 120M, 30 EN, AABA, +0% D Formation (Excalibur F) Units: VF-19S Excalibur F, VF-19F Excalibur F, and VF-19F Excalibur F S, P - 3100, 1~5, +30, 120M, 30 EN, AABA, +0% D Formation (Excalibur G) Units: VF-19S Excalibur G, VF-19F Excalibur G, and VF-19F Excalibur G S, P - 3100, 1~5, +30, 120M, 30 EN, AABA, +0% D Formation (Excalibur B) Units: VF-19S Excalibur B, VF-19F Excalibur B, VF-19F Excalibur B M, P - 3100, 1~5, +30, 120M, 30 EN, AABA, +0% Double Micromissile Units: VF-22S S Vogel II F and VF-22S S Vogel II F S - 3400, 1~5, +30, 120M, 30 EN, AACA, +0% Double Gunpod Units: VF-22S S Vogel II G and VF-22S S Vogel II G S - 2700, 1~5, +30, 120M, 30 EN, AABA, +0% W Pinpoint Barrier Punch Units: VF-22S S Vogel II B and VF-22S S Vogel II B M, P - 3800, 1, +30, 120M, 40 EN, AAAA, +0% Planet Dance Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B MAP - Base - 500, 2~6, +10, 120M, 30 Song EN, AAAA, +30%, Dodge & Hit +StBase, Remote Radius (2) Love Heart Assault Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B MAP - Base, 2~6, +10, 120M, 40 Song EN, AAAA, +30%, Morale +StBase - 2, Remote Radius (2) Holy Lonely Light Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B MAP - Base + 500, 2~6, +10, 120M, 50 Song EN, AAAA, +30%, Defense & Skill +StBase, Remote Radius (2) Power to Dream (Basara only) Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B MAP - Base + 1000, 2~6, +10, 130M, 60 Song EN, AAAA, +30%, Melee & Shooting +StBase, Remote Radius (2) My Friends (Mylene only) Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B MAP - Base + 1000, 2~6, +10, 130M, 60 Song EN, AAAA, +30%, SP +StBase, Remote Radius (2) Try Again (Basara only) Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B MAP - Base + 1500, 2~6, +10, 140M, 70 Song EN, AAAA, +30%, All stats +StBase, Remote Radius (2) Planet Dance (SB version) Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB MAP - Base - 100, 2~6, +10, 120M, 30 Song EN, AAAA, +30%, Dodge & Hit +StBase + 2, Remote Radius (2) Love Heart Assault (SB version) Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB MAP - Base + 400, 2~6, +10, 120M, 40 Song EN, AAAA, +30%, Morale +StBase, Remote Radius (2) Holy Lonely Light (SB version) Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB MAP - Base + 900, 2~6, +10, 120M, 50 Song EN, AAAA, +30%, Defense & Skill +StBase + 2, Remote Radius (2) Power to the Dream (SB version)(Basara only) Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB MAP - Base + 1400, 2~6, +10, 130M, 60 Song EN, AAAA, +30%, Melee & Shooting +StBase + 2, Remote Radius (2) My Friends (SB version)(Mylene only) Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB MAP - Base + 1400, 2~6, +10, 130M, 60 Song EN, AAAA, +30%, SP +StBase + 2, Remote Radius (2) Try Again (SB version)(Basara only) Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB MAP - Base + 1900, 2~6, +10, 140M, 70 Song EN, AAAA, +30%, All stats +StBase + 2, Remote Radius (2) Double Getter Tomahawk Units: Getter-1 and Black Getter M, P - 2500, 1, +30, 110M, 10 EN, AAAA, +30% Double Getter Beam Units: Getter-1 and Black Getter M, P - 3400, 1, +30, 120M, 70 EN, AA-A, +30% Final Getter Beam Units: Shin Getter-1 and Shin Getter Dragon M, P - 3700, 1, +30, 120M, 70 EN, AA-A, +0% Final Getter Tomahawk Units: Shin Getter-1 and Shin Getter Dragon M, P - 4000, 1, +30, 130M, 100 EN, AAAA, +0% W Mazinger Blade Units: Mazinger Z and Great Mazinger/Great Mazinger GB OR Mazinger Z and Grendizer OR Great Mazinger/Great Mazinger GB and Grendizer M, P - 2400, 1, +50, 10 EN, AAAA, +30% W Mazinger Punch Units: Mazinger Z and Great Mazinger/Great Mazinger GB OR Mazinger Z and Grendizer OR Great Mazinger/Great Mazinger GB and Grendizer M, P - 3000, 1~3, +30, 35 EN, AABA Double Breast Fire Units: Mazinger Z and Great Mazinger/Great Mazinger GB M, P - 3700, 1, +30, 60 EN, AABA Double Thunder Break Units: Great Mazinger/Great Mazinger GB and Grendizer M, P - 3700, 1, +30, 60 EN, AA-A Triple Mazinger Blade Units: Mazinger Z, Great Manzinger/Great Mazinger GB, and Grendizer M, P - 2600, 1, +50, 20 EN, AAAA, +20% Triple Mazinger Punch Units: Mazinger Z, Great Mazinger/Great Mazinger GB, and Grendizer M, P - 3600, 1~3, +30, 50 EN, AABA Mazinger Tornado Units: Mazinger Z, Great Mazinger/Great Mazinger GB, and Grendizer M, P - 4000, 1, +30, 110M, 80 EN, AABA Final Dynamic Special Units: Mazinger Z, Great Mazinger/Great Mazinger GB, Grendizer, and Shin Getter 1 M, P - 4200, 1, +30, 120M, 100 EN, AAAA Double Missile Units: Aphrodite A and Venus A S - 2400, 1~5, +50, 110M, 30 EN, AACA Borot Home Run Units: Boss Borot and Robot Jr. M - 3000, 1~9, +50, 130M, 30 EN, AABA, +50% Double Tran Saber Units: Daltainas and Gascon Exclusive Robo M - 3000, 1, +40, 110M, 30 EN, AAAA, +10% Alpha Beta Gamma Attack Units: Atraus, Belarios, and Gunpar S, P - 3000, 1, +30, 110M, 30 EN, +0% Double Mars Flash Units: Godmars (Takeru) and Godmars (Margue) M, P - 3250, 1, +30, 110M, AAAA, +0% Double Final Godmars Units: Godmars (Takeru) and Godmars (Margue) M, P - 4750, 1, +20, 130M, 100 EN, AAAA, +0% 8. Acknowledgements Deranged - both for his awesome walkthrough and for providing a ridiculous number of weapon names Soren Kanzaki's SRW:A unit guide - nearly all Manzinger and Grendizer attack names, and inspiration to do these guides period Shadow00X - weapon names for Jean Chevalier, Stodium, Ra Kailum, VF-11CFA Thunderbolt, and many, many combination attacks www.mahq.com - for a wealth of Gundam info from which I derived the UC and AC Gundam weapon names 9. To Do List Check existance of/stats for VF-1J Valkyrie Reaction Bombs. Investigate formulae for Sibil unit stats and Song attack power.