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    Mecha Guide by Soren Kanzaki

    Version: 0.7 | Updated: 08/21/02 | Printable Version | Search Guide | Bookmark Guide

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