Super Robot Taisen R Mecha Guide 0.7
Released on August 21, 2002
by Soren Kanzaki (soren_kanzaki@yahoo.com)

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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 ...