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    Mecha Guide by Soren Kanzaki

    Version: 1.1 | Updated: 05/15/02 | Search Guide | Bookmark Guide

    Super Robot Taisen A Mecha Guide 1.1
    Released on May 15, 2002
    by Soren Kanzaki (soren_kanzaki@yahoo.com)
    
    -------------------
    Table of Contents:
    -------------------
    
    Section 1: Overview
    Section 2: Version History
    Section 3: General Mecha Information
      Part A: Statistics
      Part B: Upgrades
    Section 4: Original Mecha
    Section 5: Friendly Real Robot Mecha 
      Part A: Metal Armor Dragonar
      Part B: Universal Century (Gundam, Gundam 08th MS Shoutai, Gundam 0083, Z 
        Gundam, Gundam ZZ)
      Part C: Shin Kidou Senki Gundam Wing
      Part D: Kidou Senkan Nadesico
    Section 6: Friendly Super Robot Mecha
      Part A: Mobile Fighter G Gundam
      Part B: Zambot 3 and Daitarn 3
      Part C: Mazinger
      Part D: Grandizer and Spazer
      Part E: Getta Robo
      Part F: Combattler V and Voltes V
      Part G: Fightning King Daimos
    Section 7: Enemy Mecha
      Part A: Giganos Military
      Part B: Duchy of Zeon Military
      Part C: Devil Gundam Corps
      Part D: Jovian Union Military
      Part E: Shadow Mirror
      Part F: Ankoku Dai-Shogun Troops
      Part G: Getta Enemies
      Part H: Combattler V Enemies
    Section 8: Combination Attacks
    Section 9: Definitions / Abilities
    Section 10: Conformal Parts
    Section 11: Translations
    Section 12: Observations
    Section 13: Credits
    Section 14: Copyright / Authorization
    Section 15: Miscellaneous
    
    --------------------
    Section 1: Overview
    --------------------
    
        Combining heavy armor, high mobility, and a slew of offensive weaponry, 
    mecha of all stripes are a vision of the future of combat.  Whether designed 
    to fight evil in the name of justice, protect the Earth against invasion, or 
    just enforce a little military influence, these weapons vary in their type 
    and effectiveness.
    
        But exactly how much armor does that new mobile suit have?  Is the GM 
    Custom more effective than the Apsaras?  How many shots does that Beam Rifle 
    have before it's time to head back to re-arm?
    
        You could hire an army of technicians, raid the records of Anaheim 
    Electronics, spend countless hours running tests, and interrogate Nina 
    Purpleton, Tem Rey, Dr. J, Dr. Saotome, Professor Kabuto ...  Or you could 
    keep reading.  Whatever works for you ...
    
    ---------------------------
    Section 2: Version History
    ---------------------------
    
        0.6 (4/08/02): First version.  (aka the Gundam Edition) Metal Armor 
    Dragonar 100% complete.  Universal Century mecha from Kidou Senki Gundam, 
    Gundam 08th MS Shoutai, Gundam 0083, Kidou Senki Z Gundam, Kidou Senki Gundam 
    ZZ complete.  Shin Kidou Senki Gundam Wing mecha complete.  Original Real 
    Robots complete.
    
        Somehow, v.0.6 got bounced by my mail client.  *mutter*  Oh well, you get 
    the much better ...
    
        0.7 (4/10/02): Added all of the Kidou Senkan Nadesico mecha.  Started 
    inputting Mobile Fighter G Gundam mecha (still have a few S/H variants to 
    sort through).  Added Giganos, Zeon, and Devil Gundam Corps mecha.  Added 
    original Super Robots.  Corrected Shin->Twin.  Added Combination Attack 
    Section.  Added Armored Carrier rules.  Added Mazinger, Daitarn 3, Zambot 3, 
    Fighting King Daimos.
    
        0.8 (4/12/02): All 151 mecha inputted, notes added, and other things 
    generally cleaned up and corrected.  Huzzah!  Also added Dyne, Val Varo, 
    Gerbera Tetra, and other enemy mecha.  Corrected Kayra Su [not Chara Soon, 
    she's an enemy].  (This is what happens when you try to guess the pilot name 
    for a series you've yet to see ...)  Added Formation Attack (a.k.a. Buttercup 
    Formation Attack).  Added Conformal Parts.
    
        0.9 (4/22/02): Corrected Zaku II Heat Hawk accuracy.  Corrected FA ZZ 
    Gundam attack values.  Corrected Ghinias' Apsaras data.  Added Jovian Union 
    Military Batta.  Added Grandizer/Spazer pilots, Combattler V support pilots, 
    Kerot pilots, and Voltes V support pilots (thanks to Edda Robo E).  Added 
    Double Gekigan Flare, Twin Laser Sword, Combination Blade, S Combination 
    Attack, Choudenji Spin V no Jigiri, Double God Finger, Sekiha Love Love 
    Tenkyouken, Bakunestu! Kyuukyokuken, Choukyuu Haou Den'eidan, Kyuukyoku 
    Sekiha Tenkyouken, Shuffle Doumeiken, Double Burning F, D Lightning Buster, D 
    Mazinger Blade, D Mazinger Punch, Dual Missile, Mazinger Tornado, Triple 
    Mazinger Punch, F Dynamic Special, variants for Dragonar, Getta Combination 
    Attacks.  Added enemy Jet Stream Attack.  Corrected Hissatsu Reppu Sekkenzuki 
    (based on what Kazuya screams out as he does the attack), Double Getta Beam.  
    Corrected Ryoko's Rapid Rifle (also counts as a P weapon).  Added Daimos' 
    Hissatsu Reppu Sekkenzuki Kai, Voltes V's Tenkuuken Ball V no Jigiri, 
    Combattler V's Grandasher, Boss Borot's Borot Pressure Punch, Aestivalis' 
    Field Lancer (or Gekigan Shot).  Started level checking enemy mecha.  Added 
    Mobile Fighter G Gundam ultimate moves.
    
        1.0 (5/02/02): Added Stoner Sun Shine Spark (finishing off the 
    Combination Section!).  Double checked the Shuffle Doumeiken weapons systems.  
    Added Batta (Land Version), Devil Aestivalis.  Added Shadow Mirror, Ankoku 
    Dai-Shogun Troops, Getta Enemies, and Combattler V Enemies.  Added note on 
    Cavalier Type-0 combinations.  Corrected Renshin Laser (should be Sokusha 
    Laser).  All mecha are now level checked, and the Scenario Guide has been 
    corrected to reflect this information.  Did extensive Hicchuu testing (and 
    Open Gate testing) due to Mellow RG's suggestion on the Gamefaqs' Super Robot 
    Taisen A board.  Corrected Open Gate and Super/Hyper Mode threshold Kiryoku 
    values (should be 120, not 130.)  Corrected Hyper Jammer (acts just like a 
    Jammer, as far as I can tell ...)
    
        1.1 (5/15/02): Added Double Shield Beam, Double Crasher, Twin Tornado 
    Attack, and Double Claw, thanks to dogwelder's information (from the 
    Gamefaq's SRTA board)  Corrected Anti-Radar Missile (was Anti-Laser Missile).  
    Added V-Up Unit (W), V-Up Unit (U), and W-Up Unit bonus figures.  Added 
    Observations section (currently covers upgrades).
    
    -------------------------------------
    Section 3: General Mecha Information
    -------------------------------------
    
        There are exactly 151 different records for mecha (including variants) in 
    Super Robot Taisen A.  Not all of them can be permanently obtained, but all 
    151 can at some point be a friendly, controllable unit (that is, you can 
    issue orders to this unit).
    
        Each mecha data block is 112 bytes long.  For reference, the first mecha 
    toggle bit (which was used to compile this guide) belongs to mecha 0, the 
    original Gundam, and resides at memory address 2006ded.  The game checks this 
    byte, and if it is non-zero, the mecha is placed in the unit status list 
    (available during Intermissions between chapters).
    
       --------------------
        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 (S - M - L - LL)
        Repair Cost
        Unit Name (located above the HP/EN/SH bars)
        Unit Current / Maximum HP
        Unit Current / Maximum EN
        Unit Current / Maximum SH (if the unit possesses a physical armor shield)
        A large picture of the unit (middle right side)
        Idouryoku (Movement Range)
        Undousei (Agility)
        Soukou (Armor)
        Genkai (Limit)
        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, Soukou, and Genkai 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).
    
        Mecha can equip at least one, and at most four Conformal Parts.  These 
    items are received during combat by destroying certain enemies.  Any mecha 
    can equip any part.  During a second-play game (see below), all mecha will 
    have four Conformal Part slots.  You can normally only have a maximum of 9 of 
    any part; when a mecha is upgraded (e.g., Dragonar Type-1 to Dragonar Type-1 
    (L)), all parts are returned to central inventory.  It is possible to get up 
    to 120 of any given part before the game will crash - however, the item equip 
    list display will be incorrect.  It is still usable.  Items are returned to 
    your central inventory if you temporarily or permanently lose a mecha from 
    your list (e.g., you lose the Dragonar mecha, Shining Gundam, Getta-1/2/3, 
    Getta-Q, and Texas Mack if you take the Space Route in Chapter 8).  You may 
    assign new Parts during any intermission.
    
        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 be of a certain level or possess a 
      certain skill (especially Newtype).
    
        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, 1 EN is expended.
    
        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 loses 5 Kiryoku points.
    
       ------------------
        Part B: Upgrades
       ------------------
    
        You can also upgrade any mecha.  Mecha can receive up to 15 upgrades.  
    The first time you play Super Robot Taisen A, mecha upgrades will be limited 
    to some number (listed in the mecha information).  At the completion of the 
    game, you will be prompted to save.  If you load that saved game, you will 
    start a new game, but the mecha upgrade limit will be lifted and all mecha 
    may be upgraded 15 times.
    
        You can also upgrade a mecha's weapon systems; this includes the unit's 
    shield (if any).  The number of times a weapons system or shield can be 
    upgraded is equal to the number of times you can upgrade any other statistic.
    
        Certain mecha are upgraded from one entry to another during the course of 
    a game.  (e.g., Dragonar Type-1 -> Dragonar Type-1 (L) -> Dragonar Type-1 
    Custom; Gundam Shisaku 1-Gou Ki -> Gundam Shisaku 1-Gou Ki Fb)  Any upgrades 
    that have been purchased for the previous unit will be carried forwards into 
    the new unit.
    
        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.
    
        Suprisingly, all upgrades cost the same and have the same effect, 
    regardless of mecha.
    
        Statistics Upgrades:
    
    HP Upgrade:
    +200 per upgrade
    
    Cost: Upgrade Level x 2000 (2000, 4000, 6000, 8000, etc.)
    
    EN Upgrade:
    +10, +10, +10, +10, +10, +20, +20, +20, +20, +20, +20, +20, +20, +20, +20
    
    Cost:
    1000, 1500, 1500, 2000, 2000, 3000, 3000, 4000, 4000, 5000, 5000, 6000, 6000, 
    7000, 7000
    
    Agility Upgrade:
    +5 per upgrade
    
    Cost:
    5000, 8000, 10000, 12000, 15000, 20000, 25000, 30000, 35000, 40000, 45000, 
    50000, 55000, 60000, 65000
    
    Armor Upgrade:
    +100, +100, +100, +100, +100, +150, +150, +150, +150, +150, +150, +150, +150, 
    +150, +150
    
    Cost:
    3000, 5000, 8000, 10000, 15000, 20000, 25000, 30000, 35000, 40000, 45000, 
    50000, 55000, 60000, 65000
    
    Limit Upgrade:
    +10, +10, +10, +10, +10, +20, +20, +20, +20, +20, +20, +20, +20, +20, +20
    
    Cost:
    1000, 1500, 1500, 2000, 2000, 3000, 3000, 4000, 4000, 5000, 5000, 6000, 6000, 
    7000, 7000
    
    Weapons Upgrades: (increases the attack value of the system)
    +100 for the first 5 upgrades, +150 for the next 5, and +200 for the last 5
    
    Cost: Upgrade Level X Weapon Cost Modifier X 1000 (e.g., if the WCM is 4000, 
    then the cost is 4000, 8000, 12000, 16000, etc.)
    
    Shield Upgrades:
    +100, +100, +150, +150, +200, +200, +250, +250, +300, +300, +350, +350, +400, 
    +400, +500
    
    Cost: Upgrade Level x 500 (500, 1000, 1500, 2000, etc.)
    
    --------------------------
    Section 4: Original Mecha
    --------------------------
    
    Mecha Name: Angelgu
    Starting Pilot: Lamia Loveless
    Base HP: 4800
    Base EN: 160
    Type: Air/Land
    Size: L
    Repair Cost: 3000
    Movement: 6
    Agility: 75
    Armor: 1500
    Limit: 350
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Beam Coat, Bunshin
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Mirage Sword <H> [P] (1300, 1-3, +30, 0, 0, 0, +10, A/A/A/A)
    Shadow Lancer <H> (1400, 2-5, 0, 8, 0, 0, 0, A/A/B/A)
    Mirage Sign <H> [P] (1600, 1 +10, 0, 0, 0, 0, A/A/A/A)
    Illusion Arrow <R> (1900, 2-6, +10, 0, 20, 105, +10, A/A/A/A)
    Phantom Phoenix <R> (2600, 3-7, +20, 0, 40, 120, +20, A/A/A/A) Level 20
    Weapons Cost Modifier: 2, 4, 4, 4, 5
    
    Mecha Name: Ash Saber
    Starting Pilot: Axel Aruma / Lamia Loveless
    Base HP: 3800
    Base EN: 150
    Type: Land
    Size: M
    Repair Cost: 3000
    Movement: 8
    Agility: 120
    Armor: 1200
    Limit: 400
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Beam Coat, Jammer
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Laser Blade <H> [P] (1200, 1, +20, 0, 0, 0, +20, -/A/A/A)
    Fire Dagger <R> [P] (1300, 1-3, +10, 6, 0, 0, 0, A/A/A/A)
    Gun Rapier <R> (1500, 1-5, +10, 10, 0, 0, +10, A/A/B/A)
    Halberd Launcher <R> (1800, 2-6, 0, 0, 30, 105, 0, A/A/B/A)
    Sword Breaker <R> [P] (2500, 3-6, +20, 6, 0, 120, +20, A/A/A/A) Level 20
    Weapons Cost Modifier: 2, 4, 4, 4, 5
    
    Mecha Name: Raaza Angurifu
    Starting Pilot: Axel Aruma / Lamia Loveless
    Base HP: 4600
    Base EN: 180
    Base SH: 1500
    Type: Land
    Size: M
    Repair Cost: 3000
    Movement: 6
    Agility: 85
    Armor: 1400
    Limit: 400
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Shield, Beam Coat, Jammer
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Scissors Knife <H> [P] (1100, 1, +20, 0, 0, 0, +20, -/A/A/A)
    Matrix Missile <R> (1300, 3-6, +5, 6, 0, 0, 0, A/A/A/A)
    Linear Missile Launcher <R> (1400, 1-5, 0, 10, 0, 0, +10, A/A/A/A)
    Phalanx Missile <R> (1900, 4-7, +10, 6, 0, 105, +10, A/A/A/A)
    F Solid Cannon <R> (2700, 5-8, +50, 5, 0, 120, +20, A/A/A/A) Level 20
    Weapons Cost Modifier: 2, 4, 4, 4, 5
    
    Mecha Name: Soul Gain
    Starting Pilot: Axel Aruma
    Base HP: 5000
    Base EN: 170
    Type: Air/Land
    Size: L
    Repair Cost: 3000
    Movement: 6
    Agility: 65
    Armor: 1600
    Limit: 300
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: HP Kaifuku
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Seiryuu Rin <H> (1200, 2-5, +10, 0, 10, 0, 0, A/A/B/A)
    Byakko Kami <H> [P] (1400, 1, +20, 0, 0, 0, 0, A/A/A/A)
    Genbu Goudan <H> [P] (1600, 1-3, 0, 0, 0, 0, +10, A/A/B/A)
    Mai Suzaku <H> [P] (2000, 1, +10, 0, 30, 110, +10, A/A/A/A)
    Kirin <H> [P] (3000, 1, +20, 0, 70, 120, +20, A/A/A/A) Level 20
    Weapons Cost Modifier: 2, 4, 4, 4, 5
    
    Mecha Name: Vysaga
    Starting Pilot: Axel Aruma / Lamia Loveless
    Base HP: 4100
    Base EN: 150
    Base SH: 1500
    Type: Air/Land
    Size: L
    Repair Cost: 3000
    Movement: 7
    Agility: 85
    Armor: 1400
    Limit: 300
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Sword, Shield, Bunshin
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Rekka Jin <H> (1200, 2-5, +20, 8, 0, 0, 0, A/A/B/A)
    Suiryuu Souga <H> [P] (1400, 1-3, +10, 0, 0, 0, +10, A/A/A/A)
    Chizan Shikkuu Ha <H> (1600, 1-4, 0, 0, 10, 0, +30, A/A/B/A)
    Fuujinsen <H> [P] (1900, 1, +10, 0, 30, 110, +40, A/A/A/A)
    Ougi Koujinsen <H> [P] (2800, 1, +20, 0, 60, 120, +50, A/A/A/A) Level 20
    Weapons Cost Modifier: 2, 4, 4, 4, 5
    
    -------------------------------------
    Section 5: Friendly Real Robot Mecha
    -------------------------------------
    
       ------------------------------
        Part A: Metal Armor Dragonar
       ------------------------------
    
    Mecha Name: Cavalier Type-0 (Cavalier 0-Kata)
    Starting Pilot: Ken Wakaba
    Base HP: 3700
    Base EN: 150
    Base SH: 2000
    Type: Space
    Size: M
    Repair Cost: 0
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Bunri, Shield, EWAC, Jammer
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    Separates into: Dragonar Type-1 (non-reversible)
    
    Weapons Systems:
    Shoulder Bomb <H> [P] (1000, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    75mm Hand Rail Gun <R> [P] (1400, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    Laser Sword <H> [P] (1600, 1-3, +15, 0, 0, 0, 0, A/A/A/A)
    220mm Rail Cannon <R> (1600, 3-6, -10, 6, 0, 0, 0, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Notes:
    This unit is available only for the first 2 Chapters of the Real Robot Route.  
    This unit counts as the Armored Carrier for Dragonar Type-1.
    The 220mm Rail Cannon is exclusive to the Armored Carrier.
    
    Mecha Name: Dragonar Type-1 (Dragonar 1-Kata)
    Starting Pilot: Ken Wakaba
    Base HP: 3500
    Base EN: 140
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 2000
    Movement: 6
    Agility: 100
    Armor: 1000
    Limit: 320
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Shoulder Bomb <H> [P] (1000, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    75mm Hand Rail Gun <R> [P] (1400, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    Laser Sword <H> [P] (1600, 1-3, +15, 0, 0, 0, 0, -/A/A/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Dragonar Type-1 Lifter (Dragonar 1-Kata (L))
    Starting Pilot: Ken Wakaba
    Base HP: 3700
    Base EN: 150
    Base SH: 2200
    Type: Air/Land
    Size: M
    Repair Cost: 3000
    Movement: 7
    Agility: 110
    Armor: 1200
    Limit: 340
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Shoulder Bomb <H> [P] (1100, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    5 Ren Dual Missile Pod <R> (1300, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    75mm Hand Rail Gun <R> [P] (1500, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    Laser Sword <H> [P] (1700, 1-3, +15, 0, 0, 0, 0, -/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Notes:
    This unit inherits its upgrades from Dragonar Type-1.  The 5 Ren Dual Missile 
    Pod is a new weapon, however, and has no inheritance.
    This unit is received during the Intermission between Chapter 6 and 7.
    
    Mecha Name: Dragonar Type-1 Custom (Dragonar 1-Kata Custom)
    Starting Pilot: Ken Wakaba
    Base HP: 3900
    Base EN: 170
    Base SH: 2400
    Type: Air/Land
    Size: M
    Repair Cost: 4000
    Movement: 8
    Agility: 120
    Armor: 1400
    Limit: 360
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    2 Ren 25mm Kikanhou <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Shoulder Bomb <H> [P] (1200, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    6 Ren Dual Missile Pod <R> (1400, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    55.6mm Hand Rail Gun <R> [P] (1600, 1-5, 0, 10, 0, 0, +10, A/A/B/A)
    Laser Sword <H> [P] (1800, 1-3, +15, 0, 0, 0, 0, A/A/A/A)
    Koushi Bazooka Hou <R> [B] (2100, 3-7, -20, 0, 20, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 4, 5
    
    Notes:
    This unit inherits its upgrades from Dragonar Type-1 Lifter.  The 55.6mm Hand 
    Rail Gun is linked to the 75mm Hand Rail Gun; the 6 Ren Dual Missile Pod is 
    linked to the 5 Ren Dual Missile Pod.  The Koushi Bazooka Hou and 2 Ren 25mm 
    Kikanhou are new weapons.
    
    Mecha Name: Dragonar Type-2
    Starting Pilot: Tapp Oceano
    Base HP: 3800
    Base EN: 150
    Type: Land
    Size: M
    Repair Cost: 2000
    Movement: 5
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: None
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Plasma Grenade <R> [P] (1000, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    88mm Hand Rail Gun <R> [P] (1400, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    2 Rensou Shiki Rail Gun <R> (1500, 1-4, +10, 6, 0, 0 +10, A/A/B/A)
    280mm Rail Cannon <R> (1600, 3-6, -10, 6, 0, 0, 0, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Mecha Name: Dragonar Type-2 Lifter (Dragonar 2-Kata (L))
    Starting Pilot: Tapp Oceano
    Base HP: 4000
    Base EN: 160
    Type: Air/Land
    Size: M
    Repair Cost: 3000
    Movement: 6
    Agility: 100
    Armor: 1400
    Limit: 320
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Hokyuu
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Plasma Grenade <R> [P] (1100, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    10 Ren Dual Missile Pods <R> (1300, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    88mm Hand Rail Gun <R> [P] (1500, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    2 Rensou Shiki Rail Gun <R> (1600, 1-4, +10, 6, 0, 0 +10, A/A/B/A)
    280mm Rail Cannon <R> (1700, 3-6, -10, 6, 0, 0, 0, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 4
    
    Notes:
    This unit inherits its upgrades from Dragonar Type-2.  The 10 Ren Dual 
    Missile Pod is a new weapon, however, and has no inheritance.
    This unit is received during the Intermission between Chapter 6 and 7.
    
    Mecha Name: Dragonar Type-2 Custom (Dragonar 2-Kata Custom)
    Starting Pilot: Tapp Oceano
    Base HP: 4200
    Base EN: 180
    Type: Air/Land
    Size: M
    Repair Cost: 4000
    Movement: 7
    Agility: 110
    Armor: 1600
    Limit: 340
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    2 Ren 25mm Kikanhou <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    10 Ren Dual Missile Pods <R> (1400, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    Assault Knife <H> [P] (1400, 1, +15, 0, 0, 0, 0, A/A/A/A)
    88mm Hand Rail Gun <R> [P] (1700, 1-5, 0, 10, 0, 0, +10, A/A/B/A)
    640mm Rail Cannon <R> (1800, 3-7, -10, 6, 0, 0, 0, A/A/B/A)
    Koushi Bazooka Hou <R> [B] (2100, 3-7, -20, 0, 20, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 4, 5
    
    Notes:
    This unit inherits its upgrades from Dragonar Type-2 Lifter.  The 640mm Rail 
    Cannon is linked to the 280mm Rail Cannon.  The Koushi Bazooka Hou, Assault 
    Knife, and 2 Ren 25mm Kikanhou are new weapons.
    
    Mecha Name: Dragonar Type-3 (Dragonar 3-Kata)
    Starting Pilot: Light Newman
    Base HP: 3400
    Base SH: 130
    Type: Land
    Size: M
    Repair Cost: 3000
    Movement: 5
    Agility: 95
    Armor: 900
    Limit: 310
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Shuuri, EWAC, Jammer
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    50mm Hand Rail Gun <R> [P] (1400, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    Weapons Cost Modifier: 4
    
    Mecha Name: Dragonar Type-3 Lifter (Dragonar 3-Kata (L))
    Starting Pilot: Light Newman
    Base HP: 3600
    Base EN: 140
    Type: Air/Land
    Size: M
    Repair Cost: 3000
    Movement: 6
    Agility: 105
    Armor: 1100
    Limit: 330
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Shuuri, EWAC, Jammer
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Tai-Radar Missile <R> (1300, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    50mm Hand Rail Gun <R> [P] (1500, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    Weapons Cost Modifier: 4, 4
    Notes:
    This unit inherits its upgrades from Dragonar Type-3.  The Tai-Laser Missile 
    is a new weapon, however, and has no inheritance.
    This unit is received during the Intermission between Chapter 6 and 7.
    
    Mecha Name: Dragonar Type-3 Custom (Dragonar 3-Kata Custom)
    Starting Pilot: Light Newman
    Base HP: 3800
    Base EN: 160
    Type: Air/Land
    Size: M
    Repair Cost: 4000
    Movement: 7
    Agility: 110
    Armor: 1100
    Limit: 350
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Shuuri, EWAC, Jammer
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Tai-Radar Missile <R> (1400, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    50mm Hand Rail Gun <R> [P] (1600, 1-5, 0, 10, 0, 0, +10, A/A/B/A)
    Koushi Bazooka Hou <R> [B] (2100, 3-7, -20, 0, 20, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 4, 4, 5
    
    Notes:
    This unit inherits its upgrades from Dragonar Type-3 Lifter.  The Koushi 
    Bazooka Hou is a new weapon, however, and has no inheritance.
    
    Mecha Name: Falgen
    Starting Pilot: Maillot Plarto
    Base HP: 4200
    Base EN: 210
    Type: Air/Land
    Size: M
    Repair Cost: 8000
    Movement: 7
    Agility: 110
    Armor: 1400
    Limit: 350
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Plasma Grenade <R> [P] (1300, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    Dual Missile Pod <R> (1400, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    Laser Sword <H> [P] (1600, 1, +15, 0, 0, 0, 0, A/A/A/A)
    75mm Hand Rail Gun <R> (1600, 1-6, 0, 10, 0, 0, +10, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Mecha Name: Dragoon
    Starting Pilot: Federal Forces Soldier
    Base HP: 4000
    Base EN: 200
    Type: Air/Land
    Size: M
    Repair Cost: 5000
    Movement: 7
    Agility: 110
    Armor: 1400
    Limit: 340
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Sword, EWAC, Jammer
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    10 Ren Dual Missile Pod (1300, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    Laser Sword <H> [P] (1500, 1, +15, 0, 0, 0, 0, A/A/A/A)
    55.6mm Hand Rail Gun <R> [P] (1500, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    460mm Rail Cannon <R> (1700, 3-6, -10, 6, 0, 0, 0, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
       ---------------------------
        Part B: Universal Century
       ---------------------------
    
    Mecha Name: Argama
    Starting Pilot: Bright Noah
    Base HP: 8000
    Base EN: 270
    Type: Air
    Size: LL
    Repair Cost: 10000
    Movement: 5
    Agility: 50
    Armor: 1000
    Limit: 210
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: EWAC
    Conformal Parts Slots: 4
    Upgrade Levels: 13
    
    Weapons Systems:
    Taikuu Laser Hou <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/-/A)
    Rensou Missile Launcher <R> (1100, 2-4, +5, 20, 0, 0, 0, A/A/A/A)
    Hyper Mega Ryuushi Hou <R> [MB] (1300, 1-5, -10, 0, 40, 0, +10, A/A/-/A)
    Mega Ryuushi Shuuhou <R> [B] (1400, 3-6, 0, 0, 10, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 5, 4
    
    Notes:
    The Argama counts as a battleship.
    
    Mecha Name: Near Argama
    Starting Pilot: Bright Noah
    Base HP: 9000
    Base EN: 280
    Type: Air
    Size: LL
    Repair Cost: 15000
    Movement: 6
    Agility: 55
    Armor: 1200
    Limit: 240
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: EWAC
    Conformal Parts Slots: 4
    Upgrade Levels: 13
    
    Weapons Systems:
    Taikuu Laser Hou <R> [P] (1200, 1-2, +30, 20, 0, 0, -20, A/A/-/A)
    Rensou Missile Launcher <R> (1300, 2-4, +5, 20, 0, 0, 0, A/A/A/A)
    Hyper Mega Ryuushi Hou <R> [MB] (1500, 1-6, -10, 0, 50, 0, +10, A/A/-/A)
    Oogata Mega Ryuushi Hou <R> [B] (1600, 3-6, 0, 0, 10, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 5, 4
    
    Notes:
    The Near Argama counts as a battleship.  It inherits the upgrades from the 
    Argama.
    
    Mecha Name: Ra Kalium
    Starting Pilot: Bright Noah
    Base HP: 10000
    Base EN: 290
    Type: Air
    Size: LL
    Repair Cost: 20000
    Movement: 6
    Agility: 60
    Armor: 1300
    Limit: 280
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: EWAC
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Taikuu Laser Hou <R> [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/-/A)
    Rensou Missile Launcher <R> (1500, 2-4, +5, 20, 0, 0, 0, A/A/A/A)
    Hyper Mega Ryuushi Hou <R> [MB] (1700, 1-6, -10, 0, 50, 0, +10, A/A/-/A)
    Oogata Mega Ryuushi Hou <R> [B] (1800, 3-7, 0, 0, 10, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 5, 4
    
    Notes:
    The Ra Kalium counts as a battleship.  The Ra Kalium inherits the upgrades 
    from the Near Argama / Argama.
    
    Mecha Name: Gundam
    Starting Pilot: Amuro Rey
    Base HP: 3000
    Base EN: 80
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 1600
    Movement: 5
    Agility: 85
    Armor: 1000
    Limit: 260
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    60mm Vulcan <R> [P] (900, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Javelin <H> [P] (1200, 1-3, +10, 0, 0, 0, +10, -/A/A/A)
    Beam Rifle <R> [B] (1300, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1300, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Hyper Bazooka <R> (1400, 3-5, -20, 4, 0, 0, -10, A/A/A/A)
    Hyper Hammer <H> [P] (1500, 1-2, -10, 0, 0, 0, +20, -/A/B/A)
    Super Napalm <R> (1700, 1-3, -10, 0, 30, 110, +40, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 4, 5
    
    Mecha Name: Full Armor Gundam
    Starting Pilot: Amuro Rey
    Base HP: 4200
    Base EN: 120
    Type: Land
    Size: M
    Repair Cost: 0
    Movement: 5
    Agility: 95
    Armor: 1400
    Limit: 260
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Bunri
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    Separates into: Gundam (non-reversible)
    
    Weapons Systems:
    Vulcan <R> [P] (1100, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Saber <H> [P] (1500, 1, +15, 0, 0, 0, 0, -/A/A/A)
    2 Rensou Beam Cannon <R> [B] (1600, 1-5, +5, 10, 0, 0, +10, A/A/-/A)
    Shoulder Cannon <R> (1800, 4-7, -10, 4, 0, 0, 0, A/A/B/A)
    Weapons Cost Modifier: 2, 4, 4, 5
    
    Notes:
    This unit counts as the Armored Carrier for the Gundam.
    The Shoulder Cannon is exclusive to the Armored Carrier.  The Vulcan is 
    linked to the Gundam's 60mm Vulcan; the 2 Rensou Beam Cannon is linked to the 
    Beam Rifle.
    You will receive the Full Armor Gundam before Chapter 9 if you take the Space 
    Route, and Sayla Mass has less kills than Amuro Rey.  Otherwise, you will 
    receive the Full Armor Gundam if the above conditions are true when the 
    Gundam rejoins your party.
    
    Mecha Name: G Fighter
    Starting Pilot: None
    Base HP: 2800
    Base EN: 120
    Type: Air
    Size: S
    Repair Cost: 2000
    Movement: 7
    Agility: 110
    Armor: 900
    Limit: 260
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Hokyuu
    Conformal Parts Slots: 2
    Upgrade Levels: 15
    
    Weapons Systems:
    Missile Launcher <R> [P] (1200, 1-4, +5, 5, 0, 0, 0, A/A/A/A)
    Beam Cannon <R> [B] (1600, 2-6, -10, 0, 20, 0, 0, A/A/-/A)
    Weapons Cost Modifier: 4, 4
    
    Notes:
    You will receive the G Fighter before Chapter 9 if you take the Space Route, 
    and Sayla Mass has more kills than Amuro Rey.  Otherwise you will receive the 
    G Fighter when the Gundam rejoins your party.
    
    Mecha Name: G Armor
    Starting Pilot: None
    Base HP: 4000
    Base EN: 120
    Type: Air
    Size: M
    Repair Cost: 2000
    Movement: 7
    Agility: 100
    Armor: 1200
    Limit: 260
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Henkei, Bunri
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    Separates into: Gundam, G Fighter
    Transforms into: G Bull, G Sky, Gundam (MA)
    
    Weapons Systems:
    Missile Launcher <R> [P] (1200, 1-4, +5, 5, 0, 0, 0, A/A/A/A)
    Beam Cannon <R> [B] (1600, 2-6, -10, 0, 20, 0, 0, A/A/-/A)
    Weapons Cost Modifier: 4, 4
    
    Notes:
    This unit is linked to the Gundam.
    This unit is formed by combining the Gundam and G Fighter.
    Both weapons systems are linked to the identical weapons systems in the G 
    Fighter.  (This includes ammunition for the Missile Launcher.)
    
    Mecha Name: G Bull
    Starting Pilot: None
    Base HP: 4000
    Base EN: 120
    Type: Land
    Size: S
    Repair Cost: 2000
    Movement: 5
    Agility: 70
    Armor: 1400
    Limit: 250
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: Henkei, Bunri
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    Separates into: Gundam, G Fighter
    Transforms into: G Armor, G Sky, Gundam (MA)
    
    Weapons Systems:
    Beam Rifle <R> [B] (1300, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Cannon <R> [B] (1600, 2-6, -10, 0, 20, 0, 0, A/A/-/A)
    Weapons Cost Modifier: 4, 4
    
    Notes:
    This unit is linked to the Gundam.
    This unit is formed by combining the Gundam and G Fighter.
    The Beam Rifle is linked to the Gundam's Beam Rifle, and the Beam Cannon is 
    linked to the G Fighter's Beam Cannon.
    
    Mecha Name: G Sky
    Starting Pilot: None
    Base HP: 4000
    Base EN: 120
    Type: Air
    Size: S
    Repair Cost: 2000
    Movement: 9
    Agility: 120
    Armor: 900
    Limit: 270
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Henkei, Bunri
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    Separates into: Gundam, G Fighter
    Transforms into: G Armor, G Bull, Gundam (MA)
    
    Weapons Systems:
    30mm 2 Rensou Vulcan <R> [P] (1000, 1-2, +30, 20, 0, 0 , -20, A/A/B/A)
    Missile Launcher <R> [P] (1200, 2-4, +5, 5, 0, 0, 0, A/A/A/A)
    Weapons Cost Modifier: 2, 4
    Notes:
    This unit is linked to the Gundam.
    This unit is formed by combining the Gundam and G Fighter.
    The Missile Launcher is linked to the G Fighter.
    
    Mecha Name: Gundam (MA)
    Starting Pilot: None
    Base HP: 4000
    Base EN: 120
    Base SH: 2000
    Type: Space
    Size: M
    Repair Cost: 2000
    Movement: 9
    Agility: 110
    Armor: 1000
    Limit: 270
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Henkei, Bunri
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    Separates into: Gundam, G Fighter
    Transforms into: G Armor, G Bull, G Sky
    
    Weapons Systems:
    60mm Vulcan <R> [P] (900, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Javelin <H> [P] (1200, 1-3, +10, 0, 0, 0, +10, -/A/A/A)
    Beam Rifle <R> [B] (1300, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1300, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Hyper Bazooka <R> (1400, 3-5, -20, 4, 0, 0, -10, A/A/A/A)
    Hyper Hammer <H> [P] (1500, 1-2, -10, 0, 0, 0, +20, -/A/B/A)
    Super Napalm <R> (1700, 1-3, -10, 0, 30, 110, +40, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 4, 5
    
    Notes:
    This unit is linked to the Gundam.
    This unit is formed by combining the Gundam and G Fighter.
    This unit can only be deployed in space.
    
    Mecha Name: Char's Personal Use Gelgoog (Char Sen'you Gelgoog)
    Starting Pilot: None (Char Aznable as an enemy)
    Base HP: 5700
    Base EN: 160
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 6
    Agility: 105
    Armor: 1400
    Limit: 320
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    Beam Rifle <R> [B] (1500, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Naginata <H> [P] (1500, 1-3, +15, 0, 0, 0, 0, -/A/A/A)
    Weapons Cost Modifier: 4, 4
    Notes:
    You will receive the Char Sen'you Gelgoog if you destroyed (not just forced 
    to retreat) Char in Chapter 7.
    
    Mecha Name: Elmeth
    Starting Pilot: Lalah Sune
    Base HP: 6800
    Base EN: 180
    Type: Air
    Size: L
    Repair Cost: 6400
    Movement: 6
    Agility: 110
    Armor: 1500
    Limit: 300
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: None
    Conformal Parts Slots: 2
    Upgrade Levels: 13
    
    Weapons Systems:
    Mega Ryuushi Hou <R> [B] (1600, 1-6, 0, 0, 20, 0, 0, A/A/-/A)
    Bit <R> (2000, 2-6, +25, 8, 0, 0, +20, A/A/A/A) Newtype Lv. 1
    Weapons Cost Modifier: 4, 5
    
    Mecha Name: Zakrello (Zakurero)
    Starting Pilot: None
    Base HP: 5800
    Base EN: 170
    Type: Space
    Size: L
    Repair Cost: 4800
    Movement: 7
    Agility: 120
    Armor: 1500
    Limit: 270
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 15
    
    Weapons Systems:
    Missile <R> (1400, 2-4, +5, 5, 0, 0, 0, A/A/A/A)
    Kakusan Beam Hou <R> [B] (1800, 2-5, +10, 0, 20, 0, 0, A/A/-/A)
    Heat Nata <H> (2200, 1-3, +15, 0, 0, 0, 0, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Gundam Ez-08
    Starting Pilot: Shiro Amada
    Base HP: 3000
    Base EN: 75
    Base SH: 3000
    Type: Land
    Size: M
    Repair Cost: 1400
    Movement: 5
    Agility: 80
    Armor: 1000
    Limit: 250
    Air: -  Land: A  Sea: C  Space: B
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    Senkai Shiki Vulcan <R> [P] (900, 1-3, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Rifle <R> [B] (1300, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1300, 1, +15, 0, 0, 0, 0, -/A/A/A)
    180mm Cannon <R> (1600, 2-6, -10, 6, 0, 0, A/A/B/A)
    Weapons Cost Modifier: 2, 4, 4, 4
    
    Mecha Name: High Mobility Type Zaku (Koukidou Kata Zaku)
    Starting Pilot: Aina Sahalin
    Base HP: 3600
    Base EN: 110
    Type: Land
    Size: M
    Repair Cost: 1800
    Movement: 7
    Agility: 110
    Armor: 1000
    Limit: 280
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    120mm Machine Gun <R> [P] (1400, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    Heat Hawk <H> [P] (1400, 1 +15, 0, 0, 0, 0, -/A/A/A)
    240mm Bazooka <R> [P] (1600, 3-5, -10, 6, 0, 0, -10, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Apsaras
    Starting Pilot: None (Aina Sahalin as an enemy)
    Base HP: 6200
    Base EN: 180
    Type: Air
    Size: L
    Repair Cost: 6000
    Movement: 6
    Agility: 80
    Armor: 1600
    Limit: 280
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: None
    Conformal Parts Slots: 2
    Upgrade Levels: 13
    
    Weapons Systems:
    Oogata Mega Ryuushi Hou <R> [B] (2000, 1-6, 0, 0, 30, 0, 0, A/A/-/A)
    Oogata Mega Ryuushi Hou <R> [MB] (2200, 1-6, -10, 0, 40, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 4, 5
    
    Mecha Name: Gouf Custom
    Starting Pilot: Norris Packard
    Base HP: 4300
    Base EN: 130
    Base SH: 1300
    Type: Land
    Size: M
    Repair Cost: 2000
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 270
    Air: -  Land: A  Sea: B  Space: B
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    3 Rensou Gatling Hou <R> [P] (1300, 1-3, +10, 6, 0, 0, 0, A/A/B/A)
    Gatling Shield <R> (1400, 3-5, 0, 10, 0, 0, +10, A/A/B/A)
    Heat Rod <H> [P] (1500, 1-3, +15, 0, 0, 0, +20, A/A/B/A)
    Heat Saber <H> [P] (1600, 1, +25, 0, 0, 0, 0, -/A/C/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Mecha Name: Gundam Test Model Number 1 Machine (Gundam Shisaku 1-Gou Ki)
    Starting Pilot: Kou Uraki
    Base HP: 3200
    Base EN: 100
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 1700
    Movement: 5
    Agility: 90
    Armor: 1100
    Limit: 27
    Air: -  Land: A  Sea: C  Space: -
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 3
    Upgrade Levels: 15
    
    Weapons Systems:
    60mm Vulcan <R> [P] (900, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Rifle <R> [B] (1400, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1400, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Weapons Cost Modifier: 2, 4, 4
    
    Notes:
    This unit is commonly referred to as the GP-01 Zephyranthes.
    Kou will automatically take the GP-01 into battle during Chapter 9 of the 
    Space Route.  During that battle, this unit will be severely damaged.
    
    Mecha Name: Gundam Test Model Number 1 Machine Full Vernian (Gundam Shisaku 
      1-Gou Ki Fb)
    Starting Pilot: Kou Uraki
    Base HP: 3300
    Base EN: 110
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 2000
    Movement: 7
    Agility: 100
    Armor: 1200
    Limit: 280
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 3
    Upgrade Levels: 15
    
    Weapons Systems:
    60mm Vulcan <R> [P] (900, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Gun <R> [PB] (1200, 1-3, +5, 6, 0, 0, +10, A/A/-/A)
    Beam Rifle <R> [B] (1400, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1400, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Long Barrel Rifle <R> [B] (1800, 2-6, -10, 0, 30, 0, 0, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 5
    Notes:
    This unit is commonly referred to as the GP-01Fb Full Vernian Zephyranthes.
    This unit inherits its upgrades from the Gundam Test Model Number 1 Machine.
    All weapons are linked except the new Beam Gun and Long Barrel Rifle.
    This unit is upgraded during the space route at the beginning of Chapter 10 
    (Shourisha Nado Inai Tatakai) in Anaheim Electronics' Von Braun center.
    
    Mecha Name: Gundam Test Model Number 3 Machine (Gundam Shisaku 3-Gou Ki)
    Starting Pilot: Kou Uraki
    Base HP: 8000
    Base EN: 200
    Type: Space
    Size: LL
    Repair Cost: 0
    Movement: 8
    Agility: 120
    Armor: 1600
    Limit: 330
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Sword, Bunri, I Field
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    Separates into: Gundam Stamen (non-reversible)
    
    Weapons Systems:
    Micro Missile <R> [M] (1400, 1-5, -5, 4, 0, 0, 0, A/A/A/A)
    Beam Rifle <R> [B] (1500, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Folding Bazooka <R> (1800, 3-5, -20, 4, 0, 0, -10, A/A/A/A)
    Oogata Beam Saber <H> [P] (1900, 1-2, +15, 0, 0, 0, 0, A/-/-/A)
    Mega Beam Hou <R> [B] (2200, 3-7, 0, 0, 30, 0, 0, A/A/-/A)
    0 Kyouri Mega Beam Hou <H> [P] (2900, 1, +10, 0, 40, 120, +10, A/-/-/A)
    Weapons Cost Modifier: 5, 4, 4, 5, 5, 5
    
    Notes:
    This unit is commonly referred to as the GP-03 Dendrobium Orchis (or GP-03 
    Dendrobium).
    This unit counts as the Armored Carrier for the Gundam Stamen.
    The Oogata Beam Saber is linked to the Beam Saber.  The Micro Missile, Mega 
    Beam Hou, and 0 Kyouri Mega Beam Hou are exclusive to the Armored Carrier.
    
    Mecha Name: Gundam Stamen
    Starting Pilot: Kou Uraki
    Base HP: 3400
    Base EN: 120
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 8000
    Movement: 7
    Agility: 100
    Armor: 1300
    Limit: 290
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    
    Weapons Systems:
    Beam Rifle <R> [B] (1500, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1500, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Folding Bazooka <R> (1800, 3-5, -20, 4, 0, 0, -10, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Notes: 
    This unit is commonly referred to as the GP-03S Dendrobium Stamen (or GP-03S 
    Stamen).
    
    Mecha Name: GM Custom
    Starting Pilot: South Burning
    Base HP: 3100
    Base EN: 90
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 100
    Movement: 5
    Agility: 85
    Armor: 1000
    Limit: 250
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    60mm Vulcan <R> [P] (900, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    GM Rifle <R> (1300, 1-5, 0, 10, 0, 0, +10, A/A/B/A)
    Beam Saber <H> [P] (1300, 1, +15, 0, 0, 0, 0, A/A/A/A)
    Weapons Cost Modifier: 2, 4, 4
    
    Notes:
    There is a very good chance that when you first receive this unit, it will 
    have one level of upgrades applied to all categories (stats, shield, weapons, 
    etc.)
    
    Mecha Name: Z Gundam
    Starting Pilot: 
    Base HP: 3800
    Base EN: 160
    Base SH: 1500
    Type: Land
    Size: M
    Repair Cost: 4400
    Movement: 6
    Agility: 105
    Armor: 1200
    Limit: 320
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield, Henkei
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Transforms into: Waverider
    
    Weapons Systems:
    60mm Vulcan <R> [P] (900, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Grenade Launcher <R> [P] (1200, 2-4, +5, 4, 0, 0, 0, A/A/A/A)
    Beam Rifle <R> [B] (1500, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1500, 1, +15, 0, 10, 0, 0, -/A/A/A)
    Hyper Mega Launcher <R> [B] (2300, 2-6, -20, 0, 30, 0, 0, A/A/-/A)
    Hyper Beam Saber <H> [P] (3000, 1, +10, 0, 40, 120, 0, -/A/A/A) Newtype Lv. 5
    Weapons Cost Modifier: 2, 4, 4, 4, 5, 5
    
    Mecha Name: Waverider
    Starting Pilot: 
    Base HP: 3800
    Base EN: 160
    Type: Air
    Size: M
    Repair Cost: 4400
    Movement: 8
    Agility: 110
    Armor: 1000
    Limit: 330
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Henkei
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Transforms into: Z Gundam
    
    Weapons Systems:
    Beam Rifle <R> [B] (1500, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Hyper Mega Launcher <R> [B] (2300, 2-6, -20, 0, 30, 0, 0, A/A/-/A)
    Weapons Cost Modifier: 4, 5
    
    Mecha Name: Gundam Mk. II
    Starting Pilot: Camille Bidan
    Base HP: 3400
    Base EN: 120
    Base SH: 1800
    Type: Land
    Size: M
    Repair Cost: 2000
    Movement: 5
    Agility: 95
    Armor: 1200
    Limit: 300
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Vulcan Pod <R> [P] (900, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Rifle <R> [B] (1400, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1400, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Kakusan Bazooka <R> (1500, 3-5, +20, 4, 0, 0, -10, A/A/B/A)
    Hyper Bazooka <R> (1700, 3-5, -20, 4, 0, 0, -10, A/A/A/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 4
    
    Mecha Name: Super Gundam
    Starting Pilot: Camille Bidan
    Base HP: 4000
    Base EN: 150
    Type: Land
    Size: M
    Repair Cost: 0
    Movement: 6
    Agility: 100
    Armor: 1300
    Limit: 320
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Henkei, Bunri
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    Transforms into: G Flyer
    Separates into: Gundam Mk. II (non-reversible)
    
    Weapons Systems:
    Vulcan Pod <R> [P] (900, 1-2, +30, 20, 0, 0 -20, A/A/B/A)
    Missile Launcher <R> [P] (1200, 2-4, +5, 4, 0, 0, 0, A/A/A/A)
    Beam Rifle <R> [B] (1400, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1400, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Kakusan Bazooka <R> (1500, 3-5, +20, 4, 0, 0, -10, A/A/B/A)
    Hyper Bazooka <R> (1700, 3-5, -20, 4, 0, 0, -10, A/A/A/A)
    Long Rifle <R> [B] (2000, 2-6, -10, 6, 0, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 4, 4, 5
    
    Notes:
    This unit counts as the Armored Carrier for the Gundam Mk. II.
    The Missile Launcher and Long Rifle are exclusive to the Armored Carrier.
    This unit is received during the space route at the beginning of Chapter 10 
    (Shourisha Nado Inai Tatakai) in Anaheim Electronics' Von Braun center.
    
    Mecha Name: G Flyer
    Starting Pilot: Camille Bidan
    Base HP: 4000
    Base EN: 150
    Type: Air
    Size: M
    Repair Cost: 0
    Movement: 8
    Agility: 105
    Armor: 1100
    Limit: 330
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Henkei, Bunri
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    Transforms into: Super Gundam
    Separates into: Gundam Mk. II (non-reversible)
    
    Weapons Systems:
    Missile Launcher <R> [P] (1200, 2-4, +5, 4, 0, 0, 0, A/A/A/A)
    Long Rifle <R> [B] (2000, 2-6, -10, 6, 0, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 4, 5
    
    Notes:
    This unit counts as the Armored Carrier for the Gundam Mk. II.
    All weapons are linked with the corresponding weapons on the Super Gundam.
    
    Mecha Name: Hyakku Shiki
    Starting Pilot: Quattro Bajina
    Base HP: 3600
    Base EN: 120
    Type: Land
    Size: M
    Repair Cost: 2500
    Movement: 6
    Agility: 100
    Armor: 1300
    Limit: 310
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    60mm Vulcan <R> [P] (900, 1-2, +30, 20, 0, 0 -20, A/A/B/A)
    Beam Rifle <R> [B] (1600, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1600, 1, +15, 0, 0, 0, -10, -/A/A/A)
    Clay Bazooka <R> (1800, 3-6, -10, 4, 0, 0, -10, A/A/A/A)
    Mega Bazooka Launcher <R> [MB] (2500, 1-7, -10, 0, 100, 110, 0, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 5
    
    Mecha Name: Methuss
    Starting Pilot: Fa Yuiry
    Base HP: 3000
    Base EN: 100
    Type: Land
    Size: M
    Repair Cost: 2200
    Movement: 5
    Agility: 85
    Armor: 1000
    Limit: 300
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shuuri, Henkei
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    Transforms into: Methuss (MA)
    
    Weapons Systems:
    Beam Saber <H> [P] (1300, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Arm Beam Gun <R> [B] (1300, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 4, 4
    
    Mecha Name: Methuss (MA)
    Starting Pilot: Fa Yuiry
    Base HP: 3000
    Base EN: 100
    Type: Air
    Size: M
    Repair Cost: 2200
    Movement: 7
    Agility: 90
    Armor: 800
    Limit: 310
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Shuuri, Henkei
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    Transforms into: Methuss
    
    Weapons Systems:
    Arm Beam Gun <R> [B] (1300, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 4
    
    Mecha Name: ZZ Gundam
    Starting Pilot: Judau Ashta
    Base HP: 4200
    Base EN: 170
    Base SH: 1300
    Type: Land
    Size: M
    Repair Cost: 5000
    Movement: 5
    Agility: 100
    Armor: 1400
    Limit: 340
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield, Henkei, Beam Coat
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Transforms into: G Fortress
    
    Weapons Systems:
    Double Vulcan <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Missile Launcher <R> [P] (1300, 2-4, +5, 4, 0, 0, 0, A/A/A/A)
    Double Cannon <R> [PB] (1600, 1-3, 0, 4, 0, 0, +10, A/A/-/A)
    Double Beam Rifle <R> [B] (2200, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Hyper Beam Saber <H> [P] (2300, 1-2, +15, 0, 10, 0, 0, -/A/A/A)
    High Mega Cannon <R> [MB] (2600, 1-5, -10, 0, 100, 110, 0, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 4, 5
    
    Mecha Name: G Fortress
    Starting Pilot: Judau Ashta
    Base HP: 4200
    Base EN: 170
    Type: Air
    Size: M
    Repair Cost: 5000
    Movement: 7
    Agility: 105
    Armor: 1200
    Limit: 350
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Henkei, Beam Coat
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Missile Launcher <R> [P] (1300, 2-4, +5, 4, 0, 0, 0, A/A/A/A)
    Double Cannon <R> [PB] (1600, 1-3, 0, 4, 0, 0, +10, A/A/-/A)
    Double Beam Rifle <R> [B] (2200, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Full Armor ZZ Gundam
    Starting Pilot: Judau Ashta
    Base HP: 4700
    Base EN: 200
    Type: Land
    Size: M
    Repair Cost: 0
    Movement: 6
    Agility: 105
    Armor: 1800
    Limit: 350
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Bunri, Beam Coat
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Separates into: ZZ Gundam
    
    Weapons Systems:
    Double Vulcan <R> [P] (1100, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Missile Launcher <R> [P] (1400, 2-4, +5, 4, 0, 0, 0, A/A/A/A)
    Double Cannon <R> [PB] (1700, 1-3, 0, 4, 0, 0, +10, A/A/-/A)
    Double Beam Rifle <R> [B] (2300, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Hyper Beam Saber <H> [P] (2400, 1-2, +15, 0, 10, 0, 0, -/A/A/A)
    High Mega Cannon <R> [MB] (2700, 1-5, -10, 0, 100, 110, 0, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 4, 5
    
    Notes:
    This unit counts as the Armored Carrier for ZZ Gundam.
    
    Mecha Name: Qubeley Mk. II (purple)
    Starting Pilot: Elpe Puru
    Base HP: 3700
    Base EN: 120
    Type: Land
    Size: M
    Repair Cost: 4000
    Movement: 6
    Agility: 110
    Armor: 1300
    Limit: 330
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Beam Gun <R> [B] (1500, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1500, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Funnel <R> (2400, 3-7, +25, 6, 0, 105, +20, A/A/A/A) Newtype Lv. 1
    Weapons Cost Modifier: 4, 4, 5
    
    Mecha Name: Qubeley Mk. II (brown)
    Starting Pilot: Puru 2 
    Base HP: 3700
    Base EN: 120
    Type: Land
    Size: M
    Repair Cost: 4000
    Movement: 6
    Agility: 110
    Armor: 1300
    Limit: 330
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Beam Gun <R> [B] (1500, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1500, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Funnel <R> (2400, 3-7, +25, 6, 0, 105, +20, A/A/A/A) Newtype Lv. 1
    Weapons Cost Modifier: 4, 4, 5
    
    Mecha Name: Nu Gundam
    Starting Pilot: Amuro Rey
    Base HP: 4500
    Base EN: 180
    Base SH: 1200
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 7
    Agility: 120
    Armor: 1600
    Limit: 380
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield, I Field
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    60mm Vulcan <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Rifle <R> [B] (1700, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (1700, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Hyper Bazooka <R> (1900, 3-6, -20, 4, 0, 0, -10, A/A/A/A)
    Fin Funnel <R> (2600, 3-7, +20, 6, 0, 105, +20, A/A/A/A) Newtype Lv. 1 
    Weapons Cost Modifier: 2, 4, 4, 4, 5
    
    Notes:
    The I Field for the Nu Gundam will absorb 2100, not 2000, points of beam 
    damage.
    
    Mecha Name: Re-GZ
    Starting Pilot: Kayra Su
    Base HP: 3900
    Base EN: 140
    Base SH: 1500
    Type: Land
    Size: M
    Repair Cost: 3000
    Movement: 6
    Agility: 100
    Armor: 1200
    Limit: 310
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    60mm Vulcan <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Grenade Launcher <R> [P] (1400, 2-5, +5, 4, 0, 0, 0, A/A/A/A)
    Beam Saber <H> [P] (1500, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Beam Rifle <R> [B] (1500, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 4, 4
    
    Mecha Name: Re-GZ (BWS)
    Starting Pilot: Kayra Su
    Base HP: 3900
    Base EN: 140
    Type: Air
    Size: M
    Repair Cost: 0
    Movement: 8
    Agility: 105
    Armor: 1000
    Limit: 320
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Bunri
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Separates into: Re-GZ (non-reversible)
    
    Weapons Systems:
    Missile Launcher <R> [P] (1200, 2-4, +5, 4, 0, 0, 0, A/A/A/A)
    Beam Cannon <R> [B] (1500, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Mega Beam Cannon <R> [B] (2100, 2-6, -10, 0, 30, 0, 0, A/A/-/A)
    Weapons Cost Modifier: 4, 4, 5
    
    Notes:
    This unit counts as the Armored Carrier for the Re-GZ.
    All weapons are exclusive to the Armored Carrier.
    
    Mecha Name: Sazabi
    Starting Pilot: None (Quattro Bajina)
    Base HP: 4800
    Base EN: 200
    Base SH: 1200
    Type: Land
    Size: M
    Repair Cost: 7000
    Movement: 7
    Agility: 115
    Armor: 1700
    Limit: 380
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    Mega Ryuushi Hou <R> [PB] (1600, 1-3, 0, 0, 20, 0, 0, A/A/-/A)
    Beam Shot Rifle <R> [B] (1700, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Tomahawk Saber <H> [P] (1700, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Funnel <R> (2600, 3-7, +20, 6, 0 105, +20, A/A/A/A) Newtype Lv. 1
    Weapons Cost Modifier: 4, 4, 4, 5
    
       --------------------------------------
        Part C: Shin Kidou Senki Gundam Wing
       --------------------------------------
    
    Mecha Name: Wing Zero Custom
    Starting Pilot: Hiiro Yuy
    Base HP: 6200
    Base EN: 230
    Type: Air/Land
    Size: M
    Repair Cost: 8000
    Movement: 8
    Agility: 120
    Armor: 1500
    Limit: 410
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Sword, Zero System
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    Machine Cannon <R> [P] (1500, 1-3, 0, 20, 0, 0, +10, A/A/B/A)
    Beam Saber <H> [P] (1800, 1, +15, 0, 0, 0, 0, A/A/A/A)
    Twin Buster Rifle <R> [MB] (2000, 1-8, -10, 3, 0, 120, +20, A/A/-/A)
    Twin Buster Rifle <R> [B] (2400, 3-7, -10, 0, 50, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 4, 4, 5, 5
    
    Mecha Name: Deathscythe Hell Custom
    Starting Pilot: Duo Maxwell
    Base HP: 6100
    Base EN: 210
    Type: Land
    Size: M
    Repair Cost: 7000
    Movement: 7
    Agility: 120
    Armor: 1500
    Limit: 400
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Beam Coat, Hyper Jammer
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    Vulcan <R> [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Scissors <H> [P] (2500, 1-3, +25, 0, 0, 0, +50, A/A/A/A)
    Weapons Cost Modifier: 2, 5
    
    Mecha Name: Heavyarms Custom
    Starting Pilot: Trowa Barton
    Base HP: 6400
    Base EN: 240
    Type: Land
    Size: M
    Repair Cost: 7000
    Movement: 6
    Agility: 110
    Armor: 1500
    Limit: 390
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: None
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    Micro Missiles <R> [M] (1600, 1-5, -5, 2, 0, 0, 0, A/A/A/A)
    Homing Missile <R> (1700, 3-6, +50, 4, 0, 0, 0, A/A/A/A)
    Gatling Gun <R> [P] (1800, 1-3, 0, 10, 0, 0, +10, A/A/B/A)
    Double Gatling Gun <R> (2400, 1-5, -10, 20, 0, 0, +10, A/A/B/A)
    Full Open Attack <R> (3300, 1-7, +10, 1, 0, 120, 0, A/A/A/A)
    Weapons Cost Modifier: 5, 4, 4, 5, 5
    
    Mecha Name: Sandrock Custom
    Starting Pilot: Quatre Raberba Winner
    Base HP: 6100
    Base EN: 210
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 7000
    Movement: 6
    Agility: 115
    Armor: 1600
    Limit: 390
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    Vulcan <R> [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Cross Crasher <H> [P] (1900, 1-5, +10, 0, 0, 0, +10, A/A/A/A)
    Heat Shortel <H> [P] (2400, 1-3, +20, 0, 0, 0, +30, A/A/A/A)
    Weapons Cost Modifier: 2, 4, 5
    
    Mecha Name: Altron Custom
    Starting Pilot: Zhang Wufei
    Base HP: 6100
    Base EN: 230
    Type: Land
    Size: M
    Repair Cost: 7000
    Movement: 6
    Agility: 115
    Armor: 1500
    Limit: 400
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    Vulcan <R> [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Twin Beam Trident <H> [P] (2000, 1-2, +20, 0, 0, 0, +10, -/A/A/A)
    Dragon Hang <H> [P] (2500, 2-5, +10, 0, 0, 0, +10, A/A/A/A)
    Weapons Cost Modifier: 2, 4, 5
    
    Mecha Name: Tallgeese III
    Starting Pilot: Zechs Merquise
    Base HP: 6300
    Base EN: 260
    Base SH: 1500
    Type: Air/Land
    Size: M
    Repair Cost: 6000
    Movement: 7
    Agility: 120
    Armor: 1400
    Limit: 420
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    Vulcan <R> [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Saber <H> [P] (1800, 1, +20, 0, 0, 0, 0, A/A/B/A)
    Mega Cannon <R> [MB] (2000, 1-5, -10, 3, 0, 120, +20, A/A/-/A)
    Heat Rod <H> [P] (2000, 1-3, +35, 0, 10, 0, +20, A/A/A/A)
    Mega Cannon <R> [B] (2400, 3-7, +5, 0, 50, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 2, 4, 5, 5, 5
    
    Mecha Name: Taurus
    Starting Pilot: Lucrezia Noin
    Base HP: 4200
    Base EN: 150
    Type: Land
    Size: M
    Repair Cost: 3400
    Movement: 5
    Agility: 100
    Armor: 1000
    Limit: 320
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Henkei, Sword
    Conformal Parts Slots: 4
    Upgrade Levels: 13
    Transforms into: Taurus (MA)
    
    Weapons Systems:
    Beam Saber <H> [P] (1400, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Beam Cannon <R> [PB] (1500, 1-5, 0, 20, 0, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 4, 4
    
    Mecha Name: Taurus (MA)
    Starting Pilot: Lucrezia Noin
    Base HP: 4200
    Base EN: 150
    Type: Air
    Size: M
    Repair Cost: 3400
    Movement: 7
    Agility: 105
    Armor: 800
    Limit: 330
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Henkei
    Conformal Parts Slots: 4
    Upgrade Levels: 13
    Transforms into: Taurus
    
    Weapons Systems:
    Beam Cannon <R> [PB] (1500, 1-5, 0, 20, 0, 0, +10, A/A/-/A)
    Weapons Cost Modifier: 4
    
       -------------------------------
        Part D: Kidou Senkan Nadesico
       -------------------------------
    
    Aestivalis Deployment Rules:
    All Aestivalis units have 3 external frames: Air, 0G, and Artillery.  You 
    will be prompted which frame to use after you have chosen which mecha to 
    scramble.  All three frames are linked together (i.e., their statistics 
    upgrades are linked).  The Missile Pod of an Air frame is linked to the 
    Missile of the Artillery frame.  The Immediate Knife (or Gekigan Sword), 
    Rapid Rifle (or Gekigan Beam), and Distortion Punch (or Gekigan Flare or Gai 
    Super Upper) of the Air and 0G frames are also linked.
    
    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.
    
    In case you were wondering what the major differences are between the 
    different pilots' versions of the Aestivalis:
    
    Akatsuki Nagare: as he is the chairman of Nergal, his frames are all around 
    stronger than the other pilots'.  His weapons, excepting the 120mm Cannon 
    (both of them) all enjoy a 100 point damage bonus.  His frame costs an 
    additional 200 to repair, but has 200 HP and 20 EN extra.  It also has +5 to 
    Agility, +100 to Armor, and +20 to Limit.
    
    Tenkawa Akito: His frame has the Gekigan Flare (which combines with Gai's Gai 
    Super Upper), which does +100 damage.  Apart from that, his weapons do the 
    standard amount of damage.
    
    Daigouji Gai: His frame has different names for everything.  However, his 
    Gekigan Missile, Gekigan Sword, and Gekigan Shot do normal amounts of damage 
    (compared to the Missile Pod, Immediate Knife, and Field Lancer).  His 
    Gekigan Punch does 200 points of extra damage versus a Wired Fist, but his 
    Gekigan Beam does 200 points less than a Rapid Rifle.  His Gai Super Upper 
    does the most damage of any Distortion type attack, and it combines with 
    Akito's Gekigan Flare.  He also is penalized 100 points on his Gekigan Beam 
    attacks in his Artillery Frame.  He also requires 125 Kiryoku to use the 
    Gekigan Beam MAP version.
    
    Subaru Ryoko: Ryoko emphasizes close combat.  Her Wired Fist does 200 points 
    of extra damage and has a +1 to maximum range, but her Rapid Rifle does 200 
    points less and has a -1 to range. (so don't lead with Ryoko into a Buttercup 
    Formation!)  Her Missile Pod has a -1 to both minimum and maximum ranges.  
    Her Distortion Punch also hits for an additional 100 points of damage.  Her 
    minimum Kiryoku requirement is only 115 for a Distortion Punch, but it is 130 
    for the 120mm Cannon MAP.  Also, her Rapid Rifle can be used after moving!
    
    Maki Izumi: Izumi is the opposite of Ryoko; she specializes in ranged combat.  
    Her Missile Pod, Rapid Rifle, and both 120mm Cannon all have a 100 point 
    damage bonus; her Wired Fist, Immediate Knife, and Distortion Punch have 100 
    point penalties.  Her Rapid Rifle also has a +1 to maximum range.  Her 
    minimum Kiryoku requirement is only 115 for the 120mm Cannon MAP version.  
    Finally, she is penalized -100 damage to her Field Lancer.
    
    Amano Hikaru: She has no damage bonuses or penalties, except her Field 
    Lancer, which is -100 damage.  However, Hikaru's mobility is +1 in all forms.
    
    Mecha Name: Nadesico
    Starting Pilot: Misumaru Yurika
    Base HP: 7800
    Base EN: 320
    Type: Air
    Size: LL
    Repair Cost: 20000
    Movement: 6
    Agility: 60
    Armor: 1000
    Limit: 280
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Distortion Field, EWAC
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Missile <R> (1500, 1-5, +5, 16, 0, 0, 0, A/A/A/A)
    Gravity Blast <R> (2300, 3-7, +10, 0, 50, 0, +10, A/A/B/A)
    Gravity Blast <R> [M] (2300, 1-8, -10, 0, 80, 120, 0, A/A/B/A)
    Weapons Cost Modifier: 4, 5, 5
    
    Notes:
    The Nadesico counts as a battleship.
    The Gravity Wave radius (for friendly Aestivalis units) is 4 squares.
    
    Mecha Name: Nadesico (Y Unit)
    Starting Pilot: Misumaru Yurika
    Base HP: 8800
    Base EN: 360
    Type: Air
    Size: LL
    Repair Cost: 30000
    Movement: 7
    Agility: 70
    Armor: 1300
    Limit: 300
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Distortion Field, EWAC
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Missile <R> (1700, 1-5, +5, 16, 0, 0, 0, A/A/A/A)
    Gravity Blast <R> (2500, 3-7, +10, 0, 50, 0, +10, A/A/B/A)
    Gravity Blast <R> [M] (2500, 1-8, -10, 0, 80, 120, 0, A/A/B/A)
    Souteni Hou <R> [M] (3200, 1-7, 0, 0, 120, 140, 0, A/A/A/A)
    Weapons Cost Modifier: 4, 5, 5, 5
    
    Notes:
    The Nadesico (Y Unit) counts as a battleship.  It inherits the upgrades from 
    the Nadesico.
    
    Mecha Name: Aestivalis (Air) Akatsuki
    Starting Pilot: Akatsuki Nagare
    Base HP: 3200
    Base EN: 120
    Type: Air/Land
    Size: S
    Repair Cost: 3200
    Movement: 7
    Agility: 95
    Armor: 1300
    Limit: 320
    Air: A  Land: B  Sea: B  Space: -
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile Pod <R> (1300, 2-4, +5, 8, 0, 0, 0, A/A/A/A)
    Immediate Knife <H> [P] (1500, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Rapid Rifle <R> (1600, 1-5, 0, 0, 10, 0, 0, A/A/B/A)
    Field Lancer <H> [P] (1900, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Distortion Punch <H> [P] (2100, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (0G) Akatsuki
    Starting Pilot: Akatsuki Nagare
    Base HP: 3200
    Base EN: 120
    Type: Space
    Size: S
    Repair Cost: 3200
    Movement: 7
    Agility: 95
    Armor: 1300
    Limit: 320
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Wired Fist <H> [P] (1400, 1-3, +10, 0, 10, 0, +10, A/A/B/A)
    Immediate Knife <H> [P] (1500, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Rapid Rifle <R> (1600, 1-5, 0, 0, 10, 0, 0, A/A/B/A)
    Field Lancer <H> [P] (1900, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Distortion Punch <H> [P] (2100, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (Artillery) Akatsuki
    Starting Pilot: Akatsuki Nagare
    Base HP: 3200
    Base EN: 12
    Type: Land
    Size: S
    Repair Cost: 3200
    Movement: 5
    Agility: 75
    Armor: 1700
    Limit: 320
    Air: -  Land: A  Sea: B  Space: -
    Special Abilities: Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile <R> (1500, 2-4, +40, 8, 0, 0, 0, A/A/A/A)
    120mm Cannon <R> [M] (1800, 1-6, 0, 3, 0, 120, 0, A/A/B/A)
    120mm Cannon <R> (2000, 3-7, +10, 0, 10, 0, +10, A/A/B/A)
    Weapons Cost Modifier: 4, 5, 4
    
    Mecha Name: Aestivalis (Air) Akito
    Starting Pilot: Tenkawa Akito
    Base HP: 3000
    Base EN: 100
    Type: Air/Land
    Size: S
    Repair Cost: 3000
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: A  Land: B  Sea: B  Space: -
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile Pod <R> (1200, 2-4, +5, 8, 0, 0, 0, A/A/A/A)
    Immediate Knife <H> [P] (1400, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Rapid Rifle <R> (1500, 1-5, 0, 0, 10, 0, 0, A/A/B/A)
    Field Lancer <H> [P] (1800, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Gekigan Flare <H> [P] (2100, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (0G) Akito
    Starting Pilot: Tenkawa Akito
    Base HP: 3000
    Base EN: 100
    Type: Space
    Size: S
    Repair Cost: 3000
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Wired Fist <H> [P] (1300, 1-3, +10, 0, 10, 0, +10, A/A/B/A)
    Immediate Knife <H> [P] (1400, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Rapid Rifle <R> (1500, 1-5, 0, 0, 10, 0, 0, A/A/B/A)
    Field Lancer <H> [P] (1800, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Gekigan Flare <H> [P] (2100, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (Artillery) Akito
    Starting Pilot: Tenkawa Akito
    Base HP: 3000
    Base EN: 100
    Type: Land
    Size: S
    Repair Cost: 3000
    Movement: 5
    Agility: 70
    Armor: 1600
    Limit: 300
    Air: -  Land: A  Sea: B  Space: -
    Special Abilities: Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile <R> (1500, 2-4, +30, 8, 0, 0, 0, A/A/A/A)
    120mm Cannon <R> [M] (1800, 1-6, -10, 3, 0, 120, 0, A/A/B/A)
    120mm Cannon <R> (2000, 3-7, 0, 0, 10, 0, +10, A/A/B/A)
    Weapons Cost Modifier: 4, 5, 4
    
    Mecha Name: Aestivalis (Air) Gai
    Starting Pilot: Daigouji Gai (a.k.a. Yamada Jiro)
    Base HP: 3000
    Base EN: 100
    Type: Air/Land
    Size: S
    Repair Cost: 3000
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: A  Land: B  Sea: B  Space: -
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Gekigan Missile <R> (1200, 2-4, +5, 8, 0, 0, 0, A/A/A/A)
    Gekigan Beam <R> (1300, 1-5, 0, 0, 10, 0, 0, A/A/B/A)
    Geikgan Sword <H> [P] (1400, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Gekigan Shot <H> [P] (1800, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Gai Super Upper <H> [P] (2200, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (0G) Gai
    Starting Pilot: Daigouji Gai
    Base HP: 3000
    Base EN: 100
    Type: Space
    Size: S
    Repair Cost: 3000
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Gekigan Beam <R> (1300, 1-5, 0, 0, 10, 0, 0, A/A/B/A)
    Geikgan Sword <H> [P] (1400, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Gekigan Punch <H> [P] (1500, 1-3, +10, 0, 10, 0, +10, A/A/B/A)
    Gekigan Shot <H> [P] (1800, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Gai Super Upper <H> [P] (2200, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (Artillery) Gai
    Starting Pilot: Daigouji Gai
    Base HP: 3000
    Base EN: 100
    Type: Land
    Size: S
    Repair Cost: 3000
    Movement: 5
    Agility: 70
    Armor: 1600
    Limit: 300
    Air: -  Land: A  Sea: B  Space: -
    Special Abilities: Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Gekigan Missile <R> (1400, 2-4, +30, 8, 0, 0, 0, A/A/A/A)
    Gekigan Beam <R> [M] (1700, 1-6, -10, 3, 0, 125, 0, A/A/B/A)
    Gekigan Beam <R> (1900, 3-7, 0, 0, 10, 0, +10, A/A/B/A)
    Weapons Cost Modifier: 4, 5, 4
    
    Mecha Name: Aestivalis (Air) Ryoko
    Starting Pilot: Subaru Ryoko
    Base HP: 3000
    Base EN: 100
    Type: Air/Land
    Size: S
    Repair Cost: 3000
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: A  Land: B  Sea: B  Space: -
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile Pod <R> (1200, 1-3, +5, 8, 0, 0, 0, A/A/A/A)
    Rapid Rifle <R> [P] (1300, 1-4, 0, 0, 10, 0, 0, A/A/B/A)
    Immediate Knife <H> [P] (1400, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Field Lancer <H> [P] (1800, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Distortion Punch <H> [P] (2100, 1, +20, 0, 40, 115, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (0G) Ryoko
    Starting Pilot: Subaru Ryoko
    Base HP: 3000
    Base EN: 100
    Type: Space
    Size: S
    Repair Cost: 3000
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Rapid Rifle <R> [P] (1300, 1-4, 0, 0, 10, 0, 0, A/A/B/A)
    Immediate Knife <H> [P] (1400, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Wired Fist <H> [P] (1500, 1-4, +10, 0, 10, 0, +10, A/A/B/A)
    Field Lancer <H> [P] (1800, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Distortion Punch <H> [P] (2100, 1, +20, 0, 40, 115, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (Artillery) Ryoko
    Starting Pilot: Subaru Ryoko
    Base HP: 3000
    Base EN: 100
    Type: Land
    Size: S
    Repair Cost: 3000
    Movement: 5
    Agility: 70
    Armor: 1600
    Limit: 300
    Air: -  Land: A  Sea: B  Space: -
    Special Abilities: Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile <R> (1500, 2-4, +30, 8, 0, 0, 0, A/A/A/A)
    120mm Cannon <R> [M] (1800, 1-6, -10, 3, 0, 130, 0, A/A/B/A)
    120mm Cannon <R> (2000, 3-7, 0, 0, 10, 0, +10, A/A/B/A)
    Weapons Cost Modifier: 4, 5, 4
    
    Mecha Name: Aestivalis (Air) Hikaru
    Starting Pilot: Amano Hikaru
    Base HP: 3000
    Base EN: 100
    Type: Air/Land
    Size: S
    Repair Cost: 3000
    Movement: 8
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: A  Land: B  Sea: B  Space: -
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile Pod <R> (1200, 2-4, +5, 8, 0, 0, 0, A/A/A/A)
    Immediate Knife <H> [P] (1400, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Rapid Rifle <R> (1500, 1-5, 0, 0, 10, 0, 0, A/A/B/A)
    Field Lancer <H> [P] (1700, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Distortion Punch <H> [P] (2000, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (0G) Hikaru
    Starting Pilot: Amano Hikaru
    Base HP: 3000
    Base EN: 100
    Type: Space
    Size: S
    Repair Cost: 3000
    Movement: 8
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Wired Fist <H> [P] (1300, 1-3, +10, 0, 10, 0, +10, A/A/B/A)
    Immediate Knife <H> [P] (1400, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Rapid Rifle <R> (1500, 1-5, 0, 0, 10, 0, 0, A/A/B/A)
    Field Lancer <H> [P] (1700, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Distortion Punch <H> [P] (2000, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (Artillery) Hikaru
    Starting Pilot: Amano Hikaru
    Base HP: 3000
    Base EN: 100
    Type: Land
    Size: S
    Repair Cost: 3000
    Movement: 6
    Agility: 70
    Armor: 1600
    Limit: 300
    Air: -  Land: A  Sea: B  Space: -
    Special Abilities: Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile <R> (1500, 2-4, +30, 8, 0, 0, 0, A/A/A/A)
    120mm Cannon <R> [M] (1800, 1-6, -10, 3, 0, 120, 0, A/A/B/A)
    120mm Cannon <R> (2000, 3-7, 0, 0, 10, 0, +10, A/A/B/A)
    Weapons Cost Modifier: 4, 5, 4
    
    Mecha Name: Aestivalis (Air) Izumi
    Starting Pilot: Maki Izumi
    Base HP: 3000
    Base EN: 100
    Type: Air/Land
    Size: S
    Repair Cost: 3000
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: A  Land: B  Sea: B  Space: -
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile Pod <R> (1300, 2-4, +5, 8, 0, 0, 0, A/A/A/A)
    Immediate Knife <H> [P] (1300, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Rapid Rifle <R> (1600, 1-6, 0, 0, 10, 0, 0, A/A/B/A)
    Field Lancer <H> [P] (1700, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Distortion Punch <H> [P] (1900, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (0G) Izumi
    Starting Pilot: Maki Izumi
    Base HP: 3000
    Base EN: 100
    Type: Space
    Size: S
    Repair Cost: 3000
    Movement: 7
    Agility: 90
    Armor: 1200
    Limit: 300
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: Sword, Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Wired Fist <H> [P] (1200, 1-3, +10, 0, 10, 0, +10, A/A/B/A)
    Immediate Knife <H> [P] (1300, 1-2, +15, 0, 0, 0, 0, A/A/A/A)
    Rapid Rifle <R> (1600, 1-6, 0, 0, 10, 0, 0, A/A/B/A)
    Field Lancer <H> [P] (1700, 1, +10, 0, 20, 110, +10, A/A/A/A)
    Distortion Punch <H> [P] (1900, 1, +20, 0, 40, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Aestivalis (Artillery) Izumi
    Starting Pilot: Maki Izumi
    Base HP: 3000
    Base EN: 100
    Type: Land
    Size: S
    Repair Cost: 3000
    Movement: 5
    Agility: 70
    Armor: 1600
    Limit: 300
    Air: -  Land: A  Sea: B  Space: -
    Special Abilities: Distortion Field
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile <R> (1600, 2-4, +30, 8, 0, 0, 0, A/A/A/A)
    120mm Cannon <R> [M] (1900, 1-6, -10, 3, 0, 115, 0, A/A/B/A)
    120mm Cannon <R> (2100, 3-7, 0, 0, 10, 0, +10, A/A/B/A)
    Weapons Cost Modifier: 4, 5, 4
    
    Mecha Name: Dai-Tetsujin
    Starting Pilot: Shiratori Tsukumo
    Base HP: 9000
    Base EN: 380
    Type: Air/Land
    Size: L
    Repair Cost: 7000
    Movement: 6
    Agility: 80
    Armor: 1600
    Limit: 330
    Air: A  Land: A  Sea: A  Space: A
    Special Abilities: Distortion Field
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Sokusha Laser <R> [PB] (1700, 1-4, +10, 0, 10, 0, 0, A/A/-/A)
    Oogata Laser <R> [B] (1900, 1-5, +5, 0, 10, 0, 0, A/A/-/A)
    Oogata Missile <R> (2000, 2-6, +10, 4, 0, 0, 0, A/A/A/A)
    Rocket Punch <H> [P] (2000, 1-3, +15, 4, 0, 0, +10, A/A/B/A)
    Distortion Tackle <H> [P] (2200, 1, +10, 0, 20, 0, 0, A/A/A/A)
    Gravity Blast <R> (2500, 3-7, +20, 0, 40, 110, +10, A/A/B/A)
    Gravity Blast <R> [M] (2500, 1-8, 0, 0, 70, 120, 0, A/A/B/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 4, 5, 5
    
    Mecha Name: Aestivalis (Lunar Surface Frame) (Getsumen F)
    Starting Pilot: None (Tenkawa Akito)
    Base HP: 4500
    Base EN: 200
    Type: Air/Land
    Size: M
    Repair Cost: 8000
    Movement: 8
    Agility: 100
    Armor: 1200
    Limit: 350
    Air: A  Land: A  Sea: -  Space: A
    Special Abilities: Distortion Field
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Missile <R> (1400, 1-5, +5, 8, 0, 0, 0, A/A/A/A)
    Rail Gun <R> (2000, 2-6, 0, 0, 30, 0, +10, A/A/-/A)
    Tai-kan Missile <R> (2500, 2-7, 0, 2, 0, 0, 0, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 5
    
    --------------------------------------
    Section 6: Friendly Super Robot Mecha
    --------------------------------------
    
       ---------------------------------
        Part A: Mobile Fighter G Gundam
       ---------------------------------
    
    Mobile Fighter Super and Hyper Mode Rules:
    
        Certain Mobile Fighters have the ability to boost the statistics and 
    capabilities of their mecha once their Kiryoku reaches a certain level.  At 
    120 Kiryoku, if a Mobile Fighter has a S or H variant, the mecha will be 
    replaced with the S or H variant.  This will provide a boost in stats, and 
    may unlock additional attacks.  However, the S or H variant does not normally 
    appear in the intermission menu, and therefore you cannot upgrade the S or H 
    form directly.  These forms are linked to the main form, so they inherit the 
    upgrades of their base form.  (E.G., if you upgrade Shining Gundam's HP 
    twice, Shining Gundam S will have +400 HP.)
    
        This also means, however, that you cannot upgrade, say, the Shining 
    Finger Sword, since it does not appear on the Shining Gundam's status screen.  
    The upgrade cost data was obtained by forcing the system to display the S or 
    H variant (toggle bit) and then checking the upgrade screens.
    
        For information on Fu'unsaiki and combining with the Gundam Horse, see 
    Section 9.
    
        Attacks noted with a * indicate that they do not normally appear during 
    the Intermission Status screen.  These are the ultimate attacks of the Super 
    and Hyper versions of these Mobile Fighters (so Nobel Gundam and Rising 
    Gundam do not have any).
    
    Mecha Name: Shining Gundam
    Starting Pilot: Domon Kasshu
    Base HP: 5500
    Base EN: 180
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 5
    Agility: 100
    Armor: 1400
    Limit: 310
    Air: -  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/B/A)
    Shining Shot <R> [P] (1300, 1-3, +5, 8, 0, 0, +10, A/A/A/A)
    Kakutou <R> [P] (1400, 1-2, +10, 0, 0, 0, 0, A/A/A/A)
    Beam Sword <H> [P] (1600, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Shining Finger <H> [P] (2400, 1, +10, 0, 40, 120, +20, -/A/A/A)
    Weapons Cost Modifier: 2, 4, 4, 4, 5
    
    Mecha Name: Shining Gundam S
    Starting Pilot: Domon Kasshu
    Base HP: 5500
    Base EN: 180
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 6
    Agility: 110
    Armor: 1500
    Limit: 320
    Air: -  Land: A  Sea: A  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/B/A)
    Shining Shot <R> [P] (1300, 1-3, +5, 8, 0, 0, +10, A/A/A/A)
    Kakutou <R> [P] (1400, 1-2, +10, 0, 0, 0, 0, A/A/A/A)
    Beam Sword <H> [P] (1600, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Shining Finger <H> [P] (2400, 1, +10, 0, 40, 120, +20, -/A/A/A)
    Shining Finger Sword <H> [P] (2800, 1 +15, 0, 60, 130, +20, -/A/A/A) S Mode
    Weapons Cost Modifier: 2, 4, 4, 4, 5, (5)
    
    Mecha Name: God Gundam
    Starting Pilot: Domon Kasshu
    Base HP: 6000
    Base EN: 210
    Type: Land
    Size: M
    Repair Cost: 8000
    Movement: 5
    Agility: 115
    Armor: 1600
    Limit: 330
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    
    Weapons Systems:
    Machine Cannon <R> (1200, 1-3, +5, 10, 0, 0, +10, A/A/B/A)
    Kakutou <H> [P] (1600, 1-2, +10, 0, 0, 0, +10, A/A/A/A)
    God Slasher <H> [P] (1800, 1, +15, 0, 0, 0, +10, -/A/A/A)
    God Slasher Typhoon <H> [P] (1900, 1, +5, 0, 10, 0, +10, -/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Mecha Name: God Gundam H
    Starting Pilot: Domon Kasshu
    Base HP: 6000
    Base EN: 210
    Type: Land
    Size: M
    Repair Cost: 8000
    Movement: 6
    Agility: 125
    Armor: 1700
    Limit: 340
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Sword, God Shadow
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    
    Weapons Systems:
    Machine Cannon <R> (1200, 1-3, +5, 10, 0, 0, +10, A/A/B/A)
    Kakutou <H> [P] (1600, 1-2, +10, 0, 0, 0, +10, A/A/A/A)
    God Slasher <H> [P] (1800, 1, +15, 0, 0, 0, +10, -/A/A/A)
    God Slasher Typhoon <H> [P] (1900, 1, +5, 0, 10, 0, +10, -/A/A/A)
    God Field Dash <H> [P] (2000, 1-3, +10, 0, 20, 0, +10, A/A/A/A)*
    Choukyuu Haou Den'eidan <H> [M] (2000, 1-7, 0, 0, 110, 110, +10, A/A/A/A)*
    Bakunetsu God Slasher <H> [P] (2200, 1, +15, 0, 30, 110, +10, -/A/A/A)*
    Bakunetsu God Finger <H> [P] (3000, 1, +25, 0, 60, 120, +20, -/A/A/A)*
    Sekiha Tenkyouken <H> [P] (3600, 1, +30, 0, 120, 140, +20, A/A/A/A)*
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Notes:
    Attacks noted with a * indicate also have the requirement: Meikyoushisui.
    
    Mecha Name: God Gundam (Fu'unsaiki)
    Starting Pilot: Domon Kasshu
    Base HP: 7000
    Base EN: 280
    Type: Air/Land
    Size: M
    Repair Cost: 5000
    Movement: 8
    Agility: 120
    Armor: 1800
    Limit: 340
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Bunri
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    Separates into: God Gundam, Fu'unsaiki
    
    Weapons Systems:
    Machine Cannon <R> (1200, 1-3, +5, 10, 0, 0, +10, A/A/B/A)
    Unicorn Horn <H> [P] (1500, 1-3, +10, 0, 0, 0, +10, A/A/A/A)
    God Slasher <H> [P] (1800, 1, +15, 0, 0, 0, +10, -/A/A/A)
    Back Kick <H> [P] (2000, 1, +10, 0, 0, 0 +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Notes:
    This unit is linked to the God Gundam.
    Upon the destruction of the God Gundam (Fu'unsaiki), God Gundam will 
    immediately replace it (as though the Bunri command was used).
    
    Mecha Name: God Gundam H (Fu'unsaiki)
    Starting Pilot: Domon Kasshu
    Base HP: 7000
    Base EN: 280
    Type: Air/Land
    Size: M
    Repair Cost: 5000
    Movement: 8
    Agility: 125
    Armor: 1900
    Limit: 350
    Air: A  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Bunri, God Shadow
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    Separates into: God Gundam H, Fu'unsaiki
    
    Weapons Systems:
    Machine Cannon <R> (1200, 1-3, +5, 10, 0, 0, +10, A/A/B/A)
    Unicorn Horn <H> [P] (1500, 1-3, +10, 0, 0, 0, +10, A/A/A/A)
    God Slasher <H> [P] (1800, 1, +15, 0, 0, 0, +10, -/A/A/A)
    Back Kick <H> [P] (2000, 1, +10, 0, 0, 0 +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Notes:
    This unit is linked to the God Gundam H.
    Upon the destruction of the God Gundam H (Fu'unsaiki), God Gundam H will 
    immediately replace it (as though the Bunri command was used).
    
    Mecha Name: God Gundam H (Fu'unsaiki)
    Starting Pilot: Domon Kasshu
    Base HP: 7000
    Base EN: 280
    Type: Air/Land
    Size: M
    Repair Cost: 0
    Movement: 8
    Agility: 135
    Armor: 1800
    Limit: 350
    Air: A  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Bunri, God Shadow
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    Separates into: God Gundam H, Fu'unsaiki
    
    Weapons Systems:
    Machine Cannon <R> (1200, 1-3, +5, 10, 0, 0, +10, A/A/B/A)
    Unicorn Horn <H> [P] (1500, 1-3, +10, 0, 0, 0, +10, A/A/A/A)
    God Slasher <H> [P] (1800, 1, +15, 0, 0, 0, +10, -/A/A/A)
    Back Kick <H> [P] (2000, 1, +10, 0, 0, 0 +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Notes:
    This unit is linked to the God Gundam H.
    Upon the destruction of the God Gundam H (Fu'unsaiki), God Gundam H will 
    immediately replace it (as though the Bunri command was used).
    
    Mecha Name: Gundam Maxter
    Starting Pilot: Chibodee Crocket
    Base HP: 5500
    Base EN: 180
    Base SH: 1500
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 5
    Agility: 100
    Armor: 1400
    Limit: 310
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Shield
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Gigantic Magnum <R> (1500, 1-5, +5, 8, 0, 0, 0, A/A/B/A)
    Fighting Knuckle <H> [P] (1500, 1-4, +10, 0, 0, 0, +10, -/A/A/A)
    Cyclone Punch <H> [P] (1700, 1-3, +10, 0, 10, 0, +10, A/A/A/A)
    Burning Punch <H> [P] (2200, 1-2, +15, 0, 30, 120, +10, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Mecha Name: Gundam Maxter S
    Starting Pilot: Chibodee Crocket
    Base HP: 5500
    Base EN: 180
    Base SH: 1500
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 6
    Agility: 110
    Armor: 1500
    Limit: 320
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Shield
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Gigantic Magnum <R> (1500, 1-5, +5, 8, 0, 0, 0, A/A/B/A)
    Fighting Knuckle <H> [P] (1500, 1-4, +10, 0, 0, 0, +10, -/A/A/A)
    Cyclone Punch <H> [P] (1700, 1-3, +10, 0, 10, 0, +10, A/A/A/A)
    Burning Punch <H> [P] (2200, 1-2, +15, 0, 30, 120, +10, A/A/A/A)
    Gounetsu Machine Gun Punch <H> [P] (2800, 2-5, +20, 0, 60, 120, +20, A/A/A/A) 
      S Mode*
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Mecha Name: Gundam Rose
    Starting Pilot: George de Sand
    Base HP: 5500
    Base EN: 180
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 5
    Agility: 100
    Armor: 1400
    Limit: 310
    Air: -  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/B/A)
    Chevalier Saber <H> [P] (1500, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Roses Bit <H> (1700, 3-6, +20, 9, 0, 0, +10, A/A/A/A)
    Roses Screamer <H> [M] (2000, 1-5, 0, 0, 60, 120, +10, A/A/A/A)
    Weapons Cost Modifier: 2, 4, 4, 5
    
    Mecha Name: Gundam Rose S
    Starting Pilot: George de Sand
    Base HP: 5500
    Base EN: 180
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 6
    Agility: 110
    Armor: 1500
    Limit: 320
    Air: -  Land: A  Sea: A  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/B/A)
    Chevalier Saber <H> [P] (1500, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Roses Bit <H> (1700, 3-6, +20, 9, 0, 0, +10, A/A/A/A)
    Roses Screamer <H> [M] (2000, 1-5, 0, 0, 60, 120, +10, A/A/A/A)
    Roses Hurricane <H> (2600, 4-7, +20, 0, 60, 120, +20, A/A/A/A) S Mode*
    Weapons Cost Modifier: 2, 4, 4, 5
    
    Mecha Name: Dragon Gundam
    Starting Pilot: Sai Sici
    Base HP: 5500
    Base EN: 180
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 7
    Agility: 105
    Armor: 1400
    Limit: 310
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Bunshin
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Kakutou <H> [P] (1400, 1-2, +10, 0, 0, 0, +10, A/A/A/A)
    Feilong Flag <H> [P] (1500, 1, +15, 0, 0, 0, +50, -/A/A/A)
    Dragon Claw <H> [P] (1700, 2-5, +10, 0, 0, 0, +10, A/A/A/A)
    Dragon Fire <H> [P] (2100, 1, +15, 0, 20, 120, +10, -/A/-/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Mecha Name: Dragon Gundam S
    Starting Pilot: Sai Sici
    Base HP: 5500
    Base EN: 180
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 8
    Agility: 115
    Armor: 1500
    Limit: 320
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Bunshin
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Kakutou <H> [P] (1400, 1-2, +10, 0, 0, 0, +10, A/A/A/A)
    Feilong Flag <H> [P] (1500, 1, +15, 0, 0, 0, +50, -/A/A/A)
    Dragon Claw <H> [P] (1700, 2-5, +10, 0, 0, 0, +10, A/A/A/A)
    Dragon Fire <H> [P] (2100, 1, +15, 0, 20, 120, +10, -/A/-/A)
    Shin Ryuusei Kochouken <H> [P] (3200, 1, +20, 0, 60, 120, +20, A/A/A/A) S 
      Mode*
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Mecha Name: Bolt Gundam
    Starting Pilot: Argo Gulskii
    Base HP: 6000
    Base EN: 180
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 5
    Agility: 95
    Armor: 1600
    Limit: 310
    Air: -  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/B/A)
    Kakutou <H> [P] (1700, 1-2, +20, 0, 0, 0, +10, A/A/A/A)
    Graviton Hammer <H> [P] (2200, 1-5, +10, 0, 30, 110, +10, A/A/B/A)
    Weapons Cost Modifier: 2, 4, 4
    
    Mecha Name: Bolt Gundam S
    Starting Pilot: Argo Gulskii
    Base HP: 6000
    Base EN: 180
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 6
    Agility: 105
    Armor: 1700
    Limit: 320
    Air: -  Land: A  Sea: A  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/B/A)
    Kakutou <H> [P] (1700, 1-2, +20, 0, 0, 0, +10, A/A/A/A)
    Graviton Hammer <H> [P] (2200, 1-5, +10, 0, 30, 110, +10, A/A/B/A)
    Gaia Crasher <H> [P] (3000, 1-3, +20, 0, 60, 120, +20, -/A/A/A) S Mode*
    Weapons Cost Modifier: 2, 4, 4
    
    Mecha Name: Rising Gundam
    Starting Pilot: Rain Mikamura
    Base HP: 5000
    Base EN: 180
    Base SH: 1800
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 5
    Agility: 110
    Armor: 1400
    Limit: 330
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Machine Cannon <R> [P] (1200, 1-3, +5, 10, 0, 0, +10, A/A/B/A)
    Beam Machine Gun <R> [PB] (1400, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Kakutou <H> [P] (1500, 1-2, +10, 0, 0, 0, +10, A/A/A/A)
    Heat Naginata <H> [P] (1800, 1, +5, 0, 0, 0, +20, -/A/A/A)
    Rising Arrow <R> (2300, 3-7, +15, 0, 20, 110, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 4
    
    Mecha Name: Nobel Gundam
    Starting Pilot: Allenby Biazury
    Base HP: 5000
    Base EN: 180
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 6
    Agility: 120
    Armor: 1400
    Limit: 330
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Vulcan <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Kakutou <H> [P] (1500, 1-2, +10, 0, 0, 0, +10, A/A/A/A)
    Beam Hoop <H> (1800, 2-5, +5, 4, 0, 0, +10, A/A/A/A)
    Beam Ribbon <H> [P] (2300, 1-3, 0, 0, 20, 110, +10, A/A/A/A)
    Weapons Cost Modifier: 2, 4, 4, 4
    
    Mecha Name: Gundam Spiegel
    Starting Pilot: Schwarz Bruder
    Base HP: 7800
    Base EN: 200
    Type: Land
    Size: M
    Repair Cost: 7000
    Movement: 6
    Agility: 120
    Armor: 1700
    Limit: 380
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Bunshin
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    
    Weapons Systems:
    Messergranz <H> (1600, 2-5, 0, 0, 0, 0, +10, A/A/B/A)
    Kakutou <H> [P] (1700, 1-2, +20, 0, 0, 0, +10, A/A/A/A)
    Spiegel Blade <H> [P] (1900, 1-3, +15, 0, 0, 0, +10, A/A/A/A)
    Iron Net <H> [P] (2400, 1, +10, 0, 10, 0, -10, A/A/A/A)
    Sturm und Drang <H> [P] (2900, 1-3, +5, 0, 30, 110, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 4
    
    Mecha Name: Master Gundam
    Starting Pilot: Master Asia
    Base HP: 9000
    Base EN: 300
    Type: Land
    Size: M
    Repair Cost: 20000
    Movement: 5
    Agility: 120
    Armor: 1800
    Limit: 380
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 1
    Upgrade Levels: 7
    
    Weapons Systems:
    Master Cloth <H> [P] (1700, 1-3, +15, 0, 0, 0, 0, -/A/A/A)
    Darkness Shot <R> (1800, 1-5, +5, 10, 0, 0, +20, A/A/A/A)
    Choukyuu Haou Den'eidan <H> [M] (1900, 1-7, 0, 0, 50, 120, +10, A/A/A/A)
    Distant Crusher <H> [P] (2200, 1-4, +10, 0, 0, 0, +20, A/A/A/A)
    Juu-ni Ouhouhai Daisharin <H> (2600, 1-3, +10, 0, 20, 0, +10, A/A/A/A)
    Deadly Web <H> [P] (2800, 1-2, +10, 0, 30, 0, +20, A/A/A/A)
    Darkness Finger <H> [P] (3100, 1, +15, 0, 40, 110, +20, -/A/A/A)
    Sekiha Tenkyouken <H> [P] (3500, 1, +30, 0, 80, 130, +20, A/A/A/A) Super Mode
    Weapons Cost Modifier: 5, 5, 5, 5, 5, 5, 5, 5
    
    Mecha Name: Master Gundam S
    Starting Pilot: Master Asia
    Base HP: 9000
    Base EN: 300
    Type: Land
    Size: M
    Repair Cost: 20000
    Movement: 6
    Agility: 130
    Armor: 1900
    Limit: 390
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 1
    Upgrade Levels: 7
    
    Weapons Systems:
    Master Cloth <H> [P] (1700, 1-3, +15, 0, 0, 0, 0, -/A/A/A)
    Darkness Shot <R> (1800, 1-5, +5, 10, 0, 0, +20, A/A/A/A)
    Choukyuu Haou Den'eidan <H> [M] (1900, 1-7, 0, 0, 50, 120, +10, A/A/A/A)
    Distant Crusher <H> [P] (2200, 1-4, +10, 0, 0, 0, +20, A/A/A/A)
    Juu-ni Ouhouhai Daisharin <H> (2600, 1-3, +10, 0, 20, 0, +10, A/A/A/A)
    Deadly Web <H> [P] (2800, 1-2, +10, 0, 30, 0, +20, A/A/A/A)
    Darkness Finger <H> [P] (3100, 1, +15, 0, 40, 110, +20, -/A/A/A)
    Sekiha Tenkyouken <H> [P] (3500, 1, +30, 0, 80, 130, +20, A/A/A/A) Super Mode
    Weapons Cost Modifier: 5, 5, 5, 5, 5, 5, 5, 5
    
    Mecha Name: Master Gundam (Fu'unsaiki)
    Starting Pilot: Master Asia
    Base HP: 9500
    Base EN: 350
    Type: Air/Land
    Size: M
    Repair Cost: 5000
    Movement: 7
    Agility: 125
    Armor: 2000
    Limit: 390
    Air: A  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Bunri
    Conformal Parts Slots: 1
    Upgrade Levels: 7
    Separates into: Master Gundam, Fu'unsaiki
    
    Weapons Systems:
    Unicorn Horn <H> [P] (1500, 1-3, +10, 0, 0, 0, +10, A/A/A/A)
    Master Cloth <H> [P] (1700, 1-3, +15, 0, 0, 0, 0, -/A/A/A)
    Darkness Shot <R> (1800, 1-5, +5, 10, 0, 0, +20, A/A/A/A)
    Choukyuu Haou Den'eidan <H> [M] (1900, 1-7, 0, 0, 50, 120, +10, A/A/A/A)
    Distant Crusher <H> [P] (2200, 1-4, +10, 0, 0, 0, +20, A/A/A/A)
    Juu-ni Ouhouhai Daisharin <H> (2600, 1-3, +10, 0, 20, 0, +10, A/A/A/A)
    Deadly Web <H> [P] (2800, 1-2, +10, 0, 30, 0, +20, A/A/A/A)
    Darkness Finger <H> [P] (3100, 1, +15, 0, 40, 110, +20, -/A/A/A)
    Sekiha Tenkyouken <H> [P] (3500, 1, +30, 0, 80, 130, +20, A/A/A/A) Super Mode
    Weapons Cost Modifier: 4, 5, 5, 5, 5, 5, 5, 5, 5
    
    Notes:
    This unit is linked to the Master Gundam.
    Upon the destruction of the Master Gundam (Fu'unsaiki), Master Gundam will 
    immediately replace it (as though the Bunri command was used).
    
    Mecha Name: Master GS (Fu'unsaiki)
    Starting Pilot: Master Asia
    Base HP: 9500
    Base EN: 350
    Type: Air/Land
    Size: M
    Repair Cost: 5000
    Movement: 8
    Agility: 135
    Armor: 2100
    Limit: 400
    Air: A  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Bunri
    Conformal Parts Slots: 1
    Upgrade Levels: 7
    Separates into: Master Gundam S, Fu'unsaiki
    
    Weapons Systems:
    Unicorn Horn <H> [P] (1500, 1-3, +10, 0, 0, 0, +10, A/A/A/A)
    Master Cloth <H> [P] (1700, 1-3, +15, 0, 0, 0, 0, -/A/A/A)
    Darkness Shot <R> (1800, 1-5, +5, 10, 0, 0, +20, A/A/A/A)
    Choukyuu Haou Den'eidan <H> [M] (1900, 1-7, 0, 0, 50, 120, +10, A/A/A/A)
    Distant Crusher <H> [P] (2200, 1-4, +10, 0, 0, 0, +20, A/A/A/A)
    Juu-ni Ouhouhai Daisharin <H> (2600, 1-3, +10, 0, 20, 0, +10, A/A/A/A)
    Deadly Web <H> [P] (2800, 1-2, +10, 0, 30, 0, +20, A/A/A/A)
    Darkness Finger <H> [P] (3100, 1, +15, 0, 40, 110, +20, -/A/A/A)
    Sekiha Tenkyouken <H> [P] (3500, 1, +30, 0, 80, 130, +20, A/A/A/A) Super Mode
    Weapons Cost Modifier: 4, 5, 5, 5, 5, 5, 5, 5, 5
    
    Notes:
    This unit is linked to the Master Gundam S.
    Upon the destruction of the Master GS (Fu'unsaiki), Master Gundam S will 
    immediately replace it (as though the Bunri command was used).
    
    Mecha Name: Master GS (Fu'unsaiki)
    Starting Pilot: Master Asia
    Base HP: 9500
    Base EN: 350
    Type: Air/Land
    Size: M
    Repair Cost: 5000
    Movement: 8
    Agility: 140
    Armor: 2200
    Limit: 400
    Air: A  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Bunri
    Conformal Parts Slots: 1
    Upgrade Levels: 7
    Separates into: Master Gundam S, Fu'unsaiki
    
    Weapons Systems:
    Unicorn Horn <H> [P] (1500, 1-3, +10, 0, 0, 0, +10, A/A/A/A)
    Master Cloth <H> [P] (1700, 1-3, +15, 0, 0, 0, 0, -/A/A/A)
    Darkness Shot <R> (1800, 1-5, +5, 10, 0, 0, +20, A/A/A/A)
    Choukyuu Haou Den'eidan <H> [M] (1900, 1-7, 0, 0, 50, 120, +10, A/A/A/A)
    Distant Crusher <H> [P] (2200, 1-4, +10, 0, 0, 0, +20, A/A/A/A)
    Juu-ni Ouhouhai Daisharin <H> (2600, 1-3, +10, 0, 20, 0, +10, A/A/A/A)
    Deadly Web <H> [P] (2800, 1-2, +10, 0, 30, 0, +20, A/A/A/A)
    Darkness Finger <H> [P] (3100, 1, +15, 0, 40, 110, +20, -/A/A/A)
    Sekiha Tenkyouken <H> [P] (3500, 1, +30, 0, 80, 130, +20, A/A/A/A) Super Mode
    Weapons Cost Modifier: 4, 5, 5, 5, 5, 5, 5, 5, 5
    
    Notes:
    This unit is linked to the Master Gundam S.
    Upon the destruction of the Master GS (Fu'unsaiki), Master Gundam S will 
    immediately replace it (as though the Bunri command was used).
    
    Mecha Name: Fu'unsaiki
    Starting Pilot: Fu'unsaiki
    Base HP: 4200
    Base EN: 160
    Type: Air/Land
    Size: M
    Repair Cost: 5000
    Movement: 8
    Agility: 110
    Armor: 1300
    Limit: 300
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: None
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    
    Weapons Systems:
    Unicorn Horn <H> [P] (1500, 1-3, +10, 0, 0, 0, +10, A/A/A/A)
    Back Kick <H> [P] (2000, 1, +10, 0, 0, 0 +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4
    
       --------------------------------
        Part B: Zambot 3 and Daitarn 3
       --------------------------------
    
    Mecha Name: Zambot 3
    Starting Pilot: Kami Kappei
    Support Pilots: Kamie Uchuuta, Kamikita Keiko
    Base HP: 6200
    Base EN: 150
    Type: Air/Land
    Size: L
    Repair Cost: 5000
    Movement: 5
    Agility: 65
    Armor: 1400
    Limit: 210
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Buster Missile <R> (1300, 1-5, -5, 8, 0, 0, -10, A/A/A/A)
    Arm Punch <H> [P] (1400, 1-3, +5, 0, 0, 0, 0, A/A/A/A)
    Zambot Blow <H> [P] (1500, 1-2, +20, 0, 0, 0, +30, A/A/A/A)
    Zambot Buster <H> [P] (1700, 4-6, -5, 2, 0, 0, +10, A/A/A/A)
    Zambot Cutter <H> [P] (1800, 1, +15, 0, 0, 0, +20, A/A/A/A)
    Moon Attack <H> [P] (3000, 1, +20, 0, 60, 120, +30, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 4, 5
    
    Mecha Name: Daitarn 3
    Starting Pilot: Haran Banjo
    Base HP: 7000
    Base EN: 160
    Base SH: 1000
    Type: Air/Land
    Size: LL
    Repair Cost: 5200
    Movement: 5
    Agility: 65
    Armor: 1600
    Limit: 280
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Sword, Shield, Henkei
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Transforms into: Dai-Tank, Dai-Fighter
    
    Weapons Systems:
    Daitarn Missile <R> (1500, 1-5, 0, 10, 0, 0, 0, A/A/A/A)
    Daitarn Hammer <H> [P] (1500, 1-3, -10, 0, 0, 0, 0, A/A/B/A)
    Sun Laser <R> (1600, 1-3, 0, 0, 10, 0, 0, A/A/-/A)
    Daitarn Cannon <R> (1700, 3-6, -10, 10, 0, 0, 0, A/A/B/A)
    Daitarn Zanber <H> [P] (1800, 1, +30, 0, 0, 0, +10, A/A/A/A)
    Sun Attack Midare Uchi <H> [P] (2000, 2-4, +25, 0, 40, 110, +10, A/A/A/A)
    Sun Attack <H> [P] (3000, 1, +20, 0, 60, 120, +10, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 4, 4, 5
    
    Mecha Name: Dai-Fighter
    Starting Pilot: Haran Banjo
    Base HP: 7000
    Base EN: 160
    Type: Air
    Size: LL
    Repair Cost: 5200
    Movement: 7
    Agility: 80
    Armor: 1400
    Limit: 290
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Henkei
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Transforms into: Daitarn 3, Dai-Tank
    
    Weapons Systems:
    Bakudan <R> [P] (1000, 1, +20, 10, 0, 0, 0, -/A/A/A)
    Daitarn Missile <R> (1500, 1-5, 0, 10, 0, 0, 0, A/A/A/A)
    Sun Laser <R> (1600, 1-3, 0, 0, 10, 0, 0, A/A/-/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Dai-Tank
    Starting Pilot: Haran Banjo
    Base HP: 7000
    Base EN: 160
    Type: Land
    Size: LL
    Repair Cost: 5200
    Movement: 4
    Agility: 60
    Armor: 2200
    Limit: 260
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Henkei
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Transforms into: Daitarn 3, Dai-Fighter
    
    Weapons Systems:
    Daitarn Missile <R> (1500, 1-5, 0, 10, 0, 0, 0, A/A/A/A)
    Daitarn Cannon <R> (1700, 3-6, -10, 10, 0, 0, 0, A/A/B/A)
    Weapons Cost Modifier: 4, 4
    
       ------------------
        Part C: Mazinger
       ------------------
    
    Mecha Name: Mazinger-Z
    Starting Pilot: Kabuto Kouji
    Base HP: 4500
    Base EN: 150
    Type: Air/Land
    Size: M
    Repair Cost: 3800
    Movement: 5
    Agility: 60
    Armor: 1600
    Limit: 190
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: None
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Koushi Ryoku Beam <H> [P] (1200, 1-2, +20, 0, 5, 0, 0, A/A/-/A)
    Rocket Punch <H> [P] (1400, 1-4, -5, 0, 5, 0, 0, A/A/B/A)
    Sukurandaa Cutter <H> [P] (1500, 1, +30, 0, 0, 0, +10, A/A/A/A)
    Iron Cutter <H> [P] (1600, 1-3, -10, 0, 10, 0, +30, A/A/B/A)
    Breast Fire <H> [P] (2100, 1, +10, 0, 30, 0, 0, A/A/B/A)
    Daisharin Rocket Punch <H> (2600, 2-5, 0, 0, 40, 120, +20, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 5, 5
    
    Mecha Name: Diana A
    Starting Pilot: Yumi Sayaka
    Base HP: 3800
    Base EN: 130
    Type: Land
    Size: M
    Repair Cost: 2000
    Movement: 5
    Agility: 50
    Armor: 1200
    Limit: 190
    Air: -  Land: A  Sea: B  Space: B
    Special Abilities: Shuuri
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    Kakutou <H> [P] (1200, 1, +30, 0, 0, 0, 0, -/A/A/A)
    Diana Missile <R> (1400, 1-5, 0, 10, 0, 0, 0, A/A/A/A)
    Scarlet Beam <H> [P] (1500, 1-2, 10, 0, 10, 0, 0, A/A/-/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Boss Borot
    Starting Pilot: Boss
    Base HP: 3700
    Base EN: 100
    Type: Land
    Size: M
    Repair Cost: 10
    Movement: 4
    Agility: 50
    Armor: 900
    Limit: 200
    Air: -  Land: A  Sea: C  Space: C
    Special Abilities: Hokyuu
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    Borot Punch <H> [P] (1200, 1, +15, 0, 0, 0, -20, -/A/A/A)
    Special Borot Punch <H> [P] (1700, 1, -10, 0, 0, 120, +10, -/A/A/A)
    Borot Pressure Punch <H> [P] (2200, 1-3, -10, 0, 10, 0, +20, A/A/B/A)
    Special DX Borot Punch <H> [P] (2700, 1, -30, 0, 0, 140, +20, -/A/A/A)
    Weapons Cost Modifier: 2, 2, 2
    
    Notes:
    I believe you get the Borot Pressure Punch if Boss has a certain number of 
    kills by a certain stage (I remember seeing that somewhere ...)  Arguably the 
    best move on this pile of recycled parts.  (Seriously.  That's what Boss 
    Borot is made of, scrap parts.  Why do you think it costs 10 to repair?)
    
    Mecha Name: Minerva X
    Starting Pilot: None (AI as an enemy)
    Base HP: 4500
    Base EN: 150
    Type: Land
    Size: M
    Repair Cost: 3600
    Movement: 5
    Agility: 65
    Armor: 1500
    Limit: 200
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: None
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    Koushi Ryoku Beam <H> [P] (1200, 1-2, +20, 0, 5, 0, 0, A/A/-/A)
    Rocket Punch <H> [P] (1400, 1-5, -5, 0, 5, 0, 0, A/A/B/A)
    Rust Hurricane <H> [P] (1500, 1, +30, 0, 10, 0, -10, A/A/-/-)
    Breast Fire <H> [P] (2100, 1-3, +10, 0, 30, 0, 0, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Great Mazinger
    Starting Pilot: Tsurugi Tetsuya
    Base HP: 4900
    Base EN: 160
    Type: Air/Land
    Size: M
    Repair Cost: 4200
    Movement: 6
    Agility: 65
    Armor: 1700
    Limit: 200
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    
    Weapons Systems:
    Mazinger Blade <H> [P] (1400, 1, +20, 0, 0, 0, +20, A/A/A/A)
    Atomic Punch <H> [P] (1600, 1-5, -5, 0, 5, 0, 0, A/A/B/A)
    Drill Pressure Punch <H> [P] (1800, 1-3, -10, 0, 10, 0, +10, A/A/B/A)
    Breast Burn <H> [P] (2300, 1, +10, 0, 40, 0, 0, A/A/B/A)
    Thunder Break <H> (2600, 1-5, 0, 50, 120, +10, A/A/-/A)
    Great Booster <H> (3600, 2-7, +20, 1, 0, 100, +50, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4, 5, 5, 5
    
    Mecha Name: Venus A
    Starting Pilot: Homura Jun
    Base HP: 4300
    Base EN: 150
    Type: Air/Land
    Size: M
    Repair Cost: 2200
    Movement: 5
    Agility: 55
    Armor: 1300
    Limit: 190
    Air: A  Land: A  Sea: B  Space: B
    Special Abilities: Shuuri
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Finger Missile <R> [P] (1200, 1-3, +15, 10, 0, 0, 0, A/A/A/A)
    Kakutou <H> [P] (1400, 1, +30, 0, 0, 0, 0, A/A/A/A)
    Koushi Ryoku Beam <H> [P] (1500, 1-2, +20, 0, 5, 0, 0, A/A/-/A)
    Koushi Ryoku Missile <R> (1600, 1-5, 0, 10, 0, 0, 0, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4
    
    Mecha Name: Mass Produced Type Great Mazinger (Ryosan Kata Great)
    Starting Pilot: None
    Base HP: 4600
    Base EN: 140
    Type: Land
    Size: M
    Repair Cost: 4000
    Movement: 5
    Agility: 60
    Armor: 1600
    Limit: 200
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 13
    
    Weapons Systems:
    Mazinger Blade <H> [P] (1400, 1, +20, 0, 0, 0, +20, A/A/A/A)
    Atomic Punch <H> [P] (1500, 1-5, -5, 0, 5, 0, 0, A/A/B/A)
    Drill Pressure Punch <H> [P] (1600, 1-3, -10, 0, 10, 0, +10, A/A/B/A)
    Breast Burn <H> [P] (2200, 1, +10, 0, 40, 0, 0, A/A/B/A)
    Thunder Break <H> (2500, 1-5, 0, 50, 120, +10, A/A/-/A)
    Weapons Cost Modifier: 4, 4, 4, 5, 5
    
       ------------------------------
        Part D: Grandizer and Spazer
       ------------------------------
    
    Mecha Name: Grandizer
    Starting Pilot: Duke Freid
    Base HP: 5300
    Base EN: 170
    Type: Air/Land
    Size: L
    Repair Cost: 4600
    Movement: 6
    Agility: 70
    Armor: 1700
    Limit: 210
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Sword, Henkei
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Transforms into: Spazer
    
    Weapons Systems:
    Shoulder Boomerang <H> [P] (1400, 1-3, +10, 8, 0, 0, +10, A/A/B/A)
    Screw Crasher Punch <H> [P] (1800, 1-4, -5, 0, 10, 0, +20, A/A/B/A)
    Hanjuuryoku Storm <H> [P] (2000, 1-2, +10, 0, 40, 0, -10, A/A/A/A)
    Space Thunder <H> (2500, 2-5, +20, 0, 50, 110, +10, A/A/-/A)
    Double Hacken <H> [P] (2800, 1, +20, 0, 20, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 5, 5
    
    Mecha Name: Spazer
    Starting Pilot: Duke Freid
    Base HP: 5300
    Base EN: 170
    Type: Air
    Size: L
    Repair Cost: 4600
    Movement: 8
    Agility: 75
    Armor: 1600
    Limit: 220
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Henkei
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Transforms into: Grandizer
    
    Weapons Systems:
    Shoulder Boomerang <H> [P] (1400, 1-3, +10, 8, 0, 0, +10, A/A/B/A)
    Spin Soosaa <R> (1600, 3-6, +20, 6, 0, 0, +10, A/A/B/A)
    Screw Crasher Punch <H> [P] (1800, 1-4, -5, 0, 10, 0, +20, A/A/B/A)
    Space Thunder <H> (2500, 2-5, +20, 0, 50, 110, +10, A/A/-/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Double Spazer
    Starting Pilot: Rubina
    Base HP: 4200
    Base EN: 180
    Type: Air
    Size: M
    Repair Cost: 3400
    Movement: 8
    Agility: 120
    Armor: 1200
    Limit: 280
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: None
    Conformal Parts Slots: 2
    Upgrade Levels: 13
    
    Weapons Systems:
    Double Missile <R> (1200, 1-5, +10, 4, 0, 0, 0, A/A/A/A)
    Cyclone Beam <R> (1500, 1-5, 0, 0, 15, 0, 0, A/A/-/A)
    Double Cutter <R> (2000, 3-7, -5, 2, 0, 0, +20, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Marine Spazer
    Starting Pilot: Makiba Hikaru
    Base HP: 4200
    Base EN: 180
    Type: Air/Water
    Size: M
    Repair Cost: 3400
    Movement: 8
    Agility: 115
    Armor: 1200
    Limit: 270
    Air: B  Land: -  Sea: A  Space: B
    Special Abilities: None
    Conformal Parts Slots: 2
    Upgrade Levels: 13
    
    Weapons Systems:
    Marine Missile <R> (1200, 1-5, +10, 4, 0, 0, 0, A/A/A/A)
    Marine Beam <R> (1500, 1-5, 0, 0, 15, 0, 0, A/A/A/A)
    Marine Cutter <R> (2000, 3-7, -5, 2, 0, 0, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Drill Spazer
    Starting Pilot: Grace Maria Freid
    Base HP: 4200
    Base EN: 180
    Type: Air/Underground 
    Size: M
    Repair Cost: 3400
    Movement: 8
    Agility: 115
    Armor: 1200
    Limit: 260
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: None
    Conformal Parts Slots: 2
    Upgrade Levels: 13
    
    Weapons Systems:
    Drill Missile <R> (1200, 1-5, +10, 4, 0, 0, 0, A/A/A/A)
    Spark Bomber <R> (1500, 1-5, 0, 0, 15, 0, 0, A/A/-/A)
    Drill Attack <H> [P] (2000, 1-3, +10, 0, 0, 0, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Grandizer (WS)
    Starting Pilot: Duke Freid
    Support Pilot: Rubina
    Base HP: 5700
    Base EN: 220
    Type: Air/Land
    Size: L
    Repair Cost: 3400
    Movement: 9
    Agility: 80
    Armor: 2000
    Limit: 230
    Air: A  Land: B  Sea: C  Space: A
    Special Abilities: Sword, Bunri
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Separates into: Grandizer, Double Spazer
    
    Weapons Systems:
    Double Missile <R> (1200, 1-5, +10, 4, 0, 0, 0, A/A/A/A)
    Shoulder Boomerang <H> [P] (1400, 1-3, +10, 8, 0, 0, +10, A/A/B/A)
    Cyclone Beam <R> (1500, 1-5, 0, 0, 15, 0, 0, A/A/-/A)
    Screw Crasher Punch <H> [P] (1800, 1-4, -5, 0, 10, 0, +20, A/A/B/A)
    Double Cutter <R> (2000, 3-7, -5, 2, 0, 0, +20, A/A/B/A)
    Hanjuuryoku Storm <H> [P] (2000, 1-2, +10, 0, 40, 0, -10, A/A/A/A)
    Space Thunder <H> (2500, 2-5, +20, 0, 50, 110, +10, A/A/-/A)
    Double Hacken <H> [P] (2800, 1, +20, 0, 20, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 4, 4, 5, 5
    
    Notes:
    This unit is linked to Grandizer.
    Upon the destruction of the Grandizer (WS), Grandizer will immediately 
    replace it (as though the Bunri command was used).
    
    Mecha Name: Grandizer (MS)
    Starting Pilot: Duke Freid
    Support Pilot: Makiba Hikaru
    Base HP: 5700
    Base EN: 220
    Type: Air/Land/Water
    Size: L
    Repair Cost: 3400
    Movement: 9
    Agility: 80
    Armor: 2000
    Limit: 230
    Air: A  Land: C  Sea: A  Space: A
    Special Abilities: Sword, Bunri
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Separates into: Grandizer, Marine Spazer
    
    Weapons Systems: 
    Marine Missile <R> (1200, 1-5, +10, 4, 0, 0, 0, A/A/A/A)
    Shoulder Boomerang <H> [P] (1400, 1-3, +10, 8, 0, 0, +10, A/A/B/A)
    Marine Beam <R> (1500, 1-5, 0, 0, 15, 0, 0, A/A/A/A)
    Screw Crasher Punch <H> [P] (1800, 1-4, -5, 0, 10, 0, +20, A/A/B/A)
    Marine Cutter <R> (2000, 3-7, -5, 2, 0, 0, +20, A/A/A/A)
    Hanjuuryoku Storm <H> [P] (2000, 1-2, +10, 0, 40, 0, -10, A/A/A/A)
    Space Thunder <H> (2500, 2-5, +20, 0, 50, 110, +10, A/A/-/A)
    Double Hacken <H> [P] (2800, 1, +20, 0, 20, 120, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 4, 4, 5, 5
    
    Notes:
    This unit is linked to Grandizer.
    Upon the destruction of the Grandizer (MS), Grandizer will immediately 
    replace it (as though the Bunri command was used).
    
    Mecha Name: Grandizer (DS)
    Starting Pilot: Duke Freid
    Support Pilot: Grace Maria Freid
    Base HP: 5700
    Base EN: 220
    Type: Air/Land/Underground
    Size: L
    Repair Cost: 3400
    Movement: 9
    Agility: 80
    Armor: 2000
    Limit: 230
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Bunri
    Conformal Parts Slots: 2
    Upgrade Levels: 10
    Separates into: Grandizer, Drill Spazer
    
    Weapons Systems:
    Drill Missile <R> (1200, 1-5, +10, 4, 0, 0, 0, A/A/A/A)
    Spark Bomber <R> (1500, 1-5, 0, 0, 15, 0, 0, A/A/-/A)
    Drill Attack <H> [P] (2000, 1-3, +10, 0, 0, 0, +20, A/A/A/A)
    Hanjuuryoku Storm <H> [P] (2000, 1-2, +10, 0, 40, 0, -10, A/A/A/A)
    Space Thunder <H> (2500, 2-5, +20, 0, 50, 110, +10, A/A/-/A)
    Weapons Cost Modifier:
    
    Notes:
    This unit is linked to Grandizer.
    Upon the destruction of the Grandizer (DS), Grandizer will immediately 
    replace it (as though the Bunri command was used).
    
       --------------------
        Part E: Getta Robo
       --------------------
    
    Mecha Name: Getta-1
    Starting Pilot: Nagare Ryuuma
    Base HP: 4000
    Base EN: 130
    Type: Air/Land
    Size: M
    Repair Cost: 4000
    Movement: 6
    Agility: 65
    Armor: 1300
    Limit: 230
    Air: A  Land: B  Sea: D  Space: A
    Special Abilities: Henkei, Open Gate
    Conformal Parts Slots: 1
    Upgrade Levels: 13
    Transforms into: Getta-2, Getta-3
    
    Weapons Systems:
    Tomahawk Boomerang <H> [P] (1500, 1-3, -5, 0, 0, 0, 0, A/A/C/A)
    Getta Tomahawk <H> [P] (1600, 1, +15, 0, 0, 0, +10, A/A/A/A)
    Getta Beam <H> [P] (2200, 1, 0, 0, 30, 0, 0, A/A/C/A)
    Weapons Cost Modifier: 4, 4, 5
    
    Mecha Name: Getta-2
    Starting Pilot: Jin Hayato
    Base HP: 4000
    Base EN: 130
    Type: Land/Underground
    Size: M
    Repair Cost: 4000
    Movement: 8
    Agility: 85
    Armor: 1200
    Limit: 240
    Air: -  Land: A  Sea: D  Space: A
    Special Abilities: Henkei, Open Gate, Getta Vision
    Conformal Parts Slots: 1
    Upgrade Levels: 13
    Transforms into: Getta-1, Getta-3
    
    Weapons Systems:
    Drill Storm <H> [P] (1400, 1-3, 0, 0, 5, 0, -10, A/A/-/-)
    Getta Drill <H> [P] (1500, 1-2, +10, 0, 0, 0, +20, -/A/A/A)
    Drill Punch <R> (1700, 2-6, -10, 4, 0, 0, +20, A/A/B/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Getta-3
    Starting Pilot: Tomoe Musashi
    Base HP: 4000
    Base EN: 130
    Type: Land/Water
    Size: M
    Repair Cost: 4000
    Movement: 5
    Agility: 60
    Armor: 1400
    Limit: 220
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: Henkei, Open Gate
    Conformal Parts Slots: 1
    Upgrade Levels: 13
    Transforms into: Getta-1, Getta-2
    
    Weapons Systems:
    Kakutou <H> [P] (1400, 1-2, +30, 0, 0, 0, 0, -/A/A/A)
    Getta Missile <R> (1500, 1-5, 0, 4, 0, 0, 0, A/A/A/A)
    Daisetsuzan Oroshi (2100, 1, +20, 0, 10, 110, +20, -/A/A/-)
    Weapons Cost Modifier: 4, 4, 5
    
    Mecha Name: Texas Mack
    Starting Pilot: Jack King
    Support Pilot: Mary King
    Base HP: 4300
    Base EN: 130
    Base SH: 1500
    Type: Air/Land
    Size: M
    Repair Cost: 3600
    Movement: 6
    Agility: 70
    Armor: 1300
    Limit: 240
    Air: A  Land: A  Sea: A  Space: A
    Special Abilities: Beam Coat
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Mack Revolver <R> [P] (1300, 1-3, +10, 6, 0, 0, +10, A/A/B/A)
    Mack Lariat <R> (1400, 1-4, +20, 4, 0, 0, -10, A/A/B/A)
    Texas Sword <H> [P] (1600, 1, +15, 0, 0, 0, 0, A/A/A/A)
    Mack Rifle <R> (1600, 2-6, 0, 6, 0, 0, +10, A/A/B/A)
    Texas Hammer <H> [P] (1800, 1-3, -10, 0, 0, 110, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 5
    
    Mecha Name: Getta-Q
    Starting Pilot: Saotome Michiru (Saotome Miyuki as an enemy)
    Base HP: 4000
    Base EN: 130
    Type: Land
    Size: M
    Repair Cost: 4000
    Movement: 7
    Agility: 70
    Armor: 1300
    Limit: 250
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: Shuuri
    Conformal Parts Slots: 4
    Upgrade Levels: 13
    
    Weapons Systems:
    Tomahawk Boomerang <H> [P] (1400, 1-3, -5, 0, 0, 0, 0, A/A/C/A)
    Getta Tomahawk <H> [P] (1500, 1, +15, 0, 0, 0, +10, -/A/A/A)
    Getta Beam <H> [P] (2100, 1, 0, 0, 30, 0, 0, A/A/C/A)
    Weapons Cost Modifier: 4, 4, 5
    
    Mecha Name: Getta Dragon
    Starting Pilot: Nagare Ryuuma
    Base HP: 5000
    Base EN: 160
    Type: Air/Land
    Size: M
    Repair Cost: 4600
    Movement: 6
    Agility: 70
    Armor: 1500
    Limit: 260
    Air: A  Land: B  Sea: D  Space: A
    Special Abilities: Henkei, Open Gate
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    Transforms into: Getta Liger, Getta Poseidon
    
    Weapons Systems:
    Double Tomahawk Boomerang <H> [P] (1600, 1-3, -5, 0, 0, 0, 0, A/A/C/A)
    Double Tomahawk <H> [P] (1700, 1, +15, 0, 0, 0, +10, A/A/A/A)
    Getta Beam <H> [P] (2500, 1, 0, 0, 40, 0, 0, A/A/C/A)
    Shine Spark <H> [P] (3200, 1, +5, 0, 90, 130, +10, A/A/C/A)
    Weapons Cost Modifier: 4, 4, 5, 5
    
    Mecha Name: Getta Liger
    Starting Pilot: Jin Hayato
    Base HP: 5000
    Base EN: 160
    Type: Land/Underground
    Size: M
    Repair Cost: 4600
    Movement: 9
    Agility: 95
    Armor: 1400
    Limit: 280
    Air: -  Land: A  Sea: D  Space: A
    Special Abilities: Henkei, Open Gate, Mach Special
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    Transforms into: Getta Dragon, Getta Poseidon
    
    Weapons Systems:
    Liger Missile <R> (1500, 2-6, 0, 4, 0, 0, 0, A/A/A/A)
    Chin Attack <H> [P] (1700, 1-3, +10, 0, 0, 0, +10, -/A/B/A)
    Drill Arm <H> [P] (1900, 1-2, +30, 0, 0, 0, +20, -/A/A/A)
    Weapons Cost Modifier: 4, 4, 4
    
    Mecha Name: Getta Poseidon
    Starting Pilot: Kura Benkei
    Base HP: 5000
    Base EN: 160
    Type: Land/Water
    Size: M
    Repair Cost: 4600
    Movement: 5
    Agility: 65
    Armor: 1600
    Limit: 250
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Henkei, Open Gate
    Conformal Parts Slots: 1
    Upgrade Levels: 10
    Transforms into: Getta Dragon, Getta Liger
    
    Weapons Systems:
    Kakutou <H> [P] (1600, 1-2, +30, 0, 0, 0, 0, -/A/A/A)
    Getta Cyclone <H> [P] (1800, 1-3, 0, 0, 20, 0, -10, A/A/A/-)
    Strong Missile <R> (2000, 1-5, 0, 4, 0, 0, 0, A/A/A/A)
    Daisetsuzan Oroshi <H> [P] (2500, 1, +15, 0, 10, 110, +20, -/A/A/-)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Mecha Iron Armor Demon (Mecha Tetsukan Oni)
    Starting Pilot: Tetsukan Oni
    Base HP: 5000
    Base EN: 1600
    Type: Air/Land
    Size: M
    Repair Cost: 5000
    Movement: 6
    Agility: 90
    Armor: 1500
    Limit: 250
    Air: A  Land: A  Sea: A  Space: A
    Special Abilities: None
    Conformal Parts Slots: 4
    Upgrade Levels: 13
    
    Weapons Systems:
    Missile <R> (1300, 1-5, 0, 4, 0, 0, 0, A/A/A/A)
    Tomahawk Boomerang <H> [P] (1400, 1-4, -5, 0, 0, 0, 0, A/A/C/A)
    Tomahawk <H> [P] (1500, 1, +15, 0, 0, 0, +10, A/A/A/A)
    Beam <H> (1800, 1-5, 0, 0, 50, 0, 0, A/A/C/A)
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Mecha Butterfly Demon (Mecha Kochou Oni)
    Starting Pilot: Kochou Oni
    Base HP: 4800
    Base EN: 180
    Type: Air/Land
    Size: M
    Repair Cost: 4800
    Movement: 6
    Agility: 95
    Armor: 1400
    Limit: 240
    Air: A  Land: B  Sea: D  Space: A
    Special Abilities: None
    Conformal Parts Slots: 4
    Upgrade Levels: 13
    
    Weapons Systems:
    Boomerang <H> [P] (1300, 1-3, +10, 0, 0, 0, +10, A/A/B/A)
    Scissors <H> [P] (1400, 1, +20, 0, 0, 0, 0, A/A/A/A)
    Chou no Mai <H> (1600, 3-6, +20, 0, 30, 0, 0, A/A/-/A)
    Weapons Cost Modifier: 4, 4, 5
    
    Mecha Name: Shin Getta-1
    Starting Pilot: Nagare Ryuuma
    Base HP: 6500
    Base EN: 200
    Type: Air/Land
    Size: M
    Repair Cost: 9000
    Movement: 8
    Agility: 120
    Armor: 1700
    Limit: 260
    Air: A  Land: B  Sea: D  Space: A
    Special Abilities: Henkei, HP Kaifuku, Open Gate
    Conformal Parts Slots: 1
    Upgrade Levels: 7
    Transforms into: Shin Getta-2, Shin Getta-3
    
    Weapons Systems:
    Tomahawk Boomerang <H> [P] (1800, 1-4, +5, 0, 0, 0, 0, A/A/C/A)
    Getta Tomahawk <H> [P] (1900, 1, +15, 0, 0, 0, 0, A/A/A/A)
    Getta Blast Cannon <R> (2100, 2-6, 0, 4, 0, 0, +10, A/A/C/A)
    Getta Beam <H> [P] (2700, 1, 0, 0, 50, 0, 0, A/A/C/A)
    Stoner Sun Shine <H> [P] (3700, 1, +10, 0, 100, 130, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 5, 5, 5
    
    Mecha Name: Shin Getta-2
    Starting Pilot: Jin Hayato
    Base HP: 6500
    Base EN: 200
    Type: Land/Underground
    Size: M
    Repair Cost: 9000
    Movement: 10
    Agility: 140
    Armor: 1700
    Limit: 280
    Air: -  Land: A  Sea: D  Space: A
    Special Abilities: Henkei, HP Kaifuku, Open Gate, Shin Mach Special
    Conformal Parts Slots: 1
    Upgrade Levels: 7
    Transforms into: Shin Getta-1, Shin Getta-3
    
    Weapons Systems:
    Getta Missile <R> (1700, 2-6, -10, 10, 0, 0, 0, A/A/A/A)
    Getta Drill <H> [P] (2000, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Mirage Drill <H> [P] (2300, 3-7, +15, 0, 20, 0, +10, A/A/A/A)
    Drill Tempest <H> [P] (2800, 1-2, +20, 0, 50, 120, 0, A/A/-/A) 
    Weapons Cost Modifier: 4, 4, 4, 5
    
    Mecha Name: Shin Getta-3
    Starting Pilot: Kura Benkei
    Base HP: 6500
    Base EN: 200
    Type: Land/Water
    Size: M
    Repair Cost: 9000
    Movement: 6
    Agility: 100
    Armor: 1900
    Limit: 270
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Henkei, HP Kaifuku, Open Gate
    Conformal Parts Slots: 1
    Upgrade Levels: 7
    Transforms into: Shin Getta-1, Shin Getta-2
    
    Weapons Systems:
    Getta Missile <R> (1800, 2-6, -10, 10, 0, 0, 0, A/A/A/A)
    Hammer Punch <H> [P] (2300, 1, +20, 0, 0, 0, +10, -/A/A/A)
    Daisetsuzan Oroshi Nidan Kaeshi <H> [P] (3500, 1, +10, 0, 50, 120, +20, -
    /A/A/B)
    Weapons Cost Modifier: 4, 4, 5
    
    Mecha Name: Getta Dragon (non-transforming)
    Starting Pilot: ?
    Base HP: 5000
    Base EN: 160
    Type: Air/Land
    Size: M
    Repair Cost: 4600
    Movement: 6
    Agility: 70
    Armor: 1500
    Limit: 260
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: None
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Double Tomahawk Boomerang <H> [P] (1600, 1-3, -5, 0, 0, 0, 0, A/A/C/A)
    Double Tomahawk <H> [P] (1700, 1, +15, 0, 0, 0, +10, A/A/A/A)
    Getta Laser Cannon <R> (2000, 1-5, 0, 8, 0, 0, +10, A/A/C/A)
    Getta Beam <H> [P] (2500, 1, 0, 0, 40, 0, 0, A/A/C/A)
    Weapons Cost Modifier: 4, 4, 5, 5
    
    Mecha Name: Getta-1 (non-transforming)
    Starting Pilot: ?
    Base HP: 4000
    Base EN: 130
    Type: Air/Land
    Size: M
    Repair Cost: 4000
    Movement: 6
    Agility: 65
    Armor: 1300
    Limit: 230
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: None
    Conformal Parts Slots: 3
    Upgrade Levels: 13
    
    Weapons Systems:
    Tomahawk Boomerang <H> [P] (1500, 1-3, -5, 0, 0, 0, 0, A/A/C/A)
    Getta Tomahawk <H> [P] (1600, 1, +15, 0, 0, 0, +10, A/A/A/A)
    Missile Machinegun <R> (2000, 1-4, 0, 10, 0, 0, 0, A/A/C/A)
    Getta Beam <H> [P] (2200, 1, 0, 0, 30, 0, 0, A/A/C/A)
    Weapons Cost Modifier: 4, 4, 5, 5
    
       -----------------------------------
        Part F: Combattler V and Voltes V
       -----------------------------------
    
    Mecha Name: Voltes V
    Starting Pilot: Gou Kenichi
    Support Pilots: Gou Daijiro, Gou Hiroshi, Mine Ippei, Oka Megumi
    Base HP: 6500
    Base EN: 170
    Type: Air/Land
    Size: L
    Repair Cost: 4800
    Movement: 5
    Agility: 65
    Armor: 1400
    Limit: 260
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    Gatling Missile <R> (1300, 2-5, +15, 10, 0, 0, +10, A/A/A/A)
    Voltes Bazooka <R> (1700, 3-6, 0, 10, 0, 0, +10, A/A/B/A)
    Choudenji Goma <H> [P] (1900, 1-3, +15, 0, 5, 0, +20, A/A/A/A)
    Tenkuuken <H> [P] (2100, 1, +15, 0, 10, 110, 0, A/A/A/A)
    Tenkuuken V no Jigiri <H> [P] (3000, 1, +20, 0, 60, 120, +10, A/A/A/A)
    Tenkuuken Ball V no Jigiri <H> [P] (3500, 1, +40, 0, 100, 130, +30, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 5
    
    Notes:
    If I'm not mistaken, you receive the Tenkuuken Ball V no Jigiri by choosing 
    to go to Big Falcon at the appropriate split.
    
    Mecha Name: Combattler V
    Starting Pilot: Aoi Hyouma
    Support Pilots: Naniwa Jyuuzou, Nishikawa Daisuke, Nanbara Chizuru, Matsuki 
      Kosuke
    Base HP: 6400
    Base EN: 170
    Type: Air/Land
    Size: L
    Repair Cost: 4800
    Movement: 5
    Agility: 60
    Armor: 1500
    Limit: 250
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    Rock Fighter <R> (1300, 2-5, +15, 10, 0, 0, +10, A/A/A/A)
    Twin Lancer <H> [P] (1700, 1, +20, 0, 0, 0, +10, A/A/A/A)
    Choudenji Yoyo <H> [P] (1900, 1-3, +15, 0, 10, 0, +20, A/A/A/A)
    V Laser <H> (2100, 2-5, +10, 0, 20, 110, 0, A/A/-/A)
    Big Blast <R> (2500, 1-6, -20, 3, 0, 0, 0, A/A/A/A)
    Grandasher <H> [P] (2800, 1-5, +30, 0, 60, 120, 0, A/A/A/A)
    Choudenji Spin <H> [P] (3500, 1, +30, 0, 90, 130, +20, A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 4, 5
    
    Notes:
    If I'm not mistaken, you receive Grandasher by choosing to go to the Nanbara 
    Connection at the appropriate split.
    
    Mecha Name: Kerot
    Starting Pilot: Ichinoki Kinta
    Support Pilot: Ichinoki Kazuyoshi
    Base HP: 3400
    Base EN: 80
    Type: Land
    Size: S
    Repair Cost: 10
    Movement: 6
    Agility: 100
    Armor: 800
    Limit: 200
    Air: -  Land: A  Sea: A  Space: B
    Special Abilities: Shuuri, Hokyuu
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    Balloon Hou <R> [P] (1000, 2-3, +30, 10, 0, 0, -20, A/A/-/A)
    Taiatari <H> [P] (1200, 1, +20, 0, 0, 0, 0, A/A/A/A)
    Sky Fork <R> (1400, 4-6, +5, 8, 0, 0, +10, A/A/A/A)
    Bidenji Spark <H> [P] (1600, 1-3, 0, 0, 10, 0, +20, A/A/A/A)
    Weapons Cost Modifier: 2, 2, 2, 2
    
    Notes:
    If I'm not mistaken, you receive Kerot by choosing to go to the Nanbara 
    Connection at the appropriate split.
    
    Mecha Name: Kerot (Kon V)
    Starting Pilot: Ichinoki Kinta
    Support Pilot: Ichinoki Kazuyoshi
    Base HP: 5400
    Base EN: 100
    Type: Land
    Size: L
    Repair Cost: 0
    Movement: 4
    Agility: 80
    Armor: 500
    Limit: 200
    Air: -  Land: A  Sea: B  Space: B
    Special Abilities: Shuuri, Hokyuu
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    Balloon Hou <R> [P] (1000, 2-3, +30, 10, 0, 0, -20, A/A/-/A)
    Taiatari <H> [P] (1200, 1, +20, 0, 0, 0, 0, A/A/A/A)
    Sky Fork <R> (1400, 4-6, +5, 8, 0, 0, +10, A/A/A/A)
    Bidenji Yoyo <H> (1500, 5-7, +15, 0, 5, 0, +20, A/A/A/A)
    Bidenji Spark <H> [P] (1600, 1-3, 0, 0, 10, 0, +20, A/A/A/A)
    Weapons Cost Modifier: 2, 2, 2, 2, 2
    
    Notes:
    This unit counts as the Armored Carrier for Kerot.  (I think ...)
    The Bidenji Yoyo is exclusive to the Armored Carrier.
    
       ------------------------------
        Part G: Fighting King Daimos
       ------------------------------
    
    Mecha Name: Daimos
    Starting Pilot: Ryuuzaki Kazuya
    Base HP: 6200
    Base EN: 170
    Type: Air/Land
    Size: L
    Repair Cost: 4600
    Movement: 6
    Agility: 70
    Armor: 1300
    Limit: 280
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: None
    Conformal Parts Slots: 3
    Upgrade Levels: 10
    
    Weapons Systems:
    Missile <R> (1000, 2-6, +20, 8, 0, 0, 0, A/A/A/A)
    Daimo Gun <R> (1200, 1-5, +15, 10, 0, 0, 0, A/A/B/A)
    Five Shutter <H> [P] (1400, 1-3, +10, 6, 0, 0, 0, A/A/B/A)
    Soutatsu Ken <H> [P] (1500, 1-2, +5, 0, 0, 0, +20, A/A/A/A)
    Santatsukon <H> [P] (1600, 1, 0, 0, 105, +20, A/A/A/A)
    Hissatsu Reppu Daimo-Kick <H> [P] (2000, 1-3, +15, 0, 30, 120, +30, A/A/A/A)
    Hissatsu Reppu Sekkenzuki <H> [P] (2800, 1, +20, 0, 60, 130, +30, A/A/A/A)
    Hissatsu Reppu Sekkenzuki Kai <H> [P] (3200, 1, +30, 0, 80, 140, +30, 
      A/A/A/A)
    Weapons Cost Modifier: 4, 4, 4, 4, 4, 5, 5
    
    Notes:
    If I'm not mistaken, you receive the Hissatsu Reppu Sekkenzuki Kai by 
    choosing to go to the Guinea Highlands at the appropriate split.
    
    Mecha Name: Galba FX-II
    Starting Pilot: Yuuzuki Kyoshirou
    Support Pilot: Izumi Nana
    Base HP: 3400
    Base EN: 120
    Type: Air
    Size: S
    Repair Cost: 2000
    Movement: 7
    Agility: 120
    Armor: 800
    Limit: 260
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Hokyuu, EWAC
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    20mm Vulcan <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Missile <R> (1600, 2-6, 0, 10, 0, 0, 0, A/A/A/A)
    Weapons Cost Modifier: 2, 4
    
    -----------------------
    Section 7: Enemy Mecha
    -----------------------
    
        During the game, enemy mecha will upgrade.  Whenever an enemy mecha type 
    upgrades (e.g., the Zaku II is level 1 in Scenario 3, but level 3 in Scenario 
    6), it is equivalent to receiving upgrades to ALL items - HP, EN, Agility, 
    Armor, Limit, all weapons systems, and their shield (if they possess one).  
    The enemy do not actually 'have' upgrade levels, per se, but they act as 
    though they have one (since they will receive bonuses that follow the same 
    pattern as friendly mecha).
    
       --------------------------
        Part A: Giganos Military
       --------------------------
    
    Mecha Name: Gelf
    Starting Pilot: Dan Kruger, Karl Guyner, Welner Fritz
    Base HP: 3800
    Base EN: 160
    Type: Air/Land
    Size: M
    Repair Cost: 2000
    Movement: 6
    Agility: 100
    Armor: 1300
    Limit: 310
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    
    Weapons Systems:
    5 Ren Missile Pod <R> (1300, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    Laser Sword <H> [P] (1400, 1, +15, 0, 0, 0, 0, A/A/A/A)
    75mm Hand Rail Gun <R> (1400, 1-6, 0, 10, 0, 0, +10, A/A/B/A)
    
    Mecha Name: Reb Gelf
    Starting Pilot: Karl Guyner
    Base HP: 3600
    Base EN: 150
    Type: Air/Land
    Size: M
    Repair Cost: 2000
    Movement: 6
    Agility: 95
    Armor: 1200
    Limit: 300
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: Sword, EWAC, Jammer
    
    Weapons Systems:
    5 Ren Missile Pod <R> (1300, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    Laser Sword <H> [P] (1400, 1, +15, 0, 0, 0, 0, A/A/A/A)
    75mm Hand Rail Gun <R> (1400, 1-6, 0, 10, 0, 0, +10, A/A/B/A)
    
    Mecha Name: Jagd Gelf
    Starting Pilot: Welner Fritz
    Base HP: 4100
    Base EN: 190
    Type: Air/Land
    Size: M
    Repair Cost: 2000
    Movement: 6
    Agility: 90
    Armor: 1400
    Limit: 290
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities:  Sword
    
    Weapons Systems:
    5 Rensou Missile Pod <R> (1300, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    Machine Gun <R> (1400, 1-6, 0, 10, 0, 0, +10, A/A/B/A)
    Laser Sword <H> [P] (1400, 1, +15, 0, 0, 0, 0, A/A/A/A)
    Bazooka <R> (1600, 3-5, -20, 4, 0, 0, -10, A/A/A/A)
    220mm Rail Cannon <1800, 3-6, -10, 6, 0, 0, 0, A/A/B/A)
    
    Mecha Name: Falgen
    See Entry in Section 5.A
    
    Mecha Name: Drau
    Starting Pilot: Giganos Soldier
    Base HP: 3800
    Base EN: 120
    Type: Land
    Size: M
    Repair Cost: 500
    Movement: 5
    Agility: 85
    Armor: 800
    Limit: 250
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: None
    
    Weapons Systems:
    30mm Kikanhou <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Hand Grenade <H> [P] (1200, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    50mm Hand Rail Gun <R> (1400, 1-5, 0, 10, 0, 0, +10, A/A/B/A)
    
    Mecha Name: Gebaye
    Starting Pilot: Giganos Soldier
    Base HP: 4200
    Base EN: 130
    Type: Air/Land
    Size: M
    Repair Cost: 800
    Movement: 5
    Agility: 90
    Armor: 1000
    Limit: 280
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: None
    
    Weapons Systems:
    30mm Kikanhou <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Hand Grenade <H> [P] (1200, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    50mm Hand Rail Gun <R> (1400, 1-5, 0, 10, 0, 0, +10, A/A/B/A)
    
    Mecha Name: Zwei
    Starting Pilot: Giganos Soldier
    Base HP: 4500
    Base EN: 200
    Type: Land/Water
    Size: M
    Repair Cost: 1300
    Movement: 5
    Agility: 80
    Armor: 1300
    Limit: 280
    Air: -  Land: A  Sea: A  Space: -
    Special Abilities: None
    
    Weapons Systems:
    4 Ren Dual Missile Pod <R> (1300, 2-6, +5, 5, 0, 0, 0, A/A/A/A)
    Claw <H> [P] (1500, 1, +20, 0, 0, 0, 0, -/A/A/A)
    50mm Hand Rail Gun <R> (1500, 1-5, 0, 10, 0, 0, +10, A/A/A/A)
    
    Mecha Name: Dyne
    Starting Pilot: Giganos Soldier
    Base HP: 4600
    Base EN: 140
    Type: Air/Land
    Size: M
    Repair Cost: 1000
    Movement: 6
    Agility: 95
    Armor: 1200
    Limit: 300
    Air: A  Land: A  Sea: C  Space: A
    Special Abilities: None
    
    Weapons Systems:
    2 Ren 20mm Kikanhou <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Hand Grenade <H> [P] (1300, 1-3, +5, 4, 0, 0, 0, A/A/A/A)
    50mm Hand Rail Gun <R> (1500, 1-5, 0, 10, 0, 0, +10, A/A/B/A)
    
       --------------------------------
        Part B: Duchy of Zeon Military
       --------------------------------
    
    Mecha Name: Apsaras
    See Entry in Section 5.B
    
    Mecha Name: Apsaras (special variant for Ghinias Sahalin, Scenario 7)
    Starting Pilot: Ghinias Sahalin
    Base HP: 10000
    Base EN: 240
    Type: Air
    Size: L
    Repair Cost: 3000
    Movement: 6
    Agility: 100
    Armor: 2000
    Limit: 280
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: None
    
    Weapons Systems:
    Oogata Mega Ryuushi Hou (2000, 1-6, 0, 0, 30, 0, 0, A/A/-/A)
    Oogata Mega Ryuushi Hou [M] (2200, 1-6, -10, 0, 40, 0, +10, A/A/-/A)
    
    Notes:
    This unit is based around a completely different set of Apsaras data.
    
    Mecha Name: Zaku II [MS-06F Zaku II]
    Starting Pilot: Zeon Soldier
    Base HP: 3600
    Base EN: 110
    Base SH: 1000
    Type: Land
    Size: M
    Repair Cost: 600
    Movement: 5
    Agility: 80
    Armor: 800
    Limit: 240
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    
    Weapons Systems:
    120mm Machine Gun <R> (1200, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    Heat Hawk <H> [P] (1200, 1, +15, 0, 0, 0, -/A/A/A)
    240mm Bazooka <R> (1300, 3-5, -10, 4, 0, 0, -10, A/A/A/A)
    
    Mecha Name: Zaku II (with Head Fin) [MS-06F2 Zaku II]
    Starting Pilot: Neuen Bitter, Zeon Soldier
    Base HP: 4000
    Base EN: 120
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 1000
    Movement: 6
    Agility: 85
    Armor: 1100
    Limit: 260
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: Sword, Shield
    
    Weapons Systems:
    120mm Machine Gun <R> (1400, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    Heat Hawk <H> [P] (1400, 1, 0, 0, 0, 0, -/A/A/A)
    240mm Bazooka <R> (1600, 3-5, -10, 4, 0, 0, -10, A/A/A/A)
    
    Mecha Name: Dom II
    Starting Pilot: Gaia, Ortega, Mash, Zeon Soldier
    Base HP: 4600
    Base EN: 140
    Type: Land
    Size: M
    Repair Cost: 1300
    Movement: 6
    Agility: 95
    Armor: 1300
    Limit: 280
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    
    Weapons Systems:
    Kakusan Beam Hou <R> [PB] (1000, 1, +30, 0, 10, 0, -20, A/A/-/A)
    Sturm Faust <R> [P] (1200, 1-3, +5, 5, 0, 0, 0, A/A/A/A)
    120mm Machine Gun <R> (1300, 1-4, 0, 10, 0, 0, +10, A/A/B/A)
    Heat Saber <H> [P] (1400, 1, +15, 0, 0, 0, 0, -/A/C/A)
    Giant Bazooka <R> (1500, 1-5, -10, 4, 0, 0, -10, A/A/A/A)
    
    Mecha Name: Gouf Custom
    See Entry in Section 5.B
    
    Mecha Name: Char's Personal Use Gelgoog
    See Entry in Section 5.B
    
    Mecha Name: Gundam Test Model Number 2 Machine (Gundam Shisaku 2-Gou Ki)
    Starting Pilot: Anavel Gato
    Base HP: 8000
    Base EN: 120
    Base SH: 3000
    Type: Land
    Size: M
    Repair Cost: 4000
    Movement: 6
    Agility: 130
    Armor: 1500
    Limit: 330
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    
    Weapons Systems:
    60mm Vulcan <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Rifle <R> [B] (1500, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Hyper Beam Saber <H> [P] (1700, 1-3, +15, 0, 0, 0, 0, -/A/A/A)
    Atomic Bazooka <R> [M] (4000, 1-6, 0, 1, 0, 120, -20, A/A/B/A)
    
    Notes:
    This unit is commonly referred to as the GP-02a Physalis.
    
    Mecha Name: Gelgoog Marine (Gelgoog M)
    Starting Pilot: Zeon Soldier
    Base HP: 5000
    Base EN: 150
    Base SH: 1500
    Type: Land
    Size: M
    Repair Cost: 1400
    Movement: 6
    Agility: 100
    Armor: 1300
    Limit: 300
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    
    Weapons Systems:
    110mm Sokushahou <R> [P] (1300, 1-3, +10, 6, 0, 0, 0, A/A/B/A)
    Knuckle Shield <H> [P] (1400, 1-2, +15, 0, 0, 0, 0, -/A/A/A)
    90mm Machinegun <R> (1500, 1-5, 0, 10, 0, 0, +10, A/A/B/A)
    Beam Saber <H> [P] (1500, 1, +15, 0, 0, 0, 0, -/A/A/A)
    
    Mecha Name: Gwaden
    Starting Pilot: Aguille Delaz
    Base HP: 13000
    Base EN: 300
    Type: Air
    Size: LL
    Repair Cost: 10000
    Movement: 6
    Agility: 60
    Armor: 1400
    Limit: 280
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: EWAC
    
    Weapons Systems:
    115mm Rensou Kikanhou <R> [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/-/A)
    2 Rensou Mega Ryuushi Fukuhou <R> [B] (1700, 2-6, 0, 0, 10, 0, +10, A/A/-/A)
    2 Rensou Mega Ryuushi Shuuhou <R> [B] (2000, 3-7, -10, 0, 50, 0, +10, A/A/-
    /A)
    
    Mecha Name: Gelgoog Marine Commander's Version (Gelgoog M)
    Starting Pilot: Cima Garahau
    Base HP: 5500
    Base EN: 160
    Base SH: 2000
    Type: Land
    Size: M
    Repair Cost: 2000
    Movement: 6
    Agility: 105
    Armor: 1400
    Limit: 310
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    
    Weapons Systems:
    40mm Vulcan <R> [P] (1000, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    110mm Sokushahou <R> [P] (1400, 1-3, +10, 6, 0, 0, 0, A/A/B/A)
    Beam Saber <H> [P] (1600, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Beam Rifle <R> [B] (1600, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    
    Mecha Name: Zeong
    Starting Pilot: Char Aznable
    Base HP: 10000
    Base EN: 180
    Type: Space
    Size: M
    Repair Cost: 5000
    Movement: 6
    Agility: 120
    Armor: 1600
    Limit: 330
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: None
    
    Weapons Systems:
    Kakusan Mega Ryuushi Hou <R> [B] (1300, 1-5, +10, 0, 10, 0, 0, A/A/-/A)
    Mega Ryuushi Hou <R> [B] (1700, 2-6, 0, 0, 15, 0, 0, A/A/-/A)
    Yuusenshiki Mega Ryuushi Hou <H> [P] (1900, 3-5, +15, 0, 20, 0, 0, A/A/-/A)
    
    Mecha Name: Elmeth
    See Entry in Section 5.B
    
    Mecha Name: Val Varo
    Starting Pilot: Kelly Layzner
    Base HP: 10000
    Base EN: 180
    Type: Space
    Size: L
    Repair Cost: 5000
    Movement: 7
    Agility: 110
    Armor: 1500
    Limit: 320
    Air: -  Land: -  Sea: -  Space: A
    Special Abilities: None
    
    Weapons Systems:
    Missile Pod <R> (1500, 2-5, +5, 5, 0, 0, 0, A/A/A/A)
    Plasma Leader <R> [M] (1700, 1-5, -5, 3, 0, 105, +10, A/A/-/A)
    Taiatari <H> [P] (1900, 1, +20, 0, 0, 0, 0, A/A/A/A)
    Oogata Mega Ryuushi Hou <R> [B] (1900, 2-6, 0, 0, 30, 0, +10, A/A/-/A)
    
    Mecha Name: Gerbera Tetra
    Starting Pilot: Cima Garahau
    Base HP: 7500
    Base EN: 190
    Type: Land
    Size: M
    Repair Cost: 4500
    Movement: 7
    Agility: 130
    Armor: 1500
    Limit: 340
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword
    
    Weapons Systems:
    110mm Kikanhou <R> [P] (1300, 1-2, +10, 6, 0, 0, 0, A/A/B/A)
    Beam Saber <H> [P] (1700, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Beam Machine Gun <R> [B] (1700, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    
       ----------------------------
        Part C: Devil Gundam Corps
       ----------------------------
    
    Mecha Name: Devil Gundam
    Starting Pilot: Kyouji Kasshu
    Base HP: 20000
    Base EN: 200
    Type: Land
    Size: L
    Repair Cost: 5000
    Movement: 4
    Agility: 70
    Armor: 1500
    Limit: 280
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: HP Kaifuku
    
    Weapons Systems:
    Vulcan <R> [P] (1500, 1, +35, 20, 0, 0, -20, A/A/B/A)
    Mega Beam Cannon <R> [B] (1900, 2-6, +10, 0, 20, 0, +20, A/A/-/A)
    Devil Fang <H> [P] (1900, 1, +30, 0, 0, 0, 0, -/A/A/A)
    Kakusan Ryuushi Dan <R> [PB] (2000, 1-3, +30, 20, 0, 0, +20, A/A/-/A)
    
    Mecha Name: Death Army
    Starting Pilot: Zombie Solider
    Base HP: 4000
    Base EN: 150
    Type: Land
    Size: M
    Repair Cost: 500
    Movement: 5
    Agility: 100
    Armor: 1300
    Limit: 230
    Air: -  Land: A  Sea: A  Space: -
    Special Abilities: Sword, HP Kaifuku
    
    Weapons Systems:
    Kinbou <H> [P] (1600, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Kinboukata Beam Rifle <R> [B] (1600, 1-5, -10, 10, 0, 0, +10, A/A/-/A)
    
       -------------------------------
        Part D: Jovian Union Military
       -------------------------------
    
    Mecha Name: Batta
    Starting Pilot: AI
    Base HP: 3000
    Base EN: 150
    Type: Air
    Size: S
    Repair Cost: 500
    Movement: 8
    Agility: 120
    Armor: 1200
    Limit: 300
    Air: A  Land: -  Sea: -  Space: A
    Special Abilities: Distortion Field
    
    Weapons Systems:
    Vulcan <R> [P] (1300, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Distortion Tackle <H> [P] (1500, 1-4, +20, 0, 10, 0, 0, A/A/A/A)
    Kogata Missile <R> (1600, 2-5, +5, 8, 0, 0, 0, A/A/A/A)
    Oogata Missile <R> (1700, 3-6, 0, 2, 0, 0, 0, A/A/A/A)
    
    Mecha Name: Batta
    Starting Pilot: AI
    Base HP: 3000
    Base EN: 150
    Type: Land
    Size: S
    Repair Cost: 500
    Movement: 8
    Agility: 115
    Armor: 1200
    Limit: 300
    Air: -  Land: A  Sea: -  Space: A
    Special Abilities: Distortion Field
    
    Weapons Systems:
    Vulcan <R> [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Kogata Missile <R> (1700, 2-5, +5, 8, 0, 0, 0, A/A/A/A)
    Oogata Missile <R> (1800, 3-6, 0, 2, 0, 0, 0, A/A/A/A)
    
    Mecha Name: Devil Aestivalis
    Starting Pilot: AI
    Base HP: 4000
    Base EN: 280
    Type: Air/Land
    Size: S
    Repair Cost: 1000
    Movement: 8
    Agility: 100
    Armor: 1400
    Limit: 300
    Air: A  Land: A  Sea: -  Space: A
    Special Abilities: Distortion Field, Sword
    
    Weapons Systems:
    Vulcan <R> [P] (1400, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Kogata Missile <R> (1700, 2-4, +5, 8, 0, 0, 0, A/A/A/A)
    Wired Fist <H> [P] (1800, 1-3, +10, 0, 10, 0, +10, A/A/B/A)
    Rapid Rifle <R> (1800, 1-5, 0, 0, 10, 0, 0, A/A/B/A)
    
       -----------------------
        Part E: Shadow Mirror
       -----------------------
    
    Mecha Name: Geshpenst Mk. II
    Starting Pilot: Mystery Person
    Base HP: 5000
    Base EN: 220
    Type: Land
    Size: M
    Repair Cost: 1000
    Movement: 7
    Agility: 100
    Armor: 1500
    Limit: 340
    Air: -  Land: A  Sea: B  Space: A
    Special Abilities: Sword
    Conformal Parts Slots: 2
    
    Weapons Systems:
    Split Missile <R> (1400, 2-6, -10, 4, 0, 0, 0, A/A/A/A)
    Neo Plasma Cutter <H> [P] (1800, 1, +20, 0, 0, 0, +10, -/A/A/A)
    Mega Beam Rifle <R> [B] (1800, 1-5, 0, 12, 0, 0, +10, A/A/-/A)
    Slash Ripper <R> [P] (2000, 1-3, +10, 6, 0, 0, +20, A/A/A/A)
    
    Mecha Name: Ash Saber
    Starting Pilot: Opposite Character (Axel if you chose Lamia, Lamia if you 
      chose Axel)
    Base HP: 14000
    Base EN: 300
    Base SH: 1500
    Type: Land
    Size: M
    Repair Cost: 5000
    Movement: 7
    Agility: 140
    Armor: 1600
    Limit: 450
    Air: -  Land: A  Sea: A  Space: A
    Special Abilities: Sword, Beam Coat, Jammer
    
    Weapons Systems:
    Laser Blade <H> [P] (1400, 1, +20, 0, 0, 0, +20, -/A/A/A)
    Fire Dagger <R> [P] (1500, 2-4, +10, 5, 0, 0, 0, A/A/A/A)
    Gun Rapier <R> (1700, 1-5, +10, 10, 0, 0, +10, A/A/B/A)
    Halberd Launcher <R> (2000, 2-6, 0, 0, 30, 0, 0, A/A/B/A)
    Sword Breaker <R> [P] (2700, 3-6, +20, 6, 0, 120, +20, A/A/A/A)
    
       ----------------------------------
        Part F: Ankoku Dai-Shogun Troops
       ----------------------------------
    
    Mecha Name: Sentou Kemono Dokaigaa
    Starting Pilot: AI
    Base HP: 5000
    Base EN: 190
    Type: Land
    Size: M
    Repair Cost: 900
    Movement: 5
    Agility: 50
    Armor: 1200
    Limit: 250
    Air: -  Land: A  Sea: B  Space: -
    Special Abilities: None
    
    Weapons Systems:
    Drill <H> [P] (1200, 1, +20, 0, 0, 0, +10, -/A/A/-)
    Missile Vulcan <R> (1300, 2-6, +5, 8, 0, 0, 0, A/A/A/-)
    Hakai Kousen <R> (1500, 1-5, +10, 0, 20, 0, 0, A/A/A/-)
    
    Mecha Name: Yousai Demonika
    Starting Pilot: Ankoku Dai-Shogun
    Base HP: 14000
    Base EN: 230
    Type: Air/Water
    Size: LL
    Repair Cost: 6000
    Movement: 6
    Agility: 60
    Armor: 1300
    Limit: 300
    Air: A  Land: -  Sea: A  Space: -
    Special Abilities: EWAC
    
    Weapons Systems:
    Kogata Missile <R> [P] (1300, 1-4, +10, 20, 0, 0, 0, A/A/A/-)
    Oogata Missile <R> (1500, 2-6, 0, 20, 0, 0, +10, A/A/A/-)
    Taiatari <H> [P] (1500, 1, +20, 0, 0, 0, +20, A/A/A/-)
    
       -----------------------
        Part G: Getta Enemies
       -----------------------
    
    Mecha Name: Mecha Yousai Oni
    Starting Pilot: Hidoraa Gensui
    Base HP: 12000
    Base EN: 150
    Type: Air
    Size: LL
    Repair Cost: 5000
    Movement: 6
    Agility: 70
    Armor: 1300
    Limit: 230
    Air: A  Land: -  Sea: -  Space: -
    Special Abilities: EWAC
    
    Weapons Systems:
    Missile <R> (1400, 3-6, 0, 20, 0, 0, 0, A/A/A/A)
    Bakudan <R> [P]  (1500, 1-2, 0, 20, 0, 0, +10, -/A/A/-)
    Taiatari <H> [P] (1500, 1-2, 0, 0, 0, 0, A/-/-/A)
    
    Mecha Name: Mecha Hakkotsu Oni
    Starting Pilot: Hakkotsu Oni
    Base HP: 6200
    Base EN: 120
    Type: Land
    Size: M
    Repair Cost: 1100
    Movement: 7
    Agility: 70
    Armor: 1200
    Limit: 280
    Air: -  Land: A  Sea: C  Space: -
    Special Abilities: None
    
    Weapons Systems:
    Arm Machinegun <R> [P] (1400, 1-5, +15, 8, 0, 0, 0, A/A/B/A)
    Hakai Kousen <R> (1500, 1-5, +10, 0, 30, 0, +10, A/A/A/A)
    
    Mecha Name: Mecha Kakumen Oni
    Starting Pilot: AI
    Base HP: 5600
    Base EN: 130
    Type: Air/Land
    Size: M
    Repair Cost: 1000
    Movement: 6
    Agility: 65
    Armor: 900
    Limit: 260
    Air: A  Land: A  Sea: C  Space: -
    Special Abilities: Bunshin
    
    Weapons Systems:
    Kaen <H> [P] (1000, 1-3, +10, 0, 10, 0, 0, A/A/-/-)
    Lancer Shot <H> [P] (1200, 2-3, +5, 4, 0, 0, 0, A/A/A/A)
    Kakutou <H> [P] (1300, 1, +20, 0, 0, 0, +10, A/A/A/A)
    Gatling Missile <R> (1400, 2-5, 0, 8, 0, 0, 0, A/A/A/A)
    
       ------------------------------
        Part H: Combattler V Enemies
       ------------------------------
    
    Mecha Name: Magma Kemono Dakuron
    Starting Pilot: Soutou Warukimedesu
    Base HP: 14000
    Base EN: 240
    Type: Air/Land
    Size: L
    Repair Cost: 6000
    Movement: 5
    Agility: 80
    Armor: 1400
    Limit: 280
    Air: A  Land: A  Sea: B  Space: A
    Special Abilities: None
    
    Weapons Systems:
    Tsume Missile <R> (1500, 2-5, +5, 10, 0, 0, 0, A/A/A/A)
    Taiatari <H> [P] (1600, 1-3, +20, 0, 0, 0, +10, A/A/A/A)
    Dakuron Drill <H> [P] (1900, 1-2, +10, 0, 10, 0, +10, A/A/A/A)
    
    -------------------------------
    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.
    
        The final attack power of a Combination Attack is solely dependent on two 
    factors: the Attack Multiplier of the Combination Attack, and the Attack 
    Power of the Weapons System of the Primary Unit.  To repeat, the Attack Power 
    of the Weapons Systems of all support units are NOT involved in the final 
    damage calculation.  For example, Ken Wakaba in Dragonar Type-1 initiates a D 
    Formation Attack.  If his 75mm Hand Rail Gun has an attack power of 1500, and 
    Dragonar Type-2's 88mm Hand Rail Gun has an attack power of 2650, and 
    Dragonar Type-3's 50mm Hand Rail Gun has an attack power of 2650, the final 
    damage will be: (1500) x (1.6) or 2400.  (That's right, 2400.)  Since the 
    Combination Attack only uses up Ken's turn, it's fair - he gets to execute a 
    stronger, more accurate attack whose power is based on his own mecha's 
    statistics.
    
        All participants in a Combination Attack, however, must be able to meet 
    the requirements of the given attack, and will pay all associated EN costs.
    
        Strongest - this refers to the best base damage (no Conformal Parts, 
    Morale, Terrain, or Statistics modifiers) based on a certain mecha leading 
    the attack and 15 levels of upgrades (the maximum during a second play game) 
    being applied to the weapons system in question.  For Mobile Fighter G Gundam 
    Combinations, I assumed the Ultimate Attacks could not be upgraded.  (Which 
    may not be true ...)  The exception is Master Gundam - I assume all its 
    attacks can be upgraded, right?  Be forewarned!  You won't get 15 levels of 
    upgrades in a first play game, so these values won't help as much.  (The 
    Getta combinations, especially, would suffer - Shin Getta-1 has only 7 
    upgrade levels.  See Section 12 for more details.) 
    
        Variable Unit Combination Attacks - This is true for the Getta and 
    Mazinger/Great Mazinger/Grandizer combinations, but a lot of these are 
    basically the same combination with different people involved (e.g. Twin 
    Tomahawk could be Getta-1, Getta Q, or Getta Dragon).  The letter or number 
    after the attack name signals the other mecha involved.  (e.g., if Mazinger-Z 
    and Minerva X are performing the Double Burning F attack, Mazinger-Z will 
    display this attack as Double Burning F X, while Minerva X will think of it 
    as Double Burning F Z.)
    
        This section is almost certainly now complete.  Special thanks goes to 
    several denizens of the Super Robot Taisen A Board at GameFAQs for providing 
    insights and information, especially with the enemy combination attacks.
    
        For reference, the top damage dealers are:
    
        Stoner Sun Shine Spark (10115)
        Choudenji Spin V no Jigiri (9200)
        F Dynamic Special (8910)
        Kyuukyoku Sekiha Tenkyouken (8625)
        S Combination Attack (8400)
        Triple Getta Beam (8075)
        Bakunetsu! Kyuukyokuken (8025)
        Kyofu no Triple Attack (7830)
        D Lightning Buster (7760)
        Mazinger Tornado (7735)
        Double Getta Beam (7600)
        Double Burning F (7280)
        Shuffle Doumeiken (7200)
    
    Attack Name: D Formation Attack
    Participating Mecha: Dragonar Type-1, Dragonar Type-2, Dragonar Type-3 OR 
      Dragonar Type-1 (L), Dragonar Type-2 (L), Dragonar Type-3 (L) OR
      Dragonar Type-1 Custom, Dragonar Type-2 Custom, Dragonar Type-3 Custom
    Weapons System: 75mm Hand Rail Gun, 88mm Hand Rail Gun, 50mm Hand Rail Gun  
      OR 75mm Hand Rail Gun, 88mm Hand Rail Gun, 50mm Hand Rail Gun OR
      Koushi Bazooka Hou, Koushi Bazooka Hou, Koushi Bazooka Hou
    Attack Modifier: 1.6
    Attack Type: Ranged, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 20
    Minimum Kiryoku: 0
    Effectiveness: A/A/B/A
    Critical Adjustment: +20%
    Requirements: Level 10
    (Strongest: Any, 6960 at Full Upgrade)
    Notes: You may replace Dragonar Type-1 with Cavalier Type-0 (during the first 
    two chapters of the Real Robot Start Path.  Though you will most likely not 
    have the levels necessary to execute this attack.)
    
    Attack Name: Kyofu no Triple Attack
    Participating Mecha: Dragonar Type-1, Dragonar Type-2, Dragonar Type-3 OR 
      Dragonar Type-1 (L), Dragonar Type-2 (L), Dragonar Type-3 (L) OR
      Dragonar Type-1 Custom, Dragonar Type-2 Custom, Dragonar Type-3 Custom
    Weapons System: Laser Sword, 280mm Rail Cannon, 50mm Hand Rail Gun OR
      Laser Sword, 280mm Rail Cannon, 50mm Hand Rail Gun OR
      Laser Sword, 640mm Rail Cannon, Koushi Bazooka Hou
    Attack Modifier: 1.8
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 30
    Minimum Kiryoku: 110
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 15
    (Strongest: Dragonar Type-3 Custom, 7830 at Full Upgrade)
    Notes: You may replace Dragonar Type-1 with Cavalier Type-0 (during the first 
    two chapters of the Real Robot Start Path.  Though you will most likely not 
    have the levels necessary to execute this attack.)
    
    Attack Name: Twin Laser Sword
    Participating Mecha: Dragonar Type-1 Custom and Falgen
    Weapons System: Laser Sword and Laser Sword
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 10
    Minimum Kiryoku: None
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: None
    (Strongest: Dragonar Type-1 Custom, 6480 at Full Upgrade)
    
    Attack Name: Twin Tomahawk 1/Q/D
    Participating Mecha: Any two of Getta-1, Getta Q and Getta Dragon
    Weapons System: Getta Tomahawk, Getta Tomahawk, Double Tomahawk
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 10
    Minimum Kiryoku: 0
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 10
    (Strongest: Getta-1 or Getta Dragon, 6160 at Full Upgrade)
    
    Attack Name: Double Getta Beam 1/Q/D
    Participating Mecha: Any two of Getta-1, Getta Q and Getta Dragon
    Weapons System: Getta Beam, Getta Beam, Getta Beam
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 40
    Minimum Kiryoku: 0
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 15
    (Strongest: Getta Dragon, 7600 at Full Upgrade)
    
    Attack Name: Triple Getta Beam
    Participating Mecha: Getta-1, Getta Q, Getta Dragon
    Weapons System: Getta Beam (all three)
    Attack Modifier: 1.7
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 50
    Minimum Kiryoku: 0
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 20
    (Strongest: Getta Dragon, 8075 at Full Upgrade)
    
    Attack Name: Stoner Sun Shine Spark
    Participating Mecha: Shin Getta-1, Getta Dragon
    Weapons System: Stoner Sun Shine, Getta Beam
    Attack Modifier: 1.7
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 120
    Minimum Kiryoku: 130
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 25
    (Strongest: Shin Getta-1, 10115 at Full Upgrade)
    
    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
    Weapons System: Rapid Rifle (all three)
    Attack Modifier: 1.5
    Attack Type: Ranged, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 60
    Minimum Kiryoku: 110
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 10
    (Strongest: Aestivalis (0G or Aerial) Izumi, 5775 at Full Upgrade)
    
    Attack Name: Double Gekigan Flare
    Participating Mecha: Aestivalis (Aerial) Akito and Gai OR Aestivalis (0G) 
      Akito and Gai
    Weapons System: Gekigan Flare and Gai Super Upper
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 50
    Minimum Kiryoku: 120
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 20
    (Strongest: Aestivalis (0G or Aerial) Gai, 6675 at Full Upgrade)
    
    Attack Name: Sekiha Love Love Tenkyouken
    Participating Mecha: God Gundam H and Rising Gundam
    Weapons System: Sekiha Tenkyouken and Rising Arrow
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 130
    Minimum Kiryoku: 140
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: None
    (Strongest: Rising Gundam, 6825 at Full Upgrade)
    
    Attack Name: Double God Finger
    Participating Mecha: God Gundam H and Nobel Gundam
    Weapons System: Bakunetsu God Finger and Beam Ribbon
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +25
    Ammunition: 0
    Energy: 70
    Minimum Kiryoku: 130
    Effectiveness: -/A/A/A
    Critical Adjustment: +20%
    Requirements: None
    (Strongest: Nobel Gundam, 6825 at Full Upgrade)
    
    Attack Name: Choukyuu Haou Den'eidan
    Participating Mecha: God Gundam H and Master Gundam S
    Weapons System: Choukyuu Haou Den'eidan and Choukyuu Haou Den'eidan
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 60
    Minimum Kiryoku: 130
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: None
    (Strongest: Master Gundam S, 6375 at Base Level)
    
    Attack Name: Bakunetsu! Kyuukyokuken
    Participating Mecha: God Gundam H and Master Gundam S
    Weapons System: Bakunetsu God Finger and Darkness Finger
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +25
    Ammunition: 0
    Energy: 70
    Minimum Kiryoku: 130
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: None
    (Strongest: Master Gundam S, 8025 at Full Upgrade)
    
    Attack Name: Kyuukyoku Sekiha Tenkyouken
    Participating Mecha: God Gundam H and Master Gundam S
    Weapons System: Sekiha Tenkyouken and Sekiha Tenkyouken
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 150
    Minimum Kiryoku: 140
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: None
    (Strongest: Master Gundam S, 8625 at Base Level)
    
    Attack Name: Shuffle Doumeiken
    Participating Mecha: God Gundam H, Bolt Gundam S, Gundam Maxter S, Gundam 
    Rose S, Dragon Gundam S
    Weapons System: Sekiha Tenkyouken, Gaia Crasher, Gounetsu Machine Gun Punch, 
      Roses Hurricane, Shin Ryuusei Kochouken
    Attack Modifier: 2.0
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 140
    Minimum Kiryoku: 130
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: None
    (Strongest: God Gundam H, 7200 at Base Level)
    
    Attack Name: Combination Blade
    Participating Mecha: Daitarn 3 and Zambot 3
    Weapons System: Daitarn Zanber and Zambot Cutter
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 10
    Minimum Kiryoku: None
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 10
    (Strongest: Any, 6075 at Full Upgrade)
    
    Attack Name: S Combination Attack
    Participating Mecha: Daitarn 3 and Zambot 3
    Weapons System: Sun Attack and Moon Attack
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 70
    Minimum Kiryoku: 120
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 15
    (Strongest: Any, 8400 at Full Upgrade)
    
    Attack Name: Choudenji Spin V no Jigiri
    Participating Mecha: Voltes V and Combattler V
    Weapons System: Tenkuuken V no Jigiri and Choudenji Spin
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 110
    Minimum Kiryoku: 130
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 20
    (Strongest: Combattler V, 9200 at Full Upgrade)
    
    Attack Name: Dual Missile
    Participating Mecha: Venus A and Diana A
    Weapons System: Koushi Ryoku Missile and Diana Missile
    Attack Modifier: 1.6
    Attack Type: Ranged, P
    Range: 1-5
    Accuracy: +30
    Ammunition: 0
    Energy: 20
    Minimum Kiryoku: None
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 10
    (Strongest: Venus A, 6160 at Full Upgrade)
    
    Attack Name: Double Burning F X/Gu/Ryo/Z (Double Burning Fire)
    Participating Mecha: Any 2 of Mazinger-Z, Minerva X, Great Mazinger, or 
      Ryosan Kata Great
    Weapons System: Breast Fire (Mazinger-Z), Breast Fire (Minerva X), Breast 
      Burn (Great Mazinger), Breast Fire (Ryosan Kata Great)
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 40
    Minimum Kiryoku: None
    Effectiveness: A/A/B/A
    Critical Adjustment: +20%
    Requirements: Level 15
    (Strongest: Great Mazinger, 7280 at Full Upgrade)
    
    Attack Name: D Mazinger Punch X/Gu/Ryo/Da/Z (Double Mazinger Punch)
    Participating Mecha: Any 2 of Mazinger-Z, Minerva X, Great Mazinger, 
      Grandizer, or Ryosan Kata Great
    Weapons System: Iron Cutter (Mazinger-Z), Rocket Punch (Minerva X), 
      Drill Pressure Punch (Great Mazinger), Screw Crasher Punch (Grandizer), 
      Drill Pressure Punch (Ryosan Kata Great)
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 20
    Minimum Kiryoku: None
    Effectiveness: A/A/B/A
    Critical Adjustment: +20%
    Requirements: Level 10
    (Strongest: Great Mazinger or Grandizer, 6480 at Full Upgrade)
    
    Attack Name: D Mazinger Blade Z/Gu/Ryo (Double Mazinger Blade)
    Participating Mecha: Any 2 of Mazinger-Z, Great Mazinger, or Ryosan Kata 
      Great 
    Weapons System: Iron Cutter (Mazinger-Z), Mazinger Blade (Great Mazinger), 
      Mazinger Blade (Ryosan Kata Great)
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 10
    Minimum Kiryoku: None
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 10
    (Strongest: Mazinger-Z, 6160 at Full Upgrade)
    
    Attack Name: D Lightning Buster Gu/Da/Ryo (Double Lightning Buster)
    Participating Mecha: Any 2 of Great Mazinger, Grandizer, Ryosan Kata Great
    Weapons System: Thunder Break (Great Mazinger), Space Thunder (Grandizer), 
      Thunder Break (Ryosan Kata Great)
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 60
    Minimum Kiryoku: 120
    Effectiveness: A/A/-/A
    Critical Adjustment: +20%
    Requirements: Level 20
    (Strongest: Great Mazinger, 7760 at Full Upgrade)
    
    Attack Name: Triple Mazinger Punch
    Participating Mecha: Mazinger-Z, Great Mazinger, Grandizer
    Weapons System: Iron Cutter, Drill Pressure Punch, Screw Crasher Punch
    Attack Modifier: 1.7
    Attack Type: Hand-to-Hand, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 30
    Minimum Kiryoku: None
    Effectiveness: A/A/B/A
    Critical Adjustment: +20%
    Requirements: Level 20
    (Strongest: Great Mazinger or Grandizer, 6885 at Full Upgrade)
    
    Attack Name: Mazinger Tornado
    Participating Mecha: Mazinger-Z, Great Mazinger, Grandizer
    Weapons System: Breast Fire, Breast Burn, Hanjuuryoku Storm
    Attack Modifier: 1.7
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 50
    Minimum Kiryoku: None
    Effectiveness: A/A/B/A
    Critical Adjustment: +20%
    Requirements: Level 25
    (Strongest: Great Mazinger, 7735 at Full Upgrade)
    
    Attack Name: F Dynamic Special (Final Dynamic Special)
    Participating Mecha: Mazinger-Z, Great Mazinger, Shin Getta-1, Grandizer
    Weapons System: Breast Fire, Breast Burn, Getta Beam, Hanjuuryoku Storm
    Attack Modifier: 1.8
    Attack Type: Hand-to-Hand, P
    Range: 1
    Accuracy: +30
    Ammunition: 0
    Energy: 80
    Minimum Kiryoku: None
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: Level 30
    (Strongest: Shin Getta-1, 8910 at Full Upgrade)
    
    Attack Name: Jet Stream Attack
    Participating Mecha: Dom II x3 (piloted by Gaia, Ortega, Mash) OR
      Dreissen x 3 (piloted by Gaia, Ortega, Mash)
    Weapons System: Giant Bazooka (all three) OR Beam Tomahawk (all three)
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 30
    Minimum Kiryoku: None
    Effectiveness: -/A/A/A
    Critical Adjustment: +10%
    Requirements: None
    (Strongest: Any, 5625 at Full Upgrade [Dom II] or Any, 6375 at Full Upgrade 
      [Dreissen])
    
    Attack Name: Double Shield Beam
    Participating Mecha: Desukain and Herudain
    Weapons System: Shield Beam and Shield Beam
    Attack Modifier: 1.5
    Attack Type: Ranged, P
    Range: 3-6
    Accuracy: +30
    Ammunition: 0
    Energy: 40
    Minimum Kiryoku: None
    Effectiveness: A/A/-/A
    Critical Adjustment: None
    Requirements: None
    (Strongest: Any, 6675 at Full Upgrade)
    
    Attack Name: Double Crasher
    Participating Mecha: Desukain and Herudain
    Weapons System: Lancer and Scimitar
    Attack Modifier: 1.6
    Attack Type: Hand-to-Hand, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 50
    Minimum Kiryoku: None
    Effectiveness: A/A/A/A
    Critical Adjustment: None
    Requirements: None
    (Strongest: Any, 8080 at Full Upgrade)
    
    Attack Name: Twin Tornado Attack
    Participating Mecha: Mechaborg Aisaa and Mechaborg Risaa
    Weapons System: Tornado Attack and Tornado Attack
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 40
    Minimum Kiryoku: None
    Effectiveness: A/A/A/A
    Critical Adjustment: +20%
    Requirements: None
    (Strongest: Any, 6375 at Full Upgrade)
    
    Attack Name: Double Claw
    Participating Mecha: Mecha Juushi Daimon and Mecha Juushi Saimon
    Weapons System: Claw and Claw
    Attack Modifier: 1.5
    Attack Type: Hand-to-Hand, P
    Range: 1-3
    Accuracy: +30
    Ammunition: 0
    Energy: 30
    Minimum Kiryoku: None
    Effectiveness: A/A/A/A
    Critical Adjustment: +10%
    Requirements: None
    (Strongest: Any, 6675 at Full Upgrade)
    
    -----------------------------------
    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 (e.g., 
    the G Fighter and the Gundam).  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.
    
    G Fighter/Gundam and God Gundam (or Master Gundam)/Fu'unsaiki Combination 
    Rules - These pairs of units work similarly.  If the combination unit 
    sustains enough damage to destroy the unit, the 'assistant' unit (G Fighter 
    or Fu'unsaiki) 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 (e.g., if the G Bull sustains 10% 
    damage, the Gundam and G Fighter will have 10% damage if they separate).
    
    These rules also apply to Grandizer and its combinations with the three 
    Spazer units (Double Spazer, Marine Spazer, and Drill Spazer).
    
    Armored Carrier Unit Rules - Certain units (Cavalier Type-0, Full Armor 
    Gundam, Gundam Shisaku 3-Gou Ki, Super Gundam/G Flyer, Full Armor ZZ Gundam, 
    Re-GZ (BWS), possibly the Kerot (Kon V)) count as Armored Carriers.  Armored 
    Carriers are armored shells or carriers for regular units (Dragonar Type-1, 
    Gundam, Gundam Stamen, Gundam Mk. II, ZZ Gundam/G Fortress, Re-GZ, Kerot).  
    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.)
    
    Linked - Units that are linked to each other share their upgrades.  For 
    example, the Gundam and the G Bull are linked.  If you purchase 2 HP upgrades 
    for the Gundam, the G Bull will receive +400 HP.  Weapons that are linked 
    share upgrades and ammunition status where applicable.  For example, if the 
    Taurus' Beam Cannon was fired twice, then the Taurus (MA)'s Beam Cannon would 
    only have 18 shots remaining.
    
    As a note, 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.)
    
    Upgrade - Units that upgrade into other units replace the original unit (it 
    will no longer appear on the status screens), but inherit all the upgrades of 
    their predecessor.  For example, if you purchased 4 EN upgrades for the 
    Argama, when it is upgraded into the Near Argama, the Near Argama will have 4 
    EN upgrades and receive the +40 EN bonus.  Also, the Near Argama will only be 
    able to purchase an additional 9 upgrades.
    
    Special Abilities:
    
    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.
    
    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.
    
    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!)
    
    EWAC - This ability, which can also be bestowed by an EWAC unit, increases 
    the accuracy and evasion of the eight units that are adjacent to this unit 
    (including those at the diagonal vertices).
    
    Getta Vision - This system (only available on the Getta-2) gives Hayato a 
    SECOND 50% chance to evade any incoming attack if his Kiryoku is 130 or more.  
    (It is basically the same as Bunshin, and has the same animation.)  That is, 
    if he fails to use the Open Gate, he gets another chance to evade using the 
    Getta Vision.  This is non-cumulative.  Note that Getta Vision cannot bypass 
    the 'Hicchuu' Seishin effect.
    
    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.
    
    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.
    
    HP Kaifuku (HP Restore) - This ability will restore a flat 10% of the unit's 
    maximum HP per turn.
    
    Hyper Jammer - This system (available only on the Deathscythe Hell Custom) 
    works exactly like a regular Jammer, as far as I can tell.
    
    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.
    
    Jammer - This unit has a localized jammer that overrides the guidance of 
    guided missiles targeting this unit.  Any missiles that are not evaded will 
    automatically be jammed.  This does not work on 'dumb' or direct fire 
    missiles, such as Bazooka rounds, Linear Missile Launchers, Phalanx Missiles, 
    etc.  This will work even if the attacking unit is under the effect of the 
    'Hicchuu' Seishin.
    
    Maha Special (Mach Special) - This system (only available on the Getta Liger) 
    gives Hayato a SECOND 50% chance to evade any incoming attack if his Kiryoku 
    is 130 or more. (It is basically the same as Bunshin, and has the same 
    animation.)  That is, if he fails to use the Open Gate, he gets another 
    chance to evade using the Mach Special.  This is non-cumulative.  Note that 
    the Mach Special cannot bypass the 'Hicchuu' Seishin effect.
    
    Open Gate - This system (available on Getta-1/2/3, Getta 
    Dragon/Liger/Poseidon, and Shin Getta-1/2/3) gives these units a 50% chance 
    to evade any incoming attack (by temporarily separating into those three 
    component planes) if the current pilot (e.g., Musashi if you're in Getta-3) 
    has 120 Kiryoku or more.  Note that the Open Gate cannot bypass the 'Hicchuu' 
    Seishin effect.
    
    Shield - This unit possesses a physical armor shield.  The shield always 
    takes damage before the unit; however, if the pilot is able to successfully 
    use his or her Kiri Barai skill, the damage is significantly reduced.
    
    Shin Maha Special (New Mach Special) - This system (only available on Shin 
    Getta 2) gives Hayato a SECOND 50% chance to evade any incoming attack if his 
    Kiryoku is 130 or more. (It is basically the same as Bunshin, and has the 
    same animation.)  That is, if he fails to use the Open Gate, he gets another 
    chance to evade using the New Mach Special.  This is non-cumulative.  Note 
    that the New Mach Special cannot bypass the 'Hicchuu' Seishin effect.
    
    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 Kiri Barai 
    Special Ability, they can use this sword to ward off certain attacks.  
    (Especially other beam sabers, heat hawks, missiles, and even funnels!)
    
    Zero System - The Zero System will give Hiiro a +10 to ALL statistics when he 
    has 130 Kiryoku or more.
    
    ----------------------------
    Section 10: Conformal Parts
    ----------------------------
    
        There are a total of 27 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.
    
       Items that effect Weapons Range only affect those whose range is not 1 
    (that is, non-melee) and those that are not MAP weapons.
    
    Legend:
    Part Name (Memory Address):
    Effects, Notes
    
    Booster (20000ae):
    Movement +1
    
    Mega Booster (20000af):
    Movement +2
    
    Haro (20000b0):
    Agility +30, Weapons Range +2
    
    Psycho Frame (20000b1):
    Agility +20, Limit +10
    
    Bio Sensor (20000b2):
    Agility +10, Limit +20
    
    Magnet Coating (20000b3):
    Agility +5, Limit +30
    
    Apogee Motor (20000b4):
    Agility +5, Movement +1
    
    Shuffle Monshou (20000b5):
    At the beginning of battles, Kiryoku will be 105.
    
    Minovski Craft (20000b6):
    This unit will now be able to fly (and land).  This unit's Air ability is now 
    A.
    
    Kouseinou Radar (20000b7):
    Weapons Range +1
    
    Kouseinou Shoujunki (20000b8):
    All weapons' accuracy is +30%
    
    Jammer (20000b9):
    This unit gains the Jammer ability.
    
    V-Up Unit (W) (20000ba):
    All weapons power is increased based on the number of conformal parts slots 
    this mecha has.  The increase is equal to the number of slots times 100.  
    (This is added to every weapon's base attack.)
    
    V-Up Unit (U) (20000bb):
    All statistics are increased based on the number of conformal parts slots 
    this mecha has:
    1 Slot: +200 HP, +30 EN, +0 Agility, +50 Armor, +5 Limit
    2 Slots: +300 HP, +50 EN, +5 Agility, +100 Armor, +10 Limit
    3 Slots: +400 HP, +70 EN, +10 Agility, +150 Armor, +15 Limit
    4 Slots: +400 HP, +100 EN, +10 Agility, +200 Armor, +20 Limit
    
    Chobham Armor (20000bc):
    HP +500, Armor +150
    
    Hybrid Armor (20000bd):
    HP +800, Armor +200
    
    Chougoukin Z (20000be):
    HP +1000, Armor +300
    
    Chougoukin Nu Z (20000bf):
    HP +1500, Armor +400
    
    Beam Coating (20000c0):
    This unit gains the Beam Coating ability.
    
    I Field Barrier (20000c1):
    This unit gains the I Field ability.
    
    Propellant Tank S (20000c2):
    100% of this unit's energy is restored.
    This consumes the Propellant Tank S.
    
    Repair Kit (20000c3):
    100% of this unit's HP is restored.
    This consumes the Repair Kit.
    
    Cartridge (20000c4):
    100% of this unit's ammunition is restored.
    This consumes the Repair Kit.
    
    Hijoushoko (20000c5):
    All pilots in this unit recover 50 Seishin Points.
    This consumes the Hijoushoko.
    
    Oogata Magazine (20000c6):
    The ammunition capacity for all weapons in this unit doubles.
    Multiple units are not cumulative.
    
    EWAC Equipment (20000c7):
    This unit gains the EWAC ability.
    Multiple units are not cumulative.
    
    W-Up Unit (20000c8):
    All weapons strength and statistics increase based on the number of conformal 
    parts slots this mecha has:
    1 Slot: +300 HP, +50 EN, +5 Agility, +100 Armor, +10 Limit, +200 Weapons
    2 Slots: +400 HP, +70 EN, +10 Agility, +150 Armor, +15 Limit, +300 Weapons
    3 Slots: +500 HP, +90 EN, +15 Agility, +200 Armor, +20 Limit, +400 Weapons
    4 Slots: +500 HP, +120 EN, +15 Agility, +250 Armor, +25 Limit, +500 Weapons
    
    -------------------------
    Section 11: Translations
    -------------------------
    
    Disclaimer: These translations are done by myself, and therefore could be 
    wildly inaccurate.  I don't speak Japanese, so ...
    
    0 Kyouri Mega Beam Hou - 0 Range Mega Beam Cannon
    10 Ren Dual Missile Pods - 10 Shot Dual Missile Pod (see miscellaneous)
    110mm Kikanhou - 110mm Machine Cannon [might be 'Chain Gun']
    115mm Rensou Kikanhou - 115mm Built-In Machine Cannon
    2 Ren 20mm Kikanhou - 2 Barrel 20mm Machine Cannon
    2 Ren 25mm Kikanhou - 2 Barrel 25mm Machine Cannon
    2 Rensou Beam Cannon - 2 Barrel Beam Cannon
    2 Rensou Shiki Rail Gun - 2 Built-In Form Rail Gun [Twin Rail Gun]
    3 Rensou Gatling Hou - 3 Barrel Built-In Gatling Cannon
    2 Rensou Mega Ryuushi Fukuhou - Twin Built-In Mega Particle Secondary Cannon
    2 Rensou Mega Ryuushi Shuuhou - Twin Built-In Mega Particle Main Cannon
    30mm 2 Rensou Vulcan - 30mm Twin Built-In Vulcan
    30mm Kikanhou - 30mm Machine Cannon
    4 Ren Dual Missile Pod - 4 Shot Dual Missile Pod
    5 Ren Dual Missile Pod - 5 Shot Dual Missile Pod
    5 Ren Missile Pod - 5 Shot Missile Pod
    5 Rensou Missile Pod - 5 Shot Built-In Missile Pod
    6 Ren Dual Missile Pod - 6 Shot Dual Missile Pod
    Bakudan - Bomb
    Bakunetsu God Finger - Exploding Hot God Finger
    Bakunetsu God Slasher - Exploding Hot God Slasher
    Bakunetsu! Kyuukyokuken - Exploding Hot!  Ultimate Fist
    Balloon Hou - Balloon Cannon
    Bidenji Spark - Tiny Electromagnetic Spark
    Bidenji Yoyo - Tiny Electromagnetic Yo-yo
    Byakko Kami - Byakko Bite (White Tiger, one of the 4 Holy Beasts)
    Chizan Shikkuu Ha - Earth Slash Rapid Vacuum Blade
    Chou no Mai - Dance of the Butterfly
    Choudenji Goma - Super Electromagnetic Goma
    Choudenji Spin - Super Electromagnetic Spin
    Choudenji Spin V no Jigiri - Super Electromagnetic Spin V Slash
    Choudenji Yoyo - Super Electromagnetic Yo-yo
    Chougoukin Z - Hyper-Alloy Z (also the name of a toy ...)
    Chougoukin Nu Z - Hyper-Alloy Nu Z
    Choukyuu Haou Den'eidan - Super Class Supreme Electric Shadow Bullet
    Daisetsuzan Oroshi - Great Snowy Mountain Drop
    Daisetsuzan Oroshi Nidan Kaeshi - Great Snowy Mount Drop Second Level Return
    Daisharin Rocket Punch - Big Swing Rocket Punch
    Genbu Goudan - Genbu Strong Bullet (Black Tortoise, one of the 4 Holy Beasts)
    F Solid Cannon - Folding Solid Cannon (not really a translation, but ...)
    Fuujinsen - Wind Blade Flash
    Fu'unsaiki - Raising Both Wind and Clouds
    Gounetsu Machine Gun Punch - Super Burning Machine Gun Punch
    Hakai Kousen - Destruction Light Ray
    Hanjuuryoku Storm - Anti-Gravity Storm
    Hijoushoko - Emergency Food
    Hissatsu Reppu Daimo-Kick - Sure Kill Violent Winds Daimo Kick
    Hissatsu Reppu Sekkenzuki - Sure Kill Violent Winds Righteous Fist Pierce
    Hyper Mega Ryuushi Hou - Hyper Mega Particle Cannon
    Juu-ni Ouhouhai Daisharin - 12 Royal Direction Signs Great Swing
    Kakusan Bazooka - Scattering Bazooka
    Kakusan Beam Hou - Scattering Beam Cannon
    Kakusan Mega Ryuushi Hou - Scattering Mega Particle Cannon
    Kakusan Ryuushi Dan - Scattering Particle Bullet
    Kakutou - Hand-to-Hand [Grapple]
    Kirin - Kirin (Kirin, a mythical beast from Chinese mythology)
    Kinbou - Metal Rod
    Kinboukata Beam Rifle - Metal Rod Form Beam Rifle (i.e., the rifle is in the 
      rod)
    Kogata Missile - Compact Missile
    Kouseinou Radar - High Power Radar
    Kouseinou Shoujunki - High Power Alignment Equipment
    Koushi Bazooka Hou - Photon Bazooka Cannon
    Koushi Ryoku Beam - Photon Power Beam
    Koushi Ryoku Missile - Photon Power Missile
    Kyoufu no Triple Attack - Triple Attack of Terror
    Kyuukyoku Sekiha Tenkyouken - Ultimate Stone Ripping Heaven Amazing Fist
    Mai Suzaku - Dance of the Suzaku (Red Phoenix, one of the 4 Holy Beasts)
    Magma Kemono Dakuron - Magma Beast Dakuron
    Mecha Kakumen Oni - Mecha Mask Demon
    Mecha Hakkotsu Oni - Mecha White Skeleton Demon
    Mecha Yousai Oni - Mecha Fortress Demon
    Mega Ryuushi Hou - Mega Particle Cannon
    Mega Ryuushi Shuuhou - Mega Particle Main Cannon
    Meikyoushisui - Clear and Serene (lit. Clear Mirror, Still Water)
    Messergranz - Razor (something)
    Oogata Beam Saber - Jumbo Beam Saber
    Oogata Laser - Jumbo Laser
    Oogata Magazine - Jumbo Magazine
    Oogata Mega Ryuushi Hou - Jumbo Mega Particle Cannon
    Oogata Mega Ryuushi Hou - Jumbo Mega Particle Cannon
    Oogata Missile - Jumbo Missile
    Ougi Koujinsen - Ultimate Secret Technique: Light Blade Flash
    Rekka Jin - Violent Fire Blade
    Rensou Missile Launcher - Built-In Missile Launcher
    Santatsu Kon - Three Dragon Staff (like a San-ren-kon)
    Seiryuu Rin - Seiryuu Scales (Blue Dragon, one of the 4 Holy Beasts)
    Sekiha Love Love Tenkyouken - Stone Ripping Love Love Heaven Amazing Fist
    Sekiha Tenkyouken - Stone Ripping Heaven Amazing Fist
    Senkai Shiki Vulcan - Rotating Type Vulcan
    Sentou Kemono Dokaigaa - Battle Beast Dokaigar
    Shin Ryuusei Kochouken - New Shooting Star Butterfly Sword
    Shuffle Doumeiken - Shuffle Alliance Fist
    Shuffle Monshou - Shuffle Crest
    Sokushahou - Rapid Fire Cannon
    Sokusha Laser - Rapid Fire Laser
    Soutatsu Ken - Twin Dragon Blade
    Souteni Hou - Transposition Gun
    Spiegel - Mirror
    Sturm und Drang - approximately Storm and Fury
    Suiryuu Souga - Flowing Water Claws and Fangs
    Sun Attack Midare Uchi - Sun Attack Wild Strike
    Tai-kan Missile - Anti-Ship Missile
    Taiatari - Body Slam
    Taikuu Laser Hou - Anti-Air Laser Cannons
    Tai-Radar Missile - Anti-Radar Missile
    Tenkuuken - Vacuum Blade
    Tenkuuken Ball V no Jigiri - Vacuum Blade Ball V Slash
    Tenkuuken V no Jigiri - Vacuum Blade V Slash
    Yousai Demonika - Fortress Demonika
    Yuusenshiki Mega Ryuushi Hou - Wire Guided Type Mega Particle Cannon
    
    -------------------------
    Section 12: Observations
    -------------------------
    
    Upgrade Levels:
    
        There are many mecha in this game that are considered 'sub-par'.  Good 
    examples might be Boss Borot, the High Mobility Zaku, the Gouf Custom, etc.  
    These are lesser mecha from their respective series (e.g., Boss Borot is not 
    supposed to be more powerful than Mazinger-Z.)  However, during the first 
    play of this game (second plays equalize the number of upgrades available for 
    purchase), the difference in upgrade levels can make it worthwhile to upgrade 
    lesser robots with higher upgrade limits.
    
        The smallest number of upgrades a unit can have is 7.  (Nu Gundam, 
    Sazabi, Gundam Wing main mecha all fall in this category.)  These units miss 
    out on a tremendous amount of upgrade potential as a consequence.  The other 
    limit values are 10 (usually a strong, favored mecha, like Dragonar or the 
    original units), 13 (less favored, but still good, like Aestivalis), and 15 
    (under-powered compared to other mecha, like the original Gundam.  You have 
    to compare it to, say, the Nu Gundam.)  The following list encapsulates the 
    maximum bonuses based on the number of upgrades available to a mecha:
    
    7 HP Upgrades: 1400
    10 HP Upgrades: 2000
    13 HP Upgrades: 2600
    Max HP Upgrades: 3000
    
    7 EN Upgrades: 90
    10 EN Upgrades: 150
    13 EN Upgrades: 210
    Max EN Upgrades: 250
    
    7 Agility Upgrades: 35
    10 Agility Upgrades: 50
    13 Agility Upgrades: 65
    Max Agility Upgrades: 75
    
    7 Armor Upgrades: 800
    10 Armor Upgrades: 1250
    13 Armor Upgrades: 1700
    Max Armor Upgrades: 2000
    
    7 Limit Upgrade: 90
    10 Limit Upgrade: 150
    13 Limit Upgrade: 210
    Max Limit Upgrade: 250
    
    7 Weapons Upgrades: 800
    10 Weapons Upgrades: 1250
    13 Weapons Upgrades: 1850
    Max Weapons Upgrades: 2250
    
    7 Shield Upgrades: 1150
    10 Shield Upgrades: 2000
    13 Shield Upgrades: 3100
    Max Shield Upgrades: 4000
    
        There's a 1450 point difference between the bonus a 7 upgrade mecha can 
    receive in weapons versus that of a 15 upgrade mecha.  Let's apply that for a 
    second.  Char's Personal Use Gelgoog has weapons that have a base damage of 
    1500.  Fully upgraded, these weapons jump to a power of 3750.  The Nu 
    Gundam's Fin Funnel has a base damage of 2600.  Fully upgraded, it will only 
    do ... 3400 damage!  That's right - Char's Beam Rifle will outperform a 
    Funnel if you upgrade it enough.
    
        So who wins the damage award for Universal Century mecha?  It's ... the 
    Zakrello!  The Heat Nata will do 2200 base damage, or when fully upgraded, a 
    whopping 4450 damage.  That's the same amount as Daimos' Hissatsu Reppu 
    Sekkenzuki Kai will when upgraded (10 times).  The most powerful friendly 
    attack in the game (in base damage) is the Stoner Sun Shine at 3700.  (Great 
    Mazinger's Great Booster comes in right behind at 3600.)  Shin Getta-1 only 
    has 7 upgrade levels, so it tops off at 4500.  The Great Booster fares 
    better, having a maximum of 4850.
    
        Want a real shocker?  The Special DX Borot Punch will upgrade to 4950.  
    (The more modest Borot Pressure Punch upgrades to that magic 4450.)  The 
    Borot Pressure Punch costs 10 EN to use, has a range of 1-3, and a minor -10 
    accuracy penalty (but a +20 critical bonus).  The Hissatsu Reppu Sekkenzuki 
    Kai costs 80 EN to use, and has a minimum Kiryoku requirement of 140.  (Yes, 
    you get +30 Accuracy and +30 critical bonus.  Consider, however, that the 
    statistics of Boss Borot fully upgraded exceed that of Daimos; it has 5 more 
    Agility, 800 more Armor, and 20 more limit.)
    
        The take-away lesson from this is simple: on a first play game, if you 
    have the money to spend on your mecha, the 'worst' mecha of the game will 
    become the best via the virtue of superior upgrades.  Humble units like the 
    Gundam Ez-08, original Gundam, Gouf Custom, and High Mobility Zaku can 
    obliterate their later replacements (Z Gundam, Nu Gundam, etc.) when properly 
    tuned.
    
        If you thought the upgrade situation was bad enough, the use of these 
    parts will completely tilt the scales in favor of lesser mecha.
    
        Strong mecha (the best example is the Getta-1/2/3 unit) have very few 
    conformal parts slots.  (Getta has 1.)  Lesser mecha often have 3 or even 4.  
    This is ALSO true of the early battleships, by the way.  (The Argama has 4 
    parts slots.)  Since V-Up and W-Up units gain power based on the number of 
    slots a mecha has, this can make a bad situation worse.
    
        Consider the Gouf Custom.  Many complain that Norris Packard's machine 
    can't compete against the power of the Nu Gundam.  However, it has 4 parts 
    slots and 15 upgrade levels.  Let's look at its statistics - fully upgraded.
    
    Gouf Custom:
    Base HP: 7300
    Base EN: 380
    Base SH: 5300
    Type: Land
    Size: M
    Repair Cost: 2000
    Movement: 7
    Agility: 165
    Armor: 3200
    Limit: 520
    Air: -  Land: A  Sea: B  Space: B
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    3 Rensou Gatling Hou <R> [P] (3550, 1-3, +10, 6, 0, 0, 0, A/A/B/A)
    Gatling Shield <R> (3650, 3-5, 0, 10, 0, 0, +10, A/A/B/A)
    Heat Rod <H> [P] (3750, 1-3, +15, 0, 0, 0, +20, A/A/B/A)
    Heat Saber <H> [P] (3850, 1, +25, 0, 0, 0, 0, -/A/C/A)
    
    Now, let's look at the Nu Gundam.
    
    Nu Gundam:
    Base HP: 5900
    Base EN: 270
    Base SH: 3350
    Type: Land
    Size: M
    Repair Cost: 6000
    Movement: 7
    Agility: 155
    Armor: 2400
    Limit: 470
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield, I Field
    Conformal Parts Slots: 2
    Upgrade Levels: 7
    
    Weapons Systems:
    60mm Vulcan <R> [P] (1800, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Rifle <R> [B] (2500, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (2500, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Hyper Bazooka <R> (2700, 3-6, -20, 4, 0, 0, -10, A/A/A/A)
    Fin Funnel <R> (3400, 3-7, +20, 6, 0, 105, +20, A/A/A/A) Newtype Lv. 1
    
    For kicks, let's throw in the original Gundam:
    
    Gundam:
    Base HP: 6000
    Base EN: 330
    Base SH: 6000
    Type: Land
    Size: M
    Repair Cost: 1600
    Movement: 5
    Agility: 160
    Armor: 3000
    Limit: 510
    Air: -  Land: A  Sea: C  Space: A
    Special Abilities: Sword, Shield
    Conformal Parts Slots: 4
    Upgrade Levels: 15
    
    Weapons Systems:
    60mm Vulcan <R> [P] (3150, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Javelin <H> [P] (3450, 1-3, +10, 0, 0, 0, +10, -/A/A/A)
    Beam Rifle <R> [B] (3550, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (3550, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Hyper Bazooka <R> (3650, 3-5, -20, 4, 0, 0, -10, A/A/A/A)
    Hyper Hammer <H> [P] (3750, 1-2, -10, 0, 0, 0, +20, -/A/B/A)
    Super Napalm <R> (3950, 1-3, -10, 0, 30, 110, +40, A/A/-/A)
    
       That's right, the Fin Funnel does less damage than the weakest weapon on 
    the Gouf Custom, the 3 Barrel Gatling Cannon.  The Hyper Bazooka on the 
    Gundam has one square less range, but does 33% more damage.  With 4 parts 
    slots, you could add an I-Field and Minovsky Craft to the Gundam, still have 
    2 left over, and you'd have a flying, shielded mecha that was superior to the 
    Nu Gundam in all respects.  That also ignores the ability of the Gundam to 
    combine with the G-Fighter.
    
       Let's look at the V-Up units for a moment.  Assuming you had an infinite 
    supply, look at the bonuses for fully stocking a mecha with V-Up units:
    
    V-Up (W):
    1 Slot: +100
    2 Slots: +300
    3 Slots: +600
    4 Slots: +1000
    
    V-Up (U):
    1 Slot: +200 HP, +30 EN, +0 Agility, +50 Armor, +5 Limit
    2 Slots: +500 HP, +80 EN, +5 Agility, +150 Armor, +15 Limit
    3 Slots: +900 HP, +150 EN, +15 Agility, +300 Armor, +30 Limit
    4 Slots: +1300 HP, +250 EN, +25 Agility, +500 Armor, +50 Limit
    
    Turning back to our Nu Gundam / Gundam / Gouf Custom comparisons, let's just 
    look at the weapons for a full V-Up (W) loadout:
    
    Gouf Custom:
    3 Rensou Gatling Hou <R> [P] (4550, 1-3, +10, 6, 0, 0, 0, A/A/B/A)
    Gatling Shield <R> (4650, 3-5, 0, 10, 0, 0, +10, A/A/B/A)
    Heat Rod <H> [P] (4750, 1-3, +15, 0, 0, 0, +20, A/A/B/A)
    Heat Saber <H> [P] (4850, 1, +25, 0, 0, 0, 0, -/A/C/A)
    
    Nu Gundam:
    60mm Vulcan <R> [P] (2100, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Rifle <R> [B] (2800, 1-6, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (2800, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Hyper Bazooka <R> (3000, 3-6, -20, 4, 0, 0, -10, A/A/A/A)
    Fin Funnel <R> (3700, 3-7, +20, 6, 0, 105, +20, A/A/A/A) Newtype Lv. 1
    
    Gundam:
    60mm Vulcan <R> [P] (4150, 1-2, +30, 20, 0, 0, -20, A/A/B/A)
    Beam Javelin <H> [P] (4450, 1-3, +10, 0, 0, 0, +10, -/A/A/A)
    Beam Rifle <R> [B] (4550, 1-5, 0, 10, 0, 0, +10, A/A/-/A)
    Beam Saber <H> [P] (4550, 1, +15, 0, 0, 0, 0, -/A/A/A)
    Hyper Bazooka <R> (4650, 3-5, -20, 4, 0, 0, -10, A/A/A/A)
    Hyper Hammer <H> [P] (4750, 1-2, -10, 0, 0, 0, +20, -/A/B/A)
    Super Napalm <R> (4950, 1-3, -10, 0, 30, 110, +40, A/A/-/A)
    
        The same logic applies to any other part you're fond of that can be 
    installed multiple times.  The Fin Funnel has a range of 3-9 if you use the 
    one Haro on the Nu Gundam; if you use a Haro and 3 High Power Alignment 
    Equipment on the High Mobility Zaku, you get a weapon (240mm Bazooka) that 
    can fire from 3-10 (and has the [P] attribute, making it a great shoot and 
    scoot weapon), and when fully upgraded does 3850 damage.  (If you want, you 
    could do the same to Char's Personal Use Gelgoog's Beam Rifle - 1-10 range, 
    3750 damage, more shots.)  It has just as many shots, too.  An enemy with a 
    movement of 5 and no weapons that reach beyond 4 squares will find it 
    extremely difficult to shoot back at the prototype Zaku.
    
    --------------------
    Section 13: Credits
    --------------------
    
        There are several people without whose publicly available resources this 
    document could have never been complied:
    
        Dragoon T (dragoont@yahoo.com), for his immense help - a variety of 
    corrections, Special Ability information, etc.;
    
        Edda Robo E, for providing the names of the Grandizer pilots, and 
    generally being a source of Super Robot information galore;
    
        GameFAQs (www.gamefaqs.com), for being the comprehensive game information 
    site;
    
        badkarma.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: 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
    
    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 15: Miscellaneous
    --------------------------
    
    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 ...
    
    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 ...)
    
    Gundam Maxter:
    There is a dummy Gundam Maxter at 200af8d.  It lacks a Shield, has less armor 
    but a higher limit - more importantly, it completely lacks any attacks.  
    Therefore, I don't think that it is a valid mecha, but it was counted towards 
    the 151 mecha types.  According to Dragoon T, this could very possibly be the 
    Gundam Maxter Boxing variant.
    
    2 Master GS (Fu'unsaiki) and 2 God Gundam H (Fu'unsaiki)'s?:
    Yes - either they are a secret variant (possible in Master GS Fu'unsaiki's 
    case, since it has a repair cost; not likely in God Gundam H's case, since it 
    does not have a repair cost and it should), or they are a cinematic/dummy 
    set.  As soon as I get these units, I will check against the stats (unless 
    someone wants to check for me ...)
    
    Getta-1 and Getta Dragon:
    There are separate, non-transforming variants that are received once the 
    Getta unit is upgraded.  These units are piloted by a single pilot (although, 
    supposedly, you can save Tomoe Musashi as the Support Pilot of Getta-1), and 
    have important combinations with other Getta units.
    
    Geshpenst Mk. II:
    Yes, it has conformal parts slots.  I'm not 100% sure why, though.  It is 
    possible that since the Geshpenst was added to this game at such a late date 
    (see the Mecha Hacking Guide for the rationale behind that conclusion), they 
    may have forgotten to blank out its conformal slots.
    

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