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    Pilot FAQ by Deranged

    Version: 1.0 | Updated: 09/23/03 | Search Guide | Bookmark Guide

    Super Robot Wars Original Generation Pilots FAQ. Author: Deranged
    E-Mail: deranged85@yahoo.com. Last Updated: 23/9/2003 1306 Hours
    
    Version 1.0
    
    ===============================
    1)Table Of Contents
    ===============================
    
    
    1)Table Of Contents
    2)Version History
    3)Introduction
    4)Seishin List
    5)Pilot Points System
    6)Pilot Skill List
    7)Pilot List
    8)Miscellanous Notes
    9)Credits
    10)Contact Information
    11)Disclaimer
    
    
    ===============================
    2)Version History
    ===============================
    
    25/06/2003: Version 1.0
    ~And finally this FAQ is complete. Likely no one will read this, but this is 
    more for my peace of mind anyway. ^^; Hopefully anyone might find it useful 
    though.
    
    --What I've Done--
    -Added the Ally Defeat morale adjustment and Terrain Ratings for Rin.
    -Added the seishin costs of Kai's first three seishins.
    -Added Ingram's last three seishins.
    -Added Level 45 Seishin points for the remaining characters.
    
    
    25/06/2003: Version 0.99
    ~After three more months, this FAQ is more or less finished, thanks to the 
    contributions of Toxico. The remaining unknowns are more or less minor, but I
    will still wait until I find them (which might take awhile ^^;) before I can
    declare this FAQ officially complete.
    
    --What I've Done--
    -Fixed a few romanji errors in the Seishin list, and changed some translations
    to streamline it to be the same as my SRW Alpha 2 FAQ/Walkthrough.
    -Added Kai Kitamura's Level 45 stats, skills and seishin, as well as Guillam's
    Level 45 stats and two missing seishins, thanks to Toxico. Also wrote my own
    comments for them, and included his comments as well.
    -Changed all unknowns to ???s instead of blanks, to better signify it.
    -Classified the statistics and seishin points of characters who aren't with you 
    at the final stage as Unknown, since its basically impossible to get them to
    level 45.
    
    --What I've To Do--
    -Find the Ally Defeat morale adjustment and Terrain Ratings for Rin.
    -Find the seishin costs of Kai's first three seishins.
    -Find Ingram's last three seishins.
    -Find Level 45 Seishin points for several characters.
    
    
    15/03/2003: Version 0.9
    ~I always finish what I start!   ...It may just take me some time to do so. ^^;
    
    --What I've Done--
    -Fixed a few errors in the seishin list, mostly on some seishin only lasting
    for a single attack rather than for a whole turn, and a few romanji errors.
    -Pilot List has been HEAVILY revamped, including a notice about Pilot Stats 
    that should be read before actually perusing the list. The list itself has been
    formatted for a lot more easier reading now, and most of my comments on each
    pilot have now been written up.
    -Removes the Pilot Statistic Tables, for reasons explained in the Pilot List.
    -Added a blurb about adding to natural skills in the Miscellanous Notes.
    -Removes the Future Additions List and moved it up here.
    
    --What I've To Do--
    -Finish up what I haven't done in the Pilot List; most noticably Guillam
    and Kai. If someone could help me with the latter, I'd be much pleased,
    as I'm currently playing through Ryusei's route again.
    -Find Seishin Points for most characters at level 45.
    
    16/12/2002: Version 0.7
    -The clean up version. Tons of little errors fixed.
    -Formatted the FAQ a little to make it slightly easier to read.
    -Added most pilot's level 45 stats. Currently missing just Kai Kitamura; I 
    might try guesstimates for Rin's and Ingram's level 45 stats, though.
    -Added Seishin Points for a few characters, which I can't believe I nearly 
    entirely forgot about. ^^;
    
    14/12/2002: Version 0.5 
    -Everything except the Pilot List and Pilot 
    Statistics Table is complete, with a few missing numbers here and there, as 
    well as everyone's statistics and my personal comments as of yet undocumented. 
    I'm planning to do a quick and dirty comparision at level 45, hopefully I can 
    get everyone to that exact level easily enough...
    
    
    ===============================
    3)Introduction
    ===============================
    
    
    Super Robot Wars: Original Generation is the latest in the long line of Super 
    Robot Wars games, spanning over more than a decade. Original Generations 
    though, is the first Super Robot Wars since the ubiquitous and acclaimed Super 
    Robot Wars Gaiden to feature -only- Banpresto Original characters and Mecha, 
    with nary a Mazinger or Gundam in sight. Truly a game catered to the hardcore 
    fans of the series, proven by the increased difficulty that peppers the final 
    few stages of the game. This little bundle of joy also introduces new changes 
    to the SRW system, such as variable spell costs and different morale gains 
    between characters, as well as the much-vaunted Pilot Points system. This FAQ 
    is designed to explain what each seishin and pilot skill does, as well as to 
    give a quick rundown on every pilot in the game, their seishin set, how they 
    gain and lose morale, and how they measure up to each other statistically. If 
    you are looking for a straightforward walkthrough, this is not what you're 
    looking for; I'd suggest Gundamtotoro's excellent FAQ/Walkthrough on GameFAQs 
    for this. I personally hope that this FAQ will be informative to you.
    
    
    ===============================
    4)Seishin List
    ===============================
    
    
    Seishins are the very core of Super Robot Wars games; I frequently shake my 
    head in disbelief at stories of people somehow getting far into Super Robot 
    Wars games without even knowing that these nifty little commands exist. They 
    are the rough equivalent of a magic spell; you cast a seishin before you move 
    or attack, and it can do anything from increasing your move range to doubling 
    your experience for your next attack.
    
    You use seishins by selecting the second option on a unit's menu when you 
    press A on the unit (assuming you aren't in attack range of anything, in which 
    case it would be the third option), then selecting the seishin you want to 
    use. A list of all the seishins your currently deployed pilots have can also 
    be seen by selecting the 4th option after clicking on a square without a unit. 
    The seishin in this list will be arranged by the way they are shown in this 
    table, read like a book (left to right, up to down).
    
    -----------------------------
    Row 1
    -----------------------------
    
    Nekketsu (Hot Blood) : For one attack, the pilot's next attack does 2x damage. 
    It's pretty expensive in general, so it's usually a good idea to save this 
    seishin for bosses.
    
    Datsuryoku (Exhaust) : Choose any enemy unit, and it's morale will be decreased
    by 10. Use this on bosses who run away after they lose a certain amount of HP, 
    as you can then inflict more damage on your final attack on them. In special 
    cases, this spell can also be used to prevent an enemy unit from using 
    powerful morale-based attacks, or morale-based skills like Afterimage.
    
    Tekagen (Mercy) : For one attack. If this attack reduces the enemy's HP to 0, 
    and your pilot has a higher Skill stat the the enemy pilot, the enemy's unit 
    will survive with 10 HP. This spell will be mostly used to help level up any 
    weak pilots, by letting a high-level pilot lower an enemy unit to 10 HP, then 
    having the weak pilot run in and finish the enemy unit off with a high 
    accuracy attack, as the lowest damage you can do in all SRW games is 10 HP.
    
    Sogeki (Snipe Attack) : For one attack. The range of all Map weapons are 
    increased by 1, while the range of all other attacks are increased by 2. Best 
    for units without good P weapons and Rush Attack, or if your map attack needs 
    that extra square of range to hit more enemies.
    
    Hirameki (Flash) : For one enemy attack. Dodge rate is 100%. Use this against 
    bosses, since most other attacks are either easy to dodge, or easy to take 
    without much damage inflicted.
    
    -----------------------------
    Row 2
    -----------------------------
    
    Doryoku (Great Effort) : For one combat sequence (your unit attacking, or your 
    unit getting attacked). Gain 2x EXP. It goes without saying that you should 
    always use this just before killing a major character. Do note that if you use 
    this seishin, then Defend or Evade in the next combat sequence, the effect of 
    this spell will be completely lost.
    
    Ouen (Aid) : Casts Great Effort on any one team member, including the pilot who 
    uses Ouen. The same rules of Great Effort apply here. VERY useful for levelling 
    up weaker-levelled members.
    
    Kou'un (Lucky) : For one combat sequence. Gain 2x Credits. As with Doryoku, 
    you should always cast this before killing a major character, or large, 
    expensive units (anything with 15000+ HP). Like Great Effort, if you Defend or 
    Evade with this seishin in effect, you will lose its effects completely.
    
    Shukufuku (Bless) : Casts Lucky on any one team member, including the pilot who 
    uses Bless. The same rules of Kou'un apply here.
    
    Shuchuu (Concentrate) : For one turn. Dodge and Hit rates are increased by 
    30%. Useful all-around, especially if you cast it on a good dodger, and just 
    throw it right into the middle of all the enemies. Otherwise, it's a nice 
    dodge boost for your Reals, or accuracy boost for your Supers.
    
    -----------------------------
    Row 3
    -----------------------------
    
    Hichuu (Sure Hit) : For one turn. Hit rate is 100%. Mostly used by Supers who 
    have trouble hitting boss-level enemies, or by low-level pilots when trying to 
    get up to everyone else's level. Flash takes precedence, however.
    
    Kannou (Inspire) : Casts Sure Hit on any one team member, including the pilot 
    who uses Inspire. The same rules of Sure hit apply here.
    
    Mikiri (Abandon) : Casts Flash and Sure Hit. Only use this spell if you're sure 
    you need the effects of both spells (or if it's the only one the pilot has), as 
    there's actually very little occasions where you need both.
    
    Teppeki (Iron Wall) : For one turn. All enemy attacks on the affected unit 
    will be reduced to 1/4th their normal damage. This modification means that 
    less attacks will do a piddling 10 damage, but the really strong attacks will 
    do far less than normal, making it more viable for Reals. Use this before 
    throwing the unit into a ton of enemies for cackling fun.
    
    Kasoku (Accelerate) : For one movement, the affected unit's movement range is 
    increase by 3. Useful for slow units, like the Giganscud. Note that if you 
    attack without moving (or do nothing at all), the spell's effects will still 
    linger until you actually use it by moving.
    
    -----------------------------
    Row 4
    -----------------------------
    
    Kakusei (Awaken) : The affected unit will get two combat turns; that is, it 
    can move and/or attack one more time after it's normal move and/or attack. You 
    can't cast Kakusei consecutively to gain three combat turns in a row, but you 
    can cast after you've used it's effects once. In other words, Cast Kakusei, 
    move/attack, cast Kakusei again, etc. This is usually pretty expensive and not 
    really worth it in my opinion, but if you can make good use of it, more power 
    to you.
    
    Konjou (Peseverance) : The affected unit will regain 30% of any lost HP. Not 
    much to say here, surprisingly few pilots actually get this spell in the first 
    place.
    
    Dokonjou (Great Peseverance) : The affected unit will regain all lost HP. 
    Again, the only thing to say about it is that very few pilots get this spell.
    
    Kiai (Charge) : The affected unit will gain 10 morale. Very useful in older 
    SRWs, it's usefulness has been lessened in Original Generation due to the ease 
    of which most pilots gain morale. 
    
    Kihaku (Vigor) : The affected unit will gain 30 morale. Quite good economically 
    wise, and the few pilots who learn it tend to have low morale gains anyway, 
    making it a pretty useful seishin.
    
    -----------------------------
    Row 5
    -----------------------------
    
    Shinrai (Trust) : Heals 2000 HP of any non-enemy unit on the map. This is 
    mostly used only for helping NPCs in the few missions you have them. 
    Otherwise, it's best used on Reals, whose low HP makes this spell economically 
    wise.
    
    Youjyou (Friendship) : Heals all HP of any one teammate, including the pilot 
    who casts Youchin. Basically, this is the version of Shinrai that you use on 
    Supers and battleships, with their large amount of HP.
    
    Hokyuu (Resupply) : Recovers all EN and all weapon ammo of any one teammate, 
    including the pilot who casts Hokyuu. Unlike previous versions, this spell no 
    longer decreases morale.
    
    Saidou (Move Again) : Lets any teammate which has used it's combat turn (the 
    unit is greyed out on the battlefield) have another combat turn. Obviously, 
    Move Again can't be casted on the pilot who casts it. Costly in general, and 
    not really very useful except if you NEED that extra movement to gain a skill 
    point.
    
    Teisatsu (Surveillance) : Used to scout the statistics of unknown enemies 
    (those you haven't attacked or haven't been attacked by). Scout out bosses 
    with this, then make sure you don't get into their longest attack's range 
    unless you're good and ready for them.
    
    -----------------------------
    Row 6
    -----------------------------
    
    Gekirei (Rally) : All units adjacent to the caster gets +10 morale. Diagonals 
    do not count. Use this at the start of scenes to have 4 of your units off to a 
    quick start.
    
    Kitai (Hope) : Recovers 50 SP of any chosen teammate, including the pilot who 
    casts Hope (although it makes no economical sense). Less useful than in other 
    SRWs, since there's only three multi-pilot units in the game, two of them 
    battleships.
    
    Totsugeki (Rush Attack) : For one turn. Excepting Map Weapons, all attacks can 
    be used after moving. Useful for units who have long range weapons for maximum 
    sniping (Valcion Kai, R-Gun), or for units whose most powerful moves can't be 
    used after moving (Alteisen the main culprit here).
    
    Chokugeki (Direct Attack) : For one attack. Your attacks will pass through 
    whatever defenses the opponent has, including Buushin, Support Defenses and 
    any sort of barriers, and will hit the enemy directly. This becomes VERY 
    useful in late-game, where all the major bosses have barriers that halve all 
    damage done to them.
    
    Ai (Love) : Gives the effects of Accelerate, Sure Hit, Flash, Hot Blood, 
    Charge, Great Effort and Lucky on the caster. Dangerous and expensive, always 
    save this seishin for bosses only.
    
    
    ===============================
    5)Pilot Points System
    ===============================
    
    
    The Pilot Points System is new to the Super Robot Wars series, and allows you 
    to customize your pilots far more than was ever possible in previous Super 
    Robot Wars games. 
    
    When you defeat enemies, you normally gain Experience and Credits, but in this 
    game your pilot also gains some "PP", or Pilot Points. These are 
    pilot-specific, like Experience; only the pilot who finished off the enemy 
    gets to use the Pilot Points. During Intermission or just before deploying in 
    a mission, you can access a menu that allows you to customize your pilots 
    using the Pilot Points you gain. You can then use Pilot Points either to 
    increase your pilot's stats, change your pilot's terrain rating, or add to and 
    modify their pilot skills. For reference, this menu is accessed by going to 
    the third, then the second option in the intermission menu, or the 
    third-from-bottom option in the pre-deployment menu.
    
    Depending on what you want to do, the Pilot Points needed can be piddling or 
    expensive. In this section, you'll find a quick breakdown of how many PP 
    points are needed to increase or add whatever you desire.
    
    -----------------------------
    Pilot Stats
    -----------------------------
    
    The first option in the menu, this allows you to use your Pilot Points to 
    increase your pilot's stats, or changing their terrain rating. Simply move 
    your cursor and press Right on the directional pad to increase the stats by 
    however many points you want, depending on your current amount of Pilots 
    Points. From top to bottom on the list:
    
    Melee -- 4 PP for +1
    Shooting -- 4 PP for +1
    Accuracy -- 4 PP for +1
    Evasion -- 4 PP for +1
    Defense -- 4 PP for +1
    Skill -- 4 PP for +1
    
    The other 4 options stand for the 4 different types of terrain you can fight 
    in, and your pilot's amount of skill in each terrain is shown by a letter 
    grade; D as the worst, S as the best. The order, of course, goes 
    D-->C-->B-->A-->S. 
    
    Air -- 10 PP to C, 20 PP to B, etc
    Land -- 10 PP to C, 20 PP to B, etc
    Underwater -- 10 PP to C, 20 PP to B, etc
    Space -- 10 PP to C, 20 PP to B, etc
    
    -----------------------------
    Pilot Skills
    -----------------------------
    
    This is the second option on the menu. Pilot Skills were implemented in Super 
    Robot Wars 4, and have been a staple in all the games since. However, Original 
    Generations follows in the footsteps of Super Robot Wars Impact in allowing 
    you to customize every pilot's skills to a certain degree. First, I'll give a 
    quick explanation on how the system works.
    
    All pilots start with some natural Pilot Skills. These skills cannot be 
    removed or replaced, and are the only skills that can grow without using any 
    PP at all. However, all pilots have 6 slots for Pilot Skills, and only one 
    pilot you can use has all 6 slots filled with natural skills. The empty slots 
    can be customized by using your Pilot Points to "buy" new skills for your 
    pilot to use. Note, however, that not -all- pilot skills in the game can be 
    bought. Making everyone Psychicers might be fun, but sorta plays havoc with 
    continuity. ^^;
    
    As in the seishin list, this will be listed like a book.
    
    Potential -- 20 PP for +1, 25 PP for +2, etc
    Support -- 50 PP for +1, 60 PP for +2, etc
    Counter -- 20 PP for +1, 25 PP for +2, etc
    Infight -- 20 PP for +1, 25 PP for +2, etc
    Gunfight -- 20 PP for +1, 25 PP for +2, etc
    Leadership -- 30 PP for +1, 40 PP for +2, etc
    SP Recovery -- 100 PP
    Concentration Power -- 80 PP
    Hit & Away -- 70 PP
    Attacker -- 80 PP
    Veteran -- 60 PP
    Revenge -- 40 PP
    
    As for my advice in terms of what to use your PP on, I suggest buying Support 
    for EVERYONE who doesn't have it at the start, then leaning towards Attacker 
    and Revenge for anyone who will eventually pilot an offensive unit, while 
    healers go for Concentration Power, SP Recovery or both. After that, changing 
    the terrain ratings of your pilots to match their unit will be useful, as it 
    increases dodge and hit rates rather well. Finally, I either add Gunfight and 
    Infight if I still have spare skill slots, or statistic-modifying if not. 
    
    Do note that the above is entirely my style of play though. If you happen to 
    have a style which entails maximizing everyone's Evade or Defense stat and 
    Mass-rushing ASAP, hey, if it works for you, more power to ya. ^^;
    
    A list of all the pilot skills and their explanations can also be found in 
    this FAQ...well, it's right below this section, actually!
    
    
    ===============================
    6)Pilot Skill List
    ===============================
    
    
    What lies in this section is a list of every pilot skill in the game, and an 
    explanation of what it does. Nothing much else to say, is there? ^^;
    
    Skills are arranged in alphabetical order.
    
    -----------------------------
    Attacker 
    -----------------------------
    
    All attacks do 1.2x damage when morale reaches 130. Very useful for just about 
    everyone, save your designated healers.
    
    Pilots who have this skill naturally: Katina, Leona, Guillam, Ryune, Rin
    
    -----------------------------
    Concentration Energy 
    -----------------------------
    
    Seishins cost 80% of their original SP cost. Almost as good as SP Recovery, 
    perhaps even better at the later levels when you have more SP, but SP Recovery 
    still regains 10 SP per turn. Of course, a combo of both can be quite 
    amazing...
    
    Pilots who have this skill naturally: Aya, Elzam, Viletta, Rin, Kusuha
    
    -----------------------------
    Counter
    -----------------------------
    
    When enemies attack you and you counterattack, you have a chance of attacking 
    first. The higher the level, the higher the chance of the skill activating. 
    
    Pilots who have this skill naturally: Kyosuke, Ingram, Guillam, Zengar, 
    Masaki, Siada
    
    -----------------------------
    Foresight
    -----------------------------
    
    Dodge and Hit rates are increased when morale reaches 130.
    
    Pilots who have this skill naturally: Guillam, Radha
    
    -----------------------------
    Genius 
    -----------------------------
    
    Increases Dodge and Hit rates.
    
    Pilots who have this skill naturally: Ratouni, Rai, Elzam
    
    -----------------------------
    Gunfight
    -----------------------------
    
    Increases range and power of Shooting weapons. The actual increase is as 
    follows:
    
    Level 1 - Power +50
    Level 2 - Power +100
    Level 3 - Power +150
    Level 4 - Power +150, Range +1
    Level 5 - Power +200, Range +1
    Level 6 - Power +250, Range +1
    Level 7 - Power +250, Range +2
    Level 8 - Power +300, Range +2
    Level 9 - Power +350, Range +2
    
    Pilots who have this skill naturally: Ryune, Ratouni, Ingram, Viletta, Rin, 
    Ryoto
    
    -----------------------------
    Hit & Away
    -----------------------------
    
    You can move away after using an attack. Note that you can only move if you 
    haven't already moved beforehand, though. This is useful for certain 
    skill-points, where you have to defeat enemies in a certain amount of turns, 
    such that you can attack and kill an enemy, then move off in another direction 
    towards another enemy group.
    
    Pilots who have this skill naturally: Rai, Siada, Guillam, Zengar, Leona, 
    Excellen
    
    -----------------------------
    Infight
    -----------------------------
    
    Increases power of Melee weapons, and movement range of the Unit. The actual 
    increase is as follows:
    
    Level 1 - Power +50
    Level 2 - Power +100
    Level 3 - Power +150
    Level 4 - Power +150, Movement Range +1
    Level 5 - Power +200, Movement Range +1
    Level 6 - Power +250, Movement Range +1
    Level 7 - Power +250, Movement Range +2
    Level 8 - Power +300, Movement Range +2
    Level 9 - Power +350, Movement Range +2
    
    Pilots who have this skill naturally: Zengar, Masaki, Ingram, Viletta, Irm, 
    Rin, Bullet
    
    -----------------------------
    Leadership
    -----------------------------
    
    Gives Leadership "aura" around the pilot. All other pilots in the aura gets 
    increased Dodge and Hit rates. The aura starts at 2 surrounding squares, and 
    increases by 1 square for each added level in the skill. To check how far the 
    leadership aura extends, place the cursor over a unit whose pilot has 
    Leadership, and wait for a couple of seconds.
    
    Pilots who have this skill naturally: Kyosuke, Daitetsu, Refina, Ingram, 
    Zengar, Elzam
    
    -----------------------------
    Lucky
    -----------------------------
    
    May activate when your unit attacks or gets attacked. Your unit will dodge 
    your opponent's attack(if it uses one), and land it's own attack(if it uses 
    one), and always performs a critical hit. The higher the level, the higher the 
    chance of activating. As it's name implies, you need to be pretty lucky to 
    get it working, but it's especially nice if you can work it against bosses 
    well.
    
    Pilots who have this skill naturally: Tasuku, Garnet
    
    -----------------------------
    Potential
    -----------------------------
    
    When the unit's HP goes below a certain point, Armor, Dodge, Hit and Critical 
    rates are increased. The higher the level, the larger the increases, and the 
    larger the percentage of HP at which the skill activates.
    
    Pilots who have this skill naturally: Ryusei, Irm, Rio, Zengar, Russell, 
    Katina
    
    -----------------------------
    Psychic Energy
    -----------------------------
    
    Increases Dodge and Hit rates. The higher the level, the larger the increase. 
    Some weapons also require a certain level of Psychic Energy to be utilized.
    
    Pilots who have this skill naturally: Ryusei, Aya, Bullet, Kusuha, Ryoto, Rio, 
    Tasuku, Leona
    
    -----------------------------
    Revenge
    -----------------------------
    
    Counterattacks do 1.2x damage. As a pilot can potentially perform far more 
    counterattacks than normal attacks in one turn, this skill can prove very 
    useful for front-liners.
    
    Pilots who have this skill naturally: Katina
    
    -----------------------------
    SP Recovery 
    -----------------------------
    
    Recovers 10 SP per turn. Extremely useful, extremely expensive. Still, if you 
    have a surplus of Pilot Points, you can't go wrong with this.
    
    Pilots who have this skill naturally: Guillam, Radha
    
    -----------------------------
    SP Up
    -----------------------------
    
    Increases maximum SP. The higher the level, the larger the maximum SP 
    increase. I'm not too sure about the exact increase right now, though.
    
    Pilots who have this skill naturally: Russell, Refina
    
    -----------------------------
    Strong Luck 
    -----------------------------
    
    Gain 1.2x Credits when you kill an enemy. Makes a very nice combo with Lucky 
    or Bless.
    
    Pilots who have this skill naturally: Kyosuke, Viletta, Rin
    
    -----------------------------
    Support
    -----------------------------
    
    Allows the unit to perform Support Attacks and Support Defenses. The higher 
    the level, the more Supports you can use. Level 1 Support allows one Support 
    Attack and one Support Defense, Level 2 Support allows two Support Attacks and 
    two Support Defenses, etc. In my opinion, the most useful skill in the game.
    
    Pilots who have this skill naturally: Aya, Viletta, Rin, Rio, Kusuha, Ryoto, 
    Leona, Excellen, Ryune, Russell, Siada, Ratouni, Garnet, Radha, Elzam
    
    -----------------------------
    Veteran
    -----------------------------
    
    Attacks use 70% of their original EN cost. Rather useful for pilots whose 
    mechs eat up a lot of EN constantly; the battleships with their E-Fields are 
    prime examples of this.
    
    Pilots who have this skill naturally: Daitetsu
    
    
    ===============================
    7)Pilot List
    ===============================
    
    
    /*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\/*\
    
    AUTHOR'S NOTE:
    
    After playing through the game a few more times, I've realized that stat gains
    are not fixed; the statistics for the same person can differ by several points
    in different games at level 45. I'm not sure myself whether this is pure 
    randomization or the "stat experience" from Advance, where repeatedly doing
    certain actions increase your stats by a certain amount. Whichever the case,
    the statistics shown for each pilot should be taken with a pinch of salt; don't
    expect the statistics shown here to mirror your games' exactly all the time.
    
    As a consequence of this revelation, the Pilot Stats Tables has been completely
    removed. Never mind that they were never actually there in the first place. ^^;
    
    \*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/\*/
    
    
    By far the main bulk of this FAQ, this section will detail every playable 
    pilot in the game, which unit the pilot controls, how the pilot gains morale, 
    as well as the pilot's skills, seishins and statistics. First, I'd do a 
    mock-up of a typical pilot:
    
    -----------------------------
    (Name of pilot)
    -----------------------------
    
    Pilots: What the pilot uses in the game, in chronological order and including 
    hidden/secret units.
    
    Morale Changes: How different battle situations affect the morale rating of 
    the pilot.
    D Success -> Morale adjustment for successfully dodging an attack.
    A Success -> Morale adjustment for successfully hitting with your attack.
    D Fail -> Morale adjustment for failing to dodge an attack.
    A Fail -> Morale adjustment for failing to hit with your attack.
    Kill -> Morale adjustment for killing an enemy.
    A Defeat -> Morale adjustment for when a teammate's unit is destroyed.
    
    Natural Skills: Whatever pilot skills the pilot has naturally.
    
    Seishin:
    The different seishin the pilot possesses. Note that seishin costs vary from 
    pilot to pilot, so the numbers in brackets signify how much the seishin costs 
    for that pilot.
    
    Statistics:
    The pilot's statistics at level 45. The second section shows his terrain 
    rating, Air/Land/Underwater/Space respectively.
    
    Comments: 
    My personal comments on where the pilot belongs, and how good he or she is.
    
    The pilots are listed by series, alphabetically.
    
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    Masoukishin Characters
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
    -----------------------------
    Masaki Andou
    -----------------------------
    
    Pilots: Cybaster
    
    Morale Changes:
    D Success -> +0
    A Success -> +2
    D Fail    -> +2
    A Fail    -> -1
    Kill      -> +5
    A Defeat  -> +2
    
    Natural Skills: Infight, Counter
    
    Seishin:
    Concentrate(10)    Flash(10)     Lucky(40)
    Hot Blood(35)      Charge(40)    Sure Hit(30)
    
    Seishin Points: 115
    
    Statistics:
    Melee -- 173     Defense  -- 137
    Shoot -- 172     Accuracy -- 266
    Skill -- 175     Evade    -- 267
    
    Terrain Rating: A/A/B/A
    
    Comments: Decent-ish stats, except possibly accuracy suffers a little. Morale
    gains aren't really suited to the Cybaster, since it tends to miss attacks more
    than it gets hit. Regardless, you won't be able to move him around anyway, so
    he's stuck with what he's got, which is already admittedly good. 
    
    -----------------------------
    Ryune Zoldark
    -----------------------------
    
    Pilots: Valcione
    
    Morale Changes:
    D Success -> +0
    A Success -> +2
    D Fail    -> +2
    A Fail    -> -1
    Kill      -> +5
    A Defeat  -> +2
    
    Natural Skills: Gunfight, Support, Attacker
    
    Seishin:
    Great Peseverance(40)     Flash(10)         Great Effort(20)
    Concentrate(10)           Hot Blood(35)     Charge(40)
    
    Seishin Points: 122
    
    Statistics: 
    Melee -- 166     Defense  -- 138
    Shoot -- 176     Accuracy -- 264
    Skill -- 176     Evade    -- 283
    
    Terrain Rating: A/A/B/A
    
    Comments: Now THIS is a surprise. Ryune actually has the best dodge in the game
    by a surprising amount, and her other stats aren't bad either, although her 
    accuracy is worse than Masaki's. Unfortunately, her morale gain doesn't
    really take advantage of her amazing dodge stat, but she's got great natural
    skills to make up for that, with every one of them useful.
    
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    SRW Alpha Original Characters
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
    -----------------------------
    Brooklyn Luckfield (Bullet)
    -----------------------------
    
    Pilots: Geshpenst Mk II TT, Huckebein Mk II
    
    Morale Changes:
    D Success -> +0
    A Success -> +2
    D Fail    -> +2
    A Fail    -> -1
    Kill      -> +5
    A Defeat  -> +2
    
    Natural Skills: Psychic Energy, Infight
    
    Seishin:
    Flash(10)           Sure Hit(15)      Great Effort(10)
    Concentrate(15)     Hot Blood(35)     Charge(30)
    
    Seishin Points: 139
    
    Statistics:
    Melee -- 173     Defense  -- 160
    Shoot -- 171     Accuracy -- 263
    Skill -- 165     Evade    -- 250
    
    Terain Rating: A/A/B/A
    
    Comments: Despite being the default pilot of the Huckebein Mk II, Brooklyn 
    actually has stats that swing more towards the Super Robot style, with 
    relatively low Evade, rather high Defense, and fairly equal Melee and Shooting.
    Even his natural skills and morale gains seem to veer towards the Super Robot
    style. Other notables include a pretty good low-SP seishin set, and a large 
    amount of SPs, again more of an allude to an SR-style pilot. I generally 
    suggest moving him into something like the Valcion Kai when you can, although
    he's still pretty good as an RR pilot.
    
    -----------------------------
    Kusuha Mizuha
    -----------------------------
    
    Pilots: Grungast Nishiki
    
    Morale Changes:
    D Success -> +1
    A Success -> +1
    D Fail    -> +1
    A Fail    -> -2
    Kill      -> +5
    A Defeat  -> -1
    
    Natural Skills: Psychic Energy, Support, Concentration Power
    
    Seishin:
    Sure Hit(12)      Iron Wall(12)     Concentrate(8)
    Hot Blood(40)     Awaken(48)        Love(52)
    
    Seishin Points: 144
    
    Statistics: 
    Melee -- 174     Defense  -- 167
    Shoot -- 148     Accuracy -- 257
    Skill -- 147     Evade    -- 241
    
    Terrain Rating: A/A/B/A
    
    Comments: Probably the worst of the Alpha originals, she's an SR pilot through
    and through, but even then her stats are still pretty poor for one. Her morale
    gains are bad in general as well, and she's hopeless at far range in general.
    Her main redeeming factor is her Seishins, mainly her very cheap Love and
    Awaken. If you want to use her, keep her in an SR.
    
    -----------------------------
    Leona Gashustein
    -----------------------------
    
    Pilots: Garion
    
    Morale Changes:
    D Success -> +2
    A Success -> +2
    D Fail    -> +1
    A Fail    -> +0
    Kill      -> +3
    A Defeat  -> +0
    
    Natural Skills: Psychic Energy, Attacker, Hit & Away, Support
    
    Seishin:
    Accelerate(5)     Direct Attack(30)     Concentrate(10)
    Hot Blood(40)     Iron Wall(20)         Abandon(25)
    
    Seishin Points: 137
    
    Statistics:
    Melee -- 161     Defense  -- 150
    Shoot -- 177     Accuracy -- 265
    Skill -- 176     Evade    -- 271
    
    Terrain Ratings: A/A/B/S
    
    Comments: Morale gains make her a good weakener, and gets Support and Attacker 
    as natural skills, and is one of the few mid-game pilots that have an S terrain 
    rating. Decent seishin and great stats make her a good RR pilot all around, and
    the best of the Alpha originals.
    
    -----------------------------
    Rio Mei Long
    -----------------------------
    
    Pilots: Geshpenst Mk II TT
    
    Morale Changes:
    D Success -> +0
    A Success -> +2
    D Fail    -> +2
    A Fail    -> -1
    Kill      -> +5
    A Defeat  -> +2
    
    Natural Skills: Psychic Energy, Potential, Support
    
    Seishin:
    Flash(10)       Great Effort(15)      Hot Blood(30)
    Sure Hit(15)     Concentrate(15)      Vigor(50)
    
    Seishin Points: 136
    
    Statistics:
    Melee -- 163     Defense  -- 160
    Shoot -- 169     Accuracy -- 261
    Skill -- 146     Evade    -- 249
    
    Terrain Rating: A/A/B/A
    
    Comments: Rio's actually quite similar to Brooklyn, with similar stats (save
    being better at shooting) and morale gains. Her natural skills and Seishin seem
    to be even more SR oriented than Brooklyn's though, especially the cheap
    Kihaku. Another good choice for the Valcion Kai and it's shoot-based Cross 
    Smasher, she can function decently as either an SR or RR pilot, but definitely 
    leans more towards the former.
    
    -----------------------------
    Ryoto Hikawa
    -----------------------------
    
    Pilots: Leon F, Huckebein 009
    
    Morale Changes:
    D Success -> +1
    A Success -> +0
    D Fail    -> +1
    A Fail    -> +0
    Kill      -> +5
    A Defeat  -> +1
    
    Natural Skills: Psychic Energy, Support, Gunfight
    
    Seishin:
    Concentrate(10)     Great Effort(10)     Mercy(5)
    Sure Hit(15)        Hot Blood(40)        Awaken(60)
    
    Seishin Points: 149
    
    Statistics:
    Melee -- 163     Defense -- 144
    Shoot -- 170     Accuracy -- 263
    Skill -- 166     Evade -- 262
    
    Terrain Rating: A/A/B/A
    
    Comments: An above-average RR pilot, but Ryoto's stats are noticably weaker 
    than Leona's, as well as bad morale gains and expensive seishin sets. He still
    has good natural skills though, and isn't a bad addition to your RR pilot 
    squadron.
    
    -----------------------------
    Tasuku Shinguji
    -----------------------------
    
    Pilots: Giganscudo
    
    Morale Changes:
    D Success -> +1
    A Success -> +0
    D Fail    -> +2
    A Fail    -> +3
    Kill      -> +5
    A Defeat  -> +0
    
    Natural Skills: Psychic Energy, Lucky
    
    Seishin:
    Sure Hit(15)      Lucky(25)         Accelerate(5)
    Iron Wall(25)     Hot Blood(35)     Love(70)
    
    Seishin Points: 135
    
    Statistics:
    Melee -- 172     Defense  -- 183
    Shoot -- 152     Accuracy -- 264
    Skill -- 157     Evade    -- 232
    
    Terrain Rating: A/A/B/A
    
    Comments: An SR pilot through and through, with freakishly good Defense and
    good Accuracy and Melee, the required stats for an SR pilot. Morale gains is
    pretty atypical of an SR pilot, while he's the only real combat-worthy pilot 
    that has the Lucky skill. About his only downside is that his seishin list is
    pretty bad comparatively, but he's still a great SR pilot regardless.
    
    -----------------------------
    Zengar Zonbolt
    -----------------------------
    
    Pilots: Grungast Reishiki
    
    Morale Changes:
    D Success -> +0
    A Success -> +2 
    D Fail    -> +2
    A Fail    -> -1
    Kill      -> +5
    A Defeat  -> +2
    
    Natural Skills: Leadership, Counter, Infight, Hit & Away, Potential
    
    Seishin:
    Abandon(20)        Charge(35)        Iron Wall(25)
    Accelerate(10)     Hot Blood(35)     Vigor(50)
    
    Seishin Points: 123
    
    Statistics:
    Melee -- 178     Defense  -- 178
    Shoot -- 150     Accuracy -- 265
    Skill -- 185     Evade    -- 238
    
    Terrain Rating: A/S/A/S
    
    Comments: Kicks ass. 2 S terrain ratings for the two main terrains you'll use
    him in, amazing Skill and good SR stats otherwise, and an appropriate morale
    gain set. His SP is a little low for an SR pilot, and he has a few too many
    natural skills for my liking, but for being a late-game pilot, that's fairly 
    expected. Great SR pilot overall.
    
    
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    SRW Compact Original Characters
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
    -----------------------------
    Excellen Browning
    -----------------------------
    
    Pilots: Geshpenst Mk II, Weibritter
    
    Morale Changes:
    D Success -> +1
    A Success -> +0
    D Fail    -> +2
    A Fail    -> +3
    Kill      -> +5
    A Defeat  -> +0
    
    Natural Skills: Hit & Away, Support
    
    Seishin:
    Exhaust(40)       Concentrate(10)     Snipe Attack(10)
    Hot Blood(40)     Rush Attack(30)     Love(65)
    
    Seishin Points: 118
    
    Statistics:
    Melee -- 152     Defense  -- 127
    Shoot -- 177     Accuracy -- 268
    Skill -- 174     Evade    -- 268
    
    Terrain Rating: A/A/B/A
    
    Comments: Good RR-geared stats, although the high skill level is surprising for 
    a pure RR pilot. Morale gains are a bit odd, and not really suited to her, but
    her mechas rarely need morale anyway, and makes up for that with an interesting
    seishin set, with several uncommon Seishin in it. Another good RR pilot.
    
    -----------------------------
    Kyosuke Nanpu
    -----------------------------
    
    Pilots: Wildraubiter, Geshpenst Mk II, Alteisen
    
    Morale Changes:
    D Success -> +0
    A Success -> +2
    D Fail    -> +2
    A Fail    -> -1
    Kill      -> +5
    A Defeat  -> +2
    
    Natural Skills: Strong Luck, Counter, Leadership
    
    Seishin:
    Accelerate(5)     Concentrate(15)      Rush Attack(15)
    Abandon(25)       Hot Blood(35)        Direct Attack(20)
    
    Seishin Points: 121
    
    Statistics:
    Melee -- 182     Defense -- 161
    Shoot -- 156     Accuracy -- 264
    Skill -- 179     Evade -- 240
    
    Terrain Rating: A/A/B/A
    
    Comments: Kyosuke's machine is something of a poor man's Super Robot, and his
    own stats are pretty reminiscent of that. Melee, Skill and Accuracy are 
    excellent, but his Defense is surprisingly low, and with the Alteisen's 
    relatively low HP, he doesn't survive as long as one might think. He retains
    good morale gains and skills though, being one of two PCs with Strong Luck, and
    has a very good Seishin set, notably the cheap Rush Attack. Best played with a
    lot of supporters, to keep him from taking too many good shots.
    
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    SRW4 Original Characters
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
    -----------------------------
    Guillam Ega
    -----------------------------
    
    Pilots: Geshpenst Mk II R, Geshpenst R
    
    Morale Changes:
    D Success -> +1 
    A Success -> +1
    D Fail    -> +1
    A Fail    -> +1
    Kill      -> +5
    A Defeat  -> +1
    
    Natural Skills: Foresight, Attacker, Hit & Away, SP Recovery, Counter
    
    Seishin:
    Surveillance(1)     Abandon(20)    Accelerate(5)
    Hot Blood(40)       Charge(30)     Awaken(55)
    
    Seishin Points: 109
    
    Statistics:
    Melee -- 173     Defense  -- 136
    Shoot -- 166     Accuracy -- 266
    Skill -- 180     Evade    -- 268
    
    Terrain Rating: A/S/A/S
    
    Comments: A Real pilot through and through, his stats have an obvious tilt 
    towards the Real Robot side, although his Melee being stronger than his
    Shooting is a little surprising. Great natural skills as well, with the coveted
    SP Recovery and Foresight around; only his Seishin set kinda suffers, with 
    no Concentrate or Flash making it a little difficult to handle grunt enemies.
    
    Toxico's Comments: While most of his stats are not excellent having the 
    Foresight and Attacker skills activated can get the job done, also he gets to
    pilot pseudo-powerful units, good pilot overall; but not absolutely 
    neccessary... He does get style points for being the former hero of SRW4 _
    
    -----------------------------
    Irmgard Kasahara (Irm)
    -----------------------------
    
    Pilots: Geshpenst Mk II M, Huckebein 009, Grungast
    
    Morale Changes:
    D Success -> +1
    A Success -> +0
    D Fail    -> +2
    A Fail    -> +3
    Kill      -> +5
    A Defeat  -> +0
    
    Natural Skills: Potential, Infight
    
    Seishin:
    Concentrate(10)     Abandon(20)       Charge(35)
    Hot Blood(40)       Accelerate(5)     Love(60)
    
    Seishin Points: 127
    
    Statistics:
    Melee -- 179     Defense  -- 159
    Shoot -- 162     Accuracy -- 267
    Skill -- 180     Evade    -- 241
    
    Terrain Rating: A/A/A/A
    
    Comments: Another typical SR pilot, with not as high Defense as one would like,
    but the Grungast's high HP and Armor makes up for that, and gets better Skill, 
    Shoot and Accuracy as a tradeoff. Otherwise, SR-geared morale gains, Skills
    and Seishin(although no Autohit is a bit iffy) make him an above-average SR 
    pilot.
    
    -----------------------------
    Rin Mao
    -----------------------------
    
    Pilots: Grungast, Huckebein 008L
    
    Morale Changes:
    D Success -> +0
    A Success -> +0
    D Fail    -> +1
    A Fail    -> +0
    Kill      -> +5
    A Defeat  -> +0
    
    Natural Skills: Infight, Gunfight, Attacker, Strong Luck, Support, 
    Concentration Power
    
    Seishin:
    Abandon(20)     Concentrate(12)     Vigor(36)
    Hot Blood(32)   Rally(40)           Move Again(56)
    
    Seishin Points: Unknown
    
    Statistics: Unknown
    
    Terrain Rating: S/A/A/S
    
    Comments: Well, Rin's a one-stage character, but if you COULD use her for the
    rest of the game...just damn. Her morale gains are kinda crappy, but her 6
    arse-kicking skills make up for that, and 36 SP Vigor is drool-worthy. If 
    only, eh?
    
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    SRWOG Original Characters
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
    -----------------------------
    Daitetsu Minaze
    -----------------------------
    
    Pilots: Hagane, Kurogane
    
    Morale Changes:
    D Success -> +0
    A Success -> +2
    D Fail    -> +2
    A Fail    -> -1
    Kill      -> +5
    A Defeat  -> +2
    
    Natural Skills: Leadership, Support, Veteran
    
    Seishin:
    Sure Hit(30)    Iron Wall(30)         Great Peseverance(40)
    Mercy(10)       Direct Attack(30)     Hot Blood(45)
    
    Seishin Points: 125
    
    Statistics: 
    Melee -- 154     Defense  -- 123
    Shoot -- 161     Accuracy -- 233
    Skill -- 162     Evade    -- 187
    
    Terrain Rating: A/A/A/A
    
    Comments: Even considering that Daitetsu's a battleship captain, his stats
    are still incredibly suck-worthy. His Skill is pretty much his only decent 
    stat, and you'll have trouble hitting anything with that horrible accuracy. On
    the plus side, he has good morale gains for a battleship captain (although the
    -1 on failed attacks can be punishing...), is the only natural Veteran, and
    AFAIK, is the first battleship captain to have Hot Blood. You'll generally be
    forced to use him for several stages, but I prefer the Hiryu Kai to him.
    
    -----------------------------
    Elzam V Franshutein
    -----------------------------
    
    Pilots: Geshpenst Mk II R, Kurogane, Huckebein Trombe
    
    Morale Changes:
    D Success -> +1
    A Success -> +1
    D Fail    -> +1
    A Fail    -> +1
    Kill      -> +5
    A Defeat  -> +1
    
    Natural Skills: Leadership, Genius, SP Up, Concentration Power, Support
    
    Seishin:
    Concentrate(8)     Accelerate(4)     Abandon(16)
    Friendship(32)     Hot Blood(32)     Direct Attack(16)
    
    Seishin Points: 140
    
    Statistics:
    Melee -- 167     Defense  -- 167
    Shoot -- 175     Accuracy -- 275
    Skill -- 180     Evade    -- 262
    
    Terrain Rating: S/A/A/S
    
    Comments: GREAT stats, most notable the highest Accuracy in the game, 
    surprising for a former battleship captain, and every other stat is decent-to-
    excellent, making him good for pretty much anything, not mentioning his
    balanced morale gains and a neutral set of natural skills. Only his seishin set
    hints towards an orientation towards RR status. Can be put in anything, and 
    will do very well in it.
    
    -----------------------------
    Garnet Sandi
    -----------------------------
    
    Pilots: F-28 Mesa, Geshpenst Mk II
    
    Morale Changes:
    D success -> +1
    A Success -> +0
    D Fail    -> +2
    A Fail    -> +3
    Kill      -> +5
    A Defeat  -> +0
    
    Natural Skills: Support, Lucky, SP Up
    
    Seishin:
    Bless(30)     Cheer(25)     Concentrate(15)
    Trust(20)     Rally(65)     Love(75)
    
    Seishin Points: 180
    
    Statistics:
    Melee -- 135     Defense  -- 144
    Shoot -- 154     Accuracy -- 238
    Skill -- 143     Evade    -- 246
    
    Terrain Rating: A/A/B/A
    
    Comments: Well, if you HAVE to use her as a combatant, she has okayish Evade
    and Shoot, but Garnet really shouldn't be on the frontlines, or anywhere near
    combat at all. She's best suited as a healer, with an AWESOME set of support
    seishin, especially the cheap Bless. Stick SP Recovery and Concentration Power
    on her if you can actually get enough PP for her to get it, and you'll have
    the ultimate supporter.
    
    -----------------------------
    Kai Kitamura
    -----------------------------
    
    Pilots: Geshpenst Mk II M
    
    Morale Changes:
    D Success -> +1 
    A Success -> +1
    D Fail    -> +1
    A Fail    -> +1
    Kill      -> +5
    A Defeat  -> +1
    
    Natural Skills: Leadership, Veteran, Attacker, Hit & Away, Support
    
    Seishin:
    Charge(30)     Hot Blood(30)     Great Perseverance(30)
    Abandon(20)    Concentrate(10)   Vigor(45)
    
    Seishin Points: 138
    
    Statistics:
    Melee -- 171     Defense  -- 161
    Shoot -- 158     Accuracy -- 258
    Skill -- 176     Evade    -- 241
    
    Terrain Rating: A/S/A/S
    
    Comments: Okay seishin set, nice skills, but kinda poor stats, which can't seem
    to decide whether he's a Super or a Real; I think he'll fare better as the 
    former actually, which is quite remniscent of the Geshpensts themselves. Does 
    get two S terrain ratings from the start, at least.
    
    Toxico's Comments: Nothing to write home about _... He can score decent hits
    with powerful units and/or powerful weapons, I guess he would be the best of 
    the worst due to his good innate skills.
    
    -----------------------------
    Katina Tarasuku
    -----------------------------
    
    Pilots: F-28 Mesa, Geshpenst Mk II, R-Gun
    
    Morale Changes:
    D Success -> +0
    A Success -> +0 
    D Fail    -> +2
    A Fail    -> +2
    Kill      -> +6
    A Defeat  -> +2
    
    Natural Skills: Potential, Revenge, Attacker
    
    Seishin:
    Sure Hit(20)      Hot Blood(30)     Rush Attack(20)
    Accelerate(5)     Flash(15)         Vigor(60)
    
    Seishin Points: 132
    
    Statistics:
    Melee -- 164     Defense  -- 147
    Shoot -- 173     Accuracy -- 261
    Skill -- 175     Evade    -- 273
    
    Terrain Rating: A/A/B/A
    
    Comments: Once again, excellent stats all around with a hint towards RR,
    although her accuracy is below-par for RR pilots. Her morale gains are also
    unique and odd; I dubbed it the "masochistic morale mindset", which is quite
    fitting for her. ^^; Happily though, her skillset is excellent, with both
    natural Revenge and Attacker, although her seishin could really use
    Concentrate. All in all, another excellent RR pilot.
    
    -----------------------------
    Radha Bairaban
    -----------------------------
    
    Pilots: Schutzwald
    
    Morale Changes:
    D Success -> +1
    A Success -> +0
    D Fail    -> +1
    A Fail    -> +0
    Kill      -> +5
    A Defeat  -> +1
    
    Natural Skills: Foresight, SP Recovery, Support
    
    Seishin:
    Concentrate(10)     Flash(10)     Bless(30)
    Inspire(35)         Hope(70)      Move Again(80)
    
    Seishin Points: 144
    
    Statistics:
    Melee -- 140     Defense  -- 155
    Shoot -- 158     Accuracy -- 249
    Skill -- 155     Evade    -- 250
    
    Terrain Rating: A/A/B/A
    
    Comments: Like Garnet, her worth is not in her combativeness (although in those
    terms, she's considerably better than Garnet...), but in her low-cost Bless and 
    otherwise excellent support seishin set. Further entrenching her into support 
    character status is the rare SP Recovery in her natural skills, requiring you 
    to only save a bit more for Concentration Power and maybe SP Up. Keep her in 
    the back and use her to rack up the credits.
    
    -----------------------------
    Ratouni Zuboda
    -----------------------------
    
    Pilots: F-28 Mesa, Geshpenst Mk II, Wildraubiter
    
    Morale Changes:
    D Success -> +2
    A Success -> +2
    D Fail    -> +1
    A Fail    -> +0
    Kill      -> +3
    A Defeat  -> +0
    
    Natural Skills: Genius, Gunfight, Support
    
    Seishin:
    Surveillance(1)     Concentrate(10)     Abandon(20)
    Rush Attack(20)     Hot Blood(50)       Move Again(70)
    
    Seishin Points: 121
    
    Statistics:
    Melee -- 168     Defense  -- 127
    Shoot -- 166     Accuracy -- 267
    Skill -- 173     Evade    -- 267
    
    Terrain Rating: A/A/A/A
    
    Comments: Out and out RR pilot, with horrible defense but good other stats.
    Coupled with a great morale gain set for RR pilots, and 3 excellent natural
    skills, and you've got a great Real pilot on your hands. About her only bad 
    point is her relatively poor seishin set, with expensive Hot Blood and the
    ever-useless Surveillance.
    
    -----------------------------
    Refina Enfield
    -----------------------------
    
    Pilots: Hiryu Kai
    
    Morale Changes:
    D Success -> +1
    A Success -> +1
    D Fail    -> +1
    A Fail    -> -2
    Kill      -> +5
    A Defeat  -> -1
    
    Natural Skills: Leadership, Support, SP Up
    
    Seishin:
    Perseverance(15)     Great Effort(10)     Trust(20)
    Bless(45)            Rally(65)            Hope(70)
    
    Seishin Points: 140
    
    Statistics:
    Melee -- 132     Defense  -- 138
    Shoot -- 166     Accuracy -- 250
    Skill -- 150     Evade    -- 200
    
    Terrain Rating: A/A/A/A
    
    Comments: The FAR better of the two captains stats-wise, with higher 
    everything save Skill and Melee, which captains hardly needs anyway. On the 
    other hand, morale gains are fairly poor in general, but at least she stands a 
    far better chance of not incurring the Attack Fail penalty. SP Up isn't that 
    great, but otherwise, I'd rate her above Daitetsu. Now if only she could use 
    the Kurogane instead...
    
    -----------------------------
    Russell Bagman
    -----------------------------
    
    Pilots: F-28 Mesa, Geshpenst Mk II
    
    Morale Changes:
    D Success -> +1
    A Success -> +0
    D Fail    -> +1
    A Fail    -> +0
    Kill      -> +5
    A Defeat  -> +1
    
    Natural Skills: Potential, Support, SP Up
    
    Seishin: 
    Sure Hit(20)    Iron Wall(15)      Trust(25)
    Aid(15)         Friendship(40)     Rally(65)
    
    Seishin Points: 166
    
    Statistics:
    Melee -- 167     Defense  -- 181
    Shoot -- 156     Accuracy -- 255
    Skill -- 156     Evade    -- 248
    
    Terrain Rating: A/A/B/A
    
    Comments: Well, he's pretty much the best of the bottom-tier pilots in terms
    of combat. His huge Defense stat is surprising, and coupled with slightly
    below-average Accuracy and good Melee, actually makes for a decent SR pilot.
    His morale gains isn't as good though, but his support role shines in his 
    skills and seishin; Potential makes him even more SR oriented, while SP Up 
    helps his already considerably base SP total, making it one of the highest in 
    the game. Add in the fact that he has the cheapest Aid in the game, and he's
    actually not too bad to have around. Lack of Hot Blood is a huge damper on any
    combat aspirations, though.
    
    -----------------------------
    Sean Webley
    -----------------------------
    
    Pilots: Hiryu Kai (Sub Pilot)
    
    Morale Changes:
    D Success -> +1
    A Success -> +2
    D Fail    -> +0
    A Fail    -> +0
    Kill      -> +5
    A Defeat  -> +0
    
    Natural Skills: N/A
    
    Seishin:
    Mercy(10)         Sure Hit(25)         Lucky(40)
    Iron Wall(30)     Snipe Attack(35)     Flash(30)
    
    Seishin Points: 123
    
    Statistics:
    Melee -- 123     Defense  -- 137
    Shoot -- 154     Accuracy -- 228
    Skill -- 171     Evade    -- 185
    
    Terrain Rating: A/A/A/A
    
    Comments: Why they gave battleship sub-pilots stats I won't understand, but 
    it's notable that he actually has the highest Skill stat of any of the
    battleship crew. Otherwise, he has a decent seishin set, which is all a
    sub-pilot really needs.
    
    -----------------------------
    Siada Benerudi
    -----------------------------
    
    Pilots: F-28 Mesa, Geshpenst Mk II
    
    Morale Changes:
    D Success -> +0
    A Success -> +0
    D Fail    -> +2
    A Fail    -> +2
    Kill      -> +6
    A Defeat  -> +2
    
    Natural Skills: Counter, Support, Hit & Away
    
    Seishin:
    Charge(40)        Accelerate(5)      Sure Hit(20)
    Hot Blood(35)     Friendship(40)     Resupply(50)
    
    Seishin Points: 140
    
    Statistics:
    Melee -- 172     Defense -- 170
    Shoot -- 144     Accuracy -- 255
    Skill -- 163     Evade -- 231
    
    Terrain Rating: A/A/B/A
    
    Comments: Like Russell, he'll make a decent SR pilot if you so desire, although
    his Defense is a little weaker than Russell's, he does at least get Hot Blood.
    Siada's basically a Russell with more combat-oriented skills and seishin, and
    better morale gains. The main problem is that there're a lot of better SR-style
    pilots to use as is, so you might end up choosing the one that can better 
    support your aces.
    
    -----------------------------
    Tetsuya Onodera
    -----------------------------
    
    Pilots: Hagane(Sub Pilot), Kurogane(Sub Pilot)
    
    Morale Changes:
    D Success -> +0
    A Success -> +1
    D Fail    -> +0
    A Fail    -> +1
    Kill      -> +5
    A Defeat  -> +1
    
    Natural Skills: N/A
    
    Seishin:
    Trust(20)          Concentrate(20)     Aid(25)
    Friendship(40)     Rush Attack(40)     Charge(30)
    
    Seishin Points: 115
    
    Statistics:
    Melee -- 118     Defense -- 118
    Shoot -- 144     Accuracy -- 222
    Skill -- 145     Evade -- 182
    
    Terrain Rating: D/D/D/D
    
    Comments: Unimpressive sub-pilot, although his cheap Charge is nice. Otherwise,
    his seishin set is still decent enough.
    
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    SRX Characters
    <<<<<<<<<<<<<<<>>>>>>>>>>>>>>>
    
    -----------------------------
    Aya Kobayashi
    -----------------------------
    
    Pilots:
    Geshpenst Mk II TT, R-3, SRX (Sub Pilot)
    
    Morale Changes:
    D Success -> +1
    A Success -> +0
    D Fail    -> +1
    A Fail    -> +0  
    Kill      -> +5
    A Defeat  -> +1
    
    Natural Skills: Psychic Energy, Support, Concentration Power
    
    Seishin:
    Great Effort(16)     Trust(24)         Concentrate(12) 
    Inspire(24)          Hot Blood(32)     Resupply(48)
    
    Seishin Points: 138
    
    Statistics:
    Melee -- 157     Defense  -- 153
    Shoot -- 166     Accuracy -- 252
    Skill -- 141     Evade    -- 263
    
    Terrain Rating: A/A/B/A
    
    Comments: Aya's supposedly a RR pilot, but she's pretty poor for what she does.
    Barely average RR stats (especially a below-average Accuracy), and bad morale
    gains don't help her cause either. On the plus side, she does have good skills,
    although her Seishin set isn't really that good. RR pilot that struggles to be
    average.
    
    -----------------------------
    Ingram Frisken
    -----------------------------
    
    Pilots: Wildschwein, R-Gun
    
    Morale Changes:
    D Success -> +2 
    A Success -> +2
    D Fail    -> +1
    A Fail    -> +0
    Kill      -> +3
    A Defeat  -> +0
    
    Natural Skills: Leadership, Counter, Gunfight, Infight
    
    Seishin:
    Abandon(20)     Surveillance(1)     Mercy(10)
    Accelerate(5)   Hot Blood(45)       Direct Attack(30)
    
    Seishin Points: Unknown
    
    Statistics: Unknown
    
    Terrain Rating: A/A/A/A
    
    Comments: From the amount of time you get to play him, he's actually a fairly
    decent pilot; the fact that he DOES betray you however, is kinda detrimental to
    your motivation for ever using him. ^^; In other words, even if he's one of the
    best you have, it's better to stick him in the battleships and leave the EXP to
    the rest of your crew.
    
    -----------------------------
    Raides F Franshutein (Rai)
    -----------------------------
    
    Pilots: Schutzwald, R-2, SRX (Sub Pilot)
    
    Morale Changes :
    D Success -> +2
    A Success -> +2 
    D Fail    -> +1
    A Fail    -> +0
    Kill      -> +3
    A Defeat  -> +0
    
    Natural Skills: Genius, Hit & Away
    
    Seishin:
    Concentrate(10)      Accelerate(5)     Abandon(20)
    Snipe Attack(20)     Hot Blood(40)     Direct Attack(20)
    
    Seishin Points: 117
    
    Statistics:
    Melee -- 159     Defense  -- 143
    Shoot -- 175     Accuracy -- 265
    Skill -- 178     Evade    -- 272
    
    Terrain Rating: A/A/A/A
    
    Comments: Excellent Real stats, excellent Real morale gains, good Real skills,
    good Real seishin...can you tell that he's a very good Real pilot yet? ^^;
    
    -----------------------------
    Ryusei Date 
    -----------------------------
    
    Pilots: Geshpenst Mk II TT, Wildraubtier, R-1, SRX
    
    Morale Changes:
    D Success -> +0
    A Success -> +2
    D Fail    -> +2
    A Fail    -> -1
    Kill      -> +5
    A Defeat  -> +2 
    
    Natural Skills: Psychic Energy, Potential
    
    Seishin: 
    Concentrate(15)     Flash(10)         Sure Hit(15) 
    Lucky(25)           Hot Blood(35)     Awaken(70)
    
    Seishin Points: 121
    
    Statistics:
    Melee -- 180     Defense  -- 146
    Shoot -- 157     Accuracy -- 263
    Skill -- 171     Evade    -- 251
    
    Terrain Rating: A/A/B/A
    
    Comments: One of the best Melee stats around, but poor Evade and Shooting stats
    leave him in the realm of average pilots; in fact, I'd almost call him an SR
    pilot if he didn't have such a poor Defense stat. At least his seishin set is
    good, and his morale gains and skills are okay. As it is, he doesn't really 
    excel in either SR or RR, but works well due to the kickass mechs he's the 
    default pilot of.
    
    -----------------------------
    Viletta Badam
    -----------------------------
    
    Pilots: R-Gun, Grungast, Huckebein 008L, Geshpenst Mk II S
    
    Morale Changes:
    D Success -> +2
    A Success -> +2
    D Fail    -> +1
    A Fail    -> +0
    Kill      -> +3
    A Defeat  -> +0
    
    Natural Skills: Strong Luck, Support, Concentration Power, Gunfight, Infight
    
    Seishin:
    Surveillance(1)      Concentrate(8)     Accelerate(4)
    Snipe Attack(20)     Hot Blood(32)      Abandon(16)
    
    Seishin Points: ???
    
    Statistics:
    Melee -- 162     Defense  -- 128
    Shoot -- 174     Accuracy -- 261
    Skill -- 171     Evade    -- 268
    
    Terrain Rating: A/A/B/A
    
    Comments: Of the late-game pilots you get, she's probably the worst, but that 
    still isn't saying very much. Her stats are average-to-good, with a nice Evade
    stat but a little low on the Accuracy side. Her morale gain is excellent for an
    RR, and her skills and seishin rock, except for Surveillance perhaps. She may
    be the worst of the last, but that hardly means she's bad overall. One of the
    better RR pilots you can use.
    
    
    
    ===============================
    8)Miscellanous Notes
    ===============================
    
    
    
    A little section where I'd place anything notable I've found out in this game.
    
    -Leadership auras are NOT stackable. Units only take the biggest bonus they 
    get from a single leadership aura. In other words, if a unit is right next
    to a unit with Level 4 Leadership, and 2 squares away from another unit with
    level 3 Leadership, it only gains the bonus from the Level 4 Leadership aura.
    
    -SP Recovery and Concentration Power makes for one of the best combos in the 
    game; too bad it costs 180 PP.
    
    -If an opponent attacks your unit and your Counter skill activates, you will 
    not get any damage bonus if your pilot also has Revenge. Similarly, if you 
    attack an opponent and it's Counter skill activates, you'll get a 1.2x damage 
    bonus if your pilot has the Revenge skill. In other words, the first person to 
    attack NEVER gets the Revenge bonus.
    
    -Weapons that require a certain level of Psychic Energy:
    T-Link Ripper -- Geshpenst Mk II TT (Level 1)
    Psychic Powered Laser Cannon -- R-3 (Level 1)
    Strike Shield -- R-3 (Level 2)
    T-Link Knuckle -- R-1 (Level 3)
    Tenjo Tenga Nendo Hasaiken/T-Link Sword -- R-1 (Level 4)
    Tenjo Tenga Mudekiken (Heaven-And-Earth Invincible Sword) -- SRX (Level 5)
    Tenjo Tenga Nendo Basaiken (Heaven-And-Earth Psychic Explosive Sword) -- SRX 
    (Level 8)
    
    -Hot Blood is stackable with Lucky; thus the only way to get a critical with 
    Hot Blood cast is to have Lucky activated as well. By hypothesis, the 
    strongest possible attack will have Lucky, Hot Blood, Attacker and Revenge all 
    stacked together.
    
    -Giving a pilot a skill using your Pilot Points (PP) is stackable. For 
    example,  if Irm has an Infight level of 5 and you give him Infight +1, you'll 
    have a combined Infight level of 6, over two skill slots. You can continuously
    add to the slot containing the Infight +1, to make it Infight +2, Infight +3, 
    etc, which will all stack up with whatever Irm has naturally.  Similarly, if 
    Irm has a Support level of 0 (i.e he has no Support skill), and you give him 
    Support +1, his total support level will be 1. 
    
    -If you try and use the extra skill slots to increase a pilot's natural skills,
    you might find that sometimes the additional skill doesn't go very high at all;
    for example, Ratouni currently has Gunfight level 2, but the game doesn't allow
    you to add more than Gunfight +3 in an extra skill slot. This is because the 
    game takes in the maximum potential of the pilot's natural skills, then adds
    any additional bonuses from the player, and ensures that the level of these
    skills can't go above the level 9 cap. In other words, since Ratouni's maximum
    natural Gunfight level is 6, the most number of additional Gunfight levels you
    can add to her is 3, to make 9. You can't go above level 9 for any skill.
    
    -Criticals do 1.25x damage, the same as in Super Robot Wars Reversal.
    
    
    
    ===============================
    10)Credits
    ===============================
    
    
    
    Games/Companies/Sites:
    
    Banpresto (http://www.hotline-web.com): For making the Super Robot Wars series. 
    
    GameFAQs (http://www.gamefaqs.com): For accepting this FAQ, of course.
    
    Jim Breen's WWWJDIC (http://www.csse.monash.edu.au/~jwb/wwwjdic.html): Helped
    me with translating some seishin and skill names.
    
    People:
    
    Everyone at the GameFAQs boards: For help and people to talk about this game. 
    Special thanks to JL Lee for helping me to translate Foresight, and ARMGeist 
    for telling me the effects of Gunfight and Infight at Level 9, although I had 
    already found out before I saw his post. ^^;
    
    Toxico: For sending me corrections on the cost of upgrading terrain ratings,
    and providing me with the stats and seishins of Kai and Guillam, which is 
    basically the basis for the latest update. Thanks dude!
    
    Alaster and Ryuu Kaze: For being the only SRW Fans at RPGamer Pokeboard.    Ah 
    hell, the whole Pokeboard while I'm at it. ^^;
    
    See-Saw: For providing me many hours of musical bliss while writing this FAQ.
    
    Myself: For actually finishing this FAQ within the month I started it. For 
    once. 
    
    
    ===============================
    11)Contact Information
    ===============================
    
    
    Comments? Compliments? Complaints? Death Threats? E-mail Bombs? Wedding 
    Proposals? Send them to deranged85@yahoo.com. I'm kinda; I mean, VERY slacky 
    about checking my mail though, so if you don't receive a reply within a few 
    days, it's likely my fault. ^^; You can also (preferably) contact me via AOL 
    IM at Llnk85(Two Ls) but be warned, I have no qualms about putting you on 
    ignore should you act like an idiot towards me.
    
    
    ===============================
    12)Disclaimer
    ===============================
    
    
    This FAQ is for private use only. This FAQ may not be used on any website 
    unless I give them permission. It may not be sold or used in any way to make a 
    quick buck. I have no association or affiliation with Nintendo or Banpresto. 
    All trademarks are respected. 
    
     Copyright 2002 David Seo

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