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