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    Mec FAQ by Winterking

    Version: 1.03 | Updated: 05/28/07 | Printable Version | Search This Guide

    Mec Data Guide
    Copyright 2007 by Adam Heishman
    
    This guide may not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.  This guide is permitted to be displayed at
    www.GameFAQs.com and on the Tripod site run by Squidhead.
    
    *******************************************************************************
    
    Version History
    
    v. 1.00//May 9, 2007: Finally, I'm finished.  Or at least, I'm started, one of 
         the two.  This marks the submission date for this FAQ, and it's largely
         just a collection of raw data.  It's not very pretty, and is in dire need
         of a proofreading.
    
    v. 1.01//May 10, 2007: About 80% complete!  I added in damage-type data for
         all the skills, updated almost all of my -incomplete- tags throughout the
         FAQ.  Did a quick proofreading job as well, correcting a few things
         pointed out by board users.  Tried to improve readability a bit, also.
         Also added this version history section.
    
    v. 1.02//May 15, 2007: Added defense values for all armor-class equipment. I
         left a few pieces of equipment out simply because they can not normally be
         equipped on a Mec.  Updated the Self-Development section with the *VERY*
         little new information that I've discovered so far.  Testing is painfully
         slow and tedious, but I'll get it done.  I just figure that this is enough
         new information (the defense data) to warrent an Official update.
    
    v. 1.03//May 28, 2007: Lots of small fixes.  Added Squidhead's awesome setup
         data.  Updated Self-Development area with all the knowledge that I
         currently possess.  Changed Hitting-type to Blunt-type and Light-type to
         Force-type in skill and defense sections.
    
    *******************************************************************************
    
    Table of Contents
    
    1. Introduction
    2. Your robotic cast
    3. Skills
    4. Equipment
    5. Suggested Setups
    6. Closing and credits
    
    *******************************************************************************
    
    1. Introduction
    
    So, you've decided to play SaGa Frontier?  Good choice.  SaGa Frontier is a bit
    of a niche game; not everyone is going to like it.  Similar to a few other
    titles by Square-Enix, if you allow yourself to become immersed in the world
    of SaGa, you'll find a wonderful thing.  Despite the supposedly poor
    translation and rushed (in places) storyline, anyone who allows themself to
    get past the inherent learning curve will find a wonderful gem in SaGa
    Frontier.
    
    One of the innovative features of the SaGa series is the use of different
    races or classes.  SaGa Frontier has 4 classes: Human, Mystic, Monster, and 
    Mec.  Each class has different strengths and weaknesses.  For example, humans
    are very versatile, and can be trained to do almost anything.  However, it can
    take a great deal of time to get them there.  Mystics are more rigid, but can
    be made more powerful by absorbing enemies into their Mystic Weapons.  Monsters
    are probably the most versatile, but require a serious understanding of the 
    way the monster system works to use them to their full potential.  This guide
    is about Mecs, which function a little differently.
    
    Each different Mec form has a base set of stats.  These stats can be increased
    by equipping them with weapons, armor, and anything else that can be equipped.
    While it may be tempting to just throw on whatever you have, that may not be
    the best way to "raise" your Mec.  Of course, anything you equip (with only a
    couple of exceptions) can be removed, and then your Mec can be re-equipped.  In
    the Equipment sections of the guide, I'll list all the different equipment that
    can be obtained, and show the stat boosts that each are accompanied by.
    
    Mecs learn new skills by "downloading" an enemy mec's program after they've
    been defeated, similar to the way a Monster can absorb another monster after a
    battle to learn a new skill.  I'll go into detail about this in the Skills
    section.  There has been a lot of misinformation about how Mecs learn skills,
    and I want to put that right, because Mecs are very fun characters to play
    with.  You can make your Mec a tank, or just as easily make them an offensive
    powerhouse.  In the Suggested Setups section, I'll give some...suggested setups 
    for the different Mec characters.
    
    A final thought: Mecs are also largely immune to status ailments, making them
    great choices for any time when status ailments are used heavily. 
    
    *coughcoughGrailCardcoughcough*
    
    *******************************************************************************
    
    2. Your Robotic Cast
    
    In Saga Frontier, there are eight different Mec body types, and seven different
    Mec characters that may join you in your quests.  Yes, that's right.  It
    doesn't quite add up, does it?  In this section, I'll go into more detail on
    that, and tell you how to get each of the different Mec heroes.
    
    -------------------------------------------------------------------------------
    
    2.10 T260/Type 1
    
    T260 is the hero for one of the quests you have available to go on.  I am not 
    planning on going into much detail about its quest; that information may be
    obtained elsewhere.  T260 is considered the most versatile of the different 
    Mecs, and for good reason.  T260's base body is Type 1, which only has one 
    piece of armor bound to it.  That means that you have seven equipment slots 
    with which to customize it.  Additionally, in T260's quest, you can change its
    body type to any of the others by speaking with Dr. Nakijima at Nakajima 
    Robotics in Shrike, allowing even more flexibility.  T260 retains the same LP,
    WP, and skills in the other bodies; all other stats will change to match that 
    of the other Mecs.
    
    2.11 Accompanying...?
    
    Here is how to get T260 in your party, for each of the main heroes:
    
    T260 - You start out with it.  Just select it on the hero selection screen
    when beginning a new game.
    
    Riki, Lute, and Blue can get T260 by simply talking to it at the bar in 
    Scrap.
    
    T260 will not join Red, Emelia, or Asellus.
    
    2.12 And when they join...?
    
    Starting Equip
    
    Junk Bazooka
    Repair Kit
    Junk Parts
    Junk Parts
    *Mec Body
    
    *Mec Body cannot be removed.  In T260's quest, starting equipment may be
    changed by changing its body type at Nakajima Robotics in Shrike.
    
    Starting Skills
    
    None
    
    Base Stats
    
    HP: 100
    LP: 15
    WP: 50
    STR: 5
    QUI: 5
    INT: 5/**32
    WIL: 5
    PSY: 5
    VIT: 5
    CHM: 5
    DEF: *10
    
    *Note that the defense stat listed in the statistics and equipment screen lists
    only the Slashing defense value.  All other defense values are unlisted, but
    I'll go into those values in the equipment section.
    
    **Special Note: After meeting with Dr. Leonard in T260's quest, Leonard will
    install a special memory chip (that doesn't take up an equipment slot!) that
    raises T260's INT stat by 27, permanently!
    
    2.13 And what are YOU doing...?
    
    T260 is designed to destroy RB3, a terrible weapon.  After a fight, T260 lands
    in Junk, where it is discovered by a scrap metal enthusiast, Thyme.  Thyme 
    returns the living core of T260 to his house, where his Uncle Taco puts T260 
    back together again.  After giving its name, Uncle Taco decides that since he 
    repaired it, there should be a G on the end of its name.  Thus T260G is 
    awakened.  
    T260 had its memory damaged in the crash, and its quest is to recover that
    memory.  Ultimately, it leaves Junk with Gen, a Samurai from Wakatu, and they
    go to Scrap, where Gen procedes to get drunk.  This is where most people will
    meet T260, and I won't spoil its story any more.
    
    -------------------------------------------------------------------------------
    
    2.20 Rabbit/Type 2
    
    Rabbit is not as flexible as T260, with three permanently taken equipment
    slots.  That being said, Rabbit has a unique special attack, SatteliteLinker.
    Rabbit is especially useful for a trick in Red's quest that will allow him to 
    morph into his Alkaiser form in any battle.  If you put the three Mecs that can
    join Red into the main party, then you won't have to wait for the other 
    characters to be knocked out or hit with status affects to change.  Of course,
    that means that you can only recruit 13 other characters in his quest.  Your 
    call...
    
    2.21 Accompanying...?
    
    Red can get Rabbit to join by going to the Garden in Kyo after he leaves
    employment with the Cygnus.  Red is the only character who can have Rabbit as a
    party member.
    
    2.22 And when they join...?
    
    Starting Equip
    
    Missile Pod
    Combat Suit
    Ion Cannon
    Memory Board
    *Laser Cannon
    *Bit System
    *ECM system
    
    *Laser Cannon, Bit System, and ECM System cannot be removed.
    
    Starting Skills
    
    Jammer
    
    Base Stats
    
    HP: 75
    LP: 20
    WP: 75
    STR: 5
    QUI: 20
    INT: 25
    WIL: 15
    PSY: 10
    VIT: 10
    CHR: 20
    DEF: *10
    
    T260 has slightly different base stats in Body 2.  It has 100 HP and 10 WIL.
    
    *Note that the defense stat listed in the statistics and equipment screen lists
    only the Slashing defense value.  All other defense values are unlisted, but
    I'll go into those values in the equipment section.
    
    2.23 And what are YOU doing...?
    
    Rabbit is an officer with IRPO, the Inter-Regional Police Organization.  It is
    getting information on the group Black-X, which has a secret base in Kyo, when 
    it teams up with Red. 
    Note that Red's quest is the only one in which all members of IRPO can be 
    present.  Those members are Fuse, Doll, Rabbit, Silence, Cotton, and, to a 
    lesser degree, Suzaku.
    
    -------------------------------------------------------------------------------
    
    2.30 ZEKE/Type 3
    
    ZEKE is also not as flexible as T260G, but is equally as flexible as Rabbit,
    and also has a unique skill: KAMIKAZE-Crash.
    
    2.31 Accompanying...?
    
    ZEKE joins after T260G retrieves the mouse in Sei's tomb for the folks at
    Nakajima Robotics.  T260G is the only hero that can have ZEKE join.
    
    2.32 And when they join...?
    
    Starting Equip
    
    Aguni-SSP
    EasyRifle
    NakajimaBoard
    JetBoots
    *Rail Cannon
    *AT Missile
    *Accelerator
    
    *Rail Cannon, AT Missile, and Accelerator cannot be removed.
    
    Starting Skills
    
    None
    
    Base Stats
    
    HP: 100
    LP: 15
    WP: 30
    STR: 15
    QUI: 50
    INT: 15
    WIL: 15
    PSY: 1
    VIT: 5
    CHR: 10
    DEF: *10
    
    T260 has slightly different base stats in this body.  It has 5 PSY and 5 CHR.
    
    *Note that the defense stat listed in the statistics and equipment screen lists
    only the Slashing defense value.  All other defense values are unlisted, but
    I'll go into those values in the equipment section.
    
    2.33 And what are YOU doing...?
    
    Nakajima Robotics had been working on a combat model transformer, code named 
    "Valkyrie" when they were shut down by Trinity.  After reopening, they applied
    that technology to a combat model, which is how ZEKE came about.  T260
    retrieves necessary data for Nakajima, which allows them to activate ZEKE.
    ZEKE considers T260's mission to be romantic, and wants to join.
    
    -------------------------------------------------------------------------------
    
    2.40 BJ&K/Type 4
    
    BJ&K is equal in flexibility to Rabbit and ZEKE.  It is unique in that it can
    heal any non-Mec characters in battle with its Medipack, which is reusable.
    
    2.41 Accompanying...?
    
    BJ&K initially can join Red during Nomad's raid on the Cygnus.  Just go in the
    room next to the accounting office where Red gets his paycheck.  You will have
    to fight the enemy in the room, then leave and go back into the room.  After 
    that scenario is over, go back and speak with BJ&K, and it will join you
    permanently.
    
    2.42 And when they join...?
    
    Starting Equip
    
    Protector
    Buckler
    *LaserCannon
    *Medipack
    *MecBody
    
    *LaserCannon, Medipack, and MecBody cannot be removed.
    
    Starting Skills
    
    HypnoFlash
    
    Base Stats
    
    HP: 100
    LP: 20
    WP: 55
    STR: 5
    QUI: 5
    INT: 35
    WIL: 30
    PSY: 5
    VIT: 10
    CHR: 10
    DEF: *10
    
    *Note that the defense stat listed in the statistics and equipment screen lists
    only the Slashing defense value.  All other defense values are unlisted, but
    I'll go into those values in the equipment section.
    
    2.43 And what are YOU doing...?
    
    BJ&K is the medical attendant on the Cygnus.  Nomad and her pirates raid the 
    ship, and it teams up with Red, Fuse, Asellus, White Rose, and Roufas to defend
    the ship.  During their time together, it detects that Red is actually the hero
    Alkaiser!  After things go back to normal, it starts to tell Red that it knows
    the truth, at which point Red threatens to dismantle BJ&K if it says anything
    about his secret identity, and forces it into the party.
    
    -------------------------------------------------------------------------------
    
    2.50 PzkwV/Type 5
    
    PzkwV is the least flexible of all the other Mecs, having only four slots to
    change equipment with.  It has access to the powerful Graviton attack in
    battle.
    
    2.51 Accompanying...?
    
    After returning from Tartarus, Leonard will convince PzkwV to join in T260's
    quest when you visit PzkwV's shop in the backstreets of Koorong.  Note that 
    when this happens, you will no longer be able to buy the "smuggled goods from
    Trinity."  Make sure to purchase any items from its shop before speaking to 
    Leonard the second time.  
    
    2.52 And when they join...?
    
    Starting equip
    
    Protector
    Protector
    *RailCannon
    *AT Missile
    *MicroMissile
    *FortBody
    
    When PzkwV joins the party, it gives you a HEAT Bazooka free of charge.
    
    Starting Skills
    
    ShootingMastery
    
    Base Stats
    
    HP: 250
    LP: 25
    WP: 75
    STR: 10
    QUI: 5
    INT: 5
    WIL: 35
    PSY: 1
    VIT: 30
    CHR: 10
    DEF: *20
    
    T260 has slightly different base stats in the Type 5 body.  It has 225 HP and
    5 PSY as opposed to 250 and 1, respectively.
    
    *Note that the defense stat listed in the statistics and equipment screen lists
    only the Slashing defense value.  All other defense values are unlisted, but
    I'll go into those values in the equipment section.
    
    2.53 And what are YOU doing...?
    
    PzkwV runs a black market style store in the back streets of Koorong.  It sells
    weapons that have been smuggled from Trinity.  PzkwV seems to know Dr. Leonard,
    and is shocked to find that Leonard is now a mec.  It begs to join the party
    at that point.  Leonard thinks that PzkwV is a hard working mec.
    
    -------------------------------------------------------------------------------
    
    2.60 EngineerCar/Type 6
    
    EngineerCar maintains the average flexibility rating of Rabbit and ZEKE.  
    EngineerCar carries a RepairPack, which allows healing of other mecs in
    battle, and can be used multiple times.
    
    2.61 Accompanying...?
    
    The only requirement to get Engineer Car to join you is to have another Mec in
    your party.  Therefore, it can join T260 (being a Mec itself), Red (once you
    have picked up Rabbit and/or BJ&K), Blue, Lute, and Riki (once they've picked 
    up T260).
    Asellus and Emelia are the only characters who cannot recruit Engineer Car.
    
    2.62 And when they join...?
    
    Starting Equip
    
    **MemoryBoard
    NakajimaBoard2
    *MachineVulcan
    *RepairPack
    *MiniPlant
    
    *MachineVulcan, RepairPac, and MiniPlant cannot be removed.
    **I've gotten a few different results.  Sometimes EngineerCar comes with a
         MemoryBoard, and sometimes it doesn't.  As soon as I can narrow down the
         determining factor, I'll add it in.
    
    Starting Skills
    
    Crosshair
    RangeFire
    
    Base Stats
    
    HP: 120
    LP: 20
    WP: 75
    STR: 15
    QUI: 5
    INT: 25
    WIL: 35
    PSY: 5
    VIT: 15
    CHR: 5
    DEF: *10
    
    T260 has slightly different stats when using this body type.  It has 150 HP.
    
    *Note that the defense stat listed in the statistics and equipment screen lists
    only the Slashing defense value.  All other defense values are unlisted, but
    I'll go into those values in the equipment section.
    
    2.63 And what are YOU doing...?
    
    EngineerCar is hanging out in Nakajima Robotics lab in Shrike without a whole
    lot to do.  Their work has been largely shut down because of Trinity, and it
    gets pretty boring around there.  EngineerCar was programmed to analyze and fix
    all kinds of mecs; without other mecs around, it's stuck twiddling its diodes.
    When presented with the option of leaving the lab and being able to actually
    DO something, EngineerCar jumps at the chance.
    
    -------------------------------------------------------------------------------
    
    2.64 Leonard/Type 6
    
    Leonard is a unique Type 6 mec, replacing the MachineVulcan with a BeamSword.
    Leonard is identical in flexibility to EngineerCar, and also carries the
    mec-healing RepairPack for use in-battle.
    
    2.65 Accompanying...?
    
    Leonard will join T260's quest after he is killed.  You need to go to Najakima
    Robotics in Shrike to hear about this; just talk to one of the people there.  
    You will need to complete the Ancient Ship event in Shingrow to trigger
    this.  Leonard will only join T260.
    
    2.66 And when they join...?
    
    Starting Equip
    
    MemoryBoard
    *BeamSword
    *RepairPack
    *MiniPlant
    
    *BeamSword, RepairPack, and MiniPlant cannot be removed.
    
    Starting Skills
    
    HypnoFlash
    EnergySupply
    
    Base Stats
    
    HP: 125
    LP: 20
    WP: 80
    STR: 15
    QUI: 10
    INT: 45
    WIL: 5
    PSY: 5
    VIT: 10
    CHR: 10
    DEF: *10
    
    *Note that the defense stat listed in the statistics and equipment screen lists
    only the Slashing defense value.  All other defense values are unlisted, but
    I'll go into those values in the equipment section.
    
    2.67 And what are YOU doing...?
    
    Dr. Leonard B. Edison is a scientist that works in Manhattan at his lab at 
    Central Gate.  He also enjoys lunching at the mall.  After learning about 
    Leonard in Koorong, T260 goes to visit him in hopes that part of its past may 
    be uncovered after an analysis.  Leonard leads T260 back to his labs where he 
    performs the analysis, but doesn't really have anything conclusive to tell.  
    Later, T260 hears that Leonard has been killed, and returns to his lab to find 
    that he left a copy of his mind in a mec reproduction of Leonard's body.  
    Leonard joins T260 to lead it to the Central Information Bank in Tartaros; 
    Leonard also feels a kinship with T260 now that he has become a mec.
    
    -------------------------------------------------------------------------------
    
    2.70 Type 7
    
    With three permanent pieces of equipment, Type 7 mecs maintain average 
    flexibility.  Type 7 mecs can use the unique skill HammerCrush.
    
    2.71 Accompanying...?
    
    There are no unique Type 7 characters.  However, in T260's quest, you can 
    change its base body type to this.
    
    2.72 And when they join...?
    
    Starting equip
    
    *Hammer
    *MicroMissile
    *MecBody
    
    *Hammer, MicroMissile, and MecBody cannot be removed.
    
    Starting Skills
    
    n/a
    
    Base Stats
    
    HP: 125
    LP: n/a
    WP: n/a
    STR: 20
    QUI: 10
    INT: 10
    WIL: 20
    PSY: 5
    VIT: 15
    CHR: 5
    DEF: *10
    
    *Note that the defense stat listed in the statistics and equipment screen lists
    only the Slashing defense value.  All other defense values are unlisted, but
    I'll go into those values in the equipment section.
    
    -------------------------------------------------------------------------------
    
    2.80 Type 8
    
    Type 8 mecs also have three permanent pieces of equipment, maintaining average
    flexibility.  Type 8 mecs have access to the V-Max system, which boosts their
    stats, but only for a few turns.  When V-Max ends, their stats are drastically
    reduced.  That reduced stat rate may be fixed with the Space magic spell
    Vortex.  Additionally, while V-Max is activated, the mec will have access to
    the moves StarlightShower and CosmicRave.
    
    2.81 Accompanying...?
    
    There are no unique Type 8 characters.  On the way out of HQ, you can pick up
    the ability to change into this body type right then, and then at will when
    visiting Nakajima Robotics.
    
    2.83 And when they join...?
    
    Starting Equip
    
    *MegaBeamSword
    *V-System
    *FortBody
    
    *MegaBeamSword, V-System, and FortBody cannot be removed.
    
    Starting Skills
    
    n/a
    
    Base Stats
    
    HP: 200
    LP: n/a
    WP: n/a
    STR: 20
    QUI: 20
    INT: 20
    WIL: 20
    PSY: 20
    VIT: 20
    CHR: 20
    DEF: *20
    
    
    *Note that the defense stat listed in the statistics and equipment screen lists
    only the Slashing defense value.  All other defense values are unlisted, but
    I'll go into those values in the equipment section.
    
    *******************************************************************************
    
    3.00 Skills
    
    The Mec skill system has been misunderstood for a long time.  Actually, it 
    would be more accurate to say that it has been understood, but not in exactly
    the right way.  To learn new skills for your Mec, your Mec must "download" the
    program of an enemy mec that was defeated in battle.  Your Mec, the one doing
    the downloading, must be alive at the end of the battle in order to "download"
    the program.
    
    When this happens, your Mec attempts to learn a new skill.  Each enemy mec has
    four skill slots, with a lower chance at learning the skill the farther right
    the skill is in the table below.  If your Mec doesn't learn a new skill, they
    will be "refreshed," which restores their WP to full.
    
    The skills are listed in order of difficulty to learn.  If the first slot has
    an ability listed, it will always learn it, unless it has already learned that
    skill.  If so, the Mec will be refreshed.  If you would be learning a higher
    skill on the list, it will go to the next lowest until each skill is learned.
    
    For example, if you have just finished a SwordMec, and T260 absorbs it, and
    the game chooses Jammer as the skill, it'll learn Jammer.  If T260 already
    knows Jammer, and would normally learn it, it'll go left one and learn
    HypnoFlash.  If both skills are learned, or if the game chooses a blank spot,
    T260 will simply have its WP restored.
    
    Here is a listing of all enemy Mecs, and their skills.  The number behind their
    name is their Tier ranking, or Tier equivalent.  That data is still being
    gathered.
    
    -------------------------------------------------------------------------------
    
    SwordMec (1): Blank, Blank, HypnoFlash, Jammer
    
    MecDobby (2): Blank, Evasion Rocket, Evasion Rocket, MaxwellProgram
    
    WaspMec (3): Blank, HypnoFlash, Jammer, Evasion Bullet
    
    CancerMec (4): Blank, Jammer, Evasion Bullet, MecSonata
    
    BirdMec (5): Blank, HypnoFlash, Evasion Bullet, LogicBomb
    
    Hermes (6): Blank, Evasion Bullet, Evasion Rocket, MaxwellProgram
    
    MecDobby100 (7): Blank, Evasion Rocket, Evasion Bullet, Evasion Laser
    
    Skylab (8): Blank, Evasion Laser, MecSonata, SelfRepair
    
    R&R (9): Blank, Evasion Rocket, LogicBomb, SelfRepair
    
    IronHopper: Blank, Blank, Jammer, MaxwellProgram
    
    K9Mec: Blank, Evasion Bullet, Evasion Laser, MaxwellProgram
    
    ElectroSheep (>=4): Blank, Evasion Rocket, Evasion Bullet, MaxwellProgram
    
    T-Walker: Blank, Evasion Bullet, Evasion Rocket, Magnify
    
    A-Tractor: Blank, Blank, Blank, Blank
    
    D-Tractor: Blank, Blank, Blank, Blank
    
    Guncart: Blank, Blank, Blank, Evasion Bullet
    
    FlyMec: Blank, Blank, Blank, Evasion Bullet
    
    Vulcan: Blank, Blank, Evasion Bullet, Evasion Rocket
    
    VulcanII: Blank, Blank, Evasion Bullet, Evasion Rocket
    
    AutoBuffer: Blank, HypnoFlash, Evasion Rocket, MaxwellProgram
    
    MaskBuffer: Blank, HypnoFlash, MecSonata, MaxwellProgram
    
    Virus: Virus, Virus, Virus, Virus
    
    MecGod: TigerProgram, TigerProgram, TigerProgram, TigerProgram
    
    MBlack: TigerProgram, TigerProgram, TigerProgram, TigerProgram
    
    MBlackII: DragonProgram, DragonProgram, DragonProgram, DragonProgram
    
    BigDigger*: DragonProgram, DragonProgram, DragonProgram, DragonProgram
    
    BigDigger**: MaxwellProgram, MaxwellProgram, MaxwellProgram, HypnoFlash
    
    Skylab*** (8): Jammer, Evasion Laser, SelfRepair, SatteliteLinker
    
    MecDobby100*** (7): MaxwellProgram, SelfRepair, LogicBomb, DragonProgram
    
    Hermes*** (6): Evasion Bullet, Evasion Rocket, SelfRepair, ShootingMastery
    
    ElectroSheep***: SelfRepair, MecSonata, Evasion Laser, ShootingMastery
    
    BigDigger***: DragonProgram, TigerProgram, TigerProgram, TigerProgram
    
    K9Mec***: MaxwellProgram, MecSonata, LogicBomb, TigerProgram
    
    K9Mec***: CombatMastery, ShootingMastery, SelfRepair, DragonProgram
    
    
    
    *This is the BigDigger encountered in Tartarus that drops the OctopusBoard.
    **These are the other three BigDiggers encountered in Tartarus.
    ***These are the enemies that show up with the Hermes Sprite in T260's final
    dungeon.  And yes, there are two different versions of K9Mecs in that dungeon.
    
    Additionally, each body type can learn a skill on its own, provided the Mec
    you are absorbing is "sufficiently powerful."  Each enemy has a certain
    ranking.  As your battle tally increases, the ranking will increase.
    Different areas have influences on the ranking of the enemy you are fighting,
    as well.  For example, the BioLab in Shrike gives a bonus to enemy ranking; 
    that is why you will fight higher level enemies there than in other places.
    
    For each Type mec there are skills that it may develop without absorbing them
    from other enemy mecs.  These are called Self-Development skills.
    For example, if T260 absorbs a Mec at rank 4, there is a chance it will learn 
    PluralSlash.  It seems that there is a minimum Tier rank to have a chance at
    learning a self-development skill, but there is some other factor involved.  As
    opposed to previous thought, it is not necessary to learn all of the mec you
    are absorbing's skills to learn a self-development skill.  The ranks listed for
    the skills below are the minimum ranks that I have discovered so far.
    
    Here are the skills that each Mec body type can learn.  Note that in T260's
    quest, it can learn all of these "self-development" skills by changing body 
    type and fighting appropriately tiered enemies.
    
    -------------------------------------------------------------------------------
    
    *SECTION CURRENTLY UNDER CONSTRUCTION || RESEARCH PENDING*
    
    T260/Type 1
    
    CombatMastery // Rank 2
    ShootingMastery // Rank 3
    PluralSlash // Rank 4
    MaxwellProgram // Rank 6
    SelfRepair // Rank 7
    Shock Soldier // Rank 7
    
    
    Rabbit/Type 2
    
    ShootingMastery
    MaxwellProgram
    SelfRepair
    SatelliteLinker
    CounterECM
    Magnify
    
    ZEKE/Type 3
    
    ShootingMastery - Learned by absorbing Virus
    CombatMastery
    MecSonata
    KAMIKAZE-Crush
    InterceptSystem
    PluralSlash
    Shoot-All
    
    BJ&K/Type 4
    
    ShootingMastery
    MaxwellProgram
    SelfRepair
    MecSonata
    Magnify
    
    PzkwV/Type 5
    
    ShootingMastery
    InterceptSystem
    Magnify
    Shoot-All
    
    Engineer Car/Leonard/Type 6
    
    CombatMastery // Rank 6
    InterceptSystem // Rank 8
    PluralSlash // Rank 4
    EnergySupply // Rank 4
    Shock Soldier // Rank 5
    ShootingMastery // Rank 6
    PopKnight // Rank 6
    Shoot-All // Rank 7
    
    Type 7
    
    ShootingMastery
    CombatMastery
    SelfRepair
    MecSonata
    InterceptSystem
    Shock Soldier
    PluralSlash
    Magnify
    HammerCrash
    Shoot-All
    
    Type 8
    
    ShootingMastery
    CombatMastery
    SelfRepair
    PluralSlash
    Magnify
    
    So far, I've only found "learning by body type" or "self-development" skills
    for T260.  I haven't finished testing it yet, but from what I've seen, it holds
    water.  I'm still hunting for data for the other mecs' self-development skills.
    -incomplete-
    
    Now that you've collected your skills, you'll probably want to know what they
    do.  I divide the Mec skills into two sections: Support and Attack.
    Note that Mec's gain an additional skill slot for each 16 INT they have.
    
    
    -------------------------------------------------------------------------------
    
    *KEY*
    Skill Name
    WP Consumption
    Targeting
    Effect
    Notes
    
    -------------------------------------------------------------------------------
    
    Support Skills
    
    Evasion Laser
    0 WP
    Self
    Dodges Laser attacks
    No notes
    
    Evasion Rocket
    0 WP
    Self
    Dodges Missile and Rocket attacks
    No notes
    
    Evasion Bullet
    0 WP
    Self
    Dodges Bullet attacks
    No notes
    
    Virus
    0 WP
    Self
    When Mec is equipped with Virus and a Secret Board, LogicBomb and Jammer become
         enabled in battle.
    CombatMastery and ShootingMastery are disabled while Virus is equipped.
    
    ShootingMastery
    0 WP
    Self
    Attack power of guns and heavy weapons and the skills involving them are
         increased by 50%.
    No notes
    
    CombatMastery
    0 WP
    Self
    Attack power of physical attacks and skills are increased by 50%.
    No notes
    
    MaxwellProgram
    0 WP
    Self
    Restores 1 WP at the end of each round of battle.
    No notes
    
    SelfRepair
    0 WP
    Self
    Restores HP at the end of each round of battle.
    Amount of HP recovered is equal to VIT+7, except for EngineerCar (VIT+16) and
         Leonard (VIT+8).
    
    InterceptSystem
    0 WP
    One enemy
    Counterattack a strike with missiles.
    Missiles do not need to be equipped to use this skill.  Neither Combat nor
         ShootingMastery boost the damage done.  Probably does Heat and Blunt-type
         damage.
    
    CounterECM
    0 WP
    All
    Nulls the effects of ECM.
    No notes.
    
    EnergySupply
    0 WP
    One ally
    Restores 50 WP to a Mec ally.  Can only be used with type 6 Mecs.
    Comes out first like MagicHeal or Shield.
    
    -------------------------------------------------------------------------------
    
    Attack Skills
    
    DragonProgram
    8 WP
    All enemies
    Allows use of Maelstrom when Mec is equipped with DragonProgram and
         OctopUsBoard.  This is identical to the Monster skill of the same name.
    Maelstrom does Force-type damage, and has the Water-quality.  Maelstrom is not
         affected by CombatMastery.
    
    TigerProgram
    8 WP
    One enemy
    Allows use of TigerRampage when Mec is equipped with TigerProgram and
         OctopusBoard.  This is identical to the Mystic skill of the same name.
    Combat Mastery increases damage.  TigerRampage does Force and Blunt-type
         damage.
    
    MecSonata
    4 WP
    All enemies
    Attacks all enemies.  May cause Stun in mec-type enemies.
    Damage not affected by CombatMastery.  Does Force-type damage, and has
         Sonic-quality.  Comes out first like MagicHeal or Shield.
    
    KAMIKAZE-Crush
    4 WP
    One enemy
    Powerful attack, but consumes 1 LP when used.  When using the last LP, the 
         attack power rises by about three times.
    Damage increased by CombatMastery.  Does Blunt, Heat and Electric-type damage.
         Attack is unique to Type 3 mecs.
    
    Shock Soldier
    8 WP
    All enemies
    Attacks all enemies, but does not affect enemies that are floating.
    Damage increased by CombatMastery.  Does Slashing, Blunt, and Piercing-type 
         damage.
    
    PopKnight
    10 WP
    All enemies
    Attacks all enemies, even floating ones.  Does a bit more damage to floating 
         enemies.
    Damage increased by CombatMastery.  Does Slashing, Blunt, and Piercing-type 
         damage.
    
    SatelliteLinker
    7 WP
    One enemy
    Powerful attack against one enemy.  Must have activated BitSystem to use.
    Damage is not increased with a Mastery.  Damage-type is unknown, but Bit does
         Electric-type damage, so SatelliteLinker is probably the same.  Testing is
         pending. -incomplete-
    
    LogicBomb
    4 WP
    One enemy
    Only effects Mec type enemies.  Damages and causes Stun, Paralysis, and Mess
         status conditions.
    Damage is not increased with a Mastery.  Damage-type is unknown.
    
    Jammer
    1 WP
    All enemies
    Stuns all enemy mecs.
    No notes
    
    HypnoFlash
    2 WP
    All enemies
    Puts all enemies to sleep.
    No notes.
    
    PluralSlash
    5 WP
    One enemy
    Very powerful attack against one target.  Must be equipped with a sword to use.
    Damage increased by CombatMastery.  Does Slashing, Heat, and Force-type damage.
    
    Magnify
    15 WP
    One enemy
    Powerful attack for some of the heavy arms.  Disables the weapon after use. 
         Can cause status conditions in the Mec using it.
    Damage increased by ShootingMastery.  Damage-type based on weapon used.  Only
         works with HG-Cannon, GrainCannon, IonCannon, HyperBlaster, LaserCarbine,
         and Laser//LaserCannon (Type 2 & 4).
    
    Crosshair
    3 WP
    One enemy
    Critical hit against one enemy, but uses MachineVulcan.
    Damage increased with ShootingMastery.  Does Piercing-type damage.
    
    RangeFire
    3 WP
    Ranged (cone)
    Attacks multiple enemies, but with MachineVulcan.
    Damage increased by ShootingMastery.  Does Piercing-type damage.
    
    HammerCrash
    4 WP
    One enemy
    Powerful single target attack.  Must have a Hammer equipped to use, meaning it
         can only be used with the Type 7 body on T260.
    Damage increased with CombatMastery.  Does Blunt-type damage.
    
    Shoot-All
    24 WP
    One enemy
    Fires "all" equipped guns.  Must be equipped with a Secret, Memory, Nakajima2,
         Nakajima, or Octopus Board to use in battle. 
    Damage increased by ShootingMastery.  Only works with SuperMissile, BigMissile,
         MissilePod, DOBBY Bazooka, HyperionBazooka, HEAT Bazooka, LightBazooka,
         MachineVulcan, LightVulcan, JunkBazooka, RailCannon (Type 3 & 5), 
         MicroMissile (Type 5 & 7), AT Missile (Type 3 & 5), and MachineVulcan 
         (Type 6).  Damage-types vary according to fired weapons.
    
    -------------------------------------------------------------------------------
    
    Additionally, there are some skills that are granted by the permanent equipment
    of your Mec heroes.  In this section, under the name of the skill, I'll list
    the type of Mec that has that attack.
    
    -------------------------------------------------------------------------------
    
    Support Skills
    
    ECM//ECM System
    Type 2
    0 WP
    n/a
    Causes missiles attacks to miss.
    No notes.
    
    Accelerator
    Type 3
    0 WP
    Self
    Raises QUI.
    No notes.
    
    MediPack
    Type 4
    0 WP
    One ally
    Restores 250 HP to one of your party members.  Will miss if used on Mecs.
    Amount restored will increase if WEA has been raised.
    
    RepairPack
    Type 6
    0 WP
    One ally
    Restores 400 HP to one of your mecs.  Will miss if used on a non-Mec.
    Amount restored will increase if WEA has been raised.
    
    V-Max//V-System
    Type 8
    0 WP
    Self
    Raises all stats.  At end of 5th turn after use (including the turn used to
         activate V-Max), V-End activates, dropping all stats significantly, as
         well as costing you 1 LP.
    While active, StarlightShower and CosmicRave are enabled.
    
    -------------------------------------------------------------------------------
    
    Attack Skills
    
    Laser//LaserCannon
    Type 2 and 4
    7 WP
    One enemy
    Powerful single target attack.
    Damage increased with ShootingMastery.  Does Force-type damage.
    
    Bit//BitSystem
    Type 2
    0 WP
    n/a
    Damages one random enemy at end of turn.  Ends when user faints, or after a
         certain number of turns.
    Damage not increased with ShootingMastery.  Does Electric-type damage.
    
    RailCannon
    Type 3 and 5
    1 WP
    One enemy
    Single target attack.
    Damage increased by ShootingMastery.  Does Blunt and Piercing-type damage.
    
    AT-Missile//AT Missile
    Type 3 and 5
    1 WP
    One enemy
    Single target attack.
    Damage increased by ShootingMastery.  Does Blunt and Heat-type damage.
    
    MicroMissile
    Type 5 and 7
    1 WP
    All enemies
    All target attack.
    Damage increased by ShootingMastery.  Does Blunt and Heat-type damage.
    
    Graviton
    Type 5 and 8
    8 WP
    One enemy
    Does heavy damage to one target.
    Damage increased by ShootingMastery.  Does Force-type damage.
    
    MachineVulcan
    Type 6
    0 WP
    One enemy
    Does low damage to one target.
    Damage increased by ShootingMastery.  Does Piercing-type damage.
    
    Hammer
    Type 7
    1 WP
    One enemy
    Single target attack.
    Damage increased by CombatMastery.  Does Blunt-type damage.
    
    BeamSword//MegaBeamSword
    Leonard and Type 8
    2 WP
    One enemy
    Single target attack.
    Damage increased by CombatMastery.  Does Blunt, Heat and Force-type damage.
    
    StarlightShower
    Type 8
    7 WP
    All enemies
    Heavily damage all enemies.  Must have V-Max active in order to use.
    Damage increased by CombatMastery.  Does Blunt, Heat, Electric and Force-type
         damage.
    
    CosmicRave
    Type 8
    7 WP
    One enemy
    Heavily damage one enemy.  Must have V-Max active in order to use.
    Damage increased by CombatMastery.  Does Blunt, Heat, Electric and Force-type
         damage.
    
    *******************************************************************************
    
    4.00 Equipment
    
    Equipment selection is of vital importance for all of your heroes in SaGa
    Frontier, but perhaps especially so for the Mecs.  A Mec's stats are tied
    directly to its equipment.  There exists the starting stats listed above, and
    the only increases that they will receive are those granted by its gear.  Of
    course, it isn't only about stats; the items that you are equipping are still
    going to have their basic function as weapons, armor, etc., and you have to 
    keep that in mind.  I'll give some suggested setups in section 5.
    
    In this section I am going to list the stat boosts that your Mec will receive
    from equipping the different items in the game.  Note that I will not be
    including any of the items that were dummied out from the game.  If enough 
    people are interested in that information, I suppose I can include that.  
    
    Additionally, while this data is available elsewhere, I personally checked each
    of these items in-game, and used my own data.  If the item lists seem similar,
    it is because I listed the items in the order they appear on the item screen.
    
    -------------------------------------------------------------------------------
    
    Swords
    
    Lordstar: HP +200, STR +20, QUI +20, WIL +20
    Asura: HP +150, STR +30, PSY +30
    SilverMoon: HP +200, STR +25, QUI +25
    DragonSword: HP +250, STR +30
    Murakumo: HP +150, STR +15, QUI +15
    Kusanagi: HP +250, STR +25, QUI +25
    Obsidian: HP +200, STR +25, QUI +25
    ZeroSword: HP +100, STR +20, QUI +20
    CometBlade: HP +250, STR +25, QUI +25
    TwiggyRod: HP +80, STR +16, QUI +16
    SplashSword: HP +100, STR +20, PSY +20
    Twin Dragon: HP +90, STR +18, QUI +18
    RuneSword: HP +100, STR +20, PSY +20
    Glirandly: STR +9, QUI +9, INT +9, WIL +9, PSY +9, VIT +9, CHR +9
    JackalSword: HP +50, STR +16, PSY +16
    Katana: HP +65, STR +13, QUI +13
    Osc-Sword: HP +60, STR +15, WIL +15
    SilverSpread: STR +5, QUI +5, INT +5, WIL +5, PSY +5, VIT +5, CHR +5
    TwinSword: HP +80, STR +10, WIL +10
    CeramicSword: HP +70, STR +13
    SamuraiSword: HP +50, STR +10, QUI +10
    LaserKnife: HP +40, STR +10, QUI +10, WIL +10
    FiendRod: HP +30, STR +6, WIL +6, PSY +6
    ShadowDagger: HP +30, STR +6, QUI +6, PSY +6
    KukriBlade: HP +25, STR +5, QUI +5
    BroadSword: HP +35, STR +7
    Knife: HP +20, STR +4, QUI +4, WIL +4
    
    *******************************************************************************
    
    Guns
    
    SuperMissile: HP +225, STR +25, WIL +25
    BigMissile: HP +150, STR +20, WIL +20
    MissilePod: HP +90, STR +15, WIL +15
    DOBBY Bazooka: HP +60, STR +8, WIL +8, VIT +8
    HyperionBazooka: HP +250, WIL +40
    HEAT Bazooka: HP +200, WIL +30
    LightBazooka: HP +70, WIL +15
    GhostCannon: HP +100, WIL +20, PSY +10
    HG-Cannon: HP +250, QUI +30, WIL +30
    GrainCannon: HP +150, QUI +10, WIL +30, VIT +10
    IonCannon: HP +100, QUI +15, WIL +15
    Bolt Thrower: HP +125, WIL +20, VIT +20
    Flame Thrower: HP +125, WIL +20, VIT +20
    Thunderbolt: HP +125, WIL +20, VIT +20
    MachineVulcan: HP +150, QUI +18, WIL +18, VIT +18
    LightVulcan: HP +70, QUI +8, WIL +8, VIT +8
    JunkBazooka: HP +20, STR +5, WIL +5
    WaterCannon: HP +70, WIL +10, VIT +10
    SonicCannon: HP +150, QUI +20, WIL +20
    LightningCannon: HP +80, WIL +15, VIT +15
    BeamCannon: HP +80, WIL +15, VIT +15
    HyperBlaster: HP +175, QUI +25, WIL +25
    LaserCarbine: HP +90, QUI +13, WIL +13
    HandBlaster: HP +40, QUI +7, WIL +7
    LightRifle: HP +150, QUI +30, WIL +30, PSY +30
    LethalGun: HP +150, QUI +20, WIL +20, VIT +20
    ZenGun: HP +150, QUI +20, WIL +20, PSY +20
    LivingRifle: STR +13, QUI +13, INT +13, WIL +13, PSY +13, VIT +13, CHR +13
    DuelGun: HP +50, QUI +20, WIL +20, VIT +20
    AGUNI-MBX: HP +100, QUI +16, WIL +16, VIT +16
    BehemothRifle: HP +200, QUI +10, WILL +10, VIT +10
    SniperRifle: HP +75, QUI +13 WIL +13
    EagleGun: HP +75, QUI +13, WIL +13
    TroopRifle: HP +50, QUI +10, WIL +10
    KillerRifle: HP +50, QUI +10, WIL +25
    AGUNI-CP1: HP +50, QUI +10, WIL +10
    EasyRifle: HP +25, QUI +5, WIL +5, VIT +5
    AGUNI-SSP: HP +25, QUI +5, WIL +5, VIT +5
    
    *******************************************************************************
    
    Memory Boards
    
    SecretBoard: HP +100, QUI +20, INT +15, WIL +20
    MemoryBoard: HP +100, QUI +20, INT +25
    JunkParts: STR +3, QUI +3
    NakajimaBoard2: HP +100, QUI +15, INT +15, WIL +15
    NakajimaBoard: HP +50, QUI +30, INT +10
    OctopusBoard: STR +25, QUI +25, INT +30, WIL +25
    
    *******************************************************************************
    
    Shields
    
    WonderBangle: HP +100, QUI +20
    DurahanShield: HP +100, STR +20, VIT +20
    Mizukagami: HP +75, STR +15, VIT +15
    DragonShield: HP +75, STR +15, VIT +15
    GenbuShield: HP +75, STR +15, VIT +15
    ExcelShield: HP +100, STR +20, VIT +20
    ShellShield: HP +40, STR +8, VIT +8
    Buckler: HP +20, STR +4, VIT +4
    
    *******************************************************************************
    
    Armor
    
    As near as I can tell, defense values granted by the different armors is 
    identical to that granted to all of the other classes.  If someone knows 
    differently, please let me know so I may update.  Defense values are located in
    the next section.
    
    GoldenFleece: HP +50, PSY +10, CHR +10
    MasterRobe: HP +20, VIT +4
    HarmoniumArmor: HP +75, QUI +15, VIT +15
    LivingArmor: HP +65, PSY +13, VIT +13
    BoneBreast: HP +25, VIT +5
    Protector: HP +25, VIT +5
    BeastLeather: HP +5, VIT +1
    PlutoArmor: HP +150, PSY +20, VIT +20
    AngelArmor: HP +100, QUI +20, VIT +20
    HyperScale: HP +75, VIT +15
    CelestialLeather: HP +50, VIT +10
    FireLeather: HP +40, VIT +8
    ShadeRobe: HP +20
    StardustRobe: HP +20
    MoonlightRobe: HP +20
    GlowRobe: HP +20
    BlueElf: HP +100, INT +15, PSY +15
    DarkRobe: HP +20
    WarLordArmor: HP +100, STR +20, VIT +20
    ElectroArmor: HP +75, QUI +15, VIT +15
    ArmorVest: HP +65, VIT +5
    HardLeather: HP +50, VIT +5
    FiberVest: HP +35, VIT +7
    GolemSuit: HP +200, STR +30
    RubberSuit: HP +60, STR +12
    SprigganSuit: HP +200, STR +25, QUI +25, INT +25
    PoweredSuit: HP +100, STR +20, QUI +20
    CyberSuit: HP +90, STR +18, QUI +18
    JumpSuit: HP +75, STR +15, QUI +15
    CombatSuit: HP +50, STR +10, QUI +10
    
    *******************************************************************************
    
    Shirts
    
    PowerBelt: HP +5
    Hyperwear: HP +5
    Defendwear: HP +5
    Budowear: HP +5
    Magicwear: HP +5
    SilkShirt: HP +5
    CottonShirt: HP +5
    
    *******************************************************************************
    
    Hats
    
    Magihat: HP +75, INT +15
    Egg Hat: HP +50, INT +10, WIL +10
    InfraScope: HP +100, WIL +20
    MirrorGlass: HP +75, INT +25, WIL +25
    LaserScope: HP +100, INT +20, WIL +20
    FiberHood: HP +75, INT +15, WIL +15
    Yolk Hat: HP +25, INT +1, WIL +1
    JunkHelm: HP +25, INT +5, WIL +5
    
    *******************************************************************************
    
    Gloves
    
    HarmoniumBangle: HP +100, STR +20
    SH-Armlet: HP +150, STR +20, VIT +20
    NornsBangle: HP +75, STR +15, PSY +15
    OgreGlove: HP +100, STR +20, VIT +20
    CyberGlove: HP +100, STR +20
    ArmorGlove: HP +75, STR +15, VIT +15
    ShellBracer: HP +50, STR +10, VIT +10
    LeatherGlove: HP +10, STR +5
    
    *******************************************************************************
    
    Shoes
    
    DanceShoes: HP +75, QUI +15
    SH-Anklet: HP +150, QUI +20, VIT +20
    Catsocks: HP +10, QUI +5
    Iron Clogs: HP +100, VIT +20
    FeatherBoots: HP +75, QUI +15, PSY +15
    JetBoots: HP +75, QUI +15
    RubberShoes: HP +50, QUI +10
    LeatherBoots: HP +10, QUI +5
    
    *******************************************************************************
    
    Accessories
    
    ThunderCharm: HP +5
    SolGrail: HP +5
    SleetCoin: HP +5
    Bumper: HP +15, VIT +3
    Magatama: HP +5
    Junk: HP +5
    RING/Lord: PSY +10
    RING/Fighter: STR +10
    RING/Healer: VIT +10
    RING/Hermit: n/a
    RING/Hero: WIL +10
    RING/Schemer: INT +10
    RING/Thief: QUI +10
    RING/Merchant: CHR +10
    RING/Guardian: n/a
    CharmNecklace: HP +5
    SandVessel: HP +5
    Tao-TiehPattern: HP +50, PSY +10
    UnicornTear: PSY +1
    KrisKnife: HP +25, PSY +5
    PearlHeart: HP +5
    PurpleEye: HP +50, PSY +10
    SeaStone: HP +5
    FeatherCharm: HP +5
    WindShell: HP +5
    EMES Tag: HP +50, VIT +10
    HarmoniumEarring: HP +50, INT +10
    BloodChalice: HP +5
    BoltCrystal: HP +5
    IceCrystal: HP +5
    FireCrystal: HP +5
    SteelAmulet: HP +25, STR +5, QUI +5, VIT +5
    FlowerAmulet: HP +5
    WingAmulet: HP +5
    FangAmulet: HP +5
    
    *******************************************************************************
    
    Items
    
    Cure: HP +5, CHR +1
    PowerCure: HP +5, CHR +1
    MaxCure: HP +5 CHR +1
    Antistone: HP +5, CHR +1
    SnakeOil: HP +5, CHR +1
    LifeCandy: HP +5, CHR +1
    BackPack: HP +5, CHR +1
    RepairKit: HP +5, CHR +1
    RottenMeat: HP +5
    FlashBomb: HP +5
    MagicStone: HP +10, VIT +2
    LuckyCoin: HP +5
    UnluckyCoin: HP +5
    StunNeedle: HP +5
    
    *******************************************************************************
    
    Armor Defense Values
    
    -------------------------------------------------------------------------------
    
    SL - Slashing
    BL - Blunt
    PR - Piercing
    HE - Heat
    CL - Cold
    EL - Electric
    FR - Force
    ST - Status  
    
    Name            //SL//BL//PR// HE// CL// EL// FR// ST//
                    //  //  //  //   //   //   //   //   //
    CombatSuit      //15//10//15// 20// 20// 10// 10// 10//
    RubberSuit      //22//22//22// 12// 12// 52// 12// 12//
    JumpSuit        //25//15//25// 30// 30// 15// 15// 15//
    GolemSuit       //25//25//25// 25// 25// 25// 25// 25//
    CyberSuit       //36//36//36// 21// 36// 21// 21// 21//
    PoweredSuit     //50//50//50// 50// 50// 30// 30// 30//
    SprigganSuit    //55//55//55// 35// 35// 35// 35// 35//
                    //  //  //  //   //   //   //   //   //
                    //SL//BL//PR// HE// CL// EL// FR// ST//
                    //  //  //  //   //   //   //   //   //       
    BeastLeather    // 6//12//12//  2// 12//  2//  2//  2//
    FiberVest       // 8// 8//12//  8//  8//  8//  8//  8//
    DarkRobe        // 8// 8//26//  2//  8//  8// 26// 26//
    ShadeRobe       // 9// 9// 9// 24// 24// 24// 24// 24//
    MasterRobe      //10//10//10// 25// 25// 25// 25// 30//
    Protector       //10//10//15//  5//  5//  5//  5//  5//
    HardLeather     //12//16//22// 12// 12// 12// 12// 12//
    BoneBreast      //13//13// 1// -7// 13// 13//  5//  5//
    FireLeather     //16//16//16// 48// 16// 16// 16// 16//
    StardustRobe    //16//16//26// 26// 26// 51// 26// 26//
    MoonlightRobe   //17//17//27// 17// 62// 27// 27// 27//
    ArmorVest       //18//22//60// 18// 18// 18// 18// 18//
    GlowRobe        //18//18//28// 53// 18// 28// 28// 28//
    BlueElf         //20//20//20// 25// 25// 25// 25// 20//Immunity to Water
    CelestialLeather//24//34//34// 34// 34// 34// 24// 24//
    HarmoniumArmor  //24//24//24// 20// 20// 24// 40// 40//Immunity to Sonic
    ElectroArmor    //25//25//33// 35// 35// 35// 35// 25//
    LivingArmor     //26//26//26// 26// 26// 26// 26// 26//
    AngelArmor      //27//27//27// 17// 17// 17// 17// 17//Immunity to Ground
    GoldenFleece    //28//28//28// 38// 38// 38// 38// 43//
    HyperScale      //30//20//30// 20// 10// 20// 20// 20//
    WarLordArmor    //32//32//42// 32// 32// 32// 32// 32//
    PlutoArmor      //35//35//35// 35// 35// 35// 35// 35//
                    //  //  //  //   //   //   //   //   //
                    //SL//BL//PR// HE// CL// EL// FR// ST//
                    //  //  //  //   //   //   //   //   //
    PowerBelt       // 1// 1// 1//  6//  6//  6//  1// 21//
    CottonShirt     // 3// 7// 3//  3//  3//  3//  3//  3//
    SilkShirt       // 3// 3// 3//  3// 11//  3//  3//  3//
    Magicwear       // 4// 4// 4// 14// 14// 14//  4//  4//
    Budowear        // 7//12// 7//  7//  7//  7//  7//  7//
    Defendwear      // 8// 8// 8// 18// 18// 18//  8//  8//
    Hyperwear       //10//10//10// 10// 10// 10// 15// 15//
                    //  //  //  //   //   //   //   //   //
                    //SL//BL//PR// HE// CL// EL// FR// ST//
                    //  //  //  //   //   //   //   //   //
    JunkHelm        // 4// 6// 6//  4//  1//  1//  1//  1//
    Yolk Hat        // 5// 5// 5//  2// 10//  2//  2//  2//
    Egg Hat         // 5// 5// 5// 10//  5//  5// 10// 10//
    FiberHood       // 6// 6// 6//  2//  2//  2//  2//  2//
    InfraScope      // 6// 6// 6//  2//  2//  2//  2//  2//
    MagiHat         // 6// 6// 6// 16// 16// 16// 16//  6//
    LaserScope      // 7// 7// 7//  3//  3//  3//  3//  3//
    MirrorGlass     // 8// 8// 8//  4//  4//  4//  4//  4//
                    //  //  //  //   //   //   //   //   //
                    //SL//BL//PR// HE// CL// EL// FR// ST//
                    //  //  //  //   //   //   //   //   //
    
    LeatherGlove    // 4// 4// 4//  4//  2//  2//  2//  2//
    OgreGlove       // 5// 5// 5//  2//  2//  2//  2//  2//
    ShellBracer     // 6// 6// 6//  3//  3//  3//  3//  3//
    HarmoniumBangle // 7// 7// 7// 27// 27// 27// 27//  7//Immunity to Sonic
    ArmorGlove      // 8//12//12//  5//  5//  5//  5//  5//
    CyberGlove      // 9// 9// 9//  9//  9//  4//  9//  4//
    SH-Armlet       //10//10//10// 10// 10//-10// 10// 10//
    NornsBangle     // 7// 7// 7//  4//  4//  4//  4//  4//
                    //  //  //  //   //   //   //   //   //
                    //SL//BL//PR// HE// CL// EL// FR// ST//
                    //  //  //  //   //   //   //   //   //
    LeatherBoots    // 3// 3// 3//  3//  1//  1//  1//  1//
    RubberShoes     // 5// 5// 5//  5//  5// 25//  2//  2//
    DanceShoes      // 4// 4// 4// 14// 14// 14// 14//  4//
    Catsocks        // 6// 6// 6//  6//  6//  6//  6// 21//
    FeatherBoots    // 7// 7// 7//  2//  2//  2// 12// 12//
    JetBoots        // 7// 7// 7//  7//  7//  2//  7//  7//Immunity to Ground
    Iron Clogs      // 8// 8// 8//  8//  8//  0//  8//  8//
    SH-Anklet       //10//10//10// 10// 10//-10// 10// 10//
                    //  //  //  //   //   //   //   //   //
                    //SL//BL//PR// HE// CL// EL// FR// ST//
                    //  //  //  //   //   //   //   //   //
    FeatherCharm    // 1// 1//11//  1//  1//  1// 11// 11//
    FangAmulet      // 1// 1// 1//  6//  6//  6//  1//  6//
    WingAmulet      // 1// 1// 1//  6//  6//  6//  1//  6//
    FlowerAmulet    // 1// 1// 1//  6//  6//  6//  1//  6//
    SteelAmulet     // 1// 1// 1//  1//  1//  1//  1//  6//
    KrisKnife       // 3// 3// 3// 13// 13// 13// 13// 43//
    BrokenBumper    // 1// 1// 1//  1//  1//  1//  1// 11//
    Junk            // 2// 2// 2//  2//  2//  2//  2// 12//
    Bumper          // 3// 3// 3//  3//  3//  3//  3//  3//
    WindShell       // 5// 5//15//  5//  5// 15// 25// 25//
    CharmNecklace   // 1// 1// 1// 11// 11// 11// 11// 11//
    Magatama        // 1// 1// 1// 11// 11// 11// 11// 11//
    FireCrystal     // 1// 1// 1// 25//  1//  1//  1//  1//
    SolGrail        // 1// 1// 1//100//  1//  1//  1// 11//
    IceCrystal      // 1// 1// 1//  1// 25//  1//  1//  1//
    SleetCoin       // 1// 1// 1//  1//100//  1//  1// 11//
    BoltCrystal     // 1// 1// 1//  1//  1// 25//  1//  1//
    ThunderCharm    // 1// 1// 1//  1//  1//  1//100// 11//
    PearlHeart      // 2// 2// 2//  2//  7// -3//  2//  2//Immunity to Water
    SeaStone        // 3// 3// 3// 23// 23//  3// 23// 23//Immunity to Water
    HarmoniumEarring// 1// 1// 1// 11// 11// 11// 11// 21//Immunity to Sonic
    PurpleEye       // 4// 4// 4//  4//  4//  4//  4// 14//Immunity to Gaze
    BloodChalice    // 1// 1// 1//-15//  1//  1//-15//-15//
    SandVessel      // 2// 2// 2//  2//  2//  2// 18// 18//
    EMES Tag        // 5// 5// 5//  5//  5//  5// 15// 15//
    UnicornTear     // 1// 1// 1//  1//  1//  1//  1//  1//
    Tao-Tieh Pattern// 3// 3// 3//  3//  3//  3// 23// 23//
    RING/Guardian   // 1// 1// 1//  1//  1//  1//  1// 31//
    RING/Merchant   // 1// 1// 1//  1//  1//  1//  1// 11//
    RING/Thief      // 1// 1// 1//  1//  1//  1//  1// 11//
    RING/Lord       // 1// 1// 1//  1//  1//  1//  1// 11//
    RING/Hero       // 1// 1// 1//  1//  1//  1//  1// 11//
    RING/Hermit     // 1// 1// 1//  1//  1//  1//  1// 11//
    RING/Healer     // 1// 1// 1//  1//  1//  1//  1// 11//
    RING/Fighter    // 1// 1// 1//  1//  1//  1//  1// 11//
    RING/Schemer    // 1// 1// 1//  1//  1//  1//  1// 11//
                    //  //  //  //   //   //   //   //   //
                    //SL//BL//PR// HE// CL// EL// FR// ST//
                    //  //  //  //   //   //   //   //   //
    MecBody         //10//10//15// 10// 10//  5//  5//   //
    MiniPlant       //10//10//15// 10// 10//  5//  5//   //
    Accelerator     //10//10//15// 10// 10//  5//  5//   //
    ECM System      //10//10//15// 10// 10//  5//  5//   //
    FortBody        //20//20//30// 20// 20//  5//  5//   //
    
    I would love to get the Status defense rating for the Mec-only armors.  I would
         imagine they are either 0 or 100.  Mecs are immune to status effects, save
         for a few special circumstances.  Is that just a property of the Mec
         class, or is it because their armor maxes Status defense out?
    
    *******************************************************************************
    
    5.00 Suggested Setups
    
    Mec equipment philosophies
    
    There are three basic setups for Mec characters; heavy offense, heavy defense,
         and balanced.  Because of this, T260's Type 1 body is often considered
         the best form: it has the most flexibility, and can do almost anything
         you might want to do with it, despite having the lowest base stats.
    
    If you want to set your mec up offensively, I recommend focusing on either
         Swords-based, Laser-based, or Missile-based.  These are the weapon sets
         that have special skills to go with them.  Swords have PluralSlash, Lasers
         have Magnify, and Missiles have Shoot-All.  Because of this, some mecs
         seem to be better suited for certain setups; if the mec you are using can
         only use one of those skills, your choice is already partly made.
    
    In T260's quest, it is theoretically possible for it to learn every skill, save
         RangeFire and Crosshair.  HammerCrash can only be used while in Body 7.  
         SatelliteLinker can only be used in Body 2.  EnergySupply, while not an
         attack skill, can only be used by Bodies 4 and 6.  
    
    The following are some excellent mec setups, crafted by Squidhead of the
         GameFAQs SaGa Frontier message board.
    
    *****TYPE1*********************************************************************
    Characters: T260, T260G
    Comments: 7 empty equipment slots make this a very versatile type. The other 
    side of this coin is that it lacks specialized equipment and skills. The Red 
    Mage of Mecs, if you will.
    T260G gets 28 Intelligence for free from Leonard in its own quest; in all 
    others it is "unchipped" and lacks this upgrade. T260G can only get Shoot-All
    in its own quest, too.
    
    -------------------------------------------------------------------------------
    
    -Melee Tank-
    Equipment:
    Lordstar
    SuperMissile
    OctopusBoard
    ExcelShield
    MirrorGlass
    ElectroArmor
    ElectroArmor
    (MecBody)
    
    Stats:
    HP 925
    STR 5+90
    QUI 5+95 c
    INT 32+30, 5+30 unchipped
    WIL 5+90
    PSY 5
    VIT 5+70
    CHA 5
    DEF 60
    Skill slots: 5 (4 unchipped)
    Recommended skills:
    SelfRepair
    PluralSlash
    DragonProgram
    CombatMastery
    Evasion Bullet
    
    Comments: Rock solid, tons of strength, what's not to like? You may wish to 
    ditch Evasion Bullet for MaxwellProgram, but with 50 WP, T260 probably won't 
    need it.
    
    -------------------------------------------------------------------------------
    
    -Gun Tank-
    equipment:
    HyperionBazooka
    HG-Cannon
    LethalGun
    ExcelShield
    OctopusBoard
    ElectroArmor
    ElectroArmor
    (MecBody)
    
    Stats:
    HP 999
    STR 5+45
    QUI 5+99 c
    INT 32+30 (5+30 unchipped)
    WIL 5+99 (c)
    PSY 5
    VIT 5+70
    CHA 5
    DEF 60
    Skill slots: 5 (4 unchipped)
    Recommended skills:
    SelfRepair
    ShootingMastery
    Magnify
    DragonProgram
    MaxwellProgram
    Evasion Bullet
    
    Comments:
    Don't forget to Magnify the HG-Cannon when it's down to one bullet. Overall I 
    prefer the melee tank.
    
    -------------------------------------------------------------------------------
    
    Psytank
    Equipment:
    JackalSword
    GhostCannon
    AGUNI-SSP
    ShellShield
    JumpSuit
    JetBoots
    MemoryBoard
    (MecBody)
    
    Stats:
    HP 615
    STR 5+39
    QUI 5+40
    INT 32+25 (5+25 unchipped)
    PSY 5+26
    VIT 5+38
    CHA 5
    DEF 53
    Skill slots: 5 (4 unchipped)
    Recommended skills:
    PluralSlash
    Jammer
    HypnoFlash
    MaxwellProgram
    
    Comments: Made of items from Shingrow and Owmi, this setup is useful early in 
    the game, when equipment is scarce and magic is dangerous. If you're lucky 
    enough to get Evasion Laser early in the game, I'd recommend that instead of 
    MaxwellProgram.
    
    -------------------------------------------------------------------------------
    
    -Healer-
    Equipment:
    Backpack
    HG-Cannon
    Lordstar
    OctopusBoard
    ExcelShield
    ArmorGlove
    ElectroArmor
    (MecBody)
    
    Stats:
    HP 805
    STR 5+80
    QUI 5+90
    INT 32+30 (5+30 unchipped)
    WIL 5+75
    PSY 5
    VIT 5+50
    CHA 5+1
    DEF 43
    Skill slots: 5 (4 unchipped)
    Recommended skills:
    ShootingMastery
    SelfRepair
    Jammer
    DragonProgram
    Evasion Bullet
    Evasion Rocket
    
    Comments: BraveHeart will improve both items and attacks, and with all those 
    empty equipment slots, you might as well have it. If DragonProgram isn't 
    avaialable, use LogicBomb or Evasion Laser.
    
    -------------------------------------------------------------------------------
    
    -Weaponsmaster-
    Equipment:
    HG-Cannon
    Lordstar
    OctopusBoard
    ExcelShield
    ArmorGlove
    ElectroArmor
    MirrorGlass
    (MecBody)
    
    Stats:
    
    STR 5+80
    QUI 5+90
    INT 32+55 (5+55 unchipped)
    WIL 5+99
    5 PSY
    VIT 5+50
    CHA 5
    DEF 51
    Skill slots: 7 (5 unchipped)
    Recommended skills:
    ShootingMastery
    CombatMastery
    PluralSlash
    Magnify
    DragonProgram
    MaxwellProgram
    Jammer
    
    Comments: A jack of all trades and a master of disaster. If DragonProgram is 
    not available, you may want to switch it for MecSonata or LogicBomb.
    
    -------------------------------------------------------------------------------
    
    -Swordsman-
    Equipment:
    CometBlade
    Lordstar
    ExcelShield
    PoweredSuit
    MirrorGlass
    MirrorGlass
    ArmorGlove
    (MecBody)
    
    Stats: HP 999
    STR 5+99 (c)
    QUI 5+65
    INT 32+50 (5+50 unchipped)
    WIL 5+70
    PSY 5
    VIT 5+35
    CHA 5
    DEF 84
    Skill slots: 7 (5 unchipped)
    Recommended skills:
    CombatMastery
    PluralSlash
    SelfRepair
    MaxwellProgram
    LogicBomb
    Evasion Rocket
    Evasion Laser
    
    Comments:  Though it has less VIT than the tank setup, the extra DEF and 
    evasions should keep it alive so long as it's not the leader.
    
    -------------------------------------------------------------------------------
    
    -Gunslinger-
    Equipment:
    HyperionBazooka
    SuperMissile
    HG-Cannon
    MemoryBoard
    MemoryBoard
    ExcelShield
    ElectroArmor
    (MecBody)
    
    Stats:
    HP 999
    STR 5+45
    QUI 5+85
    INT 32+50 (5+50 unchipped)
    WIL 5+95 (c)
    PSY 5
    VIT 5+35
    CHA 5
    DEF 35
    Skill slots: 7 (5 unchipped)
    Recommended skills:
    ShootingMastery
    Magnify
    Jammer
    LogicBomb
    Evasion Bullet
    Evasion Rocket
    MecSonata
    
    Comments: Quick, lots of skills, and deadly. Can't take too many hits, though.
    
    -------------------------------------------------------------------------------
    
    -Shoot-All Superstar-
    *WARNING: this setup is only available during T260G's quest, as TYPE1 cannot 
    normally learn Shoot-All.
    
    Equipment:
    SecretBoard
    HG-Cannon
    HyperionBazooka
    SuperMissile
    SuperMissile
    MachineVulcan
    ExcelShield
    (MecBody)
    
    Stats:
    HP 999
    STR 5+70
    QUI 5+68
    INT 32+15 (5+15 unchipped)
    WIL 5+99 (c)
    PSY 5
    VIT 5+38
    CHA 5
    DEF 10
    Skill slots: 4 (3 unchipped)
    Recommended skills:
    Shoot-All
    Virus
    Evasion Bullet
    MecSonata
    
    Comments: This far exceeds the 99 WIL cap, so just throw in some of your 
    favorite vulcans and rockets and enjoy the madness. You should probably keep 
    one extra weapon to use after you've Blown Your Wad, though.
    
    *****TYPE2*********************************************************************
    Characters: Rabbit, T260G
    Comments: Very quick and intelligent, can make the party immune to mortars, and 
    SatelliteLinker destroys bosses. Unfortunately, it cannot get PluralSlash 
    outside of T260G's quest. All in all a handy form, albeit not very versatile.
    
    -------------------------------------------------------------------------------
    
    -Gunslinger-
    Equipment:
    HG-Cannon
    (LaserCannon)
    LethalGun
    SecretBoard
    (BitSystem)
    (ECM System)
    MirrorGlass
    ElectroArmor
    
    Stats (Rabbit, unchipped T260G):
    HP 750
    STR 5
    QUI 5+99 (c)
    INT 5+60
    WIL 5+99 (c)
    PSY 5+5
    VIT 5+40
    CHA 5+15
    DEF 43
    Skill slots: 6
    Recommended skills:
    ShootingMastery
    SatelliteLinker
    Magnify
    MecSonata
    MaxwellProgram
    LogicBomb
    
    Stats (chipped T260G):
    HP 750
    STR 5
    QUI 5+99 (c)
    INT 32+60
    WIL 5+99 (c)
    PSY 5+5
    VIT 5+40
    CHA 5+15
    DEF 43
    Skill slots: 7
    Recommended skills:
    SatelliteLinker
    Magnify
    MecSonata
    Virus
    HypnoFlash
    MaxwellProgram
    SelfRepair
    
    Comments: So strong it's scary. Between Virus and an extra skill slot, T260G 
    gets some real extra mileage out of this body.
    
    -------------------------------------------------------------------------------
    
    -Healer-
    Equipment:
    Backpack
    Lordstar
    HG-Cannon
    (LaserCannon)
    (BitSystem)
    (ECM System)
    MirrorGlass
    PoweredSuit
    
    Stats (Rabbit, unchipped T260G):
    HP 905
    STR 5+40
    QUI 5+85
    INT 5+45
    WIL 5+80
    PSY 5+5
    VIT 5+5
    CHA 5+16
    DEF 68
    Skill slots: 5
    Recommended skills:
    SatelliteLinker
    Magnify
    ShootingMastery
    SelfRepair
    LogicBomb
    
    Stats (chipped T260G):
    HP 905
    STR 5+40
    QUI 5+85
    INT 32+45
    WIL 5+80
    PSY 5+5
    VIT 5+5
    CHA 5+16
    DEF 68
    Skill slots: 6
    Recommended skills:
    SatelliteLinker
    Magnify
    ShootingMastery
    SelfRepair
    LogicBomb
    HypnoFlash
    
    Comments: With only 10 VIT, keep this puppy in the back. 90 QUI will make 
    LogicBomb, HypnoFlash and the Backpack very effective.
    
    -------------------------------------------------------------------------------
    
    -Weaponsmaster Tank-
    Equipment:
    HyperionBazooka
    (LaserCannon)
    LethalGun
    OctopusBoard
    (BitSystem)
    (ECM System)
    ExcelShield
    PoweredSuit
    
    Stats (Rabbit, unchipped T260G):
    HP 700
    STR 6+65
    QUI 5+80
    INT 5+50
    WIL 5+90
    PSY 5+5
    VIT 5+45
    CHA 5+15
    DEF 60
    Skill slots: 5
    Recommended skills:
    ShootingMastery
    SatelliteLinker
    LogicBomb
    DragonProgram
    TigerProgram
    
    Stats (chipped T260G):
    HP 700
    STR 5+65
    QUI 5+80
    INT 32+50
    WIL 5+90
    PSY 5+5
    VIT 5+45
    CHA 5+15
    DEF 60
    Skill slots: 7
    Recommended skills:
    ShootingMastery
    SatelliteLinker
    DragonProgram
    TigerProgram
    SelfRepair
    Magnify
    LogicBomb
    
    Comments: In both quests where a TYPE2 Mec is available, so are Tiger and 
    Dragon Programs. TigerRampage with 70 STR does mighty fine damage and combos 
    well. LogicBomb takes advantage of this setup's 85 QUI.
    
    *****TYPE3*********************************************************************
    Characters: ZEKE, T260G
    Comments: Quick and surprisingly versatile, this little aeroplane is easily my 
    favorite type. Pity you can only get it in one quest. The Accelerator can raise
    its QUI above 99, but there's no point to doing so.
    
    -------------------------------------------------------------------------------
    
    -Shoot-All Superstar-
    Equipment: 
    HyperionBazooka
    SecretBoard
    LethalGun
    MachineVulcan
    (RailCannon)
    ExcelShield
    (Accelerator)
    (AT Missile)
    
    Stats (ZEKE, unchipped T260G):
    HP 850
    STR 5+30
    QUI 5+99 (c)
    INT 5+25
    WIL 5+99 (c)
    PSY 5
    VIT 5+58
    CHA 5
    DEF 10
    Skill slots: 3
    Recommended skills:
    Shoot-All
    Virus
    MaxwellProgram
    
    Stats (chipped T260G):
    HP 850
    QUI 5+99 (c)
    INT 32+25
    WIL 5+99 (c)
    PSY 5
    VIT 5+58
    CHA 5
    DEF 10
    Skill slots: 5
    Recommended skills:
    Shoot-all
    Virus
    InterceptSystem
    MaxwellProgram
    MecSonata
    
    Comments: Nothing subtle about this one. After you Blow your Wad, your TYPE3 
    will do decent damage with the LethalGun, but is better off with 99 QUI and 
    LogicBomb against Mecs. If you choose not to use Shoot-All in some battles, 
    MaxwellProgram will let you fire the RailCannon free of charge.
    
    -------------------------------------------------------------------------------
    
    -Melee Tank-
    Equipment:
    CometBlade
    (RailCannon)
    (Accelerator)
    ExcelShield
    ArmorGlove
    ElectroArmor
    OctopusBoard
    (AT Missile)
    
    Stats (ZEKE, unchipped T260G):
    HP 600
    STR 5+95 (c)
    QUI 5+99 (c)
    INT 5+40
    WIL 5+35
    PSY 5
    VIT 5+50
    CHA 5
    DEF 43
    Skill slots: 4
    Recommended skills:
    CombatMastery
    PluralSlash
    InterceptSystem
    SelfRepair
    
    Stats (chipped T260G):
    HP 600
    STR 5+95 (c)
    QUI 5+99 (c)
    INT 32+40
    WIL 5+35
    PSY 5
    VIT 5+50
    CHA 5
    DEF 43
    Skill slots: 6
    Recommended skills:
    CombatMastery
    PluralSlash
    InterceptSystem
    SelfRepair
    LogicBomb
    
    Comments:
    Why bother with evades when you can PluralSlash at the start of a turn? For 
    more DEF at the cost of STR, you can trade the ArmorGlove for another 
    ElectroArmor.
    
    -------------------------------------------------------------------------------
    
    -Healer-
    Equipment:
    (Accelerator)
    Backpack
    Lordstar
    SecretBoard
    (RailCannon)
    ExcelShield
    ArmorGlove
    (AT Missile)
    
    Stats (ZEKE, unchipped T260G):
    HP 580
    STR 5+65
    QUI 5+85
    INT 5+25
    WIL 5+50
    PSY 5
    VIT 5+35
    CHA 5+1
    DEF 18
    Skill slots: 3
    Recommended skills:
    PluralSlash
    Virus
    InterceptSystem
    
    Stats (chipped T260G):
    STR 5+65
    QUI 5+85
    INT 32+25
    WIL 5+50
    PSY 5
    VIT 5+35
    CHA 5+1
    DEF 18
    Skill slots: 5
    Recommended skills:
    PluralSlash
    Virus
    InterceptSystem
    HypnoFlash
    Evasion Bullet
    
    Comments: On the upside, it's quick; on the downside, it's fragile. If you have
    a Deflecting human in the party, you may want to trade InterceptSystem for 
    Evasion Laser.
    
    -------------------------------------------------------------------------------
    
    -Swordsman-
    Equipment:
    Lordstar
    SuperMissile
    Octopusboard
    ExcelShield
    ElectroArmor
    (RailCannon)
    (Accelerator)
    (AT Missile)
    
    Stats (ZEKE, unchipped T260G):
    HP 700
    STR 5+99 (c)
    QUI 5+99 (c)
    INT 5+40
    WIL 5+80
    PSY 5
    VIT 5+35
    CHA 5
    DEF 35
    Skill slots: 4
    Recommended skills:
    CombatMastery
    PluralSlash
    InterceptSystem
    Jammer
    
    Stats (chipped T260G):
    HP 700
    STR 5+99 (c)
    QUI 5+99 (c)
    INT 32+40
    WIL 5+80
    PSY 5
    VIT 5+35
    CHA 5
    DEF 35
    Skill slots: 6
    Recommended skills:
    CombatMastery
    PluralSlash
    InterceptSystem
    Jammer
    Shoot-All
    DragonProgram
    
    Comments: Planes using swords? Why, it's just crazy enough to work! Shoot-All 
    is a good way for T260G to put the RailCannon and AT Missile to work.
    
    -------------------------------------------------------------------------------
    
    -Gunslinger-
    Equipment:
    HyperionBazooka
    HG-Cannon
    (RailCannon)
    ExcelShield
    MirrorGlass
    ElectroArmor
    (AT Missile)
    (Accelerator)
    
    Stats (ZEKE, unchipped T260G):
    HP 850
    STR 5+30
    QUI 5+90
    INT 5+35
    WIL 5+99 (c)
    PSY 5
    VIT 5+35
    CHA 5
    DEF 43
    Skill slots: 4
    Recommended skills:
    ShootingMastery
    Magnify
    InterceptSystem
    LogicBomb
    
    Stats (chipped T260G):
    HP 850
    STR 5+30
    QUI 5+90
    INT 32+35
    WIL 5+99 (c)
    PSY 5
    VIT 5+35
    CHA 5
    DEF 43
    Skill slots: 6
    Recommended skills:
    ShootingMastery
    Magnify
    InterceptSystem
    LogicBomb
    Jammer
    HypnoFlash
    
    Comments: It's very difficult to not max out this setup's WIL, so if you want a
    smarter or tougher Mec just trade one of the guns for a board or armor. The 
    RailCannon is very reasonable for a piece of stock equipment.
    
    *****TYPE4*********************************************************************
    Characters: BJ&K, T260G
    Comments: MediPack? Check. Free INT and WIL boosts? Check. Pediatrician's 
    mirror and rubber glove? Check, check. PluralSlash? Uh-oh.  Less versatile than
    other forms, but capable of keeping your friends alive and your foes dead.
    
    -------------------------------------------------------------------------------
    
    -Melee Tank-
    Equipment:
    HG-Cannon
    (LaserCannon)
    OctopusBoard
    Lordstar
    (MediPack)
    ExcelShield
    PoweredSuit
    (MecBody)
    
    Stats (BJ&K, unchipped T260G):
    HP 650
    STR 5+85
    QUI 5+85
    INT 5+60
    WIL 5+90
    PSY 5
    VIT 5+45
    CHA 5+5
    DEF 60
    Skill slots: 6
    Recommended skills:
    CombatMastery
    TigerProgram
    SelfRepair
    Evasion Bullet
    Evasion Laser
    DragonProgram
    
    Stats (chipped T260G):
    HP 650
    STR 5+85
    QUI 5+35
    INT 32+60
    WIL 5+90
    PSY 5
    VIT 5+45
    CHA 5+5
    DEF 60
    Skill slots: 7
    Recommended skills:
    CombatMastery
    TigerProgram
    SelfRepair
    Evasion Bullet
    Evasion Laser
    DragonProgram
    LogicBomb
    
    Comments: You could also use this setup as an unusually tough Swordsman. HP are
    on the lowish side, but 50 VIT, 60 DEF and a shield make up for it. Did you 
    know BraveHeart empowers the Medipack? It sure does.
    T260G may opt to replace TigerProgram with PluralSlash.
    
    -------------------------------------------------------------------------------
    
    -Gunslinger-
    Equipment:
    HyperionBazooka
    HG-Cannon
    (LaserCannon)
    SecretBoard
    MemoryBoard
    (MediPack)
    ElectroArmor
    (MecBody)
    
    Stats (BJ&K, unchipped T260G):
    HP 875
    STR 5
    QUI 5+85
    INT 5+70
    WIL 5+99 (c)
    PSY 5
    VIT 5+20
    CHA 5+5
    DEF 35
    Skill slots: 6
    Recommended skills:
    ShootingMastery
    Magnify
    MaxwellProgram
    Jammer
    LogicBomb
    MecSonata
    
    Stats (chipped T260G):
    HP 875
    STR 5
    QUI 5+85
    INT 32+70 (c)
    WIL 5+99 (c)
    PSY 5
    VIT 5+20
    CHA 5+5
    DEF 35
    Skill slots: 8
    Recommended skills:
    Magnify
    MaxwellProgram
    Virus
    SelfRepair
    MecSonata
    Evasion Bullet
    Evasion Rocket
    Evasion Laser
    
    Comments: Keep this one off the front lines.
    
    -------------------------------------------------------------------------------
    
    -Healer-
    Equipment:
    (MediPack)
    Backpack
    Lordstar
    OctopusBoard
    HG-Cannon
    (LaserCannon)
    PoweredSuit
    ArmorGlove
    (MecBody)
    
    Stats (BJ&K, unchipped T260G):
    HP 655
    STR 5+65
    QUI 5+95 (c)
    INT 5+60
    WIL 5+99 (c)
    PSY 5
    VIT 5+5
    CHA 5+6
    DEF 60
    Skill slots: 6
    Recommended skills:
    TigerProgram
    Magnify
    DragonProgram
    LogicBomb
    Evasion Laser
    SelfRepair
    
    Stats (chipped T260G):
    HP 655
    STR 5+65
    QUI 5+95 (c)
    INT 32+60
    WIL 5+99 (c)
    PSY 5
    VIT 5+5
    CHA 5+6
    DEF 60
    Skill slots: 7
    Recommended skills:
    ShootingMastery
    TigerProgram
    Magnify
    DragonProgram
    LogicBomb
    Evasion Laser
    SelfRepair
    
    Comments: Argh, 655 HP, 10 VIT! Let this one hide behind tougher allies.
    The Backpack is kinda redundant with the MediPack, but BraveHeart will let this
    setup toss around empowered RepairKits and LuckyCoins. There's better uses 
    TYPE4, really.
    
    *****TYPE5*********************************************************************
    Characters: PzkwV, T260G
    Comments: Perhaps the least versatile of all the Mec types, but what it can do,
    it does very well! There is a slight discrepency between PzkwV's and T260G's 
    stats in this body.
    
    -Gun Tank-
    Equipment:
    HyperionBazooka
    (RailCannon)
    (FortBody)
    (MicroMissile)
    ExcelShield
    OctopusBoard
    PoweredSuit
    (AT Missile)
    
    Stats (PzkwV):
    HP 700
    STR 10+65
    QUI 5+45
    INT 5+30
    WIL 35+65 (c)
    VIT 30+20
    CHA 10
    DEF 70
    Skill slots: 4
    Recommended skills:
    ShootingMastery
    InterceptSystem
    SelfRepair
    Evasion Bullet
    
    Stats (chipped T260G):
    HP 675
    STR 5+70
    QUI 5+45
    INT 32+30 (5+30 unchipped)
    WIL 5+95 (c)
    PSY 5
    VIT 5+45
    CHA 5+5
    DEF 70
    Skill slots: 5 (4 unchipped)
    Recommended skills:
    ShootingMastery
    InterceptSystem
    SelfRepair
    Evasion Bullet
    Evasion Rocket
    
    Comments: Damn that AT Missile, that equipment slot is just begging for a 
    MirrorGlass. As it stands, though, the OctopusBoard is the only way that a 
    single item can get PzkwV four skill slots. 50 VIT, 70 DEF, and a shield will 
    keep this tank on its four rather imposing feet.
    
    -------------------------------------------------------------------------------
    
    -Shoot-All Superstar-
    Equipment:
    SecretBoard
    (FortBody)
    HG-Cannon
    HyperionBazooka
    SuperMissile
    (RailCannon)
    (MicroMissile)
    (AT Missile)
    
    Stats (PzkwV):
    HP 999
    STR 10+25
    QUI 5+50
    INT 5+15
    WIL 35+99 (c)
    PSY 1
    VIT 30
    CHA 10
    DEF 20
    Skill slots: 3
    Recommended skills:
    Shoot-All
    Virus
    MaxwellProgram
    
    Stats (chipped T260G):
    HP 999
    STR 5+30
    QUI 5+50
    INT 32+15 (5+15 unchipped)
    WIL 5+99 (c)
    PSY 5
    VIT 5+25
    CHA 5+5
    DEF 20
    Skill slots: 4 (3 unchipped)
    Recommended skills:
    Shoot-All
    Virus
    MaxwellProgram
    Evasion Bullet
    
    Comments: Now this is where TYPE5 shines. After Blowing Your Wad, attack with 
    the Graviton, the HG-Cannon, and LogicBomb, all of which are mitigated by 
    MaxwellProgram. For longer fights, you may want gain some extra turns by firing
    the HyperionBazooka and SuperMissile before using Shoot-All. I've only had this
    setup run out of weapons when fighting EarthDragon, though.
    
    *****TYPE6*********************************************************************
    Characters: EngineerCar, Leonard, T260G
    Comments: Easily the most versatile body next to TYPE1. This type gets it all:
    free INT, the RepairPack, PopKnight, Shoot-All, PluralSlash, my everlasting 
    love. Leonard has less WIL than EngineerCar, but more INT.
    
    -------------------------------------------------------------------------------
    
    -Melee Tank-
    Equipment:
    (RepairPack)
    Lordstar
    OctopusBoard
    LethalGun
    ExcelShield
    PoweredSuit
    (Mini Plant)
    (Machine Vulcan/BeamSword)
    
    Stats (EngineerCar):
    HP 670
    STR 15+85 (c)
    QUI 5+85
    INT 25+30
    WIL 35+65 (c)
    PSY 5
    VIT 15+40
    CHA 5
    DEF 60
    Skill slots: 5
    Recommended skills:
    PluralSlash
    EnergySupply
    CombatMastery
    SelfRepair
    Evasion Laser
    
    Stats (Leonard):
    HP 675
    STR 15+85 (c)
    QUI 10+85
    INT 45+30
    WIL 5+65
    PSY 5
    VIT 10+40
    CHA 10
    DEF 60
    Skill slots: 6
    Recommended skills:
    PluralSlash
    EnergySupply
    CombatMastery
    SelfRepair
    Evasion Laser
    Pop-Knight
    
    Stats (chipped T260G):
    HP 700
    STR 5+95 (c)
    QUI 5+85
    INT 32+50 (5+50 unchipped)
    PSY 5
    VIT 5+50
    CHA 5
    DEF 60
    Skill slots: 7
    Recommended skills:
    PluralSlash
    EnergySupply
    CombatMastery
    SelfRepair
    Evasion Laser
    Evasion Rocket
    Pop-Knight
    
    Comments: HP could be better, but Evasion Laser and some good armor will keep 
    this setup on its feet. Er, treads. Poor ol' EngineerCar may want to trade one 
    of the bottom two skills on its list for Pop-Knight, an excellent group attack.
    
    -------------------------------------------------------------------------------
    
    -Gun Tank-
    Equipment:
    (RepairPack)
    HG-Cannon
    LethalGun
    ExcelShield
    MirrorGlass
    ElectroArmor
    (MachineVulcan/BeamSword)
    (Mini Plant)
    
    Stats (EngineerCar):
    HP 770
    STR 15+20
    QUI 5+65
    INT 25+25
    WIL 35+75 (c)
    PSY 5
    VIT 15+55
    CHA 5
    DEF 43
    Skill slots: 5
    Recommended skills:
    Magnify
    ShootingMastery
    EnergySupply
    SelfRepair
    Evasion Bullet
    
    Stats (Leonard):
    HP 775
    STR 15+20
    QUI 10+65
    INT 45+25
    WIL 5+75
    PSY 5
    VIT 10+55
    CHA 5
    DEF 43
    Skill slots: 6
    Recommended Skills:
    Magnify
    ShootingMastery
    EnergySupply
    SelfRepair
    Evasion Bullet
    Pop-Knight
    
    Stats (chipped T260G):
    HP 800
    STR 5+30
    QUI 5+65
    INT 32+45 (5+45 unchipped)
    WIL 5+99 (c)
    PSY 5
    VIT 5+65
    CHA 5
    DEF 43
    Skill slots: 6 (5 unchipped)
    Recommended skills:
    Magnify
    ShootingMastery
    EnergySupply
    SelfRepair
    Evasion Bullet
    Pop-Knight
    
    Comments: This build trades a some of the Melee Tank's defense for some extra 
    HP, so Evasion Bullet is probably a safer bet than Evasion Laser. Again, 
    EngineerCar may want to trade a skill for Pop-Knight.
    
    -------------------------------------------------------------------------------
    
    -Swordsman-
    Equipment:
    (RepairPack)
    CometBlade
    ExcelShield
    OctopusBoard
    PoweredSuit
    MirrorGlass
    (MachineVulcan/BeamSword)
    (Mini Plant)
    
    Stats (EngineerCar):
    HP 645
    STR 15+90 (c)
    QUI 5+70
    INT 25+55
    WIL 35+50
    PSY 5
    VIT 15+20
    CHA 5
    DEF 68
    Skill slots: 7
    Recommended Skills:
    PluralSlash
    EnergySupply
    CombatMastery
    SelfRepair
    Evasion Rocket
    Jammer
    HypnoFlash
    
    Stats (Leonard):
    HP 650
    STR 15+90 (c)
    QUI 10+70
    INT 45+55 (c)
    WIL 5+50
    PSY 5
    VIT 10+20
    CHA 10
    DEF 68
    Skill slots: 8
    Recommended skills:
    PluralSlash
    EnergySupply
    CombatMastery
    SelfRepair
    Evasion Rocket
    LogicBomb
    HypnoFlash
    Jammer
    
    Stats (chipped T260G):
    HP 675
    STR 5+99 (c)
    QUI 5+70
    INT 32+75 (c) (5+75 unchipped)
    WIL 5+80
    PSY 5
    VIT 5+30
    CHA 5
    DEF 68
    Skill slots: 8 (6 unchipped)
    Recommended skills:
    PluralSlash
    EnergySupply
    CombatMastery
    SelfRepair
    Evasion Rocket
    LogicBomb
    HypnoFlash
    Jammer
    
    Comments: I like how two of the TYPE6s get maxed INT. Replacing HypnoFlash with
    Shoot-All is as good a use as any for that obligatory MachineVulcan.
    
    -------------------------------------------------------------------------------
    
    -Gunslinger-
    Equipment:
    (RepairPack)
    HyperionBazooka
    HG-Cannon
    SecretBoard
    ElectroArmor
    (MachineVulcan/BeamSword)
    (Mini Plant)
    
    Stats (EngineerCar):
    HP 895
    STR 15
    QUI 5+85
    INT 25+40
    WIL 35+90 (c)
    PSY 5
    VIT 15+15
    CHA 5
    DEF 35
    Skill slots: 6
    Recommended skills:
    Magnify
    EnergySupply
    ShootingMastery
    LogicBomb
    Pop-Knight
    Evasion Rocket
    
    Stats (Leonard):
    HP 900
    STR 15
    QUI 10+85
    INT 45+40
    WIL 5+90
    PSY 5
    VIT 10+15
    CHA 10
    DEF 35
    Skill slots: 7
    Recommended skills:
    Magnify
    EnergySupply
    Virus
    Pop-Knight
    Evasion Rocket
    Evasion Bullet
    HypnoFlash
    
    Stats (chipped T260G):
    HP 925
    QUI 5+85
    INT 32+60 (5+60 unchipped)
    WIL 5+99 (c)
    PSY 5
    VIT 5+25
    CHA 5
    DEF 35
    Skill slots: 7 (6 unchipped)
    Recommended skills:
    Magnify
    EnergySupply
    Virus
    Pop-Knight
    Evasion Rocket
    Evasion Bullet
    HypnoFlash
    
    Comments: Plenty of HP, maxed WIL, and high QUI guarantee a gun-slingin' good 
    time. Virus can also be used to get EngineerCar two attacks for the price of 
    one, but it's only available in T260G's quest.
    
    -------------------------------------------------------------------------------
    
    -Weaponsmaster-
    Equipment:
    (RepairPack)
    Lordstar
    HG-Cannon
    ArmorGlove
    MemoryBoard
    OctopusBoard
    (MachineVulcan/BeamSword)
    (Mini Plant)
    
    Stats (EngineerCar):
    HP 745
    STR 15+60
    QUI 5+95 (c)
    INT 25+55
    WIL 35+75 (c)
    PSY 5
    VIT 15+15
    CHA 5
    DEF 18
    Skill slots: 7
    Recommended skills:
    CombatMastery
    ShootingMastery
    EnergySupply
    PluralSlash
    Magnify
    Pop-Knight
    Jammer
    
    Stats (Leonard):
    HP 750
    STR 15+60
    QUI 10+95 (c)
    INT 45+55 (c)
    WIL 5+75
    PSY 5
    VIT 10+15
    CHA 10
    DEF 18
    Skill slots: 8
    Recommended skills:
    CombatMastery
    ShootingMastery
    EnergySupply
    PluralSlash
    Magnify
    Pop-Knight
    Jammer
    Evasion Bullet
    
    Stats (chipped T260G):
    HP 775
    STR 5+70
    QUI 5+95 (c)
    INT 32+75 (c) (5+75 unchipped)
    WIL 5+99 (c)
    PSY 5
    VIT 5+25
    CHA 5
    DEF 20
    Skill slots: 8 (7 unchipped)
    Recommended skills:
    CombatMastery
    ShootingMastery
    EnergySupply
    PluralSlash
    Magnify
    Pop-Knight
    Jammer
    Evasion Bullet
    
    Comments: Nothing fancy about this one, just damage, and lots of it. It's a 
    little on the fragile side, though, so keep it off the front lines.
    
    -------------------------------------------------------------------------------
    
    -Healer-
    Equipment:
    (RepairPack)
    Backpack
    Lordstar
    SecretBoard
    OctopusBoard
    PoweredSuit
    (MachineVulcan/BeamSword)
    (Mini Plant)
    
    Stats (EngineerCar):
    HP 525
    STR 15+65
    QUI 5+85
    INT 25+45
    WIL 35+65 (c)
    PSY 5
    VIT 15
    CHA 5+1
    DEF 60
    Skill slots: 6
    Recommended skills:
    EnergySupply
    PluralSlash
    CombatMastery
    Jammer
    Evasion Laser
    Evasion Bullet
    
    Stats (Leonard):
    HP 530
    STR 15+65
    QUI 10+85
    INT 45+45
    WIL 5+65
    PSY 5
    VIT 10
    CHA 10+1
    DEF 60
    Skill slots: 7
    Recommended skills:
    EnergySupply
    PluralSlash
    Virus
    HypnoFlash
    Evasion Laser
    Evasion Bullet
    Pop-Knight
    
    Stats (chipped T260G):
    HP 555
    STR 5+75
    QUI 5+85
    INT 32+65 (5+65 unchipped)
    WIL 5+95 (c)
    PSY 5
    VIT 5+10
    CHA 5+1
    DEF 60
    Skill slots: 8 (6 unchipped)
    Recommended skills:
    EnergySupply
    PluralSlash
    Virus
    HypnoFlash
    Evasion Laser
    Evasion Bullet
    Pop-Knight
    Evasion Rocket
    
    Comments: BraveHeart up and let the goodness flow forth. This one has low HP, 
    so keep an eye on it.
    
    -------------------------------------------------------------------------------
    
    -Shoot-All Superstar-
    Equipment:
    (RepairPack)
    SecretBoard
    CometBlade
    HyperionBazooka
    SuperMissile
    PoweredSuit
    (MachineVulcan/BeamSword)
    (Mini Plant)
    
    Stats (EngineerCar):
    HP 999
    STR 15+70
    QUI 5+65
    INT 25+15
    WIL 35+85 (c)
    PSY 5
    VIT 15
    CHA 5
    DEF 60
    Skill slots: 4
    Recommended skills:
    Shoot-All
    ShootingMastery
    PluralSlash
    Evasion Bullet
    
    Stats (Leonard):
    HP 999
    STR 15+70
    QUI 10+65
    INT 45+15
    WIL 5+85
    PSY 5
    VIT 10
    CHA 10
    DEF 60
    Skill slots: 6
    Recommended skills:
    Shoot-All
    Virus
    PluralSlash
    EnergySupply
    Evasion Bullet
    Evasion Rocket
    
    Stats (chipped T260G):
    HP 999
    STR 5+80
    QUI 5+65
    INT 32+35 (5+35 unchipped)
    WIL 5+99 (c)
    PSY 5
    VIT 5+10
    CHA 5
    DEF 60
    Skill slots: 6 (4 unchipped)
    Recommended skills:
    Shoot-All
    Virus
    PluralSlash
    EnergySupply
    Evasion Bullet
    Evasion Rocket
    
    Comments: What, you may reasonably inquire, is the deal with all that STR? That
    STR will give this build something to do with that CometBlade after the Your 
    Wad is Blown.
    As they have the MachineVulcan stock equipment, EngineerCar and T260G will 
    benefit slightly more from Shoot-All than Leonard will.
    
    *****TYPE7*********************************************************************
    Characters: T260G
    Comments: At first glance, this body may seem rather useless, but a combo-ready
    melee weapon and bonuses to all Mec-related stats are nothing to sneeze at. It 
    only gets one unique skill, but gets all the important attacks as well as 
    InterceptSystem.
    
    -------------------------------------------------------------------------------
    
    -Melee Tank-
    Equipment:
    Lordstar
    ExcelShield
    PoweredSuit
    ArmorGlove
    SecretBoard
    (MicroMissile)
    (Hammer)
    (MecBody)
    
    Stats:
    HP 775
    STR 5+90
    QUI 5+65
    INT 32+2 (5+20 unchipped)
    PSY 5
    VIT 6+55
    CHA 5
    DEF 70
    Skill slots: 5 (3 unchipped)
    Recommended skills:
    CombatMastery
    PluralSlash
    InterceptSystem
    SelfRepair
    Evasion Bullet
    
    Comments: VIT could be higher, but HP can DEF should cover for it. If you want 
    to trade some STR for QUI, exchange the ArmorGlove for an ElectroArmor.
    
    -------------------------------------------------------------------------------
    
    -Gun Tank-
    Equipment:
    HG-Cannon
    OctopusBoard
    LethalGun
    (Hammer)
    ExcelShield
    ElectroArmor
    (MicroMissile)
    (MedBody)
    
    Stats:
    HP 700
    STR 5+60
    QUI 5+95 (c)
    INT 32+35 (5+35 unchipped)
    WIL 5+90
    PSY 5
    VIT 5+65
    CHA 5
    DEF 35
    Skill slots: 6 (5 unchipped)
    Recommended skills:
    ShootingMastery
    Magnify
    InterceptSystem
    SelfRepair
    Evasion Rocket
    DragonProgram
    
    Comments: Very quick, and has two extra weapons after Magnifying the HG-Cannon.
    If you prefer, Evasion Rocket or DragonProgram could be ditched in favor of 
    HammerCrush.
    
    -------------------------------------------------------------------------------
    
    -Swordsman-
    Equipment:
    CometBlade
    SuperMissile
    LethalGun
    (MicroMissile)
    PoweredSuit
    MirrorGlass
    (Hammer)
    (MecBody)
    
    Stats:
    HP 925
    STR 5+85
    QUI 5+70
    INT 32+30 (5+30 unchipped)
    WIL 5+85
    PSY 5
    VIT 5+30
    CHA 5
    DEF 68
    Skill slots: 5 (4 unchipped)
    Recommended skills:
    CombatMastery
    PluralSlash
    LogicBomb
    Jammer
    MaxwellProgram
    
    Comments: Nothing too fancy about this one. 75 QUI will help with those Jammers
    and LogicBombs.
    
    -------------------------------------------------------------------------------
    
    -Gunslinger-
    Equipment:
    HyperionBazooka
    HG-Cannon
    OctopusBoard
    (Hammer)
    ElectroArmor
    SecretBoard
    (MicroMissile)
    (MecBody)
    
    Stats:
    HP 800
    STR 5+40
    QUI 5+95 (c)
    INT 32+50 (5+50 unchipped)
    WIL 5+99 (c)
    PSY 5
    VIT 5+25
    CHA 5
    DEF 35
    Skill slots: 7 (5 unchipped)
    
    Recommended skills:
    ShootingMastery
    Magnify
    DragonProgram
    LogicBomb
    Jammer
    HypnoFlash
    InterceptSystem
    
    Comments: Can't complain about Magnify at the beginning of a turn, but keep an 
    eye on this one's WP.
    
    -------------------------------------------------------------------------------
    
    -Weaponsmaster-
    Equipment:
    (Hammer)
    HG-Cannon
    SuperMissile
    OctopusBoard
    ArmorGlove
    PoweredSuit
    (MicroMissile)
    (MecBody)
    
    Stats:
    HP 775
    STR 5+99 (c)
    QUI 5+80
    INT 32+35 (5+35 unchipped)
    WIL 5+95 (c)
    PSY 5
    VIT 5+25
    CHA 5
    DEF 70
    Skill slots: 6 (4 unchipped)
    Recommended skills:
    CombatMastery
    ShootingMastery
    HammerCrush
    Magnify
    DragonProgram
    InterceptSystem
    
    Comments: I figure there should be one build that makes use of the Hammer, and 
    as it turns out this one maxes STR and WIL. If you keep this one off the front 
    lines, trading InterceptSystem for Jammer might be a good idea.
    
    *******************************************************************************
    
    6.00 Closing and Credits
    
    I hope you've enjoyed reading my guide, and I hope that you've learned from it;
    most importantly, I hope you'll now be able to properly use and maybe even
    enjoy my favorite class type in SaGa Frontier, the Mec!
    
         I'd like to thank the GameFAQs.com SaGa Frontier board for inspiring me to 
    write this guide.
         Of course, many thanks to SquareSoft (shh, it was still SquareSoft then)
    for putting the game out, and then having it translated and released in the US.
         Credit for most of the skill and all of the armor data goes to the people 
    at http://www.uri.sakura.ne.jp/~saga/sf1/index.html
         Credit also goes to the GameFAQs user JusticeZero for ripping Mec enemies'
    absorb data, allowing me to verify the information from Sakura.  He also
    pointed out, along with users randy0748 and The_Masamune, that I should 
    maintain gender neutrality among the Mecs.
         The_Masamune also pointed out some spelling and other errors, and
    suggested that the skills section should be reorganized.  He also pointed out
    that I fail at basic math.
         Thanks to the GameFAQs user Hyena 20 for posting the Sakura site in 
    Night Lord Imoto's immortal "A Collection of SaGa Frontier Data" thread on the
    SaGa board.  I don't know if Hyena was the first to post it, but that was the
    first time I saw the link.
         Thanks to Squidhead for some skill name corrections, and pointing out some
    info on the skill Shoot-All, and for putting together some excellent setups!