Version 1.0 - Added unit stats for all units, as well as sections defining
stats, detailing upgrades, etc.
Version 1.1 - Added lots of weapon names, as well as sections on Songs and
combination attacks.
Table of Contents
1. Introduction
2. Unit Stats
a. Unit Terrain Types
b. Weapons
c. Weapon Properties
d. MAP Weapon Areas
e. Types of Units
3. Upgrading Units
4. Upgrading Weapons
5. Song Weapon System
6. Unit List
a. Banpresto Originals
b. Universal Century Gundam
c. After Colony Gundam
d. Macross 7
e. Megazone 23
f. Getter Robo Armageddon
g. Manzinger and Grendizer
h. Big O
i. Daltainas
j. Godmars
7. Combination Attacks
8. Acknowledgements
9. To Do List
1. Introduction
This guide is intended to lay out the stats of all of the various units in
Branpresto's most recent (at the time of this writing) GBA Super Robot Wars
game - Super Robot Wars: Destiny. There aren't actually a lot of individual
units in SRW:D, however due to many of them having multiple forms it makes for
a lot of stats to keep track of. Hopefully, this guide will help to make
educated decisions about which units use and upgrade. Note that I only intend
to cover friendly, player-controllable units in this guide.
2. Unit Stats
Each unit is defined by its various stats, which in turn determine how
effective the unit will be in any given situation. Unit stats in D are pretty
standard for SRW games, so if you're familiar with the series you already
likely know what most of them do. For the rest of you, though, they are:
HP - How much damage the unit can take before being destroyed.
EN - Consumed by some weapons. Also used up at a rate of 1 EN per square of
movement by flying units. This normally recovers at a rate of 5 EN per turn.
Terrain Type - The types of terrains the unit was designed for and can move
through.
Terrain Stats - How well the unit performs in each terrain, affecting just
about every aspect of unit performance. Values range from "C" (the worst) to
"S" (the best). A value of "-" indicates that the unit cannot deploy in or
traverse that terrain type without assistance from a Conformal Part. Terrain
values are listed in the following order: Air/Land/Water/Space.
Movement - How many squares the unit can move each turn. Is affected by
various types of terrain (forests, space debris, etc).
Mobility - How agile the unit is and how well it reacts to the pilot's
commands. This value is added to the pilot's Dodge stat in determining hits
and misses.
Armor - How well the unit resists damage. This stat reduces the damage
inflicted upon the unit by enemy attacks. Damage cannot be reduced below 10
without the help of a unit Ability.
Size - How large the unit is. Ranges from LL (double Large) to SS (double
Small), with most units being M (Medium). Affects ability to dodge (larger
units are easier to hit).
Cost - How expensive the unit is to repair. If the unit is destroyed during
a stage, you must pay this replacement cost at the end.
Abilities - Various special qualities the unit possesses.
Sword - The pilot can use his/her Sword Cut skill with this unit.
Shield - The pilot can use his/her Shield Defense skill with this unit.
Gun - The pilot can use his/her Shoot Down skill with this unit.
Afterimage - This unit has a 50% chance to avoid any incoming attacks once
the pilot's Morale has reached 130. This is calculated before (and apart
from) regular hit/miss (including Seishins like Flash).
Beam Coat - Any damage taken from a Beam-type weapon is reduced by 800 (to a
minimum value of 0). 5 EN is consumed every time this is activated.
Combine - This unit can combine with one or more other units during a stage.
The unit/units required are listed, as well as the resultant unit.
EN Regeneration - This unit recovers 10% of its maximum EN each turn, instead
of the normal 5 EN.
Hyper Jammer - Functions identically to Afterimage.
I-Field - As Beam Coat, but reduces Beam damage by 1000, and consumes 10 EN.
Mach Special - Functions identically to Afterimage. Stacks with Open Gate.
Mazin Power - The damage inflicted by this unit is multiplied by 1.25 once
the pilot's Morale reaches 130.
Open Gate - Functions identically to Afterimage, except it that activates at
120 Morale. Stacks with Mach Special and Shin Mach Special.
Passive Bit - As Beam Coat, but reduces Beam damage by 1000.
Pinpoint Barrier - Damage of 1500 or less inflicted upon this unit is reduced
to 0. Damage about 1500 is not affected. Consumes 5 EN.
Repair Unit - This unit can restore HP to one adjacent unit. The amount of HP
is depedant on the pilot's level. The Experience earned is dependant on the
HP restored and the difference between the pilot's and target pilot's levels.
Resupply Unit - This unit can restore the EN and Ammo of one adjacent unit.
The target pilot's Morale is reduced by 10. The experience earned is
dependant on the difference between the pilot's and target pilot's levels.
Seperate - This unit can either seperate into multiple component units, or it
can abandon an Armored Carrier, leaving only the core unit. Component units
with have reduced HP, EN, and Ammo as appropriate to the initial unit's
condition. A core unit will be at maximum capacity.
Shin Getter Fission - Functions identically to Afterimage.
Shin Mach Special - Functions indentically to Afterimage. Stacks with Open
Gate.
Transform - This unit can transform into an alternate form.
Zero System - The pilot of this unit will have all of his/her stats (except
SP) increased by 10 once his/her Morale reaches 130.
Conformal - How many Conformal Parts the unit can equip at once.
Upgrade - How many times each of the unit's stats (including weapon damage)
can be upgraded on the first playthrough. On a second playthrough, all
units' Upgrade limit is 15. On the third, fourth, and all subsequent
playthroughs, all units' Upgrade limit is 20.
Wp Growth - How swiftly the unit's weapons grow in power when upgraded. The
three potential values are Fast, Normal, and Slow.
Wp Cost - How expensive the unit's weapons are to upgrade. The potential
values here range from Very High to Very Low.
Unit Terrain Types
Note that a units can (and often do) have more than one Terrain Type.
Air - A unit with this Terrain Type can fly, bypassing difficult terrain, but
at a cost of 1 EN per square of movement.
Land - A unit with this Terrain Type can traverse on the ground normally, thus
being able to take advantage of the defensive and recovery properties of
certain terrain squares. However, it may similarly find its Movement reduced
by difficult terrain squares.
Underwater - A unit with this Terrain Type does not have its Movement reduced
when in the Water Terrain.
Hover - A unit with this Terrain Type does not enter the Water Terrain, but
instead skims over it as though it were Land. Likewise, the unit does not
have its Movement reduced when traversing Water in this fashion.
Underground - A unit with this Terrain Type may bore its way Underground when
on Land. When it does this, it cannot attack or be attacked, however it may
still Move, and does not have its Movement reduced by difficult terrain
squares while travelling in this fashion. While Underground, however, the
unit cannot move onto any square that isn't Land Terrain.
Weapons
Maybe even more than the unit's own stats, its weapon stats are the defining
characteristic of each unit. Some units may only have one or two weapons,
while others may have up to four pages worth of them (on the weapon screen).
Each weapon's statistics are laid out as follows:
[1] - The weapon's name. Names in parentheses are placeholder names inserted
until I can get help with the proper names.
[2] - The weapon's type - Shooting (S) or Melee (M). This determined which
pilot stat this weapon is dependant upon.
[3] - The weapon's Properties. Potential entries are Post-Movement (P), Beam
(B), Combo (C), Status (St), and MAP. A weapon may have more than one
Property.
[4] - The weapon's base damage rating.
[5] - The weapon's range, expressed in map squares. Values can either be a
"1" (indicating a close-range weapon), or two numbers seperated by a tilde
("~"), in which case the first number is the minimum range and the second is
the maximum.
[6] - The weapon's accuracy modifier. This number is added (or subtracted,
if negative) to the pilot's chance to hit the target when using this weapon.
[7] - The weapon's terrain modifiers. These determine how well the weapon
lives up to its damage potential against targets in each Terrain type.
Values range from "C" (the worst) to "S" (the best). A value of "-"
indicates that the weapon cannot be used against targets in that Terrain
type. The order the values are expressed is Air/Land/Water/Space.
[8] - The weapon's requirements. This includes the weapon's Ammo, the EN it
consumes, the Morale (M) it requires, and any pilot Skills that are
neccesary.
[9] - The weapons's critical modifier. This number is added (or subtracted,
if negative) to the pilot's chance to achieve a critical hit.
[10] - The weapon's Status effect. Only applies to weapons with the "St"
Property. This details the status effects the weapon will inflict upon a
successful hit. Alternately, a MAP weapon will have its type of area listed
here.
Weapon Properties
Post-Movement - A weapon with this Property can be used after the unit moves.
If the weapon is used first, however, the unit cannot move afterward.
Beam - Weapons with this property are affected by certain unit Abilities. In
addition, they always have a Terrain rating of "-" for Water. In addition to
not being after to fire into Water, however, Beam weapons also cannot be
from Water at a target in another Terrain type.
Combo - A weapon with this Property can be utilized with the Combo pilot
Skill.
Status - Weapons with the Status Property inflict various effects upon their
targets, as noted in each weapon's description.
MAP - MAP weapons attack a portion of the map, rather than a single square,
thus allowing for the possibility of striking several targets at once. Note
that ally units within the MAP weapon's target area will be attacked as well.
MAP Weapon Areas
Because MAP weapons cover an area of the battlefield, rather than simply
attacking a specific square, they end up taking on a host of shapes that
simply cannot be expressed by their Range stat. As a result, it's important
to know not only how far a MAP weapon can fire, but also which squares it will
hit and which it won't. In SRW:D, there are eight (or nine, if you prefer)
different types of MAP weapon area, some of them unique to a particular
weapon, while others are fairly common.
(Note that in the diagrams, an "A" refers to the attacking unit, and an "x"
refers to a targetted space. In the Remote Radial diagram, a "t" stands for a
space you can select to target the weapon on, and the "X" is the space that
has been targeted in the diagram to result in the particular spread depicted.)
"T"
A
xxx
xxx
xxx
x
x
x
x
The "T" MAP weapon area covers a strange sort of shape, where the first three
spaces of range extending from the attacking unit have a width of three spaces
across, with the remainder extending in a single-wide column lined up with the
attacking unit. This is a common MAP area among heavy beam cannon-wielding
mobile suits.
Taper
A
xxx
xxx
xxx
xxx
xxx
xxx
x
The Taper MAP weapon area covers a three-space-wide area for its entire range,
except for the last space's worth, which is single-wide. MAP weapons on a an
eclectic variety of units use this area.
Partial Spread
A
x
xxx
xxx
xxx
Essentially the opposite of the Taper, the Partial Spread MAP weapon area is
single-wide for the first space of its range, and expands to three-wide for
the rest. This area is almost entirely restricted to original units, with the
ZZ Gundam being the odd man out.
Full Spread
A
x
xxx
xxxxx
The Full Spread is, as you might guess, much like the Partial Spread MAP area.
The difference lies in the fact that the Full Spread continues to widen
throughout its (short) range. This area is unique to Big O's Missile Party.
Twin Column
A
x x
x x
x x
x x
x x
x x
x x
x x
Another unique area, the Twin Column consists of two single-wide columns that
travel the entire range. Gundam Wing Zero's Twin Buster Cannon is the only
example of this area.
Block
A
xxx
xxx
xxx
xxx
xxx
xxx
xxx
A very simple area, the Block MAP weapon area is a triple-wide menace
throughout its entire range. This area is seemingly reserved for large,
powerful units (and/or a unit's large, powerful pet thingy).
Radius
x
xxx
xxxxx
xxxAxxx
xxxxx
xxx
x
A fairly standard MAP area (it was the only kind in OG), the Radius simply
targets every space within its range extending in every direction from the
attacking unit. While common in some other SRWs, it's fairly rare in D.
Ranged Radius
t
ttt
ttttt
ttttttt
ttttttttt x
tttttttttttxxx
tttttttttttxxxxx
tttttttAtttxxxXxxx
tttttttttttxxxxx
tttttttttttxxx
ttttttttt x
ttttttt
ttttt
ttt
t
The most common MAP weapon area in D, the Ranged Radius requires a little
extra work from the player, who must select a square to target within the
weapon's range, upon which its actual area of effect will be centered. Remote
Radius MAPs come in two flavors - the two radius and the three radius. The
difference is in how many squares the effect extends from the targeted square.
Note that a unit residing in the targeted square is also attacked.
Types of Units
In the notes section under some units, there are are statements such as "Ral
Kailum is a Battleship" or "The V-Dash Gundam is an Alternate Unit for the
Victory Gundam". These place them into certain types of units in an attempt
to help explain certain behaviors that are not defined by unit Abilities.
Battleship - A Battleship is a unit in which other units can dock, and from
which they can be redeployed. While docked, units recover HP, EN, and Ammo,
and are transported when the Battleship moves. However, when a unit docks,
the pilot(s) lose ?? Morale. A unit cannot redeploy on the same turn as it
docked.
Armored Carrier - An Armored Carrier protects the core unit, and provides a
different set of weapons and capabilities. An Armored Carrier's HP, EN, and
Ammo are not linked to that of the core unit, and when the Armored Carrier is
destroyed (or the Seperate command is used), the core unit emerges at full
power. Whether the Armored Carrier is destroyed or whether the Seperate
command is used, the core unit cannot regain the use of the Armored Carrier
during that stage. The core unit's and Armored Carrier's upgrades are
linked, so when one is upgraded, so is the other. Units with Armored
Carriers always deploy in them automatically.
Primary Component - A Primary Component is the most important unit in a group
of units that Combines into a single, more powerful unit. The pilot of the
Primary Component becomes the pilot of the new unit, and upgrades between the
Primary Component and the combined unit are shared.
Delayed Armored Carrier - A Delayed Armored Carrier functions indentically to
any other unit with the Combine Ability, except that when the combined unit
is destroyed, the Primary Component survives, similar to an Armored Carrier,
and that Delayed Armored Carriers never (except in certain stages) deploy in
a combined state.
Alternate Unit - An Alternate Unit is similar to a unit with the Transform
Ability, except that the unit changes in the Intermission Screen, not during
a stage. An Alternate Unit shares upgrades with its primary unit.
Sub-Unit - A Sub-Unit is similar to a unit with the Transform ability, except
that the unit doesn't change when the Tranform command is selected, but
rather when certain conditions are might. Also, once the primary unit has
changed to the Sub-Unit, it cannot change back during the stage. A
Sub-Unit's HP, EN, and Ammo are linked to that of the primary unit during a
stage. A Sub-Unit shares upgrades with its primary unit.
Inheretor - An Inheretor unit replaces another unit in your lineup and
benefits from all of the upgrades applied to the earlier unit. Likewise,
on subsequent playthroughs the earlier unit benefits from all of the upgrades
that are applied to the Inheretor unit.
3. Upgrading Units
Units have four stats that can be upgraded - HP, EN, Mobility, and Armor. For
each upgrade you put into it, a stat will receive a 5% increase (based upon
the base stat), except EN, which receives a 10% increase for each upgrade.
Each stat can be upgraded a number of times equal to its Upgrade limit
statistic. As noted before, however, on a second playthrough, all units'
Upgrade limits are increased to 15, and on all later playhthroughs, all units'
Upgrade limits are increased to 20.
The more you upgrade a stat, the more expensive it becomes, and each stat has
different costs. Unit upgrade costs are as follows:
(The first number is the cost for that level, the second is the total cost up
to that point, and the last is the current value of the stat, expressed as a
percentage of the base stat. 1k = 1000.)
Combined with each unit's base stats, this should give you a fairly clear idea
of the cost-effectiveness of each upgrade. However, there is one more factor
to be added in: Upgrade Bonuses. A unit receives an Upgrade Bonus when all
four of its stats have been upgraded to the level of its original Upgrade
limit (on the second and subsequent playthroughs, the increase in Upgrade
limit is irrelevant - the original limit is what counts for getting the
Upgrade Bonus). At that time, a new option will appear at the bottom of the
upgrade screen, and choosing it will allow you to select one of six Upgrade
Bonuses to apply to that unit. You do not have to choose immediately, but
once you do, you cannot change your decision (not even on later playthroughs),
so choose wisely. The potential choices are:
HP +20% - The unit's HP is increased by 20% of its base stat.
EN +30% - The unit's EN is increased by 30% of its base stat.
All Terrains S - All of the unit's Terrain Stats are increased to S. Terrain
Stats with a value of "-" are not increased.
Movement +2 - The unit's Movement stat is increased by 2.
Mobility +20% - The unit's Mobility is increased by 20% of its base stat.
Armor +20% - The unit's Armor is increased by 20% of its base stat.
4. Upgrading Weapons
In addition to upgrading unit stats, you can, of course, upgrade the attack
power of a unit's weapons. Following in the footsteps of SRW:R, weapons in D
are not upgraded individually, but simultaniously - that is, when you upgrade,
all of the unit's weapons (current and future) are upgraded together. While
this allows for less customization, it's more convenient and helps avoid
situations like the Gundam G units in SRW:A where their ultimate attacks
couldn't be upgraded because they didn't appear on the weapons screen.
There are two unit stats that relate to upgrading weapons - Wp Growth and Wp
Cost. Wp Growth determines just how much weapon power is increased with each
upgrade, while Wp Cost determines how much money each upgrade costs. A good
deal of the unit balance is struck by the application of these two stats, so
it's important to know how much more powerful a unit's weapons can get, and
how much it's going to cost you.
The increases in weapon attack power according to the three Wp Growth values
are as follows:
(The first number is the increase for that upgrade. The second is the total
increase up to that point.)
As with unit stats, when you fully upgrade a unit's weapons to the unit's
original Upgrade limit, it receives a Weapon Upgrade Bonus. This bonus is
identical to the unit Upgrade Bonus, except that the six choices are,
naturally, different. They are:
Range +1 - All weapons have their maximum ranges increased by 1. MAP weapons
and weapons with a range of "1" are not effected. This does not effect
weapons' minimum ranges.
Accuracy +20 - All weapons have the accuracy modifiers increased by +20.
EN Consumption -30% - All weapons the consume EN have the amount of EN that
they consume reduced by 30% of the their base stat.
Ammo x2 - All weapons that rely on Ammo have their Ammo stat increased by
100% of their base stat.
Critical Chance +20 - All weapons have their critical modifiers increased by
+20.
All Terrains S - All weapons have all of their terrain modifiers increased to
S. Terrain modifiers with a value of "-" do not receive an increase.
5. Song Weapon System
New to D is the Song weapon system, a funny sort of quirk specific to certain
Macross 7 units. A weapon entry for a Song weapon looks rather different from
a standard entry:
Power to the Dream
P - Base + 1500, 1~4, +30, 25 Song EN, AAAA, +10%, Melee and Shooting +StBase
Firstly, you'll note that there's no ruling attack stat listed. This is
because all Song weapons use Song Power as their ruling stat, rather than
Melee or Shooting, and any unit that has Song weapons uses them exclusively.
Also, notice that "Song EN" is listed where a weapon's EN cost would normally
go. Song EN is a pilot stat, rather than a unit stat, and along with Song
Power supplants the Melee and Shooting stats of the two Song-oriented
characters.
Next, in place of the weapon's attack power, there is an entry listed as
"Base +/- #". This is because the attack power of Song weapons increases with
the pilot's strength, rather than through normal upgrading. Unfortunately, at
this time I'm not sure of what, exactly, the formula is, or even whether the
critical stat is the pilot's level or his Song Power. In any case, as the
pilot becomes stronger, the "Base" attack power (which is defined as the
attack power of Planet Dance in a non-SB machine) increases. Note that Song
weapons can only be used to attack enemies with the Protodevlin pilot skill.
Song weapons can also, however, be used to "attack" allies - this is where the
last section of the weapon entry comes in. When an ally is "attacked" by a
Song, his or her stats (which ones are particular to the specific Song) will
increase by the listed amount. This leads us to the second "base" stat
listed - StBase or Stat Base. Like the weapon's attack power, the stat
increase for each Song gets larger as the pilot gets stronger.
A final note - Mylene's 'My Friends' Song lists the increased stat as 'SP'.
This refers to the targets current Seishen Points, not his or her maximum,
and the amount replenished can not cause the current SP to exceed the maximum
SP.
Heat Dive
M, P - 2800, 1, +20, 120M, 50 EN, AAAA, +0%
Wp Growth Slow
Wp Cost Normal
Note: The Ganadul only has the Combine ability after Scenario 26, and only if
you did not recruit your main character's convincable character (Glacius or
Wintos). The Ganadul is the Primary Component of the Forte Gigas if it is
your main character's unit.
Strega
5000 HP
230 EN
Air/Land
SSBA
Movement 6
Mobility 70
Armor 1100
Size M
Cost 8000
Passive Bit
Combine (w/Ganadul = Forte Gigas)
2 Conformal
10 Upgrade
Stun Punch
M, St, C - 2100, 1~3, +30, 5 EN, AA-A, +20%, (accuracy down)
Electric Cube
S - 2500, 3~7, +10, 20 EN, AA-A, +10%
Thunder Crash
M, P - 2700, 1~3, +40, 110M, 30 EN, AA-A, +30%
Lightning Vice
M, P - 2900, 1, +30, 120M, 50 EN, AA-A, +0%
Wp Growth Slow
Wp Cost Normal
Note: The Strega only has the Combine ability after Scenario 26, and only if
you did not recruit your main character's convincable character (Glacius or
Wintos). The Strega is the Primary Component of the Forte Gigas if it is
your main character's unit.
Jean Chevalier
7000 HP
230 EN
Air
S--S
Movement 7
Mobility 95
Armor 1000
Size L
Cost 8000
Sword
Gun
Afterimage
2 Conformal
10 Upgrade
Neo Impulse Cannon
S - 2000, 2~6, +0, AACA, 10 Ammo, +10%
Blade Bit
S - 2400, 3~7, +20, 10 EN, AACA, +10%
Neo Beam Blade
M, P, C - 2600, 1~3, +40, 20 EN, AAAA, +30%
Claw Anchor Burst
M, P - 3000, 1, +30, 110M, 30 EN, AAAA, +20%
Wp Growth Normal
Wp Cost Normal
Note: The Jean Chevalier is an Inheritor Unit for the Aile Chevalier. Your
main character will launch in the Jean Chevalier as a reinforcement on Turn 4
of Mission 25 if the Aile Chevalier is his/her personal unit.
Dear Blanche Neige
6500 HP
200 EN
Air
S--S
Movement 8
Mobility 100
Armor 900
Size L
Cost 8000
Gun
Passive Bit
2 Conformal
10 Upgrade
Missile
S, P - 2000, 2~4, +20, AAAA, 10 Ammo, +10%
Delta Cannon
S - 2200, 3~6, +10, AA-A, 10 Ammo, +10%
Note: The Dear Blanche Neige is an Inheretor Unit for the Blanche Beige. Your
main character will launch in the Dear Blanche Neige as a reinforcement on
Turn 4 of Mission 25 if the Blanche Neige is his/her personal unit.
Forte Gigas
8000 HP
210 EN
Air/Land
SSBS
Movement 7
Mobility 75
Armor 1300
Size L
Cost 16000
Sword
Separate (Ganadul and Strega)
Afterimage
Passive Bit
Riot Buster
M, P - 3500, 1, +30, 120M, 80 EN, AAAA, +10%
Wp Growth Slow
Wp Cost Normal
Note: The Forte Gigas is gained after Scenario 26 if your main character's
personal unit is either the Ganadul or the Strega. The Forte Gigas can only
Separate if you did not recruit your main character's convincable character
(Glacius or Wintos).
Fabularis
5000 HP
200 EN
Air/Land
SABS
Movement 8
Mobility 90
Armor 1000
Size M
Cost 10000
Sword
Shield
Gun
Afterimage
(Beam Coat?)
2 Conformal
10 Upgrade
(Beam Cannon)
S, P - 2300, 1~5, +15, AAAA, 10 Ammo, +10%
Note: You can only get the Fabularis (and Glacius) if your main character is
Joshua. To get them, convince Glacius with Joshua during Mission 13. Then
have him convince her again during Mission 25 and choose not to cut the system
(2nd option). The Fabularis will be available for use after Mission 27. If
you recruit Glacius, you will not get Rim and her unit back.
Stodium
4800 HP
180 EN
Air/Land
SACS
Movement 7
Mobility 95
Armor 950
Size M
Cost 10000
Sword
Shield
Gun
Beam Coat
2 Conformal
10 Upgrade
Wyvern Shot
S - 2300, 2~6, +10, AAAA, 10 Ammo, +10%
Wyvern Scissors
M, P, C - 2900, 1, +20, 110M, 30 EN, AAAA, +0%
Wp Growth Slow
Wp Cost Normal
Note: You can only get the Stodium (and Wintos) if your main character is
Rim. To get them, choose to listen to Wintos when he appears during during
Mission 13 (2nd option). Then choose not to cut the system (2nd option) when
he appears again during Mission 25. The Stodium will be available for use
after Mission 27. If you recruit Wintos, you will not get Joshua and his unit
back.
Nuclear Missile
S - 3500, 4~8, +0, 120M, AAAA, 3 Ammo, +0%
Wp Growth Normal
Wp Cost Normal
Note: The Ral Kailum is a battleship.
ReGZ (Refined Gundam Zeta)
3900 HP
150 EN
Land
-ACS
Movement 6
Mobility 80
Armor 900
Size M
Cost 3000
Sword
Shield
Gun
3 Conformal
10 Upgrade
Head Vulcans
S, P - 1100, 1~2, +30, AAAA, 20 Ammo, -20%
Grenades
S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0%
Beam Saber
M, P, C - 1900, 1, +40, -ABA, +30%
Beam Rifle
S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10%
Wp Growth Normal
Wp Cost Normal
ReGZ (BWS) (Back Weapon System)
3900 HP
150 EN
Air
S--S
Movement 8
Mobility 85
Armor 850
Size M
Cost 0
Separate (ReGZ)
3 Conformal
10 Upgrade
Grenades
S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0%
Beams
S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10%
Nose Beam Cannon
S, B - 2500, 2~6, +10, 20 EN, AA-A, +10%
Wp Growth Normal
Wp Cost Normal
Note: The ReGZ (BWS) is an armored carrier for the ReGZ.
Nu Gundam
4000 HP
170 EN
Land
-ACS
Movement 6
Mobility 95
Armor 950
Size M
Cost 6000
Sword
Shield
Gun
I-Field
2 Conformal
8 Upgrade
Vulcan
S, P - 1100, 1~2, +30, AAAA, 20 Ammo, -20%
Missile Pods
S, P - 1700, 3~5, +20, AACA, 4 Ammo, +0%
Beam Rifle
S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
S, P, C - 2000, 1, +40, -ABA, +30%
Hyper Bazooka
S - 2500, 3~6, +0, AAAA, 4 Ammo, +20%
Fin Funnels
S - 3100, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10%
Wp Growth Normal
Wp Cost High
Nu Gundam HWS (High Weapon System)
5000 HP
200 EN
Land
-ACS
Movement 7
Mobility 100
Armor 1050
Size M
Cost 0
Sword
Shield
Gun
Separate (Nu Gundam)
I-Field
2 Conformal
8 Upgrade
Vulcan
S, P - 1100, 1~2, +30, AAAA, 20 Ammo, -20%
Missile Pods
S, P - 1700, 3~5, +20, AACA, 4 Ammo, +0%
Beam Rifle
S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
S, P, C - 2000, 1, +40, -ABA, +30%
Hyper Bazooka
S - 2500, 3~6, +0, AAAA, 4 Ammo, +20%
Beam Cannon
S, P - 2800, 3~7, +5, AA-A, 6 Ammo, +0%
Fin Funnels
S - 3100, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10%
Wp Growth Normal
Wp Cost High
Note: The Nu Gundam HWS is an armored carrier for the Nu Gundam. It is
obtained at the start of Mission 17 if Amuro has more than 50 kills and you
are on the Kailas Gilly route.
Hi-Nu Gundam
4500 HP
180 EN
Land
-ABS
Movement 7
Mobility 105
Armor 1000
Size M
Cost 7000
Sword
Shield
Gun
I-Field
2 Conformal
9 Upgrade
Vulcan
S, P - 1300, 1~2, +30, AAAA, 20 Ammo, -20%
Missiles
S, P - 1900, 3~5, +20, AACA, 4 Ammo, +0%
Beam Rifle
M, P, B - 2200, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 2200, 1, +40, -ABA, +30%
Hyper Bazooka
S - 2700, 3~6, +0, AAAA, 4 Ammo, +20%
Fin Funnels
S - 3300, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10%
Wp Growth Normal
Wp Cost High
MP Nu Gundam-F (Mass Produced Nu Gundam Funnel version)
4000 HP
160 EN
Land
-ACS
Movement 6
Mobility 85
Armor 900
Size M
Cost 5000
Sword
Shield
Gun
I-Field
2 Conformal
9 Upgrade
Missiles
S, P - 1600, 2~5, +20, AACA, 4 Ammo, +0%
Beam Rifle
S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 1900, 1, +40, -ABA, +30%
Hyper Bazooka
S - 2400, 3~6, +0, AACA, 4 Ammo, +20%
Fin Funnels
S - 3000, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10%
Wp Growth Normal
Wp Cost Normal
MP Nu Gundam-I (Mass Produced Nu Gundam Incom version)
4000 HP
160 EN
Land
-ACS
Movement 6
Mobility 85
Armor 900
Size M
Cost 5000
Sword
Shield
Gun
I-Field
2 Conformal
9 Upgrade
Missiles
S, P - 1600, 2~5, +20, AACA, 4 Ammo, +0%
Beam Rifle
S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 1900, 1, +40, -ABA, +30%
Hyper Bazooka
S - 2400, 3~6, +0, AACA, 4 Ammo, +20%
Incoms
S, P - 2600, 1~5, +20, 10 EN, AABA, +10%
Wp Growth Normal
Wp Cost Normal
Note: The MP Nu Gundam-I is an alternate unit for the MP Nu Gundam-F.
Sazabi
4300 HP
180 EN
Land
-ACS
Movement 6
Mobility 90
Armor 1000
Size M
Cost 6200
Sword
Shield
Gun
2 Conformal
8 Upgrade
Missiles
S, P - 1700, 3~5, +20, AACA, 4 Ammo, +0%
Beam Rifle
S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Tomahawk
M, P, C - 2000, 1, +40, -ABA, +30%
Mega Particle Gun
S, B - 2300, 2~6, +10, 20 EN, AA-A, +10%
Funnels
S - 3200, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10%
Wp Growth Normal
Wp Cost High
Nightingale
4800 HP
190 EN
Land
-ABS
Movement 7
Mobility 95
Armor 1100
Size M
Cost 7200
Sword
Shield
Gun
2 Conformal
9 Upgrade
Mega Beam Rifle
S, P, B - 2200, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 2200, 1, +40, -ABA, +30%
Funnels
S - 3400, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10%
Wp Growth Normal
Wp Cost High
Jagd Doga (Gyunei version)
4200 HP
170 EN
Land
-ACS
Movement 6
Mobility 85
Armor 950
Size M
Cost 5600
Sword
Shield
Gun
2 Conformal
9 Upgrade
Missiles
S, P - 1600, 3~5, +20, AACA, Ammo 4, +0%
Beam Rifle
S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 1900, 1, +40, -ABA, +30%
Mega Particle Gun
S, B - 2200, 2~6, +30, 20 EN, AA-A, +0%
Funnels
S - 3000, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10%
Wp Growth Normal
Wp Cost Normal
Jagd Doga (Quess version)
4100 HP
160 EN
Land
-ACS
Movement 6
Mobility 90
Armor 900
Size M
Cost 5600
Sword
Shield
Gun
2 Conformal
9 Upgrade
Missiles
S, P - 1600, 3~5, +20, AACA, 4 Ammo, +0%
Mega Gatling Gun
S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 1900, 1, +40, -ABA, +30%
Mega Particle Gun
S, B - 2200, 2~6, +30, 20 EN, AA-A, +0%
Funnels
S - 3000, 3~7, +20, 105M, 30 EN, NT Lvl1, AACA, +10%
Wp Growth Normal
Wp Cost Normal
Z Gundam (Zeta Gundam)
3800 HP
160 EN
Land
-SCS
Movement 6
Mobility 85
Armor 900
Size M
Cost 4400
Sword
Shield
Gun
Transform (Waverider)
2 Conformal
9 Upgrade
Vulcan
S, P - 1000, 1~32, +30, AAAA, 20 Ammo, -20%
Grenades
S, P - 1500, 3~5, +20, AACA, 4 Ammo, +0%
Beam Rifle
S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 1900, 1, +40, -ABA, +30%
Hyper Mega Launcher
S, B - 2700, 2~6, +10, 30 EN, AA-A, +10%
Mega Beam Saber
M, P - 3300, 1, +30, 120M, 50 EN, NT Lv5, AABA, +0%
Waverider Crash
M, P - 3600, 1~3, +20, 130M, 70 EN, NT Lv5, AABA, +0%
Wp Growth Normal
Wp Cost High
Z Gundam (Waverider mode)
3800 HP
160 EN
Air
S--S
Movement 8
Mobility 90
Armor 850
Size M
Cost 4400
Transform (Z Gundam)
2 Conformal
9 Upgrade
Beam Rifle
S, P, B - 1900, 1~4, +15, AA-A, 10 Ammo, +10%
Note: The Gundam Mk.III is gained by taking the Jupiter route.
Quebley
4200 HP
180 EN
Air/Land
AACS
Movement 7
Mobility 100
Armor 950
Size M
Cost 4600
Sword
Gun
2 Conformal
10 Upgrade
Beam Launcher
S, P, B - 2000, 1~5, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 2000, 1, +40, AABA, +30%
Funnels
S - 3000, 3~7, +20, 105M, 30 EN, NT Lv1, AACA, +10%
Wp Growth Normal
Wp Cost High
Note: The Quebley (and Hamaan) is gained before Mission 31 if the following
conditions are met - you are on the Angel Halo route; by Part 2 of Mission 30
Char, Camille, and Judau have a combined kill count of 300+; Char, Camille,
and Judau individually have 1+ kills; Char, Camille, and Judau are deployed
during Part 2 of Mission 30.
Victory Gundam/Victory Gundam Hexa
3500 HP
130 EN
Land
-SBS
Movement 5
Mobility 80
Armor 800
Size M
Cost 2600
Sword
Shield
Gun
3 Conformal
11 Upgrade
Vulcan
S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20%
Beam Rifle
S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 1800, 1, +40, -ABA, +30%
Beam Javelin
M, P - 2000, 1~2, +35, -ABA, +20%
Mega Beam Rifle
S, B - 2400, 2~6, +10, AA-A, 4 Ammo, +15%
Shrike Attack (Oliver and Junko only)
S, P - 2800, 1~3, +30, 110M, 30 EN, AABA
Bottom Attack (Becomes Top Fighter (V)/(VH))
S, P - 3000, 1~3, +20, 110M, AB-A, 1 Ammo, +0%
Top and Bottom Attack (Becomes Core Fighter (V)/(VH))
S, P - 3400, 1~3, +30, 110M, AB-A, 1 Ammo, +0%
Wp Growth Slow
Wp Cost Low
Note: The Victory Gundam Hexa is statistically identical to both Victory
Gundams.
Top Fighter (V)/(VH)
2500 HP
100 EN
Air
S--S
Movement 7
Mobility 90
Armor 700
Size S
Cost 2600
Shield
3 Conformal
11 Upgrade
Vulcan
S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20%
Beam Rifle
S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10%
Beam Saber
M, P, C - 1800, 1, +40, -ABA, +30%
Top Attack (Becomes Core Fighter (V)/(VH))
S, P - 3000, 1~3, +20, 110M, AB-A, 1 Ammo
Wp Growth Slow
Wp Cost Low
Note: The Top Fighter (V)/(VH) is a sub-unit of the Victory Gundam/Victory
Gundam Hexa.
Core Fighter (V)/(VH)
1500 HP
50 EN
Air
S--S
Movement 7
Mobility 100
Armor 600
Size S
Cost 2600
3 Conformal
11 Upgrade
Vulcan
S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20%
Wp Growth Slow
Wp Cost Low
Note: The Core Fighter (V)/(VH) is a sub-unit of the Victory Gundam/Victory
Gundam Hexa.
V-Dash Gundam
3800 HP
150 EN
Air/Land
AACS
Movement 6
Mobility 85
Armor 850
Size M
Cost 2800
Sword
Shield
Gun
3 Conformal
11 Upgrade
Vulcan
S, P - 1000, 1~2, +30, AAAA, 20 Ammo, -20%
Beam Rifle
S, P, B - 1800, 1~4, +15, AA-A, 10 Ammo, +10%
Note: There are two Taurus units - a black one and a white one (the Sanc
Kingdom version). They are identical stat-wise, except that the black has a
repair unit and the white has a supply unit.
Taurus (MA)/Taurus (MA)(SK)
3400 HP
130 EN
Air
S--S
Movement 7
Mobility 85
Armor 750
Size M
Cost 2800
Transform (Taurus)
Repair/Supply
3 Conformal
10 Upgrade
(Repair Unit) OR (Supply Unit)
P, Range 1 Range 1
Beam Rifle
S, P - 1800, 1~4, +15, AA-A, 10 Ammo, +10%
Note: There are two Taurus units - a black one and a white one (the Sanc
Kingdom version). They are identical stat-wise, except that the black has a
repair unit and the white has a supply unit.
Tallgeese II
4400 HP
190 EN
Air/Land
SABS
Movement 7
Mobility 100
Armor 1000
Size M
Cost 5400
Sword
Shield
Gun
2 Conformal
10 Upgrade
Beam Saber
M, P, C - 2000, 1, +40, AABA, +30%
Dober Gun
S, B, MAP - 2100, 1~7, +0, 120M, AA-A, 3 Ammo, +0%, "T"
Reaction Bombs
S - 3500, 4~8, +0, 120M, AAAA, 3 Ammo, +0%
Wp Growth Normal
Wp Cost Very High
Note: The Battle 7 (Attack mode) is a battleship. The Reaction Bombs gained
during Mission 33 of the Racus route.
VF-17S/D Nightmare F
2900 HP
140 EN
Air
S--S
Movement 7
Mobility 105
Armor 1100
Size S
Cost 4200/4000
Transform (VF-17S/D Nightmare G or VF-17S/D Nightmare B)
2 Conformal
10 Upgrade
Small Mouth-Mounted Laser Cannon
S, P - 1800, 1~5, +10, AA-A, 6 Ammo, +10%
Gunpod
S, P - 2000, 1~4, +15, AABA, 10 Ammo, +10%
Medium Mouth-Mounted Beam Cannon
S, B - 2200, 2~6, +10, 20 EN, AA-A, +0%
Micro Missile
S - 2500, 2~7, +20, AACA, 8 Ammo, +0%
Reaction Bombs (Nightmare)
S - 3500, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost Normal
Note: Aside from the former units' different appearances and slightly higher
replacement cost, both VF-17S Nightmares are identical to both VF-17D
Nightmares. Reaction Bombs gained during Mission 33 of the Racus route.
VF-17S/D Nightmare G
2900 HP
140 EN
Land/?
-S-B
Movement 6
Mobility 110
Armor 1150
Size S
Cost 4200/4000
Transform (VF-17S/D Nightmare F or VF-17S/D Nightmare B)
2 Conformal
10 Upgrade
Small Mouth-Mounted Laser Cannon
S, P - 1800, 1~5, +10, AA-A, 6 Ammo, +10%
Medium Mouth-Mounted Beam Cannon
S, B - 2200, 2~6, +10, 20 EN, AA-A, +0%
Micro Missile
S - 2500, 2~7, +20, AACA, 8 Ammo, +0%
Reaction Bombs (Nightmare)
S - 3500, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost Normal
Note: Aside from the former units' different appearances and slightly higher
replacement cost, both VF-17S Nightmares are identical to both VF-17D
Nightmares. Reaction Bombs gained during Mission 33 of the Racus route.
VF-17S/D Nightmare B
2900 HP
140 EN
Land
-SBA
Movement 5
Mobility 105
Armor 1200
Size S
Cost 4200/4000
Gun
Transform (VF-17S/D Nightmare F or VF-17S/D Nightmare G)
2 Conformal
10 Upgrade
Chest-Mounted Laser Cannon
S, P - 1800, 1~5, +10, AA-A, 6 Ammo, +10%
Gunpod
S, P - 2000, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2500, 2~7, +20, AACA, 8 Ammo, +0%
Simultenous Fire
S, P - 3100, 1~3, +10, 110M, AABA, 3 Ammo, +20%
Reaction Bombs (Nightmare)
S - 3500, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost Normal
Note: Aside from the former units' different appearances and slightly higher
replacement cost, both VF-17S Nightmares are identical to both VF-17D
Nightmares. Reaction Bombs gained during Mission 33 of the Racus route.
VF-1J Valkyrie F
2200 HP
100 EN
Air
S--S
Movement 7
Mobility 95
Armor 700
Size S
Cost 3000
Transform (VF-1J Valkyrie G or VF-1J Valkyrie B)
4 Conformal
13 Upgrade
Gunpod
S, P - 1800, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2300, 2~7, +20, AACA, 8 Ammo, +0%
Wp Growth Normal
Wp Cost Very Low
Note: The VF-1J Valkyrie has three upgrades in all stats and weapons when you
obtain it. It is received by taking the Space route after the prolouge, and
making sure Gamlin has at least 6 kills before the start of stage 6. If he
has 10 or more kills, you may choose between the VF-1J Valkyrie and the VF-11C
Thunderbolt before stage 6.
VF-1J Valkyrie G
2200 HP
100 EN
Land/?
-S-B
Movement 6
Mobility 100
Armor 750
Size S
Cost 3000
Gun
Transform (VF-1J Valkyrie F or VF-1J Valkyrie B)
4 Conformal
13 Upgrade
Gunpod
S, P - 1800, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2300, 2~7, +20, AACA, 8 Ammo, +0%
Wp Growth Normal
Wp Cost Very Low
Note: The VF-1J Valkyrie has three upgrades in all stats and weapons when you
obtain it. It is received by taking the Space route after the prolouge, and
making sure Gamlin has at least 6 kills before the start of stage 6. If he
has 10 or more kills, you may choose between the VF-1J Valkyrie and the VF-11C
Thunderbolt before stage 6.
VF-1J Valkyrie B
2200 HP
100 EN
Land
-SBA
Movement 5
Mobility 95
Armor 800
Size S
Cost 3000
Gun
Transform (VF-1J Valkyrie F or VF-1J Valkyrie G)
4 Conformal
13 Upgrade
Gunpod
S, P - 1800, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2300, 2~7, +20, AACA, 8 Ammo, +0%
Simultenous Fire
S, P - 2900, 1~4, +10, 110M, AABA, 3 Ammo, +20%
Wp Growth Normal
Wp Cost Very Low
Note: The VF-1J Valkyrie has three upgrades in all stats and weapons when you
obtain it. It is received by taking the Space route after the prolouge, and
making sure Gamlin has at least 6 kills before the start of stage 6. If he
has 10 or more kills, you may choose between the VF-1J Valkyrie and the VF-11C
Thunderbolt before stage 6.
VF-11C Thunderbolt F
2400 HP
110 EN
Air
S--S
Movement 7
Mobility 100
Armor 800
Size S
Cost 3600
Transform (VF-11C Thunderbolt G or VF-11C Thunderbolt B)
3 Conformal
12 Upgrade
Gunpod
S, P - 1900, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2400, 2~7, +20, AACA, 8 Ammo, +0%
Reaction Bombs (Thunderbolt)
S - 3400, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost Low
Note: The VF-11C Thunderbolt is obtained by first taking the Space route after
the prolouge, and then ensuring that Gamlin has 10 or more kills before stage
6. You will then have a choice before stage 6 of either the VF-11C
Thunderbolt or the VF-1J Valkyrie. Reaction Bombs gained during Mission 33 of
the Racus route.
VF-11C Thunderbolt G
2400 HP
110 EN
Land/?
-S-B
Movement 6
Mobility 105
Armor 850
Size S
Cost 3600
Shield
Gun
Transform (VF-11C Thunderbolt F or VF-11C Thunderbolt B)
3 Conformal
12 Upgrade
Gunpod
S, P - 1900, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2400, 2~7, +20, AACA, 8 Ammo, +0%
Reaction Bombs (Thunderbolt)
S - 3400, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost Low
Note: The VF-11C Thunderbolt is obtained by first taking the Space route after
the prolouge, and then ensuring that Gamlin has 10 or more kills before stage
6. You will then have a choice before stage 6 of either the VF-11C
Thunderbolt or the VF-1J Valkyrie. Reaction Bombs gained during Mission 33 of
the Racus route.
VF-11C Thunderbolt B
2400 HP
110 EN
Land
-SBA
Movement 5
Mobility 100
Armor 900
Size S
Cost 3600
Shield
Sword
Transform (VF-11C Thunderbolt F or VF-11C Thunderbolt G)
3 Conformal
12 Upgrade
Gunpod
S, P - 1900, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2400, 2~7, +20, AACA, 8 Ammo, +0%
Simultenous Fire
S, P - 3000, 1~3, +10, 110M, AABA, 3 Ammo, +20%
Reaction Bombs (Thunderbolt)
S - 3400, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost Low
Note: The VF-11C Thunderbolt is obtained by first taking the Space route after
the prolouge, and then ensuring that Gamlin has 10 or more kills before stage
6. You will then have a choice before stage 6 of either the VF-11C
Thunderbolt or the VF-1J Valkyrie. Reaction Bombs gained during Mission 33 of
the Racus route.
VF-11CFA Thunderbolt (Full Armor)
5000 HP
150 EN
Land
-SBA
Movement 5
Mobility 95
Armor 1300
Size S
Cost 0
Shield
Gun
Separate (VF-11C Thunderbolt B)
3 Conformal
12 Upgrade
Multiple Laser Cannon
S, P, B - 2000, 1~4, +15, AA-A, 10 Ammo, +10%
Micromissile
S - 2400, 2~7, +20, AACA, +20, 12 Ammo, +0%
Long-Cannon Style Gunpod
S - 2600, 3~8, +10, AABA, 8 Ammo, +0%
Simultanious Attack
S - 3000, 2~8, +30, 110M, AABA, 1 Ammo, +20%
Wp Growth Normal
Wp Cost Low
Note: The VF-11CFA Thunderbolt is an armored carrier for the VF-11C
Thunderbolt. It is received in the same manner and at the same time as the
VF-11C Thunderbolt.
VF-19S/F Excalibur F
2500 HP
120 EN
Air
S--S
Movement 8
Mobility 110
Armor 900
Size S
Cost 4600/4400
Transform (VF-19S/F Excalibur G or VF-19S/F Excalibur B)
2 Conformal
10 Upgrade
Gunpod
S, P - 2100, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2600, 2~7, +20, AACA, 8 Ammo, +0%
Reaction Bombs (Excalibur)
S - 3600, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost High
Note: Aside from appearance and a higher replacement cost, the VF-19S
Excalibur is identical to both VF-19F Excaliburs. Reaction Bombs gained during
Mission 33 of the Racus route.
VF-19S/F Excalibur G
2500 HP
120 EN
Land/Hover
-S-B
Movement 7
Mobility 115
Armor 950
Size S
Cost 4600/4400
Shield
Gun
Transform (VF-19S/F Excalibur F or VF-19S/F Excalibur B)
Pinpoint Barrier
2 Conformal
10 Upgrade
Gunpod
S, P - 2100, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2600, 2~7, +20, AACA, 8 Ammo, +0%
Reaction Bombs (Excalibur)
S - 3600, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost High
Note: Aside from appearance and a higher replacement cost, the VF-19S
Excalibur is identical to both VF-19F Excaliburs. Reaction Bombs gained during
Mission 33 of the Racus route.
VF-19S/F Excalibur B
2500 HP
120 EN
Land
-SBA
Movement 6
Mobility 110
Armor 1000
Size S
Cost 4600/4400
Shield
Gun
Transform (VF-19S/F Excalibur F or VF-19S/F Excalibur G)
Pinpoint Barrier
2 Conformal
10 Upgrade
Gunpod
S, P - 2100, 1~4, +15, AABA, 10 Ammo, +10%
Micro Missile
S - 2600, 2~7, +20, AACA, 8 Ammo, +0%
Pinpoint Barrier Punch
M, P, C - 3000, 1, +45, 110M, 20 EN, AAAA, +40%
Simultanious Attack
S, P - 3200, 1~3, +10, 110M, AABA, 3 Ammo, +20%
Reaction Bombs (Excalibur)
S - 3600, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost High
Note: Aside from appearance and a higher replacement cost, the VF-19S
Excalibur is identical to both VF-19F Excaliburs. Reaction Bombs gained during
Mission 33 of the Racus route.
VF-22S S Vogel II F
2800 HP
130 EN
Air
S--S
Movement 8
Mobility 115
Armor 1000
Size S
Cost 5000
Transform (VF-22S S Vogel II G or VF-22S S Vogel II B)
Micro Missile
S - 2700, 2~7, +20, AACA, 8 Ammo, +0%
Reaction Bombs (Vogel)
S - 3700, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost High
Note: Despite their different color schemes, the two VF-22S S Vogel II's have
identical stats. Reaction Bombs gained during Mission 33 of the Racus route.
VF-22S S Vogel II G
2800 HP
130 EN
Land/Hover
-S-B
Movement 7
Mobility 120
Armor 1050
Size S
Cost 5000
Shield
Gun
Transform (VF-22S S Vogel II F or VF-22S S Vogel II B)
Pinpoint Barrier
Micro Missile
S - 2700, 2~7, +20, AACA, 8 Ammo, +0%
Reaction Bombs (Vogel)
S - 3700, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost High
Note: Despite their different color schemes, the two VF-22S S Vogel II's have
identical stats. Reaction Bombs gained during Mission 33 of the Racus route.
VF-22S S Vogel II B
2800 HP
130 EN
Land
-SBA
Movement 6
Mobility 115
Armor 1100
Size S
Cost 5000
Shield
Gun
Transform (VF-22S S Vogel II F or VF-22S S Vogel II G)
Pinpoint Barrier
Micro Missile
S - 2700, 2~7, +20, AACA, 8 Ammo, +0%
Pinpoint Barrier Punch
M, P, C - 3100, 1, +45, 110M, 20 EN, AAAA, +40%
Simultanious Attack
S, P - 3300, 1~3, +10, 110M, AABA, 3 Ammo, +20%
Reaction Bombs (Vogel)
S - 3700, 3~8, +0, 120M, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost High
Note: Despite their different color schemes, the two VF-22S S Vogel II's have
identical stats. Reaction Bombs gained during Mission 33 of the Racus route.
VF-19 Kai F Valkyrie F
2600 HP
130 EN
Air
S--S
Movement 9
Mobility 115
Armor 900
Size S
Cost 4800
Transform (VF-19 Kai F Valkyrie G or VF-19 Kai F Valkyrie B)
2 Conformal
10 Upgrade
Planet Dance
P - Base, 1~4, +30, 10 Song EN, AAAA, +10%, Dodge and Hit +StBase
Love Heart Assault
P - Base + 500, 1~4, +30, 15 Song EN, AAAA, +10%, Morale +StBase-2
Holy Lonely Light
P - Base + 1000, 1~4, +30, 20 Song EN, AAAA, +10%, Defense and Skill +StBase
Power to the Dream
P - Base + 1500, 1~4, +30, 25 Song EN, AAAA, +10%, Melee and Shooting +StBase
Try Again
P - Base + 2000, 1~4, +30, 120M, 30 Song EN, AAAA, +10%, All stats +StBase
Wp Growth None
Wp Cost None
Note: Try Again is gaining during Stage 21.
VF-19 Kai F Valkryie G
2600 HP
130 EN
Land/?
-S-B
Movement 8
Mobility 120
Armor 950
Size S
Cost 4800
Shield
Transform (VF-19 Kai F Valkrie F or VF-19 Kai F Valkyrie B)
Pinpoint Barrier
2 Conformal
10 Upgrade
Planet Dance
P - Base, 1~4, +30, 10 Song EN, AAAA, +10%, Dodge and Hit +StBase
Love Heart Assault
P - Base + 500, 1~4, +30, 15 Song EN, AAAA, +10%, Morale +StBase-2
Holy Lonely Light
P - Base + 1000, 1~4, +30, 20 Song EN, AAAA, +10%, Defense and Skill +StBase
Power to the Dream
P - Base + 1500, 1~4, +30, 25 Song EN, AAAA, +10%, Melee and Shooting +StBase
Try Again
P - Base + 2000, 1~4, +30, 120M, 30 Song EN, AAAA, +10%, All stats +StBase
Wp Growth None
Wp Cost None
Note: Try Again is gained during Stage 21.
VF-19 Kai F Valkyrie B
2600 HP
130 EN
Land
-SBA
Movement 7
Mobility 115
Armor 1000
Size S
Cost 4800
Shield
Transform (VF-19 Kai F Valkyrie F or VF-19 Kai F Valkyrie G)
Pinpoint Barrier
2 Conformal
10 Upgrade
Planet Dance
P - Base, 1~4, +30, 10 Song EN, AAAA, +10%, Dodge and Hit +StBase
Love Heart Assault
P - Base + 500, 1~4, +30, 15 Song EN, AAAA, +10%, Morale +StBase-2
Holy Lonely Light
P - Base + 1000, 1~4, +30, 20 Song EN, AAAA, +10%, Defense and Skill +StBase
Power to the Dream
P - Base + 1500, 1~4, +30, 110M, 25 Song EN, AAAA, +10%, Melee and Shooting
+StBase
Try Again
P - Base + 2000, 1~4, +30, 120M, 30 Song EN, AAAA, +10%, All stats +StBase
Planet Dance Sigma
MAP - Base - 600, 3~8, +0, 110M, 30 Song EN, AAAA, 1 Ammo, +0%, Dodge and Hit
+StBase, Remote Radius (3)
Love Heart Assault Sigma
MAP - Base - 100, 3~8, +0, 110M, 35 Song EN, AAAA, 1 Ammo, +0%, Morale
+StBase-2, Remote Radius (3)
Holy Lonely Light Sigma
MAP - Base + 400, 3~8, +0, 110M, 40 Song EN, AAAA, 1 Ammo, +0%, Defense and
Skill +StBase, Remote Radius (3)
Power to the Dream Sigma
MAP - Base + 900, 3~8, +0, 120M, 45 Song EN, AAAA, 1 Ammo, +0%, Melee and
Shooting +StBase, Remote Radius (3)
Try Again Sigma
MAP - Base + 1400, 3~8, +0, 130M, 50 Song EN, AAAA, 1 Ammo, +0%, All stats
+StBase, Remote Radius (3)
Wp Growth None
Wp Cost None
Note: Try Again and the Sigma MAP attacks are gained during Stage 21. The
Sigma MAP attacks share one Ammo between all of them (ie when you use one,
they all run out of Ammo).
VF-19 Kai F Valkyrie SB (Sound Booster)
2900 HP
130 EN
Air/Land
AABS
Movement 7
Mobility 115
Armor 1000
Size S
Cost 0
Shield
Seperate (VF-19 Kai F Valkyrie B)
Pinpoint Barrier
2 Conformal
10 Upgrade
Planet Dance
P - Base + 400, 1~4, +30, 10 Song EN, AAAA, +10%, Dodge and Hit +StBase
Love Heart Assault
P - Base + 900, 1~4, +30, 15 Song EN, AAAA, +10%, Morale +StBase-2
Holy Lonely Light
P - Base + 1400, 1~4, +30, 20 Song EN, AAAA, +10%, Defense and Skill +StBase
Power to the Dream
P - Base + 1900, 1~4, +30, 110M, 25 Song EN, AAAA, +10%, Melee and Shooting
+StBase
Try Again
P - Base + 2300, 1~4, +30, 120M, 30 Song EN, AAAA, +10%, All stats +StBase
Planet Dance SB
Base + 700, 2~7, +20, 15 Song EN, AAAA, +20%, Dodge and Hit +StBase+2
Love Heart Assault SB
Base + 1200, 2~7, +20, 20 Song EN, AAAA, +20%, Morale +StBase
Holy Lonely Light SB
Base + 1700, 2~7, +20, 25 Song EN, AAAA, +20%, Defense and Skill +StBase+2
Power to the Dream SB
Base + 2200, 2~7, +20, 110M, 30 Song EN, AAAA, +20%, Melee and Shooting
+StBase+2
Try Again SB
Base + 2700, 2~7, +20, 120M, 35 Song EN, AAAA, +20%, All stats +StBase+2
Planet Dance Sigma
MAP - Base - 200, 3~8, +0, 110M, 30 Song EN, AAAA, 1 Ammo, +0%, Dodge and Hit
+StBase, Remote Radius (3)
Love Heart Assault Sigma
MAP - Base + 300, 3~8, +0, 110M, 35 Song EN, AAAA, 1 Ammo, +0%, Morale
+StBase-2, Remote Radius (3)
Holy Lonely Light Sigma
MAP - Base + 800, 3~8, +0, 110M, 40 Song EN, AAAA, 1 Ammo, +0%, Defense and
Skill +StBase, Remote Radius (3)
Power to the Dream Sigma
MAP - Base + 1300, 3~8, +0, 120M, 45 Song EN, AAAA, 1 Ammo, +0%, Melee and
Shooting +StBase, Remote Radius (3)
Try Again Sigma
MAP - Base + 1800, 3~8, +0, 130M, 50 Song EN, AAAA, 1 Ammo, +0%, All stats
+StBase, Remote Radius (3)
Wp Growth None
Wp Cost None
Note: The VF-19 Kai F Valkyrie SB is an Armored Carrier for the VF-19 Kai
F Valkyrie. Also, all of the Sigma MAP attacks share one Ammo between all of
them (ie when you use one, they all run out of Ammo).
VF-11 MAX L Kai F
2500 HP
120 EN
Air
S--S
Movement 8
Mobility 110
Armor 800
Size S
Cost 3800
Transform (VF-11 MAX L Kai F or VF-11 MAX L Kai B)
2 Conformal
12 Upgrade
Planet Dance
P - Base, 1~4, +30, Song EN 10, AAAA, +10%, Dodge and Hit +StBase
Love Heart Assault
P - Base + 500, 1~4, +30, Song EN 15, AAAA, +10%, Morale +StBase-2
Holy Lonely Light
P - Base + 1000, 1~4, +30, Song EN 20, AAAA, +10%, Defense and Skill +StBase
My Friends
P - Base + 1500, 1~4, +30, 110M, Song EN 25, +10%, SP +StBase
Wp Growth None
Wp Cost None
VF-11 MAX L Kai G
2500 HP
120 EN
Land/Hover
-S-B
Movement 7
Mobility 115
Armor 850
Size S
Cost 3800
Shield
Transform (VF-11 MAX L Kai F or VF-11 MAX L Kai B)
2 Conformal
12 Upgrade
Planet Dance
P - Base, 1~4, +30, Song EN 10, AAAA, +10%, Dodge and Hit +StBase
Love Heart Assault
P - Base + 500, 1~4, +30, Song EN 15, AAAA, +10%, Morale +StBase-2
Holy Lonely Light
P - Base + 1000, 1~4, +30, Song EN 20, AAAA, +10%, Defense and Skill +StBase
My Friends
P - Base + 1500, 1~4, +30, 110M, Song EN 25, +10%, SP +StBase
Wp Growth None
Wp Cost None
VF-11 MAX L Kai B
2500 HP
120 EN
Land
-SBA
Movement 6
Mobility 110
Armor 900
Size S
Cost 3800
Shield
Transform (VF-11 MAX L Kai F or VF-11 MAX L Kai G)
2 Conformal
12 Upgrade
Planet Dance
P - Base, 1~4, +30, Song EN 10, AAAA, +10%, Dodge and Hit +StBase
Love Heart Assault
P - Base + 500, 1~4, +30, Song EN 15, AAAA, +10%, Morale +StBase-2
Holy Lonely Light
P - Base + 1000, 1~4, +30, Song EN 20, AAAA, +10%, Defense and Skill +StBase
My Friends
P - Base + 1500, 1~4, +30, 110M, Song EN 25, +10%, SP +StBase
Wp Growth None
Wp Cost None
VF-11 MAX L Kai SB (Sound Booster)
2800 HP
120 EN
Air/Land
AABS
Movement 6
Mobility 110
Armor 900
Size S
Cost 0
Shield
Seperate (VF-11 MAX L Kai B)
2 Conformal
12 Upgrade
Planet Dance
P - Base + 400, 1~4, +30, Song EN 10, AAAA, +10%, Dodge and Hit +StBase
Love Heart Assault
P - Base + 900, 1~4, +30, Song EN 15, AAAA, +10%, Morale +StBase-2
Holy Lonely Light
P - Base + 1300, 1~4, +30, Song EN 20, AAAA, +10%, Defense and Skill +StBase
My Friends
P - Base + 1700, 1~4, +30, 110M, Song EN 25, +10%, SP +StBase
Planet Dance SB
Base + 700, 2~7, +20, Song EN 15, AAAA, +20%, Dodge and Hit +StBase+2
Love Heart Assault SB
Base + 1200, 2~7, +20, Song EN 20, AAAA, +20%, Morale +StBase
Holy Lonely Light SB
Base + 1700, 2~7, +20, Song EN 25, AAAA, +20%, Defense and Skill +StBase+2
My Friends SB
Base + 2200, 2~7, +20, 110M, Song EN 30, AAAA, +20%, SP +StBase+2
Wp Growth None
Wp Cost None
Note: The VF-11 MAX L Kai SB is an Armored Carrier for the VF-11 MAX L Kai B.
VF-17T Kai Nightmare F
3000 HP
150 EN
Air
S--S
Movement 7
Mobility 105
Armor 1100
Size S
Cost 4400
Transform (VF-17T Kai Nightmare G or VF-17T Kai Nightmare B)
Repair
Supply
2 Conformal
12 Upgrade
Repair Unit
P, Range 1
Supply Unit
Range 1
Wp Growth None
Wp Cost None
VF-17T Kai Nightmare G
3000 HP
150 EN
Land/Hover
-S-B
Movement 6
Mobility 110
Armor 1150
Size S
Cost 4400
Transform (VF-17T Kai Nightmare F or VF-17T Kai Nightmare B)
Repair
Supply
2 Conformal
12 Upgrade
Repair Unit
P, Range 1
Supply Unit
Range 1
Wp Growth None
Wp Cost None
VF-17T Kai Nightmare B
3000 HP
150 EN
Land
-SBA
Movement 5
Mobility 105
Armor 1200
Size S
Cost 4400
Transform (VF-17T Kai Nightmare F or VF-17T Kai Nightmare G)
Repair
Supply
2 Conformal
12 Upgrade
Repair Unit
P, Range 1
Supply Unit
Range 1
Wp Growth None
Wp Cost None
VF-17T Kai Nightmare SB (Sound Booster)
3500 HP
150 EN
Air/Land
AABS
Movement 5
Mobility 105
Armor 1200
Size S
Cost 0
Seperate (VF-17T Kai Nightmare B)
Repair
Supply
3 Conformal
12 Upgrade
Repair Unit
P, Range 1
Supply Unit
Range 1
Wp Growth None
Wp Cost None
Note: The VF-17T Kai Nightmare SB is an Armored Carrier for the VF-17T Kai
Nightmare B.
Sibil (lvl 29)
390 HP
160 EN
Air/Land
SBBS
Movement 7
Mobility 195
Armor 130
Size SS
Cost 16000
Afterimage
HP Recover
EN Recover
2 Conformal
0 Upgrade
Impact Beam
M - 2800, 1~5, +15, 20 EN, AAAA, +10%
Ram
M, P, C - 3200, 1~3, +40, 30 EN, AAAA, +30%
Wp Growth None
Wp Cost None
Note: Sibil's unit stats seem to change with her pilot level, but I haven't
had time to figure out the exact formula just yet.
FBz-99 Zaubergern
5500 HP
150 EN
Air/Land
ABSA
Movement 7
Mobility 120
Armor 1300
Size S
Cost 6000
Gun
2 Conformal
10 Upgrade
Anti-Air Beam Cannon
S, P, B - 1600, 1~2, +30, AA-A, 20 Ammo, -20%
Internal Pulse Beam Cannon
S, P, B - 2200, 1~4, +15, AA-A, 10 Ammo, +10%
Screw Crasher Punch
M, P - 2200, 1~4, +35, 10 EN, AABA, +5%
Hanjuuryoku Storm
M, P - 3000, 1, +30, 40 EN, AABA, +10%
Space Thunder
M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0%
Wp Growth Fast/Normal
Wp Cost High
Note: Grendizer DS is a delayed armored carrier for Grendizer. Weapons
marked with a '*' have a weapon growth of Normal, rather than Fast. The
number of upgrades is still dependant on the base unit (Grendizer).
Grendizer MS (Marine Spazer combination)
6500 HP
200 EN
Air/?/Land
ABSA
Movement 8
Mobility 85
Armor 1500
Size L
Cost 3600
Separate (Grendizer and Marine Spazer)
2 Conformal
9 Upgrade
Marine Missile *
S, P - 1500, 1~5, +30, AAAA, 6 Ammo, +0%
Marine Cutter *
S - 1900, 3~7, +10, AAAA, 2 Ammo, +10%
Screw Crasher Punch
M, P - 2200, 1~4, +35, 10 EN, AABA, +5%
Hanjuuryoku Storm
M, P - 3000, 1, +30, 40 EN, AABA, +10%
Space Thunder
M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0%
Double Hacken
M, P - 3500, 1, +30, 120M, 30 EN, AAAA, +0%
Wp Growth Fast/Normal
Wp Cost High
Note: Grendizer MS is a delayed armored carrier for Grendizer. Weapons
marked with a '*' have a weapon growth of Normal, rather than Fast. The
number of upgrades is still dependant on the base unit (Grendizer).
Grendizer WS (Double Spazer combination)
6500 HP
200 EN
Air/Land
SBCA
Movement 8
Mobility 85
Armor 1500
Size L
Cost 3600
Separate (Grendizer and Double Spazer)
2 Conformal
9 Upgrade
Double Missile *
S, P - 1500, 1~5, +30, AACA 6 Ammo, +0%
Double Cutter *
S - 1900, 3~7, +10, AABA, 2 Ammo, +10%
Screw Crasher Punch
M, P - 2200, 1~4, +35, 10 EN, AABA, +5%
Hanjuuryoku Storm
M, P - 3000, 1, +30, 40 EN, AABA, +10%
Space Thunder
M - 3200, 2~5, +30, 110M, 50 EN, AA-A, +0%
Double Hacken
M, P - 3500, 1, +30, 120M, 30 EN, AAAA, +0%
Wp Growth Fast/Normal
Wp Cost High
Note: Grendizer WS is a delayed armored carrier for Grendizer. Weapons
marked with a '*' have a weapon growth of Normal, rather than Fast. The
number of upgrades is still dependant on the base unit (Grendizer).
Drill Spazer
3800 HP
120 EN
Air/Underground
S--A
Movement 7
Mobility 90
Armor 1000
Size M
Cost 3600
Combine (w/Grendizer)
2 Conformal
13 Upgrade
Drill Missile
S, P - 1500, 1~5, +30, AACA, 6 Ammo, +0%
Spark Bomber
S - 1700, 2~6, +20, 10 EN, AA-A, +0%
Drill Attack
M, P - 2000, 1~3, +10, AAAA, +20%
Wp Growth Normal
Wp Cost Very Low
Marine Spazer
3800 HP
120 EN
Air/?
S-SA
Movement 7
Mobility 90
Armor 1000
Size M
Cost 3600
Combine (w/Grendizer)
2 Conformal
13 Upgrade
Marine Missile
S, P - 1500, 1~5, +30, AAAA, 6 Ammo, +0%
Marine Beam
S - 1700, 2~6, +20, 10 EN, AAAA, +0%
Marine Cutter
S - 1900, 3~7, +10, AAAA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost Very Low
Double Spazer
3800 HP
120 EN
Air
S--A
Movement 7
Mobility 90
Armor 1000
Size M
Cost 3600
Combine (w/Grendizer)
2 Conformal
13 Upgrade
Double Missile
S, P - 1500, 1~5, +30, AACA 6 Ammo, +0%
Cyclone Beam
S - 1700, 2~6, +20, 10 EN, AA-A, +0%
Double Cutter
S - 1900, 3~7, +10, AABA, 2 Ammo, +10%
Wp Growth Normal
Wp Cost Very Low
-------
|Big O|
-------
Big O
5300 HP
130 EN
Land
-SCA
Movement 5
Mobility 70
Armor 1200
Size M
Cost 6000
Shield
Beam Coating
2 Conformal
12 Upgrade
Moby Dick Anchor
M, P, S - 1600, 1~3, +30, AAAA, 4 Ammo, , +0%, (movement down)
Missile Party
S, MAP - 1800, 1~3, +20, AACA, 2 Ammo, +0%, Full Spread
Cannon Party
M, P - 2000, 1~3, +20, AABA, 8 Ammo, +10%
Full Release
M, P - 3800, 1, +10, 140M, 100 EN, AAAA, +0%
Wp Growth Normal
Wp Cost Very High
Note: The Cubic Cannon, Kaen Attack Kaen Jimonji Giri (Flame Attack Flame
Cross Slash), and Full Release are gained in the first battle of Scenario 30
of the Old Helios Territory route, and are only gained if you take that route.
Full Release only appears on the weapon list if Kento has 140 or more morale.
Atraus
3500 HP
120 EN
Land
-SBA
Movement 5
Mobility 80
Armor 900
Size M
Cost 3000
Sword
Combine (w/Gunpar and Belarios = Daltainas)
2 Conformal
9 Upgrade
Gatling Flasher
S - 1800, 1~5, +20, AABA, 10 Ammo, +0%
Boomerang Cutter
M, P - 2000, 1~3, +30, AABA, +10%
Hand Slicer
M, P, C - 2300, 1, +45, -ABA, +20%
Wp Growth Normal
Wp Cost Very High
Note: Atraus is the primary component of Daltainas.
Gunpar
2800 HP
80 EN
Air
S--A
Movement 7
Mobility 100
Armor 800
Size M
Cost 2800
Combine (w/Atraus and Belarios = Daltainas)
Supply
2 Conformal
9 Upgrade
(Supply Unit)
Range 1
Missile
S - 2000, 2~5, +20, AACA, 10 Ammo, +0%
Gunpar Cutter
M, P - 2300, 1~3, +45, AAAA, +20%
Wp Growth Normal
Wp Cost Very Low
Belarios
3300 HP
100 EN
Land
-SBA
Movement 6
Mobility 90
Armor 900
Size M
Cost 2800
Combine (w/Atraus and Gunpar = Daltainas)
2 Conformal
9 Upgrade
Claw
M, P - 1800, 1~3, +45, AAAA, +20%
Missile
S - 2000, 2~5, +20, AACA, 8 Ammo, +0%
Beta Beam
M - 2200, 3~6, +10, 20 EN, AACA, +10%
Wp Growth Normal
Wp Cost Very Low
Gascon-Exclusive Robo
6500 HP
150 EN
Air/Land
ASBA
Movement 5
Mobility 75
Armor 1000
Size L
Cost 7400
Sword
2 Conformal
13 Upgrade
Tiger Boomerang
S, P - 2200, 1~3, +30, AABA, +10%
Tiger Beam
S - 2400, 2~6, +10, 20 EN, AACA, +10%
Gascon Sword
M, P, C - 2800, 1, +45, AABA, +20%
Wp Growth Normal
Wp Cost Normal
---------
|Godmars|
---------
Cosmo Crusher
2800 HP
80 EN
Air
S--S
Movement 7
Mobility 100
Armor 600
Size S
Cost 2000
Supply
4 Conformal
10 Upgrade
(Supply Unit)
Range 1
Cosmo Laser
S, P - 2000, 1~5, +15, AA-A, 20 Ammo, +10%
(Mega Punch)
M, P - 2300, 1, +30, 20 EN, AABA, +10%
Wp Growth Normal
Wp Cost Very High
Note: Gaia becomes Godmars when its hit points reach critical (red) level.
The destruction of Gaia is a losing condition in all scenarios where it is
deployed. Gaia is no longer available after Stage 19 - Takeru will
automatically deploy in Godmars from then on.
Godmars
7000 HP
180 EN
Air/Land
ASCS
Movement 6
Mobility 70
Armor 1200
Size L
Cost 9000
Sword
2 Conformal
9 Upgrade
Grapple
M, P - 2000, 1~3, +40, AAAA, +20%
God Fire
M - 2000, 1~5, +0, 20 EN, AACA, +0%
Mars Flash
M, P, C - 2400, 1, +40, 105M, AAAA, +20%
Six Gods Attack
M, P - 3000, 1~3, +30, 110M, 40 EN, AAAA, +0%
Final Godmars
M, P - 3600, 1, +30, 120M, 60 EN, AAAA, +10%
Wp Growth Normal
Wp Cost Very High
Note: The destruction of Godmars is a losing condition in all scenarios where
it is deployed.
(Mega Punch)
M, P - 2450, 1, +30, 20 EN, AABA, +10%
Wp Growth Normal
Wp Cost Very High
Note: Gaia (Margue) can become Godmars (Margue) once Marge's Morale has
reached ???. Once the Morale requirement has been reached, the Combine
command will be available. Select it to transform (no other units are
necessary).
Godmars (Margue)
7000 HP
180 EN
Air/Land
ASCS
Movement 6
Mobility 70
Armor 1200
Size L
Cost 9000
Sword
2 Conformal
9 Upgrade
Grapple
M, P - 2250, 1~3, +40, AAAA, +20%
God Fire
M - 2450, 1~5, +0, 20 EN, AACA, +0%
Mars Flash
M, P, C - 2650, 1, +40, 105M, AAAA, +20%
Final Godmars
M, P - 3850, 1, +30, 120M, 60 EN, AAAA, +10%
Wp Growth Normal
Wp Cost Very High
Zeron
6500 HP
120 EN
Aie
A--S
Movement 6
Mobility 80
Armor 1000
Size L
Cost 7000
3 Conformal
9 Upgrade
Hand Arm
M, P, St - 2350, 1~3, +40, AAAA, +20%, (movement down)
Combination attacks - that is, big attacks that involve two or more atacking
units - are back for yet another round in SRW, and thankfully so. Not only do
they add a dash of extra variety and flavor to the game, but they are also an
important component in the battlefield utility of a number of units
(particularly certain supers).
The way combination attacks work is like this - whenever the required units
are arranged in such a fashion that they are sequentially adjacent to one
another, the combination attack will appear on each unit's weapon list. By
"sequentially adjacent", I mean that each unit is adjacent to at least one
other required unit, and that all of the required units make up a single,
unbroken shape. Note also that for the purposes of combination attack
formations, the term "adjacent" means both horizontally/vertically adjacent AND
diagonally adjacent.
To illustrate, the following formations are valid for producing a combination
attack:
(numbers - units required for combination, A = non-required ally, E = enemy)
12
1
2
1
23
1
2 4
3
The following formations are NOT valid for producing a combination attack:
12A3
1
E
2
12
34
Once the conditions have been met, the combination attack will appear on each
unit's weapon list and behave as a perfectly normal attack of that unit (as
regards to applicable seishen, affecting pilot attack stat, conformal items,
weapon upgrade bonuses, etc) with two exceptions: first, all required units
must meet the requirements of the attack (Morale, available EN, Newtype level,
etc) and they must all also pay the EN/Song EN cost of the attack (the
exception being Ray, since he doesn't have a Song EN stat).
In addition to specific units, some combination attacks require specific
pilots. At the moment, I haven't had time to cataloge them, but most are
fairly obvious. Of note, however, is that combination attacks involving UC
Gundam units seem to require that all the pilots originate from the same
sub-series (CCA, Z, ZZ, V), although not necessarily from the same series as
the units themselves.
Alternate Duel
Units: Ganadul and Strega
M, P - 3750, 1, +20, 130M, 100 EN, AAAA, +0%
Double Funnel
Units: Jagd Doga (Gyunei version) and Jagd Doga (Quess version)
S - 3400, 3~7, +30, 110M, 45 EN, NT Lv1, AACA, +20%
Double Fin Funnel
Units: Nu Gundam/Nu Gundam HWS and MP Nu Gundam-F
OR Nu Gundam/Nu Gundam HWS and Hi-Nu Gundam(?)
OR MP Nu Gundam-F and Hi-Nu Gundam
S - 3400, 3~7, +20, 110M, 45 EN, NT Lv1, AACA, +0%
Double Mega Launcher
Units: Z Gundam and ZZ Gundam/Full Armor ZZ Gundam
S - 3600, 2~6, +20, 110M, 60 EN, AA-A, +0%
Double Overhang Cannon
Units: V-Dash Gundam and V-Dash Gundam OR V-Dash Gundam and V-Dash Gundam Hexa
S - 3800, 2~6, +40, 110M, 50 EN, AA-A, +0%
D Formation (Nightmare)
Units: VF-17S Nightmare F/G/B, VF-17D Nightmare F/G/B, and VF-17D Nightmare
F/G/B
S, P - 3000, 1~5, +30, 120M, 30 EN, AABA, +0%
D Formation (Excalibur F)
Units: VF-19S Excalibur F, VF-19F Excalibur F, and VF-19F Excalibur F
S, P - 3100, 1~5, +30, 120M, 30 EN, AABA, +0%
D Formation (Excalibur G)
Units: VF-19S Excalibur G, VF-19F Excalibur G, and VF-19F Excalibur G
S, P - 3100, 1~5, +30, 120M, 30 EN, AABA, +0%
D Formation (Excalibur B)
Units: VF-19S Excalibur B, VF-19F Excalibur B, VF-19F Excalibur B
M, P - 3100, 1~5, +30, 120M, 30 EN, AABA, +0%
Double Micromissile
Units: VF-22S S Vogel II F and VF-22S S Vogel II F
S - 3400, 1~5, +30, 120M, 30 EN, AACA, +0%
Double Gunpod
Units: VF-22S S Vogel II G and VF-22S S Vogel II G
S - 2700, 1~5, +30, 120M, 30 EN, AABA, +0%
W Pinpoint Barrier Punch
Units: VF-22S S Vogel II B and VF-22S S Vogel II B
M, P - 3800, 1, +30, 120M, 40 EN, AAAA, +0%
Planet Dance
Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B
MAP - Base - 500, 2~6, +10, 120M, 30 Song EN, AAAA, +30%, Dodge & Hit +StBase,
Remote Radius (2)
Love Heart Assault
Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B
MAP - Base, 2~6, +10, 120M, 40 Song EN, AAAA, +30%, Morale +StBase - 2, Remote
Radius (2)
Holy Lonely Light
Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B
MAP - Base + 500, 2~6, +10, 120M, 50 Song EN, AAAA, +30%, Defense & Skill
+StBase, Remote Radius (2)
Power to Dream (Basara only)
Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B
MAP - Base + 1000, 2~6, +10, 130M, 60 Song EN, AAAA, +30%, Melee & Shooting
+StBase, Remote Radius (2)
My Friends (Mylene only)
Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B
MAP - Base + 1000, 2~6, +10, 130M, 60 Song EN, AAAA, +30%, SP +StBase, Remote
Radius (2)
Try Again (Basara only)
Units: VF-19 Kai F Valkyrie B, VF-11 MAX L Kai B, VF-17T Kai Nightmare B
MAP - Base + 1500, 2~6, +10, 140M, 70 Song EN, AAAA, +30%, All stats +StBase,
Remote Radius (2)
Planet Dance (SB version)
Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB
MAP - Base - 100, 2~6, +10, 120M, 30 Song EN, AAAA, +30%, Dodge & Hit
+StBase + 2, Remote Radius (2)
Love Heart Assault (SB version)
Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB
MAP - Base + 400, 2~6, +10, 120M, 40 Song EN, AAAA, +30%, Morale +StBase,
Remote Radius (2)
Holy Lonely Light (SB version)
Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB
MAP - Base + 900, 2~6, +10, 120M, 50 Song EN, AAAA, +30%, Defense & Skill
+StBase + 2, Remote Radius (2)
Power to the Dream (SB version)(Basara only)
Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB
MAP - Base + 1400, 2~6, +10, 130M, 60 Song EN, AAAA, +30%, Melee & Shooting
+StBase + 2, Remote Radius (2)
My Friends (SB version)(Mylene only)
Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB
MAP - Base + 1400, 2~6, +10, 130M, 60 Song EN, AAAA, +30%, SP +StBase + 2,
Remote Radius (2)
Try Again (SB version)(Basara only)
Units: VF-19 Kai F Valkyrie SB, VF-11 MAX L Kai SB, VF-17T Kai Nightmare SB
MAP - Base + 1900, 2~6, +10, 140M, 70 Song EN, AAAA, +30%, All stats
+StBase + 2, Remote Radius (2)
Double Getter Tomahawk
Units: Getter-1 and Black Getter
M, P - 2500, 1, +30, 110M, 10 EN, AAAA, +30%
Double Getter Beam
Units: Getter-1 and Black Getter
M, P - 3400, 1, +30, 120M, 70 EN, AA-A, +30%
Final Getter Beam
Units: Shin Getter-1 and Shin Getter Dragon
M, P - 3700, 1, +30, 120M, 70 EN, AA-A, +0%
Final Getter Tomahawk
Units: Shin Getter-1 and Shin Getter Dragon
M, P - 4000, 1, +30, 130M, 100 EN, AAAA, +0%
W Mazinger Blade
Units: Mazinger Z and Great Mazinger/Great Mazinger GB
OR Mazinger Z and Grendizer
OR Great Mazinger/Great Mazinger GB and Grendizer
M, P - 2400, 1, +50, 10 EN, AAAA, +30%
W Mazinger Punch
Units: Mazinger Z and Great Mazinger/Great Mazinger GB
OR Mazinger Z and Grendizer
OR Great Mazinger/Great Mazinger GB and Grendizer
M, P - 3000, 1~3, +30, 35 EN, AABA
Double Breast Fire
Units: Mazinger Z and Great Mazinger/Great Mazinger GB
M, P - 3700, 1, +30, 60 EN, AABA
Double Thunder Break
Units: Great Mazinger/Great Mazinger GB and Grendizer
M, P - 3700, 1, +30, 60 EN, AA-A
Triple Mazinger Blade
Units: Mazinger Z, Great Manzinger/Great Mazinger GB, and Grendizer
M, P - 2600, 1, +50, 20 EN, AAAA, +20%
Triple Mazinger Punch
Units: Mazinger Z, Great Mazinger/Great Mazinger GB, and Grendizer
M, P - 3600, 1~3, +30, 50 EN, AABA
Mazinger Tornado
Units: Mazinger Z, Great Mazinger/Great Mazinger GB, and Grendizer
M, P - 4000, 1, +30, 110M, 80 EN, AABA
Final Dynamic Special
Units: Mazinger Z, Great Mazinger/Great Mazinger GB, Grendizer, and Shin
Getter 1
M, P - 4200, 1, +30, 120M, 100 EN, AAAA
Double Missile
Units: Aphrodite A and Venus A
S - 2400, 1~5, +50, 110M, 30 EN, AACA
Borot Home Run
Units: Boss Borot and Robot Jr.
M - 3000, 1~9, +50, 130M, 30 EN, AABA, +50%
Double Tran Saber
Units: Daltainas and Gascon Exclusive Robo
M - 3000, 1, +40, 110M, 30 EN, AAAA, +10%
Alpha Beta Gamma Attack
Units: Atraus, Belarios, and Gunpar
S, P - 3000, 1, +30, 110M, 30 EN, +0%
Double Mars Flash
Units: Godmars (Takeru) and Godmars (Margue)
M, P - 3250, 1, +30, 110M, AAAA, +0%
Double Final Godmars
Units: Godmars (Takeru) and Godmars (Margue)
M, P - 4750, 1, +20, 130M, 100 EN, AAAA, +0%
8. Acknowledgements
Deranged - both for his awesome walkthrough and for providing a ridiculous
number of weapon names
Soren Kanzaki's SRW:A unit guide - nearly all Manzinger and Grendizer attack
names, and inspiration to do these guides period
Shadow00X - weapon names for Jean Chevalier, Stodium, Ra Kailum, VF-11CFA
Thunderbolt, and many, many combination attacks
www.mahq.com - for a wealth of Gundam info from which I derived the UC and AC
Gundam weapon names
9. To Do List
Check existance of/stats for VF-1J Valkyrie Reaction Bombs.
Investigate formulae for Sibil unit stats and Song attack power.