Super Robot Taisen: Original Generation Unit and Weapon Guide
by AlasterB
Version 1.0 All units' and nearly all weapons' stats done.
Version 1.1 Added section on combination attacks and notes about which units
are pilot-exclusive.
Version 1.2 Updated names to reflect Atlus's NA localization. Also made some
corrections and adjusted the format somwhat. Big update in the works in the
next few weeks.
Table of Contents
1. Introduction
2. Weapon Gauge System
3. Unit Stats
4. Upgrading Units
5. Weapon Stats
6. Upgrading Weapons
7. The Units
a. Battleships
b. Personal Troopers (PTX)
c. Real Troopers (RTX)
d. Super Robot Grungusts (SRG)
e. R-Series
f. Armored Modules (AM)
g. Miscellanious
8. Combination Attacks
9. Weapons
10. Acknowledgements
11. To Do List
1. Introduction
This is my second FAQ - the first being a Unit FAQ for SRW Gaiden - and in
much the same vein, albeit for a much more recent and perhaps more popular
installment of the ever-wonderful SRW series.
Original Generation has something in common with that older game in that it
features only Banpresto Original units (although unlike Gaiden, it doesn't
limit itself to one series of units). Aside from that, OG's claim to fame is
the introduction of the Weapon Gauge system, where certain weapons can be
shifted from one unit to another, depending on your needs and style of play.
2. Weapon Gauge System
Despite the degree of depth that the Weapon Gauge system adds to this game,
the system itself is quite simple - certain weapons on most units, as well as
a number of weapons gained independantly, can be switched from unit to unit,
provided there's enough room on the unit. Each unit's capacity to hold Weapon
Gauge weapons is determined by its W Space stat - a static value that
cannot be upgraded. Each Weapon Gauge weapon has a W Size value, and
the total of all of the W Size values of all the Weapon Gauge weapons on
a unit cannot exceed its W Space stat. It may sound a little complicated
when I try to explain it, but once you start using it you'll see how simple it
really is.
Keep in mind that some units have a W Space stat of 0 (namely the
straight-up super robots), while others (battleships) have an extremely low
value. Also, non-humanoid units are extremely limited in which Weapon Gauge
weapons they can equip, regardless of W Space values. Lastly, some
Weapon Gauge weapons are not strictly weapons, but are either missiles that
inflict a status condition rather than damage (some units have non-removable
status missiles as well), or are Repair and Supply units that allow the unit
they're equipped on to refill another unit's HP or EN and Ammo.
3. Unit Stats
The unit stats in OG are extremely straightforward for anyone who's ever
played pretty nearly any SRW game. Each unit has the four basic upgradable
stats (HP, EN, Mobility, and Armor), a Movement stat, one or more Terrain
Types, four Terrain Stats, a Size stat, a Cost, and a number of Part Slots.
Likewise, each will have a list of its weapons (in this case, its default and
Intrinsic weapons), and possibly one or more Abilities. Unique to OG, the
unit will have a Weapon Meter stat and will have a maximum number of upgrades
for each individual upgradable stat (more about this later).
For those unfamiliar with SRW in general, or just in need of a refresher, the
function of each stat is as follows:
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.
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.
Move - How many squares the unit can move each turn. Is affected by
various types of terrain (forests, space debris, etc).
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 "D" (the worst) to
"S" (the best). Terrain values are listed in the following order:
Air/Ground/Water/Space. Unlike many other SRW games, units have full stats for
all terrains, regardless of whether or not they can reach them.
Size - How large the unit is. Ranges from LL (double Large) to S (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.
Part Slots - How many Parts this unit can equip.
W Space - The total W Size values of all weapons equipped on the unit
cannot exceed this value.
Abilities - Various special qualities the unit possesses.
AB Field - Any damage taken from a Beam-type weapon is reduced by ?
(to a minimum value of 0). 10 EN is consumed every time this is activated.
Double Image - This unit has a 50% chance to avoid any incoming attacks once
the pilot's Will has reached 130.
Beam Coating - Any damage taken from a Beam-type weapon is reduced by ?
(to a minimum value of 0). 5 EN is consumed every time this is activated.
Break Block - This unit cannot have its Armor reduced by status
missiles.
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.
E Field - All damage taken is reduced by ? (to a minimum value of 0), once
the pilot's Will has reached 120. 15 EN is consumed every time this is
activated.
G Territory - All damage taken is reduced by ? (to a minimum value of 0),
once the pilot's Will has reached 120. 15 EN is consumed every time this is
activated.
G Wall - All damage taken is reduced by ? (to a minimum value of 0), once the
pilot's Will has reached ?. 5 EN is consumed every time this is
activated.
TK Field - All damage taken is reduced by ? (to a minimum value of 0),
once the pilot's Will has reached ?. 5 EN is consumed every time this is
activated. This Ability requires that the pilot have a Telekinesis level
of 1 or higher.
Separate - This unit can seperate into multiple component units. The
component units will be listed.
Change - This unit can transform into an alternate form or forms (which
will be listed).
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.
Ground - 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.
Water - A unit with this Terrain Type does not have its movement reduced
when in the Water Terrain.
Subterranean - A unit with this Terrain Type may bore its way underground. 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 undeveloped Ground Terrain (meaning it can't go into
Water or underneath any manmade structures, including paved areas.)
4. Upgrading Units
As in most SRW games, in OG each unit has four upgradable stats - HP, EN,
Mobility, and Armor. Also like many recent SRW games, the number of possible
upgrade levels differs from unit to unit. Unique to OG (to my knowledge),
however, is the fact that the number of available upgrade levels differs from
stat to stat on the same unit. Because the higher number of upgrades tend to
be in the "less favored" stats of a unit, this means that the player has an
opportunity to "shore up" a unit's weak points, provided he's willing to spend
the cash. Even so, most units aren't going to excel in their weaker areas,
even with a fully upgraded stat, so it's suggested that you focus first on
what each unit is best at, and then see to the rest if you've got spare cash
laying around.
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.)
HP
1. 2k/2k/105%
2. 4k/6k/110%
3. 6k/12k/115%
4. 8k/20k/120%
5. 10k/30k/125%
6. 12k/42k/130%
7. 14k/56k/135%
8. 16k/72k/140%
9. 18k/90k/145%
10. 20k/110k/150%
EN
1. 1k/1k/110%
2. 2k/3k/120%
3. 2k/5k/130%
4. 3k/8k/140%
5. 3k/11k/150%
6. 4k/15k/160%
7. 4k/19k/170%
8. 5k/24k/180%
9. 5k/29k/190%
10. 6k/35k/200%
Mobility
1. 5k/5k/105%
2. 8k/13k/110%
3. 10k/23k/115%
4. 13k/36k/120%
5. 15k/51k/125%
6. 20k/71k/130%
7. 25k/96k/135%
8. 30k/126k/140%
9. 35k/161k/145%
10. 40k/201k/150%
Armor
1. 3k/3k/105%
2. 5k/8k/110%
3. 8k/16k/115%
4. 10k/26k/120%
5. 15k/41k/125%
6. 20k/61k/130%
7. 25k/86k/135%
8. 30k/116k/140%
9. 35k/151k/145%
10. 40k/191k/150%
5. Weapon Stats
Weapons don't quite define the unit in OG the way they do in most other SRW
games, due to the fact that (for Reals, at least) they are largely
interchangable. Still, most units have at least two Inherent weapons that are
unique to them, and the W-Meter system really means you need to pay more
attention to weapons, rather than less, since giving a unit the right loudout
can mean the difference between a thorough victory or just scraping by.
A weapon's stastics block in this guide looks like this:
AA Machine Cannon[1], M[2]/L[3], I[4]
S[5], P[6] - 2000[7], 1~2[8], +20[9], SBCS[10], 40 Ammo[11], +20%[12], Solid
Projectile [13]
[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 upgrade rate. This determines how swiftly the weapon's
attack power increases as you upgrade it. The possible values are VS (Very
Slow), S (Slow), M (Medium), F (Fast), and VF (Very Fast).
[3] - The weapon's upgrade cost. This determines how much it costs to upgrade
this weapon's attack power. The possible values are VL (Very Low), L (Low),
M (Medium), H (High), and VH (Very High). If the spaces normally occupied by
this and the previous entry are filled with an "N/A", it means this weapon
cannot be upgraded.
[4] - The weapons W-Meter status. This value will either be an "I",
indicating that this weapon is built into the unit and cannot be removed, or
it will be a "W ?", where the "?" indicates the weapons W-Meter value.
Weapons with a W-Meter value will only have this entry and their name listed
in the full unit entry if they are part of the default loadout of a unit.
Full statistics of W-Meter weapons are listed in their own section.
[5] - The weapon's type - Shooting (S) or Melee (M). This determines which
pilot stat this weapon is dependant upon. Some weapons have an entry of
"N/A" indicating that they do not inflict damage and are not associated with
either attack stat.
[6] - The weapon's Properties. Potential entries are Post-Movement (P) and
MAP. A weapon may have more than one Property.
[7] - The weapon's base damage rating.
[8] - 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.
[9] - 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.
[10] - 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 "D"
indicates that the weapon cannot be used against targets in that Terrain
type. In addition, a value of "D" means that the weapon cannot even be used
if the unit is in that terrain. The order the values are expressed is
Air/Ground/Water/Space.
[11] - The weapon's requirements. This includes the weapon's Ammo, the EN it
consumes, the Will (W) it requires, and any pilot Skills that are
neccesary.
[12] - The weapons's critical modifier. This number is added (or subtracted,
if negative) to the pilot's chance to achieve a critical hit.
[13] - The weapon's Weapon Category. To my knowledge, only the Beam
Projectile category has any effect on game mechanics. Other categories are
apparently only for the sake of description. Some weapons do not have a
Weapon Category, but instead list in this space other information (such as
status effects).
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.
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 in the case of Giganscudo's G-Circle Blaster, ally units inside the area
will be attacked as well. All MAP weapons in OG have a basic Radius area (ie
an attack area that spreads in all directions from the unit for the distance
indicated in the weapon's Range entry).
Weapon Categories
Bullet - Weapons that shoot solid shells or similar projectiles.
Missile - Weapons that consist of an explosive payload carried by some form of
rocket.
Energy Beam - Weapons that shoot beams of energy. Some types of barriers
protect specifically against weapons of this category.
Remote - Weapons that attack at a distance, but are directly
controlled in some way from the unit's cockpit (similar to the funnels and
bits of UC Gundam).
Physical - A basic type of physical attack, usually involving attacking with the
unit's body directly.
Physical Blade - A melee attack with a solid physical blade of some type.
Energy Blade - A melee attack with a blade formed of energy, rather than
solid matter.
Map - The four MAP weapons.
Supreme - Attacks that seem to be either special techniques, or the nastiest
attack a unit possesses.
6. Weapon Upgrades
Because of the ability to move weapons from unit to unit, OG took what might
be seen as a step backwards in the area of good game design from SRW:R, in
that each weapon must once again be upgraded individually. It is a sad
necessity of the Weapon Meter system, but on the upside it allows for a
greater degree of customization, since different weapons have different rates
at which their attack power increases, and different costs to upgrade. Thus
one player might get more milage by upgrading a couple cheap, fast-increasing
weapons that start out weak, while another may go whole hog to upgrade that
one expensive, slowly-increasing Will weapon with the huge base attack stat.
Which you prefer is up to you - I'm just here to lay out the info for you.
Note that unlike unit stats, all weapons have a maximum of 10 upgrade levels.
The increases in weapon attack power according to the five Weapon Growth
values are as follows:
(The first number is the increase for that upgrade. The second is the total
increase up to that point.)
Very Slow
1. 100/100
2. 100/200
3. 100/300
4. 150/450
5. 150/600
6. 150/750
7. 200/950
8. 200/1150
9. 200/1350
10. 250/1600
Slow
1. 100/100
2. 100/200
3. 100/300
4. 200/500
5. 200/700
6. 200/900
7. 200/1100
8. 200/1300
9. 300/1600
10. 300/1900
Medium
1. 100/100
2. 100/200
3. 100/300
4. 200/500
5. 200/700
6. 200/900
7. 300/1200
8. 300/1500
9. 300/1800
10. 400/2200
Fast
1. 100/100
2. 100/200
3. 100/300
4. 200/500
5. 200/700
6. 300/1000
7. 300/1300
8. 300/1600
9. 400/2000
10. 400/2400
Very Fast
1. 100/100
2. 100/200
3. 200/400
4. 200/600
5. 200/800
6. 300/1100
7. 300/1400
8. 300/1700
9. 400/2100
10. 400/2500
There is a sixth weapon growth progression, reserved for MAP weapons, and all
MAP weapons follow it.
MAP
1. 50/50
2. 50/100
3. 50/150
4. 50/200
5. 100/300
6. 100/400
7. 100/500
8. 100/600
9. 100/700
10. 100/800
There are five potential values for Weapon Cost, and five progression charts
to go with them.
(The first number is the cost for that upgrade. The second is the total cost
up to that point. 1k = 1000)
Very Low
1. 2k/2k
2. 4k/6k
3. 6k/12k
4. 8k/20k
5. 10k/30k
6. 12k/42k
7. 14k/56k
8. 16k/72k
9. 18k/90k
10. 20k/110k
Low
1. 3k/3k
2. 6k/9k
3. 9k/18k
4. 12k/30k
5. 15k/45k
6. 18k/63k
7. 21k/84k
8. 24k/108k
9. 27k/135k
10. 30k/165k
Medium
1. 5k/5k
2. 10k/15k
3. 15k/30k
4. 20k/50k
5. 25k/75k
6. 30k/105k
7. 35k/140k
8. 40k/180k
9. 45k/225k
10. 50k/275k
High
1. 6.5k/6.5k
2. 13k/19.6k
3. 19.5k/39k
4. 26k/65k
5. 32.5k/97.5k
6. 39k/136.5k
7. 45.5k/182k
8. 52k/234k
9. 58.5k/292.5k
10. 65k/357.5k
Very High
1. 7.5k/7.5k
2. 15k/22.5k
3. 22.5k/45k
4. 30k/75k
5. 37.5k/112.5k
6. 45k/157.5k
7. 52.5k/210k
8. 60k/270k
9. 67.5k/337.5k
10. 75k/412.5k
7. The Units
-------------
|Battleships|
-------------
Hiryu Custom
HP 12000/13800 (3)
EN 210/315 (5)
Mobility 65/97 (10)
Armor 1300/1625 (5)
Move 6
Air/Water
ABAS
Size LL
Cost 15000
W-Meter 10
Part Slots 1
E Field
Chaff Grenade, N/A, I
N/A - 0, 1~6, +70, AAAA, 2 Ammo, Mobility-Down
AA Autocannon, M/L, I
R, P - 2000, 1~2, +30, SBCS, 40 Ammo, +20%, Bullet
Homing Missile, S/L, I
R - 2600, 1~5, +45, SABS, 20 Ammo, +0%, Missile
Long Range Missile, S/M, I
R - 2800, 2~7, +20, SAAS, 12 Ammo, +45%, Missile
Dual Beam Cannon, S/M, I
R - 3300, 3~8, +15, 25 EN, AACS, +0%, Energy Beam
Gravity Cannon, S/H, I
R - 4300, 4~9, +15, 130W, 80 EN, SSSS, +5%, Supreme
Note: The Hiryu Custom can only be piloted by Lefina, and is the only unit she
can pilot.
Hagane
HP 12000/13800 (3)
EN 220/330 (5)
Mobility 60/90 (10)
Armor 1400/1750 (5)
Move 6
Air/Water
AAAA
Size LL
Cost 15000
W-Meter 10
Part Slots 1
E Field
Chaff Grenade, None, I
0, 1~6, +70, AAAA, 2 Ammo, Mobility-down
AA Autocannon, M/L, I
R, P - 2000, 1~2, +20, SBCS, 40 Ammo, +20%, Bullet
Homing Missile, S/L, I
R - 2400, 1~5, +40, SABS, 20 Ammo, +0%, Missile
Torpedo, M/L, I
R, P - 2800, 2~8, +35, CCSC, 20 Ammo, +50%, Missile
Sub Gun, S/M, I
R - 3000, 2~7, +0, AAAA, 10 Ammo, +0%, Bullet
Impact Cannon, S/M, I
R - 3700, 3~8, +5, 40 EN, AAAA, +0%, Supreme
Tronium Cannon, VS/H, I
R - 5400, 3~9, +15, 140W, SSAS, 1 Ammo, +0%, Supreme
Note: The Hagane gains the Tronium Cannon after Scenario 20. The
Hagane can only be piloted by Daitetsu, and is the only unit he can pilot
(normally).
Kurogane
HP 12000/13800 (3)
EN 220/330 (5)
Mobility 65/97 (10)
Armor 1500/1875 (5)
Move 8
Air/Water/Subterranean
AAAA
Size LL
Cost 15000
W-Meter 10
Part Slots 1
E Field
Chaff Grenade, None, I
0, 1~6, +70, AAAA, 2 Ammo, Mobility-down
AA Autocannon, M/L, I
R, P - 2000, 1~2, +20, SBCS, 40 Ammo, +20%, Bullet
Homing Missile, S/L, I
R - 2400, 1~5, +40, SABS, 20 Ammo, +0%, Missile
Torpedo, M/L, I
R, P - 2800, 2~8, +35, CCSC, 20 Ammo, +50%, Missile
Sub Gun, S/M, I
R - 3000, 2~7, +5, AAAA, 10 Ammo, +0%, Bullet
Impact Cannon, S/M, I
R - 3700, 3~8, +0, 30 EN, AAAA, +0%, Supreme
Titanic Drill, VS/H, I
M, P - 5400, 1~4, +40, 120W, 80 EN, SSSS, +10%, Supreme
Note: All upgrades from the Hagane are carried over to this unit. The
Kurogane is only available in Ryusei's route, and is obtained automatically.
The Kurogane can only be piloted by Daitetsu (normally), and is the only unit
he can pilot once it is obtained.
-------------------
|Personal Troopers|
-------------------
Gespenst MkII-M (ATX team)
HP 3800/5700 (10)
EN 100/200 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5
Ground
AABA
Size M
Cost 3500
W-Meter 160
Part Slots 4
Attack, VF/VL, I
M, P - 1500, 1, +30, DABA, +30%, Physical
Split Missile, W 15
M95 Machine Gun, W 25
Jet Magnum, M/M, I
M, P - 3000, 1, +25, 110W, 10 EN, BAAA, +15%, Physical
Note: Excellen's Gespenst MkII-M starts with a weaker Jet Magnum weapon
that has a base attack value of 2800. It will increase to the standard
value of 3000 when Russel has it repainted before Stage 7.
Gespenst MkII-M (SRX team)
HP 3800/5700 (10)
EN 100/200 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5
Ground/Water
BAAA
Size M
Cost 3500
W-Meter 160
Part Slots 4
Attack, VF/VL, I
M, P - 1500, 1, +30, DABA, +30%, Physical
Split Missile, W 15
M95 Machine Gun, W 25
Jet Magnum, M/M, I
M, P - 3000, 1, +25, 110W, 10 EN, BAAA, +15%, Physical
Gespenst MkII-M (Kai)
HP 3800/5700 (10)
EN 100/200 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5
Ground/Water
BAAA
Size M
Cost 3500
W-Meter 160
Part Slots 4
Attack, VF/VL, I
M, P - 1700, 1, +30, DABA, +30%, Physical
Split Missile, W 15
M95 Machine Gun, W 25
Jet Magnum, M/M, I
M, P - 3500, 1~2, +35, 110W, 10 EN, BAAA, +30%, Physical
Note: Comes with five upgrades in all categories. Kai and his Gespenst MkII-M
are only available on Kyosuke's route and are gained automatically.
Gespenst MkII-TT (Ryusei)
HP 3800/5700 (10)
EN 100/190 (9)
Mobility 85/110 (6)
Armor 1000/1500 (10)
Move 5
Ground/Water
BAAA
Size M
Cost 5000
W-Meter 160
Part Slots 4
Attack, VF/VL, I
M, P - 1500, 1, +20, DABA, +30%, Physical
Split Missile, W 15
Mega Beam Rifle, W 30
T-Link Ripper, M/M, I
R, P - 2900, 3~5, +45, 105M, Psychodriver Lv1, AAAA, 6 Ammo, +10%, Remote
Note: This unit disappears after Scenario ?? of Ryusei's route, and is replaced
by the Wildraubtier. All upgrades from this unit carry over to the
Wildraubiter. Upgrades applied to this unit's Attack attack will carry over
to the Wildraubtier's Tackle attack, while upgrades applied to the T-Link
Ripper will carry over to the Wildraubtier FM's Beam Cannon attack. The
Attack and T-Link Ripper attacks are not available until after this unit's
initial scenario.
Gespenst MkII-TT (Aya)
HP 3800/5700 (10)
EN 100/200 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5
Ground/Water
BAAA
Size M
Cost 3500
W-Meter 160
Part Slots 4
Attack, VF/VL, I
M, P - 1500, 1, +20, DABA, +30%, Physical
Split Missile, W 15
Plasma Cutter, W 20
Mega Beam Rifle, W 30
T-Link Ripper, M/M, I
R, P - 2900, 3~5, +45, 105M, Psychodriver Lv1, AAAA, 6 Ammo, +10%, Long-Range
Remote
Gespenst MkII-TT (Brooklyn)
HP 3900/5850 (10)
EN 110/220 (10)
Mobility 85/127 (10)
Armor 1000/1500 (10)
Move 5
Ground
AABA
Size M
Cost 3500
W-Meter 160
Part Slots 4
Attack, VF/VL, I
M, P - 1500, 1, +20, DABA, +30%, Physical
Split Missile, W 15
Plasma Cutter, W 20
Mega Beam Rifle, W 30
T-Link Ripper, M/M, I
R, P - 2900, 3~5, +45, 105M, Psychodriver Lv1, BAAA, 6 Ammo, +10%, Long-Range
Remote
Geshpenst MkII-R
HP 3800/5700 (10)
EN 150/300 (10)
Mobility 110/148 (7)
Armor 1200/1800 (10)
Move 6
Ground/Water
SSAS
Size M
Cost 4500
W-Meter 170
Part Slots 4
Beam Coat
Split Missile, W 15
Mega Beam Rifle, W 30
Attack, M/VL, I
M, P - 2200, 1, +15, DABA, +10%, Physical
Mega Plasma Cutter, W 25
Slash Ripper, W 40
Gespenst MkII-S
HP 5000/7500 (10)
EN 200/320 (6)
Mobility 110/137 (5)
Armor 1800/2430 (7)
Move 7
Air/Ground/Water
SSAS
Size M
Cost 4500
W-Meter 130
Part Slots 3
Beam Coat
Split Missile, W 15
Attack, M/L, I
M, P - 2400, 1, +55, DSAS, +30%, Physical
Plasma Slicer, W 25
Mega Blaster, VS/H, I
M, P - 4000, 1~3, +45, 40 EN, SSAS, +20%, Supreme
Note: This unit comes with 4 upgrades in all categories. This unit can only
be obtained on Ryusei's route. You must destroy (not force a retreat) the
R-Gun during scenario 30. Viletta will then pilot the Gespenst MkII-S when
she returns during scenario 40.
Gespenst-R
HP 4200/6300 (10)
EN 160/288 (8)
Mobility 115/138 (4)
Armor 1400/2100 (10)
Move 7
Ground/Water
SSAS
Size M
Cost 5000
W-Meter 110
Part Slots 3
Beam Coat
Attack, M/L, I
M, P - 2200, 1, +50, DSAS, +30%, Physical
Split Missile, W 15
Plasma Cutter, W 20
Neutron Beam, VS/H, I
R, P - 3700, 1~5, +45, SSAS, 10 Ammo, +40%, Energy Beam
Note: This unit is only available on Kyosuke's route. Gilliam must be level
23+ by the end of Scenario 19. He will then be piloting this unit when he
returns during Scenario 31.
Alteisen
HP 4200/5460 (6)
EN 120/216 (8)
Mobility 90/126 (8)
Armor 1500/2025 (7)
Move 8
Ground/Water
ASBA
Size M
Cost 4400
W-Meter 130
Part Slots 2
AB Field
Split Missile, W 15
Heat Horn, S/VL, I
M, P - 2200, 1, +40, DABA, +40%, Physical
Autocannon, S/VL, I
R, P - 2400, 1~4, +30, AAAA, 10 Ammo, +10%, Bullet
Revolver Stake, S/M, I
M, P - 3200, 1~3, +10, AABA, 6 Ammo, +35%, Supreme
Heavy Claymore, S/M, I
M - 3900, 1~2, +50, 110W, AAAA, 4 Ammo, +50%, Supreme
"Trump" Card VS/H I
M - 5400, 1, +40, 130W, DSSS, 1 Ammo, +45%, Supreme
Note: Alteisen does not come equipped with a Split Missile on Ryusei's route.
"Trump" Card is not gained until after Mission 22.
Weissritter
HP 4000/5600 (8)
EN 100/200 (10)
Mobility 115/143 (5)
Armor 900/1350 (10)
Move 7
Air/Ground
AACS
Size M
Cost 4600
W-Meter 120
Part Slots 3
AB Field
Split Missile, W 15
Plasma Cutter, W 20
Beam Cannon, M/VL, I
R, P - 2400, 1~4, +40, ABDS, 10 Ammo, +20%, Energy Beam
Oxtongue Rifle E, M/M, I
R - 3100, 4~7, +35, 15 EN, ABDS, Energy Beam
Oxtongue Rifle B, S/M, I
R - 3500, 2~5, +30, AAAS, 7 Ammo, +20%, Bullet
Oxtongue Rifle D, VS/H, I
R - 4200, 3~6, +40, 110W, SBBS, 3 Ammo, +30%, Supreme
Note: Weissritter does not come equipped with either a Split Missile or a
Plasma Cutter on Ryusei's route. The Oxtongue Rifle D is not gained until
after Mission 22.
Schultzwald
HP 4300/6020 (8)
EN 150/300 (10)
Mobility 80/120 (10)
Armor 1500/2100 (8)
Move 5
Ground/Water
BAAA
Size M
Cost 4000
W-Meter 160
Part Slots 4
Gatling Gun, VF/VL, I
R, P, - 1000, 1, +10, AAAA, 20 Ammo, +20%, Bullet
Autocannon, VF/VL, I
R, P - 2400, 1~4, +30, AAAA, 12 Ammo, +10%, Bullet
Twin Beam Cannon, M/L, I
R - 3100, 2~7, +25, 15 EN, AADA, +10%, Energy Beam
Wildraubtier
HP 3700/5550 (10)
EN 120/228 (9)
Mobility 110/143 (6)
Armor 1000/1500 (10)
Move 6
Ground/Water
SAAA
Size M
Cost 4200
W-Meter 160
Part Slots 4
Attack, VF/VL, I
M, P - 1300, 1, +20, DACA, +30%, Physical
Steel Knife, W 15
Hyper Beam Rifle, W 50
Wildraubiter FM
HP 3700/5550 (10)
EN 120/228 (9)
Mobility 120/156 (6)
Armor 900/1350 (10)
Move 7
Air
SABS
Size M
Cost 4200
W Space 0
Part Slots 4
AA Missile, S/VL, I
R - 2000, 2~7, +50, SACA, 6 Ammo, +0%, Missile
AG Missile, S/VL, I
R - 2000, 1~6, +50, CSAA, 6 Ammo, +0%, Missile
Aerial Bomb, S/VL, I
R, P - 2700, 1, +35, CSAC, 4 Ammo, +25%, Missile
Beam Cannon, M/M, I
R, P - 3000, 2~4, +30, 30 EN, SADS, +10%, Energy Beam
Wildschwein
HP 4100/5945 (9)
EN 150/270 (8)
Mobility 105/136 (6)
Armor 1300/1885 (9)
Move 6
Ground/Water
AAAA
Size M
Cost 4500
W-Meter 170
Part Slots 3
Beam Coat
M95 Machine Gun, W 25
M13 Shotgun, W 30
Beam Sword, W 20
Disk Slicer, M/M, I
M, P - 3400, 1~2, +40, 110W, 15 EN, SAAS, +25%, Supreme
---------------
|Real Troopers|
---------------
Huckebein MkII
HP 3900/5265 (7)
EN 160/272 (7)
Mobility 115/143 (5)
Armor 1300/1885 (9)
Move 6
Ground
AAAA
Size M
Cost 4000
W-Meter 140
Part Slots 2
G Wall
Gatling Gun, VF/VL, I
R, P - 1000, 1 +30, AAAA, 20 Ammo, +20%, Bullet
Beam Sword, W 20
Chakram Caster, W 40
Photon Rifle, W 40
G-Impact Cannon, VS/H, I
R - 4500, 2~8, +25, 120W, 40 EN, AAAA, +10%, Supreme
Huckebein 009
HP 4000/6000 (10)
EN 200/360 (8)
Mobility 110/143 (6)
Armor 1200/1740 (9)
Move 6
Ground/Water
AAAA
Size M
Cost 4500
W-Meter 160
Part Slots 3
Double Image
Gatling Gun, VF/VL, I
R, P - 1000, 1, +30, BAAA, 20 Ammo, +20%, Bullet
Roche Saber, W 30
Boosted Rifle, W 50
Remote Slasher, W 50
Huckebein 008-L
HP 4200/5670 (7)
EN 220/330 (5)
Mobility 125/156 (5)
Armor 1200/1680 (8)
Move 7
Ground
SSAS
Size M
Cost 5000
W-Meter 140
Part Slots 2
Double Image
Gatling Gun, VF/VL, I
R, P - 1000, 1, +30, AAAA, +20, Bullet
Roche Saber, S/L, W 30
Remote Slasher, M/M, W 50
Black Hole Gun, VS/H, I
R - 5300, 2~9, +35, 140W, 80 EN, AAAA, +10%, Supreme
Huckebein Trombe
HP 3900/5265 (7)
EN 160/272 (7)
Mobility 120/150 (5)
Armor 1400/2030 (9)
Move 6
Air/Ground
SSAS
Size M
Cost 4000
W-Meter 145
Part Slots 2
G Territory
Double Image
Gatling Gun, VF/VL, I
R, P - 1100, 1, +40, AAAA, 20 Ammo, +20%, Bullet
Beam Sword, W 20
Chakram Caster, W 40
Photon Rifle, W 40
G-Impact Cannon, VS/H, I
R - 4600, 2~8, +35, 120W, 35 EN, AAAA, +10%, Supreme
-----------------------
|Super Robot Grungusts|
-----------------------
Grungust Type 0
HP 7500/9375 (5)
EN 220/352 (6)
Mobility 75/112 (10)
Armor 1900/2375 (5)
Move 6
Ground/Water
AABS
Size L
Cost 8500
W-Meter 0
Part Slots 2
Break Block
Armor Breaker, N/A, I
N/A - 0, 1~6, +70, AAAA, 2 Ammo, Armor Impair
Boost Knuckle, S/M, I
M, P - 2950, 2~4, +35, AABA, +45%, Physical
Hyper Blaster, VS/H, I
M, P - 3850, 1, +30, 30 EN, AACA, +10%, Supreme
Colossal Blade, VS/H, I
M, P - 5350, 1~3, +25, 140W, 80 EN, SSAS, +55%, Supreme
Note: The Grungust Type 0 can only be piloted by Sanger, and it is the only
unit he can pilot.
Grungust
HP 7000/8750 (5)
EN 230/345 (5)
Mobility 75/112 (10)
Armor 1800/2250 (5)
Move 5
Ground
AAAA
Size L
Cost 7500
W-Meter 0
Part Slots 2
Change (Wing Gust or Gust Lander)
Boost Knuckle, S/M, I
M, P - 3000, 1~3, +40, AABA, +20%, Physical
Calamity Sword, VS/H, I
M, P - 3600, 1, +45, 110W, 10 EN, AABA, +30%, Supreme
Final Beam, VS/H, I
M, P - 4000, 1, +5, 35 EN, AADA, +10%, Supreme
Darkness Slash, VS/H, I
M, P - 5300, 1, +15, 130W, 70 EN, AAAA, +35%, Supreme
Wing Gust
HP 7000/8750 (5)
EN 230/345 (5)
Mobility 85/127 (10)
Armor 1700/2125 (5)
Move 7
Air
SBCS
Size L
Cost 7500
W-Meter 0
Part Slots 2
Change (Grungust or Gust Lander)
Double Omega Laser, VF/VL, I
R, P - 2200, 1~4, +45, 5 EN, SBCS, Energy Beam
Missile, S/VL, I
R - 2400, 1~6, +30, SBCS, 10 Ammo, +10%, Missile
Spiral Attack, S/M, I
M, P - 3400, 1, +40, 105M, 10 EN, SBBS, +35%, Physical
Note: The Missile is linked to the same weapon on the Gust Lander.
Gustlander
HP 7000/8750 (5)
EN 230/345 (5)
Mobility 70/105 (10)
Armor 1900/2375 (5)
Move 6
Ground/Water
ASAC
Size L
Cost 7500
W-Meter 0
Part Slots 2
Change (Grungust or Wing Gust)
Missile, S/VL, I
R - 2400, 1~6, +40, BSAC, 10 Ammo, +10%, Physical
Omega Cannon, S/VL, I
R - 2800, 3~8, +25, BSAC, 6 Ammo, Bullet
Drill Attack, S/M, I
M, P - 3200, 1~4, +45, 10 EN, DSSC, +45%, Physical
Note: The Missile is linked to the same weapon on the Wing Gust.
Grungust Type 2
HP 6500/8450 (6)
EN 220/352 (6)
Mobility 85/127 (10)
Armor 1700/2210 (6)
Move 6
Ground
AAAA
Size L
Cost 6900
W-Meter 0
Part Slots 2
TK Field
Change (G-Hawk)
Eye Laser, VF/VL, I
R, P - 2200, 1~3, +40, 5 EN, AACA, Energy Beam
Boost Knuckle, S/M, I
M, P - 2900, 2~4, +45, AABA, +15%, Physical
Maxiblaster, VS/H, I
M - 3600, 1~6, +40, 25 EN, AACA, +5%, Supreme
Doomblade, S/VH, I
M, P - 4800, 1~2, +30, 120W, 50 EN, AABA, +50%, Supreme
Note: The Eye Laser is linked to the same weapon on the G-Hawk.
G-Hawk
HP 6500/8450 (6)
EN 220/352 (6)
Mobility 95/142 (10)
Armor 1600/2080 (6)
Move 8
Air
SBCS
Size L
Cost 6900
W-Meter 0
Part Slots 2
TK Field
Change (Grungust Neishiki)
Eye Laser, VF/VL, I
R, P - 2200, 1~4, +40, 5 EN, SBCS, Energy Beam
Split Missile, S/VL, I
R - 2400, 1~7, +35, SBCS, 10 Ammo, +20%, Missile
Aerial Bomb, S/VL, I
R, P - 2900, 1, +55, CSSC, 4 Ammo, +45%, Missile
Spiral Attack, S/M, I
M, P - 3300, 1~3, +30, 105M, 10 EN, SBCS, +30%, Physical
Note: The Eye Laser is linked to the same weapon on the Grungust Neishiki.
----------
|R-Series|
----------
R-1
HP 4000/5400 (7)
EN 130/221 (7)
Mobility 115/143 (5)
Armor 1200/1740 (9)
Move 6
Ground
ASBA
Size M
Cost 4200
W-Meter 130
Part Slots 2
TK Field
Gatling Gun, VF/VL, I
R, P - 1000, 1, +40, AAAA, 20 Ammo, +20%, Bullet
Steel Knife, W 15
G-Revolver, W 20
T-Link Knuckle, S/M, I
M, P - 3500, 1, +35, 110W, Telekinesis Lv1, 10 EN, AAAA, +40%, Supreme
Boosted Rifle, W 50
T-Link Sword, VS/H, I
M, P - 4100, 2~4, +20, 120W, 30 EN, Telekinesis Lv4, AAAA, +10%, Supreme
Note: The Boosted Rifle and T-Link Sword are gained during Scenario 30. The
R-1 can only be piloted by Ryusei, although he can pilot other units.
R-Wing
HP 4000/5400 (7)
EN 130/221 (7)
Mobility 125/156 (5)
Armor 1100/1595 (9)
Move 8
Air
SBBA
Size M
Cost 4200
W-Meter 0
Part Slots 2
TK Field
AA Missile, S/VL, I
R - 2200, 2~7, +50, SBCS, 6 Ammo, +0%, Missile
AG Missile, S/VL, I
R - 2200, 1~6, +50, CSBA, 6 Ammo, +0%, Missile
Aerial Bomb, VS/VL, I
R, P - 2700, 1, +35, CSAC, 5 Ammo, +25%, Missile
Twin G-Cannon, S/L, I
R, P - 2900, 1~3, +30, SAAA, 12 Ammo, +10%, Bullet
R-2
HP 4300/5590 (6)
EN 200/300 (5)
Mobility 95/133 (8)
Armor 1500/2025 (7)
Move 6
Ground/Water
AABA
Size M
Cost 4700
W-Meter 140
Part Slots 2
AB Field
Gatling Gun, VF/VL, I
R, P - 1000, 1, +40, AAAA, 20 Ammo, +20%, Bullet
Beam Sword, W 20
Magna Beam Rifle, W 40
Beam Chakram, S/M, I
R, P - 3400, 2~4, +35, 10 EN, AACA, +40%, Remote
Note: The R-2/R-2 Powered can only be piloted by Rai, although he may pilot
other units.
R-2 Powered
HP 4700/6110 (6)
EN 200/300 (5)
Mobility 95/133 (8)
Armor 1600/2160 (7)
Move 6
Ground/Water
AABA
Size M
Cost 4700
W-Meter 140
Part Slots 2
AB Field
Gatling Gun, VF/VL, I
R, P - 1000, 1, +40, AAAA, 20 Ammo, +20%, Bullet
Beam Sword, W 20
Magna Beam Rifle, W 40
Beam Chakram, S/M, I
R, P - 3400, 2~4, +35, 10 EN, AACA, +40%, Remote
Hi-Zol Launcher, VS/H, I
R - 4200, 2~8, +30, 110W, 40 EN, AACA, +15%, Supreme
Note: All upgrades from the R-2 carry over to this unit. The R-2/R-2 Powered
can only be piloted by Rai, although he may pilot other units.
R-3
HP 3800/5130 (7)
EN 120/204 (7)
Mobility 115/143 (5)
Armor 1100/1595 (9)
Move 6
Ground
AACA
Size M
Cost 4600
W-Meter 135
Part Slots 3
TK Field
Gatling Gun, VF/VL, I
R, P - 1000, 1, +45, AAAA, 20 Ammo, +20%, Bullet
Beam Sword, W 20
TK Laser Cannon, S/M, I
R - 3000, 1~6, +40, 10 EN, Telekinesis Lv1, AACA, +5%, Energy Beam
Strike Shield, S/M, I
R - 3500, 2~7, +35, 105M, AAAS, Telekinesis Lv2, 6 Ammo, +0%, Supreme
Note: The R-3/R-3 Powered can only be piloted by Aya, although she may pilot
other units.
R-3 Powered
HP 4500/6075 (7)
EN 140/238 (7)
Mobility 120/150 (5)
Armor 1300/1885 (9)
Move 7
Air
SBCS
Size M
Cost 4600
W-Meter 135
Part Slots 3
TK Field
Gatling Gun, VF/VL, I
R, P - 1000, 1, +45, AAAA, 20 Ammo, +20%, Bullet
Beam Sword, W 20
TK Laser Cannon, S/M, I
R - 3000, 1~6, +40, 10 EN, Telekinesis Lv1, AACA, +5%, Energy Beam
Strike Shield, S/M, I
R - 3500, 2~7, +35, 105M, Telekinesis Lv2, AAAS, 6 Ammo, +0%, Supreme
TK Missile, MAP/VH, I
R, P, MAP - 2000, 1~4, +30, 110W, Telekinesis Lv4, SSSS, 2 Ammo, +0%, Map
Note: All upgrades from the R-3 carry over to this unit. The R-3/R-3 Powered
can only be piloted by Aya, although she may pilot other units.
R-Gun
HP 3800/5320 (8)
EN 250/375 (5)
Mobility 115/143 (5)
Armor 1500/2175 (9)
Move 6
Ground
AABA
Size M
Cost 4800
W-Meter 135
Part Slots 3
TK Field
Gatling Gun, VF/VL, I
P, 1000, 1, +30, AAAA, 20 Ammo, +20%, Bullet
Beam Gladius, W 25
Double Magna Rifle, W 40
Metal Destroyer, VS/H, I
4400, 3~9, +40, 130W, 50 EN, AABA, +15%, Supreme
SRX
HP 8500/9775 (3)
EN 240/312 (3)
Mobility 80/108 (7)
Armor 1500/1875 (5)
Move 5
Air/Ground
AABA
Size L
Cost 8000
W-Meter 0
Part Slots 2
TK Field
Finger Launcher, VS/H, I
R - 3500, 2~8, +35, AADA, 10 Ammo, +0%, Energy Beam
Blade Kick, VS/H, I
M, P - 3900, 1~3, +40, 15 EN, AAAA, +20%, Physical
Dominion Ball, VS/H, I
R - 4500, 4~7, +30, 120W, Psychodriver Lv4, AABA, 3 Ammo, +15%, Solid
Projectile
Supreme Sword, VS/H, I
M, P - 5500, 1, +25, 130W, 80 EN, Psychodriver Lv5, AABA, +30%, Supreme
TK Burst Slash, VS/H, I
M, P - 6500, 1, +10, 140W, 110EN, Psychodriver Lv8, AABA, +35%, Supreme
-----------------
|Armored Modules|
-----------------
Lion F
HP 4500/6750 (10)
EN 140/280 (10)
Mobility 105/136 (6)
Armor 1100/1650 (10)
Move 6
Air/Ground
SBCA
Size M
Cost 3600
W-Meter 155
Part Slots 4
Gatling Gun, VF/VL, I
R, P - 1200, 1~2, +40, SABS, 20 Ammo, +40%, Bullet
Homing Missile, W 15
Railgun, M/L, I
R - 2700, 2~6, +35, SABS, 15 Ammo, +10%, Bullet
Note: This unit comes with two upgrades in all categories. It is only
available on Ryusei's route, and is acquired automatically.
Guarlion
HP 4200/6300 (10)
EN 170/306 (8)
Mobility 115/143 (5)
Armor 1200/1740 (9)
Move 7
Air/Ground
AAAA
Size M
Cost 4800
W-Meter 150
Part Slots 3
Autocannon, VF/VL, I
R, P - 1800, 1~3, +40, SABS, 20 Ammo, +20%, Bullet
Assault Blade, W 15
Burst Railgun, W 40
Sonic Breaker, S/M, I
M, P - 3500, 1~3, +35, 110W, 20 EN, SABS, +0%, Supreme
Valsione
HP 5000/6250 (5)
EN 140/210 (5)
Mobility 115/143 (5)
Armor 1300/1885 (9)
Move 7
Air/Ground
AABA
Size M
Cost 4900
W-Meter 130
Part Slots 2
Double Image
Psy-Blaster, MAP/VH, I
R, P, MAP - 2400, 1~4, +0, 120W, 80 EN, AABA, -5%, Map
Divine Blade, W 25
Mega Beam Cannon, W 50
Cross Smasher, VS/H, I
R - 3900, 1~7, +40, SABS, 8 Ammo, +20%, Supreme
Note: The Valcione may only be piloted by Ryune, and it is the only unit she
can pilot.
Valsion Custom
HP 8400/10500 (5)
EN 250/400 (6)
Mobility 75/112 (10)
Armor 1800/2250 (5)
Move 6
Air/Ground
AAAA
Size L
Cost 7000
W-Meter 0
Part Slots 2
AB Field
EN Regen (S)
Chaff Grenade, None, I
0, 1~6, +70, AAAA, 2 Ammo, Mobilty-down
Energy Drain, None, I
0, 1~6, +70, AAAA, 2 Ammo, EN-drain
Divine Blade, S/M, I
M, P - 2900, 1~2, +45, ASBS, +30%, Physical Blade
Cross Smasher, S/H, I
R - 4000, 2~9, +45, 50 EN, ASBS, Supreme
---------------
|Miscellanious|
---------------
Giganscudo
HP 8000/9600 (4)
EN 220/330 (5)
Mobility 70/105 (10)
Armor 1900/2375 (5)
Move 5
Air/Ground
AACS
Size L
Cost 8200
W-Meter 0
Part Slots 2
AB Field
Giga Burst, MAP/VH, I
M, P - MAP, 2300, 1~4, -10, 130W, AACA, 1 Ammo, -5%, Map
Giga Knuckle, M/VL, I
M, P - 2700, 1, +30, AAAS, +0%, Physical
Sheath Thunder, S/M, I
M, P - 3100, 1~3, +10, 110W, 30 EN, AASS, +15%, Physical
Giga Blaster, VS/H, I
R - 3700, 4~9, +20, 120W, 40 EN, AACS, +5%, Supreme
Giga Uragano, VS/H, I
M, P - 4500, 1, +15, 130W, 70 EN, AAAS, +0%, Supreme
Cybuster
HP 5500/6875 (5)
EN 130/195 (5)
Mobility 120/150 (5)
Armor 1400/2030 (9)
Move 7
Air/Ground
AABA
Size M
Cost 5000
W-Meter 0
Part Slots 2
Change (Cybird)
Caloric Missile, S/L, I
R - 2000, 1~5, +45, SAAA, 12 Ammo, +30%, Missile
Cy-Flash, MAP/VH, I
R, P - MAP, 2500, 1~4, +0, 120W, 80 EN, AABA, -5%, Map
High Familiar, S/M, I
R - 2800, 1~7, +35, AABA, 8 Ammo, +20%, Remote
Zephyr Sword, S/L, I
M, P - 2900, 1, +45, AAAA, +35%, Physical Blade
Akashic Buster, VS/H, I
M, P - 4000, 1~3, +30, 120W, 30 EN, SABS, +15%, Supreme
Cosmo Nova, VS/H, I
R - 5500, 1~6, +35, 140W, SSAS, 1 Ammo, +10%, Supreme
Note: Caloric Missile, Cy-Flash, and High Familiar are all linked to the same
weapons on the Cybird. The Cybuster may only be piloted by Masaki, and it is
the only unit he can pilot.
Cybird
HP 5500/6875 (5)
EN 130/195 (5)
Mobility 130/162 (5)
Armor 1300/1885 (9)
Move 9
Air
SBCS
Size M
Cost 5000
W-Meter 0
Part Slots 2
Change (Cybuster)
Caloric Missile, S/L, I
R - 2000, 1~7, +45, SAAA, 12 Ammo, +30%, Missile
Cy-Flash, MAP/VH, I
R, P, MAP - 2500, 1~4, +0, 120W, 80 EN, AABA, -5%, Map
High Familiar, S/M, I
R, P - 2800, 1~3, +35, SABA, 8 Ammo, +20%, Remote
Note: All three weapons are linked to their counterparts on Cybuster.
F-28 Messer
HP 2000/3000 (10)
EN 90/180 (10)
Mobility 120/180 (10)
Armor 700/1050 (10)
Move 7
Air
SACD
Size S
Cost 1000
W-Meter 10
Part Slots 4
Gatling Gun, VF/VL, I
R, P - 800, 1, +10, SABB, 20 Ammo, +20%, Bullet
Homing Missile S/VL, I
R, P - 1900, 1~5, +35, SABB, 15 Ammo, +30%, Missile
SF-29 Rangzen
HP 2400/3600 (10)
EN 90/180 (10)
Mobility 110/165 (10)
Armor 700/1050 (10)
Move 7
Air
BBDS
Size S
Cost 1000
W-Meter 10
Part Slots 4
Gatling Gun, VF/VL, I
R, P - 800, 1, +20, BBCS, 20 Ammo, +30%, Bullet
Beam Cannon, S/VL, I
R, P - 1900, 1~5, +35, 5 EN, BBCS, +30%, Energy Beam
8. Combination Attacks
Combination attacks are powerful attacks that require two or more units to work
together. To perform a combination attack, all of the required units must be
in a formation where they are continuously adjacent, that is to say that they
must form a single group where each required unit is adjacent to at least one
other required unit (for the purposes of combination attack formations,
units may be diagonally adjacent as well as horizontally/vertically adjacent).
Although they don't appear in the Customize Weapon screen, combination attacks
CAB be upgraded. Each combination attack has a set of Relevant Weapons
consisting of one specific weapon for each unit involved in the combination.
Upgrading one of these weapons results in also increasing the attack power of
the combination attack by an amount equal to a percentage of the upgrade amount
(the Rate of Increase). This percentage varies between different combination
attacks, but remains consistant between the Relevant Weapons of the same
combination attack.
Unfortunately (but also understandably), there are only two combination
attacks in OG - one for each set of main characters. I'm 100% sure on the
numbers for Rampage Ghost. R-Formation info is still a bit iffy - I'll be
confirming it on my next playthrough. Note that the attack values of
combination attacks are not affected by Gunfight or In-fight. Gunfight DOES
affect R-Formation's range, however.
Rampage Ghost
Units: Alt Eisen and Weiss Ritter
Pilots: Kyosuke and Excellen
Relevant Weapons: Revolver Stake and Oxtongue Rifle D
Rate of Increase: 75%
M, P - 5850, 1~4, +50, 120W, 60 EN, AAAA, +50%, Combination Attack
R-Formation
Units: R-1, R-2 Powered, and R-3 Powered
Pilots: Ryusei, Rai, and Aya
Relvant Weapons: T-Link Knuckle, Hi-Zol Launcher, and Strike Shield
Rate of Increase: 46.7%
R, P - 5413, 1~3, +40, 120W, 60 EN, AAAA, +35%, Combination Attack
9. Weapon Gauge Weapons
Split Missile, VF/VL, W 15
R - 1900, 1~5, +45, BAAA, 12 Ammo, +30%, Missile
Homing Missile, VF/VL, W 15
R - 1800, 2~6, +60, ABBA, 15 Ammo, +0%, Missile
M95 Machine Gun, VF/VL, W 25
R, P - 2100, 1~3, +40, AAAA, 15 Ammo, +45%, Bullet
M13 Shotgun, M/L, W 30
R, P - 2500, 2~3, +50, AAAA, 7 Ammo, +50%, Bullet
Double Magna Rifle, S/M, W 40
R, P - 3000, 2~4, +25, AAAA, 6 Ammo, +15%, Bullet
G-Revolver, VF/VL, W 20
R, P - 2300, 1~3, +50, AAAA, 6 Ammo, +40%, Bullet
Boosted Rifle, S/M, W 50
R - 3100, 3~7, +15, SAAA, 7 Ammo, +35%, Bullet
Burst Railgun, S/M, W 40
R - 2800, 2~6, +35, SBAA, 10 Ammo, +20%, Bullet
Mega Beam Rifle, M/L, W 30
R, P - 2500, 2~4, +25, AADA, 10 Ammo, +0%, Energy Beam
Hyper Beam Rifle, S/L, W 50
R - 3000, 2~7, +25, SADS, 7 Ammo, +20%, Energy Beam
Magna Beam Rifle, S/M, W 40
R - 2900, 2~7, +30, AADA, 8 Ammo, +45%, Energy Beam
Photon Rifle, S/M, W 40
R - 2800, 1~6, +35, AABA, 8 Ammo, +20%, Energy Beam
Mega Beam Cannon, S/M, W 50
R - 3100, 1~6, +20, 10 EN, SADS, +40%, Energy Beam
Steel Knife, VF/VL, W 15
M, P - 2000, 1, +60, AAAA, +65%, Physical Blade
Assault Blade, VF/VL, W 15
M, P - 2200, 1, +45, ABAA, +30%, Physical Blade
Divine Blade, S/L, W 25
M, P - 2900, 1, +40, AAAA, +45%, Physical Blade
Shishioh Blade, S/H, W 60
M, P - 4000, 1, +50, SSSS, +40%, Physical Blade
Plasma Cutter, S/L, W20
M, P - 2300, 1, +50, 5 EN, AABA, +30%, Energy Blade
Plasma Slicer, S/L, W 25
M, P - 2600, 1~2, +45, 10 EN, AABA, +10%, Energy Blade
Beam Sword, S/L, W 20
M, P - 2500, 1, +45, 5 EN, AABA, +5%, Energy Blade
Beam Gladius, S/L, W 25
P, 2700, 1, +40, 10 EN, AABA, +10%, Energy Blade
Roche Saber, S/L, W 30
M, P - 2900, 1~2, +30, 10 EN, AAAA, +0%, Energy Blade
Slash Ripper, M/L, W 40
R, P - 3000, 1~3, +20, AAAA, 6 Ammo, +55%, Remote
Chakram Caster, S/M, W 40
M, P - 2700, 2~4, +35, 15 EN, AAAA, +20%, Remote
Remote Slasher, M/M, W 50
R - 3400, 3~6, +40, 110W, AAAA, 8 Ammo, +0%, Remote
Graviton Cannon, VS/H, W 60
R - 4400, 2~8, +45, 120W, 35 EN, SSSS, +10%, Supreme
Repair Module, N/A, W 5
N/A, P - 0, 1, AAAA, +0%, Repair
Supply Module, N/A, W 5
N/A - 0, 1, AAAA, +0%, Replenish
Chaff Grenade, N/A, W 30
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Chaff
Energy Taker, N/A, W 15
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, EN Drain
Energy Drain, N/A, W 15
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, EN Absorb
Spirit Taker, N/A, W 15
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Will Drain
Spirit Drain, N/A, W 30
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, SP Absorb
Spider Net, N/A, W 30
N/A, P - 0, 1~4, +70, AAAA, 2 Ammo, +0%, Net
Armor Breaker, N/A, W 40
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Armor Impair
Chaff Grenade, N/A, W 30
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Chaff
Jam Grenade, N/A, W 20
N/A - 0, 1~6, +70, AAAA, 2 Ammo, +0%, Damage Impair
10. Acknowledgements
Rasmiel - Valsione and Valcione Kai weapon names, Neutron Beam weapon name,
and SF-29 Lanzen full name
Shadow00X - for nearly all of the weapon category names
Gundamtotoro - for his excellent walkthrough, from which many mech names and a
few weapon names were gleaned
http://www.sideten.net/srwt/ - for the bulk of weapon names
11. To Do List
Get the few remaining weapon names sorted out.
Double-check the stats on a few weapons.
Maybe add commentary on the various units.
Getter more accurate info on combination attacks' base power ratings.