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                   E x p a n d e d  M e c h a 's  G u i d e

                                   (v 1.02)

                                   by: ~Kaz
      t h e e t e r n a l l o s t b o y (at) h o t m a i l (dot) c o m


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+---------------------------------------+
| (!) Greetings & Salutations!          |
+---------------------------------------+

Welcome to the completed version (1.02) of my FAQ for Super Robot Taisen 3,
fan-translated by Aeon Genesis as Super Robot Wars 3, and assembled by
Banpresto for the Super Famicom video game console. Banpresto is the company
who licensed the various characters and Super Robots found in the game, from
Char Aznable, and his "Commander Red" Zaku to Garma Zabi and the Abdora U6,
from TV companies such as Toei, Dynamic Kikaku, Tohoku, Sotsu Agency-Sunrise,
and more in 1993.

This guide will be the compendium of all mecha that the player can control,
permenantly or temporarily, that began back in 2007, years after Aeon Genesis
released their compelted fan-translation of this game. It will list mecha,
weapons, their origins, longevity ratings, and other notes so you can pick
the best Mobile Suits or Super Robots for battle.

Thank-yous go out to all parties involved in the SRW series:
-Konokoni (Justin Carrasco) for creating a clear and easy-to-read Mecha FAQ
 When I began playing all those years ago, this provided the roots to organize
 my own lists. I would even say it provided the base for my SRW Pilot's FAQ.
 The design of this guide is the same, and while I've re-collected all data
 myself & added more, this guide at its heart is a 10th Anniversary expansion.
 http://www.gamefaqs.com/snes/581822-dai-3-ji-super-robot-taisen/faqs/21737
-Toei, Dynamic Kikaki, Tohoku, Sunrise, et al. for the source materials
-Nintendo for the console this appeared on
-Banpresto/Bandai for bringing us the series of games
-Aeon Genesis for translating this title
-Ace Whatever's Secret's FAQ
-FZoli for their Enemy Unit FAQ (and Translation differences)
-Carlos Satoshi Mori's excellent game guide (and Scenario flowchart)
All scenario #'s are based on Mori's flowchart -- give it a whirl!
-CJayC and SBAllen for starting and maintaining GameFAQs
-Leo Chan for patiently waiting until I finalized this guide for NeoSeeker.com
-Other FAQ writers like Brian Sulpher and the late Kao Megura for inspiration
-The GameFAQs boards; it may not be the Hilton, but it's a nice place to stay!
-And to my family and friends who still put up with me on a daily basis

Do not plagiarize or distribute any part or whole of this document for profit
or without giving the author, that's me (~Kaz), credit. This guide is subject
under the Creative Commons license, and ©2013 (copyright) provided for GameFAQs
contributor "_Kaz" by GameFAQs.com, NeoSeeker.com, and the Berne convention.

So far, GameFAQs is the only website hosting the current version of this guide:
v0.00  2006/11/24 - Began tabulating data
v0.01  2007/01/02 - Shifted to Konokoni's structure
v1.00  2013/03/14 - Published on GameFAQs. Happy Pi Day!
v1.01  2013/03/14 - (Minor formatting changes)
v1.02F 2013/05/10 - Fixed Neue Ziel, added to Errata, uploaded to NeoSeeker

Kaz Fact: The author of this FAQ can be found @ www.GameFAQs.com on various
         game boards, such as Super Robot Taisen 3 (this game), the SNES
         board, or wherever else you see "Hasukawa Kazuya(a)" (or "_Kaz").
         A Bonus-kun if you recognize the pseudonym!

http://www.gamefaqs.com/boards/581822-dai-3-ji-super-robot-taisen
http://www.gamefaqs.com/boards/916396-snes
http://www.gamefaqs.com/boards/585710-final-fantasy-legend-ii
http://www.neoseeker.com/Games/Products/SNES/super_robot_taisen_3/

If you can't visit, free to contact me via e-mail with the Subject "GameFAQs".


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+---------------------------------------------------+
| Table of Contents                                 |
|        Search                                     |
|...... (!) Greetings & Salutations ................|
|...... (0) How to Search this FAQ .................|
|...... (I) Robot Information ......................|
|          (1) Glossary of Terms                    |
|          (2) Attack Information                   |
|..... (II) Robot Listing ..........................|
|          (a) Start     (a1~a7)                    |
|          (b) Early     (b1~b8)                    |
|          (c) Early Mid (c1~c8)                    |
|          (d) Later Mid (d1~d#)                    |
|          (e) Late Game (e1~e#)                    |
|          (f) Endgame   (f1~f9)                    |
|.... (III) Errata .................................|
|          Trivia                                   |
|          Ratings Comparison                       |
|          Translation Differences                  |
+---------------------------------------------------+


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+---------------------------------------+
| (0) How to Search this FAQ            |
+---------------------------------------+

Simply use the Search Function of your Web Browser or Text Editor & search by
header, such as "(0)" (without the quotation marks) to reach each section or
sub-section listed in the Table of Contents above.

The Robot Listing section has been diveded into smaller sub-indexes based on
robot arrival time. After jumping to the right sub-section, such as "(a)", you
can further search for each mecha by their index number (e.g. Gundam is "a4").


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(I) ROBOT INFORMATION

 (1) Glossary of Terms

 Mecha:        The name of the Super Robot
 Series:       Anime series they are from (and which pilots are accepted)
 1st Pilot:    Self-explanitory
 Abilities:    Special abilities, e.g. Transform or Burrow
       Transform: Change into a different form; free action
       Dig/Burrow: Turn movement into underground; free action
           Underground movement, like flight, costs 1 EN per tile moved
       Combine/Split: Merge/Split with another unit
           Combining ends turn for both units
       Phase/Getta Vision/Mach Special:
           When Morale >= 130, increase evasion
       I-Field: If robot's EN >= 20, can put up a field to
            deflect beam shots. (Almost any projectile with the
            word "Beam" or "Laser" or "VSBR" count.)
 Introduced:   Scenario (beginning or end) you first see them
 Replaced:     Scenario (beginning or end) you lose them (permanently)
 (Upgrades:)   Most mecha should not be upgraded at all until the mid-game
       because they will be replaced or better options come along.
       Exceptions arise, such as the Getta Robo which gets replaced
       near the end of the game, or the Methuss which provides useful
       healing throughout the game, but is plated with tin-foil.
 Hit Points:   How much damage can be taken before the robot explodes
       Can be upgraded by 300 a maximum of 7 times per robot
       Cost of each upgrade: $5k-$10k-$10k-$10k-$20k-$20k-$20k
 Energy:   How much energy can be expended; recovers by 5 each turn
       Some attacks drain Energy; Sky/Space/Subterrain movment costs 1/tile
       Can be upgraded for $2k by 10; a maximum of 7 times per robot to 255
 Type:     A robot's movement type: Land, Sky, Ampbibious, Subetterain
       In space, all units move easily except through asteroids.
       There is one unit that is Space-only (GP-03).
       Sky movement can fly/hover over every terrain square easily
       (Sky-ONLY movement [not Sky/Lnd] are barred from indoor stages)
       Land movement is impeded by various terrain
       Amphibious movement will have difficulty outside of Sea/Land
       Units with Subterrain can burrow underground, past enemies
 Range:    Maximum tiles the Robot can move, unimpeded
 Armor:    The higher it is, the less damage your Mecha takes each hit
       Can be upgraded by 50 a maximum of 7 times per robot
       Cost of each upgrade: $3k-$8k-$15k-$15k-$30k-$30k-$30k
 Response: The MAXIMUM Response of a frame; it serves as a limiter to
       the current pilot's abilities. This is not important until your
       pilots' stats -- Hit%, Response, Piloting -- grow beyond the
       MAX.Response of your favored units. (e.g. Amuro has 131 --
       this would allow a 2nd action per turn. But in a GM whose
       M.Response is 105. Amuro is considered at 105 in battle.)
       Can be upgraded by 10 a maximum of 7 times per robot to 255
       Cost of each upgrade: $1k-$2k-$3k-$4k-$5k-$5k-$5k
 Adaptability: Robot's efficiencty in Sky/Ground/Sea/Space
       The higher the value, the more effective when in that terrain.
       This value will be added with the pilot's when in battle.
 Rating:   My personal rating of the Robot during pivotal game moments:
       (*) is poor, (***) is average, (*****) is exceptional

 (2) Attack Information

 Attack Adapt: Certain attacks are more effective in certain environments
       e.g. a Beam Sabre is slightly more likely to strike a unit
       on Land (7) than on the Seabed (6).
       Attacks with "-" cannot strike an enemy in that terrain.
 Ammo/Eng/Mor: Certain attacks have a limited number of uses (Ammo) and must
       be restocked (by Supply, Docking, etc.) to be used again.
       Certain attacks have an Energy cost for their use.
       Certain attacks require the pilot to reach a Morale level.
 Power:    Base damage to be inflicted by the attack before bonuses
 Range:    Maximum number of tiles the attack can reach
       All attacks with a range of 1 are "melee" attacks and can be
       executed after movement. e.g. You can use Vulcan after moving.
       Almost all attacks with a range > 1 are "artillery" attacks
       and must be made in lieu of moving.
 Hit%:     Base accuracy of the attack before bonuses are calculated
 MAP/BEAM: Certain attacks have attributes, such as MAP weapons that
       can hit multiple targets in a single blast, or BEAM shots
       that can be affected by Phase/I-Field/Beam Coating (Absorb).
       Enemies defeated by MAP/ALL weapons don't give you morale.


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(II) ROBOT LISTING (by order of appearance)


= (a) Start = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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+- Sub-Index --------------------------+
|      a1  Aphrodite A ........ (****) |
|      a2  GM .................   (**) |
|      a3  Guncannon .......... (****) |
|      a4  Gundam .............  (***) |
|      a5  Mazinger Z .........(*****) |
|      a6  P-Getta ............ (****) |
|          P-Getta 1                   |
|          P-Getta 2                   |
|          P-Getta 3                   |
|      a7  White Base ......... (****) |
+--------------------------------------+

+-a1 Aphrodite A -------------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      2000   Adaptability   Rating       |
| First Pilot:    Sayaka Kyuu | EN:       160   Sky:       1   Early:  **** |
| Abilities:             None | Type:    Land   Land:      7   Mid:      -- |
| Introduced:     Scenario 01 | Range:      6   Sea:       3   Late:     -- |
| Replaced:       Scenario 15 | Armor:    250   Space:     5   End:      -- |
|                             | Response: 118                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---        0      1    --   --|
| Punch                      -| 7| 7| 7   ---/---      480      1   130   --|
| Missile                    7| 7| 7| 7   ---/---      600      4   100   10|
+---------------------------------------------------------------------------+
 Very useful, if for no other reason then that it allows you to heal your
 units without Docking them. (You heal 100 HP for each level the pilot has,
 but cannot self-repair.) Its attacks are decent and has good armor and HP,
 you likely won't need to upgrade her before her replacement arrives.
 The deciding factor comes to Sayaka (who starts at a meager level 3); as she
 improves, she'll pace with Kouji (remaining just 160 behind him in Power).


+-a2 GM ----------------------+---------------------------------------------+
| Series:       Gundam Series | HP:       900   Adaptability   Rating       |
| First Pilot:        Various | EN:        80   Sky:       3   Early:    ** |
| Abilities:             None | Type:    Land   Land:      6   Mid:       * |
| Introduced:     Scenario 01 | Range:      6   Sea:       3   Late:      * |
|                             | Armor:    100   Space:     6   End:       * |
|                             | Response: 105                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      300      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      350      1   130   --|
| Beam Spraygun              7| 7| -| 7   ---/---      420      3   120    8|
+---------------------------------------------------------------------------+
 You'll get three of these units at the start of the game. They're pretty
 true-to-(show)life: bottom of the barrel, suited only for fighting Zakus,
 Dra-Cs, and other mass-produced fodder. Don't bother upgrading, or piloting
 them for that matter. When extra Nemos begin to arrive (after "G-3"), start
 selling your GMs; it's embarassing to see these with Mazinger or Getta-1.


+-a3 Guncannon ---------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1800   Adaptability   Rating       |
| First Pilot:     Kai Shiden | EN:       120   Sky:       6   Early:  **** |
| Abilities:             None | Type:    Land   Land:      7   Mid:      ** |
| Introduced:     Scenario 01 | Range:      6   Sea:       5   Late:      * |
|                             | Armor:    140   Space:     7   End:       * |
|                             | Response: 138                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      300      1   145    5|
| 240mmm Rifle Cannon        6| 7| 6| 7   ---/---      480      6   102   15|
| Beam Rifle                 7| 7| -| 7   ---/---      550      4   100   10|
+---------------------------------------------------------------------------+
 A good unit early on because it's got one of the longest ranges you'll see
 for most of the game. You can easily out-snipe many enemies at 6 paces, but
 the weak armor and sluggish response spell doom if enemies close in.
 Eventually it gets out-classed once more durable Mobile Suits appear with
 sniper rifles and mega-particle cannons, such as the Dijeh or Z-Gundam.
 You get one at the start of the game and another if you visit Scenario 8.
 Because these artillery remain at the forefront of your arsenal until better
 all-purpose support machines like the Rick Dias appear, you may want to
 raise the Response levels (depending on who's piloting) to dodge better.


+-a4 Gundam ------------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1500   Adaptability   Rating       |
| First Pilot:      Amuro Rey | EN:       100   Sky:       5   Early:   *** |
| Abilities:             None | Type:    Land   Land:      7   Mid:      ** |
| Introduced:     Scenario 01 | Range:      6   Sea:       5   Late:      * |
|                             | Armor:    120   Space:     7   End:       * |
|                             | Response: 145                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      300      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130   --|
| Hyper Hammer               -| 7| 6| 7   ---/---      500      1    70   --|
| Beam Rifle                 7| 7| -| 7   ---/---      550      4   100   10|
| Hyper Bazooka              7| 7| 3| 7   ---/---      750      3    90    3|
+---------------------------------------------------------------------------+
 The only good things about this Gundam are the Hyper Bazooka and Amuro Ray.
 Amuro specifically has a high Response rating, offsetting the low armor
 and Hyper Hammer inaccuracy with his advanced dodging and aiming stats.
 Put even an above-average pilot like Sayla inside and you will soon notice
 the difference; consider this before you spend too much on upgrades.


+-a5 Mazinger Z --------------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      3000   Adaptability   Rating       |
| First Pilot:   Kouji Kabuto | EN:       200   Sky:       2   Early: ***** |
| Abilities:             None | Type:    Land   Land:      7   Mid:      -- |
| Introduced:     Scenario 01 | Range:      6   Sea:       4   Late:     -- |
| Replaced:       Scenario 15 | Armor:    300   Space:     5   End:      -- |
|                             | Response: 115                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Freezing Beam              4| 7| -| -     5/---      400      1   140   --|
| Missile Punch              7| 7| 7| 7   ---/---      600      4    92    5|
| Rocket Punch               5| 7| 5| 6   ---/---      600      3   100   --|
| Photon Beam                4| 7| -| 7    10/---      700      1   120   --|
| Rust Hurricane             -| 7| -| -    10/---      750      1   107   --|
| Breast Fire                4| 7| -| 7    60/---     1100      1   125   --|
+---------------------------------------------------------------------------+
 Perhaps the strongest mecha you will have at the beginning of the game, the
 only drawback is that only Kouji or Sayaka can pilot it. It really has an
 excellent array of powerful close- and mid-ranged attacks, high armor and HP,
 and decent move-range. When you leave space, Mazinger will be reduced to
 running and will lag after Sky units, but the "upgrade" in Scenario 15 will
 remedy that. It *replaces* your current Mazinger, improvements (if you
 invested in any) and all, with the Crimson Winged Mazinger.


+-a6 P-Getta 1 ---------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      1500   Adaptability   Rating       |
| Pilot:        Ryouma Nagare | EN:       120   Sky:       7   Early:  **** |
| Abilities:        Transform | Type: Sky/Lnd   Land:      5   Mid:      -- |
| Introduced:     Scenario 01 | Range:      6   Sea:       1   Late:     -- |
| Replaced:       Scenario 03 | Armor:    180   Space:     6   End:      -- |
|                             | Response: 100                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Getta Punch                7| 7| 6| 7   ---/---      400      1   145   --|
| Getta Tomahawk             7| 6| 5| 7   ---/---      500      1   130   --|
| Tomahawk Boomer            7| 6| 4| 7   ---/---      400      3   100    4|
| Getta Beam                 7| 6| -| 7    10/---      700      1   100   --|
+---------------------------------------------------------------------------+
+--- P-Getta 2 ---------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      1500   Adaptability   Rating       |
| Pilot:          Hayato Kami | EN:       120   Sky:       3   Early:   *** |
| Abilities:        Transform | Type: Lnd/Sub   Land:      7   Mid:      -- |
|                Getta Vision | Range:      8   Sea:       1   Late:     -- |
| Introduced:     Scenario 01 | Armor:    150   Space:     5   End:      -- |
| Replaced:       Scenario 03 | Response: 110                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Getta Arm                  -| 7| 6| 7   ---/---      400      1   130   --|
| Getta Drill                -| 7| 6| 7   ---/---      500      1   120   --|
| Drill Storm                -| 7| 6| -     5/---      600      2   100   --|
| Drill Punch                4| 7| 6| 7   ---/---      650      3   100    4|
+---------------------------------------------------------------------------+
+--- P-Getta 3 ---------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      1500   Adaptability   Rating       |
| Pilot:        Musashi Tomoe | EN:       120   Sky:       1   Early:     * |
| Abilities:        Transform | Type:  Amphib   Land:      6   Mid:      -- |
| Introduced:     Scenario 01 | Range:      6   Sea:       7   Late:     -- |
| Replaced:       Scenario 03 | Armor:    200   Space:     3   End:      -- |
|                             | Response:  70                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Punch                      -| 7| 7| 7   ---/---      480      1   130   --|
| Getta Missile              -| 7| 6| 7   ---/---      600      4   100    4|
+---------------------------------------------------------------------------+
 Don't get too used to this monochrome menace. It gets replaced with the
 actual Getter trio soon enough. As it stands, it's still useful while you
 have it in space, though Proto Getta-1 will be your go-to for fighting.
!-One unique feature you should learn with the P-Getta is that the game treats
 the Getta trio as "one" pilot and "three" mechs. They're all tied to the
 Getta Robo, thus all gain EXP at the same rate, and their Spirit skills can
 be pooled. That is, you can have Musashi FERVOR, Hayato cast LUCK, Ryouma
 heal with XGUTS, and then switch back to attack with P-Getta 2's Drill Punch.
 You'll have a fully-healed P-Getta 2, dealing a critical, with bonuses!
!-Each pilot has their own pool of SP, but they effect all the Getta modes.
!-Upgrades must be done on each Getta separately though.


+-a7 White Base --------------+---------------------------------------------+
| Series:       Gundam Series | HP:      3000   Adaptability   Rating       |
| Pilot:          Bright Noah | EN:       255   Sky:       7   Early:  **** |
| Abilities:          Docking | Type:     Sky   Land:      5   Mid:      -- |
| Introduced:     Scenario 01 | Range:      6   Sea:       3   Late:     -- |
| Replaced:       Scenario 11 | Armor:    100   Space:     7   End:      -- |
|                             | Response: 130                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| 30mm Machinegun            7| 7| 7| 7   ---/---      400      1   140   10|
| Missile                    7| 7| 7| 7   ---/---      550      4   100    5|
| 20 Inch Cannon             7| 7| 7| 7   ---/---      600      4   100   10|
| Mega Particle Cannon       7| 7| -| 7   ---/---      900      7    80   10|
+---------------------------------------------------------------------------+
 This is your starting carrier craft. You'll get to use these types in most
 stage battles barring the rare indoor fight. The White Base itself is the
 most basic of the models, with some ranged artillery that will at least hit
 big or slow targets (like other ships). Tracking smaller, speedier targets
 (like other Gundams) requires Bright to gains levels to compensate.
!-The unique Docking feature allows any ally to drop in and recover HP/EN and
 re-supply their Ammo. You can store any number of suits or vehicles, but
 note HP/EN recovery is gradual so don't expect to re-deploy them next turn.
!-Deployment is a free-action, but remember that every time a pilot Docks,
 their Morale is reduced by 5 regardless how long they're inside.
!-Protect the Base! Any unit caught Docked inside will be destroyed with it!


= (b) Early = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = (Scenario 3 ~ 10) = = = = = = = = = = = = = = = = = = = = = = = = = = =

+- Sub-Index --------------------------+
|      b1  Getta Robo .........(*****) |
|          Getta 1                     |
|          Getta 2                     |
|          Getta 3                     |
|      b2  Methuss ............ (****) |
|      b3  Nemo ...............  (***) |
|      b4  Gundam Mk.II ....... (****) |
|      b5  Z Gundam ........... (****) |
|      b6  GP-01 ..............  (***) |
|      b7  GP-01(FV) .......... (****) |
|      b8  Z'Gok E ............  (***) |
|      b9  Alex ...............  (***) |
+--------------------------------------+

+-b1 Getta 1 -----------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      2800   Adaptability   Rating       |
| Pilot:        Ryouma Nagare | EN:       150   Sky:       7   Early: ***** |
| Abilities:        Transform | Type: Sky/Lnd   Land:      5   Mid:    **** |
| Introduced:     Scenario 03 | Range:      7   Sea:       1   Late:    *** |
| Replaced:       Scenario 45 | Armor:    250   Space:     6   End:      -- |
|                             | Response: 150                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Getta Punch                7| 7| 6| 7   ---/---      600      1   145   --|
| Getta Tomahawk             7| 6| 5| 7   ---/---      700      1   130   --|
| Tomahawk Boomer            7| 6| 4| 7   ---/---      700      3   100    4|
| Getta Beam                 7| 6| -| 7    15/---     1050      1   100   --|
+---------------------------------------------------------------------------+
+--- Getta 2 -----------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      2800   Adaptability   Rating       |
| Pilot:          Hayato Kami | EN:       150   Sky:       3   Early:  **** |
| Abilities:        Transform | Type: Lnd/Sub   Land:      7   Mid:   ***** |
|                Getta Vision | Range:      9   Sea:       1   Late:  ***** |
| Introduced:     Scenario 03 | Armor:    230   Space:     5   End:      -- |
| Replaced:       Scenario 45 | Response: 170                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Getta Arm                  -| 7| 6| 7   ---/---      600      1   130   --|
| Getta Drill                -| 7| 6| 7   ---/---      700      1   120   --|
| Drill Storm                -| 7| 6| -    10/---      800      2   100   --|
| Drill Punch                4| 7| 6| 7   ---/---      850      3   100    4|
+---------------------------------------------------------------------------+
+--- Getta 3 -----------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      2800   Adaptability   Rating       |
| Pilot:        Musashi Tomoe | EN:       520   Sky:       1   Early:  **** |
| Abilities:        Transform | Type:  Amphib   Land:      6   Mid:     *** |
| Introduced:     Scenario 03 | Range:      7   Sea:       7   Late:    *** |
| Replaced:       Scenario 45 | Armor:    380   Space:     3   End:      -- |
|                             | Response: 140                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Punch                      -| 7| 7| 7   ---/---      480      1   130   --|
| Getta Missile              -| 7| 6| 7   ---/---      750      5   125    4|
| Blizzard                   -| 6| 7| -   ---/120     1480      1   145   --|
+---------------------------------------------------------------------------+
 OPEN, GET! P-Getta, enter technicolor! (And gain better stats and attacks.)
 When you first use it, you will understand why Hayato was dismissive toward
 the Proto Getta's power levels. The most important mode to keep upgraded is
 still Getta-1, especially once new mechs come in with higher HP or Armor
 (and enemies will single out the weakest unit). Getta-2's Getta Vision,
 extra movement, and even Subterrainian movement will be extra handy later.
!-Note that Getta 1's Getta Beam is still a "Beam"-type attack.

 After a few upgrades, expect the basic-but-effective arsenal of Getta-1 to
 be a strong member of your team's front-line. With Hayato and Musashi's SP
 and Spirits, the trio can gain levels quickly. Ryouma will learn LockOn,
 which will let you hit fast enemies, and XGuts to keep Getta in the game.
 The Getta-2 plays interceptor; its speed and burrowing ability allow it to
 move quickly and safely to the forefront of battle. Once the Vision ability
 kicks in, with some Armor/HP upgrades, Getta-2 becomes the best alt-form.
 Hayato has a lot of useful Spirit skills, but the most important is Luck.
 While the Getta-3 isn't an all-purpose machine like the other forms, there
 are instances it can be crucial to the mission. First off, it's got an
 incredible starting Armor rating, it's Amphibious, and it has the strongest
 attack you'll see before end-game that cuts through enemies like butter.
 (Especially useful when your teammates have used Fervor and Luck!)
 And speaking of spirits, Musashi will eventually have the SP to YELL twice
 and start Getta-2's Getter Vision (conserving Hayato and Ryouma's SP).


+-b2 Methuss (Mobile Suit) ---+---------------------------------------------+
| Series:       Gundam Series | HP:      1800   Adaptability   Rating       |
| First Pilot:        Fa Yuri | EN:       150   Sky:       5   Early:  **** |
| Abilities:        Transform | Type:    Land   Land:      7   Mid:    **** |
| Introduced:     Scenario 03 | Range:      8   Sea:       5   Late:    *** |
|                             | Armor:    130   Space:     7   End:      ** |
|                             | Response: 188                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---        0      1    --   --|
| Beam Sabre                 -| 7| 6| 7   ---/---      450      1   130   --|
| Arm Beam Gun               7| 7| -| 7   ---/---      620      4   106   10|
+---------------------------------------------------------------------------+
+--- Methuss (Flight Mode) ---+---------------------------------------------+
| Series:       Gundam Series | HP:      1800   Adaptability   Rating       |
| First Pilot:        Fa Yuri | EN:       150   Sky:       7   Early:   *** |
| Abilities:        Transform | Type:     Sky   Land:      5   Mid:    **** |
| Introduced:     Scenario 03 | Range:     11   Sea:       3   Late:   **** |
|                             | Armor:    130   Space:     7   End:     *** |
|                             | Response: 180                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---        0      1    --   --|
| Arm Beam Gun               7| 7| -| 7   ---/---      620      4   106   10|
+----------------------------------------------------------------------------+
 A highly useful, if not powerful, MS. The first thing to do is upgrade its
 armor so it isn't targetted all the time (enemies will aim for your weakest
 unit). The ability to recover HP (without Docking or using SP) is a boon;
 doing so in Flight Mode with a move Range of 11 means it can aid two teams
 that are spread far apart. Its stats are better than your average Nemo and
 the Arm Beam Gun isn't too bad either. Just make sure you have an ace (like
 Fa Yuri who has high Response/Dodge) piloting in case it comes under fire.
!-Ironic this has a Repair weapon; in the show, it was the most-often damaged
 (but easily-repaired) mecha.


+-b3 Nemo --------------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1500   Adaptability   Rating       |
| First Pilot:        Various | EN:       150   Sky:       5   Early:   *** |
| Abilities:             None | Type:    Land   Land:      7   Mid:       * |
| Introduced:     Scenario 03 | Range:      7   Sea:       5   Late:      * |
|                             | Armor:    130   Space:     7   End:       * |
|                             | Response: 155                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100   10|
+---------------------------------------------------------------------------+
 It's an improved GM. Not a knock on the Nemo, as it gets the job done early
 on with its added HP and stronger attacks, but it also gets out-classed
 quickly as more super-robots (and the Rick Dias, upgrade to Nemo) show up.
 Until then, sniping via Beam Rifle is the attack of choice for Nemo pilots.


+-b4 Gundam MK.II ------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1800   Adaptability   Rating       |
| First Pilot:     Emma Sheen | EN:       130   Sky:       5   Early:  **** |
| Abilities:          Combine | Type:    Land   Land:      7   Mid:     *** |
| Introduced:    Scenario 5/6 | Range:      7   Sea:       5   Late:      * |
|                             | Armor:    130   Space:     7   End:       * |
|                             | Response: 170                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      450      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      750      4   100   10|
| Hyper Bazooka              7| 7| 3| 7   ---/---      750      3    90    3|
+---------------------------------------------------------------------------+
 A newer and slightly improved Gundam. The unique Combine ability (with the
 G-Defensor, if you obtain one) will increase its usefulness marginally when
 compared to the original Gundam model. Without it, it's not THAT much better
 than the suit Amuro Ray came in.


+-b5 Z Gundam (Mobile Suit) --+---------------------------------------------+
| Series:       Gundam Series | HP:      2000   Adaptability   Rating       |
| First Pilot:   Kamiyu Vidan | EN:       140   Sky:       5   Early:  **** |
| Abilities:        Transform | Type:    Land   Land:      7   Mid:    **** |
| Introduced:    Scenario 5/6 | Range:      7   Sea:       5   Late:    *** |
|                             | Armor:    140   Space:     7   End:     *** |
|                             | Response: 196                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      340      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      450      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      750      4   100   10|
| Grenade Launcher           7| 7| 7| 7   ---/---      900      3    90    2|
| Highmega Launcher          7| 7| -| 7    40/---     1200      6   100   --|
+---------------------------------------------------------------------------+
+--- Z Gundam (Wave Rider) ---+---------------------------------------------+
| Series:       Gundam Series | HP:      2000   Adaptability   Rating       |
| First Pilot:   Kamiyu Vidan | EN:       130   Sky:       7   Early:  **** |
| Abilities:        Transform | Type:     Sky   Land:      5   Mid:     *** |
| Introduced:    Scenario 5/6 | Range:     10   Sea:       3   Late:    *** |
|                             | Armor:    130   Space:     7   End:     *** |
|                             | Response: 190                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Beam Gun                   7| 7| -| 7   ---/---      700      4   100   10|
| Highmega Launcher          7| 7| -| 7    40/---     1200      6   100   --|
+---------------------------------------------------------------------------+
 Whether you call him Camille or Kamiyu, he brings his trademark Z Gundam
 and gives Londo Bell something to really crow about. This will also be the
 first MS that will have an Energy-based attack like you've seen on Mazinger.
 It really helps that Kamiyu is a crack shot, making the Highmega Launcher
 very accurate (and very useful) than it would be with anyone else. This
 also makes the WaveRider form (with only this and Beam Gun) more fearsome:
 A combination of high starting HP, response, and movement, it's already
 more versatile than the Re-GZ (Scenario 19). Upgraded well, the Z-Gundam
 will be front-line material for a long time.


+-b6 GP-01 -------------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1700   Adaptability   Rating       |
| First Pilot:      Kou Uraki | EN:       120   Sky:       5   Early:   *** |
| Introduced:   Scenario 8/10 | Type:    Land   Land:      7   Mid:      -- |
| Replaced:       Scenario 19 | Range:      7   Sea:       5   Late:     -- |
|                             | Armor:    120   Space:     1   End:      -- |
|                             | Response: 174                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100   10|
| Beam Gun                   7| 7| -| 7   ---/---      700      4   100   10|
+---------------------------------------------------------------------------+
+-b7 GP-01 (FV) --------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1700   Adaptability   Rating       |
| First Pilot:      Kou Uraki | EN:       120   Sky:       5   Early:  **** |
| Introduced:     Scenario 19 | Type:    Land   Land:      7   Mid:     *** |
|                             | Range:     12   Sea:       5   Late:      * |
|                             | Armor:    120   Space:     7   End:       * |
|                             | Response: 185                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100   10|
| Beam Gun                   7| 7| -| 7   ---/---      700      4   100   10|
+---------------------------------------------------------------------------+
!-If you entered Scenario 10, you have to save Nina's Medea to get this.
 It gets replaced after the short while you own it and it's not much better
 than the Nemos you own; especially not with greenhorn Kou at the helm.
 The upgrade to Full Vernian (FV) makes it a bit better than the Alex.
 Though it lacks the big-bang attack the Gundam Mk.II or even a Jegan, it
 gets a 12-space move WITHOUT Accel, making it ideal for scouting/clean up.


+-b8 Z'Gok E -----------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1500   Adaptability   Rating       |
| First Pilot:           None | EN:       100   Sky:       5   Early:   *** |
| Introduced:     Scenario 10 | Type:  Amphib   Land:      6   Mid:       * |
|                             | Range:      8   Sea:       7   Late:      * |
|                             | Armor:    100   Space:     6   End:       * |
|                             | Response: 128                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Iron Nail                  -| 7| 7| 7   ---/---      300      1   134   --|
| Beam Cannon                7| 7| -| 7   ---/---      480      3   100    5|
| Torpedo                    -| -| 7| -   ---/---      780      5   150   10|
+---------------------------------------------------------------------------+
 Your consolation 'prize' for taking too long to re-enter and not picking up
 Keith. This is worse than a Nemo as it has no Vulcan to dispatch annoying
 flying enemies, and must shoot them from 3 tiles. It has the mighty Torpedo,
 great against sea enemies... who (unlike this mecha) have low adaptability
 ratings out of Sea. Another knock on the the Z'Gok Experimental: weak armor.
 Until some upgrades, it's stuck underwater, hoping to Torpedo the unwary.


+-b9 Alex --------------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1700   Adaptability   Rating       |
| First Pilot: Chris McKenzie | EN:       120   Sky:       5   Early:   *** |
| Introduced:     Scenario 11 | Type:    Land   Land:      7   Mid:      ** |
|                             | Range:      7   Sea:       5   Late:      * |
|                             | Armor:    120   Space:     7   End:       * |
|                             | Response: 188                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130   --|
| 90mm Gatling Gun           7| 7| 7| 7   ---/---      480      1   115    5|
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100   10|
+---------------------------------------------------------------------------+
 With a few basic upgrades, the Alex could be a decent vehicle. With Chris
 at the helm, it can dodge heavy fire fairly well, but its meager arsenal is
 unfortunately just above the Nemo's. Arriving at the cusp of the mid-game,
 the Alex will get moth-balled before Jegan suits arrive by Scenario 20/21.


= (c) Early Mid = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = (Scenarios 13 ~ 18) = = = = = = = = = = = = = = = = = = = = = = = = = =

+- Sub-Index --------------------------+
|      c1  Argamma ............ (****) |
|      c2  Dijeh SE-R .........(*****) |
|      c3  Combattler V ....... (****) |
|          Battle Jet                  |
|          Battle Crasher              |
|          Battle Marine               |
|          Battle Tank                 |
|          Battle Craft                |
|      c4  Dianan A ........... (****) |
|      c5  Mazinger Z .........(*****) |
|      c6  Raideen ............ (****) |
|      c7  Bluegar ............   (**) |
|      c8  Daitarn 3 .......... (****) |
|          Daifighter                  |
|          Daitank                     |
+--------------------------------------+

+-c1 Argamma -----------------+---------------------------------------------+
| Series:       Gundam Series | HP:      4000   Adaptability   Rating       |
| Pilot:          Bright Noah | EN:       255   Sky:       7   Early:  **** |
| Abilities:          Docking | Type:     Sky   Land:      5   Mid:    **** |
| Introduced:     Scenario 12 | Range:      7   Sea:       3   Late:     -- |
| Replaced:       Scenario 28 | Armor:    120   Space:     7   End:      -- |
|                             | Response: 150                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| 40mm Machinegun            7| 7| 7| 7   ---/---      420      1   140   10|
| Missile                    7| 7| 7| 7   ---/---      550      4   100    5|
| Mega Particle Cannon       7| 7| -| 7   ---/---      900      7    80   10|
| Hypermega Part. Can. (ALL) 7| 7| 7| 7   150/---     1500    3x7    80   --|
+---------------------------------------------------------------------------+
 An improvement over the White Base on all levels. Losing the 20mm guns, the
 Argamma gets your first ALL (MAP) attack. The ALL-type attack, sometimes</pre><pre id="faqspan-2">
 referred to as a MAP attack, is a weapon that launches from the MAP screen
 rather than a personal-duel. The Hypermega Particle Cannon in particular
 is indiscriminate about what it hits, so make sure friendly units stay out
 of its 3x7 blast! The attack can still miss some (or all) of its targets,
 so keep an eye out for units who don't have numbers pop-up.
!-As with the White Base, Docking immediately lowers the unit's morale by 5,
 but also resupplies its ammunition. HP/EN recovery is gradual.


+-c2 Dijeh SE-R --------------+---------------------------------------------+
| Series:       Gundam Series | HP:      2200   Adaptability   Rating       |
| First Pilot:  Four Murasame | EN:       170   Sky:       5   Early: ***** |
| Introduced:     Scenario 12 | Type:    Land   Land:      7   Mid:    **** |
|                             | Range:      8   Sea:       4   Late:    *** |
|                             | Armor:    150   Space:     7   End:     *** |
|                             | Response: 191                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Beam Sabre                 -| 7| 6| 7   ---/---      500      1   130   --|
| Multiwarhead Missile       7| 7| 7| 7   ---/---      600      5   140    7|
| Beam Rifle                 7| 7| -| 7   ---/---      850      5   100   10|
| Highmega Particle Cannon   7| 7| -| 7    70/---     1000      6   100   --|
+---------------------------------------------------------------------------+
 When Four Murasame debuts her skills in the Dijeh, she looks to be nigh-
 unstoppable. Part of that is her, part of that is the Mobile Suit. Potent
 the moment you use it, the Dijeh SE-R has the highest HP and Armor rating
 of any MS you've had so far. With a movement range of 8 tiles, a Highmega
 Cannon, the Dijeh will be the perfect accompaniment to your Z-Gundam.
 This really is a great vehicle for an ace with high Response (like Amuro).
 Even in the middle of the game, with some Armor and Energy upgrades and a
 competent pilot (Amuro, Sayla, Kamiyu, Four, etc.) the Dijeh can keep pace
 thanks its its HPC, a strong Beam Sabre, and high evade/response threshold.
!-Note that the HPC is considered a "Beam" attack when you encounter I-Fields.
!-If you finish the enemy off too quickly, Four won't arrive with this MS!


+-c3 Combattler V ------------+---------------------------------------------+
| Series:          Combattler | HP:      3500   Adaptability   Rating       |
| Pilot:            Hyouma Ki | EN:       255   Sky:       6   Early:  **** |
| Abilities:    Split/Combine | Type: Sky/Lnd   Land:      7   Mid:    **** |
| Introduced:     Scenario 13 | Range:      7   Sea:       4   Late:   **** |
|                             | Armor:    300   Space:     5   End:    **** |
|                             | Response: 140                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Rock Fighter               7| 7| 7| 7   ---/---      470      1   155    5|
| Magneclaw                  -| 7| 7| 7   ---/---      520      1   132    2|
| Atomic Burner              7| 7| -| 7    10/---      600      1   120   --|
| Battle Garegga             -| 7| 7| 7   ---/---      600      1   120   --|
| Choudenji Crane            -| 7| 7| 7   ---/---      670      1   100   --|
| Spring Crusher             -| 7| 7| 7   ---/---      780      1   100   --|
| Choudenji Spark            7| 7| -| 7    15/---      840      4   110   --|
| Choudenji Yo-yo            7| 7| 6| 7   ---/---      890      1   105   --|
| Bigblast                   7| 7| 7| 7   ---/---      900      5   100    1|
| Battle Chainsaw (34)       7| 7| 6| 7   ---/---     1060      3   105    2|
| Twin Lancer (34)           7| 7| 7| 7   ---/---     1120      1   145   --|
| Bigblast Divider (14)      7| 7| 7| 7   ---/---     1420      5   140    1|
| V Laser (34)               7| 7| -| 7    30/---     1450      3   100   --|
| Choudenji Spin             7| 7| 6| 7   200/125     2000      1   170   --|
+---------------------------------------------------------------------------+
+--- Battle Jet --------------+---------------------------------------------+
| Series:          Combattler | HP:       800   Adaptability   Rating       |
| Pilot:            Hyouma Ki | EN:       200   Sky:       7   Early:     * |
| Abilities:          Combine | Type:     Sky   Land:      4   Mid:      -- |
| Introduced:     Scenario 13 | Range:      8   Sea:       1   Late:      * |
|                             | Armor:     70   Space:     5   End:      -- |
|                             | Response: 160                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| 30mm MachineGun            7| 6| 6| 7   ---/---      350      1   140   10|
| Sky Ripper                 7| 6| -| 7   ---/---      380      2   120    5|
| Dose Bracer                7| 5| -| 7   ---/---      400      1   120   --|
| Magnalaser                 7| 6| -| 7    20/---      500      3   100   --|
+---------------------------------------------------------------------------+
+--- Battle Crasher ----------+---------------------------------------------+
| Series:          Combattler | HP:       900   Adaptability   Rating       |
| Pilot:         Juuzo Naniwa | EN:       200   Sky:       7   Early:    ** |
| Abilities:          Combine | Type:     Sky   Land:      6   Mid:      -- |
| Introduced:     Scenario 13 | Range:      7   Sea:       1   Late:      * |
|                             | Armor:     80   Space:     5   End:      -- |
|                             | Response: 160                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Rock Fighter               7| 7| 7| 7   ---/---      400      1   155    5|
| Battle Garegga             -| 7| 7| 7   ---/---      480      1   120   --|
| Electro-Dart               7| 7| 7| 7   ---/---      500      3   125    2|
| Atomic Burner              7| 7| -| 7    10/---      500      1   120   --|
+---------------------------------------------------------------------------+
+--- Battle Marine -----------+---------------------------------------------+
| Series:          Combattler | HP:       900   Adaptability   Rating       |
| Pilot:   Chizuru Minamihara | EN:       200   Sky:       6   Early:     * |
| Abilities:          Combine | Type:     Sky   Land:      5   Mid:      -- |
| Introduced:     Scenario 13 | Range:      7   Sea:       7   Late:      * |
|                             | Armor:     70   Space:     5   End:      -- |
|                             | Response: 160                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Mechanifixer               -| -| -| -   ---/---        0      1   100   --|
| Depth Charge               -| -| 7| -   ---/---      520      1   120    5|
+---------------------------------------------------------------------------+
+--- Battle Tank -------------+---------------------------------------------+
| Series:          Combattler | HP:      1000   Adaptability   Rating       |
| Pilot:    Taisaku Nishikawa | EN:       200   Sky:       3   Early:     * |
| Abilities:          Combine | Type:     Sky   Land:      7   Mid:      -- |
| Introduced:     Scenario 13 | Range:      6   Sea:       4   Late:      * |
|                             | Armor:    100   Space:     3   End:      -- |
|                             | Response: 130                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Anchor Knuckle             -| 7| 6| 6   ---/---      500      1   100   --|
| 380mm Tank Cannon          5| 7| 6| 7   ---/---      580      5   100    5|
+---------------------------------------------------------------------------+
+--- Battle Craft ------------+---------------------------------------------+
| Series:          Combattler | HP:       800   Adaptability   Rating       |
| Pilot:           Koke Sueki | EN:       200   Sky:       5   Early:     * |
| Abilities:          Combine | Type: Sky/Sub   Land:      6   Mid:      -- |
| Introduced:     Scenario 13 | Range:      7   Sea:       5   Late:      * |
|                             | Armor:     60   Space:     5   End:      -- |
|                             | Response: 160                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Craft Drill                7| 7| 7| 7   ---/---      450      1   120   --|
+---------------------------------------------------------------------------+
 Hit my music: Super Electromagnetic Robo team COMBATTLEEEEER V has arrived!
 Merging Craft (Koke), Crasher (Juuzo), Marine (Chizuru), Tank (Taisaku)
 and Jet (Hyouma), you get... the Combattler V -- your first Super Robot!
 (Technically the Combattler can Split/Combine, but only for plot purposes.)
 That said, this will be the weakest of all (****) tier robots, and it has
 the weakest Final Attack of all the Super Robots. It still has high HP and
 a multitude of strong-yet-accurate attacks, making the Combattler a go-to
 tank for much of the game. Unfortunately, until you get the added weapons
 from Scenario 34 (not considered a replacement), your most powerful attacks
 will be very limited. (Even after you unlock the Bigblast Divider, you
 only have ONE shot of it unless you want to WAIT for the Choudenji Spin.)
!-Take note that the V Laser is a laser Beam; it will be stopped by enemies
 with I-Beam shields and Beam Coatings.

+-c4 Dianan A ----------------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      2500   Adaptability   Rating       |
| First Pilot:    Sayaka Kyuu | EN:       170   Sky:       1   Early:    -- |
| Introduced:     Scenario 15 | Type:    Land   Land:      7   Mid:    **** |
|                             | Range:      7   Sea:       3   Late:    *** |
|                             | Armor:    270   Space:     5   End:      ** |
|                             | Response: 138                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---        0      1    --   --|
| Missile                    7| 7| 7| 7   ---/---      600      4   100   10|
| Scarlet Beam               7| 7| -| 7     5/---      640      1   125   --|
+---------------------------------------------------------------------------+
 Professor Kyuu's gift to his daughter -- a more kick-ass "cleric" robot.
 The new melee attack is stronger and can now hit flying enemies, but it
 no longer targets submerged ones, costs 5 EN (laser) and isn't as accurate.
 With some upgrades, the Dianan A can take hits and repair damaged allies
 giving it a lot use throughout mid-game. With its HP and armor, it's
 almost on par with the bigger super robots Combattler and Raideen. By the
 late-game, the Dianan may get overshadowed by an upgraded Methuss with its
 greater range and diverse list of pilots (not to mention stronger units).
 An immediate Armor upgrade will dissuade enemies from attacking.


+-c5 Mazinger Z (JetScrander) +---------------------------------------------+
| Series:       Mazinger Saga | HP:      3800   Adaptability   Rating       |
| First Pilot:   Kouji Kabuto | EN:       200   Sky:       7   Early:    -- |
| Introduced:     Scenario 15 | Type: Sky/Lnd   Land:      7   Mid:   ***** |
|                             | Range:      8   Sea:       4   Late:   **** |
|                             | Armor:    350   Space:     5   End:     *** |
|                             | Response: 158                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Freezing Beam              4| 7| -| -     5/---      400      1   140   --|
| Missile Punch              7| 7| 7| 7   ---/---      600      4    92    5|
| Rocket Punch               5| 7| 5| 6   ---/---      600      3   100   --|
| Photon Beam                4| 7| -| 7    10/---      700      1   120   --|
| Rust Hurricane             -| 7| -| -    10/---      750      1   107   --|
| Drill Missile              7| 7| 7| 7   ---/---      750      2   120    5|
| Scrander Cutter            7| 6| -| 7   ---/---      750      1   116   --|
| Iron Cutter                6| 7| 6| 7   ---/---      800      3   110   --|
| Breast Fire                4| 7| -| 7    60/---     1100      1   125   --|
+---------------------------------------------------------------------------+
 Yes, this is a "totally new" unit. With the Jet Scrander upgrade, Kouji's
 Mazinger is now a VERY formidable unit with 8 tiles of Sky/Land movement.
 Late in the game, it takes a back-seat to Great Mazinger, but still remains
 a solid unit to put your Mazinger team in. Look into some EN upgrades once
 you get this so you can use Breast Fire more often.
!-Also note that the Freezing Beam isn't considered a "Beam" attack, but the
 Photom Beam is (against I-Fields and Beam Coatings).


+-c6 Raideen -----------------+---------------------------------------------+
| Series:       Brave Raideen | HP:      3500   Adaptability   Rating       |
| Pilot:         Akira Hibiki | EN:       255   Sky:       7   Early:    -- |
| Introduced:     Scenario 16 | Type: Sky/Lnd   Land:      7   Mid:    **** |
|                             | Range:      7   Sea:       6   Late:   **** |
|                             | Armor:    280   Space:     5   End:    **** |
|                             | Response: 178                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| God Breaker                7| 7| 7| 7   ---/---      400      1   140   --|
| God Arrow                  7| 7| 6| 7   ---/---      400      4   110    5|
| God Missile                7| 7| 7| 7   ---/---      450      4   110    5|
| God Boomerang              7| 7| 6| 7   ---/---      500      3   118    2|
| God Thunder                7| 7| 4| 7    10/---      600      1   100   --|
| God Pressure               7| 7| 7| 7    20/---      700      1   100   --|
| God Gorgon                 7| 7| 6| 7   ---/---      750      6   140    5|
| GoGun Sword (33)           7| 7| 7| 7   ---/---      770      1   135   --|
| Energy Cutter (33)         7| 7| 5| 7    15/---      950      1   120   --|
| God Alpha                  7| 7| 7| 7    30/116     1200      1   120   --|
| God Bird                   7| 7| 7| 7    80/125     1800      1   170   --|
| God Voice (*)              7| 7| 7| 7   140/145     2500      1   190   --|
+---------------------------------------------------------------------------+
 Ah, the Moutron-chugging, mystical Raideen and its "marching band" theme.
 If you can stand its theme, and raise your morale, it can be devastating.
 Built like a tank and replete with reliable God weapons, bulk up its Armor
 after picking it up and Raideen can easily shore up your front lines.
!-The (33) attacks are unlocked in scenario 33 while God Voice can only be
 obtained in side-route scenario 37.


+-c7 Bluegar -----------------+---------------------------------------------+
| Series:       Brave Raideen | HP:       500   Adaptability   Rating       |
| First Pilot:        Various | EN:       180   Sky:       7   Early:    -- |
| Introduced:     Scenario 16 | Type:     Sky   Land:      6   Mid:      ** |
|                             | Range:     10   Sea:       4   Late:    *** |
|                             | Armor:     90   Space:     7   End:    **** |
|                             | Response: 189                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---       --      1    --   --|
| Supply Equipment           -| -| -| -   ---/---       --      3    --    3|
| 20mm Vulcan                7| 7| 7| 7   ---/---      280      1   160    5|
| Missile                    7| 7| 7| 7   ---/---      450      3   110    5|
| Depth Charge               -| -| 7| -   ---/---      520      1   120    5|
+---------------------------------------------------------------------------+
 Weak, weak, WEAK. In Scenario 16 you get to use TWO of these babies, which
 means they can endlessly Supply each other (and thus your other robots) --
 just keep in mind that the ANY unit being Supplied in ANY way loses 5 Morale.
 It still beats using the 80 SP Supply or waiting in a hanger bay forever,
 just take note that the Supply Attack is a RANGED attack, unlike the Repair.
 You only get to keep ONE of the Bluegar and as you've likely found out,
 Repair is limited by the level of the pilot AND the mHP of the vehicle
 they're in. Priority ONE is to raise the Bluegar's mHP (and Armor) a few
 times so it's at least comparable to a Nemo. Next is to remove Isao Jinguuji.
 He's a decent pilot, but Rei and Mari will be way better and learn more
 useful Spirits for this portable band-aid.
!-Later in the game, keeping your ammo up without having to go through Docking
 will be CRUCIAL to your 130+ Response characters. Even though it is tempting
 to ditch the Bluegar for higher-rated mecha, try keeping it active in battles
 (such as Ragnarok) and see how much easier the stages turns out.
!-Note the TYPE is pure SKY, meaning it can't participate in indoor stages.


+-c8 Daitarn 3 ---------------+---------------------------------------------+
| Series:    Koujin Daitarn 3 | HP:      4300   Adaptability   Rating       |
| Pilot:         Banjou Haran | EN:       255   Sky:       6   Early:    -- |
| Abilities:        Transform | Type: Sky/Lnd   Land:      7   Mid:    **** |
| Introduced:     Scenario 17 | Range:      8   Sea:       5   Late:   **** |
|                             | Armor:    300   Space:     7   End:    **** |
|                             | Response: 165                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Daitarn Zamba              7| 7| 7| 7   ---/---      650      1   130   --|
| Daitarn Missile            7| 7| 7| 7   ---/---      700      4    90    5|
| Daitarn Cannon             7| 7| 4| 7     5/---      700      4   100    5|
| Daitarn Wave               7| 7| 6| 7   ---/---      750      3    90   --|
| Daitarn Hammer             7| 7| 7| 7   ---/---      800      1    76   --|
| Sun Laser                  7| 7| -| 7    45/---      820      3   100   --|
| Sun Attack                 7| 7| -| 7    80/125     2400      1   165   --|
+---------------------------------------------------------------------------+
+--- Daifighter --------------+---------------------------------------------+
| Series:    Koujin Daitarn 3 | HP:      4300   Adaptability   Rating       |
| Pilot:         Banjou Haran | EN:       255   Sky:       7   Early:    -- |
| Abilities:        Transform | Type:     Sky   Land:      6   Mid:    **** |
| Introduced:     Scenario 17 | Range:     10   Sea:       3   Late:     ** |
|                             | Armor:    280   Space:     7   End:       * |
|                             | Response: 155                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Daitarn Missile            7| 7| 7| 7   ---/---      700      4    90    5|
| Bomb                       -| 7| 7| -   ---/---      800      1   120    5|
| Sun Laser                  7| 7| -| 7    45/---      820      3   100   --|
+---------------------------------------------------------------------------+
+--- Daitank -----------------+---------------------------------------------+
| Series:    Koujin Daitarn 3 | HP:      4300   Adaptability   Rating       |
| Pilot:         Banjou Haran | EN:       255   Sky:       2   Early:    -- |
| Abilities:        Transform | Type:    Land   Land:      7   Mid:      ** |
| Introduced:     Scenario 17 | Range:      6   Sea:       7   Late:      * |
|                             | Armor:    700   Space:     4   End:       * |
|                             | Response: 148                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Daitarn Cannon             7| 7| 4| 7   ---/---      700      4   100    5|
+---------------------------------------------------------------------------+
 The invincible steel robot! Yeah! Screw all that alien technology crap!
 Easily one of the better (****) mid-game super robots. The Daitarn 3 has
 more HP than Combattler or Raideen and can move one space farther. Banjou
 also reaches 130 response faster. However, he also learns his Spirit skills
 much slower and is one of the few without Accel or Guts.
 The Dai-Fighter is the semi-useless form of Daitarn. It boasts a +2 flying
 movement as well as a Bomb melee attack for ground units.
!-Note that the Sun Laser is considered a "Beam"-type attack.
 The Dai-Tank is the slow and utterly useless, albeit heavily-armored, form.


= (d) Later Mid = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = (Scenarios 19 ~ 27) = = = = = = = = = = = = = = = = = = = = = = = = = =

+- Sub-Index --------------------------+
|      d1. Re-GZ .............. (****) |
|      d2. Rick Dias ..........   (**) |
|      d3. Type 100 ...........  (***) |
|      d4. G-Defensor .........   (**) |
|          Super Gundam                |
|      d5. Zaku ...............    (*) |
|      d6. Jegan ..............  (***) |
|      d7. Kaempfer ...........  (***) |
|      d8. Garganchua .........  (***) |
|      d9. Gelgoog M ..........   (**) |
|      d$. F-91 ...............(*****) |
|      d#. ZZ Gundam ..........(*****) |
+--------------------------------------+

+-d1 Re-GZ (Waverider) -------+---------------------------------------------+
| Series:       Gundam Series | HP:      2200   Adaptability   Rating       |
| First Pilot: Keara/Lou-Roux | EN:       180   Sky:       7   Early:    -- |
| Abilities:            Split | Type:     Sky   Land:      5   Mid:    **** |
| Introduced:  Scenario 18/22 | Range:     11   Sea:       3   Late:    *** |
|                             | Armor:    140   Space:     7   End:      ** |
|                             | Response: 188                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      500      3   100    5|
| Beam Cannon                7| 7| -| 7   ---/---      770      5   100   10|
| Mega Beam Cannon           7| 7| -| 7   ---/---      900      7   100    5|
+---------------------------------------------------------------------------+
+--- Re-GZ (Mobile Suit) -----+---------------------------------------------+
| Series:       Gundam Series | HP:      2200   Adaptability   Rating       |
| First Pilot: Keara/Lou-Roux | EN:       180   Sky:       5   Early:    -- |
| Introduced:  Scenario 18/22 | Type:    Land   Land:      7   Mid:    **** |
|                             | Range:      9   Sea:       5   Late:    *** |
|                             | Armor:    140   Space:     7   End:       * |
|                             | Response: 192                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      360      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      500      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      850      5   100   10|
| Grenade Launcher           7| 7| 7| 7   ---/---      900      3    90    2|
+---------------------------------------------------------------------------+
 Either obtained in scenario 18 with Keara Suu (in which you did not elect to
 recruit Quatro Bajina) or in 22 as piloted by Lou/Roux. Another Gundam clone,
 this starts each battle by default in Waverider (Type: Sky) form.
!-This means in Re-GZ is BANNED from certain indoor fights (no flying units).
!-You can ditch the weapons-packed form to revert into an MS, but you won't
 be able to reform the Waverider for the remainder of the stage.
 While it is annoying to start out in Waverider form (excluding you from
 indoor stages) with its limited arsenal (no high% melee attack), the form
 has its good side: you get an excellent run-n-gun sniping unit presuming the
 pilot is skilled enough to aim the MBC. Plus, should the Waverider be
 destroyed, your pilot survives in Mobile Suit form (with full HP). Nice!
!-(If the Waverider gets destroyed over DEEP water, your MS will sink!)


+-d2 Rick Dias ---------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1900   Adaptability   Rating       |
| First Pilot:        Various | EN:       160   Sky:       5   Early:    -- |
| Introduced:     Scenario 18 | Type:    Land   Land:      7   Mid:      ** |
|                             | Range:      7   Sea:       5   Late:      * |
|                             | Armor:    140   Space:     7   End:       * |
|                             | Response: 172                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan Phalanx             7| 7| 7| 7   ---/---      340      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130   --|
| Beam Pistol                7| 7| -| 7   ---/---      680      4   103   10|
| Cray Bazooka               7| 7| 3| 7   ---/---      750      4    90    3|
+---------------------------------------------------------------------------+
 Another Gundam clone; you'll find a few of these throughout your journey.
 Both this and the Jegan (Scenario 20) are the mass-produced upgrades to the
 Nemo for escorting weaker units or drawing enemy fire. The Rick Dias is the
 weaker, more durable upgrade, but it's still below the Re-GZ and Kaempfer.


+-d3 Type 100 ----------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1900   Adaptability   Rating       |
| First Pilot:  Quatro Bajina | EN:       190   Sky:       5   Early:    -- |
| Introduced:     Scenario 18 | Type:    Land   Land:      7   Mid:     *** |
|                             | Range:      6   Sea:       5   Late:   **** |
|                             | Armor:    140   Space:     7   End:   ***** |
|                             | Response: 195                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100   10|
| Mega Bazooka Launcher(ALL) 7| 7| -| 7   ---/---     1500    3x9    85    1|
+---------------------------------------------------------------------------+
 Obtained in/after Scenario 18, this is the most buffed up Gundam thus far.
 With that MEGA BAZOOKA launcher, it can terrorize the map. Sure, you only
 get one shot, but with a 3x9 range its destructive power exceeds the Hyper
 Mega Particle Cannon of the Argamma! Discounting the one-shot pony, the
 Hyaku-Shiki is an average MS, accenting HP over power and armor.
!-Later in the game, once your pilots can move twice in one turn, the
 Type 100 will play a more active role. Even when faster, more durable MS
 and Funnel mechs arrive, having the MBL available (frequent re-Supply and
 all) will be worthwhile against enemy hordes.


+-d4 G-Defensor --------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1800   Adaptability   Rating       |
| First Pilot:Katsu Kobayashi | EN:       100   Sky:       7   Early:    -- |
| Abilities:          Combine | Type:     Sky   Land:      5   Mid:      ** |
| Introduced:     Scenario 19 | Range:     10   Sea:       3   Late:      * |
|                             | Armor:    100   Space:     7   End:       * |
|                             | Response: 185                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      500      3   100    5|
| Long Rifle                 7| 7| 7| 7   ---/---      720      7   110   10|
+---------------------------------------------------------------------------+
+--- Super Gundam ------------+---------------------------------------------+
| Series:       Gundam Series | HP:      2000   Adaptability   Rating       |
| First Pilot:           None | EN:       180   Sky:       7   Early:    -- |
| Abilities:           Divide | Type:    Land   Land:      7   Mid:    **** |
| Introduced:     Scenario 19 | Range:     10   Sea:       5   Late:     ** |
|                             | Armor:    140   Space:     7   End:       * |
|                             | Response: 188                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      320      1   145    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      450      1   130   --|
| Missile                    7| 7| 7| 7   ---/---      500      3   100    5|
| Long Rifle                 7| 7| 7| 7   ---/---      720      7   110   10|
| Beam Rifle                 7| 7| -| 7   ---/---      750      4   100   10|
| Hyper Bazooka              7| 7| 3| 7   ---/---      750      3    90    3|
+---------------------------------------------------------------------------+
 The G-Defensor is a bit of an odd-duck so far as it has no melee attacks.
 Its ranged attacks are nothing to sneeze at, but its armor is non-existant
 so keep far away from close-range combat!
!-It can combine with the Gundam Mk.2 for extra firepower. At that point in
 the game, you're deploying two sub-par mecha to make a (pardon the pun)
 super robot. Because of that, the benefit of the Super Gundam is questionable
 for the long run. During the mid-game, when you're still powering up your
 army, it makes for a decent crutch. By the time you enter the late game,
 deploying two sub-par mechs is counter-intuitive when you have better ones.
 Had you been able to launch the Super Gundam, it would be better used.
!-The stats for the Super Gundam are derived from the Mk.II -- if you added
 two armor upgrades to the Mk.II (+100), the Super Gundam would have 240
 Armor. The weaponry will be a combination of whatever the Mk.II and the
 G-Defensor had before combining. However, the HP/EN will be based on what
 just the Mk.II had left before combining.
!-When Dividing, the Mk.II leaves first. If the Super Gundam is destroyed,
 the G-Defensor explodes, leaving the Mk.II intact.
!-Note that sub-pilots in combined vehicles gain EXP at the same rates as the
 main pilot, regardless of level differences. You can take advantage of this
 by having a low-levelled pilot with Luck/LockOn in the Mk.II and a high-level
 co-pilot in the G-Defensor; the co-pilot now gains XP as fast as the pilot!


+-d5 Zaku --------------------+---------------------------------------------+
| Series:       Gundam Series | HP:       980   Adaptability   Rating       |
| First Pilot: Bernie Wiseman | EN:        70   Sky:       5   Early:    -- |
| Introduced:     Scenario 19 | Type:    Land   Land:      7   Mid:       * |
|                             | Range:      6   Sea:       5   Late:      * |
|                             | Armor:     80   Space:     7   End:       * |
|                             | Response: 101                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Heat Hawk                  -| 7| 6| 7   ---/---      280      1   135   --|
| 120mm Machine Gun          7| 7| 6| 7   ---/---      300      2   107   10|
| 240mm Bazooka              7| 7| 3| 7   ---/---      500      3    90    2|
+---------------------------------------------------------------------------+
 Ha ha ha ha ha ha ha ha ha! Comparable to the GM... from 13 stages ago.
!-Send Chris out to convince Bernie for this cool-looking "trophy MS".


+-d6 Jegan -------------------+---------------------------------------------+
| Series:       Gundam Series | HP:      1700   Adaptability   Rating       |
| First Pilot:        Various | EN:       170   Sky:       5   Early:    -- |
| Introduced:     Scenario 20 | Type:    Land   Land:      7   Mid:     *** |
|                             | Range:      8   Sea:       5   Late:      * |
|                             | Armor:    140   Space:     7   End:       * |
|                             | Response: 168                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      340      1   145    5|
| Missile                    7| 7| 7| 7   ---/---      500      3   100    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      500      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      750      5   100   10|
| Hand Grenade               7| 7| 3| 7   ---/---      850      4    90    3|
+---------------------------------------------------------------------------+
 Consider this an upgrade from the Nemo, and the last mass-produced escort
 you see. The Beam Rifle is good and it can run 8 spaces, just be aware of
 the low Armor rating.


+-d7 Kaempfer ----------------+---------------------------------------------+
| Series:       Gundam Series | HP:      2200   Adaptability   Rating       |
| First Pilot:           None | EN:       100   Sky:       5   Early:    -- |
| Introduced:     Scenario 20 | Type:    Land   Land:      7   Mid:     *** |
|                             | Range:      8   Sea:       5   Late:      * |
|                             | Armor:    260   Space:     7   End:       * |
|                             | Response: 169                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| 60mm Machinegun            7| 7| 7| 7   ---/---      300      1   130   10|
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130   --|
| Shotgun                    7| 7| 6| 7   ---/---      550      3   150   10|
| Giant Buzz                 7| 7| 5| 7   ---/---      580      3    90    3|
| Panzer Faust               7| 7| 7| 7   ---/---      800      3    90    2|
+---------------------------------------------------------------------------+
 Received alongside the all-purpose Jegen, the Kaempfer is a much stronger
 vehicle. With good HP, high Armor, excellent Range and accurate weapons,
 the model's only short-coming (pardon the pun) is its lack of ranged attacks.


+-d8 Garganchua --------------+---------------------------------------------+
| Series:       Brave Raideen | HP:      3100   Adaptability   Rating       |
| First Pilot:           None | EN:       200   Sky:       6   Early:    -- |
| Introduced:     Scenario 20 | Type: Sky/Lnd   Land:      7   Mid:     *** |
|                             | Range:      7   Sea:       4   Late:     ** |
|                             | Armor:    170   Space:     5   End:       * |
|                             | Response: 190                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      620      5   100   10|
| Arrow Lancer               7| 7| 7| 7   ---/---      680      1   130   --|
+---------------------------------------------------------------------------+
 An enemy craft that's been remodeled to handle like a Bluegar so the three
 Raideen pilots can pilot it. While it's still pretty weak, it's an extra
 seat for your spare pilots. Isao Jinguuji's offense-minded stats fit well.
 Technically this is a robot from Combattler V (and not War of the Gargantuas)


+-d9 Gelgoog M ---------------+---------------------------------------------+
| Series:       Gundam Series | HP:      2100   Adaptability   Rating       |
| First Pilot:     Recoa Rond | EN:       120   Sky:       5   Early:    -- |
| Introduced:     Scenario 24 | Type:    Land   Land:      7   Mid:      ** |
|                             | Range:      8   Sea:       5   Late:      * |
|                             | Armor:    130   Space:     7   End:       * |
|                             | Response: 185                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Beam Naginata              -| 7| 6| 7   ---/---      350      1   138   --|
| Beam Rifle                 7| 7| -| 7   ---/---      550      4   100   10|
| Sturm Faust                -| 7| 7| 7   ---/---      900      3    90    2|
+---------------------------------------------------------------------------+
!-Recoa drops one off if you didn't rescue her from Luna 1 after S.24.
 By that point, it's a weak unit on par with the Jegan in terms of stats,
 but comes up short without a strong Beam Sabre and only 2 Sturm Fausts.
 The fact that it signals the end of Recoa's time with you is sad. The fact
 that this is essentially a high-response Jegan with no Beam Sabre is worse.


+-d$ F-91 --------------------+---------------------------------------------+
| Series:       Gundam Series | HP:      2300   Adaptability   Rating       |
| First Pilot:   Seabuck Anoh | EN:       255   Sky:       6   Early:    -- |
| Abilities:            Phase | Type:    Land   Land:      7   Mid:   ***** |
| Introduced:  Scenario 25/26 | Range:      8   Sea:       5   Late:   **** |
|                             | Armor:    250   Space:     7   End:     *** |
|                             | Response: 234                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      380      1   145    5|
| Mega Machine Cannon        7| 7| 6| 7   ---/---      570      3   110    7|
| Beam Sabre                 -| 7| 6| 7   ---/---      600      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      950      5   100   10|
| VSBR                       7| 7| 6| 7    50/---     1300      5   100   --|
+---------------------------------------------------------------------------+
 When Seabuck shows up, fully loaded with skills like Fervor, the VSBR will
 be stronger than the Highmega Particle guns and come close to the Type-100
 Mega Bazooka. While the range isn't as great as the Dijeh or Z-Gundam,
 the F-91's power will be just as useful.
!-The VSBR is a laser "Beam"-type attack. When later enemies show up with
 I-Fields, you will have to be more choosey about what to aim at.


+-d# ZZ Gundam (Mobile Suit) -+---------------------------------------------+
| Series:       Gundam Series | HP:      2800   Adaptability   Rating       |
| First Pilot:   Judou Ashita | EN:       220   Sky:       5   Early:    -- |
| Abilities:        Transform | Type:    Land   Land:      7   Mid:   ***** |
| Introduced:  Scenario 22/25 | Range:      7   Sea:       5   Late:  ***** |
|                             | Armor:    200   Space:     7   End:   ***** |
|                             | Response: 185                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      360      1   145    5|
| Missile                    7| 7| 7| 7   ---/---      500      4   100    5|
| Mega Beam Sabre            -| 7| 6| 7   ---/---      550      1   130   --|
| Double Beam Rifle          7| 7| -| 7   ---/---      900      5   109   10|
| HighMega Cannon (ALL)      7| 7| -| 7   200/---     1700    3x6   120   --|
+---------------------------------------------------------------------------+
+--- ZZ Gundam (G-Fortress) --+---------------------------------------------+
| Series:       Gundam Series | HP:      2800   Adaptability   Rating       |
| First Pilot:   Judou Ashita | EN:       220   Sky:       7   Early:    -- |
| Abilities:        Transform | Type:     Sky   Land:      6   Mid:    **** |
| Introduced:  Scenario 22/25 | Range:      9   Sea:       4   Late:   **** |
|                             | Armor:    200   Space:     7   End:     *** |
|                             | Response: 182                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      500      4   100    5|
| Double Beam Rifle          7| 7| -| 7   ---/---      900      5   109   10|
+---------------------------------------------------------------------------+
 If you thought the Z-Gundam was great, here's the ultra-maneuverable ZZ!
 It has a High Mega Cannon that, while most likely has only one shot per
 stage, can potentially do crazy damage. Even without the HMC, the flying
 fortress mode still has the powerful Double Beam rifle.


= (e) Late Game = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = (Scenarios 28 ~ 44) = = = = = = = = = = = = = = = = = = = = = = = = = =

+- Sub-Index --------------------------+
|      e1  Neo Argamma ........ (****) |
|      e2  v Gundam ...........(*****) |
|      e3  Cyblaster .......... (****) |
|      e4  Valsione ........... (****) |
|      e5  Great Mazinger .....(*****) |
|      e6  Venus A ............   (**) |
|      e7  Tekkou Oni .........   (**) |
|      e8  Grendizer .......... (****) |
|      e9  Vigna Ghina ........  (***) |
|      e+  Double Spazer ......   (**) |
|          Grendizer/Double Spazer     |
|      e^  Drill Spazer .......   (**) |
|          Grendizer/Drill Spazer      |
|      e*  Marine Spazer ......    (*) |
|          Grendizer/Marine Spazer     |
|      e$  Qubelay Mk.II ...... (****) |
|      e#  Sazabi ............. (****) |
+--------------------------------------+

+-e1 Neo Argamma -------------+---------------------------------------------+
| Series:       Gundam Series | HP:      6000   Adaptability   Rating       |
| Pilot:          Bright Noah | EN:       255   Sky:       7   Early:    -- |
| Abilities:          Docking | Type:     Sky   Land:      5   Mid:      -- |
| Introduced:     Scenario 28 | Range:      8   Sea:       3   Late:   **** |
| Replaced:       Scenario 46 | Armor:    130   Space:     7   End:      -- |
|                             | Response: 170                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| 50mm Machinegun            7| 7| 7| 7   ---/---      450      1   140   10|
| Missile                    7| 7| 7| 7   ---/---      550      4   100    5|
| Mega Particle Cannon       7| 7| -| 7   ---/---      900      7    80   10|
| Hypermega Part. Can. (ALL) 7| 7| 7| 7   150/---     1500    3x7    80   --|
+---------------------------------------------------------------------------+
 An upgraded Argama unit. It has minor stat upgrades, such as an additional
 +1 movement range, and its Machinegun set is now 50mm. It retains the most
 important features: the HPC and Docking.
!-Regardless how long they stay, Docking immediately reduces the Morale of the
 pilot flying in by 5. Ammo refills instantly, but HP/EN gradually come back.
!-Note that the Mega Particle Cannon is considered a "Beam"-type attack.


+-e2 v Gundam ----------------+---------------------------------------------+
| Series:       Gundam Series | HP:      2300   Adaptability   Rating       |
| First Pilot:      Amuro Ray | EN:       200   Sky:       6   Early:    -- |
| Abilities:          I-Field | Type:    Land   Land:      7   Mid:      -- |
| Introduced:     Scenario 28 | Range:      9   Sea:       6   Late:  ***** |
|                             | Armor:    150   Space:     7   End:   ***** |
|                             | Response: 255                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Vulcan                     7| 7| 7| 7   ---/---      380      1   145    5|
| Missile                    7| 7| 7| 7   ---/---      500      4   100    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      600      1   130   --|
| Nu Hyper Bazooka           7| 7| 3| 7   ---/---      850      4    92    3|
| Beam Rifle                 7| 7| -| 7   ---/---      950      5   100   10|
| Fin Funnel                 7| 7| 7| 7   ---/100     1200      9   150   10|
+---------------------------------------------------------------------------+
 Two words: Funnel Shot. It's not a laser beam, but rather a long-range drone-
 guided "smart" gun. That means Beam Coatings (like Vigaj's Gargau you'll soon
 see) can't stop it. The v-Gundam (the symbol is the Greek letter "nu") has
 the longest ranged attack a Gundam can have and is the second farthest-ranged
 attack anyone in Londo Bell can use. (The longest range? A 10-space Funnel
 if you managed to pursuade an enemy Germark.) With a Maximum Response level
 of 255, 9 movement, and (the cherry on top) an I-Field -- which if the pilot
 elects to dodge and has 20 or more EN, will activate to null any laser/beam
 projectile - it's no wonder Amuro automatically switches to the v-Gundam when
 you receive it. This will be your most advanced MS for the Late Game so take
 advantage of that Fin Funnel. By the end-game, you'll face down Elmeths,
 Doven Wolves, and those pains-in-the-butt Germarks.


+-e3 Cyblaster (Mobile Suit) -+---------------------------------------------+</pre><pre id="faqspan-3">
| Series:  Banpresto Original | HP:      2700   Adaptability   Rating       |
| Pilot:          Masaki Ando | EN:       255   Sky:       7   Early:    -- |
| Abilities:        Transform | Type: Sky/Lnd   Land:      7   Mid:      -- |
| Introduced:     Scenario 30 | Range:     12   Sea:       5   Late:   **** |
|                             | Armor:    150   Space:     7   End:    **** |
|                             | Response: 239                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Deus Cutter                7| 7| 7| 7   ---/---      550      1   140   --|
| Cyflash (ALL)              7| 7| 7| 7    90/---      800    rx6   150   --|
| High Familiar              7| 7| 7| 7   ---/---      950      8   140   10|
| Akashic Buster             7| 7| 7| 7    30/120     1200      1   100   --|
| Cosmo Nova                 7| 7| 7| 7   100/140     2000      4   180   --|
+---------------------------------------------------------------------------+
+--- Cyblaster (Beast) -------+---------------------------------------------+
| Series:  Banpresto Original | HP:      2700   Adaptability   Rating       |
| Pilot:          Masaki Ando | EN:       255   Sky:       7   Early:    -- |
| Abilities:        Transform | Type:     Sky   Land:      5   Mid:      -- |
|                             | Range:     14   Sea:       7   Late:   **** |
|                             | Armor:    140   Space:     7   End:     *** |
|                             | Response: 235                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Caloric Missile            7| 7| 7| 7   ---/---      750      7   100    5|
| Cyflash (ALL)              7| 7| 7| 7    90/---      800    rx6   150   --|
| High Familiar              7| 7| 7| 7   ---/---      950      8   140   10|
+---------------------------------------------------------------------------+
 While the v-Gundam is the most advanced MS you get during Late Game, it isn't
 the only mecha you'll come across. This powerhouse is bonded to the hero of
 Banpresto's Hero Senki, Masaki Ando! This Super Robot is fast and furious,
 with a movement range even greater than the GP-01FV (and Masaki gets Accel
 too), the Funnel-like High Familiar attack (that you can use in the longrange
 "pursuit" Beast Mode), and your first radius-based ALL/MAP attack (which you
 can also use in Beast Mode).
 The psychic-powered Cyblaster does have its limits though; the High Familiar
 is rather weak compared to actual Funnel weapons and the Akashic Buster
 requires at least one (non-ALL) victory (and one Yell) to use. While Masaki
 never learns Fervor, he can still do hit-and-runs with multiple Cyflashes.


+-e4 Valsione ----------------+---------------------------------------------+
| Series:  Banpresto Original | HP:      3300   Adaptability   Rating       |
| Pilot:       Ryune Darksoul | EN:       255   Sky:       7   Early:    -- |
| Introduced:     Scenario 33 | Type: Sky/Lnd   Land:      6   Mid:      -- |
|                             | Range:     10   Sea:       6   Late:   **** |
|                             | Armor:    150   Space:     7   End:    **** |
|                             | Response: 221                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Psycho Blaster (ALL)       7| 7| -| 7   ---/---      650    rx7   120    1|
| Divine Arm                 7| 7| 7| 7   ---/---      780      1   120   --|
| Highmega Cannon            7| 7| -| 7   ---/---     1800      6   100    2|
| Claw Smasher               7| 7| 4| 7    50/---     1800      6   100   --|
+---------------------------------------------------------------------------+
!-If you managed to save Ryune from herself, you get her very human-like
 mechanical representation as well. While more powerful than Masaki and his
 Cybuster, Ryune's Valsione has a much more limited arsenal. (Only ONE use
 of the Psycho Blaster? It's not even that strong!) Thankfully Ryune does
 get a better-than-average damage bonus. (And try Super Robot Wars 2!)


+-e5 Great Mazinger ----------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      4500   Adaptability   Rating       |
| First Pilot:    Tetsuya Ken | EN:       255   Sky:       7   Early:    -- |
| Introduced:     Scenario 34 | Type: Sky/Lnd   Land:      7   Mid:      -- |
|                             | Range:      9   Sea:       4   Late:  ***** |
|                             | Armor:    400   Space:     5   End:    **** |
|                             | Response: 187                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Knee Burst Kick            6| 7| 6| 6   ---/---      500      1   155   --|
| Back Spin Kick             6| 7| 6| 6   ---/---      600      1   140   --|
| Mazinger Blade             7| 7| 6| 7   ---/---      800      1   130   --|
| Naval Missile              7| 7| 7| 7   ---/---      800      4    96    5|
| Scramble Cutter            7| 6| -| 7   ---/---      850      1   102   --|
| Great Typhoon              -| 7| -| -    10/---      850      1   120   --|
| Atomic Punch               6| 7| 6| 7   ---/---      900      3   100   --|
| Thunder Break              7| 7| -| 7    25/---     1000      1   120   --|
| Drill Pressure             6| 7| 6| 7   ---/---     1050      3   100   --|
| Great Boomerang            7| 7| 6| 7   ---/---     1100      5    98   --|
| Breast Burn                5| 7| -| 7    40/---     1300      1   145   --|
+---------------------------------------------------------------------------+
 What a powerful Super Robot; as strong and useful as the Mazinger was, the
 Great Mazinger trumps it in every category (including mid-range attacks)!


+-e6 Venus A --------------+------------------------------------------------+
| Series:       Mazinger Saga | HP:      2800   Adaptability   Rating       |
| First Pilot:      Jun Honoo | EN:       180   Sky:       7   Early:    -- |
| Introduced:     Scenario 34 | Type: Sky/Lnd   Land:      7   Mid:      -- |
|                             | Range:      8   Sea:       3   Late:     ** |
|                             | Armor:    300   Space:     6   End:      ** |
|                             | Response: 162                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Finger Missile             7| 7| 7| 7   ---/---      450      1   160   10|
| Photon Beam                7| 7| -| 7    10/---      700      1   135   --|
| Photon Missile             7| 7| 7| 7   ---/---      800      5   100   10|
+---------------------------------------------------------------------------+
 While stronger than Dianan A, it lacks the healing factor reducing it's
 usefulness. As a consolation, it's stronger than the Tekkou Oni or Garganchua


+-e7 Tekkou Oni -----------+------------------------------------------------+
| Series:         Getter-Robo | HP:      3200   Adaptability   Rating       |
| Pilot:           Kochou Oni | EN:       250   Sky:       7   Early:    -- |
| Introduced:     Scenario 34 | Type: Sky/Lnd   Land:      6   Mid:      -- |
|                             | Range:      8   Sea:       2   Late:     ** |
|                             | Armor:    260   Space:     5   End:       * |
|                             | Response: 175                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Butterfly Dance            7| 7| -| 7   ---/---      620      1   125   --|
| Boomerang                  7| 7| 7| 7   ---/---      780      3   100   --|
+---------------------------------------------------------------------------+
 Think of this like the Garganchua, except with Kochou Oni always at the helm
 and not as powerful or as useful. The all-terrain Boomerang requires some
 set-up to use and Kochou Oni just isn't an offense-oriented pilot.
!-The Getter Robo, in any form, can talk to Kochou to get this.


+-e8 Grendizer/Spazer --------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      4500   Adaptability   Rating       |
| Pilot:           Duke Fleed | EN:       240   Sky:       3   Early:    -- |
| Abilities:Transform/Combine | Type:    Land   Land:      6   Mid:      -- |
| Introduced:  Scenario 34/38 | Range:      8   Sea:       4   Late:   **** |
|                             | Armor:    400   Space:     7   End:    **** |
|                             | Response: 190                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Hand Beam                  7| 7| -| 7     5/---      700      1   110   --|
| Antigrav Storm             7| 7| 5| -     7/---      800      1   100   --|
| Double Hook                7| 7| 7| 7   ---/---      840      1   144   --|
| Shoulder Boomer            7| 7| 6| 7   ---/---      970      3   100    4|
| Screw Crasher              7| 7| 6| 7   ---/---     1060      3   100    2|
| Space Thunder              7| 7| -| 7    30/---     1350      1   135   --|
+---------------------------------------------------------------------------+
+--- Spazer/Grendizer --------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      4500   Adaptability   Rating       |
| Pilot:           Duke Fleed | EN:       255   Sky:       7   Early:    -- |
| Abilities:        Transform | Type:     Sky   Land:      4   Mid:      -- |
|                             | Range:      9   Sea:       4   Late:   **** |
|                             | Armor:    400   Space:     7   End:    **** |
|                             | Response: 190                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Hand Beam                  7| 7| -| 7     5/---      700      1   110   --|
| Spin Saucer                7| 7| 6| 7   ---/---      810      4   120    5|
| Drill Saucer               7| 7| 6| 7   ---/---      810      4   120    5|
| Melt Shower                7| 7| -| 7   ---/---      840      1   110    5|
| Shoulder Boomer            7| 7| 6| 7   ---/---      970      3   100    4|
| Screw Crasher              7| 7| 6| 7   ---/---     1060      3   100    2|
| Space Thunder              7| 7| -| 7    30/---     1350      1   135   --|
+---------------------------------------------------------------------------+
 A dang-strong Super Robot comaprable to the Great Mazinger you met shortly
 before. Both are more energy-efficient than Kouji's Mazinger, but the
 Grendizer has a few more tricks. For one, it can transform into its Spazer
 form, a speedier pursuit vehicle without any sacrifices in armor or major
 changes in weaponry. Secondly, it can combine with the various other Spazer
 units you'll obtain throughout the game. The disadvtanges of the Grendizer
 are few: like the other Mazingers, it lacks a long-range attack. Unlike the
 others, the only one who can pilot is Duke; he's competent, but having Maria
 or Tetsuya in the G.Mazinger, Duke is outperformed.


+-e9 Vigna Ghina -------------+---------------------------------------------+
| Series:       Gundam Series | HP:      2800   Adaptability   Rating       |
| First Pilot:CecilyFairchild | EN:       230   Sky:       6   Early:    -- |
| Introduced:     Scenario 42 | Type:    Land   Land:      7   Mid:      -- |
|                             | Range:     10   Sea:       5   Late:   **** |
|                             | Armor:    300   Space:     7   End:     *** |
|                             | Response: 230                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Beam Sabre                 -| 7| 6| 7   ---/---      600      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      950      5   100   10|
| Beam Launcher              7| 7| -| 7   ---/---     1200      6   100    8|
+---------------------------------------------------------------------------+
 Despite being a unique unit, it's got very standard equipment. The 6-range
 Beam Launcher packs a punch though, making this superior to the Dijeh SE-R
 for long-range attacking. The Vigna could have used the missiles though.
!-Seabuck must be deployed to convince Cecily to give this up.


+-e+ Double Spazer -----------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      3200   Adaptability   Rating       |
| First Pilot:           None | EN:       230   Sky:       7   Early:    -- |
| Abilities:          Combine | Type:     Sky   Land:      6   Mid:      -- |
| Introduced:     Scenario 42 | Range:      9   Sea:       2   Late:     ** |
|                             | Armor:    300   Space:     7   End:      ** |
|                             | Response: 180                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      620      5   100   10|
| Double Cutter              7| 7| 5| 7   ---/---      820      5   120   --|
| Cyclone Beam               7| 7| -| 7    10/---      970      3   100   --|
+---------------------------------------------------------------------------+
+--- Grendizer/Double Spazer -+---------------------------------------------+
| Series:       Mazinger Saga | HP:      4500   Adaptability   Rating       |
| First Pilot:           None | EN:       255   Sky:       7   Early:    -- |
| Abilities:         Separate | Type: Sky/Lnd   Land:      6   Mid:      -- |
|                             | Range:      9   Sea:       2   Late:   **** |
|                             | Armor:    400   Space:     7   End:    **** |
|                             | Response: 190                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      620      5   100   10|
| Hand Beam                  7| 7| -| 7     5/---      700      1   110   --|
| Antigrav Storm             7| 7| 5| -     7/---      800      1   100   --|
| Double Cutter              7| 7| 5| 7   ---/---      820      5   120   --|
| Double Hook                7| 7| 7| 7   ---/---      840      1   144   --|
| Cyclone Beam               7| 7| -| 7    10/---      970      3   100   --|
| Shoulder Boomer            7| 7| 6| 7   ---/---      970      3   100    4|
| Screw Crasher              7| 7| 6| 7   ---/---     1060      3   100    2|
| Space Thunder              7| 7| -| 7    30/---     1350      1   135   --|
+---------------------------------------------------------------------------+
 The Grendizer (not in Spazer mode) can merge with the Double Spazer to form
 a faster, stronger, winged Super Robot. Not only will the Double-Grendizer
 have the attacks of both units, it will have +1 Movement, added EN, and
 better Adaptability (not to mention Flight). Unlike the Super Gundam, when
 you Divide, the Grendizer actually goes out first.
 Speaking of the Super Gundam, reducing your sortie by 1 for the sake of
 combining into the Double-Grendizer seems pretty risky by this point, when
 you need all the power you can muster. If you weren't planning on powering up
 a Mazinger teammate, the Double-G doesn't provide anything the Spazer-mode of
 the Grendizer doesn't. As a standalone, the Double Spazer might be useful as
 a mid-range attacker, but the Mazinger pilots all take too long to reach 130+
 response to utilize it for hit-and-run tactics.


+-e^ Drill Spazer ------------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      3000   Adaptability   Rating       |
| First Pilot:    Maria Fleed | EN:       230   Sky:       6   Early:    -- |
| Abilities:          Combine | Type: Sky/Sub   Land:      7   Mid:      -- |
| Introduced:     Scenario 43 | Range:      8   Sea:       2   Late:     ** |
|                             | Armor:    300   Space:     6   End:       * |
|                             | Response: 185                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Drill Missile              5| 7| 5| 5   ---/---      830      5   120    6|
| Spark Bomber               7| 7| -| 7     8/---      950      3   100   --|
+---------------------------------------------------------------------------+
+--- Grendizer/Drill Spazer --+---------------------------------------------+
| Series:       Mazinger Saga | HP:      4500   Adaptability   Rating       |
| First Pilot:           None | EN:       255   Sky:       6   Early:    -- |
| Abilities:         Separate | Type: Sky/Sub   Land:      7   Mid:      -- |
|                             | Range:      8   Sea:       2   Late:   **** |
|                             | Armor:    400   Space:     6   End:    **** |
|                             | Response: 190                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Hand Beam                  7| 7| -| 7     5/---      700      1   110   --|
| Antigrav Storm             7| 7| 5| -     7/---      800      1   100   --|
| Drill Missile              5| 7| 5| 5   ---/---      830      5   120    6|
| Double Hook                7| 7| 7| 7   ---/---      840      1   144   --|
| Spark Bomber               7| 7| -| 7     8/---      950      3   100   --|
| Shoulder Boomer            7| 7| 6| 7   ---/---      970      3   100    4|
| Screw Crasher              7| 7| 6| 7   ---/---     1060      3   100    2|
| Space Thunder              7| 7| -| 7    30/---     1350      1   135   --|
+---------------------------------------------------------------------------+
 Much like the Double Spazer, the Drill Spazer can combine with Duke's
 Grendizer (again, not in Spazer mode) to form a stronger, flying, drilling
 Super Robot... yeah. The Drill-Grendizer has the attacks of both units,
 added EN, and better Adaptability (and Flight and Subterrain movement).
 Unlike the Super Gundam, when you Divide, the Grendizer goes out first.
 Again, reducing your sortie by 1 for the sake of combining into the Drill-
 Grendizer seems pretty risky by this point, when you need all the power you
 can muster. Most Mazinger teammates are better off on their own (especially
 those with Luck) than sitting backseat to Duke.
 The Drill-Spazer isn't as fast as the Double Spazer, but it provides the fun
 "Subterrain" movement to conserve energy and protect the Grendizer. Of course
 the Grendizer is well armored, has high HP, and is pretty energy-efficient,
 so a +1 movement would have been better. In that respect, the Double-Spazer
 beats the Drill Spazer in all categories.
!-Keep in mind when Dividing the Drill Grendizer that the Grendizer leaves 1st.


+-e* Marine Spazer -----------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      3000   Adaptability   Rating       |
| First Pilot:  Hikaru Makiba | EN:       230   Sky:       7   Early:    -- |
| Abilities:          Combine | Type: Sky/Lnd   Land:      2   Mid:      -- |
| Introduced:     Scenario 43 | Range:      8   Sea:       7   Late:      * |
|                             | Armor:    300   Space:     6   End:       * |
|                             | Response: 180                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Marine Missile             5| 5| 7| 5   ---/---      800      5   100   10|
| Marine Cutter              5| 5| 7| 5   ---/---      900      3   120   --|
+---------------------------------------------------------------------------+
+--- Grendizer/Marine Spazer -+---------------------------------------------+
| Series:       Mazinger Saga | HP:      4500   Adaptability   Rating       |
| First Pilot:           None | EN:       255   Sky:       7   Early:    -- |
| Abilities: Separate/Combine | Type: Sky/Lnd   Land:      2   Mid:      -- |
|                             | Range:      8   Sea:       7   Late:     -- |
|                             | Armor:    400   Space:     6   End:    **** |
|                             | Response: 190                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Hand Beam                  7| 7| -| 7     5/---      700      1   110   --|
| Antigrav Storm             7| 7| 5| -     7/---      800      1   100   --|
| Marine Missile             5| 5| 7| 5   ---/---      800      5   100   10|
| Double Hook                7| 7| 7| 7   ---/---      840      1   144   --|
| Marine Cutter              5| 5| 7| 5   ---/---      900      3   120   --|
| Shoulder Boomer            7| 7| 6| 7   ---/---      970      3   100    4|
| Screw Crasher              7| 7| 6| 7   ---/---     1060      3   100    2|
| Space Thunder              7| 7| -| 7    30/---     1350      1   135   --|
+---------------------------------------------------------------------------+
 Much like the Double Spazer, the Marine Spazer can combine with Duke's
 Grendizer (again, not in Spazer mode) to form a stronger, flying, swimming
 Super Robot... and the fact there will soon be no water for you to enter
 makes this unit even more useless. The Marine-Grendizer adds nothing the
 Drill- and Double-Grendizer don't already do better.
!-When you Dividing, the Grendizer goes out first. The Marine Spazer offers
 nothing new from the Drill or Double Spazer, so it's best to mothball this
 and let Hikaru pilot the Great Mazinger or Dianan A from time to time.


+-e$ Qubelay Mk.II -----------+---------------------------------------------+
| Series:       Gundam Series | HP:      2400   Adaptability   Rating       |
| First Pilot:      Elpy Puru | EN:       200   Sky:       5   Early:    -- |
| Introduced:     Scenario 43 | Type:    Land   Land:      7   Mid:      -- |
|                             | Range:     10   Sea:       5   Late:   **** |
|                             | Armor:    170   Space:     7   End:    **** |
|                             | Response: 225                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Beam Sabre                 -| 7| 6| 7   ---/---      500      1   130   --|
| Beam Gun                   7| 7| -| 7   ---/---      900      5   100   10|
| Funnel                     7| 7| 7| 7   ---/ 95     1100      7   150    7|
+---------------------------------------------------------------------------+
 While the Qubelay Mk.ii's stats and arsenal look decent, compared to other
 Funnel users, they are under-par -- especially with a Funnel range of 7.
 It still has an advantage over beam-heavy units like the Re-GZ though.
!-You'll have to send Judou out to convince Puru to get this.


+-e# Sazabi ------------------+---------------------------------------------+
| Series:       Gundam Series | HP:      3600   Adaptability   Rating       |
| First Pilot:           None | EN:       220   Sky:       5   Early:    -- |
| Introduced:     Scenario 44 | Type:    Land   Land:      7   Mid:      -- |
|                             | Range:      9   Sea:       5   Late:   **** |
|                             | Armor:    170   Space:     7   End:    **** |
|                             | Response: 235                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      500      4   100    5|
| Beam Tomahawk              -| 7| 6| 7   ---/---      620      1   136   --|
| Beam Shot Rifle            7| 7| -| 7   ---/---     1000      5   120   15|
| Funnel                     7| 7| 7| 7   ---/ 95     1200      8   150   10|
+---------------------------------------------------------------------------+
 There is a reason this is Quatro's favorite mech suit. While it doesn't have
 an I-Field like the v-Gundam, it's durable and has the same killer arsenal.
!-Before you stomp Ashura, convince Naiida with Duke to get this.


= (f) Endgame = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
= = = (Scenarios 45 ~ 58) = = = = = = = = = = = = = = = = = = = = = = = = = =

+- Sub-Index --------------------------+
|      f1  Getta Robo G .......(*****) |
|          Getta Dragon                |
|          Getta Liger                 |
|          Getta Poseidon              |
|      f2  Ra Cailum .......... (****) |
|      f3  Psycho Gundam Mk.II  (****) |
|      f4  Jagd Doga .......... (****) |
|      f5  Granzone ........... (****) |
|      f6  GP-03 (Orchis) .....(*****) |
|          GP-03 (Stamen)              |
|      f7  Pantagruel .........   (**) |
|      f8  Neue Ziel ..........(*****) |
|      f9  Germark ............(*****) |
+--------------------------------------+

+-f1 Getta Dragon ------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      4200   Adaptability   Rating       |
| Pilot:        Ryouma Nagare | EN:       255   Sky:       7   Early:    -- |
| Abilities:        Transform | Type: Sky/Lnd   Land:      5   Mid:      -- |
| Introduced:     Scenario 45 | Range:      8   Sea:       1   Late:     -- |
|                             | Armor:    350   Space:     7   End:   ***** |
|                             | Response: 180                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Spin Cutter                7| 7| 6| 7   ---/---      700      1   145   --|
| Double Tomahawk            7| 6| 5| 7   ---/---      900      1   130   --|
| Double Tomahawk (thrown)   7| 7| 4| 7   ---/---      900      3   100    4|
| Getta Beam                 7| 6| -| 7    20/---     1200      1   100   --|
| Shine Spark                7| 7| -| 7   100/130     2500      1   112   --|
+---------------------------------------------------------------------------+
+--- Getta Liger -------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      4200   Adaptability   Rating       |
| Pilot:          Hayato Kami | EN:       255   Sky:       3   Early:    -- |
| Abilities:        Transform | Type: Lnd/Sub   Land:      7   Mid:      -- |
|                Mach Special | Range:     10   Sea:       1   Late:     -- |
|                             | Armor:    330   Space:     6   End:    **** |
|                             | Response: 190                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Liger Missile              6| 7| 5| 7   ---/---      800      4   106    4|
| Drill Arm                  -| 7| 6| 7   ---/---      900      1   140   --|
| Chain Attack               -| 7| 5| 7   ---/---     1000      1   130   --|
+---------------------------------------------------------------------------+
+--- Getta Poseidon ----------+---------------------------------------------+
| Series:        Getter Robo  | HP:      4200   Adaptability   Rating       |
| Pilot:        Benkei Kurama | EN:       255   Sky:       1   Early:    -- |
| Abilities:        Transform | Type:  Amphib   Land:      6   Mid:      -- |
|                             | Range:      8   Sea:       7   Late:     -- |
|                             | Armor:    380   Space:     4   End:     *** |
|                             | Response: 170                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Strong Missile             4| 6| 7| 6   ---/---     1000      5   100    4|
| Getta Cyclone              -| 6| 7| -    10/---     1200      1   108   --|
+---------------------------------------------------------------------------+
 Now THIS is an upgrade. Sure you lose the Getta 1-2-3 and any upgrades you
 put into them. On the other hand, you have the SHINE SPARK. The Shine Spark
 (once Benkei Yells twice) will help win several important victories for you.
 On the minus side, Benkei sucks (he starts at level 40, regardless of what
 level Musashi, Ryouma and Hayato are) and has inferior Spirit Techs.
 The Getta Dragon becomes your primary damage dealer, the Liger is still the
 "pursuit" mode (Mach Special functions exactly like Getta Vision), and
 Poesidon... is no Getta-3 in terms of usefulness. With only slightly enhanced
 armor, slightly stronger ranged attack, and just 3~4 stages (out of 7) where
 Cyclone's available, the only time Benkei sees daylight is for Spirit Techs.


+-f2 Ra Cailum ---------------+---------------------------------------------+
| Series:       Gundam Series | HP:      7500   Adaptability   Rating       |
| Pilot:          Bright Noah | EN:       255   Sky:       7   Early:    -- |
| Abilities:          Docking | Type:     Sky   Land:      5   Mid:      -- |
| Introduced:     Scenario 45 | Range:      9   Sea:       3   Late:     -- |
|                             | Armor:    150   Space:     7   End:    **** |
|                             | Response: 200                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| 60mm Machinegun            7| 7| 7| 7   ---/---      500      1   140   10|
| Missile                    7| 7| 7| 7   ---/---      550      4   100    5|
| Mega Particle Cannon       7| 7| -| 7   ---/---      900      7    80   10|
| Hypermega Part. Can. (ALL) 7| 7| 7| 7   150/---     1500    3x7    80   --|
+---------------------------------------------------------------------------+
 Your last mobile base, it features improved stats, better movement, 60mm
 guns and nothing new. The Mega Particle Cannon is still a "Beam"-type attack.
!-As always, A unit that flies in to Dock immediately recovers their ammo,
 loses 5 Morale and by next turn, begins to gradually recover their HP and EN.
!-Any unit still in Dock when the Ra Cailum goes down, goes down with the ship.


+-f3 Psycho Gundam Mk.II------+---------------------------------------------+
| Series:       Gundam Series | HP:      ????   Adaptability   Rating       |
| Pilot:               Puru 2 | EN:       250   Sky:       5   Early:    -- |
| Abilities:          I-Field | Type:    Land   Land:      7   Mid:      -- |
|                   Transform | Range:      5   Sea:       5   Late:     -- |
| Introduced:     Scenario 46 | Armor:    380   Space:     7   End:    **** |
|                             | Response: 210                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Diffusion Mega             7| 7| -| 7   ---/---      740      1   140   10|
| Mega Particle Cannon       7| 7| -| 7   ---/---     1000      7   100   10|
| Mega Particle Cannon       7| 7| -| 7   ---/---     1000      7   100   10|
+---------------------------------------------------------------------------+
+--- Psycho Mk.II (Fortress) -+---------------------------------------------+
| Series:       Gundam Series | HP:      ????   Adaptability   Rating       |
| Pilot:               Puru 2 | EN:       250   Sky:       7   Early:    -- |
| Abilities:          I-Field | Type:     Sky   Land:      5   Mid:      -- |
|                   Transform | Range:      4   Sea:       5   Late:     -- |
|                             | Armor:    440   Space:     7   End:     *** |
|                             | Response: 210                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Diffusion Mega             7| 7| -| 7   ---/---      740      1   140   10|
| Mega Particle Cannon       7| 7| -| 7   ---/---     1000      7   100   10|
| Mega Particle Cannon       7| 7| -| 7   ---/---     1000      7   100   10|
+---------------------------------------------------------------------------+
 Goofy grin aside, this behemoth is quite frightening. It may be (very) slow,
 only has beam weapons, and lasts just one stage, but MAN is it fun tromping
 around with a unit that has over 10,000 HP!


+-f4 Jagd Doga ---------------+---------------------------------------------+
| Series:       Gundam Series | HP:      2700   Adaptability   Rating       |
| First Pilot:         Puru 2 | EN:       220   Sky:       5   Early:    -- |
| Introduced:     Scenario 46 | Type:    Land   Land:      7   Mid:      -- |
|                             | Range:      9   Sea:       5   Late:     -- |
|                             | Armor:    160   Space:     7   End:    **** |
|                             | Response: 228                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      500      4   100    5|
| Beam Sabre                 -| 7| 6| 7   ---/---      600      1   130   --|
| Beam Assault Rifle         7| 7| -| 7   ---/---      900      6   110   15|
| Mega Particle Cannon       7| 7| -| 7   ---/---     1000      7   100   10|
| Funnel                     7| 7| 7| 7   ---/ 95     1200      8   150   10|
+---------------------------------------------------------------------------+
 Puru 2 may have stolen Ques' MS, but you can swap seats with any UC pilot.
 The Jagd Doga sets the mark of what a standard Funnel user should be like.
 (Especially considering how many enemy Jagd Doga's you've faced already.)


+-f5 Granzone ----------------+---------------------------------------------+
| Series:  Banpresto Original | HP:      4800   Adaptability   Rating       |
| Pilot:       Shuu Shirakawa | EN:       255   Sky:       6   Early:    -- |
| Introduced:  Scenario 47/48 | Type: Sky/Lnd   Land:      7   Mid:      -- |
|                             | Range:     10   Sea:       6   Late:     -- |
|                             | Armor:    450   Space:     7   End:    **** |
|                             | Response: 228                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Gran Wyrm Sword            7| 7| 7| 7   ---/---      570      1   140   --|
| Wyrm Smasher               7| 7| 7| 7   ---/---      870      3   120   10|
| Graviton Cannon (ALL)      7| 7| 7| 7   120/120     1000    rx8   120   --|
| Blackhole Cluster          7| 7| 7| 7   100/140     2200      5   160   --|
+---------------------------------------------------------------------------+
 It even LOOKS bad-ass. Great for the homicidal murderer on your team.
 Unfortunately, its better attacks require a lot more Morale than you can
 easily get. But with Granzone's high initial stats, and the Graviton Cannon
 (which is an ALL/MAP weapon) you may have less trouble than you think.
!-Be VERY careful of the G.Cannon as it can strike FRIENDLY units as well.


+-f6 GP-03 (Orchis) ----------+---------------------------------------------+
| Series:       Gundam Series | HP:      5800   Adaptability   Rating       |
| First Pilot:           None | EN:       200   Sky:       0   Early:    -- |
| Abilities:         Separate | Type:   Space   Land:      0   Mid:      -- |
|                     I-Field | Range:     12   Sea:       0   Late:     -- |
| Introduced:     Scenario 47 | Armor:    250   Space:     7   End:   ***** |
|                             | Response: 188                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      500      3   100    5|
| Large Beam Sabre           -| -| -| 7   ---/---      600      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100   10|
| Folding Bazooka            7| 7| 3| 7   ---/---      700      4    90    3|
| Micromissile (ALL)         7| 7| 7| 7   ---/---      700    6,rx3 160    3|
| Mega Beam Cannon           7| 7| 7| 7   ---/---      900      6   100    5|
+---------------------------------------------------------------------------+
+--- GP-03 (Stamen) ----------+---------------------------------------------+
| Series:       Gundam Series | HP:      1800   Adaptability   Rating       |
| First Pilot:           None | EN:       120   Sky:       5   Early:    -- |
|                             | Type:    Land   Land:      7   Mid:      -- |
|                             | Range:      9   Sea:       5   Late:     -- |
|                             | Armor:    150   Space:     7   End:     *** |
|                             | Response: 195                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Beam Sabre                 -| 7| 6| 7   ---/---      400      1   130   --|
| Beam Rifle                 7| 7| -| 7   ---/---      650      4   100   10|
| Folding Bazooka            7| 7| 3| 7   ---/---      700      4    90    3|
+---------------------------------------------------------------------------+
 You get this Space-only Gundam almost at the very end of the game. And with
 good reason. It takes elements from v-Gundam and the GP-01FV to create a
 speedy monster that looks like it engulfs the GP-03. Much like the Re-GZ,
 if the Orchis is destroyed, the Stamen form will remain. You could ditch the
 Orchis base manually, but never EVER do that. It might be more  adaptive,
 but it looses four thousand HP, 3 movement, all those nifty guns and that
 shiney I-field. (Also, no, the G-Defensor only works with the Gundam Mk.II.)
!-Be VERY careful of Micromissile; it damages EVERY unit except the GP-03. You
 can launch it at any time, even if there isn't anything in range. You fire
 a "grenade" within 6 tiles that then explodes in a spread-radius of 3.
!-Any upgrades made to the Orchis will be reflected in the Stamen as well.
!-Much like the Re-GZ, the GP-03 must deploy in Orchis mode and thus cannot
 participate in any battle that's not in Space.


+-f7 Pantagruel --------------+---------------------------------------------+
| Series:       Brave Raideen | HP:      3500   Adaptability   Rating       |
| First Pilot:           None | EN:       220   Sky:       6   Early:    -- |
| Introduced:     Scenario 47 | Type: Sky/Lnd   Land:      7   Mid:      -- |
|                             | Range:      8   Sea:       4   Late:     -- |
|                             | Armor:    190   Space:     5   End:      ** |
|                             | Response: 210                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Multiwarhead Missile       7| 7| 7| 7   ---/---      600      5   140    7|
| Missile                    7| 7| 7| 7   ---/---      620      5   100   10|
| Arrow Lancer               7| 7| 7| 7   ---/---      680      1   130   --|
| Beam Cannon                7| 7| -| 7   ---/---      850      5   100   10|
+---------------------------------------------------------------------------+
 A second Garganchua with a different paintjob, it's the strongest (**) unit
 for the End Game, but still overshadowed by the (***) units.
 Technically this is a Banpresto Original... that's based on a robot from
 Combattler V. Not War of the Gargantuas/Frankenstein Conquers the World.


+-f8 Neue Ziel ---------------+---------------------------------------------+
| Series:       Gundam Series | HP:      7000   Adaptability   Rating       |
| First Pilot:           None | EN:       200   Sky:       0   Early:    -- |
| Abilities:          I-Field | Type:   Space   Land:      0   Mid:      -- |
| Introduced:    Scenario 48B | Range:     10   Sea:       0   Late:     -- |
|                             | Armor:    180   Space:     7   End:   ***** |
|                             | Response: 198                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Missile                    7| 7| 7| 7   ---/---      500      3   100    5|
| Cable Claw Arm             7| 7| 5| 7   ---/---      650      3   126   10|
| Micromissile (ALL)         7| 7| 7| 7   ---/---      700    6,rx3 160    3|
| Mega Particle Cannon       7| 7| -| 7   ---/---      800      6   100   10|
| Mega Particle Cannon       7| 7| -| 7   ---/---      800      6   100   10|
| Mega Cannon                7| 7| -| 7    30/---      900      5   100   --|
+---------------------------------------------------------------------------+
 Just like the GP-03, this Space-only Gundam is gotten near the very end of
 the game. It still has the I-Field, but does not have an interior "Stamen."
 The branch in which you obtain the Neue Ziel, all the remaining stages will
 take place in space, making this mech (and the GP-03) much more valuable.
 The Neue Ziel is much more durable compared to the GP-03, but lacks a melee
 weapon. (And it has too many beam weapons: three Mega Cannons?!)
!-Be VERY careful of Micromissile; it damages EVERY unit except the NZ. You
 can launch it at any time, even if there isn't anything in range. You fire
 a "grenade" within 6 tiles that then explodes in a spread-radius of 3.
!-Much like other flying units, the Neue Ziel can only fight in Outer Space.


+-f9 Germark -----------------+---------------------------------------------+
| Series:       Gundam Series | HP:      5600   Adaptability   Rating       |
| First Pilot:      Cara Soon | EN:       230   Sky:       6   Early:    -- |
| Abilities:      Scenario 49 | Type:    Land   Land:      6   Mid:      -- |
|                             | Range:      6   Sea:       5   Late:     -- |
|                             | Armor:    400   Space:     7   End:   ***** |
|                             | Response: 220                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Beam Sabre                 -| 7| 6| 7   ---/---      500      1   130   --|
| Beam Launcher              7| 7| -| 7   ---/---      770      8   100   10|
| Mega Beam Cannon           7| 7| -| 7   ---/---      800      5   100   10|
| Grenade Launcher           7| 7| 7| 7   ---/---      900      3    90    2|
| Hypermega Particle Cannon  7| 7| -| 7   ---/---      930      6   100    8|
| Funnel                     7| 7| 7| 7   ---/---     1050     10   150   10|
+---------------------------------------------------------------------------+
!-Taken from Cara near the end of the game if you were on the Quattro path,
 just have Judou convince her before pasting Iria.
!-This is the best Funnel you can find; it has the longest range of ANY
 weapon you possess. The unit is a sweet tank too, with high HP and Armor.


= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

+--- Boss Borot --------------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      2500   Adaptability   Rating       |
| Pilot:                 Boss | EN:       120   Sky:       1   Early:    ** |
| Abilities:      Ground Only | Type:    Land   Land:      7   Mid:      -- |
| Introduced:     Scenario 15 | Range:      6   Sea:       2   Late:     -- |
|                             | Armor:    100   Space:     0   End:      -- |
|                             | Response: 108                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Barot Punch                -| 7| 7| -   ---/---      680      1   160   --|
| Special B.Punch            -| 7| 7| -   ---/110      840      1   130   --|
| Special DX B.Punch         -| 7| 7| -   ---/120     1070      1   100   --|
+---------------------------------------------------------------------------+
 A potential powerhouse for the stage or three you have him (Scenario 15-17)
 due to his Morale-powered punches. But due to the limits of his stay and
 attack-type, best leave him behind the entire time.


+--- Getta Q -----------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      2200   Adaptability   Rating       |
| Pilot:      Michiru Saotome | EN:       120   Sky:       5   Early:   *** |
| Introduced:     Scenario 14 | Type:    Land   Land:      7   Mid:      -- |
|                             | Range:      7   Sea:       5   Late:      * |
|                             | Armor:    120   Space:     5   End:      -- |
|                             | Response: 112                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Freezing Beam              7| 7| -| 7   ---/---      600      1   140    5|
| Getta Beam                 7| 7| -| 7    10/---      870      1   100   --|
+---------------------------------------------------------------------------+
 The first time you see the Getta Q, it can do its job of holding the line
 with the Texas Mack. The second time you see it, it remains the same, but
 the enemies can now chew it up like a toy. At least Maria's ZumeZume flew.


+--- Medea -------------------+---------------------------------------------+
| Series:       Gundam Series | HP:      2500   Adaptability   Rating       |
| Pilot:       Nina Purpleton | EN:       255   Sky:       7   Early:    -- |
| Introduced:     Scenario 10 | Type:     Sky   Land:      5   Mid:      -- |
|                             | Range:      5   Sea:       3   Late:     -- |
|                             | Armor:    100   Space:     0   End:      -- |
|                             | Response: 154                               |</pre><pre id="faqspan-4">
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Repair Equipment           -| -| -| -   ---/---        0      1    --   --|
| 30mm Machinegun            7| 7| 7| 7   ---/---      400      1   140   10|
+---------------------------------------------------------------------------+
 Seen thrice in the game, twice as an escorted NPC and once as an enemy.


+--- Texas Mack --------------+---------------------------------------------+
| Series:         Getter-Robo | HP:      2500   Adaptability   Rating       |
| Pilot:            Jack King | EN:       120   Sky:       6   Early:   *** |
| Introduced:     Scenario 14 | Type: Sky/Lnd   Land:      6   Mid:      -- |
|                             | Range:      8   Sea:       6   Late:      * |
|                             | Armor:    130   Space:     5   End:      -- |
|                             | Response: 125                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Texas Sword                7| 7| 7| 7   ---/---      450      1   134   --|
| Mach Revolver              7| 7| 7| 7   ---/---      580      3   118   10|
| Mach Riot                  7| 7| 7| 7   ---/---      600      3   160    5|
| Mach Rifle                 7| 7| 7| 7   ---/---      650      6   106    5|
+---------------------------------------------------------------------------+
 Jack's fancy Texas Mack might last longer than Micheru's Getta Q the second
 time around. Might. At least it has a ranged rifle for ambushing enemies.


+--- ZumeZume ----------------+---------------------------------------------+
| Series:       Mazinger Saga | HP:      3800   Adaptability   Rating       |
| Pilot:          Maria Fleed | EN:       220   Sky:       5   Early:    -- |
| Introduced:     Scenario 43 | Type: Sky/Lnd   Land:      7   Mid:      -- |
|                             | Range:      7   Sea:       3   Late:      * |
|                             | Armor:    200   Space:     7   End:      -- |
|                             | Response: 198                               |
+-----------------------------+---------------------------------------------+
| Attack Name               SK|LD|SE|SP   Eng/Mor    Power  Range  Hit% Ammo|
+---------------------------------------------------------------------------+
| Freezing Beam              7| 7| -| 7   ---/---      600      1   140    5|
| Freezing Beam              7| 7| -| 7   ---/---      600      1   140    5|
| Ripper Claw                7| 7| 7| 7   ---/---      740      1   132   --|
+---------------------------------------------------------------------------+
 A one-time-only deal you fly one of these melee-only monsters.


314159265358979323846264338327950288419Q2hlY2sgb3V0IG15IG1hbnkgb3RoZXIgRkFRcw==
+ = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + =

(III) ERRATA

Trivia:

You can sell most of your Super Robots off except for those with bound pilots
(like the Daitarn 3, the Tekkou Oni, or any of the Banpresto Originals).
Several "titular" mecha are also immune from the scrapyard, such as the ZZ
Gundam, Z Gundam, F-91, and anything from the Mazinger saga.
You also cannot sell off the Bluegar, the Methuss, the Type-100, the v Gundam,
the GP-01 variations, or the GP-03 or Neue Ziel. The optional MS units you
can't lose are Quatro's Sazabi, the Vigna Ghina, and the Qubelay Mk.II.

If you're worried about upgrades, they are entirely optional and only serve
to give Londo Bell an edge against similar mecha, which won't happen until
beyond mid-game when the DC and Aliens start throwing around Super Robots of
their own.
That said, I would keep track of how pilots progress (check out my Pilot FAQ!)
and put priorities on making sure a mobile suit can handle the Response levels
of its pilot. In situations where I think one Super Robot will be making more
frequent attacks, I'd also consider raising EN since it is also a cheap
upgrade. Between Armor and HP, Armor is the more economical choice.

The best Super Robot is the Daitarn 3, especially if you plan to try Ragnarok,
because of how hard it can hit and how frequenty it can use its final attack.
Don't let Banjou's training slip too far behind!

Also don't neglect the Great Mazinger or any of Banpresto's super robots. The
game isn't all about bosses and final attacks; there are waves of regular
enemies you have to plow through and these units are great for that.

In the case of story branches, chosing Quattro nets you a Germark (one of the
best UC mobile suits), up there with the GP-03, Neue Ziel, v-Gundam, Sazabi,
Gundam ZZ and Type 100. It easily out-powers the Jagd Doga or Qubelay Mk.II.


Ratings Comparison:
Translation Differences:

  +--------------------------+-------+-------+-------+---------------+
  |      Name          Early |  Mid  | Late  |  End  | Official Name |
  +--------------------------+-------+-------+-------+---------------+
a1. Aphrodite A ......  ****  |       |       |       | Aphrodite A
a2. GM ...............  **    | *     | *     | *     | RGM-79 GM
a3. Guncannon ........  ****  | **    | *     | *     | RX-77-2 Guncannon
a4. Gundam ...........  ***   | **    | *     | *     | RX-78-2 Gundam
a5. Mazinger Z .......  ***** |       |       |       | Mazinger Z
a6. P-Getta ..........  ****  |       |       |       | Prototype Getter Robo
   P-Getta 1 ........  ****  |       |       |       | Prototype Getter-1
   P-Getta 2 ........  ***   |       |       |       | Prototype Getter-2
   P-Getta 3 ........  *     |       |       |       | Prototype Getter-3
a7. White Base .......  ****  |       |       |       | White Base
  +--------------------------+-------+-------+-------+---------------+
  |      Name          Early |  Mid  | Late  |  End  | Official Name |
  +--------------------------+-------+-------+-------+---------------+
b1. Getta Robo .......  ***** | ***** | ***** |       | Getter Robo
   Getta 1 ..........  ***** | ****  | ***   |       | Getter-1
   Getta 2 ..........  ****  | ***** | ***** |       | Getter-2
   Getta 3 ..........  ****  | ***   | ***   |       | Getter-3
b2. Methuss ..........  ****  | ****  | ****  | ***   | MSA-005 Methuss
b3. Nemo .............  ***   | *     |       |       | MSA-003 Nemo
b4. Gundam Mk.II .....  ****  | ***   | *     | *     | RX-178 Gundam Mk-II
b5. Z Gundam .........  ****  | ****  | ***   | ***   | MSZ-006 Zeta Gundam
b6. GP-01 ............  ***   |       |       |       | RX-78GP01 Zephyranthes
b7. GP-01FV ..........  ****  | ***   | *     | *     | RX-78GP01FB FullVernian
b8. Z'Gok E ..........  ***   | *     | *     | *     | MSM-07E Z'GokExperiment
b9. Alex .............  ***   | **    | *     | *     | RX-78NT-1 Gundam "Alex"
  +--------------------------+-------+-------+-------+---------------+
  |      Name          Early |  Mid  | Late  |  End  | Official Name |
  +--------------------------+-------+-------+-------+---------------+
c1. Argamma ..........  ****  | ****  |       |       | Argama
c2. Dijeh SE-R .......  ***** | ****  | ***   | ***   | SE-DJ-1R Dijeh SE-R
c3. Combattler V .....  ****  | ****  | ****  | ****  | Combattler V
c4. Dianan A .........        | ****  | ***   | **    | Dianan A
c5. Mazinger Z (Jet) .        | ***** | ****  | ***   | Mazinger Z+Jet Scrander
c6. Raideen ..........        | ****  | ****  | ****  | Raideen
c7. Bluegar ..........        | **    | ***   | ****  | Bluegar
c8. Daitarn 3 ........        | ****  | ****  | ****  | Daitarn 3
  +--------------------------+-------+-------+-------+---------------+
  |      Name          Early |  Mid  | Late  |  End  | Official Name |
  +--------------------------+-------+-------+-------+---------------+
d1. Re-GZ ............        | ****  | ***   | **    | RGZ-91 Refined Gundam Z
d2. Rick Dias ........        | **    | *     | *     | RMS-099 Rick Dias
d3. Type 100 .........        | ***   | ****  | ***** | MSN-00100 Hyaku Shiki
d4. G-Defensor .......        | **    | *     | *     | FXA-05D G-Defenser
   Super Gundam              | ****  | **    | *     | RX178+FXA05D SuperGundm
d5. Zaku .............        | *     | *     | *     | MS-06 Zaku II
d6. Jegan ............        | ***   | *     | *     | RGM-89 Jegan
d7. Kaempfer .........        | ***   | *     | *     | MS-18E Kämpfer
d8. Garganchua .......        | ***   | **    | *     | Gargantua
d9. Gelgoog M ........        | **    | *     | *     | MS-14F Gelgoog Marine
d$. F-91 .............        | ***** | ****  | ***   | F91 Gundam Formula 91
d#. ZZ Gundam ........        | ***** | ***** | ***** | MSZ-010 ΖΖ Gundam
  +--------------------------+-------+-------+-------+---------------+
  |      Name          Early |  Mid  | Late  |  End  | Official Name |
  +--------------------------+-------+-------+-------+---------------+
e1. Neo Argamma ......        |       | ****  |       | Nahel Argama
e2. v Gundam .........        |       | ***** | ***** | RX-93 ν Gundam W-Fin
e3. Cyblaster ........        |       | ****  | ****  | Cybuster
e4. Valsione .........        |       | ****  | ****  | Valsione
e5. Great Mazinger ...        |       | ***** | ****  | Great Mazinger
e6. Venus A ..........        |       | **    | **    | Venus A
e7. Tekkou Oni .......        |       | **    | *     | Tekkou Oni (?)
e8. Grendizer ........        |       | ****  | ****  | Grendizer
   Double Grendizer .        |       | ****  | ****  | Grendizer
   Drill Grendizer ..        |       | ****  | ****  | Grendizer
   Marine Grendizer .        |       | ****  | ****  | Grendizer
e9. Vigna Ghina ......        |       | ****  | ***   | XM-07 Vigna Ghina
e+. Double Spazer ....        |       | **    | **    | Double Spazer
e^. Drill Spazer .....        |       | **    | *     | Drill Spazer
e*. Marine Spazer ....        |       | *     | *     | Marine Spazer
e$. Qubelay Mk.II ....        |       | ****  | ****  | AMX-004 Qubeley Mk-II
e#. Sazabi ...........        |       | ****  | ****  | MSN-04 Sazabi
  +--------------------------+-------+-------+-------+---------------+
  |      Name          Early |  Mid  | Late  |  End  | Official Name |
  +--------------------------+-------+-------+-------+---------------+
f1. Getta Robo G .....        |       |       | ***** | Getter Robo G
   Dragon ...........        |       |       | ***** | Dragon
   Liger ............        |       |       | ****  | Liger
   Poseidon .........        |       |       | ***   | Poseidon
f2. Ra Cailum ........        |       |       | ****  | Ra Cailum
f3. Psycho Gundam Mk.II       |       |       | ****  | MRX-010 PsycoGundam Mk2
f4. Jagd Doga ........        |       |       | ****  | MSN-03 Jagd Doga
f5. Granzone .,,,,....        |       |       | ****  | Granzon
f6. GP-03 ............        |       |       | ***** | RX-78GP03D Orchis
f7. Pantagruel .......        |       |       | **    | Pantagruel
f8. Neue Ziel ........        |       |       | ***** | AMA-002 Neue Ziel
f9. Germark ..........        |       |       | ***** | AMX-015 Geymalk


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+ = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + = + =

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