Real Pilot and Real Robots

*You're way out of this league.*

Original Thread

## Real Pilot

Highly trained, talented, or both, Real Pilots are cold-minded individuals that specialize in shooting down their enemies from afar before they can strike back. They pilot the best military mechas many times customized with powerful prototype weapons and other high-tech extras.

**Hit Dice**: d10

### Skills and Proficiencies

* D&D 3.5
* Pathfinder
 6 skill points + Int per level, quadruple at first level.
**Class Skills:** Balance, Bluff, Craft(any), Concentration, Climb, Diplomacy, Escape Artist, Jump, Hide, Move Silently, Spot, Listen, Appraise, Intimidate, Knowledge(any), Profession (Any), Sense Motive, Swim, Tumble

 6 skill points + Int per level.
**Class Skills:** Acrobatics, Appraise, Bluff, Climb, Craft(any), Diplomacy, Escape, Fly, Artist, Intimidate, Knowledge(any), Perception, Profession (Any), Sense Motive, Stealth, Swim

**Proficiencies**: Simple and martial weapons, firearms and mechas
**Martial Disciplines**: Ace Pilot and Into the Danger Zone

### Features

#### Bonus Feat

Whenever this ability shows up, the Real Pilot can pick a feat from the list of pilot feats.

#### Real Robot

The real pilot was trained by a powerful organization (the details of which should be discussed with the DM), which at 1st level grants him access to a basic real robot. The organization also pledges to repair non-disabling damage and refuel the mecha on any of it's branches for no cost. The organization can be assumed to have such branches in any stable city where the Real Pilot could conduct normal business. If the mecha is reduced to 0 HP the Real Pilot will have to undergo some redeeming quest for a replacement (assuming he makes it back). If the Real Pilot is at least 4th level, he can request a Real Robot one grade lower than he would normally have access to while on his redeeming quest (including arsenal options).

As the Real Pilot grows in levels he gains access to stronger mechas as shown on the table, but he cannot change his choices on mechas until he levels up. Alternatively, at any moment they're allowed to change their arsenal, they may request a generic GUNDAMS or VALKYRIE mecha.

#### Arsenal

On top of the mecha the organization also freely supplies an array of basic swappable weapons and  accessories to further customize his mecha. Refer to the Arsenal list for details. Items from the arsenal list can be swapped on any organization branch while the mecha undergoes maintenance, and access to new ones is granted at the same rate as new mechas.

#### Maneuvers

The Real Pilot learns maneuvers and stances from the Ace Pilot and Into the Danger Zone schools as shown on the table. To learn a maneuver of any given level, he needs to have a Pilot Level of twice the maneuver level, minus one. His Pilot level is equal to his Real Pilot level plus half his other levels.

#### Spirited

Each level of Real Pilot increases the max number of spirit points of the player by 6. In addition the player learns one spirit, and whenever "Spirit" appears on the table he learns one more.

Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition, such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

#### Trump Card

At 20th level, as an immediate action 1/hour the Real Pilot can reveal a secret custom system installed in his mecha. This can be any weapon or accessory from the Arsenal list, going over the normal Arsenal limit of the Pilot, but it only remains useable for 1 minute, then it overheats/is discarded/runs out of power.

## Real Robots

### Tier 1 Real Robots

#### Generic Universal Neo Dynamic Assault Mobile Suit (I)

**Size**: Medium
**Save Bonus**: +0
**Nat Armor**: +0
**Damage Reduction (DR/-)**: 0
**Hit Points (HP)**: 10
**Energy (EN)**: 100
**Dodge Bonus**: +0
**Arsenal Space**: 40
**Weapons**: A GUNDAMS has no built-in weapons.
**Hardpoints**: 4
**Speed**: 30 mu

#### Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (I)

**Size**: Medium
**Save Bonus**: +0
**Nat Armor**: +0
**Damage Reduction (DR/-)**: 0
**Hit Points (HP)**: 10
**Energy (EN)**: 100
**Dodge Bonus**: +0
**Arsenal Space**: 30
**Weapons**: A VALKYRIE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 30mu
**Extras**:
Transform: Each VALKYRIE (I) has the Transform special ability for a fighter plane form, gaining +2 Dodge and -2 Natural Armor, with a flight speed with average maneuverability of 60 mu. It must pick two ranged weapons and be able to use only those two (a pair of twin-linked weapon counts as a single weapon for this purpose).

#### Advanced Reaver Meta Slave (I)

**Size**: Small
**Save Bonus**: +0
**Nat Armor**: +0
**Damage Reduction (DR/-)**: 0
**Hit Points (HP)**: 8
**Energy (EN)**: 50
**Dodge Bonus**: +0
**Arsenal Space**: 45
**Weapons**: An ARM Slave has no built-in weapons.
**Hardpoints**: 4
**Speed**: 20mu

#### Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (I)

**Size**: Tiny
**Save Bonus**: +0
**Nat Armor**: -1
**Damage Reduction (DR/-)**: 0
**Hit Points (HP)**: 5
**Energy (EN)**: 75
**Dodge Bonus**: +1
**Arsenal Space**: 30
**Weapons**: A KNIGHTMARE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 35mu

#### Gespent

The Gespent is the basic mecha of the Earth Federation. Relatively easy to mass produce, solid and customizable, it provides an excellent all-around ground unit.
**Size**: Medium
**Save Bonus**: +0
**Nat Armor**: +1
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 15
**Energy (EN)**: 100
**Dodge Bonus**: +1
**Arsenal Space**: 25
**Weapons**:
*Punch*: Not designed for direct combat, the Gespent's fist still provide a reliable last-ditch weapon.
*Split Missiles*: Located at the Gespent's back, they provide reliable long-range support.
*Jet Magnum*: Three plasma stakes on the Gespent's left arm allow it to be a threat to much stronger units.
**Hardpoints**: 3
**Speed**: 30 mu

#### Lion

Designed by the Divine Crusaders, the Lion's main feature is a cheap, innovative and reliable Tesla engine that allows for flight while still being easily mass produced.
**Size**: Small
**Save Bonus**: +0
**Nat Armor**: +0
**Damage Reduction (DR/-)**: 1
**Hit Points (HP)**: 10
**Energy (EN)**: 100
**Dodge Bonus**: +0
**Arsenal Space**: 25
**Weapons**:
*Vulcan*: The basic weapon of the Lion is quite weak in mecha vs mecha combat, but at least ammo is cheap enough for each Lion carrying enough to never risk running out.
*Homing Missiles*: Precise, fast and powerful, the main weapon of the Lion.
*Railgun*: Another innovation from the Divine Crusaders, allowing the Lion to challenge heavily armored targets.
**Hardpoints**: 1
**Speed**: 10 mu, Fly 30 mu (Good)

#### Meggilot

In the last years, ever since the meteor crash, this strange, bug-like mecha has been reported attacking, in groups, both military and civilian locations for no apparent reason but random destruction. Piloted by AIs and no identification marks, their source remains a mystery to this day. Lightly armored and armed, but fast and agile, the Meggilot in a way has helped the factions of Terra to develop their own mechas, providing reliable live targets for new machines and pilots. Recovered wreckage has also allowed for direct reverse engineering into pilotable machines, although no Terra faction has started mass-producing them due to the stigma attached to them.
**Size**: Small
**Save Bonus**: +1
**Nat Armor**: +1
**Damage Reduction (DR/-)**: 0
**Hit Points (HP)**: 10
**Energy (EN)**: 75
**Dodge Bonus**: +2
**Arsenal Space**: 25
**Weapons**:
*Bug Vulcan*: Somewhat small caliber machine gun for a mecha, but it never seems to run out of ammo.
*Ring Laser x2*: Twin cannons of extremely advanced design shoot circles of searing energy.
*Bug Horn*: If it runs low on energy, the Meggilot will resort to charging head on.
**Hardpoints**: 2
**Speed**: 30 mu, Fly 30 mu (Good)

#### Barrelion

The Barrelion is basically a massive railgun with a Tesla engine to make it mobile and arms fitted with missile pods and beam cannons for enemies that get too close. Designed to support the Divine Crusader Lions with heavy firepower and actually able to take some hits in return, the Barrelion is however an extremely cumbersome machine since all the extra weaponry and armor overburdens its single Tesla engine and leaves little space for extras.
**Size**: Medium
**Save Bonus**: -1
**Nat Armor**: +5
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 20
**Energy (EN)**: 50
**Dodge Bonus**: -3
**Arsenal Space**: 0
**Weapons**:
*Auto Beam Cannon*: The basic weapon of the Barrelion lays down a barrage of lasers from under its "head" on foes that get too close.
*Missile Launcher*: The arms of the Barrelion are fitted with packs of missiles that pack an harder punch than the lion's homing missiles, although with a loss of accuracy.
*Big Head Railgun*: The Barrelion's core body is actually a massive cannon that sends solid slugs at massive speed, trading any kind of subtlety for raw power.
**Hardpoints**: 1
**Speed**: 10 mu, Fly 20 mu (Good)

#### R-1

The Real Personal Trooper Type 1 (R-1 for short) is an advanced transforming model that proved cheap enough for mass production, to the point it was being handed out to kids whose main pilot training was playing lots of video games.
**Size**: Medium
**Save Bonus**: +0
**Nat Armor**: +0
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 15
**Energy (EN)**: 110
**Dodge Bonus**: +0
**Arsenal Space**: 15
**Weapons**:
*Gatling Guns*: Rapid fire secondary weapons for dealing with minor targets.
*Solid Iron Knives*: Although relatively small and not very impressive-looking, those paired blades are perfectly viable close combat weapons that don't need to worry about running out of energy or ammo.
*Giant Revolvers*: The predecessor of the famed G-Revolver standard issue model, those large guns pack more than six shots and provide the R-1 with their main ranged weapon.
**Hardpoints**: 3
**Speed**: 30 mu, Fly 15 mu (Poor)
**Extras**:
Transform: The R-1 can turn itself into a fighter plane, gaining +2 dodge bonus to AC, increasing it's flight speed to 100 mu (average), but losing its land speed (cannot move without energy) and become unable to use any other weapons besides the Gatling Guns and Giant Revolvers.

### Tier 2 Real Robots

#### Generic Universal Neo Dynamic Assault Mobile Suit (II)

**Size**: Medium
**Save Bonus**: +1
**Nat Armor**: +3
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 30
**Energy (EN)**: 100
**Dodge Bonus**: +3
**Arsenal Space**: 40
**Weapons**: A GUNDAMS has no built-in weapons.
**Hardpoints**: 4
**Speed**: 35 mu

#### Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (II)

**Size**: Medium
**Save Bonus**: +1
**Nat Armor**: +3
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 30
**Energy (EN)**: 100
**Dodge Bonus**: +3
**Arsenal Space**: 30
**Weapons**: A VALKYRIE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 35 mu
**Extras**:
Transform: Each VALKYRIE (II) has the Transform special ability for a fighter plane form, gaining +2 Dodge and -2 Natural Armor, with a flight speed with average maneuverability of 100 mu. It must pick two ranged weapons and be able to use only those two (a pair of twin-linked weapon counts as a single weapon for this purpose).

#### Advanced Reaver Meta Slave (II)

**Size**: Small
**Save Bonus**: +1
**Nat Armor**: +3
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 24
**Energy (EN)**: 50
**Dodge Bonus**: +1
**Arsenal Space**: 45
**Weapons**: An ARM Slave has no built-in weapons.
**Hardpoints**: 4
**Speed**: 25mu

#### Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (II)

**Size**: Tiny
**Save Bonus**: +1
**Nat Armor**: 2
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 24
**Energy (EN)**: 75
**Dodge Bonus**: +4
**Arsenal Space**: 30
**Weapons**: A KNIGHTMARE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 40mu

#### Guarlion

An improved version of the Lion, the Guarlion was designed for officers and elite shock troops, leading the combat from the front.
**Size**: Small
**Save Bonus**: +1
**Nat Armor**: +3
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 30
**Energy (EN)**: 110
**Dodge Bonus**: +5
**Arsenal Space**: 25
**Weapons**:
*Vulcan*: An improvement from the Lion version.
*Sonic Breaker*: The improved Tesla engine of the Guarlion can be used to create a short-lived force field, which combined with the Guarlion's high speed allows it to turn itself into a powerful projectile.
**Hardpoints**: 3
**Speed**: 20 mu, Fly 30 mu (Good)

#### Huckbein Mk II

Not wanting to be outdone by the Divine Crusaders, the Earth Federation started designing new mechas of their own. The Huckbein MK II proved to be a reliable and innovative machine after the original Huckbein collapsed itself into a mini black hole up during combat tests.
**Size**: Medium
**Save Bonus**: +1
**Nat Armor**: +6
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 60
**Energy (EN)**: 100
**Dodge Bonus**: +2
**Arsenal Space**: 25
**Weapons**:
*60 mm Vulcan*: An improved version of the Vulcan, actually reliable against weaker opponents.
*G-Impact Cannon*: A breakthrough in long range weapons, this cannon fires powerful gravity waves that crush the targets into oblivion.
**Hardpoints**: 3
**Speed**: 40 mu
**Extras**:
The Huckbein MK II comes with an built-in Gravity Wall Prototype system which doesn't take up a hardpoint.

#### Schutzwald

An attempt at making a heavy artillery version of the Gespent, the few produced Schutzwalds proved effective on their role, but deemed too costly for true mass production. They're relatively popular among minor officers who prefer to hang on the back lines.
**Size**: Medium
**Save Bonus**: +1
**Nat Armor**: +7
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 40
**Energy (EN)**: 95
**Dodge Bonus**: +1
**Arsenal Space**: 25
**Weapons**:
*60 mm Vulcan*: Basic last-ditch weapon.
*Explosive Autocannon*: A mount-armed gun for firing on the run.
*Twin Beam Cannon*: A pair of powerful energy weapons allow the Schutzwald to provide powerful ranged support.
The Schutzwald may only have one of either 60 mm Vulcan or Explosive Autocannon at a time.
**Hardpoints**: 3
**Speed**: 25 mu

#### Wildraubtier

The Wildraubtier was born from the project of combining a Gespent with a Fighter jet in one single unit that could transform between either form depending on its needs. However it spent so much time in testing that the simpler Lion series was deployed on battle first.
**Size**: Medium
**Save Bonus**: +1
**Nat Armor**: +2
**Damage Reduction (DR/-)**: 1
**Hit Points (HP)**: 25
**Energy (EN)**: 115
**Dodge Bonus**: +6
**Arsenal Space**: 25
**Weapons**:
*Missile Pack*: A rain of missiles to bombard enemy groups.
*Rail Cannons (x2)*: Dual magnetic guns that can tear the target in close bursts.
**Hardpoints**: 3
**Speed**: 40 mu
**Extras**:
The Wildraubtier comes with an built-in Jammer that doesn't take any extra space.
Transform: The Wildraubtier can turn itself into a fighter plane, gaining +2 dodge bonus to AC, increasing its flight speed to 300 mu (perfect), but losing its land speed (cannot move without energy) and becoming unable to use any other weapons besides the ones built-in.

### Tier 3 Real Robots

#### Generic Universal Neo Dynamic Assault Mobile Suit (III)

**Size**: Medium
**Save Bonus**: +2
**Nat Armor**: +4
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 60
**Energy (EN)**: 100
**Dodge Bonus**: +4
**Arsenal Space**: 40
**Weapons**: A GUNDAMS has no built-in weapons.
**Hardpoints**: 4
**Speed**: 40 mu

#### Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (III)

**Size**: Medium
**Save Bonus**: +2
**Nat Armor**: +4
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 60
**Energy (EN)**: 100
**Dodge Bonus**: +4
**Arsenal Space**: 30
**Weapons**: A VALKYRIE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 40mu
**Extras**:
Transform: Each VALKYRIE (III) has the Transform special ability for a fighter plane form, gaining +2 Dodge and -2 Natural Armor, with a flight speed with average maneuverability of 300 mu. It must pick two ranged weapons and be able to use only those two (a pair of twin-linked weapon counts as a single weapon for this purpose).

#### Advanced Reaver Meta Slave (III)

**Size**: Small
**Save Bonus**: +2
**Nat Armor**: +4
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 48
**Energy (EN)**: 50
**Dodge Bonus**: +4
**Arsenal Space**: 45
**Weapons**: An ARM Slave has no built-in weapons.
**Hardpoints**: 4
**Speed**: 30mu

#### Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (III)

**Size**: Tiny
**Save Bonus**: +2
**Nat Armor**: +3
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 30
**Energy (EN)**: 75
**Dodge Bonus**: +5
**Arsenal Space**: 30
**Weapons**: A KNIGHTMARE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 45mu

#### Alteisen

First known as the Gespent MK III, the Alteisen presents a formidable amount of close-combat weaponry and was designed for ground assault missions, but it's extreme bulkiness makes it very hard to master. Regardless, once it closes in the amount of firepower it can unleash is more than enough to finish most opponents.
**Size**: Medium
**Save Bonus**: +3
**Nat Armor**: +12
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 120
**Energy (EN)**: 80
**Dodge Bonus**: -2
**Arsenal Space**: 25
**Weapons**:
*Heat Horn*: Centered on the head, this weapon's temperature can be quickly risen to allow it to melt through most alloys.
*Autocannon*: A basic long range weapon on the Alteisen's left arm.
*Revolver Stake*: A new take on the Jet Magnum. A single reinforced stake on the Alteisen's right arm punches through armor and quickly delivers explosive charges from a barrel.
*Claymores*: The designer of the Alteisen's love for kinetic weapons is well represented on this weapon. Two shoulder-mounted boxes fire hundreds of adamantium balls to cause tremendous damage. She never solved the horrible accuracy problem, making the weapon useless for anything besides close-combat, and even there it's hard to use.
**Hardpoints**: 4
**Speed**: 60 mu
**Extras**: The Alteisen is an Amphibious mecha.

#### Weissritter

Also based on the Gespent, the WeissWritter is a powerful (although fragile) long-range aerial support unit. It's main feature it's the oxtongue rifle, a gun that can shoot both solid bullets and energy beams depending on the target.
**Size**: Medium
**Save Bonus**: +2
**Nat Armor**: +2
**Damage Reduction (DR/-)**: 1
**Hit Points (HP)**: 60
**Energy (EN)**: 120
**Dodge Bonus**: +8
**Arsenal Space**: 25
**Weapons**:
*Triple Beam Cannon*: Mounted on the WeissWritter's left arm, they provide a basic weapon to deal with weaker enemies.
*Split Missiles +*: An improved version of the gespent's split missiles.
*Oxtongue Rifle*: A massive gun with two firing modes.
**Hardpoints**: 4
**Speed**: 20 mu, Fly 50 mu (Perfect)
**Extras**: The WeissWriter comes with a built-in Beam Coat that doesn't take any hardpoints.

#### Habakkuk

Also known as the "Fatman", the Habakkuk was first found as units from an unknown force engaged in deep space exploration. They were piloted by AIs, and from their remains it was discovered they were built from an metal alloy infused with the alien substance baptized as Zyfluid Crystal. Since then it was reverse-engineered, but production is limited due to scarcity of the Zyfluid Crystal needed for its construction.
**Size**: Medium
**Save Bonus**: +3
**Nat Armor**: +10
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 130
**Energy (EN)**: 60
**Dodge Bonus**: 0
**Arsenal Space**: 25
**Weapons**:
*Photon Vulcan*: A fast-firing small energy gun.
*4-Barrel Missile Launcher*: The Habakkuk's "fingers" are actually barrels that can unleash barrages of missiles.
*Divider Missile*: The Habakkuk's "head" is actually a targeting system for a high caliber warhead.
*Metalium Cannon*: The Habakkuk's "legs" are actually two heavy cannons that fire penetrating rounds with great accuracy.
**Hardpoints**: 3
**Speed**: 30 mu
**Extras**:
The Habakkuk has Regeneration 2.

#### Wildschwein

Yet another attempt at making an upgraded version of the Gespent, the Wildschwein too proved too expensive for mass production. It however provided important testing data, and is popular among certain officers as a versatile close combat model.
**Size**: Medium
**Save Bonus**: +2
**Nat Armor**: +7
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 80
**Energy (EN)**: 100
**Dodge Bonus**: +3
**Arsenal Space**: 25
**Weapons**:
*Neutron Missiles*: Hidden compartments in the Wildschwein's pack racks of those prototype weapons with high impact.
*Circle Zanber*: This roughly disk-shaped weapon was in fact a series of plasma blade emitters arranged in a circular pattern to form a cutting surface that the mech could use as a powerful melee weapon. This concept would later be refined to create the Rip Slasher weapons used by the Real Trooper series, as well as the Slash Ripper weapons
**Hardpoints**: 4
**Speed**: 50 mu
**Extras**:
The Wildschwein comes with a built-in Beam Coat that doesn't take any hardpoints.

#### Valhawk

First developed and built by the Ardygun family, initially used to protect their mothership from pirates before they joined the Warter company that eventually released the blueprints for a good price. A refined work of art with great versatility.
**Size**: Large
**Save Bonus**: +2
**Nat Armor**: +4
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 70
**Energy (EN)**: 110
**Dodge Bonus**: +6
**Arsenal Space**: 15
**Weapons**:
*Laser Vulcan*: Small gun specialized in targeting enemy weapon systems.
*Beam Shot Launcher*: An energy gun calibrated to disorient its targets.
*Beam Shot Launcher Bayonet*: The Beam Shot Launcher has a spike at its tip to capture valuable targets.
*Ray Blades*: A pair of plasma swords designed to bring down enemies up close.
*Plasma Execution*: A heavy plasma energy projector built-into the center of Valhawk.
*Heat Edges*: Large bladed spikes mounted on the Valhawk's feet channel energy to rend armor in melee combat.
**Hardpoints**: 4
**Speed**: 50 mu, Fly 45 mu (Average)
**Extras**:
Transform: The Valhawk can turn itself into a fighter plane, gaining +2 dodge bonus to AC, increasing its flight speed to 350 mu (good), but losing its land speed (cannot move without energy) and becoming unable to use any other weapons besides the Laser Vulcan, Beam Shot Launcher, Beam Shot Bayonet and Heat Edges.

### Tier 4 Real Robots

#### Generic Universal Neo Dynamic Assault Mobile Suit (IV)

**Size**: Medium
**Save Bonus**: +3
**Nat Armor**: +5
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 100
**Energy (EN)**: 100
**Dodge Bonus**: +5
**Arsenal Space**: 40
**Weapons**: A GUNDAMS has no built-in weapons.
**Hardpoints**: 4
**Speed**: 45 mu

#### Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (VI)

**Size**: Medium
**Save Bonus**: +3
**Nat Armor**: +5
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 100
**Energy (EN)**: 100
**Dodge Bonus**: +5
**Arsenal Space**: 30
**Weapons**: A VALKYRIE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 45mu
**Extras**:
Transform: Each VALKYRIE (IV) has the Transform special ability for a fighter plane form, gaining +2 Dodge and -2 Natural Armor, with a flight speed with average maneuverability of 350 mu. It must pick two ranged weapons and be able to use only those two (a pair of twin-linked weapon counts as a single weapon for this purpose).

#### Advanced Reaver Meta Slave (IV)

**Size**: Small
**Save Bonus**: +3
**Nat Armor**: +5
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 80
**Energy (EN)**: 50
**Dodge Bonus**: +5
**Arsenal Space**: 45
**Weapons**: An ARM Slave has no built-in weapons.
**Hardpoints**: 4
**Speed**: 35mu

#### Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (IV)

**Size**: Tiny
**Save Bonus**: +3
**Nat Armor**: +4
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 50
**Energy (EN)**: 75
**Dodge Bonus**: +6
**Arsenal Space**: 30
**Weapons**: A KNIGHTMARE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 55mu

#### Huckbein Mk III Boxer

Further development of the Huckbein III series led to the MK III Boxer. A powerful secondary exoskeleton allows it to both deliver powerful punches and fire heavy weapons while moving.
**Size**: Large
**Save Bonus**: +4
**Nat Armor**: +10
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 160
**Energy (EN)**: 100
**Dodge Bonus**: +4
**Arsenal Space**: 30
**Weapons**:
*60mm Vulcans+*: Improved version of the Vulcan series.
*Fang Slasher*: A set of blades which can be energized and thrown for for close combat.
*Graviton Cannon*: A true prodigy of engineering, a stronger yet smaller version of the G-cannon.
*Geist Knuckle*: Powerful metal fist powered by several extra servo-motors allow for quick precise punches.
*G-Sword*: A risky gambit, this attack turns the extra exoskeleton of the Boxer into a massive sword which can be used to deliver a devastating attack at high energy cost.
**Hardpoints**: 2
**Speed**: 65 mu
**Extras**:
The Huckbein MK III Boxer comes with a built-in Hyper Jammer and Gravity Wall that don't take up any hardpoints.

#### Astelion

The last word on the Lion series, the Astelion is a queen of the skies, alternating between powerful long range weaponry and ramming through its opponents with its two improved Tesla engines.
**Size**: Medium
**Save Bonus**: +3
**Nat Armor**: +3
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 80
**Energy (EN)**: 125
**Dodge Bonus**: +11
**Arsenal Space**: 30
**Weapons**:
*Machine Cannon*: Improved version of the Vulcan cannons.
*Homing missiles+*: Improved version of the Lion's missiles.
*Star Breaker*: The improved twin Tesla engines allow the Astelion to turn itself into a true comet.
**Hardpoints**: 2
**Speed**: 20 mu, Fly 75 mu (Perfect)
**Extras**:
The Astelion comes with built-in Jammer and a Beam Coat that don't take any hardpoints.
Transform: The Astelion can turn itself into a fighter plane, gaining +2 dodge bonus to AC, increasing its flight speed to 400 mu (perfect), but losing its land speed (cannot move without energy) and may only use built-in weapons.

#### Randgriz

The Randgriz mass production artillery valkuria main model, an heavy unit specialized in ranged combat while packing in-built sound dampeners and holographic camouflage to get into position without attracting attention.
**Size**: Medium
**Save Bonus**: +5
**Nat Armor**: +12
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 120
**Energy (EN)**: 85
**Dodge Bonus**: +2
**Arsenal Space**: 25
**Weapons**:
*Phalanx Missile*: Long range explosive missile shot from the back.
*Matrix Missile*: Missile battery to repel enemies that get too close.
*Linear Bazooka*: A heavy cannon mounted on the back that can punch a hole through multiple targets.
**Hardpoints**: 4
**Speed**: 20 mu
**Extras**:
The Randgriz comes with built-in Beam Coat and Nacht System that don't take any hardpoints.

#### Bellzelute

The Bellzelute is a mecha designed for mid-long range combat using the advanced Orgone engine. It possesses a great variety of ranged attacks combined with strong mobility, but is relatively fragile.
**Size**: Medium
**Save Bonus**: +3
**Nat Armor**: +7
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 100
**Energy (EN)**: 145
**Dodge Bonus**: +7
**Arsenal Space**: 25
**Weapons**:
*Leg Missile Launcher*: The Bellzelute fires a barrage of homing missiles from its leg compartments. Last-ditch weapon for when low on energy and ammo on everything else.
*Orgone Blasters*: Rapid fire paired guns allow one to use on the move.
*Orgone Rifle N*: The Orgone rifle can work as a railgun to fire high density solid projectiles.
*Orgone Rifle B*: Fires a beam of pure Orgone energy.
*Orgone Rifle A*: The Bellzelute opens its vents, and begins to gather Orgone energy at the tip of the weapon, solidifying it into a giant arrow which it shoots at the target(s).
**Hardpoints**: 3
**Speed**: 70 mu, Fly 70 mu (Good)
**Extras**:
The Bellzelute comes with a free level I accessory of the pilot's choice. It may be swapped any time the pilot can change their arsenal.

### Tier 5 Real Robots

#### Generic Universal Neo Dynamic Assault Mobile Suit (V)

**Size**: Medium
**Save Bonus**: +4
**Nat Armor**: +7
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 140
**Energy (EN)**: 100
**Dodge Bonus**: +7
**Arsenal Space**: 40
**Weapons**: A GUNDAMS has no built-in weapons.
**Hardpoints**: 4
**Speed**: 50 mu

#### Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (V)

**Size**: Medium
**Save Bonus**: +4
**Nat Armor**: +7
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 140
**Energy (EN)**: 100
**Dodge Bonus**: +7
**Arsenal Space**: 30
**Weapons**: A VALKYRIE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 50 mu
**Extras**:
Transform: Each VALKYRIE (V) has the Transform special ability for a fighter plane form, gaining +2 Dodge and -2 Natural Armor, with a flight speed with average maneuverability of 400 mu. It must pick two ranged weapons and be able to use only those two (a pair of twin-linked weapon counts as a single weapon for this purpose).

#### Advanced Reaver Meta Slave (V)

**Size**: Small
**Save Bonus**: +4
**Nat Armor**: +7
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 112
**Energy (EN)**: 50
**Dodge Bonus**: +7
**Arsenal Space**: 45
**Weapons**: An ARM Slave has no built-in weapons.
**Hardpoints**: 4
**Speed**: 40mu

#### Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (V)

**Size**: Tiny
**Save Bonus**: +4
**Nat Armor**: +6
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 70
**Energy (EN)**: 75
**Dodge Bonus**: +8
**Arsenal Space**: 30
**Weapons**: A KNIGHTMARE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 40mu

#### Wildwurger

Aiming to fix the Alteisen's shortcomings, the Wild Wurger fixes the mobility problems and still sports several reliable close combat weapons on top of solid armor and flight capacity for assaulting enemy formations, but at high production expense.
**Size**: Medium
**Save Bonus**: +5
**Nat Armor**: +12
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 150
**Energy (EN)**: 100
**Dodge Bonus**: +4
**Arsenal Space**: 25
**Weapons**:
*Triple Vulcans*: Three linked normal vulcans provide a surprisingly good support weapon.
*Metal Sword*: A high density alloy blade attached to the Wild Wurger's arm, it easily slices through most other metals without need of special fields or anything.
*Beetle Crusher*: A massive pincer designed for crushing other mechas with sheer strength.
*Raptor Wings*: The Wild Wurger reveals two extra energized wings from it's back, which slice nearby opponents before going back inside.
**Hardpoints**: 3
**Speed**: 50 mu, Fly 50 mu (Good)

#### Wild Falken

An improvement of the WeissWriter, the Wild Falken is better in almost every way, except for the massive production costs.
**Size**: Medium
**Save Bonus**: +4
**Nat Armor**: +5
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 120
**Energy (EN)**: 115
**Dodge Bonus**: +11
**Arsenal Space**: 25
**Weapons**:
*Twin Vulcans*: Two vulcan cannons on the head.
*Split missiles H*: Clusters of missiles on the knees for dealing with groups of small enemies.
*Ochstan Rifle*:Improved version of the oxtongue rifle, with two firing modes as well.
**Hardpoints**: 3
**Speed**: 40 mu, Fly 65 mu (Good)
**Extras**:
The Wild Falken comes with an in-built Beam Coat and Jammer that don't take any hardpoints.

#### R-Blade Custom

Working up on the cheap R-1, the R-Blade custom sports paired experimental mecha bladed tonfas and cannons, making it a versatile unit both at close and ranged combat.
**Size**: Small
**Save Bonus**: +3
**Nat Armor**: +6
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 200
**Energy (EN)**: 80
**Dodge Bonus**: +10
**Arsenal Space**: 20
**Weapons**:
*G-Chaingun*: Concealed within its head there's a powerful rapid-fire weapon to suppress enemies.
*Blade Tonfa*: Carefully balanced sharp sticks are great for throwing others out of their balance.
*Split Cannon*: Heavy shoulder guns for long range bombardment.
**Hardpoints**: 2
**Speed**: 60 mu, Fly 40 mu (Average)

#### Armorlion

An attempt of combining the original Lion and the Alteisen designs for an heavily armored and armed machine that would still retain mobility. Results were positive, but cost-efficiency reports not so much.
**Size**: Small
**Save Bonus**: +6
**Nat Armor**: +8
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 135
**Energy (EN)**: 100
**Dodge Bonus**: +8
**Arsenal Space**: 20
**Weapons**:
*Hard Heat Horn*: A reinforced version of the original Heat Horn with a fraction of the weight.
*Split Beam*: Paired fast firing guns with independent energy packs for strafing enemies.
*Square Cluster*: Heavy missile pack to disable grouped enemies.
*Sonic Boost*: The classic overload of the Tesla engine to ram through enemies.
**Hardpoints**: 2
**Speed**: 15 mu, Fly 75 mu (Average)

#### Wildraubtier Schnabel

An overhaul of the Wildraubtier after a lot of collected data, this machine is a deadly weapon in the hands of both graceful fighters and brutal warriors.
**Size**: Medium
**Save Bonus**: +5
**Nat Armor**: +6
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 125
**Energy (EN)**: 110
**Dodge Bonus**: +10
**Arsenal Space**: 20
**Weapons**:
*Homing Missiles Ex*: Boxes packed with smart missiles to carpet-bomb an area, although a few seconds are needed to lock-on the area.
*Hyper Beam Rifle Kai*: A long-range gun for firing on the move.
*Blade Sai*: Melee weapons for disabling enemies at close combat.
*Railcannon MK II*: Fast firing railguns sacrificing some range for extra penetration and suppression properties.
*Sonic Driver Schnabel*: Borrowing the system from the advanced lin series, allows it to cover itself in an energy field and ram its enemies.
**Hardpoints**: 3
**Speed**: 30 mu, Fly 30 mu (Good)
**Extras**:
Transform: The Wildraubtier Schnabel can turn itself into a fighter plane, gaining +2 dodge bonus to AC, increasing its flight speed to 450 mu (perfect), but losing its land speed (cannot move without energy). As a plane it may only use built-in weapons other than the Blade Sai.

#### Soulgain

Another design of Lemon Browning, this towering machine was an attempt at producing a real trooper that could replicate the abilities of the so called "super robots".
**Size**: Huge
**Save Bonus**: +6
**Nat Armor**: +12
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 230
**Energy (EN)**: 100
**Dodge Bonus**: +8
**Arsenal Space**: 15
**Weapons**:
*Soul Fist*: The left hand of the Soulgain has been carefully calibrated for punching stuff fast.
*Soul Blade*: Located in the Soulgain's forearms, those edges can be powered up to slice through most types of platings.
*Soul Knee*: Even the legs of the Soulgain have been weaponized with powerful pistons to stagger enemy machines.
*Soul Rocket*: The Soulgain's left arm can separate and be used as non-explosive missiles after which it return and re-attach.
*Soul Beam*: The Soulgain's right hand possesses a built-in energy gun for slowing down fast enemies.
**Hardpoints**: 1
**Speed**: 60 mu, Fly 50 mu (Average)

#### GN-0000 00

*Contributed by YuweaCurtis.* Original Post
**Size**: Medium
**Save Bonus**: +4
**Nat Armor**: +5
**Damage Reduction (DR/-)**: 10
**Hit Points (HP)**: 120
**Energy (EN)**: 120
**Dodge Bonus**: +11
**Arsenal Space**: 20
**Weapons**:
*GN Sword II [Blade] x2*
*GN Sword II [Beam] x2*
*GN Sword III [Blade]*
*GN Sword III [Beam]*
**Hardpoints**: 2
**Speed**: 55 mu, Fly 55 mu (Good)
**Extras**: GN Drive, Reactor III

### Tier 6 Real Robots

#### Generic Universal Neo Dynamic Assault Mobile Suit (VI)

**Size**: Medium
**Save Bonus**: +5
**Nat Armor**: +9
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 180
**Energy (EN)**: 100
**Dodge Bonus**: +9
**Arsenal Space**: 50
**Weapons**: A GUNDAMS has no built-in weapons.
**Hardpoints**: 4
**Speed**: 55 mu

#### Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (VI)

**Size**: Medium
**Save Bonus**: +5
**Nat Armor**: +9
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 180
**Energy (EN)**: 100
**Dodge Bonus**: +9
**Arsenal Space**: 35
**Weapons**: A VALKYRIE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 55mu
**Extras**:
Transform: Each VALKYRIE (VI) has the Transform special ability for a fighter plane form, gaining +2 Dodge and -2 Natural Armor, with a flight speed with average maneuverability of 450 mu. It must pick two ranged weapons and be able to use only those two (a pair of twin-linked weapon counts as a single weapon for this purpose).

#### Advanced Reaver Meta Slave (VI)

**Size**: Small
**Save Bonus**: +5
**Nat Armor**: +9
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 144
**Energy (EN)**: 50
**Dodge Bonus**: +9
**Arsenal Space**: 55
**Weapons**: An ARM Slave has no built-in weapons.
**Hardpoints**: 4
**Speed**: 45mu

#### Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (VI)

**Size**: Tiny
**Save Bonus**: +5
**Nat Armor**: +8
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 90
**Energy (EN)**: 75
**Dodge Bonus**: +10
**Arsenal Space**: 35
**Weapons**: A KNIGHTMARE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 70mu

#### AshSaber

Designed from scratch by the mysterious Lemon Browning, the AshSaber is an elegant machine which can be customized for several roles, although it excels in ranged warfare.
**Size**: Medium
**Save Bonus**: +5
**Nat Armor**: +7
**Damage Reduction (DR/-)**: 20
**Hit Points (HP)**: 180
**Energy (EN)**: 100
**Dodge Bonus**: +13
**Arsenal Space**: 25
**Weapons**:
*Ion Launcher*: The head of the AshSaber can shoot a fast efficient beam.
*Burning Dagger missiles*: Clusters of small homing missiles with impressive range.
*Sword Breakers*: Smart drones detach themselves from the AshSaber and fly towards the enemy, attacking from every angle with piercing lasers before ramming into the target.
**Hardpoints**: 5
**Speed**: 65 mu
**Extras**:
The AshSaber comes with an built-in Beam Coat and Jammer that don't take any hardpoints.

#### RapieCage

Reflecting the horrors of mecha war, the RapieCage was created by the Divine Crusaders engineers combining several successful elements from the Earth Federation new machines into a single metal monster. Towering over most other real robots, the RapieCage sports impressive weaponry for both close and ranged combat, which fortunately has an obscene construction cost.
**Size**: Medium
**Save Bonus**: +6
**Nat Armor**: +15
**Damage Reduction (DR/-)**: 30
**Hit Points (HP)**: 240
**Energy (EN)**: 130
**Dodge Bonus**: +13
**Arsenal Space**: 10
**Weapons**:
*Penta Chaingun*: Five chainguns linked together on the left arm provide a mighty support weapon.
*Magnum Beak*: Energized extendable claws on the right arm provide a devastating close combat weapon.
*Split Missiles W*: Powerful shoulder-mounted missile battery allow the RapieCage to quickly deal with swarms of enemies.
*Over Oxtongue Rifle*: Even bulkier than the regular oxtongue rifle, this devastating weapon can wipe out whole armies from afar.
**Hardpoints**: 2
**Speed**: 50 mu, Fly 50mu (Good)
**Extras**:
The RapieCage comes with a built-in Beam Coat.

#### Angelg

Lemon Browning, clearly having too much time and budget in her hands, created this design as well. Rumors that it was to enhance the cuteness of her favorite android will not be tolerated.
**Size**: Huge
**Save Bonus**: +4
**Nat Armor**: +10
**Damage Reduction (DR/-)**: 15
**Hit Points (HP)**: 150
**Energy (EN)**: 120
**Dodge Bonus**: +10
**Arsenal Space**: 15
**Weapons**:
*Shadow Lancer*: Fast firing pulse gun.
*Mirage Sword*: A refined plasma blade shaped like a rapier.
*Illusion Arrow*: A special projectile launched from a giant mechanized bow to evade radars and regular interception systems while releasing jamming particles and hallucinogenics.
*Mirage Sign*: The Angelg's Mirage Sword can be momentarily overcharged to attack faster at the cost of some precision.
*Phantom Phoenix*: The bow used to launch the illusion arrow can also channel energy to create a giant fiery blast that happens to look like a giant bird.
**Hardpoints**: 3
**Speed**: 30 mu, Fly 70 mu (Good)

#### ART-1

Extensive collection of data on the R-1 series allowed for the creation of a much more advanced machine worthy of the young pilots who had proven their worth.
**Size**: Medium
**Save Bonus**: +4
**Nat Armor**: +6
**Damage Reduction (DR/-)**: 5
**Hit Points (HP)**: 135
**Energy (EN)**: 115
**Dodge Bonus**: +14
**Arsenal Space**: 20
**Weapons**:
*Vulcans MK Seis*: Those guns include auto-targeters for ease of use.
*Boosted Rifle H*: A long range weapon for limiting enemy movements.
*HG Revolvers*: The advancement of the standard-issue G Revolver.
*T-Link Knuckle*: The ART-1 right fist can channel energy to crush opponents that get too close.
*T-Link Crash Sword*: Developed after extensive testing with prototype systems, the ART-1 can reliably form a sword of energy that's too unstable to swing around but can be thrown for destructive effects.
**Hardpoints**: 4
**Speed**: 40 mu
**Extras**:
Transform: The ART-1 can turn itself into a fighter plane, gaining +2 dodge bonus to AC, increasing its flight speed to 500 mu (perfect), but losing its land speed (cannot move without energy) and become unable to use any other weapons besides its in-built Vulcans MK Seis, Boosted Rifle H and HG Revolvers.

### Tier 7 Real Robots

#### Generic Universal Neo Dynamic Assault Mobile Suit (VII)

**Size**: Medium
**Save Bonus**: +6
**Nat Armor**: +10
**Damage Reduction (DR/-)**: 30
**Hit Points (HP)**: 220
**Energy (EN)**: 100
**Dodge Bonus**: +10
**Arsenal Space**: 60
**Weapons**: A GUNDAMS has no built-in weapons.
**Hardpoints**: 4
**Speed**: 60 mu

#### Velocity Assault Logical Kelvin Yggdrasil Rapid Insertion Engine (VII)

**Size**: Medium
**Save Bonus**: +6
**Nat Armor**: +10
**Damage Reduction (DR/-)**: 30
**Hit Points (HP)**: 220
**Energy (EN)**: 100
**Dodge Bonus**: +10
**Arsenal Space**: 40
**Weapons**: A VALKYRIE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 60mu
**Extras**:
Transform: Each VALKYRIE (VII) has the Transform special ability for a fighter plane form, gaining +2 Dodge and -2 Natural Armor, with a flight speed with average maneuverability of 500 mu. It must pick two ranged weapons and be able to use only those two (a pair of twin-linked weapon counts as a single weapon for this purpose).

#### Advanced Reaver Meta Slave (VII)

**Size**: Small
**Save Bonus**: +6
**Nat Armor**: +10
**Damage Reduction (DR/-)**: 30
**Hit Points (HP)**: 176
**Energy (EN)**: 50
**Dodge Bonus**: +10
**Arsenal Space**: 65
**Weapons**: An ARM Slave has no built-in weapons.
**Hardpoints**: 4
**Speed**: 60mu

#### Knight Neutralizer Impulse Geas Hadronic Terror Master Attack Revolution Eraser (VII)

**Size**: Tiny
**Save Bonus**: +6
**Nat Armor**: +9
**Damage Reduction (DR/-)**: 30
**Hit Points (HP)**: 110
**Energy (EN)**: 75
**Dodge Bonus**: +11
**Arsenal Space**: 40
**Weapons**: A KNIGHTMARE has no built-in weapons.
**Hardpoints**: 3
**Speed**: 80mu

#### Alteisen Riese

Developed through close collaboration between a veteran Alteisen pilot and the original designer, the Alteisen Riese surpassed all expectations, providing the ultimate ground assault machine for the Earth Federation. Massively thick armor allows it to shrug off pretty much anything, and the new loadout of weapons would make most battleship captains envious. Production and maintenance costs are enough to bankrupt a small country however.
**Size**: Large
**Save Bonus**: +7
**Nat Armor**: +22
**Damage Reduction (DR/-)**: 40
**Hit Points (HP)**: 400
**Energy (EN)**: 100
**Dodge Bonus**: +0
**Arsenal Space**: 25
**Weapons**:
*Gatling gun*: For dealing with lesser enemies that aren't worth the precious bunker rounds or claymores.
*Plasma Horn*: A magnetic field allows the new horn to channel extremely hot plasma to easily cut through anything.
*Revolving Bunker*: A bigger, and definitely better revolver stake.
*Claymore Avalanche*: Bigger shoulder pads allow to hold even more ammo, allowing them to literally burrow the enemy in titanium.
**Hardpoints**: 5
**Speed**: 125 mu
**Extras**: The Alteisen Riese comes with an built-in Beam Coat and Amphibious unit.

#### Alegrias

Few things are known about the latest air/space superiority mecha from the Earth Federation, besides that it rarely leaves survivors.
**Size**: Medium
**Save Bonus**: +6
**Nat Armor**: +8
**Damage Reduction (DR/-)**: 25
**Hit Points (HP)**: 200
**Energy (EN)**: 135
**Dodge Bonus**: +14
**Arsenal Space**: 30
**Weapons**:
*Storm Cannon*: The latest improvement on the classic autocannon, for laying down suppressive fire.
*Plasma whips*: A revolution on the plasma sword technology, this weapons flexibility make them almost impossible to defend.
*Star Breakers*: Twin smart drones come from the Alegrias back, homing towards a target with deadly efficiency.
*Comet Railguns*: The Alegrias reveals four cannons from its chest that release a massive hail of bullets at hypersonic speed that shred its opponents.
**Hardpoints**: 2
**Speed**: 50 mu, Fly 90 mu

#### Banpreios

Its full title is SRX Altered "Banpreios". It's a large area annihilating Personal Trooper type resulting from multiple failed attempts at creating a real combining robot. The Banpreios has no such exotic feature, but sports a wide variety of prototype weapons and alien alloys with an astronomical energy consumption.
**Size**: Gargantuan
**Save Bonus**: +5
**Nat Armor**: +20
**Damage Reduction (DR/-)**: 35
**Hit Points (HP)**: 300
**Energy (EN)**: 105
**Dodge Bonus**: +2
**Arsenal Space**: 10
**Weapons**:
*Telekinesis Missile HP*: The Banpreios "fingers" are actually missile launchers to carpet-bomb groups of enemies.
*High Palm Detonator*: The Banpreios hands can combine to form an energy cannon.
*Goun Genocider*: The Banpreios head can unleash a powerful beam from its head.
*T-LINK Blade Knuckle*: The Banpreios right arm can also deploy an experimental sword if forced into melee.
*Altered Full Burst*: A devastating barrage of energy and more conventional weapons concealed along the Banpreios body.
*T-LINK Tronium Edge*: The energy of the Banpreios main engine can be directly crystallized into a massive blade to crush its enemies up close.
**Hardpoints**: 2
**Speed**: 40 mu, Fly 40mu (Clumsy)
**Extras**: The Banpreios comes with a built-in G-Territory accessory.

#### Astranagant

A machine combining alien and earthly technology, except it appears to have been designed by an alien learning of Earth's technology instead of the other way around.
**Size**: Huge
**Save Bonus**: +6
**Nat Armor**: +11
**Damage Reduction (DR/-)**: 30
**Hit Points (HP)**: 250
**Energy (EN)**: 160
**Dodge Bonus**: +11
**Arsenal Space**: 10
**Weapons**:
*Anti Photon Vulcan*: Mounted on the Astranagant's head for repelling minor enemies.
*Zol Orichalcon Sword*: Channels energy to smite enemies.
*T-LINK Feather*: The Astranagant's "wings" are actually clusters of projectiles ready to be launched.
*Attracter Shower*: Said feathers also come in a secondary type designed to be launched in waves to bombard areas.
*Axion Cannon*: The Astranagant's left arm can turn into a devastating long-range energy gun.
*Infinity Cylinder*: This mecha's chest contains a singularity weapon that can produce a black hole shaped like a tube, although it burns itself out on the process.
**Hardpoints**: 4
**Speed**: 80 mu, Fly 60 mu (Good)
**Extras**: The Astranagant has the Regeneration 2 and Reactor 2 properties.