PREVIOUSHOME PAGENEXT
AZASHAR-CLASS GENERAL PURPOSE VESSELS.
Triesian Malcontents.
Tiresian/Invidia/Fehran
Orguss Veritech.
AZASHAR-CLASS GENERAL PURPOSE VESSELS.
Triesian Malcontents.
BATTLOID MODETANK MODE
Battloid Mode: Most Dangerous.Tank Mode.
2312 Local, 18 June 2301.
Azumption (Tirol, Fantoma) System.
OS2 Jamie MORINE (Terran/Tiresian), Air Traffic Controller (8/12's), 3rd hour of watch.
UGS (SDF-14) 14TH Battle Group.
"FLICAP ZERO SIX, FLICAP ZERO SIX, FLICAP ZERO SIX, This is SECTOR."
"SECTOR, go ahead."
"Burn, we got bogeys, Zero-Zero-Three mark Zero-One-Zero mark One-Five-Two, range Two Zero Five Astro, over."
"Roger. Any party guests forgot to RSVP?"
"None invited."
"Roger that."
"What's going on, OS2?"
"Not sure, sir," Petty Officer MORINE replied to Lt Commander J'hall FRIEND (T'sentraedi Pure Blood), the OOD.
"They showed up a few seconds ago."
"Very well." Even as Mr. FRIEND began to call the Captain (who was on liberty at the time), the shit hit the fan. HARD.

2313 Local, 18 June 2301.
Azumption (Tirol, Fantoma) System.
Lt. (jg) Weliam "Burn" HORREIER (Paraxian), Flight Leader, FLICAP-06, 5th hour of patrol.
TacNet 1: "Listen up, ladies. Fourteen wants us to go check out some dust cloud before we head back. Try not to stray into each other's wake."
"Burn, they really gonna waste our time on this?"
"I know you're gonna be late for that hot date, Sog, but try to bear up." Ensign WHOOLSLEY (Garudan) didn't respond; He didn't have a "hot date" being married, but took the rebuke quietly. Besides, he had it coming to him.
As the Flight closed with the bogies, though, things began changing.
"Never seen anything like that, Burn," Sog called out.
After a moments reflection, Burn answered, "True enough, but-"- And never finished. He was dead before he even knew he'd been fired on.
In the course of the next 30 seconds, half of Second Flight were dead or dying- 14 of 28 planes destroyed. In the course of the engagement, 25 UGC Pilots and RIOS would never see a sunrise again.
"BREAK NOW-!" "ON YOUR SI!" "PULLUPULLUPU!" "COVER M!" "ON FIRE!" "RED, COVER THRASH!" "MAYDAY MAYDAY MAYDAY, SDF ONE FOUR, FLICAP-TWO SIX, WE'RE BUGGEN OUT!"

Throughout not only SDF-14 but the entirety of 14TH Battle Group, Fleet and Regiment, all stations went to full alert.
This was the UGC's introduction to the Orguss Veritech; Before the day ended, two additional Squadrons would suffer similar results; The attackers finally withdrew when a BLOCKADER-Class, UGS ALERT, finally disabled one of the craft and killed it's pilot, preventing the activation (at the time) of the self-destruct mechanism.
The Orguss is clearly a collaborative result of at least one each faction of Invidia, Tiresian, and Fehran Malcontents. All three have been seen using them, though Invidia seem prefer to leave them to the Invidista.
The UGC has no idea when, how, or exactly why the Orguss was developed, and has been dogged in their attempts to reverse-engineer them. The Invid, pursuant to their Reconciliation, is obligated not to discuss their elements of the design, and the Tiresian elements seem to incorporate concepts that have never been recorded before. Even if they wanted to, the three factions pro-UGC elements couldn't tell what they did know.
The Mecha are as fast as Alphas, as heavily armored as Betas, and as heavily armed as Super Veritechs for missiles. They also have a heavy energy weapon, comparable to the VHT. Ton for ton, they could easily take on a light frigate in not more than threes and, very possibly, reach victory; At very least, they will achieve mutually assured destruction (the disabling of the one Orguss in that First incident was a reflection of the inexperience of the pilot, not the inferiority of the design; ALERT had to limp home as it was).
The UGC has standing orders; If you see an Orguss, do not engage with any thing less than a cruiser. Even an ANDROMEDA-Class is forbidden from engaging an Orguss except in pairs.
The Orguss is nothing but dangerous to the UGC, until its secrets can be unraveled. In the mean time, a few are being deployed on long-range Search And Destroy missions looking for the creators of the Orguss, the intention to force them, by torture if necessary, to reveal the secrets of the Mecha; Its creation, its manufacture, and its abilities.
The Orguss has the apparent ability to spacefold, but to date the secret has not been deciphered. It is known, however, that the spacefold is limited, and appears to be related to the number of Mecha available; Never less than 5 have successfully spacefolded.
CONTROL SYSTEM; NOTE SIMULARITIES TO COMMON GROUND VEHICLE CONTROLS
The control system works more like a civilian aero-space control stick; Push the rudder controls in, the Mecha dives, pull them out the craft climbs. They rotate like a ship or car's wheel to turn left and right. The rudder wheel automatically returns to the "neutral" state unless the pilot pushes, pulls, or turns, resulting in lefts straight flight. The thrust acceleration control (speed) is a pedal throttle on the right side, deceleration a pedal on the left side- Just like a car. This has led UGC Intelligence to speculate that the development team had some sort of problem "meshing" their theories, and used a centrally known configuration. Whether this is correct, or they were just trying to be cheap, is unknown.

TACTICS AND SOLUTIONS; ORGUSS VERITECH
By Lt Col Andering M. REDDSON, RDF/REF.
Aero-space Combat
GUARDIAN MODE
Guardian Mode.
FIGHTER/BOMBER MODE
Fighter/Bomber Mode.
First and foremost, NEVER engage an Orguss head-on; This is the where Veritech is strongest. If caught in a head long encounter, evade and deliberately overshoot the Mecha. This will put you BEHIND the Mecha, moving away, in their relative blindside. Just after overshooting, dive, climb, or turn away quickly; This will help you stay out of the Mecha's radar cone and moving away. It must still take that turn, and despite, or perhaps BECAUSE of the Orguss' far tighter turn radius and greater acceleration, Orguss pilots seem to have a hard time re-acquiring a previous target once it hits the blindside; Experienced Orguss pilots seem not even to bother trying. The pilot may even decelerate for the turn. This will buy you "TIME" and "DISTANCE", increasing the vector and, consequently, reducing further the effective coverage area of the Mecha's forward radar. Immediately RTB. Do NOT attempt to engage.
At low burn, with emcon at bare minimums, you can easily TRACK an Orguss; This has been done many times to varying degrees of success. However, in this mode you should OBERVE AND REPORT ONLY; Do not engage them. In the dozens of encounters with the Orguss to date, only ONE has been defeated. Four VF-1 Strikers were tracking 3 Orguss when Flight Leader opened fire with a missile at the extreme range (60 miles). The missile did not, by itself, destroy the Orguss, but did, when combined with continuous fire by all the Veritechs, firing all the way into the Orguss Flight, managed to destroy ONE of the Orguss; All four Veritechs were destroyed. All other details on this engagement are classified.
Remember, beyond 045 degrees the Orguss is essentially blind as a bat. At 180 degrees times 180 degrees times 180 degrees (dead abaft), the Mecha is deaf, dumb, and blind. However, maintain distance (60 miles, +/-05 miles) and emcon (use ONLY Type-11 radios if not light signals, preferably dorsal or ventral and shielded by your Mecha/fighter from the Orguss's view).
However, do NOT RTB in a straight line; Unless there's other targets, the Orguss pilot will try to re-acquire you by flying ahead to your ship; A classic ambush scenario. By flying a circuitous path, the Orguss will be unable to easily find you. Maintain your distance as best you can, and do your best to get under your ship/station's cover fire as quickly as possible.

Land Operations
When engaging an Orguss on land, use SRM's and command detonated mines. Never engage on open terrain, especially FLAT open terrain; Despite the Mecha's inferior radar, the optical scanners and head targeting radar are quite adequate to re-acquire any Mecha.
However, infantry forces with heavy anti-Mecha weaps, such as the PBC-221, have had some success in disabling these Mecha sufficiently to allow heavier forces to destroy them; 02 were destroyed outright by ground pounders.
Engagements in cities; If possible, try and drop a building on them. For reasons that are still unclear, the Mecha seem unable to dig themselves out of rubble if it at least equals twice their total mass (24 tons) and have a tendency to self-destruct. Standard infantry/Destroid tactic, use of cross-fires, height/position, cover/concealment, and etc. should also be put to best possible effect, whenever possible. Again, avoid Mecha-on-Mecha engagements unless possessing at least a 10-to-1 numerical superiority, and do not expect 9.5 of those ten to come back. NEVER, under any circumstances, got hand-to-hand with an Orguss.

Naval Engagement
The seas are truly the Orguss' Achilles Heel, and their pilots seem to know this. All radar is effectively lost (at only about a half mile return), but it's use indicates their own position like a big "KILL ME!" sign. The Orguss has no standard integral sonar, and rarely have been seen using any; Those units REMOVED their (admittedly pathetic) radar, and relied on optics upon landing/surfacing. Their energy weaps seem to scatter or de-energize abnormally quickly, with only a 1/4 effective range, with the exception of the right forearm cannon and any gun pods they may have. Missiles work well enough, but seem to be "sluggish" underwater; Those that were re-outfitted for subsurface operation were also re-armed with normal, REF-clone torpedoes.
When engaging an Orguss underwater, use sonar to it's best possible effect, both for detecting and driving the Mecha to the desired kill area. Use of torpedoes is encouraged, as the Orguss is sluggish underwater (half ALL combat profiles except bonuses to strike AND loses auto-dodge capabilities). Dropping depth charges, while typically ineffective per se, also has a tendency to drive the Mecha in the desired direction; This may be a reflection of poor training, but this seems unlikely, and the true cause is unclear. A depth charge, if unavailable, can be improvised by attaching a lanyard to the arming pin of a contact-activated bomb or missile, or by arming a proximity-fused missile and dropping it overboard.
An Orguss will typically only use the oceans in an attempt to escape and evade, and as such is as often as not already damaged; This may account for why 3 out of every 4 engaged underwater do not surface, and are never seen again.

le
Intel Update, 2481
By determination, luck, and a lot of reverse-engineering, the UGC has actually managed to build 2 full squadrons of Orguss Veritechs from salvage. 1ST Orguss Veritech is composed of 4 elements, White, Red, Yellow, And Blue Flights (36
UGC ORGUSS.
UGC VX-XX Squadron; There are actually 6 UGC liveries, White, Red, Blue, and Yellow (above), Green (below), and Black (not depicted).
A Psychic Nullifier.GREEN ORGUSS.
Orguss each). These are typically demonstration flights, for the public.
2ND Orguss Veritech is composed of TWO Flights, Green (Operational) and Black (Research). Green (Operational) possess 108 Orguss, and these are, as the name implies, operational- Hunting down the developers of the Orguss. Black (Research) consists of 36 Orguss, and as its name implies, is STRICTLY research and development- Figuring out how they were built and how they work.
Contrary to surmization, the BEST Orguss pilots are in 2ND Orguss Veritech, Green (Operational), as these units are so rare that to loose even one, at this time, could be catastrophic. The next in line are 2ND Orguss Veritech, Black (Research), test flying the craft. 1ST Orguss Veritech Blue, Red, and Yellow Flights are fairly evenly grouped, though Yellow tends to have the better pilots, and as such are the ones most likely to get caught "off guard" (ambushed) in attacks. (G.M.'s: The truth is, the First 2ND Orguss Veritech Yellow Flight leader, Lt. Dracia MITCHELL (a survivor of the Azumption Incident), inserted a "bug" (technically a virus) into the Pilot Billeting/Allocation program, giving HER any and all pilots she wanted. Since they're assigned to the Flight and not to her personally, once she left the "bug" continued on. It should be noted, however, she NEVER ran from an Orguss- EVER. Hers was the only Veritech to continue fighting after Lt. HORREIER ordered the bug out.) 1ST Orguss Veritech White Flight is the rawest pilots, and usually are shuttling ships frm static display to static display, or from research site to research sit in the case of a 2ND Orguss Veritech, Black (Research) ship.
A partial solution to the puzzle of the Orguss presented in an artifact recovered from a downed Orguss- A Psychic Nullifier. While in and of itself it's fairly irrelevant, in the possession of a Tiresian it has SOME significance. Worn on the head, they are used to block telepathic or psychic commands. It is placed on the head of a psychic to disable or prevent them from using their powers as well as protects the wearer from telepathic attacks. It is surmised that either the wearer was a psychic (which is very rare in Tiresian Operational Forces) or she had been exposed to intense psychic attack. The only other recorded use of these devices off of Terra was the use by TR EDWARDS, to control his slice of the Invid Brain.
Crew: 1
M.D.C. By Location:
* Torso/Fuselage
Arms (2)
Shield (Right arm)
** Right Arm Cannon
** Hands
Upper Legs (2)
500
200 each
300
250
40 each
250 each
Lower Legs (2)
*** Head (Sensors)
Head Sensor Cover (visor)
Wings
** Wing/Hip Engines
Underwing Engines (2)
200 each
75
75
200 each
150 each
100 each
Notes:Destroying Fuselage/Torso destorys the Mecha outright.
** -5 to hit on called shots.
Engines provide thrust, and the presence of up to 6 thrusters (two in legs, two in rear torso in Guradian form, and the two wing/hip thrusters) gives the Orguss incredible maneuverability. Even without the inertial control system, it is a capable fighter, though its fighter mode would be lessened greatly due to drag (that the combination of mass reduction and high thrust more than compensates for, normally). It is not generally possible to disable the Orguss by eliminating all its thrusters, as two are only exposed in Guradian mode, and disabling the other four usually requires enough collateral damage to destroy the entire mecha.
Speed and Statistical Data:
Speed:
Running:
Battloid Mode: 80 mph, flying 100 mph.
Guardian Mode: Limited to a clumsy 10 mph (better off using standard Guardian ground- effect hover movement like Veritechs.
Tank Mode: 50 mph maximum.
Flying:
Jet Mode: Capable of Mach 3, but rarely taken above 500 mph. Cruising speed is 400 mph.
Note that failure of the inertial control system at Mach speeds will almost certainly (96%) result in the breakup of the mecha, as it is only the inertial controls that reduce the effects of drag to where the ungainly craft can even break the sound barrier.
Guardian Mode: Hover Stationary to 450 mph. Cruising speed in Guardian is 150 mph.
Tank Mode: 100 mph maximum.
Battloid Mode: 100 mph.
Service Ceiling: None in any mode, due to grav pods, but generally limited to lower altitudes.
Weight: 12 tons
Physical Strength: 40



Length:
Battloid:10 feet
Guardian: 17 feet
Jet: 22 feet
Tank: 09 feet
Width:
Battloid: 09 feet
Guardian: 30 feet
Jet: 30 feet
Tank: 09 feet
Height:
Battloid: 22 feet
Guardian: 16 feet
Jet: 09 feet
Tank: 14 feet
UGC ORGUSS.
Weapon Systems:
1. Forearm Energy Cannon: Mounted on the arm in Battloid and Tank modes, the exterior of the legs in Guardian mode, and underneath the back carapace/thruster unit in Jet mode. It can fire singly or bursts of three "Globes" at one target. The globes themselves seem to be some variation on ball lightning when seen from outside, but are in fact hypra-compact particle beams, re-energized and directed on a laser beam emanating at the center of the gun. The laser beam gives both direction and re-energization, allowing the beam to maintain greater cohesion for longer periods, resulting in greater effect on impact, greater range, and greater accuracy. This weapon, ON TOP OF the other bonuses, has a +2 to strike AND does not suffer from the effects of underwater disipatation caused to the other energy weapons of the craft.
MD: 1D10 times 10 per single blast or 5D6 times 10 for a triple blast.
Range: 9,000 feet.
Rate of Fire: Single or burst fire (counts as one attack).
Payload: Effectively unlimited.

2. Arm Mini-Missiles: There are two firing vents per arm, only one of each is usable in Guradian and Jet modes (the launch system itself is useable in all modes).
MD: Standard. Typical loads are armor piercing.
Range: Standard range for mini-missiles.
Rate of Fire: Volleys of 1 or 2 per arm per pilots attacks per melee.
Payload: 10 missiles per arm, for a total of 20.

3. Forearm Lasers (2 per arm):
These light lasers appear to be based on the REF's own T-21 Laser Rifle design, and are purely defensive and anti-infantry weapons; However, practical employment of them has typically been to harass civilians, herding and controlling them at the battle's conclusion in the event of victory. The emission point is so small it's not noticeable in any configuration, and can not be used in Guardian or Jet modes.
Damage: 2D6+3 for one barrel, 5D6 for two barrels, 1D6 times 10 for all four barrels volleyed together.
Range: 200 feet.
Rate of Fire: Per Pilot's attacks per melee.
Payload: Unlimited.

4. MRM Launcher: Simular to, but not exactly the same as the HMMP-02 MRM launcher used in the NP-BP-01 FAST Packs of the Super/Strike Veritech Fighter fame.
MissileType: Any Medium Range Missile.
MD and Range: Standard.
Rate of Fire: Volleys of 1 or 2 per pilots attacks per melee.
Payload: 20 total.

5. Optional replacement of the Missile cannon with a heavy 5-barrel gatling cannon. Generally reserved for ground assault, specifically for sector control (anti-infantry and aircraft), usually during "asset collection" (taking slaves).
MD: 2D6 times 10 per 50-round burst.
Range: 6,000 feet.
Rate of Fire: Bursts only. Each counts of one attack.
Payload: 40 bursts (200 rounds).
6. Wing Missiles: The Orguss has three hard points per wing, the innermost of which are generally reserved for the wing/hip engines. The other two hard points per wing with pylons of 3 medium range missiles each.
MD: As per CWC Medium Range Missiles. Typical loads are armor piercing, plasma or multiple Warhead.
Range: Standard range for mini-missiles.
Rate of Fire: Singly, or volleys of 2 (one/wing) or 4 (one/pylon).
Payload: 3 missiles per pylon, for a total of 12.

7. Internal Missile Bay: The Orguss has an internal missile bay unlike any before seen; Though they rate as a Medium-Range Missile, they are as small as a Short-Range Missile. This was accomplished in a most unusual fashion, one the UGC hasn't quite figured out how to replicate yet. A Warhead is "capped" in front by the guidance system, and behind by a miniature tractioning drive; The whole unit is then surrounded by a grav-pod. This makes it only about 8.5" across, yet has the same range as any normal MRM. This allows the Mecha to carry an unprecedented number of missiles of this type without additional weight (the grav-pods in the missiles themselves negate their weight) nor a larger magazine for the missiles.
MD and Range: As normal Medium Range Missiles. Typical loads are armor piercing, plasma or multiple Warhead.
Rate of Fire: Singly, or volleys of 2 per melee.
Payload: 30 missiles total.

8. Gun Cluster: Based on the highly successful RDF-Era TZ-IV Gun Cluster, the Orguss has been equipped with this system for close-in and anti-infantry defence. Located in the chest behind a pair of iris-type hatches. Contains a laser, Macro-Missile Launcher, and plasma cannon
Laser: Damage: Low Setting: 5D6 SD; High Setting: 3D6 MD. Rate of Fire: Per pilots attacks per melee Range: 2,000 feet Payload: Unlimited
Macro-Missile Launcher: Based on the same, new, technique the main missile launcher uses. MD: 2D6 Blast Radius: 20 ft Rate of Fire: Volleys of five per melee Range: 400 feet Payload: 500 rounds
Plasma Cannon: Based loosely on the Invid Plasma Cannon Technology (used in the Invid Gamo "pincer" Command Unit). MD: 3D810 Rate of Fire: Twice per melee Range: 800 feet Payload: Effectively unlimited. Note: Will ignite all exposed combustibles; 60% chance of igniting undamaged, unopened gasoline/diesel tanks.

9. Hand to Hand Combat:
Punch: 3D6 MD
Power Punch (2 attacks): 6D6 MD
Kick: 5D6 MD
Leap Kick: 1D6 times 10 MD
Parry/Attack(Shield Bash): 3D6 MD
Body Block/Tackle: 3D6 MD
Body Flip/Throw: 2D4MD






Features:
  • Long Range Radar: The forward radar array can track and identify up to 100 craft simultaneously and has a 50 mile range. The radar has only a 90 degrees cone (45 degrees either way of dead ahead), however.
  • Scanning Search Radar: The Mecha has a second scanning radar, with the more standardized 360 degrees times 360 degrees times 360 degrees coverage, but only to 50 miles range, and not very sensitive to begin with; There is, at all times, a 50% that enemy Mecha can sit in this area, and, by maintaining maximized emcon, can follow behind the Orguss. At a 60 mile range, enemy Mecha can even risk quick radio messages at low power.
  • Targetting Radar: There is an ultra-sort range radar, only good to 20 miles, specifically for energy and projectile weaps. The set has only a 10 degrees angle, BUT is mounted in the head, and therefore can swivel 110 degrees left or right and up to 85 degrees up to 15 degrees down. The radar is usually hidden behind the visor until used; However, some Orguss pilots are known to use the radar to give some sense of view around them in motion. It still won't cover the rear and underneath, though.
  • Video Camera: Records from the HUD. 50 hours of recording available.
  • Self-Destruct: To prevent capture of an advance variable fighter by the enemy, the pilot can activates the self-destruct system, which will cause the fighter to explode after a delay of up to 60 minutes (time is set by the pilot). The blast radius is 200 feet (60 m) and inflicts 1D6 times 10 MD to everything within the area. All internal systems are obliterated. The system automatically activates if the pilot ejects or if the on-board life monitor detects loss of life signs (breathing, heartbeat, etc) for 60 seconds.
  • Full range optic sensory suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 200 miles for MOST sensors.
  • Combat Computer: The Orguss is equipped with a combat computer that can store and analyze data during combat with hostile forces. The combat computer tracks and identifies specific enemy targets, and has a database of over 10,000 images stored in memory. The computer can identify and track up to 250 targets simultaneously.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the wearer wants directly in front of the user. In what may be an oversight, there are no Head-Down Displays, however it seems unlikely this is an oversight; This is the First Mecha for either Tireasians or Invidia to have any head-up capability (the Invid had Heads-Up targetting dispays, but that's all).
  • Auto-Pilot: The VF-19 is equipped with a computerized auto-pilot intended to allow the pilot to relax or even sleep during long voyages. The auto-pilot can be programmed with a single destination or a complex flight plan involving multiple speeds, directions, and destinations. The onboard computer will alert the pilot when the fighter is near its destination, and can also be set to automatically signal when sensors detect objects near the mecha. The auto-pilot was designed with long intra-system space journeys in mind.
  • Space Fold System: For FTL propulsion, the Fighter is equipped with a Fold System Cluster, capable of propelling the Fighters through hyperspace. The range of the fold drive is theoretically unlimited except by the life expectancy of the spacecraft. The fold drive is powerful enough to propel both the battle carrier and resort block through hyperspace when they are connected. For reasons not clear (and never emulated by the UGC), the Mecha have to be in groups of 6 or more to work effectively.


    Orguss Mecha Combat Elite:
  • 8 initial attacks per melee (not counting auto-dodges).
  • Add one additional attack at every fifth levels.
  • +6 Strike.
  • +6 Parry.
  • +6 normal dodge in all modes.
  • +6 Automatic Dodge in Jet and Guradian Modes; The Mecha can detect imcoming projectiles and automatically dodge UP TO 6 TIMES PER MELEE.
  • +3 to roll with punch, fall or impact.
Random Hit Location Table, Orguss Veritech.
Fighter/Bomber Mode:
Front
01-02
03-10
------
11-35
36-66
67-86
87-90
91-00
Back
------
------
01-10
11-20
21-60
61-80
81-90
91-00
Side
01-02
03-10
11-42
43-52
53-72
73-75
76-85
86-00
Top
----
----
01-10
11-50
51-65
66-85
86-00
----
Bottom
01-03
04-11
12-27
28-47
48-55
56-70
71-90
91-0 0
Location
Head Laser (Head)
Head (Arms)
Arms (Legs)
Legs (Body)
Torso (Pilot Compartment)
Wings (Torso)
Tail (Legs)
Gun Pod (Arms)
Guardian Mode:
Front
01
02-04
25-24
25-49
50-72
73-74
75-82
83-90
91-00
Back
------
01-04
05-21
22-34
35-59
------
60-75
76-95
96-00
Side
01-04
05-10
11-25
26-50
51-75
76-79
80-85
86-92
93-0 0
Top
------
------
01-15
19-25
26-50
51-53
54-80
81-93
94-00
Bottom
01-02
03-06
07-14
15-44
45-63
------
64-88
89-92
93-00
Location
Head Laser (Head)
Head (Body)
Wing (Legs)
Legs (Body)
Torso (Pilot Compartment)
Pilot Compartment (Torso)
Wing (Torso)
Tail (Torso)
Gun Pod (Arm)
Battloid Mode:
Front
01-06
07-20
21-35
36-56
57-86
87-88
89-90
------
91-00
Back
01-06
07-20
21-35
36-56
57-86
87-88
89-90
------
91-00
Side
01-07
08-13
14-33
34-63
64-68
69-70
71-75
76-85
86-00
Top
01-10
11-30
31-45
46-47
48-66
67-68
69-72
73-85
86-00
Bottom
01-04
05-09
10-20
21-55
56-80
------
81-86
87-89
90-00
Location
Head Laser (Head)
Head (Torso)
Arm (Torso)
Legs (Torso)
Torso (Pilot Compartment)
Pilot Compartment (Torso)
Wing (Torso)
Tail (Torso)
Gun Pod (Arm)
Tank Mode:
Front
01-20
21-29
30-43
44-70
71-99
100
Back
01-25
26-35
36-50
51-65
66-00
------
Side
01-20
21-25
26-37
38-60
61-99
100
Top
01-50
51-55
56-65
66-70
71-99
100
Bottom
01-14
15-19
20-39
40-69
------
70-00
Location
Torso (Legs)
Upper Arms (Torso)
Forearms (Legs)
Legs (Torso)
Torso (Crew Compartement)
Crew Compartement (Pilot)
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