Present estimates of this
being's abilities have been compiled and summarized below.
-PHYSICAL STRENGTH:
-Necro W'Kar's physical strength level greatly depends on his energy
reserves, averaging 2,800 men to a maximum normal max of 3,400 men. Though we
suspect that if he can drain enough energy he can achieve higher power
levels. He has a unique form of energy draining and very specific, which he
can only absorb the energy produced by the dead.
-SPEED:
-Necro W'Kar's running speed is 15,000 to a max of 18,000 MPH
and fly at speeds around 33,750 MPH to a max of 45,000 MPH. In unobtrusive
environments the speed can be boosted to light speed (approx. 180,000 MPS).
But he can teleport in the normal W'Kar fashion but
can cause great strain on his body if he cannot recharge his energy reserves.
-DURABILITY:
-Necro
W'Kar can withstand up to a 3 kiloton explosion of TNT unshielded and regenerate
30 to 300 times normal. Activation of shields vary according to his energy
levels but can varying from a blast equal to 60 to 80 kiloton explosion of
TNT.
-HYPERSENSES:
-Powerful hypersenses
with a range up to a 4 mile radius and can detect anything in hyperspace, and
can detect any type of energy signature.
WEAPONS SYSTEMS
-HEAD LASER:
-Head Laser can be fired at
over 500 to 800 times that of a normal Guyver. It can vary from a focused beam
for a range for several miles, or a short wider faster burst.
-PRESSURE CANNON:
-Necro W'Kar's pressure cannon is equal
to a 6 kiloton explosion of TNT per blast. When fired is approximately 3 feet
in diameter and the subject has shown the ability to mentally control the
trajectory of the gravity ball after firing. Weapon can track targets, split
into multiple, smaller pressure cannons and other uses. The Pressure Cannon
can be fired nonstop, at a rate slightly faster than a Zoalords Gravity
Bullet attack. This drains Necro W'Kar so he must
absorb more energy before continuing.
-SONIC EMITTERS:
- Sonic emitters are sixty times that of a normal
Guyver. Versatility of the Sonic Emitters have
greatly been improved allowing a wider attack range, focused shots or even a
rapid fire attack.
-PLASMA SWORDS:
-Necro
W’Kar possesses two pairs of vibrational swords that infused with a
plasma compound that allows him to instantly cleave any normal vibrational
sword that's not able to withstand this sword type.
-MEGA SMASHER:
-Necro
W'Kar's mega smashers
vary according to his power level and can vary from forty to seventy times
that of a normal Guyver's mega smashers.
Because of his limited energy reserves, he cannot use his mega smashers more than two to three times before he has to
recharge.
-HYPER CANNON:
-Created by the Hyperspace orb,
it allows a massive wave like blast similar to a Mega Smasher.
This weapon uses a force equal to a 140 kiloton explosion. If this blast
kills the target it will convert the Hyperspace Energy used to create the
weapon, and the corpse energy of the defeated, and completely heal and
empower Necro W'Kar. Although this is costly if it
misses, as it uses all spare energy to use and if not immediately recharged, Necro W'Kars unit will
deactivate. This weapon also affects hyperspace, leaving unit no room of
escape into it short of teleportation by other means. Necro
W'Kar has recently gained more knowledge on his hyper cannon and would have
later found other uses, thereby defeating this weakness.
OTHER ADVANCES
-HYPERSPACE ORB:
-The unit also can
send the host into Hyper Space to recover from battle or teleport. A battle
backup transports the control medal into hyper space so it can remake the
host's body without interference. The host must activate this system, it
never does so automatically. The Hyper Space Orb is also linked to the unit's
energy draining ability and the Hyper Cannon.
-CONTROL MEDAL:
-Control Medal is
standard for all W'Kar Reproduction types. Contains a Bio Control System that
allows the host to be active even in the Self Defense mode. If the Bio
Control System is damaged a back up Friend or Foe system is used instead.
Uses over ten times the energy storage of a normal unit and cause very little
wear to the user, even after excruciating battles.
-CLOAKING:
-The unit can make
the armor appear as anything. So it can give a chameleon effect, or keep the
armor on and appear as clothing.
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