Speed and Durability
Speed:
Necro W'Kar can move over ~19000 MPH and fly over ~34000. In unobtrusive
environments the speed can be boosted to light speed (approx. 180,000 MPS).
Strength and Durability: Necro W'Kar has the armor strength to withstand upto a Gigantic Level Mega Smasher unshielded, and with his various shielding techniques can withstand a maximum of 65X Mega Smasher. Necro W'Kar has an impressive base strength of 2900 men and a boosted max of 3400. Healing ability seems to work around the range of 30X a normal guyver. Hypersenses: Powerful hypersenses reaching upto a 4 mile radius and can penetrate hyperspace and read an opponents approximate strength. Weapons System: Head Laser: Head Laser can be fired at over 500X that of a normal guyver, the weapon can also be held back and charged for a 600X head laser attack, both approximate a Normal Guyvers Mega Smasher. Pressure Cannon: The Pressure Cannon can be used at a strength of 7X a Normal Guyvers Mega Smasher. This weapon is over 3 foot in diameter. Weapon can be fired at rates approaching a Gravity Bullet attack from a Zoalord. Sonic Emitters: Range in power from 60X that 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: Composed of a Vibrational Sword infused with a Plasma Compound. Can cleave any normal Vibrational Sword or Gigantic Level. Duel Elbow mounted. Mega Smasher: The Mega Smasher has shown a power range over 44X that of a normal guyver. Energy Draining: Necro W'Kar can only drain energy from the dead. This is due to an unfortunate accident which forces him to power his unit on only one type of energy, that emitted by the dead. Other Advances Control Medal: Control Medal is standard for all W'Kar Reproduction. 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 10X the energy storage of a normal unit and cause very little wear to the user, even after excruciating battles. Hyper Cannon: Used by the Hyperspace orb, it allows a massive wave like blast similar to a Mega Smasher. This weapon uses a force over 65X that of a Guyvers Mega Smasher. 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 later may find other uses, thereby defeating this weakness. 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. 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. Also has the ability to create the Hyper Cannon. |
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