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Subject : Third W’Kar Reproduction Unit Name: NECRO W’KAR Sex: Male /
Hair: Black / Eyes: Black (blue before
bonding) Armored Height: 390 centimeters (~12ft. 7 inches) Human Height: 183 centimeters (~6 feet) Armored Weight: 1,000 kilograms (~1.1 ton) Human Weight: 84 kilograms (~184 pounds) Alignment/Status: Leader of the W’Kar Battleforce, Sacrificed by Zagam |
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Description: Necro W'Kar's unit is the third pitiful attempt at
recreating our lord's great unit. The unit was originally designed to have
far greater energy draining capabilities than even lord Anubis, but due to a
unique occurrence, the host merged with the unit after he died. This causes
him to absorb only the energy created by fading bio-energy. He achieved a new
level of power after absorbing the massive amount of death during the defense
of Earth decades ago. It is curious on whether or not he can achieve a higher
level of power if he joins us. |
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UPDATE: Necro W’Kar has been sacrificed by The
Dark Knight Zagam. His unit was recovered but
subsequently stolen by an unknown operative. All members of the Order have
been informed and the unit’s recovery deemed as a high priority. |
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Present estimates of this being's abilities have been compiled and summarized below.
-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
-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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No other conclusions can be made until further data is gathered on subject.