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    WarTech: Senko no Ronde

    Game » consists of 3 releases. Released Jul 27, 2006

    Also known as both Senko no Ronde Rev. X and Senko no Ronde SP, WarTech is a major revision of the original Senko no Ronde and the series' first overseas and console release.

    Short summary describing this game.

    WarTech: Senko no Ronde last edited by Nes on 02/05/21 11:53PM View full history


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    WarTech: Senko no Ronde (known in Japan as Senko no Ronde Rev. X) is a 3D sci-fi fighting game developed and published by G.rev for the Xbox 360 in Japan on July 27, 2006, with an overseas release by Ubisoft in both North America (on May 29, 2007) and Europe (on June 8, 2007). It was also released in arcades (using Dreamcast-based Sega NAOMI hardware) by Sega exclusively in Japan as Senko no Ronde SP.

    A major revision of the 2005 arcade game Senko no Ronde, Rev. X / SP revamps the game's control scheme (making it a five-button game, rather than a three-button one) while updating the HUD, rebalancing the characters, and adding new features (such as allowing players to choose the stage and theme in two-player matches). It is also the first in the series to receive both a console release and an international release (for the 360 version only).

    Similar to the original, the game combines third-person mech fighting games (like the Cyber Troopers Virtual-On series) with top-down bullet hell shoot-'em-ups, with the genre sometimes being known as Danmaku Taisen Action Shooting (or "Barrage Battle Action Shooting"). Set in far future S.D. 1484 (several centuries after a catastrophe on Earth led to massive space colonization), player assume roles of one of eight pilots of giant mecha (called "Rounders") as they become involved a mastermind's scheme to take control of an Aria Federation superweapon.

    The game would later receive a sequel, titled Senko no Ronde: DUO.


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    The bulk of the game revolves around three buttons: Main Weapon (the X button), Sub-Weapon (the Y button), and Action (the A button). Players move around an enclosed arena, attempting to win against their opponents by using weapons and melee attacks.

    The Rev. X and SP versions added two additional buttons: Barrage (the B button) and Overdrive (the Left Bumper). Overdrive is a new gameplay mechanic, while Barrage is a shortcut button (pressing both Main Weapon and Sub-Weapon buttons together).

    The Rev. X version also adds a new shortcut button, B.O.S.S. (the Left Trigger, replicating pressing both Weapon buttons and the Action button together). It also splits Action into two buttons, one for Dash (the A button) and one for Barrier (the Right Trigger), although this can be customized to support the old format.

    Armor Gauge and Anti-Field

    Each player has an Armor Gauge, which essentially acts as a life bar. As the player is attacked, it depletes. When it is fully depleted, the Rounder enters a Vanish Mode, by which the next hit would be the killing blow.

    Taking too much damage at one time triggers a "Large Down", in which the Rounder activates an Anti-Field (a large shield that destroys all incoming attacks and pushes the opponent out of its range). The Anti-Field can also be deployed manually when B.O.S.S. Mode is no longer obtainable, at the cost of half the Charge Gauge. This is done by either pressing the Main Weapon, Sub-Weapon, and Action buttons together, by pressing the Action and Barrage buttons (Rev. X / SP), or by pressing the B.O.S.S. button (Rev. X).

    Charge Gauge

    In addition to their Armor Gauge, players have a Charge Gauge (essentially a super meter), which increases when you hit your opponent, get hit by a ranged attack, shoot down your opponent's attacks, and when you're not firing (slowly over time). However, the Charge Gauge decreases when you are either hit with a closed-ranged attack or use certain moves.

    Each rounder in-game has two circles surrounding it, one for the Main Weapon and one for the Sub-Weapon. Not only do they represent the current reloading time of each weapon, but the Sub-Weapon circle also represents the range at which your Rounder can be engaged in melee combat.

    Dashing and Barriers

    The Action button on its own serves two purposes: one for dashing and one for activating the Barrier (which uses the Charge Gauge to reduce damage taken and allows the Rounder to target freely). As with the original version, players can choose between two "Dash Types":

    • NEW - Added in "NEW Ver." Quickly pressing the button performs a Dash. Holding the button down performs a Barrier.
    • OLD - Pressing the button while tilting the joystick performs a Dash. Pressing the button while the joystick is neutral performs a Barrier.

    In Rev. X, both Dash and Barrier are separate buttons by default. However, this can be customized to resemble either NEW or OLD versions.

    While performing a Dash, players can use the Action/Dash button again to either quickly change the direction (joystick tilted) or make a sudden stop (joystick neutral).

    Barrage and Overdrive

    Pressing both Weapon buttons together (or the Barrage button in Rev.X/SP versions), activates the Barrage attack, which serve as special attacks (some offensive, some defensive) at the cost of some of the Charge Gauge. Special move commands can be used to perform additional techniques.

    New to Rev. X and SP is the Overdrive technique, which uses its own dedicated button and can only be used once-per-round. Activating it clears all bullets on the screen and gives the player's Rounder a temporary buff (increasing their overall attack and defense, increasing Charge Gauge recovery, and reducing reloading time) while slowly depleting their Armor Gauge. Overdrive mode can only be cancelled by either activating B.O.S.S. Mode or entering Vanish Mode.

    B.O.S.S. Mode

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    Each Rounder has its own unique B.O.S.S. (Booster of Over-armed Shell System) formation, which serve as powerful shoot-'em-up bosses with complex bullet hell patterns, a dedicated Armor Gauge, and the ability to damage an opponent just by touching them.

    This technique can be performed by either pressing the Main Weapon, Sub-Weapon, and Action buttons together, by pressing the Action and Barrage buttons (Rev. X / SP), or by pressing the B.O.S.S. button (Rev. X). The Charge Gauge determines how much Armor the B.O.S.S. formation starts with and how long the player lasts in B.O.S.S. mode. The Charge Gauge depletes as the mode is in effect. Opponents can destroy the formation to end the mode early.

    When the player's Armor Gauge is depleted and the Rounder is in Vanish Mode, triggering B.O.S.S. mode activates FINAL B.O.S.S. mode, which puts the Rounder in a more powerful B.O.S.S. formation (with new abilities and more complex bullet patterns). However, destroying this formation also destroys the Rounder and ending the mode leaves the player open for a quick finish.

    In the single-player arcade mode, defeating enemies with B.O.S.S. mode is required to fight the true final boss and reach the true ending.


    There are eight playable characters in WarTech: Senko no Ronde, each with a unique Rounder. Each Rounder has it's own unique speed, health, attacks, B.O.S.S. forms, and melee ranges. Players can also choose between two "cartridges" of Rounders, each with three color schemes, which contain differences in bullet patterns and slightly modified stats.

    Xbox 360 Installation

    The amount of memory it takes to install this game is 1.2 GB.


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