Great SR Dressup Plan Ideas, Right off the bat: For more PCs, HT Designation. When you become HT, you recieve an HT Bundle. This consists of your choice of one special power, as well as some extra points, depending on what you had picked. For a discount, your points will be cut, and you recieve resupply and repair. Congrats, you're a support unit You can sacrifice your inherent and your HT Bundle for a Super Inherent. The unit is now incredibly geared towards a certain robot. Example; Open Get is only attainable via Super Inherents. Inherents are only availble for very unique SR types; you may go for extra points instead to get some random-assed guy like Go Shogun. Final addition is combat specialty. Either instead of or along with (i'm not sure yet) a basic/super inherent. Your robot gains bonuses to certain weapon types, but then becomes weak to something else. (This is optional, really. It doesn't seem fitting, just cool) General notes: Only 3 IS for Super Inherents. No Evo Fights. Each inherent gives you so many HP, EN, and spare points, rather than a base amount. Each inherent comes with a weak but usable attack, and a hissatsu. All dressups are Size: L, with costs to go down or up one level. All are Move: G at a base. Unless stated otherwise, 1 SAMW slot. If you start with more, you cannot purchase an extra Refference Point: Average HP is 90. Average EN is 50. Inherents (Basic) and descriptions of effects Mazinger Z: 110 HP, 30 EN, 50% DR, and no option to purchase armor. Comes with Drill Pressure Punch (50 damage for 1 EN, P), and Breast Fire (125 for 5 EN, S). Daitarn 3: 180 HP, 40 EN. Daitarn Zanber, Daitarn Zanber Nidogiri, Sun Attack, and Sun Attack Daitarn Crash. Not too many availible points (make the zanber be slightly weaker) Combattler V: 5 pilot slots, 90 HP, 50 EN, Chodenji Strings (S) 40/3 EN, Choudenji Tatsumaki + Spin with full functionality. GekiGetter: 3 pilot slots, three forms. Non-stacking Open Get, 70 HP, 40 EN. Recieves float points, used on barriers or HP/EN, to go to all forms. Getter 1's points may be used in the place of float points so that float points may go to Form 2 or Form 3. No purchasable armor or DC mods. Form 3 has locked Move:G/W, other forms must purchase changes in movement on an individual basis. First Form: Machine Gun: 20 damage, 10 rounds. Getter Beam: 100 / 4 EN. Not too many points; probably above daitarn's but not by much. Second Form: Mach Special; Five Free Dodges, DC -5, No weapon purchased can have a price of greater than half the points given for this form, and no hissatsu-style weapons. Low points. Third Form: DC+5, 25% DR, Judo Manuver (V) 7 damage/EN, cannot have any other (V) weapons or any weapon with EN cost exceeding 3. Dancougar Inherent: 4 Pilot slots, 90 HP, 50 EN. Dankuuken 40/2 EN, Aggressive Beast Charge 40x4, 25 EN. Godmars Inherent: Two Dressups, one with low points, 50 HP, 20 EN. Gattais at 25% HP remaining or death (maybe outlaw some levels of Destroy). 110 HP, 50 EN for gattied form. Purchases for either form carry to both. First form gets Melee (M) 20 damage, Second gets God Fire and a slightly toned-down Rokugami Attack. GaoGaiGar: 100 HP, 60 EN. Attacks: Molecular Plane (Destroy L:2), One Locked Round, DC +5, Broken Magnum: 50 damage/3 EN. Recieves Protect Wall. Cannot purchase any weapons/items that give countercut. Gaiking: 90 HP, 50 EN. Attacks: Pound Missile (P) 20 x 2, 4 rounds, and ???. Extra points given for attacks to be used in "Face Open Mode" Standard: 80 HP, 45 EN. Melee (M) 30 damage, Hissatsu: ### damage (S) - # EN. Lots of spare points. Ally: 50 HP, 20 EN. Repair and Resupply as standard. Gets Melee (M) 10 damage. Approximately half the points of standard, and 3/5ths the price. High-Tier Inherents: High Tier Getter: 3 pilot slots, three forms. Getter Pilot Stacking Open Get, 100 HP, 60 EN. Recieves float points, used on barriers or HP/EN, to go to all forms. Getter 1's points may be used in the place of float points so that float points may go to Form 2 or Form 3. No purchasable armor or DC mods. Form 3 has locked Move:G/W, other forms must purchase changes in movement on an individual basis. First Form: Mighty Tomahawk: (M) 80 - 2 EN. Getter Spark: 200 / 15 EN. (Getter Only) Not too many points for a HT Dressup. Second Form: Mach Special; Five Free Dodges, DC -5, No weapon purchased can have a price of greater than half the points given for this form, and no hissatsu-style weapons. Low points. Third Form: DC+5, 25% DR, Judo Manuver (V) 13 damage/EN, cannot have any other (V) weapons or any weapon with EN cost exceeding 7. High Tier Mazinger: 130 HP, 50 EN, 60% Damage Reduction (Armor), no Armor may be purchased. Nitro Smasher Punch (PS) 50 x 2 - 3 EN , Breast Flare (S) 200 damage - 13 EN High Tier Grendizer: 160 HP, 50 EN, 40% Damage Reduction (armor), 55% when driven by a Grendizer Pilot. No purchasable armor. Hand Beam (V) 15, 20 rounds. Space Thunder 150 damage - 7 EN. Space thunder is usable every three turns by non-grendizer-pilots, and gains (S) and Paralysis. All weapons get +15% damage when this unit is operated by a Grendizer Pilot. This stacks multiplicitively with chip effects. High Tier Yuusha: Three forms. Yuusha-required 25% HP Gattai between forms. After three fights, first Gattai turns to the PC-based Gattai (still Yuusha only) The second two forms get Rapid Deployment. High Tier Standard: 110 HP, 60 EN More Inherents to do: Yuusha(HT), Normal(HT) Non/attack purchasables: Shield - Gives Shield - 5 points Daitarn Fan - Gives Shield & CC - Cannot be purchased with Protect Shade - 7 points Gravity Wall - Gives Gravity Wall (Barrier) - 8 points Gravity Territory - Gives Gravity Territory (Barrier) - 12 points Inertial Canceller - Gives Inertial Canceller (Barrier) - 15 points Fire Wall - Gives Fire Wall (Barrier) - 10 points Beam Coating - Gives Beam Coating (Barrier) - 3 points AB Field - Gives AB Field (Barrier) - 5 points Underwater Equipment - Gives Move:W. Dodge Cost +5 - 1 point Basic Flight Pack - Gives Move:F - 2 points Jet Scrander - Gives Move:F, Southern Cross Knife (MV) 5 damage/PC, Scrander Dash 15 damage - 5 points Great Booster - Gives Move:F, Dodge Cost -5, Great Booster 160 damage/Paralyze, 1 round. if rounds = 0, remove the effects given (even Move:F) - 11 points Agility Bonus - -3, -5, or -7 to DC. - 3 points, 6 points, 9 points Damage Reduction - Purchased in increments of 5%. 5%-25% is treated as inherent damage reduction, 30%-40% is inherent armor. - 3 points per 5%. 8 point reduction when converting into armor. You may not gain any points by this procedure. Tank Mode - DC +5, DR +25%. Disable all Melee and Hissatsu attacks in this form. Cannot exist on a Getter-inherent, Mazinger-Inherent, or Grendizer-inherent dressup. Cannot exist on a unit with inherent armor. Move:G in this mode. Barriers cannot be used in this mode. Item Slot - Gives an Item Slot. HT units can only purchase one of these, for x1.5 times the price. - 10 points normally, 15 points for HT Hit Point - Purchased in packs of Five. - 2 Points/pack Energy Point - Purchased in packs of Five. - 3 Points/pack Purchasable for HT Only: HP Regen 10% - EN Regen 10% - HP/EN Regen 10% - HP Regen 25% - EN Regen 20% - Only one of these may be purchased. High-Tier dressups may get up to 35% as inherent damage reduction (not as armor), and 50% at a max (as armor), use same point system as before. Note from talks with Wes: Things from previous yuusha forms carry over. Weapons gain damage (either 5 or 10 depending on hits). First form is limited in damage reduction and gets no barrier. High-Tier getter gets a "make-your-own Change Getter Attack" from moves out of all three forms.