[color=Red][b]Price[/b][/color]: [s]750 PCs per unit[/s] [SIZE=14][b]Under Construction[/b][/SIZE] [color=Red][b]Points[/b][/color]: 150 points to distribute. [color=Red][b]Misc[/b][/color]: You may pay an extra 300 PCs to gain an extra 50 dressup points. If so, this unit's rank is changed to [b]Lieutenant[/b], and it becomes [b]Hi-Tier[/b]. [color=Red][b]Brought to you by[/b][/color]: Umbaglo, with assistance from Jaiku and other persons. [b]Super Robot Dressup[/b] [color=cyan][b]Statistics:[/b] HP: 70, EN: 50, IS: 2, Move: G, Size: M[/color] [color=pink][b]Weapons:[/b] [F] Punch [b](M)[/b]- 8 damage[/color] [color=beige][b]Inherent Abilities:[/b] 1) Usable by Ensigns or higher[/color] Building a dressup can seem daunting, but it can easially be broken down into a number of steps. The Super Robot dressup has 3 main steps for unit creation, and before each step you will see a short description of what the step includes. [b][color=red][SIZE=14][u]Step 1: Type[/u][/SIZE][/color][/b] A super robot is defined by what [b]type[/b] it is. Whether it's known for how well it takes damage, or for having many forms, or just being an all-out blitzer, there's a general theme that defines the robot. Your robot is no different. Before you begin purchasing anything, you must first decide what [b]Type[/b] of super robot you're making. This decision changes what is available for purchase, and for how much. To determine the Type of your robot, you have 2 points to spread among the following Types. Any Type may be taken twice, using both points, to signify specalization in that type. The only exception is the Special Type, which can only be taken once. So you can be a Defence/Special Type, or a Transform/Evasive Type, or an Offence/Offence Type, for example. Each point in a Type confers a number of bonuses. Firstly, you can only purchase abilities found within a Type list if you have at least one point in that Type. This means that if you do not have any points in Combine Type, you cannot purchase Crisis Combiner, for example. Some purchases may require certain other prerequesites, such as a point in another Type, or having both points in this Type. Secondly, each point in a Type gives an extra bonus. These bonuses range from reduced costs to extra points. Putting 2 points in the same Type gives a larger bonus. These bonuses are active whether you purchase any Type abilities or not, however some bonuses are only useful with Type Abilities. The Types you can take and their unique purchases are as follows: [b][color=Lightblue][u]Multi Form Type[/u][/color][/b] [b][u]Single Type Bonus:[/u][/b] - Each Switch Transformation form and Transform Summon has 65 points - Point cost for SAMW slots reduced to 10 [b][u]Double Type bonus:[/u][/b] - Each Switch Transformation form and Transform Summon has 90 points - Point cost for SAMW slots reduced to 10 [b][u]Unique Purchases:[/u][/b] [b]Switch Transformation[/b]: 25 points. This may be purchased up to 3 times, and cannot be purchased if Summon Transformation, Crisis Combine, or Multi-Unit Combine is purchased. For each Switch Transformation purchased, gain a number of points determined by your Type level to build a sub-dressup that your main form can transform into. You may transfer points from the main dressup into any sub-dressup, but not the reverse. All sub-dressups have the same HP/EN/IS/Size/SAMW as the main dressup. Sub-dressups cannot buy Switch Transformation, nor any of the above restricted abilities. [b]Pilot Transfer[/b]: 5 points. For each Switch Transformation and Summon Transformation form, choose a subpilot. That subpilot becomes the main pilot when you Switch Transform into that mode. Requires at least 2 SAMW slots. [b]Open Get[/b]: 20 points. This ability is on all Switch Transformation and Summon Transformation forms automatically. [b]Weapon/Ability Transference[/b]: 5 points. Copy one weapon or ability from one Switch Transformation form to another. There are no limits on the number of times this can be purchased. [b]Type Switching[/b]: 5 points. Cannot be bought if you chose Multi Form/Multi Form or Multi Form/Special. For each Switch Transformation form, you may choose a new Type. The first Type must remain Multi Form, and the new type cannot be Multi Form, Combine, or Special. [b]Summon Transformation[/b]: 30 points. This may be purchased up to 2 times, and cannot be purchased if Switch Transformation, Crisis Combine, or Multi-Unit Combine is purchased. For each Summon Transformation purchased, gain a number of points determined by your Type level to build a summon sub-dressup. The base stats for the sub-dressup is as follows: [b]Transform Summon[/b] [color=cyan][b]Statistics:[/b] HP: 35, EN: 10, IS: 4, Move: G, Size: M, Class: Transform Summon[/color] [color=pink][b]Weapons:[/b] [H] None[/color] [color=beige][b]Inherent Abilities:[/b] 1) [b]Transform Summon:[/b] Can only be summoned using Summon Support Unit on [Main Dressup] 2) Dodge Cost is 5[/color] Sub-dressups cannot buy IS, SAMW slots, Transformation, or any Type abilities, and any barriers, Special Abilities, or Special Weapons purchased are only usable when the main unit transforms. For each sub-dressup purchased, gain a transformation form, with the following stats: HP/EN/IS/Size/SAMW: Same as base unit. Move: Add Transform Summon's Move to base unit's. Weapons: Same as base unit, with the weapons purchased for the Transform Summon added. Inherent Abilities: Same as base unit, with the inherents purchased for the Transform Summon (including abilities purchased, but are not usable on the Summon) added. Also include any abilities given by weapons. The main unit gains the following abilities, as well: [b]Summon Support Unit[/b]: [i]Same effects as [b]File Load Data Weapon[/b]. Can only summon Transform Summons bought with this dressup[/i] [b]Summon Transform[/b]: [i]Same effects as [b]Drive Install[/b]. Can only use Transform Summons bought with this dressup[/i] [b]Summon Singulatiry[/b]: [i]Same effects as [b]Data Weapon Singularity[/b]. Only applies to Transform Summons bought with this dressup[/i] [b]Vehicle Mode[/b]: 5 points. Disable specified weapons. Cost of this ability is modified by the below chosen abilities. Cost cannot go below 5 points. Dodge Cost -3: 3 points Dodge Cost -5: 7 points Dodge Cost -10: 15 points Dodge Cost +5: -3 points Dodge Cost +7: -5 points Dodge Cost is 5 in Water: 5 points Damage Received -10%: 5 points Damage Received -25%: 10 points Damage Received +10%: -3 Points Damage Received +25%: -5 points Move: F only: -3 points Move: W only: -3 points Move: G only: 0 points [b][color=Lightblue][u]Defensive Type[/u][/color][/b] [b][u]Single Type Bonus:[/u][/b] - Damage Reduction cost lowered to 4 points per 5% - Maximum purchasable Damage Reduction increased to 50% [b][u]Double Type Bonus:[/u][/b] - Damage Reduction cost lowered to 3 points per 5% - Maximum purchasable Damage Reduction increased to 60% [b][u]Unique Purchases:[/u][/b] [b]Mazin Power[/b]: 20 points. [b]This Unit Counts as a Grendizier[/b]: 25 points. Must also have 1 point of Offensive Type. Can only buy this ability once. [b]Daitarn Fan[/b]: 15 points. Gain Countercut and Shield. [b]Inertial Canceller (Barrier)[/b]: 30 points [b]Sound Barrier (Barrier)[/b]: 30 points [b]Protect Shade (Barrier)[/b]: 35 points. Must have 2 points of Defensive Type. [b]God Hand Final (Barrier)[/b]: 40 points. Must have 2 points of Defensive Type. [b][color=Lightblue][u]Offensive Type[/u][/color][/b] [b][u]Single Type Bonus:[/u][/b] - Reduce Special Weapon point costs by 25% [b][u]Double Type Bonus:[/u][/b] - Reduce Special Weapon point costs by 25% - 1 free weapon combination [b][u]Unique Purchases:[/u][/b] [b]This Unit Counts as a Grendizier[/b]: 25 points. Must also have 1 point of Defensive Type. Can only buy this ability once. [b]Bestial Fury[/b]: 35 points. Must have 2 points of Offensive Type. [b]Weapon Combination[/b]: 20 points. You may combine any 2 purchased weapons into a + weapon. Combined weapon retains the Range tag of the originals. If both weapons are of different tags, then the combined weapon is [H] instead. Combined weapons cannot be combined a second time. This includes purchased weapons that are + to begin with. Any (X), (V), or x weapon combined with this has it's resource cost doubled (if PC or EN based) and has it's ammo halved. If the x has no cost, then it costs 1 EN per use. [b]Chouryousha Mechanism[/b]: 15 points [b][color=Lightblue][u]Evasive Type[/u][/color][/b] [b][u]Single Type Bonus:[/u][/b] - Cost for Dodge Cost modifiers reduced by 5. Cost cannot go below 3 [b][u]Double Type Bonus:[/u][/b] - Cost for Dodge Cost modifiers reduced by 5. Cost cannot go below 3 - Gain Dodge Cost -5, stackable with purchased modifiers [b][u]Unique Purchases:[/u][/b] [b]Getter Vision[/b]: 25 points [b]Stealth (4)[/b]: 30 points Dodge Cost -7: 20 points Dodge Cost -10: 30 points. Must have 2 points of Evasive Type. [b][color=Lightblue][u]Combining Type[/u][/color][/b] [b][u]Single Type Bonus:[/u][/b] - Combined unit has 50 extra points [b][u]Double Type Bonus:[/u][/b] - Combined unit has 70 extra points [b][u]Unique Purchases:[/u][/b] [b]Crisis Combine[/b]: 30 points. When you purchase this ability, you cannot purchase Multi-Unit Combine, Switch Transformation, or Summon Transformation. Gain an extra 50 points to use on building a sub-dressup that you will deploy as. The rest of your points goes towards building the combined form, including the bonus points given by taking this Type. The sub-dressup's base stats are as follows: [b]Sub-Dressup[/b] [color=Cyan][b]Statistics:[/b] HP: 50, EN: 20, IS: 2, Move: G, Size: M[/color] [color=Pink][b]Weapons:[/b] [F] Punch [b](M)[/b]- 5 damage [/color] [color=Beige][b]Inherent Abilities:[/b] X) [b]Crisis Combine[/b]: When HP is 25% or below or if [Sub-Dressup] is destroyed, change into [Main Dressup] and regenerate all HP and EN.[/color] The combined form gains the ability [b]Rapid Deployment[/b]. Any IS or SAMW purchases for the sub-dressup are taken out of the combined form's points, and the sub-dressup cannot buy any Type abilities. [b]Multi-Unit Combine[/b]: 30 points. When you purchase this ability, you cannot purchase Banpresto Original, Crisis Combine, Switch Transformation, or Summon Transformation. Choose another SR Dressup which has also purchased Multi-Unit Combine. Both this dressup and that one gain: X) [b]Gattai ([Combined Dressup])[/b]: [Other Dressup] Where [Other Dressup] is the chosen dressup for this one, and this dressup on the other. The combined dressup is built as follows: Base HP: Add the HP of the 2 base units, then multiply by .75. Round to the nearest multiple of 5. Base EN: Add the EN of the 2 base units, then multiply by .6. Round to the nearest multiple of 5. IS: Same as base units. Base units must have the same IS Move: Choose one base unit's Move Size: L. If one or both base units is LL, then combined form is also LL. Class: Hi-Tier Weapons: Choose up to a total of 8 weapons from both base units. Rank: Lieutenant Inherent Abilities: Carry over all inherent abilities given by weapons. Largest Damage Reduction carries over. Choose one barrier between the Base units to carry over. Each base unit can transfer over 1 Special and 1 Type ability, excluding Multi-Unit Combine. All Penalities from both units carry over (and stack, if applicable). You may pay the point cost of a Penality to remove it from the combined form. Combined form also gains [b]Rapid Deployment[/b]. SAMW slots: Add up all SAMW slots from both base units (Units with no SAMW slots count as 1. Total SAMW slots cannot go above 6). After this, you have an extra number of points determined by your Type choices to use on purchasing new weapons, stats, and abilities. Combined form cannot buy Crisis Combine, Multi-Unit Combine, Switch Transformation, or Summon Transformation, and it's Type is considered to be all of the base units'. Type level is capped at 2, except Combining Type, which is capped at the lowest level between the base units. [b]Yuusha[/b]: 10 points. This unit gains the [i]Yuusha[/i] tag, and all Multi-Unit Combines or Crisis Combines are [i]Usable by Yuusha only[/i]. [b][color=Lightblue][u]Special Type[/u][/color][/b] [b][u]Unique Purchases:[/u][/b] [b]Evangelion[/b]: 40 points. This unit cannot purchase IS and it's EN is capped at 15. In addition, this unit cannot take the Hyper Plasma Drive penality. Gain the folowing abilities: [b]Evangelion[/b] [b]Limited Battery[/b] [b]Umbilical Cable (System)[/b] [b]AT Field (Barrier)[/b] [b]Banpresto Original[/b]: 30 points. After acquiring 5 Evolution Points, gain the following bonuses (Evolution Points cannot be purchased): [H] Super Attack- [b]DESTROY:L2[/b], 20 EN/attack All weapons' damage increased by 25% Gain an extra 50 points for further dressup. The above bonus does not apply to weapons bought with these points. These points cannot be used to purchase any Special Type abilities. [b][color=red][size=14][u]Step 2: Stats and Abilities[/u][/size][/color][/b] Now that you've chosen the Type of robot you're making, and purchased some abilities centered around it, the next step is to buy general stats and abilities. This includes HP/EN, the number of pilot seats, the amount of damage reduction, and any other special abilities. You may also take a number of penalities to counteract some of your point costs. Remember that unless specifically stated, you can only take something once. [color=LightBlue][b][u]Stats:[/u][/b][/color] Max HP +5: 2 points Max EN +5: 3 points (Max EN cannot be larger then Max HP) Max IS +1: 25 points (Can only be purchased once) SAMW Slots +1: 15 points (Maximum of 6 SAMW slots) [color=LightBlue][b][u]Size Modification:[/u][/b][/color] (Replace the default size with the size below) Size S: 15 PCs Size L: 15 PCs Size LL: 15 PCs [color=LightBlue][b][u]Terrain Adaptation:[/u][/b][/color] (Replace default move ability with the move tag below) Move F Only: 3 points Move W Only: 3 points Move H Only: 3 points Move F/G: 5 points, 10 PCs Move G/W: 5 points, 10 PCs Move G/H: 5 points, 10 PCs Move F/H: 5 points, 10 PCs Move F/W: 5 points, 10 PCs Move H/W: 5 points, 10 PCs Move F/G/H: 5 points, 20 PCs Move F/G/W: 5 points, 20 PCs Move F/H/W: 5 points, 20 PCs Move G/H/W: 5 points, 20 PCs Move F/G/H/W: 7 points, 30 PCs [color=LightBlue][b][u]Damage Reduction[/u][/b][/color] Damage Reduction is bought in 5% increments. While the bought DR is under 30%, it may be typeless. 30% and higher DR is automatically Armor class, at no reduction in cost. You cannot buy more then 40% Damage Reduction through this. Increase Damage Reduction by 5%: 5 points Convert Typeless to Armor: -8 points (Note: Cost cannot go below 5 points) [color=LightBlue][b][u]Barriers (Choose one only)[/u][/b][/color] Beam Coating (Barrier): 5 points Spiral Fire (Barrier) (Negates 15 damage from a single source for 1 EN): 15 points Fire Wall (Barrier): 25 points Gravity Territory (Barrier): 30 points [color=LightBlue][b][u]Agility Abilities (Choose one only)[/u][/b][/color] Dodge Cost -3: 5 points Dodge Cost -5: 10 points [color=LightBlue][b][u]Special Abilities:[/u][/b][/color] Shield: 10 points Repair: 20 points Resupply: 20 points Burrow: 20 points Analyze: 25 points Dividing Driver: 30 points [color=LightBlue][b][u]Seperation Abilities:[/u][/b][/color] Seperate ([url=http://s9.invisionfree.com/scver2/index.php?showtopic=254&view=findpost&p=256895]Jet Pilder[/url]): 15 points Seperate ([url=http://s9.invisionfree.com/scver2/index.php?showtopic=258&view=findpost&p=256967]Brain Condor[/url]): 15 points Seperate ([url=http://s9.invisionfree.com/scver2/index.php?showtopic=209&view=findpost&p=65719]Mach Attacker[/url]): 20 points [color=LightBlue][b][u]Penalities[/u][/b][/color] Dodge Cost +3: -3 points Dodge Cost +5: -5 points Hyper Plasma Drive: -10 points No Purchased Weapon or Ability Gives Countercut: -10 points [b][color=red][size=14][u]Step 3: Weapons[/u][/size][/color][/b] This is the important part of your unit. It's all nice to have good abilities, but it's useless if it can't engage the enemy. That's what this setp is all about. Here you buy your weapons, ranging from punches and swords up to gigantic cannons. Each weapon can only be bought twice, but there is no limit to the number of weapons you can have, other then the number of points you still have. [color=LightBlue][b][u]Weapons:[/u][/b][/color] (Weapons in [color=red]red[/color] are usable in Vehicle Mode. If you bought more then one Vehicle Mode, you may choose to only enable a weapon in certain modes at no cost.) Melee Weapons [F] Genocide Claw [b](MV)[/b]- 5 damage/PC -- 5 points [F] Stun Punch [b](M)[/b]- 20 damage, [b]PARALYZE[/b], 1 EN/attack -- 10 points [F] Freya [b](M)[/b]- 10 damage, [b]PARALYZE[/b] -- 10 points [F] Melee [b](MF)[/b]- 20 damage/2 PC -- 10 points [F] Choudenji Yoyo [b](MS)[/b]- 35 damage x 2, 2 EN/attack -- 15 points [F] Counter Knuckle- 30 damage, 2 EN/attack -- 15 points * Counter Knuckle Special: Allows you to [b]Countercut[/b] for [b]x1.5[/b] your regular cost [H] Knee Impulse Kick- 35 damage, 1 EN/attack -- 20 points [F] Hand Arm [b](M)[/b]- 30 damage x 2, [b]Mobility Break[/b] -- 20 points [H] Tenkuushinken Bakuretsukuuten [b](S)[/b]- 50 damage, 4 EN/attack -- 25 points [F] Shippuu Sanren Geki [b](M)[/b]- 30 damage x 3, 3 EN/attack -- 25 points [H] Illusion Attack [b](MS)[/b]- 25 damage x 4, 4 EN/attack -- 25 points [F] Knot Buster- 80 damage, 8 EN/attack -- 25 points [F] Daitarn Hammer [b](F)[/b]- 35 damage/3 PC -- 25 points [F] Daisetsuzan Oroshi [b](V)[/b]- 15 damage/EN -- 30 points [F] Seize Thunder [b](V)[/b]- 10 damage/EN -- 30 points * Sieze Thunder: You may deal [b]PARALYZE[/b] status if 5 or more EN is used in this attack [F] Counter Break- [b]PARALYZE[/b] + [b](M)[/b]- 50 damage, 3 EN/attack * Counter Break: If the [b]PARALYZE[/b] is dodged or negated, the rest of the attack is automatically negated. [F] Killer Bite [b](M)[/b]- 70 damage, 2 EN/attack -- 30 points [F] Thunder Spin Edge- 45 damage x 2, 5 EN/attack -- 30 points [F] Drill Charge [b](MV)[/b]- 30 damage/EN -- 35 points [F] Grap Combination [b](F)[/b]- 30 damage/2 EN -- 35 points [F] Mach Drill- 100 damage, 6 rounds -- 40 points * Mach Drill: Target's Dodge Cost +7 [F] Gigante Uregano- 130 damage, 10 EN/attack -- 40 points Bladed Weapons (These weapons give [b]Countercut[/b]) [F] Getter Scythe [b](MSV)[/b]- 8 damage/PC -- 5 points [F] Superior Blade [b](M)[/b]- 10 damage -- 5 points [F] Smash Hawk [b](M)[/b]- 18 damage -- 7 points [F] Progressive Knife [b](M)[/b]- 20 damage, 1 EN/attack -- 7 points [F] Counter Sword- 15 damage + [b](V)[/b]- 10 damage/2 PCs -- 10 points [F] Haja no Ken [b](MV)[/b]- 18 damage/EN -- 10 points [F] Trider Saber [b](M)[/b]- 20 damage x 2 -- 15 points [F] Falchion Saber [b](M)[/b]- 10 damage x 3 -- 15 points [F] Buster Tomahawk [b](M)[/b]- 30 damage -- 15 points [F] Energy Cutter [b](MS)[/b]- 35 damage, 1 EN/attack -- 15 points [F] Daitarn Zanber [b](M)[/b]- 40 damage -- 20 points [F] Daiouja Javelin [b](M)[/b]- 35 damage x 2 -- 20 points [F] Flame Sword- 30 damage, 1 EN/attack -- 20 points [F] Fire Sword [b](MX)[/b]- 25 damage/2 EN -- 25 points [F] Mars Flash [b](M)[/b]- 50 damage -- 25 points [F] Magrock-E Sword- 30 damage x 2, 4 EN/attack -- 25 points [F] Dual-Edged Sword [b](MF)[/b]- 30 damage/EN -- 30 points [F] Tenkuuken- 100 damage, 10 EN/attack -- 30 points [F] Guardian's Sword- 300 damage, 20 EN/attack -- 35 points [F] Flame Sword CU [b](V)[/b]- 25 damage/EN -- 40 points EN Weapons [+] Split Beam [b](F)[/b]- 8 damage/EN -- 5 points [color=red][H] Volt Laser- 10 damage, 1 EN/shot -- 5 points[/color] [color=red][+] Arc Line- 15 damage # 2, 1 EN/shot -- 7 points[/color] [color=red][H] Voltes Beam [b](B)[/b]- 20 damage, 1 EN/shot -- 7 points[/color] [H] Great Typhoon [b](SV)[/b]- 6 damage/EN -- 10 points [color=red][H] Bloody Ray- 35 damage, 1 EN/shot -- 10 points[/color] [+] Electric Cube [b](V)[/b]- 10 damage/EN -- 15 points [color=red][+] Satellite Rifle [b](SF)[/b]- 20 damage/EN -- 15 points[/color] [H] Rust Hurricane- 45 damage, 2 EN/shot -- 15 points [H] Getter Beam- 50 damage, 3 EN/shot -- 20 points [color=red][+] Discharger Cannon [b](SV)[/b]- 12 damage x 2/2 EN -- 25 points[/color] [+] Light Bow- 90 damage, 5 EN/shot -- 25 points [color=red][+] Carrot Bit [b](PSX)[/b]- 15 damage/EN -- 25 points[/color] [+] Chrome Buster [b](S)[/b]- 75 damage, 6 EN/shot -- 25 points [H] Riot Boomerang [b](PS)[/b]- 20 damage x 8, 5 EN/attack -- 30 points [H] Broken Phantom- 70 damage, 3 EN/attack -- 30 points [color=red][H] Grand Fire [b](S)[/b]- 70 damage, 5 EN/attack -- 30 points[/color] [+] Mega Searcher Beam [b](BSV)[/b]- 25 damage/2 EN -- 30 points [+] O Thunder [b](SV)[/b]- 15 damage/EN -- 35 points [H] Terminus Blaster [b](S)[/b]- 100 damage, 6 EN/attack -- 35 points [color=red][+] Dankuuhou Formation [b](S)[/b]- 60 damage x 3, 15 EN/shot -- 35 points[/color] [H] General Blaster [b](S)[/b]- 150 damage, 10 EN/attack -- 35 points [color=red][H] Buster Beam [b](BS)[/b]- 120 damage, 5 EN/shot -- 40 points[/color] Ammo Weapons [color=red][+] Shadow Vulcan [b](V)[/b]- 2 damage, 20 rounds -- 3 points[/color] [color=red][+] Machinegun [b](SV)[/b]- 2 damage, 20 rounds -- 5 points[/color] [color=red][+] 30mm Vulcans- 5 damage, 20 rounds -- 5 points[/color] [color=red][+] Needle Launcher System- 10 damage, [b]PARALYZE[/b], 2 rounds -- 5 points[/color] [+] God Arrow [b](P)[/b]- 15 damage, 6 rounds -- 5 points [+] Cannon Party- 15 damage, 8 rounds -- 7 points [+] Needle Shower [b](BV)[/b]- 8 damage, 20 rounds -- 7 points [color=red][+] Blazer Cannon [b](BF)[/b]- 16 damage, 8 rounds -- 7 points[/color] [color=red][+] Missile Punch [b](PG)[/b]- 5 damage, 99 rounds -- 7 points[/color] [color=red][+] Daigun- 15 damage, 12 rounds -- 10 points[/color] [color=red][+] Shotgun [b](S)[/b]- 20 damage, 8 rounds -- 10 points[/color] [color=red][+] Shoulder Missile [b](P)[/b]- 15 damage x 2, 8 rounds -- 10 points[/color] [color=red][+] Moby Dick Anchor [b](P)[/b]- 25 damage, PARALYZE, 4 rounds -- 10 points[/color] [color=red][+] Drum Vulcan- 15 damage x 2, 10 rounds -- 15 points[/color] [color=red][+] Battle Chainsaw [b](S)[/b]- 30 damage x 2, 2 rounds -- 15 points[/color] [+] Cosmo Wonder [b](B)[/b]- 25 damage, 8 rounds -- 15 points [color=red][+] Pellet Rifle [b](V)[/b]- 16 damage, 10 rounds -- 15 points[/color] [color=red][+] Gatling Gun- 20 damage, 10 rounds -- 15 points[/color] [color=red][+] EVA-Use Handgun [b](V)[/b]- 14 damage, 16 rounds -- 20 points[/color] [+] Lian Vulcan [b](SV)[/b]- 10 damage, 20 rounds -- 20 points [color=red][+] Daitarn Missile [b](PG)[/b]- 25 damage, 10 rounds -- 20 points[/color] [+] Positron Rifle [b](S)[/b]- 35 damage, 6 rounds -- 20 points [+] Positron Sniper Rifle- 60 damage, 2 rounds -- 20 points * [b]Snipe[/b]: Positron Sniper Rifle (+10) [+] Beam Gun [b](B)[/b]- 20 damage # 2, 10 rounds -- 20 points [+] Missile Machine Gun [b](PV)[/b]- 10 damage, 30 rounds -- 25 points [+] Rocket Bazooka- 80 damage, 3 rounds -- 25 points [+] Rocket Launcher [b](PS)[/b]- 20 damage x 2, 8 rounds -- 25 points [color=red][+] Hand Beam [b](V)[/b]- 15 damage, 20 rounds -- 30 points[/color] [+] God Gorgun [b](P)[/b]- 45 damage, 8 rounds -- 30 points [color=red][+] Gigant Missile [b](PG)[/b]- 20 damage, 99 rounds -- 30 points[/color] [color=red][+] Shoulder Cannons- 25 damage x 2, 8 rounds -- 30 points[/color] [color=red][+] 277mm Recoilless Cannon- 50 damage, 6 rounds -- 30 points[/color] [+] Positron Rifle Kai [b](S)[/b]- 65 damage, 4 rounds -- 30 points [color=red][+] Finger Missile [b](PG)[/b]- 10 damage x 5, 20 rounds -- 35 points[/color] [+] Getter Blast Cannon- 50 damage, 8 rounds -- 35 points [+] Space Bazooka- 80 damage, 6 rounds -- 35 points [color=red][+] Big Blast Divider [b](GS)[/b]- 100 damage, 5 rounds -- 35 points[/color] [+] Lanze Kanone [b](B)[/b]- 80 damage, 15 rounds -- 45 points [+] Battle Launcher- 120 damage, 8 rounds -- 50 points PC Weapons [color=red][+] Grenade Launcher [b](PSV)[/b]- 3 damage/PCs -- 3 points[/color] [color=red][+] Vulcan Missile [b](SV)[/b]- 4 damage/PC -- 5 points[/color] [color=red][+] Navel Missile [b](PGF)[/b]- 3 damage/PC -- 5 points[/color] [color=red][+] Gatling Missile [b](PGV)[/b] 5 damage/PC -- 5 points[/color] [color=red][+] 4000 Magnum [b](V)[/b]- 8 damage/PC -- 10 points[/color] [+] Buster Missile [b](PGSF)[/b]- 6 damage/2 PCs -- 10 points [+] Macro Missile Launch [b](PGF)[/b]- 15 damage/PC -- 15 points [+] Gran Rocketer [b](PSV)[/b]- 20 damage/PC -- 20 points [H] Shadow Shuriken [b](PSX)[/b]- 15 damage/PC -- 35 points [+] Spiral Launcher [b](PGSX)[/b]- 10 damage/PC -- 35 points Free Weapons [H] Rocket Punch [b](P)[/b]- 13 damage -- 10 points [H] Fang Knuckle [b](P)[/b]- 20 damage --- 12 points [color=red][H] Scrander Cutter- 15 damage -- 15 points[/color] [H] Great Boomerang [b](PS)[/b]- 8 damage x 2 -- 15 points [H] Tomahawk Boomerang [b](P)[/b]- 10 damage x 2 -- 18 points [H] Crystal Cutter [b](PS)[/b]- 10 damage x 2 --- 20 points [H] Atomic Punch [b](P)[/b]- 40 damage -- 25 points [color=red][H] Scrander Cutter- 35 damage -- 30 points[/color] [H] Drill Boost Knuckle [b](PS)[/b]- 60 damage x 2 --- 35 points Transformation Mode Weapons (These weapons are usable in Vehicle Mode only) [+] Drill Vulcan- 2 damage, 20 rounds -- 3 points [+] Missile [b](PGSV)[/b]- 5 damage/PC -- 5 points [+] Melt Shower [b](BV)[/b]- 8 damage/EN -- 5 points [+] Plasma Laser Gun- 15 damage, 1 EN/shot -- 7 points [+] Hiryu Pulsar [b](SV)[/b]- 4 damage, 20 rounds -- 10 points [+] Hiryu Missile [b](PGSF)[/b]- 4 damage/2 PCs -- 15 points [+] Spin Saucer [b](P)[/b]- 14 damage x 2, 6 rounds -- 15 points [+] Spin Drill [b](P)[/b]- 16 damage x 2, 8 rounds -- 15 points [F] Drill Attack [b](V)[/b]- 20 damage/2 EN. -- 20 points [+] Rocket Cannon [b](P)[/b]- 30 damage, 6 rounds -- 20 points [+] Bombard [b](PS)[/b]- 50 damage, 4 rounds -- 20 points [F] Ram- 50 damage, 3 EN/attack -- 25 points [+] Spacer Tornado [b](V)[/b]- 30 damage/EN -- 35 points Special Weapons [F] Finger Net [b](P)[/b]- [b]PARALYZE[/b] -- 5 points [H] Choudenji Tatsumaki- [b]PARALYZE[/b], 5 EN/shot -- 7 points [+] All-Out Attack- [b]DESTROY:L1[/b], 1 round -- 7 points [F] Vibration Mine- [b]PARALYZE[/b], [b]DESTROY:L1[/b], 2 rounds -- 10 points [H] Plasma Hold- [b]PARALYZE[/b], 20 damage, 2 EN/attack -- 15 points [H] Shine Dart [b](S)[/b]- [b]PARALYZE[/b], 2 rounds -- 15 points [H] Silver Cross [b](S)[/b]- 30 damage, 1 EN/attack -- 15 points [F] Lightning Fall [b](S)[/b]- 70 damage, 3 rounds -- 15 points [H] Heart Ripper- 40 Damage, 5 EN/attack, [b]PARALYZE[/b] -- 20 points [H] Dimension Sniper- [b]PARALYZE[/b], 30 damage, 3 EN/attack -- 20 points * Dimension Out: During the turn the [b]PARALYZE[/b] effect of Dimension Sniper ends, deal 10 damage to that target. This damage can not be reduced in any way. If target is not [b]PARALYZED[/b], this ability does not take effect. [+] All-Out Attack [b](S)[/b]- 150 damage, 2 rounds -- 20 points [H] AT Field [b](S)[/b]- 90 damage, [b]PARALYZE[/b], 5 EN/attack -- 20 points * Requires an AT Field to use [H] Auto Pressure [b](V)[/b]- 30 damage/3 EN, [b]Mobility Break[/b] -- 25 points [H] Burning Spartan [b](V)[/b]- PARALYZE, 40 damage/3 EN -- 25 points [+] Ace Destroyer- [b]DESTROY:L1[/b], 3 rounds - 25 points [H] Gravity Bomber [Nano Pressure]- [b]DESTROY:L1[/b], 15 EN/attack -- 30 points * Gravity Bomber [Nano Pressure]: Target's Dodge Cost +3 [color=red][H] Seperation Attack [b](S)[/b] 20 damage x 5, 5 EN/attack -- 30 points[/color] [F] Knot Punisher- [b]PARALYZE[/b] + 80 damage, 10 EN/attack -- 30 points * Knot Punisher: If the [b]PARALYZE[/b] is dodged, the damage is automatically negated. [F] Heart Breaker- 60 damage + [b]PARALYZE[/b], 6 rounds -- 30 points * Heart Breaker: If the first hit is dodged or negated, the second hit automatically misses. If the first hit connects and deals damage, then the second hit automatically hits. [H] Unicorn Drill FA [b](SV)[/b]- 15 damage/EN. Expend all but 1 EN. -- 30 points * Unicorn Drill FA: Target's Dodge Cost +5 [H] Gatling Boar FA [b](SF)[/b]- 10 damage/EN. Expend all but 1 EN. -- 30 points * Gatling Boar FA: Target's Dodge Cost +5. Ignore [b](F)[/b]-Type weapon usage cap. [H] Leo Circle FA [b](SV)[/b]- 5 damage x 2/EN. Expend all but 1 EN. -- 30 points * Leo Circle FA: Target's Dodge Cost +5 [H] Viper Whip FA [b](V)[/b]- [b]PARALYZE[/b], 17 damage/EN. Expend all but 1 EN. -- 30 points * Viper Whip FA: Target's Dodge Cost +5 [F] Dankuukougaken [b](S)[/b]- 300 damage, 25 EN/attack -- 30 points * Requires the purchase of a Countercut capable weapon [H] Kiba Spinner [b](SV)[/b]- 40 damage/PC & EN -- 35 points [color=red][F] Aggressive Beast Charge- 45 damage x 4, 25 EN/attack -- 35 points[/color] [+] Blade Wind [b](SX)[/b]- 8 damage/EN -- 35 points [color=red][+] Dimensional Coupler Gun [b](SX)[/b]- 40 damage/5 EN -- 35 points[/color] [H] Sturm Angriff [b](SV)[/b]- 20 damage/EN -- 40 points [H] Holographic Camouflage [b](X)[/b]- 15 damage/EN, [b]Accuracy Break[/b] -- 40 points [color=red][+] Missile Launcher [b](GSV)[/b]- 30 damage, 99 rounds -- 40 points[/color] * Missile Launcher: Target's Dodge Cost +7 [H] Max Anchor Blow- [b](MF)[/b]- 10 damage/EN + 40 damage, 3 EN + [b](V)[/b] 12 damage/EN -- 40 points [color=red][+] Missile All-Out Attack [b](GS)[/b]- 150 damage, 3 rounds -- 40 points[/color] [F] San Ryu Kon [b](MX)[/b]- 15 damage/PC -- 40 points [color=red][H] Rokugami Attack [b](S)[/b]- 30 damage x 6, 15 EN/attack -- 45 points[/color] [H] Sun Attack- 200 damage, 15 EN/attack -- 45 points * Sun Attack: Target's Dodge Cost +5 [+] TE Sphere Breaker- [b]PARALYZE[/b], 5 EN + [b](V)[/b] 25 damage/2 EN -- 45 points [F] God Hand Smash [b](F)[/b]- 30 damage/EN + [b](V)[/b] 50 damage/3 EN -- 45 points [H] Sun Attack Daitarn Crash- [b]DESTROY:L2[/b], 25 EN/attack -- 45 points * Sun Attack Daitarn Crash: Target's Dodge Cost +5 [F] Sudden Impact- 170 damage, 10 EN/attack -- 45 points [F] Ga Oh Giri [b](X)[/b] 25 damage/2 EN -- 50 points [+] Golden Arrow- 200 damage, 10 EN/attack -- 50 points * [b]Snipe[/b]: Golden Arrow (+10) [F] Great Flame Sword CU [b](V)[/b]- 30 damage/EN -- 50 points * Great Flame Sword CU: Target's Dodge Cost +5. Change damage to [b]DESTROY:L2[/b] attribute if more than 15 EN is paid. * Requires the purchase of a Countercut capable weapon [color=red][+] Trinity Dead End- [b]PARALYZE[/b] + 200 damage, 15 EN/attack -- 55 points[/color] [H] Mahaku Mougeki Reppa [b](MX)[/b]- 35 damage/EN + [b](V)[/b] 70 damage/5 EN -- 55 points [+] God Gorgun Tabane Uchi [b](PSX)[/b]- 25 damage/PC, 2 rounds -- 55 points [F] Hissatsu Reppu Seikenzuki Kai- 180 damage, 18 EN/attack, [b]Armor Pierce[/b] -- 60 points * Hissatsu Reppu Seikenzuki Kai: Ignores all armor, unit and item inherent damage negation effects in target. Disables target's armor abilities for the remainder of the match if attack hits. [color=red][+] Go-Flasher Special [b](S)[/b]- 250 damage, 20 EN/attack -- 65 points[/color] * Go-Flasher Special: Target's Dodge Cost +5. If hit, target's charge abilities are all reset to 0 as if that unit has just deployed (this includes pilot, unit and item abilities). Also, any special enhancement ability (be it pilot, unit or item) is also disabled for a single turn if this attack connects. This attack is considered [b]DESTROY:L3[/b] if it connects on an AI controlled unit, or a Summon Unit. MAPs [H] Earthquake [b](I:2)[/b]- [b]PARALYZE[/b], 7 EN/attack -- 10 points [color=red][+] Missile Party [b](I:3)[/b]- 60 damage, 2 rounds -- 10 points[/color] [H] Breast Burn [b](I:3)[/b]- 50 damage, 8 EN/shot -- 15 points [H] Shin Drill Shaker [b](I:4)[/b]- 30 damage, 7 EN/attack -- 15 points [H] Getter Ray Tomahawk [b](I:4)[/b]- 50 damage, 10 EN/attack -- 15 points [+] Battering Cannon [b](I:5)[/b]- 200 damage, 25 EN/attack -- 20 points [+] G-Circle Blaster [b](I:4)[/b]- [b]DESTROY:L1[/b], 1 round -- 20 points [H] Senkou Raijin Geki [b](I:5)[/b]- 100 damage, [b]PARALYZE[/b], 20 EN/attack -- 25 points [+] Fire Arrow [b](I:6)[/b]- 150 damage, 10 EN/attack -- 25 points [color=red][+] GX Buster [b](I:3)[/b]- 300 damage, 30 EN/attack -- 25 points[/color] [color=red][+] Homing Laser [b](T:3)[/b]- 50 damage, 3 EN/shot -- 30 points[/color] [+] Final Stage [b](I:10)[/b]- [b]DESTROY:L2[/b], 1 round. [b]Rounds Locked[/b] -- 30 points [H] Dankuukougaken [b](I:4)[/b]- [b]DESTROY:L2[/b], 30 EN/attack -- 30 points [color=red][+] Nuclear Missiles [b](PT:8)[/b]- [b]DESTROY:L2[/b], 2 rounds -- 30 points[/color] [color=red][+] Go-Flasher Special [b](D:8)[/b]- [b]PARALYZE[/b], 200 damage, 30 EN/attack -- 50 points[/color] * Go-Flasher Special: Target's Dodge Cost +5. If hit, target's charge abilities are all reset to 0 as if that unit has just deployed (this includes pilot, unit and item abilities). Also, any special enhancement ability (be it pilot, unit or item) is also disabled for a single turn if this attack connects. This attack is considered [b]DESTROY:L3[/b] if it connects on an AI controlled unit, or a Summon Unit. And now you're done! Enjoy your new Super Robot, and good luck in future battles.