Into the Danger Zone I'll kick all your asses!HistoryEvery robot pilot shares a taste for danger. What else could motivate them to step inside giant machines that could easily become their coffins, when there's plenty of advances on pilot AIs and remote control systems?
The Into the Danger Zone school was buillt on that adrenaline rush every pilot craves, seeking tougher battles, charging right at the enemy and facing overwhelming odds. Hiting your oponent non-stop, turning the enemy numbers against themselves, keep moving ahead, pushing your mecha to its limits it's what this school is all about. It is taught to Super and Real Pilots alike as a base before more advanced schools, and even the lowest grunts know a trick or two from it.
Unlike normal martial disciplines, Into the Danger Zone maneuvers do not need to be recharged, but consume energy from the mecha equal to the Maneuver's level x 5 when used. Stances do not cost any energy to maintain, but their cost must be paid when the pilot switches to it.
1st levelChain Attack: Strike– Hit all adjacent oponents to you.
Iron Blow: Strike–make normal attack, your opponent can't react to it.
Adrenaline Rush: Boost-Get pumped up.
Engine Overload: Stance–Move faster by expending extra energy.
2nd levelCripple generator: Strike– Deal damage to the enemy energy instead of HP.
Parry: counter–Try to block enemy attack with your own. Doesn't consume any action.
3rd levelIron fury:Strike– Quickly move between your oponents while striking them.
Iron Charge:Stance– gain AC and save bonus for moving faster.
Unbreakable Will:Boost- stop harmfull effect from afecting you.
4th levelPile them up: Strike– make your oponents crash each other!
Fighting Spirit: Counter– re-roll missed attack, or force oponent to re-roll a save against one of your attacks.
5th levelIron Wave: Boost–Your attacks push back oponents!
Into the breach!: Strike-quadruple move, then attack!
6th levelGraze:Counter-Gain dodge bonus against one attack, then gain attack bonus if it misses.
Squad Breaker: Strike– hit multiple enemies with a single blow.
Speed Devil: Stance–hit harder the more you move each turn.
7th levelGamble: Boost–open your defense, deliver devastating attack in return.
Mecha Kick!: Strike–improvise powerfull attack with your machine's limbs.
8th levelBattle Lust: stance– The more damage you deal, the stronger you get!
Rout the Army: Strike- Perform full attack against multiple oponents!
9th levelOverride: Strike-keep attacking untill you run out of ammo/energy.
Maneuvers explanations:1st levelChain AttackInto the Danger Zone (Strike)
Level: Any Pilot Class 1
Initiation Action: Standard action
Range: Adjacent oponents
Target: All whitin range.
Duration: instantaneous
Save: None
You strike once at every enemy adjacent to you with a weapon of your choice. If you use a ranged weapon it doesn't trigger attacks of oportunity.
Iron BlowInto the Danger Zone (Strike)
Level: Any Pilot Class 1
Initiation Action: Standard action
Range: As weapon
Target: As weapon
Duration: instantaneous
Save: None
Make one attack with a weapon of your choice. No oponents can take immediate and/or free actions untill it is resolved.
Adrenaline RushInto the Danger Zone (Boost)
Level: Any Pilot Class 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: 1 round
Save: None
For the duration of this boost, you gain +2 to damage rolls and DR plus another +2 per 5 PL and count as having been fighting one round longer against every opponent for the purpose of the Attacker, Guardian and Predict feats.
Engine OverloadInto the Danger Zone (Stance)
Level: Any Pilot Class 1
Initiation Action: Swift action
Range: none
Target: you
Duration: stance
Save: none
While in this stance, you gain a bonus to all your speeds equal to 5 mu per pilot level, but you lose one extra energy for every 5 mu you move.
2nd levelCripple GeneratorInto the Danger Zone (Strike)
Level: Any Pilot Class 2
Initiation Action: Standard action
Range: as weapon
Target: as weapon.
Duration: Instantaneous
Save: none
Perform an attack with a weapon of your choice. If it hits, it deals damage to your oponent's energy instead of of it's HP. All defensive abilities apply normally.
ParryInto the Danger Zone (Counter)
Level: Any Pilot Class 2
Initiation Action: Free action (even if it isn't your turn)
Range: you
Target: none
Duration: instantaneous
Save: none
You can initiate this counter when an enemy would hit you with an attack. Make an attack roll with the weapon you last used on your turn. If it exceeds your oponent's attack roll, the attack is blocked. Note this maneuver is a free action, and thus you can use it multiple times in a round. But for each sucessive parry you do in a single round, you take a -6 penalty on your attack roll. Parry cannot be used against attacks that automatically hit regardless of AC such as a natural 20 or an attack buffed by the Strike spirit.
3rd levelIron FuryInto the Danger Zone (Strike)
Level: Any Pilot Class 3
Initiation Action: Fullround action
Range: as weapon
Target: see text
Duration: Instantaneous
Save: No
When you initiate this maneuver you move up to your speed and choose one of your weapons. Every time you pass adjacent to an oponent during this maneuver you may attack them with said weapon. You don't cause attacks of oportunity for moving neither for using a ranged weapon with this maneuver (but you still must fire at point-blank range). You cannot attack each opponent more than once with this maneuver.
Iron ChargeInto the Danger Zone (Stance)
Level: Any Pilot Class 3
Initiation Action: Swift action
Range: None
Target: You
Duration: stance
Save: none
While on this stance, you gain +1 to your AC and saves for every 15 mu you moved in a straight line during your turn that last until the start of your next turn. Only basic move actions or movement as part of a run/charge/whitdraw action count towards this bonus, not forced movement or movement as part of other actions such as attacking with a melee Area weapon or a maneuver that makes you move.
Unbreakable WillInto the Danger Zone (Boost)
Level: Any Pilot Class 3
Initiation Action: Swift action
Range: You
Target: You.
Duration: instantaneous
Save: No
You may perform this maneuver even if you would be normally unable to take actions willingly or not. Select one spell, effect or condition currently affecting you, except death. You can ignore it for 1 round per Pilot Level.
4th levelPile them upInto the Danger Zone (Strike)
Level: Any Pilot Class 4
Initiation Action: Standard action
Range: As weapon
Target: See text
Duration: instantaneous
Save: No
When you initiate this maneuver perform a normal attack with one of your weapons. If you hit, your oponent is flinged 5 mu for every 5 damage it took in a direction of your choice. If it hits another oponent, they each take 1d6 damage for every 5 mu it still had to be flinged away. Then they're also flinged togheter on a new direction of your choice, repeating the process if they hit a new oponent. This continues untill the flinged oponents stop before hiting a new target or there's no more targets. This movement doesn't cause attacks of oportunity.
Fighting SpiritInto the Danger Zone (Counter)
Level: Any Pilot Class 4
Initiation Action: Immediate action
Range: None
Target: you.
Duration: Instantaneous.
Save: None
You may initiate this counter when you fail on an attack or your oponent suceeds on a save against one of your abilities. The attack/save is re-rolled and the new result taken.
5th levelIron WaveInto the Danger Zone (Boost)
Level: Any Pilot Class 5
Initiation Action: Swift action
Range: You.
Target: You
Duration: 1 round
Save: Yes
For the duration of this boost, all your attacks cause oponents to be flinged in a direction of your choice when hit by your attacks, at a rate of 5 mu for 5 damage taken. They don't take extra damage for crashing against anything, but this movement provokes attacks of oportunity by your allies.
Into the Breach!Into the Danger Zone (Strike)
Level: Any Pilot Class 5
Initiation Action: Fullround action
Range: As weapon
Target: As weapon.
Duration: Instantaneous
Save: None
When you initiate this maneuver, move up to four times your speed, then deliver a normal attack.
6th levelGrazeInto the Danger Zone (Counter)
Level: Any Pilot Class 6
Initiation Action: Immediate action
Range: you
Target: you
Duration: see text
Save: No
Initiate this maneuver you're targeted by one attack. You gain a dodge bonus equal to half your pilot level untill the beginning of your next turn. For each attack missed, you gain +2 on your attack rolls for your next turn.
Squad BreakerInto the Danger Zone (Boost)
Level: Any Pilot Class 6
Initiation Action: Standard action
Range: See text
Target: See text
Duration: instantaneous
Save: none
When you initiate this maneuver, double your reach and perform two attacks against each oponents whitin reach with one melee weapon of your choice.
In alternative, fire a ranged weapon at a square twice. The shots explode in a burst with a radius equal to 5 x half your pilot level in mu. Enemies caught inside the explosion must suceed on two reflex saves with DC equal to your attack rolls. For each failed save they take damage as if struck by your weapon.
Either way if it's a Heavy weapon, make only one attack instead.
Speed DevilInto the Danger Zone (Stance)
Level: Any Pilot Class 6
Initiation Action: Swift action
Range: none
Target: you
Duration: stance
Save: none
While on this stance, you gain +1 to your attack and damage rolls for every 20 mu you moved during your turn.
7th levelGambleInto the Danger Zone (Boost)
Level: Any Pilot Class 7
Initiation Action: Swift action
Range: you
Target: you
Duration: untill end of turn.
Save: none
When you initiate this maneuver, choose an oponent. That oponent can automatically perform an attack with a weapon of his choice against you, and you count as flat-footed against it. If you're still alive and able to take actions after this attack, double your critical threat for all your weapons when attacking said oponent, and you automatically confirm critical threats against it as well, untill the end of this turn.
Mecha Kick!Into the Danger Zone (Strike)
Level: Any Pilot Class 7
Initiation Action: Standard action
Range: One oponent
Target: One oponent
Duration: instantaneous
Save: No
As part of this maneuver you attack with one of your mecha limbs, usually a leg, while shouting at the top of your lungs. This attack doesn't have any extra attack bonus, but it has the Power and Rending propeties. It deals 1d12 damage per Pilot Level.
8th levelBattle LustInto the Danger Zone (Stance)
Level: Any Pilot Class 8
Initiation Action: Free action even if it isn't your turn
Range: None
Target: you
Duration: stance
Save: none
While on this stance, at the begginning of each of your turns you gain a bonus to Str and recover HP equal to 1/10 the highest damage value you inflicted on the previous turn on an enemy (not taking in account DR/hardness or reductions). So for example if you inflicted 50, 30 and 25 damage on the last round, the Str bonus would be +5. The Str bonus resets to zero at the start of your next turn or when you change stances, whichever happens first.
Rout the ArmyInto the Danger Zone (Strike)
Level: Any Pilot Class 8
Initiation Action: Standard action
Range: as weapon
Target: see text
Duration: instantaneous
Save: none
As part of this maneuver perform a full attack. All oponents on a burst with radius equal to five times your pilot level are targeted by that full attack.
9th levelOverrideInto the Danger Zone (Strike)
Level: Any Pilot Class 9
Initiation Action: Standard action
Range: As weapon
Target: As weapon
Duration: Instantaneous
Save: Yes
Choose a weapon and perform an attack with it. If you hit, you can keep attacking with that weapon untill you're unable to use the weapon anymore due to lack of energy/ammo. You cannot benefit from any action to recharge your ammo or energy while performing this maneuver. If you use this maneuver with a weapon that doesn't consume energy or ammo, you simply make six attacks with it.