Every maneuver has a HEATS effect, which may only be used by the main pilot of a Combined Mecha.
When one of the below maneuvers would allow an ally to take an action, they must pay double the maneuver’s energy cost themselves to be able to perform that action. If they know the same maneuver, they only need to pay normal energy cost. Further half the Energy cost if they have Love/Friendship/Rivarly/Devotion towards you. HEATS effects don’t demand extra energy, but can only be used if the ally knows the maneuver too or have Love/Friendship/Rivarly/Devotion towards the initiator.
1st levelGun X SwordEverywhere You Go (Strike)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Standard action
Range: See text
Target: See text
Make a melee or ranged basic attack. An ally whitin 15+5 mu per PL may make an attack of the other type at the same target.
HEATS-Make a basic melee or ranged attack. One of the other pilots in your Combined Mecha may make an attack of the other type using the Combined Mecha’s stats.
CHANGEEverywhere You Go (Counter)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Immediate action
Range: See text
Target: See text
If you are attacked while piloting a Mecha with the Transform Special, you may change it to one of your other forms by Initiating this Counter, as well as any allies with mechas with the Transform special whitin 15+5 per PL. You can choose to try to use this after knowing if you would be hit or not and the attack’s effects.
HEATS-Instead when attacked you may either change your Combined Mecha to one of its other shapes, or separate the Combined Mecha into its component shapes. If you choose to separate, then there’s a 30%+2% per Bab chance the attack fails, otherwise it counts as hitting one of the components of your choice. You can choose to try to use this after knowing if you would be hit or not and the attack’s effects.
Combination FormationEverywhere You Go (Boost)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Swift action
Range: See text
Target: See text
When you initiate this boost choose an adjacent Ally. For 1 round either of you can use each other’s Energy, spell slots and power points as if they were their own. If you have PL 10+, you can choose up to two allies to benefit from this instead. In addition for the duration when you flank anybody between yourselves, increase the bonus to attack rolls by an amount equal to your highest mental stat mod.
HEATS-When you use this Boost, you can initiate one Boost known by one of the other pilots, but you must pay the other Boost’s energy on top of this one.
Twin TeamEverywhere You Go (Stance)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Swift action
Range: See text
Target: See text
When you enter this stance choose an adjacent ally already in this stance of your size or smaller. Your ally enters your space and you become the Team Leader and the other pilot becomes the Team member, sharing the same space with no penalties. The Team Member cannot take actions besides spirits on their own. When the Team Leader moves, the Team member goes along. This does not consume resources of the Team Member, but otherwise counts as normal movement. When the Team Leader attacks, the Team Member can attack the same target(s) with the same type of action. If either are attacked, both can use Counter maneuvers or the Counter feat. At the start of each round you can switch who the Team Leader is as a free action, as long as he’s the same size or bigger than the team member.
HEATS-When you enter this stance choose another pilot who knows this stance too. You can use one of their ability scores of your choice if better than your own.
Synchro Sensors Everywhere You Go (Stance)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Swift action
Range: See text
Target: See text
When you enter this stance choose any number of adjacent allies already in this stance. While you remain in this stance you can privately communicate with each other and know each other’s positions up to 20 mu per PL regardless of obstacles. If any of you has special senses/radar/similar, you all benefit from it while inside the range. In addition while inside this range as long as one of you isn’t flanked, none of you are. If one of you isn’t flat-footed, none of you are. If you move out of range and then return, you automatically regain the benefits, but if you exit this stance then you’ll need to set up with adjacent allies again.
HEATS-If you are in this stance and all the other pilots know it, you can’t be neither flanked nor flat-footed.
2nd levelChakra Extension Everywhere You Go (Strike)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Standard action
Range: See text
Target: See text
As part of this maneuver make a basic attack. You can have a willing adjacent ally help you by sharing any Energy costs and you can benefit from either their Bab or one of their ability scores to boost yours if better than your own. In alternative if you have the same modifier in an ability score, you can choose it and count it a 3 higher for all purposes of that attack.
HEATS-Make a basic attack. You can have one of the other robot pilots use their Bab, PL or one of their ability scores to boost yours if better than your own. In alternative if you have the same modifier in an ability score, you can choose it and count it as 3 higher for all purposes of that attack.
Twin Bird StrikeEverywhere You Go (Strike)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Fullround action
Range: See text
Target: See text
Take a basic move action and at any time during it you may perform a basic attack. An ally whitin 5 mu per 2 PL may do the same thing but the attack must be aimed at the same target.
HEATS-Take a basic move action and at any time during it you may perform a basic attack. One of the other pilots in your Combined Mecha may make another attack during the movement using the Combined Mecha’s stats.
Twin DockEverywhere You Go (Boost)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Swift action
Range: See text
Target: See text
For 1 round you and an adjacent ally can add either your Natural Armor, Dodge bonus or DR while remaining adjacent of each other and use each other’s weapons and energy as well while you remain adjacent.
HEATS-For 1 round you can use one one ability score of one of the other pilots in the Combined Mecha if better than your own.
L FormationEverywhere You Go (Counter)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Immediate action
Range: See text
Target: See text
When you’re attacked, you may gain a resistance or immunity from an ally whitin 30 mu+10 per PL.
HEATS-When you’re attacked, you may gain a resistance or immunity one of the other pilots of the Combined Robot has.
3rd levelGhost RampageEverywhere You Go (Strike)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Standard action
Range: See text
Target: See text
Make a basic attack with a number of your in-built weapons up to 1 per 3 PL. An ally whitin 5+5 mu per 2 PL may do the same, but for each melee weapon one uses, the other must use a ranged weapon. Only up to half (rounded down) of each of your sets of attacks may be made with Heavy weapons, and if any Heavy weapon is to be used this maneuver needs a fullround action to initiate.
HEATS-Make a basic melee and ranged attack. One of the other pilots in your Combined Mecha may make another basic melee and ranged attack with another two weapons using the Combined Mecha’s stats.
Tri TeamEverywhere You Go (Stance)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Swift action
Range: See text
Target: See text
This stance works as Twin Team, except that you can have up to two Team members and only the Team Leader may perform Counter maneuvers and use the Counter feat. However when entering this stance you can choose one of the following formations for an extra benefiting.
TRI-When attacking, all the Team members may spend twice ammo/energy to grant the Area property to their attacks, and it ignores any Barriers/Fields/Similar. Count only the smallest area.
Center-The Team Leader counts any targets they attack as flanked as long at least one of the Team members attacked first. If both team members attacked, the Flanking bonus increases to +4.
Wide-The Team members only take half damage and gain a +4 bonus on any saves against area/multi-target attacks.
At the start of your turn you can change the formation as well as the Team Leader as a free action.
HEATS-While on this stance as long as two of your other pilots in the Combined Mecha know it too, your attacks ignore all Barriers/Fields/similar.
Formation Defense MeleeEverywhere You Go (Counter)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Immediate action
Range: See text
Target: See text
You may initiate this Counter when you would be targeted by a melee attack. If you have an ally whitin 15 mu+5 mu per PL, you switch places and the attack is blocked.
HEATS-If you would suffer a melee attack, you may initiate this counter to switch to another pilot and their Combined mecha configuration, negating the melee attack.
Royal Heart BreakerEverywhere You Go (Boost)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Swift action
Range: See text
Target: See text
When you initiate this boost choose a willing ally whitin 5 mu +5 mu per 2 PL. For 1 round when you make any action, you can have your ally perform the same action. They must be able to do it in their own, and in the case of attacks, they need to have a weapon of the same kind as yours, but you can use your personal modifiers (Bab, ability score, feat, etc) for your ally’s actions otherwise. Instead of copying one of your attacks, you may have your ally cheer/dance/sing for you for one of the attacks, having them make a perform check and adding their Perform result to your attack. You may also cheer/dance/sing instead of one of your own attacks to allow your ally to make one attack and add your result to their damage.
HEATS-One of the other pilots in the Combined Mecha makes a Perform check. Your next succesful attack whitin 1 round adds the result to its damage roll (in case of a simultaneous-multi-hit attack, add to only one of them).
4th levelMega Eraser Team Extra Overwhelming Reaving Full Burst Everywhere You Go (Strike)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Fullround action
Range: See text
Target: See text
Make a basic attack with each of your weapons, but each must be aimed at a different target(s). An ally whitin 5+5 mu per 3 PL may do the same, and can aim at targets you already aimed, as long as they’re not aiming two weapons at the same target(s) themselves.
HEATS-Make a basic attack with each of your Combined Mecha’s weapons, each aimed at different target(s). Then one of the other pilots in your Combined Mecha may make another basic attack with each of the using the Combined Mecha’s stats, each attack aimed at different target(s) as well, although they may pick targets you aimed at in the first “volley”.
Formation Defense ShootEverywhere You Go (Counter)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Immediate action
Range: See text
Target: See text
This works as Formation Defense Melee, but against ranged attacks.
Double Attack Everywhere You Go (Boost)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Swift action
Range: See text
Target: See text
Choose an adjacent ally. The next time you make an attack whitin 1 round, they may attack with another weapon of the same kind and both attacks ignore any Barriers/Fields/Similar.
HEATS-Choose another pilot of the Combined Mecha. Then next time you make an attack whitin 1 round, they may attack with another weapon of the same kind in the Combined Mecha.
5th levelTriple Dock Everywhere You Go (Boost)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Swift action
Range: See text
Target: See text
You and up to two allies whitin 10+5 mu per PL can all move to any position between you whitout provoking attacks of opportunity and then share any Energy and spirit points between you as you wish.
HEATS-You and up to two other pilots of the Combined Mecha can share Spirit points between yourselves.
Erupting Shuffle Alliance Attack:Everywhere You Go (Strike)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Fullround action
Range: See text
Target: See text
Those Hands of Ours are Burning Red!
Their Loud Roar Tell us...!
To Defeat you!
Choose up to four allies whitin 5+5 mu per 2 PL. Your allies can either escape any grapple/restrainss currently holding them or remove one ill condition with a duration other than permanent or instantaneous from themselves, move up to 20 mu each without provoking attacks of opportunity, then you each make a basic melee or thrown /brutal ranged attack that targets everything in a 30 mu burst whitin 60 mu of you. Anybody damaged by this attack cannot recover HP nor Energy for 1 round.
HEATS-You and up to four other pilots of the combined mecha can make a melee attack with a different melee/brutal ranged weapon of the Combined Mecha each that targets everything in a 15 mu burst whitin 30 mu of you. Anybody damaged by this attack cannot recover HP or Energy for 1 round (your choice).
Combination DefenseEverywhere You Go (Counter)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Immediate action
Range: See text
Target: See text
You may initiate this Counter when an adjacent ally would be attacked. You block the attack (in the case of an area or multi-target attack that included your adjacent ally, you fully block the attack).
HEATS-You may initiate this Counter when you would be attacked. One of the other pilots of your Combined Mecha may use one spirit they know before the attack resolves.
6th levelCritical CombinationEverywhere You Go (Counter)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Immediate action
Range: See text
Target: See text
You may initiate this attack when you or an ally whitin 10+5 mu per PL would suffer damage or ill effects. You may redistribute the damage and ill effects between yourself and willing allies inside the range.
HEATS-You may initiate this attack when your Combined Mecha or you would suffer damage and/or ill effects. You may re-distribute the damage and ill effects among the other pilots.
All-Out AttackEverywhere You Go (Strike)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Fullround action
Range: See text
Target: See text
You and any number of adjacent allies each makes a basic attack.
HEATS-Make a basic full attack, and each other pilot may make a basic attack with the Combined Mecha stats.
Final Alpha FormationEverywhere You Go (Stance)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Swift action
Range: See text
Target: See text
This stance works as Tri Team, except you can have up to three Team members but you can’t pick specific formations. Instead the Team Leader may benefit from one Accessory from each of the Team Members, chosen when you enter this stance.
HEATS-While on this stance, your Combined Mecha may benefit from an Accessory from the component mecha of up to three other pilots.
7th levelTornado BladeEverywhere You Go (Boost)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Swift action
Range: See text
Target: See text
Choose an adjacent ally of your size or larger. Either they transform into a beastly shape and you get on top of them for 1 round or the other way around. For the duration your ally can’t attack but all their movement speeds are doubled. The next melee attack you make whitin 1 round while riding your ally deals double damage and throws your opponent 10 mu per PL (yours and your ally) in a direction of your choice without provoking attacks of opportunity (can’t be directly towards a surface they’re already on). If they hit a solid surface or another creature, they both take 1d6 damage per each extra 10 PL left to go. If they don’t hit anything, they come back to their previous position and you may attack them again with the same melee weapon. A Fortitude save that affects objects too with DC 10+1/2 HD+Str or Dex mod, whichever’s higher, negates being moved and the second attack.
HEATS-For 1 round you may have your mecha move at double the movement speed as another of the pilot’s own movement speed, converted to mecha scale. The next melee attack you make whitin 1 round gains the same benefits as above.
Erupting Love Love God FingerEverywhere You Go (Strike)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Standard action
Range: See text
Target: See text
Those Hands of Ours are Burning Red!
Their Loud Roar Tell us...!
To Grasp Victory!
Choose an adjacent ally and an enemy whitin 10+5 mu per PL. You and your ally instantly move to positions so you flank your target without provoking attacks of opportunity and then each make a single basic unarmed melee attack that deals an extra 1d100 damage and gains the Power, Rending, Downfall, Disarming and Concussive properties and ignores any Barriers/Fields/Coatings/similar. Each of you may then move to your original positions or remain in place.
HEATS-You and one of the other pilots each makes an unarmed attack using the combined Mecha Stats that deals an extra 1d100 damage and gains the Power, Rending, Downfall, Disarming and Concussive properties and ignores any Barriers/Fields/Coatings/similar. If you both target the same opponent, they count as flanked.
Unbeatable CombinationEverywhere You Go (Counter)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Immediate action
Range: See text
Target: See text
You may initiate this Counter when a flanked enemy tries to take an action. The action is negated and an ally flanking your enemy can make a basic attack against them (if ranged without provoking attacks of opportunity).
HEATS-You may initiate this Counter when an adjacent enemy tries to take an action. The action is negated, and one of the other pilots may make a basic attack with the Combined Mecha.
8th levelSekiha Love Love Tenkyoken Everywhere You Go (Stance)
Level: Real Pilot 8, Super Pilot 8, Ship Captain 8
Initiation Action: Free action
Range: See text
Target: See text
Those Hands of Ours are Burning Red!
Their Loud Roar Tell us...!
To Grasp Happyness!
You can enter this stance even if it isn’t your turn. When you do so, you can pick up an adjacent fellow pilot outside their mecha, even if they’re currently grabbed/captured/inside an enemy mecha and end all ill non-instantaneous and non-permanent effects on them. While they’re inside they can use spirits while inside your mecha, and when your mecha makes an unarmed strike you can pay an extra 80 energy to have it deal an extra 1d100 damage and gain the Power, Rending, Downfall, Disarming and Concussive properties and ignoring any Barriers/Fields/Coatings/similar and can affect everything in a 10 feet burst whitin 60 mu. Half this extra energy cost if the other pilot knows this stance and/or if they have Love towards you, stacking down to 20 extra energy cost if both conditions are met.
Cross DockEverywhere You Go (Boost)
Level: Real Pilot 8, Super Pilot 8, Ship Captain 8
Initiation Action: Swift action
Range: See text
Target: See text
Choose an adjacent ally. For 1 round when one makes a basic attack with a weapon that costs ammo or energy, the other one may as well.
HEATS-For 1 round when you make a basic attack with a weapon that costs ammor or energy, another of the pilots may make one as well.
9th levelCombination CannonEverywhere You Go (Strike)
Level: Real Pilot 9, Super Pilot 9, Ship Captain 9
Initiation Action: Fullround action
Range: See text
Target: See text
Let's go, everyone!
Energy capacity at 120%!
Hear our roar!
An adjacent ally of your size or smaller transforms into a giant gun. Make a ranged attack with the Brutal, Power, Rending, Downfall, Disarming, Concussive, Pinning and Pushing properties with range 80 mu that deals 1d6 damage per PL (yours plus the transformed ally) plus their highest weapon damage that ignores all Barriers/Fields/Coatings/Similar. The transformed ally must pay the maneuver's energy cost. Half it if they also know this maneuver or have Love/Friendship/Devotion/Rivarly towards you, stacking if both conditions are met.
HEATS-As above, but you can add the PL of up to two other pilots in the Combined mecha to the damage and double the range. The transformed ally must pay the energy cost too.