1st levelBlue Beam Beam Barrage (Strike)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Standard action
Range: See text
Target: See text
Make an attack with a beam weapon. You may convert all of its damage to Electricity, Fire or Cold damage, gaining an extra bonus depending on the element. Save DCs are 10+1/2 HD+Int mod.
Electricity-Target is Confused for 1 round unless they make a Will save, except they don’t default to attacking you back.
Fire-Target catches on fire unless they make a Reflex save.
Cold-Target cannot move from their position for 1 round unless they make a Fort save.
Barrier BeamBeam Barrage (Counter)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Immediate action
Range: See text
Target: See text
You may use this Counter when you would be attacked. Make an attack roll with a Beam weapon. If you overcome the attacker’s own attack roll, you’re unnafected by the attack. If the attack that triggered this was also a Beam weapon, you gain a +5 bonus on the opposed roll. This doesn’t work against attacks that don’t have attack rolls.
Bending BeamBeam Barrage (Boost)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Swift action
Range: See text
Target: See text
The next Beam attack you make whitin 1 round can make one turn at any point during its trajectory, plus another turn for each 5 PL you have, allowing it to go around obstacles and ignoring any cover they granted, but not concealment.
Body BeamBeam Barrage (Stance)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Swift action
Range: See text
Target: See text
When you learn this stance you gain a number of Beam Ammo equal to your Int score (not mod, full Int score) that can only be used to fire Beams from this stance. This stance allows you to fire Beams with either the Defensive, Area (your choice, changeable at level up) or Heavy Property (Property chosen when Beam is fired) plus the Power property from your mecha’s body with range 30 mu dealing 1d4/1d8/1d0 damage respectively, costing 1/2/3 Beam Ammo. Beam Ammo can only be recovered at any effect that would recharge normal ammo like a chance to change your arsenal, even if you change stances.
- At PL 4 you can grant Rending to the Defensive one, double the Area’s range increment and increase the Heavy’s damage to 2d10 by paying 2/4/6 Beam ammo per shot respectively.
- At PL 7 you can grant Rending+Pinning to the Defensive One, triple the Area’s range increment and increase the Heavy’s damage to 4d10 by paying 3/6/9 Beam Ammo per shot.
- At PL 10 you can grant Rending+Pinning+Concussive to the Defensive one, quadruple the Area’s range increment and increase the Heavy’s damage to 8d10 by paying 4/8/12 Beam Ammo per shot.
- At PL 13 you can grant Rending+Pinning+Concussive+18-20 critical to the Defensive one, quadruple the Area’s range increment and increase the Heavy’s damage to 16d10 by paying 5/10/15 Beam Ammo per shot.
- At PL 16 you can grant Rending+Pinning+Concussive+18-20x3 critical to the Defensive one, increase the Area’s range increment by x6 and increase the Heavy’s damage to 32d10 by paying 6/12/18 Beam Ammo per shot.
- At PL 19 you can grant Rending+Pinning+Concussive+16-20x4 critical to the Defensive one, increase the Area’s range increment by x10 and increase the Heavy’s damage to 64d10 by paying 7/14/21 Beam Ammo per shot.
2nd levelBeta Beam Beam Barrage (Strike)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Standard action
Range: See text
Target: See text
Make an attack with a Beam weapon. If you target an opponent that you had already had attacked once (and only once) in the last 24 hours, then it automatically hits ignoring all miss/failure/block chances and deals an additional 1d6 damage per PL and they must make a Fort save with DC 10+1/2 HD+Int mod or be Dazed for 1 round.
Bubble Beam Beam Barrage (Strike)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Standard action
Range: See text
Target: See text
Even bubles are dangerous when shot by a mecha.
Make an attack with a Beam weapon. Its damage is converted to Bludgeoning and anybody hit must make a Reflex save with DC 10+1/2 HD+Int mod or be Entangled for 1 round per PL. Even if they save they’re entangled for 1 round.
Burrowing BeamBeam Barrage (Strike)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Standard action
Range: See text
Target: See text
The next Beam weapon attack you make whitin 1 round will punch a clean hole with diameter equal to your mecha’s size and 5 feet deep per PL through soft/fragile materials (sand, earth, ice), or 5 feet deep per 2 PL through hard solid materials (natural rock, civilian buildings) or 5 feet deep per 3 PL through harder materials (a wall of adamantine, military bunker). If the hole reveals any new creature/mecha, you may target them with the same attack, and whetever you hit or miss they must make a Will save with DC 10+1/2 HD+Int mod or be Shaken for 1 round.
Beast BeamBeam Barrage (Counter)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Immediate action
Range: See text
Target: See text
You may initiate this Counter after you’re hit. Make a basic Beam weapon attack against the one that attacked you that doesn’t provoke attacks of opportunity.
3rd levelBlinding BeamBeam Barrage (Strike)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Standard action
Range: See text
Target: See text
Make a Beam weapon attack. Whetever you hit or miss the target and all enemies whitin 5 feet per PL must make a Reflex save or be blinded for 1d12 rounds. Even if they save they’re blinded until the start of their turn.
Bronze BeamsBeam Barrage (Stance)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Swift action
Range: See text
Target: See text
While on this stance, each time you attack an enemy with a Beam weapon, if they had already been attacked exactly twice in that round, your attack is an automatic hit that ignores all miss /block/failure/similar chances and deals an extra 1d12 damage and they must make a Will save with DC 10+1/2 HD+Int mod or suffer a -2 penalty to IL/PL/CL/similar for a number of rounds equal to your own PL, 1 round even if they save.
Bone Beam Beam Barrage (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’re attacked by a Beam weapon if you also have a Beam weapon. The attack fails (including if it was targeting others) and the attacker must make a Fort save with DC 10+1/2 HD+Int mod or the Beam weapon that made the attack with is rendered useless until 1d12 hours are spent in repairs. Even if they save, the Beam weapon cannot be used for 1 round.
Blaster BeamBeam Barrage (Boost)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Swift action
Range: See text
Target: See text
Beams are an uncivilized weapon, for a more brutal age.
The next Beam weapon attack you make whitin 1 round has their range increment doubled plus the Brutal property, Area(your choice) property and either the Rending, Pushing, Disarming or Downfall properties. Add your PL to any opposed rolls with this attack and your Int mod to the damage.
4th levelBelly BeamBeam Barrage (Strike)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Standard action
Range: See text
Target: See text
You shoot a Beam from your belly that deals 1d8 piercing damage per PL and range increment 20 mu with the Brutal, Power and Rending properties. If the target is not touching a solid or liquid surface, then this attack ignores all miss/block/failure chances and similar and increase the damage die to 1d12.
If you’re in the Body Beam Stance, add your Int mod to the attack roll and it gains a 18-20 x4 crit mod.
Balance Beam:Beam Barrage (Counter)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Immediate action
Range: See text
Target: See text
Beams are the great equalizer.
You may initiate this Counter when one of your Beam attacks fails to harm a target. Said target’s DR, hardness and AC bonus besides Dex and Dodge become equal to your own if theirs were better for 1d12 rounds then they take damage (right after applying the penalties, not after the duration expires, of the same damage type of your Beam that triggered this) equal to thrice your PL. A Reflex save with DC 10+1/2 HD+Int mod reduces the damage to 1/3 and any stat reductions only last until the start of their turn.
Breaker BeamBeam Barrage (Boost)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Swift action
Range: See text
Target: See text
Your next Beam attack whitin 1 round ignores all Hardness and DR and any target hit must make a Fort save with DC 10+1/2 HD+Int mod or you may disarm them of one weapon or remove one of their Accessories at random. Even if they save the weapon/accessory is disabled for 1 round. If you fire at an unattended object you may attempt to break it at distance using your PL instead of your Str mod.
5th levelBetter Beam Beam Barrage (Boost)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Swift action
Range: See text
Target: See text
For 1 round your next Beam attack adds your Int mod to the attack roll, ignores miss chances and has crit threat and multiplier increased by 1 each. If it’s a melee weapon, the reach increases by 5 feet per 5 PL for 1 round, if it’s a ranged weapon the range increment increases by 10 feet per 5 PL for 1 round. If your next Beam attack is one of the following maneuvers you may pick the respective benefit instead.
Blue Beam-Save DC increased by 4 and extra effects last 1d12 rounds, or 1 round if they make the save.
Bubble Beam-Save DC increased by 4 and target Slowed for 1d12 rounds instead of entangled, or 1 round if they make the save.
Blinding Beam-Save DC increased by 4, Blindness is permanent if the save is failed, or lasts 1 round if they make the save.
Belly Beam-Any hit target cannot recover HP nor energy for 1 round, enemies destroyed are reduced to useless dust, if it hits an unattended object will destroy it if it’s smaller than 5 cubic feet. May true double the volume destroyed by doubling Better Beam’s energy cost (x2 energy cost for x2 volume, x3 energy cost for x4 volume, x4 energy cost for x8 volume, etc).
Bureaucracy BeamBeam Barrage (Strike)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Standard action
Range: See text
Target: See text
Make a Beam attack. If it hits, the target takes 1d3 Negative levels. If they succeed in a Fortitude save with DC 10+1/2 HD+Int mod makes those negative levels only last 1 round.
Bouncing Beam Beam Barrage (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 either you miss a Beam attack or somebody attacks you with a Beam attack. If you missed a Beam attack, you may re-roll the attack and the target counts flat-footed. If somebody attacks you with a beam attack, they become the target of the attack using their own stats.
6th levelBayonet Beam Beam Barrage (Boost)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Swift action
Range: See text
Target: See text
Fix bayonets!
Choose one of your ranged beam weapons. For one round you can use it as a melee weapon that adds half your PL to attack rolls and double your Int mod to damage rolls (or four times your Int mod for a Heavy weapon). If they’re twin-linked beam weapons, this Boost affects both.
Bad Beam Beam Barrage (Strike)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Standard action
Range: See text
Target: See text
Beams are nasty business.
Make a Beam attack. Regardless of you hitting or missing the target must make a Fort save or become Nauseated for 1 round (sickened for 1 round if Fort save made), a Reflex save or take extra damage as if hit by the Beam (half extra damage if Reflex save made) and a Will save or become Frightened for 1 round (Shaken if Will save made). The save DCs are 10+1/2 HD+Int mod and increase them by 2 if the Beam attack actually hits.
Baron BeamBeam Barrage (Stance)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Swift action
Range: See text
Target: See text
While on this stance you become immune to Beam weapons and your own Beam attacks ignore any specific anti-Beam effects. If you face somebody else in this stance, then the highest PL overrides the opponent’s stance. If they’re tied for PL, then the one with highest Int mod wins. If they’re also tied for Int mod, then they both ignore each other’s stance.
7th levelBetrayal Beam Beam Barrage (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 somebody whitin 10 feet per PL takes an action. Make a Beam attack against them. If you hit, they take damage as normal, their action fails and they must make a Will save with DC 10+1/2 HD+Int mod or make a basic attack with a weapon of your choice at another target of your choice.
Bass Beam Beam Barrage (Strike)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Standard action
Range: See text
Target: See text
Make a Beam attack where all the damage is converted to Sonic and deals extra 1d10 damage per PL and leaves them Dazed and Deafened for 1 round. A Reflex save with DC 10+1/2 HD+Int mod halves the extra damage and negates the Daze.
Big Beam Beam Barrage (Boost)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Swift action
Range: See text
Target: See text
Choose one of your Beam weapons. For 1 round it adds twice your Int mod to attack rolls and gains the Area (your choice) property and if ranged the range increment increases by 20 feet per PL and if melee your movement speed increases 5 feet per PL but you can only attack with the chosen Beam for the duration.
8th levelBoss BeamBeam Barrage (Stance)
Level: Real Pilot 8, Super Pilot 8, Ship Captain 8
Initiation Action: Immediate action
Range: See text
Target: See text
This beam battle is just starting!
While on this stance your Beam attacks only consume half energy/ammo and can be used even if unable to take actions, plus add your Int mod to any opposed checks from Disarming/Downfall/Pushing/Grabbing properties from your beams. In addition you and your mecha aren’t dead/destroyed until they reach negative HP equal to 10 times your PL, but you can only use beam attacks and Beam Barrage maneuvers in such conditions.
Biblical Beam Beam Barrage (Strike)
Level: Real Pilot 8, Super Pilot 8, Ship Captain 8
Initiation Action: Standard action
Range: See text
Target: See text
A choir may start playing in the background.
Make a Beam attack. No immediate/free actions may be taken against it, it automatically hits and ignores all effects that would reduce/convert/transfer/similar its damage. Target takes a penalty to all 1d20 rolls equal to half your Int mod and to AC equal to half your PL for 1 round.
9th levelBest BeamBeam Barrage (Boost)
Level: Real Pilot 9, Super Pilot 9, Ship Captain 9
Initiation Action: Swift action
Range: See text
Target: See text
Choose one of your Beam weapons. For 1 round it deals an extra 1d12 damage per 3 PL, plus it gains X options of your choice from Area, Power, Rending, pinning Disarming, Downfall, Grabbing, Pushing and/or any combination of magic enhancements of +X level, where X is your Int mod. So for example if you had +5 Int mod, you could Pick Power(1), Pinning(1), Flaming(1) and Holy(2). This attack never risks unwanted collateral damage, allied harm or deaths, instead any who would die from it are instead just left at 1 HP incapacitated for 1d12 rounds. This incapacitation overrides any abilities that would allow one to take actions when normally unable to and cannot be ended earlier.