Terror Tactics”IT'S A PROTOTYPE GGGGGGGGAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH-”Fear is an ancient primordial thing among humanoids, but mechas allowed it to scale to previously unimaginable levels. Titans of metal descending from the skies, unleashing destruction in scales the humanoid mind simply cannot begin to understand, can easily overload the minds and souls of most humanoids, making them break down into slobbering messes.
Any pilot class may swap one of their martial schools for Terror Tactics.
Maneuver List1st levelShaken Blow: Strike-Shaken
Shaken Retaliation: Counter-Shaken
Anxiety: Boost- Increase the duration of fear effects, immunity piercing.
Old Fear: Stance–Cha against afraid enemies,
New Fear Stance-Use other stats for fear stuff and Intimidate.
2nd levelBreak Soul: Strike- Deal damage to power points, spell slots/prepared, or spirit points.
No Retreat: Strike-Extra damage against those that moved away from you.
Menace: Boost- remove fear from ally.
Scary Hope: Counter-Anyone saving against a Fear effect must re-roll.
3rd levelFrighten Blow:Strike-Inflict Frighten on attack.
Fear Mastery: Stance- Increased Fear duration or pierce Fear immunity.
Frighten Retaliation: Counter-Inflict Frighten when attacked.
Hysteria: Boost-Even if enemies save against fear they suffer temporary penalties.
4th levelMake an Example of:Strike- auto-crit if targeted enemy afraid.
Neverendinf Fear: Counter-block anti-fear
Break Morale: Boost-fear aura
5th levelPhobia: Boost- Increase the DC of Fear effects
Panic Blow: Strike-Panic
Panic Retaliation: Counter-Panic on hit
6th levelCruel Mercy: Boost-Fear spread.
All Alone: Strike-Make target unable to count as ally.
Fearsome Reputation: Stance- Fear aura
7th levelFear of Failure: Counter–Turn roll into auto-1.
Fear me, but Follow: Strike-Charm feared enemy, dominate if they're too afraid.
You can Panic now: Boost-All who attack you become afraid.
8th levelNot Afraid Anymore?:Stance- Fear spread.
Paranoia: Boost-attack Makes unable to count as ally, strip fear immunity, penalty on saves.
9th levelDeath Flag: Counter- Things are definitely not going to end nicely.
Note: All save DCs are 10+1/2 HD+Cha mod unless noted otherwise.
1st level
Shaken Blow
Terror Tactics (Strike)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
Make a basic attack. If you hit, the victim must make a Will save or become Shaken for 1 round.
Shaken Retaliation:
Terror Tactics (Counter)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Immediate action
Range: See text
Target: See text
Duration: See text
You may initiate this Counter when you're attacked, after it is resolved, but you can still initiate this even if you would be left unable to act. The attacker must make a Reflex save or become Shaken for 1 round.
Anxiety
Terror Tactics (Boost)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
For 1 round any Fear effects you inflict have their duration increased by 1 round, plus another per 6 Pilot levels you have. If your opponents are immune to Fear, instead you can inflict Fear effects on them, but they gain a +5 bonus on their saves.
Old Fear
Terror Tactics (Stance)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Swift action
Range: See text
Target: See text
Duration: Stance
While on this stance you can add your Cha mod to attack and damage rolls against enemies suffering from any Fear effect and/or that you've ever successfully inflicted a Fear effect on.
New Fear
Terror Tactics (Stance)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Swift action
Range: See text
Target: See text
Duration: Stance
While on this stance you can use the ability score of your choice to calculate the DCs of any fear-inflicting abilities you have plus Intimidate. In addition when you make an enemy Panic, you can have them move towards regardless of danger instead of away from you.
2nd level
Break Soul
Terror Tactics (Strike)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Fulllround action
Range: See text
Target: See text
Duration: See text
Make a basic attack. If it would deal HP damage, it deals damage to the target's Power Point reserve and spell slots/prepared spells instead (every 1 point of damage removes one level worth of spell, victim chooces what to lose). If they don't have any/enough Power Points/spell slots/prepared spells to absorb this damage, excess is dealt to Spirit Points.
No Retreat
Terror Tactics (Strike)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
Make a basic attack. If it hits an enemy that moved away from you since the last round, it deals an extra 1d6 damage per Pilot Level, Fort save for half.
Menace
Terror Tactics (Boost)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
Choose an ally that can see/hear you other than yourself. You remove any Fear effects on them.
Scary Hope
Terror Tactics (Counter)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Immediate action
Range: See text
Target: See text
Duration: See text
You may initiate this Counter when an opponent that you can see/hear succeeds on a save against a Fear effect. They must re-roll with a penalty equal to 1/3 your Pilot level and take the worst result.
3rd level
Frighten Blow
Terror Tactics (Strike)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
Make a basic attack. If you hit, the victim must make a Will save or become Frightened for 1 round. If you have Shaken Blow available, you can expend both as a single fullround action Basic attack and if the enemy succeeds on their save, they still become Shaken for 1 round.
Fear Mastery
Terror Tactics (Stance)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
While on this stance any Fear effects you inflict have their duration increased by 1 round, plus another per 6 Pilot levels you have. If your opponents are immune to Fear, instead you can inflict Fear effects on them, but they gain a +5 bonus on their saves. If you use Anxiety while on this stance, instead of the normal Boost's effects, for 1 round enemies that successfully save against your Fear effects must save again at the start of their next round or suffer the consequences.
Frighten Retaliation
Terror Tactics (Counter)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Immediate action
Range: See text
Target: See text
Duration: See text
You may initiate this Counter when you're attacked, after it is resolved, but you can still initiate this even if you would be left unable to act. The attacker must make a Reflex save or become Frightened for 1 round.
If you have Shaken Retaliation available, you can expend both as a single Immediate action and if the enemy succeeds on their save, they still become Shaken for 1 round.
Hysteria
Terror Tactics (Boost)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
For 1 round whenever you attempt to inflict a Fear effect on an opponent, whetever they succeed or not, they suffer a -1 penalty on all 1d20 rolls and AC per 3 Pilot Levels for 1 round.
4th level
Make an Example of
Terror Tactics (Strike)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
Make a basic attack. If the struck target was under a Fear effect, it is an automatic critical. If the enemy would be immune to criticals, you instead just threaten a critical as normal. Regardless, if the enemy is destroyed, all their allies that could see/hear them must make a Fort save or become Shaken for 1 round.
Neverending Fear
Terror Tactics (Counter)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Immediate action
Range: See text
Target: See text
Duration: See text
You may initiate this Counter when somebody else you can see/hear uses any kind of action to remove Fear from somebody. The action is blocked and the one who attempted it must make a Reflex save or become Shaken for 1 round.
Break Morale
Terror Tactics (Boost)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
For 1 round any enemies that can see or hear you must make a Will save or become Frightened if their Pilot level is lower than yours, Shaken if they make the save. If their Pilot level is equal to yours or higher they only become Shaken if they fail and no effect if they save. This Fear effects last 1 round.
5th level
Phobia
Terror Tactics (Boost)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
For 1 round increase the DC of all your fear effects by 1 for every 3 Pilot levels you have.
Panic Blow
Terror Tactics (Strike)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
Make a basic attack. If you hit, the victim must make a Will save or become Panicked for 1 round.
If you have Frighten Blow available, you can expend both as a fullround action single Basic attack and if the enemy succeeds on their save, they must save again or become Frightened for 1 round.
If you have Shaken Blow available too, you can expend them all as a single fullround action Basic attack in which case resolve it as above, but the enemy becomes Shaken for 1 round even if they make the two other Will saves.
Panic Retaliation
Terror Tactics (Counter)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Immediate action
Range: See text
Target: See text
Duration: See text
You may initiate this Counter when you're attacked, after it is resolved, but you can still initiate this even if you would be left unable to act. The attacker must make a Reflex save or become Panicked for 1 round.
If you have Frighten Retaliation available, you can expend both as an Immediate action and if the enemy succeeds on their save, they must save again or become Frightened for 1 round.
If you have Shaken Retaliation available too, you can expend them all as a single immediate action in which case resolve it as above, but the enemy becomes Shaken for 1 round even if they make the two other Will saves.
6th level
Cruel Mercy
Terror Tactics (Boost)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
For 1 round whenever you successfully inflict a Fear effect on an opponent, all their allies that can hear/see them must make a Fort save or suffer the same Fear effect.
All Alone
Terror Tactics (Strike)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
Make a basic attack. If you hit, the victim can't count anybody else as an ally for 1 round per 5 Pilot Levels you have.
Fearsome Reputation
Terror Tactics (Stance)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
While on this Stance enemies that can see or hear you must make a Will save or become Frightened if their Pilot level is lower than yours, Shaken if they make the save. If their Pilot level is equal to yours or higher they only become Shaken if they fail and no effect if they save. This Fear effects last 1 round. No enemy must save against this more than 1/round. If you use Break Morale while on this stance, instead of the normal effects increase your Pilot level by 1 for the purpose of this stance.
7th level
Fear of Failure
Terror Tactics (Counter)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Immediate action
Range: See text
Target: See text
Duration: See text
You may attempt this Counter when an enemy you can see/hear makes any roll. It becomes a natural 1 unless they succeed on a Will save. If they're Shaken, they take a -7 penalty on this save. If Frightened, -14 penalty, or -21 if Panicked.
Fear me, but Follow
Terror Tactics (Strike)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Fullround action
Range: See text
Target: See text
Duration: See text
A Shaken victim you can see/hear becomes Charmed to you for 1 round per 6 Pilot levels you have. If they were Frightened or Panicking, they become Dominated for the duration instead.
You can Panic now
Terror Tactics (Boost)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
For 1 round anyone attacking you must succeed on a Reflex save or become Frightened for 1 round.
8th level
Not Afraid Anymore?
Terror Tactics (Stance)
Level: Real Pilot 8, Super Pilot 8, Ship Captain 8
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
While on this Stance whenever you successfully inflict a Fear effect on an opponent, all their allies that can hear/see them must make a Fort save or suffer the same Fear effect. If you use Cruel Mercy while on this Stance, instead of the normal Boost's effects, for 1 round you gain +1 to Fear DCs against each target multiplied by the number of times they saved against your Fear effects since they last failed a save against a Fear effect from you, and you add your Pilot Level to damage rolls against enemies immune to fear.
Paranoia
Terror Tactics (Boost)
Level: Real Pilot 8, Super Pilot 8, Ship Captain 8
Initiation Action: Swift action
Range: See text
Target: See text
Duration: See text
For 1 round enemies you damage for 1 round cannot count anyone as an Ally, lose any immunity to Fear they may have and take a penalty on all saves equal to 1/4th your Pilot level.
9th level
Death Flag
Terror Tactics (Counter)
Level: Real Pilot 9, Super Pilot 9, Ship Captain 9
Initiation Action: Immediate action
Range: See text
Target: See text
Duration: See text
You may initiate this Counter when you're attacked. The attacker must make a Will, Fort and Reflex saves after the attack is resolved. Increase the DCs by 1 for each 20 damage you took.
Fail Fort- For 1d12 rounds they'll take double damage.
Fail Reflex-For 1d12 rounds they cannot move by any other means than ordinary movement and movement speeds drop to 5 feet.
Fail Will-Become Panicked for 1d12 rounds.
Even if all 3 saves are passed, they're still left Shaken for 1 round.