Missile MassacreIn an age of beams of all the colors of the rainbow, breast fires, assorted rocket drills, buster cannons and other exotic weapons, the humble missile still stands as a classic mecha weapon.
Any pilot class may swap Missile Massacre for one of their schools.
Note: When this school refers to using a missile weapon, it means using a weapon with missile on its name.
Maneuver List:1st levelMecha Missile: Strike-Make a missile attack that deals extra damage.
Missile Retaliation: Counter-Fire missile at enemy that harmed you.
Target Lock:Boost-One target becomes easier to hit with missiles.
Missile Body:Stance–Turns out your frame had a lot of missiles inside ready to fire.
2nd levelHoming Missile: Strike-Missile gets bonus to-hit and can keep going next round even if it misses.
Blast Missile: Strike-Missile deals area damage.
Missile Ride:Boost-Use missile as mount.
Triggered Explosion: Counter- Missile deals damage even if it misses.
3rd levelPiercing Missile:Strike-Missile ignores barriers.
Lock On Missiles: Stance- Target Lock multiple enemies.
Missile Shield: Counter-When attacked, fire a missile at them plus gain cover and concealment from the explosion.
Stealth Missile: Boost-Missiles become harder to counter.
4th levelMissile Barrage: Strike-Missile affects a wide area.
Sudden Explosion: Counter-If missile would be intercepted, it explodes over the incerceptor.
Multi-Lock: Boost-Missile attacks affects multiple targets.
5th levelEMP Missile: Boost-Missiles deal energy damage and disable accessories and energy recovery.
Maniac Missile: Strike-Can be used even if unable to act, missile makes target confused.
More Missiles: Counter-If somebody intercepts your missiles, you just fire more missiles.
6th levelMega Missiles: Boost-Missiles hit harder and work better.
Magnetic Missile: Strike- Missile ignores ignores and disables all miss chances and coats/barriers/fields plus disables arsenal weapons.
Counter-Counter Measures: Stance- Missiles ignore anti-missile abilities.
7th levelMad Missiles: Counter–Stop ill effect while firing missile at your attacker that also may make them confused.
ICBM: Strike-Super long range missile.
Massacre Missiles: Boost-Missiles gain bonus to-hit and to-damage plus extra special properties.
8th levelMulti Lock System: Stance-No such thing as too many targets.
Missile Storm: Strike-Missile affects massive area and changes the weather itself.
9th levelMacro Missile: Strike-Fire a missile even bigger than your mecha.
1st level
Mecha Missile
Missile Massacre (Strike)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Standard action
Range: See text
Target: See text
For some reason missiles launched by mecha often seem to hit harder than missiles from other sources.
As part of this maneuver make an attack with one missile weapon. It deals an extra 1d4 damage per PL.
Missile Retaliation
Missile Massacre (Counter)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Immediate action
Range: See text
Target: See text
The ultimate extension of politics.
When you’re harmed, you may fire one of your missile weapons at the target.
Target Lock
Missile Massacre (Boost)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Immediate action
Range: See text
Target: See text
The nice thing with missiles is that they can change trajectory on demand.
Choose a creature/object you can see. While this boost lasts your Missile attacks ignore all Cover less than total and all Concealment on the target plus half their Dex and Dodge bonus to AC. At the start of your turn you can keep this Boost going by paying the energy cost again provided the target is still in your line of sight.
Missile Body
Missile Massacre (Stance)
Level: Real Pilot 1, Super Pilot 1, Ship Captain 1
Initiation Action: Swift action
Range: See text
Target: See text
99,99% of your average mecha’s body mass is actually missiles.
While on this stance you have a seemingly endless stock of twin-linked and Heavy missiles inside your mecha’s body, each with range increment 55 mu and dealing 1d6/1d12 damage respectively. At PL 4 you can 4-link the smaller ones and increase the Heavy’s damage to 2d12 by paying 1/5 energy per shot. At PL 7 you can 6-link the smaller ones and increase the Heavy’s damage to 4d12 by paying 2/10 energy per shot. At PL 10 you can 8-link the smaller ones and increase the Heavy’s damage to 8d12 by paying 4/20 energy per shot. At PL 13 you can 10-link the smaller ones and increase the Heavy’s damage to 16d12 by paying 8/40 energy per shot. At PL 16 you can 12-link the smaller ones and increase the Heavy’s damage to 32d12 by paying 16/80 energy per shot. At PL 19 you can 15-link the smaller ones and increase the Heavy’s damage to 64d12 by paying 32/160 energy per shot. Those missiles all add your Wis mod to attack rolls.
2nd level
Homing Missile
Missile Massacre (Strike)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Standard action
Range: See text
Target: See text
Missiles can turn around. For some reason that’s supposed to make them count as smart.
Make a Missile attack, adding your PL to the to-hit bonus. If it still misses, at the start of the next turn you can pay this maneuver’s energy cost again to keep the missile goin as a free action, attacking the same target, unless it has been intercepted by a Defensive weapon.
Blast Missile
Missile Massacre (Strike)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Standard action
Range: See text
Target: See text
Many missiles are designed for a focused explosion to concentrate power in a single point, but that’s no fun.
Make a missile attack. It explodes right before reaching the target, targeting everybody and everything in a 20 feet burst centered on the original victim (even if it missed it). If the missile already had the Area(Burst) property, you may instead double the radius.
Missile Ride
Missile Massacre (Boost)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Swift action
Range: See text
Target: See text
A rocket’s a rocket.
For the duration of this boost when you make a missile attack, you may instantly hop on top of it and go along, dropping off at any moment.
Triggered Explosion
Missile Massacre (Counter)
Level: Real Pilot 2, Super Pilot 2, Ship Captain 2
Initiation Action: Immediate action
Range: See text
Target: See text
Actually hitting the target is not a requirement for a missile.
When your missile attack would miss, you may initiate this Counter to detonate it, forcing the original target to make a Reflex save with DC 10+1/2 HD+Wis mod or count as hit. Even if they make the save they still take half the damage.
3rd level
Piercing Missile
Missile Massacre (Strike)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Standard action
Range: See text
Target: See text
Some missiles are set up to penetrate as deep as possible before exploding.
Make a Missile attack. It gains either the Power or Rending property and ignores all barriers/coats/fields as well as any walls and solid obstacles between you and your target.
Lock On Missiles
Missile Massacre (Stance)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Swift action
Range: See text
Target: See text
Target locking is a way of life.
At the start of each turn you’re in this stance you may replicate the Target Lock boost as a free action a number of Times up to your Wis mod (need to pay energy), and can maintain a number of such effects up to your Wis mod (minimum 1, also need to pay energy). If you know the actual Target Lock maneuver, you can use and maintain it without paying energy while on this stance, but no more than 1 free Target Lock per round.
Missile Shield
Missile Massacre (Counter)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Immediate action
Range: See text
Target: See text
The best defense is a good offense with plenty of noise and bright flashes.
You may initiate this counter when you’re attacked. Make a missile attack against the one that attacked you with a -4 penalty on the attack roll, then you gain Cover and Concealment for 1 round from the explosion’s smoke.
Stealth Missiles
Missile Massacre (Boost)
Level: Real Pilot 3, Super Pilot 3, Ship Captain 3
Initiation Action: Swift action
Range: See text
Target: See text
Some missiles you never see coming.
For 1 round firing missiles does not inflict a penalty in your hide checks, does not make any noise, does not count as an attack for the purpose of Invisibility, all intercept attempts from Defensive weapons and other Immediate actions against your missile attacks are done at a -10 penalty
4th level
Missile Barrage
Missile Massacre (Strike)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Standard action
Range: See text
Target: See text
Missiles are great for covering a wide area.
Make a missile attack. It gains the Area (Line up to 15 feet per PL) or Area (Cone up to 10 feet per PL) or Area (Burst up to 5 feet per PL).
Sudden Explosion
Missile Massacre (Counter)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Immediate action
Range: See text
Target: See text
Just because you can shoot down a missile doesn’t mean it won’t blow up in your face.
You may use this Counter when an opponent would use an Immediate action against one of your missiles. Nullify the action and they count as hit by the missile, although any other target(s) are unnafected.
Multi-Lock
Missile Massacre (Boost)
Level: Real Pilot 4, Super Pilot 4, Ship Captain 4
Initiation Action: Swift action
Range: See text
Target: See text
Acquire several targets in the run.
For 1 round when you fire a single-target missile, you may attack an additional victim, plus any opponents affected by your Target Locks.
5th level
EMP Missile
Missile Massacre (Boost)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Swift action
Range: See text
Target: See text
Missile discharges an electromagnetic wave to disrupt reactors and more delicate systems.
For 1 round your missile attacks make the target lose energy equal to the damage dealt, and for 1 round the target’s Acessories are disabled and they cannot recover energy by any means.
Maniac Missile
Missile Massacre (Strike)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Standard action
Range: See text
Target: See text
Missiles are great panic buttons in more than one way.
You fire a missile that forces any targets to make a Will save with DC10+1/2 HD+Wis mod become Confused for 1 round, except they do not default to try to attack you back. You may use this maneuver even if unable to act or normally control your actions.
More Missiles
Missile Massacre (Counter)
Level: Real Pilot 5, Super Pilot 5, Ship Captain 5
Initiation Action: Immediate action
Range: See text
Target: See text
If one missile fails, it’s just a matter of firing moar.
When somebody attempts an Immediate action against one your missiles, you may initiate this Counter to make one missile attack per 3 PL against them.
6th level
Mega Missiles
Missile Massacre (Boost)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Swift action
Range: See text
Target: See text
Obviously your mecha frame can hold missiles of this caliber.
For 1 round your missiles count as one size category bigger whenever beneficial, have double range, and you can add your Wis mod to any opposed rolls related to them.
Magnetic Missile
Missile Massacre (Strike)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Standard action
Range: See text
Target: See text
Missile is attracted directly to the target and any remains stick around.
Make a Missile attack. It ignores all miss chances and coats/barriers/fields in the target and disables such effects for 1 round, plus the victim cannot recover HP by any means nor use Arsenal weapons for this duration.
Counter-Counter Measures
Missile Massacre (Stance)
Level: Real Pilot 6, Super Pilot 6, Ship Captain 6
Initiation Action: Swift action
Range: See text
Target: See text
Decoys, electronic warfare, vírus, cyber ghosts, whatever it takes.
While in this stance you ignore the Jammer Accessory, your Missiles cannot be intercepted by Defensive Weapons nor any Immediate/free actions may be taken against them.
7th level
Mad Missiles
Missile Massacre (Counter)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Immediate action
Range: See text
Target: See text
Pressing the button to fire the missiles can be surprisingly relaxing.
You may initiate this Counter when you would be inflicted by an ill effect with a duration other than instantaneous or permanent from somebody else. Negate it, and you make a Missile attack against the one that tried to inflict it on you, that also forces them to make a Will save with DC10+1/2 HD+Wis mod become Confused for 1 round, except they do not default to try to attack you back.
ICBM
Missile Massacre (Strike)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Standard action
Range: See text
Target: See text
Missiles can change direction and travel for quite a long distance.
Make a missile attack. Its range increment becomes in miles instead of mu and does not require line of sight nor effect as long as there’s an open path to reach the target.
Massacre Missiles
Missile Massacre (Boost)
Level: Real Pilot 7, Super Pilot 7, Ship Captain 7
Initiation Action: Swift action
Range: See text
Target: See text
Start getting serious.
For 1 round add your Wis mod to all missile attacks and PL to missile damage rolls and they gain your choice of Concussive, Pinning, Brutal, Downfall or Pushing. Double those bonus for Heavy Missiles (including two property picks instead of one).
8th level
Multi Lock System
Missile Massacre (Stance)
Level: Real Pilot 8, Super Pilot 8, Ship Captain 8
Initiation Action: Swift action
Range: See text
Target: See text
Target EVERYTHING.
While in this stance when you make a single-target Missile attack, you may target any additional number of victims. Those extra shots do not consume ammo/energy. Your multi-target or Area missile attacks have their range increment increased 5 feet per PL. In addition add your Wis mod to any opposed checks from Disarming/Downfall/Pushing/Grabbing properties from your missiles.
Missile Storm
Missile Massacre (Strike)
Level: Real Pilot 8, Super Pilot 8, Ship Captain 8
Initiation Action: Standard action
Range: See text
Target: See text
Fires so many missiles that the local atmosphere itself starts to change.
Make a missile attack affecting a number of 20 mu squares equal to your PL whitin 1 mile. After the attack is done, the Weather in those squares and between changes to one of your choice for 2 rounds.
9th level
Macro Missile
Missile Massacre (Strike)
Level: Real Pilot 9, Super Pilot 9, Ship Captain 9
Initiation Action: Standard action
Range: See text
Target: See text
The ultimate maneuver of Missile Massacre, launching a missile several times bigger than the mecha itself.
Make a missile attack. It count as three size category bigger whenever beneficial, has six times the normal range, and you can add three times your Wis mod to any opposed rolls related to them, adds three times your PL to the damage roll, nullifies the two first immediate actions against it and you may add up to any three mecha weapon properties to it.