Gun Maniac

Some people love guns more than is considered healthy, even by robot standards. Their only worry in life is what kind of gun to use in any situation. Sometimes they want a big nice launcher, other times dual wielding twin mechguns, or they just want a good plain rifle. Gun Maniac is a school developed by such people, to chain up attacks with different kinds of weapons until everything is down.

**Trinity**: Maneuvers for this school have three different kinds of tags: [Rifle], [Launcher] and [Twin Guns]. You cannot know more than maneuvers with one kind of tag until you have an equal number of maneuvers with the other kind of tags. So for example if you know one [Rifle] maneuver, you cannot learn another unless you already know one [Launcher] maneuver and one [Twin Guns] maneuver.

Gun Maniac stances count towards those limits. Gun Maniac stances with two tags can count as having either or both their tags for this limit's purpose.

Unlike normal martial schools, Gun Maniac maneuvers do not need to be recharged, but instead consume energy from the mecha equal to the Maneuver's level x 5, paid when the maneuver is initiated. Stances do not cost any energy to maintain, but their cost must be paid when the pilot switches to it.

Unless otherwise noted, Gun Maniac can only be used with ranged guns that have either limited ammo or consume energy. If you don't have enough ammo/energy to fire the shots a maneuver demands, you can't use it, even for any other extra effects.

A Real Pilot or Moon Vanguard may swap one of their schools for Gun Maniac.

Original Thread

## Maneuver List

### 1st level

Piercing Shells (Boost): Load up piercing ammo.

Divine Launcher (Strike): Fire an even stronger shot.

Aerial Shooting (Counter): Jump to dodge enemy shot.

Ranger (Stance): Take your time to finish your opponents slowly.

Gunner (Stance):Shoot first and then shoot second.

### 2nd level

Grenade Shell (Strike): Shot affects area.

One Point (Boost): Focus shots in one point for maximum damage.

Concentrate One (Strike): Rapid fire heavy weapon

Bullet Squall (Counter): Step back from melee attack while shooting back.

### 3rd level

Homing Emission (Boost): Bullet keeps hunting enemy.

Standing Snipe (Stance): Did you know it's easier to aim when you're not running?

Aerial Advance (Stance): If they're in the air, just means there's less cover to protect them.

Crazy Smash (Strike): A big heavy chunk of metal makes for a lovely improvised weapon.

Reverse Tap (Strike): Break dance your enemies away.

### 4th level

Sneak Shooter (Boost): Wait for the right moment before pressing the trigger.

Cracker Bullet (Strike): Powerful shot.

Dead Approach (Counter): Close in with guns blazing!

### 5th level

Zero Distance (Strike):Did you know that guns are supposed to be used at range? Me neither.

Impact Slider: (Boost): dramatic roll while shooting

Infinity Fire (Strike): RungunrungunrungunRUNGUN!

### 6th level

Diffuse Shell (Boost): Bullet splits to hit multiple enemies.

Rodeo Drive (Strike): Did you know rockets can be used to carry people?

Messiah Time (Counter): Enter the matrix.

Zero Range (Stance): The closer you are, the easier it is to make some nasty damage.

Weak Hit (Stance): Target your opponent's weak points. What else?

### 7th level

Satellite Aim (Boost): Really good aim.

Glorious Rain (Strike): Today's weather forecast is BULLETSBEAMSMISSILES.

Fake Silhouette (Counter): Explosive decoy.

### 8th level

Chain Trigger (Stance): Combo your shots with your allies.

Special Shot (Stance): Load up different kinds of special ammo.

Elder Rebellion (Strike): Guns are the answers to every problem.

Parallel Slider (Counter): Roll away from danger while firing back.

Cluster Bullet (Boost): Your explosions explode into more explosions.

### 9th level

Satellite Cannon (Strike): Call shot from a really big gun.

Cosmos Breaker (Boost): Super charge shot.

Shift Period (Counter): The best defense is a good offense.

## Maneuver and Stance Explanations

### 1st level

#### Piercing Shells

Type: Boost [Rifle]

Level: Real Pilot 1

Initiation Action: Swift action

Range: Personal

Target: See Text

Duration: 1 Round

Save: None

Replaces magazine with piercing rounds.

Choose one of your weapons. For 1 round it gains the Rending property. If it already had it, you can half the weapon's range and take a penalty up to your PL on the attack roll to gain a bonus on damage rolls with that weapon equal to twice the penalty you took.

#### Divine Launcher

Type: Strike [Launcher]

Level: Real Pilot 1

Initiation Action: Fullround Action

Range: As Weapon

Target: See Text

Duration: No Duration Specified

Save: None

Charges and fires off an indescribably powerful grenade.

Make one attack with a Heavy weapon. It gains the Power property for this attack. If it already had the Power property the shot deals an extra 1d12 damage and the crit threat range and multiplier both increase by 1. For each 5 PL you have the extra damage increases by another d12.

#### Aerial Shooting

Type: Counter [Twin Guns]

Level: Real Pilot 1

Initiation Action: Immediate Action

Range: See text

Target: See text

Duration: No Duration Specified

Save: None

Launch into the air with a powerful kick.

You may initiate this counter whenever you're targeted by a ranged attack. You jump up to 10 mu in a direction of your choice and gain a +4 bonus on the AC against the attack. If you jumped into the air and can't fly, you don't fall until the end of your next turn. If you have a Twin-Linked ranged pair of weapons you may fire them at the one who shot at you. Those shots may be done at any point during the movement.

#### Ranger

Type: Stance [Rifle] [Launcher]

Level: Real Pilot 1

Initiation Action: Swift Action

Range: Range: Personal

Target: See Text

Duration: Stance

Save: None

You want to take your sweet time.

While on this stance, choose a weapon you have. It gains either the Disarming or Downfall property. If it already had either of those qualities or would gain it while you're in this stance, you may instead choose to use Dex instead of Str for the disarm/trip checks and add 4+1/2 PL level to the involved disarm/trip rolls.

#### Gunner

Type: Stance [Twin Guns]

Level: Real Pilot 1

Initiation Action: Swift Action

Range: Personal

Target: See Text

Duration: Stance

Save: None

The only thing better than firing one gun is firing two guns simultaneously.

Choose two ranged weapons you have. They gain the Twin-Linked property between them while you're in this stance. If you Twin Link Heavy weapons, you can never score a critical hit with them. You can't Twin Link Heavy weapons with non-Heavy weapons. If they were already twin-linked between them, whenever you use a maneuver that would allow you to use one (and only one) weapon, you may benefit from both twin-linked weapons, but you must choose a different target for each one when attacking.

### 2nd level

#### Grenade Shell

Type: Boost [Rifle]

Level: Real Pilot 2

Initiation Action: Swift Action

Range: Personal

Target: See Text

Duration: 1 Round

Save: None

Replaces magazine with explosive rounds.

Choose one of your weapons. It gains the Area property for 1 round. If it already had the Area property, you may choose not to activate it, in which case the shot affects all in a 20 mu radius centered on the target. For each 3 PL you have you can increase the radius of the explosion by another 5 mu, or make the Area property affect one extra half range increment.

#### One Point

Type: Strike [Rifle]

Level: Real Pilot 2

Initiation Action: Standard Action

Range: Personal

Target: See Text

Duration: Instantaneous

Save: None

Concentrates fire into a single point. Simple, but very powerful.

As part of this maneuver fire a non-Heavy weapon three times at the same target. The shots gain the Rending property. If the weapon already had the Rending property, each consecutive shot gains +2 to the attack and damage roll. For each 6 PL you have you can fire one extra shot with this maneuver.

#### Concentrate One

Type: Strike [Launcher]

Level: Real Pilot 2

Initiation Action: Fullround Action

Range: As Weapon

Target: See Text

Duration: Instantaneous

Save: None

Fires multiple consecutive grenades towards a single target.

As part of this maneuver fire a Heavy weapon twice. If you have PL 10 or more you can fire it thrice. The shots must be aimed at the same target (or Area if the weapon has the Area property),

#### Bullet Squall

Type: Counter [Twin Guns]

Level: Real Pilot 2

Initiation Action: Immediate Action

Range: Personal

Target: See Text

Duration: Intantaneous

Save: None

Knock down your target, then leap into the air and rain bullets down on them.

You may initiate this Counter whenever an enemy attacks you in melee. Make a touch attack against them with a ranged weapon of your choice that doesn't provoke attacks of opportunity but also doesn't deal damage nor any other harmful effect it would normally produce. If you succeed on the attack the attacker is knocked prone (their attack still goes off, but may miss due to the -4 prone penalty). You then jump 20 mu in a direction of your choice without provoking attacks of opportunity. If you have a pair of Twin-Linked weapons you may fire them at the one that attacked you at any point during this movement.

### 3rd level

#### Homing Emission

Type: Boost [Rifle]

Level: Real Pilot 3

Initiation Action: Swift Action

Range: Personal

Target: See Text

Duration: 1 Round

Save: None

Charge to fire off a homing round.

Your next ranged attack within 1 round gains double range. The shot gains a bonus on the attack roll equal to your PL and can re-roll miss chances. Even it misses after that, the shot turns and comes back after the target at the start of your next turn, attacking with the same exact benefit! If it then misses again, the attack is wasted.

#### Standing Snipe

Type: Stance [Rifle] [Launcher]

Level: Real Pilot 3

Initiation Action: Swift Action

Range: Personal

Target: See Text

Duration: Stance

Save: None

You cannot enter this stance if you moved since the start of your turn.

Choose one your ranged weapons. It gains a bonus equal to your PL on damage rolls and half that bonus on attack rolls. It also gains the Pinning property. If it already had the Pinning property, enemies damaged by the weapon must make a Will save with DC 10+1/2 HD+ Dex mod or become Shaken for 1 round.

When you move you automatically exit this stance.

#### Aerial Advance

Type: Stance [Twin Guns]

Level: Real Pilot 3

Initiation Action: Swift Action

Range: Personal

Target: See Text

Duration: Stance

Save: None

You gain a bonus equal to your PL+4 on ranged damage rolls against flying enemies (as well as those not on the ground nor water). Your ranged attacks ignore all adverse wind conditions, even magic ones like Wind Wall.

#### Crazy Smash

Type: Strike [Launcher]

Level: Real Pilot 3

Initiation Action: Standard Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

Using the weight of the weapon, let loose a full power swing.

Make a melee attack with an Heavy ranged weapon you have equipped, except you count it as a melee weapon and doesn't consume any energy/ammo, and you can target all enemies adjacent to you. This attack gains a bonus on your attack and damage roll equal to your PL.

#### Reverse Tap

Type: Strike [Twin Guns]

Level: Real Pilot 3

Initiation Action: Fullround Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

Perform a handstand and then a powerful spin kick, hitting all enemies around you.

Make one melee attack with the Finesse Property and a +6 bonus on the attack rolls that deals 1d12 base damage against every adjacent enemy. If you have a pair of Twin-Linked weapons, you can wield them with your feet to fire them at every enemy inside their first range increment without provoking attacks of opportunity, plus your melee attacks gain any special mecha weapon properties your twin-linked weapons had.

### 4th level

#### Sneak Shooter

Type: Boost [Rifle]

Level: Real Pilot 4

Initiation Action: Swift Action

Range: Personal

Target: See Text

Duration: 1 Round

Save: None

For 1 round you become Invisible and gain a +8 bonus on Move Silently and Hide checks for 1 round. You can extend this boost's duration by paying 20 energy at the start of each turn, but it ends if you do anything that would break the Invisibility. If you break Invisibility by making a ranged attack with a non-Heavy weapon, it deals 1d6 extra damage per 2 PL you have.

#### Cracker Bullet

Type: Strike [Launcher]

Level: Real Pilot 4

Initiation Action: Fullround Action

Range: As Weapon

Target: See Text

Duration: Instantaneous

Save: None

Fires a special bullet that bursts into the air several times upon impact.

Make one attack with a ranged weapon. It gains the Concussive property. If it already had the Concussive property, it ignores Dodge and Dex bonus to AC and no immediate actions may be taken against this maneuver.

#### Dead Approach

Type: Counter [Twin Guns]

Level: Real Pilot 4

Initiation Action: Immediate Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

You may use this Counter whenever an opponent moves away from you. You move up to 15 mu per PL in their direction. If you have a pair of Twin-Linked weapons, you may fire them at the one who triggered this counter at any point during your movement.

### 5th level

#### Zero Distance

Type: Strike [Launcher]

Level: Real Pilot 5

Initiation Action: Standard Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

Boldly approach the foe, pushing ahead for a point-blank shot.

As part of this maneuver move up to your movement speed. This movement doesn't provoke attacks of opportunity. If you end adjacent to an enemy, you may fire a ranged weapon at them without provoking attacks of opportunity. It automatically threatens a critical hit.

#### Impact Slider

Type: Boost [Rifle]

Level: Real Pilot 5

Initiation Action: Swift Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

Perform a slide while shooting. A combination of offense and mobility.

When you use this boost perform a normal movement action that doesn't provoke any attacks of opportunity. At any point during this movement you may take your usual standard or fullround action for your turn. When this movement ends you're prone (if you were flying you drop to the ground without taking damage, if you're in space you drop to the nearest planet or allied battleship, whichever's closer).

#### Infinity Fire

Type: Strike [Twin Guns]

Level: Real Pilot 5

Initiation Action: Fullround Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

Shoot countless bullets while on the move.

When you use this strike move up to three times your base speed. If you have a pair of Twin-Linked weapons, you may fire each twice at any and every enemy that is within their first range increment any point during your movement.

### 6th level

#### Diffuse Shell

Type: Boost [Rifle]

Level: Real Pilot 6

Initiation Action: Swift Action

Range: See Text

Target: See Text

Duration: 1 Round

Save: None

Replaces bullet with a diffusive round, capable of hitting many targets at once.

The next ranged attack you make with a ranged non-Heavy weapon within 1 round can target all enemies in range.

#### Rodeo Drive

Type: Strike [Launcher]

Level: Real Pilot 6

Initiation Action: Fullround Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

Move using the grenade's explosions to perform a charge attack.

As part of this maneuver make a damage roll with an Heavy weapon. You move in a straight line a distance up to 10 times the damage you rolled in mu. You don't provoke attacks of opportunity, and if you end adjacent to another creature, you can perform a melee attack with the properties of the Heavy weapon plus a bonus on the attack roll equal to your PL. If you hit they suffer damage equal to twice the damage you rolled, plus any any other properties of your Heavy weapon.

#### Messiah Time

Type: Counter [Twin Gun]

Level: Real Pilot 6

Initiation Action: Immediate Action

Range: See Text

Target: See Text

Duration: Instantaneously

Save: None

Time appears to slow down as you dance and fire in a circle.

You may initiate this Counter when you're attacked. You gain a 60% miss chance for 1 round. If you have a pair of ranged Twin-Linked weapons, you may fire them at any enemies in range.

#### Zero Range

Type: Stance [Twin Guns]

Level: Real Pilot 6

Initiation Action: Swift Action

Range: See Text

Target: See Text

Duration: Stance

Save: None

While on this stance you don't provoke attacks of opportunity for using ranged weapons in melee and gain a bonus on damage rolls equal to 1d6 per 3 PL with ranged weapons when attacking enemies inside the guns first range increment. If the targets are adjacent to you, increase the d6 become d10.

#### Weak Hit

Type: Stance [Rifle] [Launcher]

Level: Real Pilot 6

Initiation Action: Swift Action

Range: See Text

Target: See Text

Duration: Stance

Save: None

Choose one of your ranged weapons. Double its crit threat range. The first time you hit an enemy with that weapon you become aware of their arsenal options. The next hits on that opponent disable one of their Arsenal options for 1 minute each. If it's an Heavy weapon it disables one of their Arsenal options right away and then disable two of their arsenal options for each following shot. If they have no Arsenal options left, quadruple its crit threat range.

### 7th level

#### Satellite Aim

Type: Boost [Twin Guns]

Level: Real Pilot 7

Initiation Action: Swift Action

Range: See Text

Target: See Text

Duration: 1 Round

Save: None

Your next ranged attack within 1 round has infinite range. If you're firing Twin Guns, both benefit.

#### Glorious Rain

Type: Strike [Rifle]

Level: Real Pilot 7

Initiation Action: Standard Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

Fire towards the sky, unleashing a rain of infinite bullets.

As part of this maneuver fire a non-heavy ranged weapon thrice, except you make the attack rolls against every enemy inside of a cone with up to 10 mu per PL.

#### Fake Silhouette

Type: Counter [Launcher]

Level: Real Pilot 7

Initiation Action: Immediate Action

Range: See Text

Target: See Text

Duration: Instantaneous Action

Save: None

A special bullet fires a decoy which detonates soon after.

You may initiate this counter when you're attacked, but only if you have a Heavy weapon. The attack automatically fails as it only hits an elaborate hologram, and your true self appears in any position within 50 mu. Then the hologram explodes dealing damage to all within 30 mu as if they had been hit by your Heavy weapon! This attack cannot crit not benefit from other bonuses/boosts besides your Dex mod.

### 8th level

#### Chain Trigger

Type: Stance [Twin Guns]

Level: Real Pilot 8

Initiation Action: Swift Action

Range: See Text

Target: See Text

Duration: Stance

Save: None

Choose one of your ranged weapons. Whenever you hit at an enemy with that weapon, they gain a Chain counter. You gain a +5 bonus on damage rolls against an opponent for each Chain counter they have with the chosen weapon, and their miss chances are also reduced by 5% per Chain counter. Chain counters are gone when you exit this stance. Each of your allies can choose one of their weapons when you enter this stance to gain the same benefit from your Chain Counters. If either of you have a pair of Twin-Linked weapons, you may have them both become able to benefit from the Chain counters (and in your case to inflict Chain Counters as well). At the start of each enemy's turn their Chain Counter number is halved, rounded down.

#### Special Shot

Type: Stance [Rifle] [Launcher]

Level: Real Pilot 8

Initiation Action: Swift Action

Range: See Text

Target: See Text

Duration: Stance

Save: None

When you enter this stance choose a Heavy and Rifle (any non-heavy) ranged weapon you have, and you load special bullets on each of them. Save DCs are 10+1/2 HD+Dex mod.

#### Heavy Ammo

Jellen Shot: Damaged enemies deal half damage and the DCs of their abilities decrease by 4 for 1 round unless they succeed on a Reflex save. If they succeed their next attack still only deals half damage and its DC decreases by 4.
Mirage Shot: Damaged enemies are Charmed for 1 round, Fascinated for 1 round if they succeed on a Will save.
Panic Shot: Damaged enemies are Panicked for 1 round unless they succeed on a Fort save, Shaken for 1 round if they save.

#### Rifle Ammo

Bind Shot-Damaged enemies are Entangled for 1 round.

Weak Shot-Damaged enemies take a -10 penalty to AC, DR and hardness for 1 round, and a -2 penalty on saves for 1 round.

#### Elder Rebellion

Type: Strike [Twin Guns]

Level: Real Pilot 8

Initiation Action: Fullround Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

A powerful continuous attack in which you move as though you and your guns are one.

Move up to four times your movement speed with. You may perform a full attack with a ranged weapon of your choice during this movement, spreading out your attacks at different points as you wish. You may take an automatic 11 on the attack rolls and add your choice of Disarming, Downfall, Pinning or Concussive to each shot. If you have a pair of Twin-Linked ranged weapons, you can perform the full attack with them both.

#### Parallel Slider

Type: Counter [Rifle]

Level: Real Pilot 8

Initiation Action: Immediate Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

Perform an evasive movement while delivering a clip of bullets.

You may use this counter when you're targeted by an attack. You move up to 5 feet per PL and gain a +10 bonus to AC and saves against that attack. If even then you're affected, half the damage. You may fire one non-heavy weapon at the one attacking you.

#### Cluster Bullet

Type: Boost [Launcher]

Level: Real Pilot 8

Initiation Action: Swift Action

Range: See Text

Target: See Text

Duration: 1 Round

Save: None

Launches cluster bomb into the air that blankets the whole area in shells.

Your next shot with a ranged weapon within 1 round multiplies into one shot per 3 PL you have. No more than half those shots (rounded up) may be targeted at the same area.

### 9th level

#### Satellite Cannon

Type: Strike [Rifle]

Level: Real Pilot 9

Initiation Action: Standard Action

Range: See Text

Target: See Text

Duration: Instantaneous

Save: None

Calls down a powerful shot from the sky, centered on the target location.

As part of this maneuver make one shot with a non-ranged weapon. It deals triple damage and targets everything in a radius up to 60 mu centered on your main target (roll once and compare against their ACs). This attack gains two properties of your choice between Rending, Pinning, Disarming, Downfall and Concussive.

#### Cosmos Breaker

Type: Boost [Launcher]

Level: Real Pilot 9

Initiation Action: Swift Action

Range: See Text

Target: See Text

Duration: 1 Round

Save: None

The next attack that you make with a ranged weapon within 1 round deals +1d6 damage per PL and the projectile keeps going after hitting the target (or missing). At the start of your next turn you can focus on keeping the attack going as a move or swift action, make a new ranged attack roll as if you were in the position of the last target hit (in the case of area/multi-target attacks, pick one), spending ammo/energy as normal. You can keep this going while you focus and have enough ammo/energy, but you can't use the weapon you used to fire this again while focusing, but you can use your other weapons normally.

#### Shift Period

Type: Counter [Twin Guns]

Level: Real Pilot 9

Initiation Action: Immediate Action

Range: See Text

Target: See Text

Duration: Instananeous

Save: None

Creates a wall of bullets around the user, then fires them all in a single attack.

You may initiate this Counter whenever you would be harmed. Until the start of your next turn when you would be harmed you may become invulnerable to that harm by spending ammo/energy for two shots from two of your weapons each. If the weapons were Twin-Linked and you didn't use any others for this Counter, you may fire them again at the start of your next turn at all enemies inside range by spending four times the normal ammo/energy cost and they deal double damage.