Ace Pilot

Real Robot pilots focus on constant movement and agility, pinning their opponents under a hail of fire while making themselves hard targets. Decades of study of the techniques of the best veterans have allowed Real Robot engineers to program the best movements on machines so rookies don't need years of hard work to master them.

Unlike normal martial schools, Ace Pilot 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.

Original Thread

## Maneuver and Stance List

### 1st level Maneuvers

Twin Assault (Strike): Fire two weapons of the same kind at the same time.

Sword and Gun Assault (Strike): Make ranged attack, then Charge.

Close Quarters (Boost): Don't provoke AoOs for using ranged weapons in melee or moving.

Hit and Run (Stance): Can move after performing a full-round action.

### 2nd level Maneuvers

Careful Aim (Boost): Ignore DR and hardness of your target with any weapon.

Threaten (Boost): Threaten enemies in range of your weapon.

Return Fire (Counter): Use ranged weapon on creature which just attacked you.

Disabling Hit (Strike): Deny an opponent use of one of their weapons for 1 round.

### 3rd level Maneuvers

Hail of Fire (Strike): Slow opponent for 1 round

Gunfight (Stance): Increase your range increment and damage with ranged weapons.

Multi-target (Strike): Attack multiple opponents at once.

Blinding Hit (Strike): Blind opponent for 1 round

### 4th level Maneuvers

Penetrating Shot (Strike): Turn ranged shot into line attack.

I can see it! (Counter): Gain Miss chance for 1 round.

Lighting Strafe (Strike): Move, attack, and move again.

### 5th level Maneuvers

Cockpit Hit (Strike): Stun opponent for 1 round.

Surprise Assault (Strike): Attack, gain dodge bonus to AC and reflexes.

Clear Mind (Boost): Ignore concealment and miss chances.

### 6th level Maneuvers

Curtain Fire (Strike): Your attack divides into myriad of dazzling forms of your choice.

Ambush (Strike): Attack any visible enemy you can see regardless of distance.

Master Aim (Stance): Ignore DR and hardness.

### 7th level Maneuvers

Devastating Assault (Strike): Perform a full attack as a standard action.

Mixed Fire (Strike): Fire all your ranged weapons once at the same time.

Quick Blow (Strike): Use weapon as swift action.

### 8th level Maneuvers

Crystal Mind (Stance): Ignore all miss chances and concealment.

Interrupting blow (Strike): Use weapon as an immediate action.

### 9th level Maneuvers

Genocide (Boost): Full attack with all your ranged weapons, then Charge.

## Maneuver and Stance Explanations

### 1st level Maneuvers

#### Twin Assault

Type: Strike

Level: Real Pilot 1

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: No Duration Specified

Save: None

As a standard action, you may attack with two melee weapons or two ranged weapons, without any penalty on the attack rolls.

#### Sword and Gun Assault

Type: Strike

Level: Real Pilot 1

Initiation Action: Fullround

Range: As weapon

Target: As weapon

Duration: No Duration Specified

Save: None

You may fire one ranged weapon, followed by a normal charge, without any penalty on the attack rolls.

#### Close Quarters

Type: Boost

Level: Real Pilot 1

Initiation Action: Swift

Range: Personal

Target: You

Duration: 1 round

Save: None

After initiating this boost, you do not provoke any Attacks of Opportunity for moving and/or firing a ranged weapon in melee until the beginning your next turn.

#### Hit and Run

Type: Stance

Level: Real Pilot 1

Initiation Action: No Initiation Action Specified

Range: Personal

Target: You

Duration: Stance

Save: None

While in this stance, you may take an extra move action after taking a full-round action, provided you have not moved during the turn. This extra move action may only be used for movement.

### 2nd Level Maneuvers

#### Careful Aim

Type: Boost

Level: Real Pilot 2

Initiation Action: Swift

Range: Personal

Target: You

Duration: 1 round

Save: None

When you initiate this maneuver, your attacks ignore the DR and Hardness of your targets until the beginning of your next turn.

#### Threaten

Type: Boost

Level: Real Pilot 2

Initiation Action: Swift

Range: Personal

Target: You

Duration: 1 round

Save: None

When you initiate this boost, you threaten all squares within one range increment of a chosen weapon until the beginning of your next turn. Even if the chosen weapon is a ranged weapon that normally would not threaten squares, it does, and you may perform attacks of opportunity with that weapon.

If the chosen weapon is a melee weapon, enemies hit by your Attacks of Opportunity stop their movement in the square from which they provoked the attack.

Your opponents are clearly aware of this boost's effects when you use it.

#### Return Fire

Type: Counter

Level: Real Pilot 2

Initiation Action: Immediate

Range: As weapon

Target: One creature that attacked you.

Duration: Instantaneous

Save: None

You may initiate this maneuver whenever an enemy hits you with any single-target attack. You may make one basic attack with a weapon of your choice against that enemy upon initiating this maneuver.

#### Disabling Hit

Type: Strike

Level: Real Pilot 2

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: Instantaneous

Save: None

When you initiate this strike, make a single attack against an enemy. If you hit with that choose one weapon of your enemy. That enemy can't use that weapon for until the beginning of your next turn.

### 3rd Level Maneuvers

#### Hail of Fire

Type: Strike

Level: Real Pilot 3

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: 1 round

Save: None

When you initiate this maneuver, make a single basic attack with a weapon of your choice. If you hit, your opponent must make a Reflex save (DC 10+1/2 HD+ the higher of your Str or Dex modifiers) or be slowed as the spell for 1 round.

#### Gun Fight

Type: Stance

Level: Real Pilot 3

Initiation Action: Swift

Range: Personal

Target: You

Duration: Stance

Save: None

While in this stance, you gain a bonus to your damage with ranged weapons equal to one half of your Pilot Level (full Pilot Level to Heavy ranged weapons), and the range of all such weapons increases by twice that amount in feet, rounded to the nearest 5 foot increment.

#### Multi-target

Type: Strike

Level: Real Pilot 3

Initiation Action: Standard

Range: As weapon

Target: Any number of creatures within reach/range, up to your ammo left with the used weapon.

Duration: Instantaneous

Save: None

When you initiate this maneuver, you may perform one basic attack against each enemy within reach/range of your melee/ranged weapon.

#### Blinding Hit

Type: Strike

Level: Real Pilot 3

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: 1 round

Save: None

When you initiate this maneuver perform a single basic attack with a weapon of your choice. If you hit, your opponent must make Fortitude save (DC 10+1/2 HD+ the higher of your Str or Dex modifier) or be blinded for 1 round.

### 4th Level Maneuvers

#### Penetrating Shot

Type: Strike

Level: Real Pilot 4

Initiation Action: Fullround

Range: As weapon

Target: As weapon

Duration: Instantaneous

Save: Reflex DC 10 + 1/2 HD + Dex mod

When performing this maneuver, you affect a 5 foot wide line with length equal to one range increment of your chosen weapon. The attack automatically hits, but your opponents can make a Reflex save (DC 10 + 1/2 HD + Dex modifier) for half damage. This maneuver cannot be used with melee weapons or ranged weapons that already affect an area.

#### I can see it!

Type: Counter

Level: Real Pilot 4

Initiation Action: Immediate

Range: Personal

Target: You

Duration: 1 round

Save: None

When initiating this counter all attacks against you (even area attacks) have a 50% miss chance.

#### Lighting Strafe

Type: Strike

Level: Real Pilot 4

Initiation Action: Fullround

Range: As weapon

Target: As weapon.

Duration: Instantaneous

Save: None

Move, perform a basic attack, then take another move action.

### 5th Level Maneuvers

#### Cockpit Hit

Type: Strike

Level: Real Pilot 5

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: Instantaneous

Save: None

When you initiate this maneuver perform a single basic attack with a weapon of your choice. If you hit, your opponent must make a Will save with DC 10+1/2 HD+your Str or Dex modifier (whichever's higher) or be stunned for 1 round. Dazed if they're immune to Stun.

#### Surprise Assault

Type: Strike

Level: Real Pilot 5

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: 1 round

Save: None

When you initiate this maneuver, perform a basic attack. Regardless if it hits, you gain a dodge bonus to your AC and reflex saves equal to 5+ 1/2 your Pilot Level, rounded down, for 1 round.

#### Clear Mind

Type: Boost

Level: Real Pilot 5

Initiation Action: Swift

Range: Personal

Target: You

Duration: 1 round

Save: None

After initiating this boost, you ignore all concealment and miss chances until the beginning of your next turn.

### 6th Level Maneuvers

#### Curtain Fire

Type: Strike

Level: Real Pilot 6

Initiation Action: Full-Round

Range: See text

Target: See text

Duration: 2 rounds

Save: None

Instead of one single attack, you divide your into dozens or even hundreds of tiny balls of energy that fill the area around you. When using this maneuver it affects one 5 foot cube per Pilot Level. Each cube must be placed within your weapon's reach. Creatures on the cubes must make Reflex saves (DC 10+1/2 HD+ the higher of your Str or Dex modifiers) or take damage as by your chosen weapon, plus any special properties, but if they succeed they take no damage and may move to an adjacent non-affected area. Those balls of energy last for 2 rounds.

#### Ambush

Type: Boost

Level: Real Pilot 6

Initiation Action: Standard

Range: Personal

Target: You

Duration: Instantaneous

Save: None

When you initiate this maneuver, you may perform one basic attack against any enemy you can see regardless of distance.

If you're using a melee weapon, then you can instantly move adjacent to your opponent and attack, after which you return to your starting square, without provoking AoOs.

#### Master Aim

Type: Stance

Level: Real Pilot 6

Initiation Action: Swift

Range: Personal

Target: You

Duration: Stance

Save: None

While on this Stance, you ignore all DR and hardness that your enemies may have.

### 7th Level Maneuvers

#### Devastating Assault

Type: Strike

Level: Real Pilot 7

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: Instantaneous

Save: None

When you initiate this maneuver, you may perform a full attack.

#### Mixed Fire

Type: Strike

Level: Real Pilot 7

Initiation Action: Full-Round

Range: As weapons

Target: As weapons

Duration: Instantaneous

Save: None

When you initiate this maneuver, you may fire each built-in ranged weapon of your mecha once. If you normally can't hold them all at the same time then you become able to quickly swap between them for these attacks.

#### Quick Blow

Type: Strike

Level: Real Pilot 7

Initiation Action: Swift

Range: As weapon

Target: As weapon

Duration: Instantaneous

Save: None

When you initiate this maneuver, make one attack roll at your normal bonus with a bonus on the attack and damage roll equal to your Pilot level.

### 8th Level Maneuvers

#### Crystal Mind

Type: Stance

Level: Real Pilot 8

Initiation Action: Swift

Range: Personal

Target: You

Duration: Stance

Save: None

While in this stance, you ignore all miss chances and concealment of your enemies, plus you gain a miss chance against enemy attacks of 3 times your Pilot level. Half this miss chance still applies against attacks that would ignore miss chances or don't need attack rolls.

#### Interrupting blow

Type: Counter

Level: Real Pilot 8

Initiation Action: Immediate

Range: As weapon

Target: As weapon

Duration: Instantaneous

Save: None

When you initiate this counter, make one attack with one of your weapons against any enemy within reach with a bonus on the attack and damage roll equal to your Pilot level.

### 9th level Maneuvers

#### Genocide

Type: Strike

Level: Real Pilot 9

Initiation Action: Fullround

Range: As weapons

Target: As weapons

Duration: Instantaneous

Save: None

When you initiate this maneuver, make a full-attack with your built-in ranged weapons, then perform a charge at the end of which you may full-attack with your built-in melee weapons.