Ships Full Of Hope

With the advancement of mecha and the escalation of war, there came a need for mobile bases to support the mecha on the front lines. Brave officers of all kinds command their armies from those imposing vessels, viewing the battlefield as a whole and strengthening their troops formations while watching out for weaknesses on the enemy's own.

Unlike normal martial schools, Ships Full of Hope maneuvers don't need to be recharged, but consume energy from the mecha equal to the Maneuver's level x 5 when used. 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

Fire on my Command (Strike): One ally makes an attack guided by your skill.

Covering Barrage (Strike): Pin down an enemy under attacks, making him more vulnerable.

Prepare for Battle (Boost): One ally gets a bonus on an action of his or her choice.

Inspiring Actions (Stance): Whenever you use a maneuver, your allies fight better.

### 2nd level

Hold Your Formations (Boost): Group of allies adjacent to each other gain defensive bonus.

Crying is Useless (Boost): Allow ally to re-roll failed save.

Brace for Impact (Counter): Deny a successful critical hit or gain bonus on save.

Stay Clear of our Line of Fire (Strike): Deal area damage without risking to hit allies.

### 3rd level

Open Fire (Strike): Fire main beam cannon twice with reduced accuracy.

Stay Clear of our Line of Fire (Stance): Increase the range and bonus of your Command.

Energy Charge Complete (Strike): Deal extra damage with main gun.

All Hands, Status Report (Boost): Gain temporary HP.

### 4th level

Focus Fire on the Target (Strike): Up to two allies make one free attack against one enemy.

You Really Think You Can Take on my Battleship (Counter): Add Cha to saves, DR and AC.

Fire Control to Damaged Area Now (Boost): Remove a harmful effect from your battleship.

### 5th level

Fire at Will (Strike): Fire main beam cannon three times with penalty.

Justice Is In Our Side (Boost): Double your command bonus.

Do Not Miss (Boost): Allies can re-roll miss chances for 1 round.

### 6th level

Bullet Hell (Strike): Make a strafing flight with your secondary weapons.

Make Every Shot Count (Boost): Increase critical threat range, and crits are automatically confirmed.

Disable All Safeties (Stance): Push your battleship to the extreme.

### 7th level

Call Back the Escort Units (Strike): Up to four allies can make a free move or standard attack

This Battle Isn't over Yet (Counter): Grant temporary HP to ally that would be destroyed.

All Hands, Take Heart (Boost): Add Cha mod to ally saves, skill checks, attacks and damage rolls for 1 round.

### 8th level

RAMMING SPEED! (Stance): Plow directly through your enemies!

Blast Them to Bits (Strike): Use the main beam cannon four times with a penalty.

### 9th level

Last Assault (Strike): Coordinate one final attack with your allies.

## Maneuver and Stance Explanations

NOTES: Unless otherwise noted, any maneuver from this school that affects allies cannot be used on yourself, and can only be used in allies in range of your Leader aura (if you don't have one, then the maneuver is useless) plus 5 feet per Ship Captain level.

### 1st level

#### Fire on my Command

Type: Strike

Level: Ship Captain 1

Initiation Action: Standard

Range: None

Target: 1 ally

Duration: Instantaneous

Save: None

One ally of your choice may make a standard attack (but not a maneuver or special ability). He gains a bonus on the attack and damage roll for this attack equal to your Cha mod.

#### Covering Barrage

Type: Strike

Level: Ship Captain 1

Initiation Action: Full-round

Range: As weapon

Target: As weapon

Duration: Instantaneous

Save: Reflex partial

You perform a normal attack with one of your weapons. Regardless of if you hit or miss your target, it must make a Reflex save (DC 10+1/2 HD+ Charisma modifier) or be Entangled for 1 round.

#### Prepare for Battle

Type: Boost

Level: Ship Captain 1

Initiation Action: Swift

Range: None

Target: One ally

Duration: One round

Save: None

One ally of your choice gains a “floating” bonus equal to your Cha mod that can be spent on any one save, attack or damage roll performed within 1 round. The choice must be made before rolling the dice, and if it isn't expended within 1 round the bonus is lost.

#### Inspiring Actions

Type: Stance

Level: Ship Captain 1

Initiation Action: Swift

Range: None

Target: Self

Duration: Stance

Save: None

While you are in this stance, whenever you use a maneuver, the bonus from your Leader aura increases by 1 for 1 round (multiple maneuvers in the same round stack).

### 2nd level

#### Hold Your Formations

Type: Boost

Level: Ship Captain 2

Initiation Action: Swift

Range: None

Target: Any number of adjacent allies

Duration: 1 round

Save: None

Any number of allies that are adjacent to each other gain a bonus to resist basic combat maneuvers (grapple, trip, bull rush), AC and Saves equal to your Cha mod for 1 round. This bonus is automatically lost for all if one of them moves from his current position.

#### Crying is Useless

Type: Boost

Level: Ship Captain 2

Initiation Action: Swift

Range: None

Target: 1 Ally

Duration: Instantaneous

Save: None

One ally of your choice can reroll a failed saving throw against one effect currently affecting him (except death), using the original save DC. If he succeeds, the effect is removed. This has no effect for effects that don't allow saves.

#### Brace for Impact

Type: Counter

Level: Ship Captain 2

Initiation Action: Immediat

Range: Self

Target: -

Duration: Instantaneous

Save: None

You may use this counter when you would need to make a save or take extra damage from a critical hit. You either gain a bonus equal to your Cha mod to the save or the critical hit becomes a normal hit.

#### Stay Clear of our Line of Fire

Type: Strike

Level: Ship Captain 2

Initiation Action: Fullround

Range: As main beam cannon

Target: As main beam cannon

Duration: Instantaneous

Save: None

Choose a path to fire your main beam cannon. You may move any allies that would be caught in the area of effect out of the way to the closest point outside the attack area, even if they're outside your Leader aura range.

### 3rd level

#### Open Fire

Type: Strike

Level: Ship Captain 3

Initiation Action: Fullround

Range: As main beam weapon

Target: As main beam weapon

Duration: Instantaneous

Save: See text

Make up to two attacks with your main beam weapon. You take a -2 penalty on the attack rolls.

#### Great Commander

Type: Stance

Level: Ship Captain 3

Initiation Action: Swift

Range: None

Target: Self

Duration: Stance

Save: None

While in this Stance, you may count yourself as having taken the Leader feat an extra time for every 3 Pilot levels you have, gaining a bigger bonus and increased area of effect. This doesn't do anything if you don't already have the leader feat.

#### Energy Charge Complete

Type: Strike

Level: Ship Captain 3

Initiation Action: Fullround

Range: As main beam cannon

Target: As main beam cannon

Duration: Instantaneous

Save: None

You fire your main beam cannon, with its Range doubled and dealing extra damage equal to your Pilot level + Charisma modifier, but also consuming double the normal energy cost.

#### All Hands, Status Report

Type: Boost

Level: Ship Captain 3

Initiation Action: Swift

Range: You

Target: Self

Duration: 1 round/level

Save: None

You gain temporary HP equal to 2 \* (your Pilot Level + Charisma modifier).

### 4th level

#### Focus Fire on the Target

Type: Strike

Level: Ship Captain 4

Initiation Action: Fullround

Range: None

Target: Up to two allies

Duration: Instantaneous

Save: None

As Fire on my Command, but can affect up to two allies.

#### You Really Think You Can Take on my Battleship

Type: Counter

Level: Ship Captain 4

Initiation Action: Immediate

Range: None

Target: Self

Duration: 1 round

Save: None

You may initiate this counter whenever you would be damage by an attack. You gain a bonus to saves, DR and AC equal to your Cha mod until the beginning of your next turn. Those bonus don't apply against the attack that triggered this however.

#### Fire Control to Damaged Area Now

Type: Boost

Level: Ship Captain 4

Initiation Action: Swift

Range: Self

Target: Self

Duration: Instantaneous

Save: None

Remove from your battleship any one condition/spell/effect with a duration other than instantaneous or permanent. You may initiate this maneuver even if unable to take actions.

### 5th level

#### Fire at Will

Type: Strike

Level: Ship Captain 5

Initiation Action: Fullround

Range: As main beam cannontarget = As main beam cannon

Target: No Target

Duration: Instantaneous

Save: None

Make three attacks with your main beam cannon. You take a -3 penalty on those attacks.

#### Justice is In Our Side

Type: Boost

Level: Ship Captain 5

Initiation Action: Swift

Range: None

Target: Self

Duration: 1 round

Save: None

Your Command bonus granted by your Leader aura is doubled for 1 round.

#### Do Not Miss

Type: Boost

Level: Ship Captain 5

Initiation Action: Swift

Range: None

Target: All allies within range

Duration: 1 round

Save: None

All your allies inside your aura can re-roll missed attacks and miss-chances for 1 round.

### 6th level

#### Bullet Hell

Type: Strike

Level: Ship Captain 6

Initiation Action: Fullround

Range: See text

Target: See text

Duration: Instantaneous

Save: None

You move up to your speed and can fire your Battleship Missiles and Anti-Air craft gun at every opponent that is inside your Leader Aura (as long as you have enough ammo), and fire your main beam cannon once at any point during this movement.

#### Make Every Shot Count

Type: Boost

Level: Ship Captain 6

Initiation Action: Standard

Range: None

Target: All allies inside your Leader aura

Duration: 1 round

Save: None

All allies inside your Leader aura have their threat ranges increased by 1 and automatically confirm critical hits until the beginning of your next turn.

#### Disable all Safeties

Type: Stance

Level: Ship Captain 6

Initiation Action: Swift

Range: Self

Target: Self

Duration: Stance

Save: None

While in this Stance, your battleship's flight speed is doubled, maneuverability increases by two steps and the Main beam Cannon loses the Heavy property, but any natural 1s you roll on attacks, saves or skill checks deal damage to your own battleship equal to your Pilot level, ignoring DR.

### 7th level

#### Call Back the Escort Units

Type: Strike

Level: Ship Captain 7

Initiation Action: Fullround

Range: None

Target: Up to 4 allies

Duration: Instantaneous

Save: None

As Focus Fire on the Target, but up to 4 allies, and they may take a move action instead of an attack.

#### This Battle Isn't over Yet

Type: Counter

Level: Ship Captain 7

Initiation Action: Immediate

Range: None

Target: 1 ally

Duration: Instantaneous

Save: None

You may initiate this maneuver when an ally's mecha would be reduced to 0 or less HP. You grant him Temporary HP equal to 2 \* (your Pilot Level + Charisma modifier). You cannot use this counter if there's an ally with Temporary HP from this maneuver. However any one affected by this maneuver may willingly give up any leftover temporary HP to allow you to use this again (even better if they patched themselves up in between).

#### All Hands Take Heart

Type: Boost

Level: Ship Captain 7

Initiation Action: Swift

Range: Self

Target: Self

Duration: 1 round

Save: None

After you initiate this maneuver, you add your Cha mod to saves, skill checks, attack and damage rolls for 1 round.

### 8th level

#### RAMMING SPEED

Type: Stance

Level: Ship Captain 8

Initiation Action: Swift

Range: Self

Target: Self

Duration: Stance

Save: None

While in this stance, you can use your ship to ram opponents, It gains a ram melee weapon dealing 1d10 damage per Pilot level with the Area, Rending and Heavy properties. If you have your E-Field active, it also has the Power Property. You may start a free bull rush without provoking attacks of opportunity against any opponents damaged by this attack.

#### Blast them to Bits

Type: Strike

Level: Ship Captain 8

Initiation Action: Fullround

Range: As main beam weapon

Target: As main beam weapon

Duration: Instantaneous

Save: None

You fire your main beam weapon 4 times, taking a -4 penalty on the attack rolls

### 9th level

#### Last Assault

Type: Strike

Level: Ship Captain 9

Initiation Action: Fullround

Range: See Text

Target: See text

Duration: Instantaneous

Save: None

You and your allies all make one full attack against any targets of their choices