Into The Danger Zone

Every robot pilot shares a taste for danger. What else could motivate them to step inside giant machines that could easily become their coffins, when there's plenty of advances on pilot AIs and remote control systems?

The Into the Danger Zone school was built on that adrenaline rush every pilot craves, seeking tougher battles, charging right at the enemy and facing overwhelming odds. Hitting your opponent non-stop, turning the enemy numbers against themselves, keep moving ahead, pushing your mecha to it's limits it's what this school is all about. It is taught to Super and Real Pilots alike as a base before more advanced schools, and even the lowest grunts know a trick or two from it.

Unlike normal martial disciplines, Into the Danger Zone maneuvers do not 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.

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## Maneuver and Stance List

### 1st level

Chain Attack (Strike): Hit all adjacent opponents to you.

Iron Blow (Strike): Make a normal attack, your opponent can't react to it.

Engine Overload (Stance): Move faster by expending extra energy.

### 2nd level

Cripple Generator (Strike): Deal damage to the enemy energy instead of HP

Parry (Counter): Try to block enemy attack with your own. Doesn't consume any action.

### 3rd level

Iron Fury (Strike): Quickly move between your opponents while striking them

Iron Charge (Stance): Gain AC and save bonus for moving faster

Unbreakable Will (Boost): Stop a harmful effect from affecting you

### 4th level

Pile Them Up (Strike): Make your opponents crash into each other!

Fighting Spirit (Counter): Re-roll missed attack, or force an opponent to re-roll a save against one of your attacks.

### 5th level

Iron Wave (Boost): Your attacks push back opponents!

Into the Breach! (Strike): Quadruple move, then attack!

### 6th level

Graze (Counter): Gain dodge bonus against one attack, then gain attack bonus if it misses.

Squad Breaker (Strike): hit multiple enemies with a single blow.

Speed Devil (Stance) hit harder the more you move each turn.

### 7th level

Gamble (Boost): Open your defense, deliver devastating attack in return.

Mecha Kick! (Strike): Improvise a powerful attack with your machine's limbs.

### 8th level

Battle Lust (Stance): The more damage you deal, the stronger you get!

Rout the Army (Strike): Perform a full attack against multiple opponents!

### 9th level

Override (Strike): Keep attacking until you  run out of ammo/energy.

## Maneuver and Stance Details

### 1st Level

#### Chain Attack

Type: Strike

Level: Any Pilot Class 1

Initiation Action: Standard

Range: Adjacent Opponents

Target: All within range

Duration: Instantaneous

Save: None

You strike once at every enemy adjacent to you with a weapon of your choice. If you use a ranged weapon it doesn't trigger attacks of opportunity.

#### Iron Blow

Type: Strike

Level: Any Pilot Class 1

Initiation Action: Standard

Range: As Weapon

Target: As Weapon

Duration: Instantaneous

Save: None

Make one attack with a weapon of your choice. No opponents can take immediate and/or free actions until it is resolved.

#### Engine Overload

Type: Stance

Level: Any Pilot Class 1

Initiation Action: Swift

Range: None

Target: Self

Duration: Stance

Save: None

While in this stance, you gain a bonus to all your speeds equal to 5 mu per pilot level, but you lose one extra energy for every 5 mu you move.

### 2nd Level

#### Cripple Generator

Type: Strike

Level: Any Pilot Class 2

Initiation Action: Standard

Range: As Weapon

Target: As Weapon

Duration: Instantaneous

Save: None

Perform an attack with a weapon of your choice. If it hits, it deals damage to your opponent's energy instead of of it's HP. All defensive abilities apply normally.

#### Parry

Type: Counter

Level: Any Pilot Class 2

Initiation Action: Free (Even off your turn)

Range: You

Target: No Target

Duration: Inatantaneous

Save: None

You can initiate this counter when an enemy would hit you with an attack. Make an attack roll with the weapon you last used on your turn. If it exceeds your opponent's attack roll, the attack is blocked. Note this maneuver is a free action, and thus you can use it multiple times in a round. For each successive parry you do in a single round, you take a -3 penalty on your attack roll.

### 3rd Level

#### Iron Fury

Type: Strike

Level: Any Pilot Class 3

Initiation Action: Fullround

Range: As Weapon

Target: No Target

Duration: Instantaneous

Save: None

When you initiate this maneuver you move up to your speed and choose one of your weapons. Every time you pass adjacent to an opponent during this maneuver you may attack them with said weapon. You don't cause attacks of opportunity for moving nor for using a ranged weapon with this maneuver (but you still must fire at point-blank range). You cannot attack each opponent more than once with this maneuver.

#### Iron Charge

Type: Stance

Level: Any Pilot Class 3

Initiation Action: Swift

Range: None

Target: You

Duration: Stance

Save: None

While in this stance, you gain +1 to your AC and saves for every 15 mu you moved in a straight line during your turn that last until the start of your next turn. Only basic move actions or movement as part of a run/charge/withdraw action count towards this bonus, not forced movement or movement as part of other actions (such as attacking with a melee Area weapon or a maneuver that makes you move).

#### Unbreakable Will

Type: Boost

Level: Any Pilot Class 3

Initiation Action: Swift

Range: You

Target: You

Duration: Instantaneous

Save: None

You may perform this maneuver even if you would be normally be unable to take actions willingly or not. Select one spell, effect or condition currently affecting you, except death. You can ignore it for 1 round per Pilot Level.

### 4th Level

#### Pile Them up

Type: Strike

Level: Any Pilot Class 4

Initiation Action: Standard

Range: As Weapon

Target: See text

Duration: Instantaneous

Save: None

When you initiate this maneuver perform a normal attack with one of your weapons. If you hit, your opponent is flung 5 mu for every 5 damage it took in a direction of your choice. If it hits another opponent, they each take 1d6 damage for every 5 mu it still had to be flung away. Then they're also flung together on a new direction of your choice, repeating the process if they hit a new opponent. This continues until the flung opponents stop before hitting a new target or there are no more targets. This movement doesn't cause attacks of opportunity.

#### Fighting Spirit

Type: Counter

Level: Any Pilot Class 4

Initiation Action: Immediate

Range: None

Target: You

Duration: Instantaneous

Save: None

You may initiate this counter when you fail on an attack or your opponent succeeds on a save against one of your abilities. The attack/save is re-rolled and the new result taken.

### 5th Level

#### Iron Wave

Type: Boost

Level: Any Pilot Class 5

Initiation Action: Swift

Range: You

Target: You

Duration: 1 Round

Save: Yes

For the duration of this boost, all your attacks cause opponents to be flung in a direction of your choice when hit by your attacks, at a rate of 5 mu for 5 damage taken. They don't take extra damage for crashing against anything, but this movement provokes attacks of opportunity by your allies.

#### Into the Breach!

Type: Strike

Level: Any Pilot Class 5

Initiation Action: Fullround

Range: As Weapon

Target: As Weapon

Duration: Instantaneous

Save: None

When you initiate this maneuver, move up to four times your speed, then deliver a normal attack.

### 6th Level

#### Graze

Type: Counter

Level: Any Pilot Class 6

Initiation Action: Immediate

Range: You

Target: You

Duration: See Description

Save: None

Initiate this maneuver if you're targeted by one attack. You gain a dodge bonus to AC equal to half your pilot level until the beginning of your next turn. For each attack that misses you this turn, you gain +2 on your attack rolls for your next turn.

#### Squad Breaker

Type: Strike

Level: Any Pilot Class 6

Initiation Action: Standard

Range: See text

Target: See text

Duration: Instantaneous

Save: None

When you initiate this maneuver, double your reach and perform two attacks against each opponent within reach with one melee weapon of your choice.

Alternatively, fire a ranged weapon at a square twice. The shots explode in a burst with a radius equal to 5mu times one half your pilot level. Enemies caught inside the explosion must succeed on two reflex saves with DC equal to your attack rolls. For each failed save they take damage as if struck by your weapon.

#### Speed Devil

Type: Stance

Level: Any Pilot Class 6

Initiation Action: Swift

Range: None

Target: You

Duration: Stance

Save: None

While in this stance, you gain +1 to your attack and damage rolls for every 20 mu you moved during your turn.

### 7th level

#### Gamble

Type: Boost

Level: Any Pilot Class 7

Initiation Action: Swift

Range: You

Target: You

Duration: Until end of turn

Save: None

When you initiate this maneuver, choose an opponent. That opponent can automatically perform an attack with a weapon of his choice against you, and you count as flat-footed against it. If you're still alive and able to take actions after this attack, double your critical threat for all your weapons when attacking said opponent, and you automatically confirm critical threats against it as well, until the end of this turn.

#### Mecha Kick!

Type: Strike

Level: Any Pilot Class 7

Initiation Action: Standard

Range: One Opponent

Target: One Opponent

Duration: Instantaneous

Save: None

As part of this maneuver you attack with one of your mecha limbs, usually a leg, while shouting at the top of your lungs. This attack doesn't have any extra attack bonus, but it has the Power and Rending properties. It deals 1d12 damage per Pilot Level.

### 8th level

#### Battle Lust

Type: Stance

Level: Any Pilot Class 8

Initiation Action: Swift

Range: You

Target: You

Duration: Stance

Save: None

While in this stance, at the beginning of each of your turns you gain a bonus to Str and recover HP equal to 1/10 the highest damage value you inflicted on an enemy during the previous turn (not taking in account DR/hardness or reductions). So for example if you inflicted 50, 30 and 25 damage on the last round, the Str bonus would be +5. The Str bonus resets to zero at the start of your next turn or when you change stances, whichever happens first.

#### Rout the Army

Type: Strike

Level: Any Pilot Class 8

Initiation Action: Standard

Range: As Weapon

Target: See Text

Duration: Instantaneous

Save: None

As part of this maneuver, perform a full attack. All opponents on a burst with radius equal to five times your pilot level are targeted by that full attack.

### 9th level

#### Override

Type: Strike

Level: Any Pilot Class 9

Initiation Action: Standard

Range: As Weapon

Target: As Weapon

Duration: Instantaneous

Save: Yes

Choose a weapon and perform an attack with it. If you hit, you can keep attacking with that weapon until you're unable to use the weapon anymore due to lack of energy/ammo. You cannot benefit from any action to recharge your ammo or energy while performing this maneuver. If you use this maneuver with a weapon that doesn't consume energy or ammo, you simply make six attacks with it.