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

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.

8th level
{{Maneuver|name = Special Shot|type = Stance [Rifle] [Launcher]|level = Real Pilot 8|action = Swift Action|range = See Text|target = See Text|duration = Stance|description = When you enter this stance choose a {{Weapon Features|feature=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.}}