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

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.