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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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.