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Reactive Re-arm

Reactive Re-arm

( points)

When your opponent disarms you, you recall your weapon instantly.

If you are disarmed, you can use your reaction to instantly teleport your starglaive back to your hand.

Quickdraw

Quickdraw

( points)

You reflexively draw your starglaive and attack with it in one blinding movement.

When you activate this maneuver, you take the Attack action and make a weapon attack with a starglaive, as well as any additional attacks granted by Extra Attack. You can draw and activate a starglaive as part of making your attack. You can do so even if it is not in your possession at the beginning of your turn as long as it is within 15 feet, is unattended, and a straight line path from it to you is unobstructed.

High Ground

High Ground

( points)

When you have the high ground, you have the advantage.

If you are 5 feet or more higher than your foe and they make a melee attack against you while within reach of your starglaive, you can use your reaction to interrupt their attack with an attack of your own. Make a melee attack. This attack takes place before your attacker’s attack. Quickdraw (1 point)

Lose Them

Lose Them

( points)

You break direct line of sight with your enemies by flying into an area that’s dangerous or obscured.

You may only perform this starship maneuver while operating in a combat zone with the obscuring property. Any ships with a lock on you must make a Wisdom saving throw or lose their lock.

Escort Formation

Escort Formation

( points)

The squadron forms up around a single member to protect them from fire.

When you enter this formation, choose one of the starfighters in the formation. Until the start of your next turn, any attacks made against the chosen ship have disadvantage and attacks made against any other ships in the formation have advantage.

Barrel Roll

Barrel Roll

( points)

Your starfighter spins and jukes in response to oncoming fire.

As a reaction to being targeted by an attack, you force the attack to suffer disadvantage.

A Game of Chicken

A Game of Chicken

( points)

You fly head on against another starfighter, daring them to blink first and swerve out of the way.

Choose another starfighter operating in the same combat zone and make an opposed Charisma check against it. On a success that starfighter’s pilot becomes rattled for the next 1d6 rounds. On a tied result you instead ram the chosen ship (see Star Captain's Manual).

Shake Them Off

Shake Them Off

( points)

The end of many a good pilot has been a turret or enemy starfighter that stayed locked on for just a bit too long. It’s best to shake them off with some evasive flying.

One ship of your choice that is locked on to you makes a Dexterity saving throw or loses its lock on you.

Scouting Formation

Scouting Formation

( points)

You position yourselves to put active eyes on as much of the area as possible.

Starfighter pilots in this formation gain an expertise die on Perception checks and when rolling for initiative.

Lock On

Lock On

( points)

Dogfighting is all about putting your enemy in your sights and staying out of theirs, taking the best shots while staying on target.

Choose a target in your combat zone. The target makes a Dexterity or Strength saving throw (it’s choice) or you lock on to it. While locked on a target you have advantage on attacks against it. This lock on ends if you attack a different target or attempt to lock onto a different target.