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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)

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.

Bombing Formation

Bombing Formation

( points)

You form up and coordinate your salvos into a single devastating bombing run.

When you fire a weapon with the salvo property while in this formation, any other ships in the formation can use their reaction to fire one weapon with the salvo property. Any effects that can shoot down or block weapons with the salvo property treat all munitions fired in this way as a single salvo.

Engender Doubt

Engender Doubt

( points)

When a creature misses you with a melee weapon attack, you can use your reaction to disparage its performance.

Challenger's Strike

Challenger's Strike

( points)

When you activate this maneuver, you take the Attack action and

Quick Spill

Quick Spill

( points)

With daring-do and practiced grace you seamlessly fling an obstacle across the floor with surprising swiftness. With some extra effort, you can distract from the violent intent.