Targeted Fire
Targeted Fire
Lining up the shots, you carefully pick out your target along a ship’s massive frame.
Lose Them
Lose Them
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
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
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
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
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.
Wink and Smile
Wink and Smile
A tossed rose, a blown kiss—you acknowledge someone whose eye was caught by your swagger.
Overconfident Gambit
Overconfident Gambit
With utter certainty, you announce your impending success and the impressive means by which you’ll achieve it. The sheer audacity of the attempt makes it that much more inspiring if you succeed.
Honourable Bout
Honourable Bout
Choose one creature within 30 feet of you that can see or hear you and has a clear path to you. Make a Persuasion check against the creature’s passive Insight.
This is Yours
This is Yours
A good warrior is ready for anything, but even the most experienced opponents don’t expect to receive a gift.
Make a Persuasion or nonmusical Performance check opposed by the Insight check of a creature within reach. On a success, as long as the creature has a free hand and is able to understand you, it takes the object you offer to it. On a success by 5 or more, the creature does not need to be able to understand you