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Always Prepared

Always Prepared

( points)

You are always looking for the right opportunity.

You take the Ready action as a bonus action.

Earthstrike

Earthstrike

( points)

You strike the ground with a starglaive maul, causing a psychic shockwave to knock nearby creatures prone.

Use an action to strike the ground with a starglaive. All creatures within 10 feet of you make a Strength saving throw against your psionics save DC. On a failed save the target is pushed 5 feet and knocked prone.

Imbued Strike

Imbued Strike

( points)

You imbue your strike with additional psychic energy.

When you next hit a target with a starglaive before the start of your next turn, you deal an additional 2d6 psychic damage.

Pass-Through

Pass-Through

( points)

You deactivate your blade momentarily just before it would be blocked by your enemy’s, and reactivate it to finish the strike.

When you make an attack against an enemy with a starglaive or an energy-imbued weapon, you make the attack at advantage using a maneuver to neatly bypass their defence.

Trench Run

Trench Run

( points)

You fly dangerously close to avoid the guns firing above you and line up a perfect shot, but doing so puts you right in the crosshairs of the close range guns.

You may only perform this starship maneuver while operating in a combat zone surrounding a capital ship. Until the end of your next turn, any attacks that target you have disadvantage, and you have disadvantage on saving throws against weapons with the anti-starfighter property.

Pull Up

Pull Up

( points)

Suddenly the empty space in front of you is occupied and you desperately try to pull your ship out of a collision course!

When you fail a saving throw to avoid a collision or attempted ramming, use your reaction to reroll the failed saving throw, taking the new result.

Interceptor Formation

Interceptor Formation

( points)

You and your wingmen corral your targets to keep them from escaping.

Whenever you successfully lock on to a starfighter, any other ships in the formation can use their reaction to lock on to that same target. While locked on ships in the formation have advantage on attacks against it. If you lose the lock on a target other ships in the formation lose that lock as well.

Dive Bomb

Dive Bomb

( points)

Throwing personal safety by the wayside, you dive directly at your target to ensure the hit regardless of what little time there is to pull away afterward.

Make an attack with advantage against a target in the same combat zone. After the attack make a DC 15 Strength or Dexterity saving throw (your choice). On a failed save you ram the target of your attack (see Star Captain's Manual) unless your target can successfully save to avoid you.

Targeted Fire

Targeted Fire

( points)

Lining up the shots, you carefully pick out your target along a ship’s massive frame.

Bravado Taunt

Bravado Taunt

( points)

You open your guard in a brazen display of  confidence, daring your foes to strike you.