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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.

Blinding Light

Blinding Light

( points)

Focusing your mind on your weapon, the illumination from your starglaive intensifies, blinding your foes.

Use an action to intensify your starglaive briefly. All creatures within 10 feet of you who can see the light of your starglaive must make a Constitution saving throw. On a failure, they are blinded until the end of their next turn.

Guided Throw

Guided Throw

( points)

You throw your starglaive at your target, and it returns instantly to your hand.

Make a melee weapon attack with a starglaive against a creature within 30 feet. If you have additional attacks granted by Extra Attack, this maneuver replaces only one of them, and you may use the remaining attacks as normal

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.

Ace Maneuvering

Ace Maneuvering

( points)

You pull a maneuver either too brilliant or foolhardy for your tail to predict—putting them in your crosshairs.

One starfighter of your choice currently locked on to you makes a Wisdom saving throw or its lock on you is broken and you lock on to it instead. While locked on to a target you have advantage on attacks made against it. This lock on ends if you attack a different target or attempt to lock on to a different target.

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.

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.

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.