Sharks Only Swim Forward. You must move at least 100 ft every turn or all enemies gain advantage when attacking you until your next turn.
Social Distancing. If you end your turn within 100 ft of another aircraft you both must roll dexterity saves (roll with ship statistics). Total value needs to be 15 to avoid crashing. A natural 1 from either results in an automatic failure.
Failure results in ship taking damage equal to 1/2 the hit points of the ship they crashed into.
Wing Blasters. Ranged Weapon Attack: +5 to hit, range 1000 ft. requires true line of sight (shooting through friendlies requires them to make a dex save equal to the attack roll), 1 target. Hit: (1d10 + 5) Piercing damage.
Photon Torpedoes. (3 turns to recharge) Ranged Weapon Attack: +10 to hit, range 3000 ft., 2 targets. Hit: (2d10 + 10) Fire/Exploding damage.
Note: You may decide if the 2 torpedos target one enemy or two. If two you must re-roll the attack for the second with the pilot's dexterity modifier instead of the ship's +10.
Directing Power: Choose whether your energy goes towards shields or torpedos on each round.
If you select shields all piercing/bludgeoning damage is halved but you may not use torpedos (even if they are charged). This also halves damage from collisions.
If you select torpedos you may use your photon torpedos (assuming that they are charged) but will lose the shield buff until your next turn.
Evasive Maneuvers. When targeted by a ranged attack you can roll a dexterity save using the pilot's statistics.
- If 1-10 take damage as normal.
- If 11-15 take half damage.
- If 16-20 take no damage and next attack on you is made with disadvantage.
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