Command. All allied units Gain +1 to proficiency, and will employ more efficient tactics, taking cover more often and using overwatch and suppressive fire more often so long as this unit is still conscious
H.V.T. The unit takes an action to designate a enemy as a High Value Target, or H.V.T all allied forces within audible distance will focus all attacks on that target.
RALLY. The Atlesian Spec-Op makes a Charisma Check DC 14 on a success all allied units within audible distance lose the Frightened condition and gains 10 temporary hp unless they are unconscious.
VISR Mode. The Atlesian Spec-Op can activate and deactivate VISR Mode as a bonus action. While it is active, they can see in dim light within 75 feet as if it were bright light, and in darkness as if it were dim light. They can discern color. If bright light comes within 15 feet of the Atlesian Spec-Op while VISR Mode is active, they have disadvantage on ranged attack rolls for 1 minute.
Prepare to Drop. Drops are considered 20 feet shorter when determining damage from falling.
Strike from the Shadows. The Atlesian Spec-Op deals an additional 3 (1d6) damage when they make an attack with advantage.
Headshot. The Atlesian Spec-Op attacks score a critical hit on a roll of 19 or 20.
Vehicle Specialist. The Atlesian Spec-Op has proficiency in land, sea and air vehicles. As an action, they may cause one vehicle they are touching to regain 2 (1d4) hit points.
Hardlight Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) force damage if used with two hands.
GHK-109. Ranged Weapon Attack: +6 to hit, range (60/240), one target. Hit: 13 (2d8 + 4) force, fire, lightning, or cold damage. This weapon does not have disadvantage when used within 5 ft. of the target.
GHK-99. Ranged Weapon Attack: +6 to hit, range (150/300), one target. Hit: 13 (2d8 + 4) force, fire, lightning, or cold damage.
GHK-109B. Ranged Weapon Attack: +6 to hit, range (60/260), one target. Hit: 15 (2d10 + 4) force, fire, lightning, or cold damage. This weapon does not have disadvantage when used within 5 ft. of the target.
SANCHESTER 99 12-GAUGE. Ranged Weapon Attack: +6 to hit, range (30/90), one target. Hit: 14 (3d6 + 4) force, fire, lightning, or cold damage. Targets within 15 feet take twice as much damage.
LAGRANGE 9-SHOOTER. Ranged Weapon Attack: +6 to hit, range (60/180), one target. Hit: 11 (2d6 + 4) force, fire, lightning, or cold damage.
LACHTI 2908 9mm. Ranged Weapon Attack: +6 to hit, range (45/180), one target. Hit: 9 (2d4 + 4) force, fire, lightning, or cold damage.
M3 .50 HMG. Ranged Weapon Attack: +6 to hit, range (60/240), one target. Hit: 15 (2d10 + 4) force damage. The Atlesian Spec-Op must set this weapon up as an action before they can attack with it, which lasts until they move more than 5 ft. in one turn, and they can not move on the same turn they make an attack with this weapon.
Vehicle Specialist. The Atlesian Spec-Op has proficiency in land, sea and air vehicles. As an action, they may cause one vehicle they are touching to regain 2 (1d4) hit points.
Medikit. One creature within 5 ft. of the Atlesian Spec-Op regains 18 (4d8) hit points and loses the poisoned or paralyzed conditions
RX-72 Rocket Launcher (2/day). Ranged Weapon Attack: +6 to hit, range (60/150), one target. Hit: 22 (4d8 + 4) fire damage. Each attack with this weapon targets all creatures within 15 ft. of the target. For every 5 ft. these "secondary targets" are from the initial target, they take (1d8) less damage. On a miss, targets take half as much damage unless they are benefitting from cover. Attack rolls with this weapon have advantage against vehicles that are not invisible. The Atlesian Spec-Op can not move on the same turn they make an attack with this weapon.
Dust Grenade (2/day). Every creature within a 20 foot radius centered on one point within 60 feet must attempt a DC 15 Dexterity saving throw. On a failure, they take 19 (5d6) force, fire, lightning, or cold damage. On a success, they take half as much damage.
Jump Jet The Atlesian Spec-Op initiates booster packs attached to their harness. They then move 60ft in any direction, including up. They must succeed a DC 12 Dexterity saving throw or only move 15 ft in that direction and become prone.
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