Hover. Using the jumpacks found behind them, similar to Zethus operatives, airborne commandos can hover above the ground for five rounds. However, after hovering for five rounds, the jumpack will undergo a recharge for three rounds before being able to be used again.
Aggression. Airborne commandos are trained to be extremely aggressive, paralyzing enemies with overwhelming firepower and movement. Airborne commandos gain an additional +6 to hit DC
Six sense. Due to prolonged engagements in urban and concealed environments, Airborne commandos have gained a heightened sense of perception to counter against urban ambushes [+5 perception]
Light-footed. Due to their relatively light weight and kit, Airborne commandos are extremely agile in all environment. Airborne commandos can throw smoke grenades and disengage, ending the encounter with them[DC of 15 or higher]
Silenced Battle rifle. Ranged Weapon Attack: +16 to hit, range 145/525 ft., one target. Hit: 16 (3d20 + 26) piercing damage.
Weapon bash. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 12) bludgeoning damage.
Flashbang. Throws a concussion stun grenade at the group of hostiles, stunning them for one round. This effects everybody, no matter their race or class, in a 15 ft area.
Medical stimulant. uses a medical stim to regain all of his HP and temporary immunity for one round. Additionally, all negative side effects placed on the operative will be completely negated for one round. Operatives are given four stims.
Concealment smoke. Throws several canisters of concealment smoke before retreating either temporarily or permanently to reorganize [DC of 15 or higher]
Description
Airborne commandos represents the best of the best within the Royal Purasian Air Force. They act as special forces, conducting direct action missions with the intent to destroy or capture key objectives and infrastructure to paralyze and cause chaos behind enemy lines before the arrival of the main force, or the deployment of the main airborne element.
Airborne commandos are extremely proficient in both long range distance engagement and extreme close quarters engagement. However, if things gets too dicey for them, Airborne commandos will deploy concealment smoke before making their swift withdrawal from the area.
Airborne commandos tend to operate in groups of six, however, veteran airborne commandos can operate in teams as small as two, at a might higher risk to themselves.
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