Air Control. As the squad with the most mobility and surveillance over the battlefield, the Air Defense Squad can effect the entire battlefield and not just a single defense line.
Cannon Fodder. At the end of every other turn, Max issues a command to the ship's cannoneers to take aim at the enemy. Make 2 Canon Shots at the enemy.
Bombs Below. As an action, drop a line of explosives on a target from above. Make a DC 14 Dexterity check to see if you can hit your target. A failure of 3 or more is a complete miss, but a failure of 2 or lower is a partial success (ie. rolling a 13 or 12 will hit only half of the intended targets). Anything caught within the 30ft line must make a DC 18 Dexterity saving throw. On a failed save take 6d6 force damage and 4d6 fire damage or half as much on a successful one.
Pilot SMGs. Ranged Weapon Attack : +8 to hit, range 60/200, one target. Hit 8d6 +10 piercing damage, automatic, lightweight, small
Canon Shots. Ranged Weapon Attack: +8 to hit, reach 200/800 ft., one target. Hit: 4d10 piercing damage. This weapon has the automatic property
Waking the Wind. As a bonus action, Weiss can use her Windwaker to create disadvantage on a target. The target must succeed against a DC 18 Dexterity saving throw or have disadvantage on their next round of attack rolls. This condition can only effect one target at a time and not a whole squad. Weiss may use this ability for up to 10 rounds of combat before her Windwaker becomes empty.
Howler War Cry. As a bonus action, Weiss can issue a command to base control back in Pearl to blast their war music. For up to 10 rounds of combat, all allied soldiers in the air have advantage on all DC checks and a +5 to attack rolls.
Description
The sky as their domain, the Howlers take control of air defense. With Weiss leading the squad, this fleet of crazed adrenaline junkies bob and weave their pups from up above.