Commando

A human commando

A commando has been drilled by the military to a wide variety of tactics, fire-arm or other modern equipment in order to protect or destroy.

They provide a baseline class for any hero that wishes to optimize their fire-arms usages.

## Features

### Military Training

You gain proficiency in all *firearms*. Additionally, you gain proficiency in *light* and *medium armor*. You gain proficiency in *Athletics* if already proficient, gain expertise. You also gain proficiency in *Tactical Consumables*.

### Drill

You can rely on your muscle memory to aid you in dire situations.  You gain the two following abilities:

> ***Drilled Attack*** - When you make a weapon attack on your turn using a ranged weapon, you may make another attack using this weapon that turn for free. This effect may only happen once per short rest.
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> ***Drilled Reload*** - The reloading action now costs 1 less AP with a minimum of 1AP.
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### Multi-Attack

Your muscle memory has been drilled to perfection. The ability of Drilled Attacks is upgraded with:

> ***Drilled Attack*** -The extra attack gained by Drill I’s Drilled Attack can now be used once per turn
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### Operation Tactics I

Every mission requires a different tactic, that is the core of a Commando's training. You gain the following ability:

> ***Operation Tactics*** - At the start of every mission or every sleep rest, you can take a moment to study an Operation Tactic, which lasts until the next time you repick your Operation Tactics. You can pick Operation Tactics from the following list:
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> * ***Urban Warfare*** - When fighting near cover, you gain 1 additional AC from cover and you can raise the save DC of your Tacticals by 1 when you use tactical consumables.
> * ***Counter Attack -*** Every time you are attacked, you can choose to gain 1 extra action point on your next turn. Up to 2 extra max. This can be done times equal to the amount of commando features you have picked per long rest.
> * ***Covert Assault -*** Gain +3 on Stealth checks. Gain +3 on initiative.
> * ***Intel Ops -*** You don’t activate friendly deployables and you are not affected by its effect and damage. You gain +2 on DEX saves against enemy deployables. Gain +2 on Perception and Investigation checks.
> * ***Counter Mechanical Battle Tactics*** - Gain +2 on attack rolls versus creatures with the Mechanical tag.
> * ***Counter Humanoid Battle Tactics*** - Gain  +1 on attack rolls versus creatures with both the Humanoids and Biological tag.
> * ***Wilderness Tactics*** - +2 on Survival checks, and +2 on attack rolls versus creatures with the beasts tag.
> * ***Escort Tactics*** - Allows you to protect a creature that you choose when picking this tactic. This gives the target and yourself both +1 AC when within 10 ft range of each other.
> * ***Dead-Eye*** - Reroll the attack roll when you roll a natural 1, on any attack rolls made with any handguns or sniper rifles.
> * ***Heavy-Fire*** - You can reroll any 1’s per damage die you have made with a heavy weapon once.
> * ***Fast-Recon*** - Gain +5 ft movement speed, you finish your short and sleep-rests twice as quickly.
> * ***Wargunner*** -While controlling a turret in ship-combat, you gain +2 on the to-hit attack rolls.
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### Operation tactics II

You ve been an expert in tactics, and are competent enough to combine them. You gain the following ability:

> ***Operation Tactics II*** - You can now have 2 active operation tactics at the same time.
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### Action Surge

You can push yourself beyond your normal limits for a moment. You gain the following ability:

> ***Action Surge*** - On your turn, you gain +2 AP for that turn. Can only be done once per sleep rest.
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