With Airborne Combat you can fight while you are flying with personal propulsion - whether magical or technological.
Roll d100 + your Airborne Combat skill vs. DR 100
You manage to keep your hand steady and your mind on top of a 3D battleground allowing you to use weapons, skills and magic with less penalties while flying. On a success you negate 15 in penalties.
For each 10 in success rate you negate another 5 in penalties.
+20 DR if using this skill while falling instead of flying
+15 DR in Zero G or free fall
-10 DR with specialised AI-enhanced guidance or flight stabilisers
Your ally casts a fly spell on you. While hurling through the air you attempt to swing your longsword against a birdbeast attacking you. Roll vs. DR 100 and negate 15 out of the normal -30 penalty for melee while airborne.
You jump from a airplane. Midair you attempt to use your engineering skills to repair a dysfunctional parachute. You roll on your Airborne Combat to negate the -20 penalty to skills during personal flight. Roll vs. DR 120 (100 + 20 DR for falling).
Fighting during personal flight is anything but easy. Normal penalties are: Melee attacks -30, Ranged attacks -20, skills, spells or tech actions -15. With this skill you can negate these penalties allowing you to fight and act normally while flying.
Normally you will negate penalties from one type of actions for the rest of the battle. If you change from spells to melee you will have to make a new attempt to use your Airborne Combat skill.
At the DM's discretion you may gain bonuses to your actions if you negate more penalties than you suffer. You might surprise - or gain advantages from higher ground - when charging opponents on the ground with your valkyrie spear.
Sequenced with attacks, skills, spells and tech modules during personal flight.
Not normally countered.