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2nd-Level Features

As a 2nd-level tactician, you gain the following features.

Perk

You gain one exploration, interpersonal, or intrigue perk of your choice. See Chapter 7: Perks.

2nd-Level Doctrine Feature

Your tactical doctrine grants you a feature, as shown on the 2nd-Level Doctrine Features table.

2nd-Level Doctrine Features Table
Doctrine Feature
Insurgent Infiltration Tactics
Mastermind Goaded
Vanguard Melee Superiority
Goaded

You have learned to leverage your marked foes' psychology and goad them into acting before they're tactically ready. Whenever a creature marked by you uses a strike that targets you or any ally within your line of effect, you can use a free triggered action to change one target of the strike to you or another ally within your line of effect. The new target must be within distance of the ability and within line of effect of the creature using it.

Infiltration Tactics

You have trained your squad to work together, stay silent, and wait for the opportune time to strike. Whenever you or any ally within 10 squares of you becomes hidden, that creature gains 1 surge.

Melee Superiority

After constant drills, you can more accurately anticipate an enemy's plan and thwart their attempts to move across the battlefield. Whenever you make an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Mark Benefit: When a creature marked by you attempts to move or shift within distance of your melee free strike, you can use a free triggered action and spend 2 focus to make a melee free strike against that creature.

2nd-Level Doctrine Ability

Your tactical doctrine grants your choice of one of two heroic abilities.

2nd-Level Insurgent Ability

Choose one of the following abilities.

Fog of War (5 Focus)

Your unorthodox strategy causes enemies to lash out in fear, heedless of who they might be attacking.

Ranged Maneuver
📏 Ranged 10 🎯 Two creatures

Effect: Each target is marked by you, and must immediately make a free strike against a creature of your choice within 5 squares of them.

Mark Benefit: Until the end of the encounter, whenever you or any ally makes a strike against a creature marked by you, you can spend 2 focus to force that target to make a free strike against a creature of your choice within 5 squares of them.

Try Me Instead (5 Focus)

"Try picking on someone my size."

Melee, Strike, Weapon Main action
📏 Self; see below 🎯 Self

Effect: You shift up to your speed directly toward an ally, ending adjacent to them, then swapping locations with that ally as long as you can fit into each other's spaces. The ally can spend a Recovery, and you can make the following weapon strike with a distance of melee 1 against a creature.

Power Roll + Reason:

  • ≤11: 2 + R damage; R < WEAK, frightened (save ends)
  • 12-16: 3 + R damage; R < AVERAGE, frightened (save ends)
  • 17+: 4 + R damage; R < STRONG, frightened (save ends)
2nd-Level Mastermind Ability

Choose one of the following abilities.

I've Got Your Back (5 Focus)

Your enemy will think twice about attacking your friend.

Ranged, Strike, Weapon Main action
📏 Ranged 5 🎯 One creature

Power Roll + Reason:

  • ≤11: 5 + R damage; taunted (EoT)
  • 12-16: 9 + R damage; taunted (EoT)
  • 17+: 12 + R damage; taunted (EoT)

Effect: One ally adjacent to the target can spend a Recovery.

Targets of Opportunity (5 Focus)

You point out easy targets to your friends, allowing them to include more enemies in their attacks.

Ranged Maneuver
📏 Ranged 5 🎯 Two creatures

Effect: Each target is marked by you, and you gain two surges. Mark Benefit: Until the end of the encounter, whenever you or any ally makes a strike against a creature marked by you, you can spend 2 focus to add one additional target to the strike.

2nd-Level Vanguard Ability

Choose one of the following abilities.

No Dying on My Watch (5 Focus)

You prioritize saving an ally over your own safety.

Ranged, Strike, Weapon Triggered
📏 Ranged 5 🎯 One enemy

Trigger: The target deals damage to an ally.

Effect: You move up to your speed toward the triggering ally, ending this movement adjacent to them or in the nearest square if you can't reach an adjacent square. The triggering ally can spend a Recovery and gains 5 temporary Stamina for each enemy you came adjacent to during the move. You then make a power roll against the target.

Power Roll + Might:

  • ≤11: R < WEAK, the target is frightened of the triggering ally (save ends)
  • 12-16: R < AVERAGE, the target is frightened of the triggering ally (save ends)
  • 17+: R < STRONG, the target is frightened of the triggering ally (save ends)
Squad! On Me! (5 Focus)

Together we are invincible!

Area Maneuver
📏 1 burst 🎯 Self and each ally in the area

Effect: Until the start of your next turn, each target has a bonus to stability equal to your Might score. Additionally, each target gains 2 surges.