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Tactician


Strategist. Defender. Leader. With weapon in hand, you lead allies into the maw of battle, barking out commands that inspire your fellow heroes to move faster and strike more precisely. All the while, you stand between your compatriots and death, taunting the followers of evil to best you if they can.

As a tactician, you have abilities that heal your allies and grant them increased damage, movement, and attacks, even as you leave your enemies struggling to respond.

"Your line is broken, Varrox! Your wizard is dead. Hahah! You should have negotiated!"

Sir John of Tor

Basics

Starting Characteristics: You start with a Might of 2 and a Reason of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, −1, −1
  • 1, 1, −1
  • 1, 0, 0

Weak Potency: Reason − 2

Average Potency: Reason − 1

Strong Potency: Reason

Starting Stamina at 1st Level: 21

Stamina Gained at 2nd and Higher Levels: 9

Recoveries: 10

Skills: You gain the Lead skill (see Skills in Chapter 9: Tests). Then choose any two skills from Alertness, Architecture, Blacksmithing, Brag, Culture, Empathize, Fletching, Mechanics, Monsters, Search, Strategy, or the skills of the exploration skill group. (Quick Build: Lead, Monsters, Strategy.)

Tactician Advancement Table
Level Features Abilities Doctrine Abilities
1st Tactical Doctrine, Focus, Doctrine Feature, Doctrine Triggered Action, Field Arsenal, Mark, Strike Now, Tactician Abilities 3, 5 -
2nd Perk, Doctrine Feature, Doctrine Ability 3, 5 5
3rd Out of Position, 7-Focus Ability 3, 5, 7 5
4th Characteristic Increase, Focus on Their Weakness, Improved Field Arsenal, Perk, Skill 3, 5, 7 5
5th Doctrine Feature, 9-Focus Ability 3, 5, 7, 9 5
6th Master of Arms, Perk, Doctrine Ability 3, 5, 7, 9 5, 9
7th Characteristic Increase, Heightened Focus, Seize the Initiative, Skill, Doctrine Feature 3, 5, 7, 9 5, 9
8th Perk, Doctrine Feature, 11-Focus Ability 3, 5, 7, 9, 11 5, 9
9th Grandmaster of Arms, Doctrine Ability 3, 5, 7, 9, 11 5, 9, 11
10th Characteristic Increase, Command, Perk, Skill, True Focus, Warmaster 3, 5, 7, 9, 11 5, 9, 11

1st-Level Features

As a 1st-level tactician, you gain the following features.

Tactical Doctrine

*
Tactician Feature

Tactical Doctrine

Level 1

Warfare is as old as civilization—and perhaps even older. As battle became ever more complex, military leaders invented tactical doctrine, outlining how combatants should be structured, used, and deployed. Doctrine can be learned at war colleges passing on ancient martial traditions, or directly through blood and sweat on the battlefield. Whatever path brought you to your mastery of historically proven tactics, you choose a tactical doctrine from the following options, each of which grants you a skill. (Quick Build: Vanguard and the Intimidate skill.)

  • Insurgent: Doing your duty, playing fair, and dying honorably in battle is your opponent's job. You'll do whatever it takes to keep your allies alive. You gain a skill from the intrigue skill group.
  • Mastermind: You have an encyclopedic knowledge of warfare, viewing the battlefield as a game board and seeking victory by thinking steps ahead of your opponents. You gain a skill from the lore skill group.
  • Vanguard: You have learned the stratagems of ancient heroes, letting you lead from the front lines and seek victory through sheer force of will and personality. You gain a skill from the interpersonal skill group.

Your tactical doctrine is your subclass, and your choice of doctrine determines many of the features you'll gain as you gain new levels.

Focus

*
Tactician Feature

Focus

Level 1

The ring of steel panics others but brings order to your mind, granting you a Heroic Resource called focus.

Focus in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain focus equal to your Victories. At the start of each of your turns during combat, you gain 2 focus.

Additionally, the first time each combat round that you or any ally damages a creature marked by you (see Mark below), you gain 1 focus. The first time in a combat round that any ally within 10 squares of you uses a heroic ability, you gain 1 focus.

You lose any remaining focus at the end of the encounter.

Focus Outside of Combat

Though you can't gain focus outside of combat, you can use your heroic abilities and effects that cost focus without spending it. Whenever you use an ability or effect outside of combat that costs focus, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited focus on its effect, you can use it as if you had spent an amount of focus equal to your Victories. (Such abilities aren't part of the core rules for the tactician, but they might appear in future products.)

> Tactician Abilities Explained > > Many of the tactician's abilities grant allies extra movement, damage, and actions. But what's happening in the fiction to allow this? The tactician is an incredible strategist and inspiring leader who is quick to give commands and inspiration that causes their allies to act. The tactician can quickly read the battlefield, analyze enemies, and then bark orders and encouragement that pushes their allies to greatness. Many of the names of the tactician's abilities are the actual commands they give their friends!

1st-Level Doctrine Feature

*
Tactician Feature

1st-Level Doctrine Feature

Level 1

Your tactical doctrine grants you a feature, as shown on the 1st-Level Doctrine Features table.

1st-Level Doctrine Features Table

DoctrineFeature
InsurgentCovert Operations
MastermindStudied Commander
VanguardCommanding Presence

Commanding Presence

Level 1

You command any room you walk into. While you are present during a negotiation, each hero with you treats their Renown as 2 higher than usual. Additionally, each hero with you during a combat encounter has a double edge on tests made to stop combat and start a negotiation.

Covert Operations

Level 1

While in your presence or working according to your plans, each of your allies gains an edge on tests using any skill from the intrigue skill group. Additionally, you can use the Lead skill to assist another creature with any test made using a skill from the intrigue group.

At the Director's discretion, you and your allies can use skills from the intrigue skill group to attempt research or reconnaissance during a negotiation instead of outside of a negotiation.

Studied Commander

Level 1

Your encyclopedic knowledge of the history of battle lets you apply that knowledge to current challenges. While you are present, each hero with you treats the Discover Lore project related to a war or battle as one category cheaper. This makes projects seeking common lore free, but such projects still require a respite activity to complete. (See Chapter 12: Downtime Projects for more information.)

Additionally, if you have 24 hours or more before a combat encounter or negotiation, and you have one or more clues or rumors regarding the encounter or negotiation, you can make a Reason test as a respite activity. The following test outcomes apply to a combat encounter:

!The Director tells you the number of creatures in the encounter.
@The Director tells you the number and level of the creatures in the encounter.
#The Director tells you the tier 2 outcome information, and when the encounter begins, all enemies are surprised.

The following test outcomes apply to a negotiation:

!The Director gives you three motivations, one of which belongs to an NPC in the negotiation.
@The Director gives you one motivation for an NPC in the negotiation.
#The Director tells you the tier 2 outcome information, and you and each of your allies gains an edge on tests made to influence NPCs during the negotiation.

You can make this test only once for any encounter or negotiation.

Doctrine Triggered Action

*
Tactician Feature

Doctrine Triggered Action

Level 1

Your tactical doctrine grants you a triggered action, as shown on the Doctrine Triggered Actions table.

Doctrine Triggered Actions Table

DoctrineTriggered Action
InsurgentAdvanced Tactics
MastermindOverwatch
VanguardParry
)
Triggered Action

Advanced Tactics

Your leadership aids an ally.

Distance
Targets
One ally
Trigger

The target deals damage to another creature.

Effect

The target gains 2 surges, which they can use on the triggering damage.

Spend 1 FocusIf the damage has any potency effect associated with it, the potency is increased by 1.
)
Triggered Action

Overwatch

Under your direction, an ally waits for just the right moment to strike.

Distance
Targets
One creature
Trigger

The target moves.

Effect

At any time during the target's movement, one ally can make a free strike against them.

Spend 1 FocusIf the target has R < AVERAGE, they are slowed (EoT).
)
Triggered Action

Parry

Your quick reflexes cost an enemy the precision they seek.

MeleeWeapon
Distance
Targets
Self or one ally
Trigger

A creature deals damage to the target.

Effect

You can shift 1 square. If the target is you, or if you end this shift adjacent to the target, the target takes half the damage. If the damage has any potency effect associated with it, the potency is decreased by 1.

Spend 1 FocusThis ability's distance becomes Melee 1 + your Reason score, and you can shift up to a number of squares equal to your Reason score instead of 1 square.

Field Arsenal

*
Tactician Feature

Field Arsenal

Level 1

You have drilled with a broad array of arms and armor, and have developed techniques to optimize their use. You can use and gain the benefits of two kits, including both their signature abilities. Whenever you would choose or change one kit, you can choose or change your second kit as well. See Chapter 6: Kits for more information. (Quick Build: Shining Armor, Sniper.)

If both kits grant you the same benefit, you take one or the other and can't change your choice until you finish a respite. (This usually means taking the higher of two bonuses.)

For example, if you take the Shining Armor and Sniper kits, you gain the following benefits overall:

Kit signature abilities have their kit's bonuses already applied, which might require you to adjust the bonuses of the signature abilities you gain from a kit. For example, you might take the Martial Artist kit, which gives a melee weapon damage bonus of +2/+2/+2, and the Mountain kit, which gives a melee weapon damage bonus of +0/+0/+4. If you choose to use the Mountain kit's damage bonus, then the Battle Grace signature ability from the Martial Artist kit loses the +2/+2/+2 bonus from that kit, reducing its usual 5/8/11 damage for its tier 1, tier 2, and tier 3 outcomes to 3/6/9. It then gains the +0/+0/+4 of the Mountain kit to deal 3/6/13 damage.

Mark

*
Tactician Feature

Mark

Level 1

You know how to focus the attention of your allies as you push them toward victory. You have the following ability.

f
Maneuver

Mark

You draw your allies' attention to a specific foe—with devastating effect.

Distance
Targets
One creature
Effect

The target is marked by you until the end of the encounter, until you are dying, or until you use this ability again. You can willingly end your mark on a creature (no action required), and if another tactician marks a creature, your mark on that creature ends. When a creature marked by you is reduced to 0 Stamina, you can use a free triggered action to mark a new target within distance.

You can initially mark only one creature using this ability, though other tactician abilities allow you to mark additional creatures at the same time. The mastermind tactical doctrine's Anticipation feature allows you to target additional creatures with this ability starting at 5th level.

While a creature marked by you is within your line of effect, you and allies within your line of effect gain an edge on power rolls made against that creature. Additionally, whenever you or any ally uses an ability to deal rolled damage to a creature marked by you, you can spend 1 focus to gain one of the following benefits as a free triggered action:

  • The ability deals extra damage equal to twice your Reason score.
  • The creature dealing the damage can spend a Recovery.
  • The creature dealing the damage can shift up to a number of squares equal to your Reason score.
  • If you damage a creature marked by you with a melee ability, the creature is taunted by you until the end of their next turn.

You can't gain more than one benefit from the same trigger.

Strike Now

*
Tactician Feature

Strike Now

Level 1

You have the following ability.

l
Main Action

Strike Now!

Your foe left an opening. You point this out to an ally!

Distance
Targets
One ally
Effect

The target can use a signature ability as a free triggered action.

Spend 5 FocusYou target two allies instead of one.

Tactician Abilities

*
Tactician Feature

Tactician Abilities

Level 1

You are a formidable combatant in your own right, but your greatest strength is the abilities you wield that let you shape control of the battlefield.

Kit Signature Ability

Level 1

Each kit from your Field Arsenal feature grants you a signature ability. Signature abilities can be used at will.

Heroic Abilities

Your heroic abilities cover a range of combat tactics, all of which require focus to use.

3-Focus Ability

Choose one heroic ability from the following options, each of which costs 3 focus to use. (Quick Build: Inspiring Strike.)

f
Maneuver

Battle Cry

You shout a phrase that galvanizes your team.

Distance
Targets
Three allies
Power Roll +Reason
!Each target gains 1 surge.
@Each target gains 2 surges.
#Each target gains 3 surges.
l
Main Action

Concussive Strike

Your precise strike leaves your foe struggling to respond.

Distance
Melee 1 or ranged 5
Targets
One creature or object
Power Roll +Might
!3 + M damage; M < WEAK, dazed (save ends)
@5 + M damage; M < AVERAGE, dazed (save ends)
#8 + M damage; M < STRONG, dazed (save ends)
l
Main Action

Inspiring Strike

Your attack gives an ally hope.

Distance
Melee 1 or ranged 5
Targets
One creature or object
Power Roll +Might
!3 + M damage; you or one ally within 10 squares of you can spend a Recovery
@5 + M damage; you or one ally within 10 squares of you can spend a Recovery
#8 + M damage; you and one ally within 10 squares of you can spend a Recovery, and each of you gains an edge on the next ability roll you make during the encounter
f
Maneuver

Squad! Forward!

On your command, you and your allies force back the enemy line.

Distance
Targets
Self and two allies
Effect

Each target can move up to their speed.

5-Focus Ability

*
Tactician Feature

5-Focus Ability

Level 1

Choose one heroic ability from the following options, each of which costs 5 focus to use. (Quick Build: Hammer and Anvil.)

l
Main Action

Hammer and Anvil

"Let's not argue about who's the hammer and who's the anvil!"

Distance
Melee 1 or ranged 5
Targets
One creature or object
Power Roll +Might
!5 + M damage; one ally within 10 squares of you can use a strike signature ability against the target as a free triggered action
@9 + M damage; one ally within 10 squares of you can use a strike signature ability that gains an edge against the target as a free triggered action
#12 + M damage; two allies within 10 squares of you can each use a strike signature ability that gains an edge against the target as a free triggered action
Effect

If the target is reduced to 0 Stamina before one or both chosen allies has made their strike, the ally or allies can pick a different target.

l
Main Action

Mind Game

Your attack demoralizes your foe. Your allies begin to think you can win.

Distance
Melee 1 or ranged 5
Targets
One creature or object
Power Roll +Might
!4 + M damage; R < WEAK, weakened (save ends)
@6 + M damage; R < AVERAGE, weakened (save ends)
#10 + M damage; R < STRONG, weakened (save ends)
Effect

You mark the target.

Effect

Before the start of your next turn, the first time any ally deals damage to any target marked by you, that ally can spend a Recovery.

f
Maneuver

Now!

Your allies wait for your command—then unleash death!

Distance
Targets
Three allies
Effect

Each target can make a free strike.

f
Maneuver

This Is What We Planned For

All those coordination drills you made them do finally pay off.

Distance
Targets
Two allies
Effect

Each target who hasn't acted yet this combat round can take their turn in any order immediately after yours.

2nd-Level Features

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

Perk

*
Tactician Feature

Perk

Level 2

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

2nd-Level Doctrine Feature

*
Tactician Feature

2nd-Level Doctrine Feature

Level 2

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

2nd-Level Doctrine Features Table

DoctrineFeature
InsurgentInfiltration Tactics
MastermindGoaded
VanguardMelee Superiority

Goaded

Level 2

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

Level 2

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

Level 2

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

*
Tactician Feature

2nd-Level Doctrine Ability

Level 2

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

2nd-Level Insurgent Ability

Choose one of the following abilities.

f
Maneuver

Fog of War

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

Distance
Targets
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.

l
Main Action

Try Me Instead

"Try picking on someone my size."

Distance
Self; see below
Targets
Self
Power Roll +Reason
!2 + R damage; R < WEAK, frightened (save ends)
@3 + R damage; R < AVERAGE, frightened (save ends)
#4 + R damage; R < STRONG, frightened (save ends)
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.

2nd-Level Mastermind Ability

Choose one of the following abilities.

f
Maneuver

Targets of Opportunity

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

Distance
Targets
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.

)
Triggered Action

No Dying on My Watch

You prioritize saving an ally over your own safety.

Distance
Targets
One enemy
Power Roll +Might
!R < WEAK, the target is frightened of the triggering ally (save ends)
@R < AVERAGE, the target is frightened of the triggering ally (save ends)
#R < STRONG, the target is frightened of the triggering ally (save ends)
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.

f
Maneuver

Squad! On Me!

Together we are invincible!

Area
Distance
Targets
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.

3rd-Level Features

As a 3rd-level tactician, you gain the following features.

Out of Position

*
Tactician Feature

Out of Position

Level 3

Even before battle begins, your enemies struggle to keep up with your tactics. At the start of an encounter, you can use a free triggered action to use your Mark ability against one enemy you have line of effect to, even if you are surprised. You can then slide the marked target up to 3 squares, ignoring stability. The target can't be moved in a way that would harm them (such as over a cliff), leave them dying, or result in them suffering a condition or other negative effect.

7-Focus Ability

*
Tactician Feature

7-Focus Ability

Level 3

Choose one heroic ability from the following options, each of which costs 7 focus to use.

f
Maneuver

Frontal Assault

The purpose of a charge is to break their morale and force a retreat.

-
Distance
Self
Targets
Self
Effect

Until the end of the encounter or until you are dying, the first time on a turn that you or any ally deals damage to a target marked by you, the creature who dealt the damage can push the target up to 2 squares and then shift up to 2 squares. Additionally, any ally using the Charge main action to target a creature marked by you can use a melee strike signature ability or a melee strike heroic ability instead of a melee free strike.

f
Maneuver

Hit 'Em Hard!

Your allies see the advantages in attacking the targets you select.

-
Distance
Self
Targets
Self
Effect

Until the end of the encounter or until you are dying, whenever you or any ally deals damage to a target marked by you, that creature gains 2 surges, which they can use immediately.

f
Maneuver

Rout

The tide begins to turn.

-
Distance
Self
Targets
Self
Effect

Until the end of the encounter or until you are dying, whenever you or any ally deals damage to a target marked by you who has R < AVERAGE, the target is frightened of the creature who dealt the damage (save ends).

f
Maneuver

Stay Strong and Focus!

"We can do this! Keep faith and hold fast!"

-
Distance
Self
Targets
Self
Effect

Until the end of the encounter or until you are dying, whenever you or any ally deals damage to a target marked by you, the creature who dealt the damage can spend a Recovery.

4th-Level Features

As a 4th-level tactician, you gain the following features.

Characteristic Increase

*
Tactician Feature

Characteristic Increase

Level 4

Your Might and Reason scores each increase to 3.

Focus on Their Weaknesses

*
Tactician Feature

Focus on Their Weaknesses

Level 4

The first time each combat round that you or any ally damages a target marked by you, you gain 2 focus instead of 1.

Improved Field Arsenal

*
Tactician Feature

Improved Field Arsenal

Level 4

Your expertise with weapons has grown. Whenever you use a signature ability from one of your equipped kits or make a free strike using a weapon from one of your equipped kits, you gain an edge.

Perk

*
Tactician Feature

Perk

Level 4

You gain one perk of your choice.

Skill

*
Tactician Feature

Skill

Level 4

You gain one skill of your choice. See Skills in Chapter 9: Tests.

5th-Level Features

As a 5th-level tactician, you gain the following features.

5th-Level Doctrine Features

*
Tactician Feature

5th-Level Doctrine Features

Level 5

Your tactical doctrine grants you two features, as shown on the 5th-Level Doctrine Features table.

5th-Level Doctrine Features Table

Anticipation

Level 5

You have learned to be more preemptive on the battlefield, thinking more steps ahead than your opponents. You can target two creatures with your Mark ability.

Distracted

Level 5

You have mastered the ability to distract your foes, allowing you and your allies to take advantage of their gaps in attention. Whenever you or any ally attempts to hide, any creature marked by you doesn't count as an observer. Additionally, you and your allies can use other allies as cover for the purpose of hiding.

I Predicted That

Level 5

Your expertise in history and lore allows you and your allies to outthink rivals in the present day. You and any ally within 10 squares of you gain an edge on Reason tests.

Leave No Trace

Level 5

You and any ally within 10 squares of you can move at full speed while sneaking. Additionally, enemies within 10 squares of you take a bane on tests made to search for you or your allies while any of you are hidden.

Shake It Off

Level 5

As a free maneuver, you can spend 1d6 Stamina to ignore a consequence from a test, or to end one effect on you that is ended by a saving throw or that ends at the end of your turn. Any ally adjacent to you can also spend Stamina as a free maneuver to gain this benefit.

Tactical Offensive

Level 5

When you use the Charge main action to attack a creature marked by you, you can use a signature or heroic ability with the Melee and Strike keywords instead of a melee free strike.

9-Focus Ability

*
Tactician Feature

9-Focus Ability

Level 5

Choose one heroic ability from the following options, each of which costs 9 focus to use.

l
Main Action

Squad! Gear Check!

You distract a foe while your allies secure their defensive gear.

Distance
Targets
One creature
Power Roll +Might
!9 + M damage
@13 + M damage
#18 + M damage
Effect

You and each ally adjacent to the target gain 10 temporary Stamina.

l
Main Action

Squad! Remember Your Training!

You remind your allies how to best use their gear.

Distance
Targets
Self and two allies
Effect

Each target gains 1 surge and can use a signature ability that has a double edge.

l
Main Action

Win This Day!

You inspire your allies to recover and gather their strength.

Area
Distance
Targets
Self and each ally in the area
Effect

Each target gains 2 surges. Additionally, they can spend a Recovery, remove any conditions or effects on them, and stand up if they are prone.

6th-Level Features

As a 6th-level tactician, you gain the following features.

Master of Arms

*
Tactician Feature

Master of Arms

Level 6

Your expertise with weapons has grown to true mastery. Whenever you use a signature ability from one of your equipped kits or make a free strike using a weapon from one of your equipped kits, you can negate a bane on the power roll or reduce a double bane to a bane.

Perk

*
Tactician Feature

Perk

Level 6

You gain one exploration, interpersonal, or intrigue perk of your choice.

6th-Level Doctrine Ability

*
Tactician Feature

6th-Level Doctrine Ability

Level 6

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

6th-Level Insurgent Abilities

Choose one of the following abilities.

)
Triggered Action

Coordinated Execution

You direct your ally to make a killing blow.

Distance
Targets
One ally
Trigger

The target uses an ability to deal rolled damage to a creature while hidden.

Effect

If the target of the triggering ability is not a leader or solo creature, they are reduced to 0 Stamina. If the target of the triggering ability is a minion, the entire squad is killed. If the target of the triggering ability is a leader or solo creature, the triggering ability's power roll automatically obtains a tier 3 outcome.

l
Main Action

Panic in Their Lines

You confuse your foes, causing them to turn on each other.

Distance
Melee 1 or ranged 5
Targets
Two creatures
Power Roll +Might
!6 + M damage; slide 1
@9 + M damage; slide 3
#13 + M damage; slide 5
Effect

If a target is force moved into another creature, they must make a free strike against that creature.

6th-Level Mastermind Abilities

Choose one of the following abilities.

f
Maneuver

Battle Plan

With new understanding of your foes, you create the perfect plan to win the battle.

Distance
Targets
Three creatures
Effect

Each target is marked by you. Immediately and until the end of the encounter, the Director tells you if any creatures marked by you have damage immunity or weakness and the value of that immunity or weakness. Additionally, you and each ally within 3 squares of you gains 2 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 make the strike ignore damage immunity and deal extra damage equal to three times your Reason score.

f
Maneuver

Hustle!

You and your allies coordinate to form a new battle line.

Area
Distance
Targets
Self and each ally in the area
Effect

You mark two enemies within 10 squares of you. Each target can shift up to their speed. You and each target gain 2 surges.

6th-Level Vanguard Abilities

Choose one of the following abilities.

)
Triggered Action

Instant Retaliation

You parry with almost supernatural speed.

MeleeWeapon
Distance
Targets
One ally
Power Roll +Might
!A < WEAK, dazed (save ends)
@A < AVERAGE, dazed (save ends)
#A < STRONG, dazed (save ends)
Trigger

A creature deals damage to the target.

Effect

The target takes half the damage. You then make a power roll against the triggering creature.

l
Main Action

To Me Squad!

You lead your allies in a charge.

ChargeMeleeStrikeWeapon
Distance
Targets
One creature
Power Roll +Might
!6 + M damage; one ally within 10 squares can use the Charge main action as a free triggered action, and can use a melee strike signature ability instead of a free strike for the charge
@9 + M damage; one ally within 10 squares can use the Charge main action as a free triggered action, and can use a melee strike signature ability that gains an edge instead of a free strike for the charge
#13 + M damage; two allies within 10 squares can use the Charge main action as a free triggered action, and can each use a melee strike signature ability that gains an edge instead of a free strike for the charge
Effect

If the target is hit with two or more strikes as part of this ability and they have R < STRONG, they are dazed (save ends). If the target is reduced to 0 Stamina before one or both allies has made their strike, the ally or allies can pick a different target.

7th-Level Features

As a 7th-level tactician, you gain the following features.

Characteristic Increase

*
Tactician Feature

Characteristic Increase

Level 7

Each of your characteristic scores increases by 1, to a maximum of 4.

Heightened Focus

*
Tactician Feature

Heightened Focus

Level 7

When you gain focus at the start of each of your turns during combat, you gain 3 focus instead of 2.

Seize the Initiative

*
Tactician Feature

Seize the Initiative

Level 7

If you are not surprised when combat begins, your side gets to go first. If an enemy has an ability that allows their side to go first, you roll as usual to determine who goes first.

Skill

*
Tactician Feature

Skill

Level 7

You gain one skill of your choice.

7th-Level Doctrine Feature

*
Tactician Feature

7th-Level Doctrine Feature

Level 7

Your tactical doctrine grants you a feature, as shown on the 7th-Level Doctrine Features table.

7th-Level Doctrine Features Table

DoctrineFeature
InsurgentAsymmetric Warfare
MastermindGrand Strategy
VanguardShock and Awe

Asymmetric Warfare

Level 7

You have advanced your skills in subterfuge, now directing full battlefield strategy and logistics. During a montage test or negotiation, you can obtain one automatic success on a test made using a skill from the intrigue skill group. Additionally, you can use skills from the intrigue skill group to conceal large groups of people, such as escaping civilians and groups of guerilla warriors.

Grand Strategy

Level 7

You have grown your skills in strategy, wielding intricate battlefield tactics and plans. During a montage test or negotiation, you can obtain one automatic success on a test made using a skill from the lore skill group. Additionally, when you take a respite, you can make a project roll for a research project in addition to undertaking another respite activity.

Shock and Awe

Level 7

You have expanded your leadership skills, strengthening your followers' morale and providing logistical support. During a montage test or negotiation, you can obtain one automatic success on a test made using a skill from the interpersonal skill group. Additionally, you can convince a group of people to help you with a crafting project during a respite. If these people are available when you take a respite, you can make a project roll for a crafting project in addition to undertaking another respite activity.

8th-Level Features

As an 8th-level tactician, you gain the following features.

Perk

*
Tactician Feature

Perk

Level 8

You gain one perk of your choice.

8th-Level Doctrine Feature

*
Tactician Feature

8th-Level Doctrine Feature

Level 8

Your tactical doctrine grants you a feature, as shown on the 8th-Level Doctrine Features table.

8th-Level Doctrine Features Table

DoctrineFeature
InsurgentBait and Ambush
MastermindPincer Movement
VanguardSee Your Enemies Driven Before You

Bait and Ambush

Level 8

You have trained your squad to be silent ambushers.

Mark Benefit: When you or any ally makes a strike against a creature marked by you, you can spend 2 focus to let the character making the strike shift up to a number of squares equal to your Reason score and use the Hide maneuver as a free maneuver once during the shift. The creature can shift before or after the strike is resolved.

Pincer Movement

Level 8

You have trained your squad to coordinate their movements to maximize combat impact.

Mark Benefit: When you or any ally makes a strike against a creature marked by you, you can spend 2 focus to have the character making the strike shift up to a number of squares equal to your Reason score before the strike is resolved. If you didn't make the strike, you can make this shift as well. If you did make the strike, one ally within 10 squares of you can make this shift as well.

See Your Enemies Driven Before You

Level 8

You have trained your squad to maximize impact and break enemy lines when they attack.

Mark Benefit: When you or any ally makes a melee strike against a creature marked by you, you can spend 2 focus to have the character making the strike push the target up to a number of squares equal to your Reason score. That character can then shift up to a number of squares equal to your Reason score, ending this shift adjacent to the target.

11-Focus Ability

*
Tactician Feature

11-Focus Ability

Level 8

Choose one heroic ability from the following options, each of which costs 11 focus to use.

)
Triggered Action

Finish Them!

You point out an opening to your ally so they can land a killing blow.

Distance
Targets
One creature
Trigger

The target is not a leader or solo creature, and becomes winded.

Effect

The target is killed. Additionally, the creature who caused the target to be winded can spend a Recovery.

l
Main Action

I'll Open and You'll Close

You create an opening for an ally.

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Might
!6 + M damage
@10 + M damage
#14 + M damage
Effect

One ally within 10 squares of you can use a heroic ability against the target as a free triggered action without spending any of their Heroic Resource, as long as they have enough Heroic Resource to pay for the ability. If the target is reduced to 0 Stamina before the chosen ally has used their ability, the ally can pick a different target.

9th-Level Features

As a 9th-level tactician, you gain the following features.

Grandmaster of Arms

*
Tactician Feature

Grandmaster of Arms

Level 9

Your expertise with weapons has grown to true mastery. Whenever you use a signature ability from one of your equipped kits or make a free strike using a weapon from one of your equipped kits, you automatically obtain a tier 3 outcome on the power roll. You can still roll to determine if you score a critical hit.

9th-Level Doctrine Ability

*
Tactician Feature

9th-Level Doctrine Ability

Level 9

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

9th-Level Insurgent Abilities

Choose one of the following abilities.

l
Main Action

Their Lack of Focus Is Their Undoing

You trick your enemies into attacking each other and leave them confused by the aftermath.

MagicRangedWeapon
Distance
Targets
Three enemies
Power Roll +Might
!R < WEAK, dazed (save ends)
@R < AVERAGE, dazed (save ends)
#R < STRONG, dazed (save ends)
Effect

Each target uses a signature ability against one or more targets of your choosing, with each ability automatically obtaining a tier 3 outcome on the power roll. After resolving the targets' abilities, you make a power roll against each original target.

9th-Level Mastermind Abilities

Choose one of the following abilities.

l
Main Action

Blot Out the Sun!

What makes a good soldier? The ability to fire four shots a minute in any weather.

Area
Distance
Targets
Self and each ally in the area
Effect

Each target can make a ranged free strike that gains an edge against any enemy marked by you within distance of their ranged free strike. A target ignores banes and double banes when making this strike.

l
Main Action

Counterstrategy

I've identified a way to negate their strengths.

-
Distance
Self
Targets
Self
Effect

You gain 6 surges. Until the end of the encounter or until you are dying, whenever the Director spends Malice (see *Draw Steel: Monsters*), choose yourself or one ally within 10 squares. The chosen character gains 2 of their Heroic Resource.

9th-Level Vanguard Abilities

Choose one of the following abilities.

l
Main Action

No Escape

Nothing will stop you from reaching your foe.

ChargeMeleeStrikeWeapon
Distance
Targets
One creature
Power Roll +Might
!11 + M damage
@16 + M damage
#21 + M damage
Effect

You mark the target.

Effect

If you use this ability as part of the Charge main action, enemies' spaces don't count as difficult terrain for your movement. Additionally, if you move through any creature's space, you can slide that creature 1 square out of the path of your charge.

l
Main Action

That One Is Mine!

You focus on making an enemy irrelevant.

Distance
Melee 1 or ranged 5
Targets
One creature
Power Roll +Might
!8 + M damage
@13 + M damage
#17 + M damage
Effect

The target is marked by you.

Effect

Until the end of the encounter or until you are dying, you can use a signature or heroic ability instead of a free strike against any target marked by you.

10th-Level Features

As a 10th-level tactician, you gain the following features.

Characteristic Increase

*
Tactician Feature

Characteristic Increase

Level 10

Your Might and Reason scores each increase to 5.

Command

*
Tactician Feature

Command

Level 10

You have an epic resource called command. Each time you finish a respite, you gain command equal to the XP you gain. You can spend command on your abilities as if it were focus.

Additionally, whenever you or any ally uses an ability to deal rolled damage to a creature marked by you, you can spend 1 command as a free triggered action to increase the power roll outcome for that target by one tier. Whenever an enemy marked by you makes an ability roll, you can spend 1 command as a free triggered action to decrease the power roll outcome by one tier.

Command remains until you spend it.

Perk

*
Tactician Feature

Perk

Level 10

You gain one exploration, interpersonal, or intrigue perk of your choice.

Skill

*
Tactician Feature

Skill

Level 10

You gain one skill of your choice.

True Focus

*
Tactician Feature

True Focus

Level 10

When you gain focus at the start of each of your turns during combat, you gain 4 focus instead of 3.

Warmaster

*
Tactician Feature

Warmaster

Level 10

You have mastered the entirety of possible strategies and tactics. Whenever you or any ally makes an ability roll against a target marked by you, the character making the roll can roll three dice and choose which two to use.

Additionally, whenever an ally uses a heroic ability that targets one or more creatures marked by you, they spend 2 fewer of their Heroic Resource on that ability (minimum 1).

Source: Draw Steel: Heroes · printing 1.01b