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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.

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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.

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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.

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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!"

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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.

Source: Draw Steel: Heroes · printing 1.01b