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6th-Level Doctrine Ability


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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.

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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.

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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.

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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.

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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.

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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.

Source: Draw Steel: Heroes · printing 1.01b