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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.

Source: Draw Steel: Heroes · printing 1.01b