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Tactician | Command allies in battle. | |
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caret-right | Bodyguard | Take hits for allies. |
caret-right | Cohort | Inspire and supply your allies. |
caret-right | Munitionist | Free ammo refills. |
caret-right | Shepherd | Bring allies along during movement. |
caret-right | Spotter | Watch backs and call targets. |
Enterprises | Instructor School |
Utility | plus-circleGo, Go, Go: You can spend one of your actions to grant any ally within 10 meters an action instead. The ally can take any action you specify (such as moving, using an ability, making an attack, or whatever). The actions you grant via Tactician are in addition to the actions your ally gets every turn anyway. minus-circleIcon: In order for you to grant an ally an action, that ally has to be able to see, hear or otherwise sense you in some way. |
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Protection | plus-circleWard: When any ally adjacent to you is targeted by any attack, you can choose to immediately interrupt the attack by moving into your allies' space and moving them into any space adjacent to their previous space that you choose. The attack is then executed normally. If it was a melee or projectile attack, it targets you instead of the intended target. If it was an area attack, it targets everyone inside of its target zone as normal (but you could potentially have moved your ally outside of its target zone, thus sparing them from the effect). minus-circleConservation of Actions: Every time you use Bodyguard to take a hit for an ally, you may take one less action on your next turn. You may use Bodyguard a maximum of twice per turn. |
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caret-right | Alternative | plus-circleNOOOOO: You can move up to 5 meters in order to take a hit for an ally instead of only doing so for adjacent ones. minus-circleExertion: Every time you take a hit for a non-adjacent ally, you lose 1 Endurance. |
Protection | plus-circleShake It Off! When you use Tactician to give an ally an action, that ally can also make a free recovery check against a single condition they are suffering from (if any). plus-circleInspire: If the ally you granted an action to has no conditions active on them, they may roll a trigger die anyway. If the result is 9+, they immediately regain a point of lost Endurance (if any). plus-circleAlready Content: If you grant an action to an ally with no active conditions and full Endurance, then Cohort has no additional effect. |
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Utility | plus-circleSupplier: When any ally within 10 meters of your location consumes Supply, you can choose to pay the relevant cost yourself from your own Supply stores. This allows allies to use Supply-consuming abilities even when they don't actually have any Supply left of their own provided you're nearby and willing to front the cost for them. plus-circleMatching Items: You can pay for your allies' Supply costs using resource pack items (such as an Ammo Bag, Commissary Kit, Component Pack, Fuel Can, or Mojo Catcher) if you have the appropriate item in your inventory. |
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Utility | plus-circleMore Bullets: Any Ammo Bag items in your inventory are automatically refilled at the beginning of each session at no cost to you, even when you're not in a civilized area. | |
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Utility | plus-circlePacking Heat: Your Ammo Bags have five uses instead of three. They can still be completely refilled for 1 Supply as normal. | |
Movement | plus-circleStick With Me: When you move, you can choose to bring one or more adjacent allies with you. Moved allies end up in any space adjacent to your new position. This doesn't cost an action for your allies, it just happens. plus-circleFall In: If your movement path passes through a space adjacent to an ally, you can choose to bring them along to your final destination as well. minus-circleLimited Burst: A single creature can only be moved by the Shepherd ability a maximum of once per turn. |
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Protection | plus-circleBack Watcher: If you can see/otherwise sense an enemy, that enemy cannot backstab any of your allies even when the ally in question cannot see them. | |
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Offense | plus-circleCall Target: By taking an action, you can call for allies to strike a specific enemy within 20 meters. Until the beginning of your next turn, any failure chance is reduced by 6 (minimum 0) against the specified enemy for yourself and all allies. | |
Tactician School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |
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