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As I'm the one here possessing the most experience in cracking skulls, I'll be taking a supervisory role in the coming battle. Naturally, this means that I'll be far too busy with my other duties to perform any actual skull-cracking.
Tactician is a highly combat-focused class that emphasizes the power of the party as a whole, not the individual adventurer- in fact, almost all of its abilities are outward-facing. It makes a fantastic choice for leader-type characters or anyone that enjoys a supporting role.
Tactician | Command allies in battle. | |
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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. |
caret-right | Warhawk | Freely order attacks. |
Enterprises | Tactician 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, recovering, 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. minus-circleGive The Order, Hold The Blade: Ordering an ally to attack is considered an attack action of your own for purposes of game mechanics that restrict attack actions, such as double-attacking or the effects of the Nauseous condition. If you have the Pacifist weakness, you cannot use Tactician to give allies free attack actions. You can still use it to give them any other sorts of action, just not attacks. |
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Protection | plus-circleInspire: When you use Tactician to give an ally an action, that ally can immediately roll a trigger die. If the result is 7+, they may make a recovery action (regain 1 Energy, attempt to throw off one condition) for free. | |
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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, Mojo Catcher or Tool Box) 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. | |
Offense | plus-circleI Found the Son of a Bitch Who Invented Comic Sans: Using Tactician to order allies to make attacks no longer counts mechanically as an attack of your own. You can do it multiple times per round without having to double-attack, and it is completely unaffected by the Nauseous condition or any other game effect that hinders or prevents attacking. minus-circleThe Sickness is Inside of You: If you have the Pacifist weakness, you cannot ever benefit from this ability. |
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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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