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Class record

Tactician

Support

Tier
2
Difficulty
3 / 5
Main role
Support
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered, 5 skill points in the history skill.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on History. You can exchange any skill point for 2 expertise points, but must spend them in this skill.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason, Awareness or Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Tacticians are capable battlefield commanders that augment their allies’ natural abilities through tactical advance and organization.

Tactical guidance

Playing Tactician

The tactician is a support class that has a lot of mobility options. Stratagem: Lightning not only gives all your allies extra initiative, it also lets them move once for free. This is very useful if your part consists of primarily melee fighters.

Order: Retreat is primarily meant to be a defensive tool, pulling an injured ally out of a bad situation. It can also be used offensively. You can move up towards the enemy and then Order: Retreat them closer to you and the enemy.

Tag Rotation is useful in chokepoints. Let your first ally make attacks, then tag rotate to let your second melee fighter make their attacks. It can also be used when a weaker ally is about to be attacked to swap positions with a tank.

Take Cover! is used in long range shootoffs. Turning your low cover into high cover will give your allies an edge in ranged battles. 

Attack in Detail is used against boss type enemies. The primary benefit is the +1 damage all your allies get against the target. It's more useful if your allies use light attacks, due to more attacks gaining a benefit from the +1. It also is more useful the more allies you have. When you only have 2 allies with you, the benefit of this ability might not be high enough vs just firing an attack yourself.

Tactician

Class features

Abilities unlocked

Complete rules for every ability granted by Tactician.

Class feature

Benefit 1

You gain proficiency in Pistols.

Benefit 2

You may use Take Cover!.

1 AP1 RP
Range
Two ally units, or yourself and an ally unit that are adjacent to each other that you can see.
The target willing allies, or yourself and a target willing ally switch places. This movement does not trigger any attacks of opportunity. You cannot use this if it causes an ally unit to occupy an invalid space. You may use either AP or RP for this ability.

Requirements

-
1 AP
Range
60ft

You order one willing allied unit to retreat, moving up to their Speed. All movement must be made towards you, and does not provoke attacks of opportunity.

Requirements

-
No listed cost
Range
All allies in sight, including yourself.
Keywords
Encounter Start

All allied units (including yourself) gain +1 to Initiative and may immediately move up to their Speed.

Requirements

-
2 AP
Range
120ft

You target one enemy unit. All allied units (including yourself) gain a +1 Damage Bonus when that enemy unit is the target of an attack until the start of your next turn. In addition, all allied units gain +5 Movement Speed when moving towards that enemy unit.

Requirements

-