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
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou 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.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Reason, Awareness or Cunning.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus or Agility.
- Level 8Ultimate ability
Identity & lore
Class overview
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.

