Action!/Schtick/Proficiency/Tactics
Tactics[edit | edit source]
Tactics points may be used to provide the use of these Schticks to allies.
Beat the Grass[edit | edit source]
Tier 1
Action: Opponent must declare their intended Action. Changing Actions incur a -5 EV penalty.
Advancement: EV (Progression 1), All opponents (6)
Get to Cover[edit | edit source]
Tier 1
Tactics Point: Provide a Free Active Defense to all party members. All party members become Knockdown.
Progression: Cover Defense bonus (Progression 10), No Knockdown (4), Requires Active Defense (-1), No Tactics Point Required (5), Also allows a Shaken roll (5).
Maneuvers[edit | edit source]
Tier 2
Action: All allies gain a Free Move.
Advancement: Allies gain a Free positive EV die on their next Action or Defense if they moved(5), the EV die lasts until an ally makes a Move(+5).
Planned Attack[edit | edit source]
Tier 3
Setup
Advancement:
Blitzkrieg[edit | edit source]
Tier 4
Rapid attack
Advancement:
Deception in all things[edit | edit source]
Tier 5
Provide Tactics Defense
Advancement:
Rapid Response[edit | edit source]
Tier 2
Initiative/Shots.
Advancement
The Gate is Open[edit | edit source]
Tier 3
Lose a Tactics roll versus an opponent: Next Tactics roll is Inspired.
The Way is Clear[edit | edit source]
Tier 3
Win Tactics roll against opponent, Mind: Opponent is Confused by Outcome.
Sudden Strike[edit | edit source]
Tier 4
Successful Tactics: Gain Double Outcome to your next Action vs that opponent.
Hold the Line[edit | edit source]
Tier 4
Tactics Action: Opponent gets half Outcome next Action.
Chain of Stratagems[edit | edit source]
Tier 5
2 Tactics pool points: All other members of team gain a Tactics Pool point.
Tactical Action[edit | edit source]
Tier 5
Free: You may use Tactics when you first enter combat, at normal Difficulty, to gain another set of Tactics pool points.
Advancement: One extra Tactics roll second Sequence in combat (5/4/3/2/1, may be bought 4 more times)