Small Unit Coordinator (Tactician)
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"Our thoughts converge."
Class Traits
The Tactician coordinates allied efforts on the battlefield.
Primary Role | Secondary Role | Key Abilities | Armor Proficiency | Weapon Proficiency | Hit Points at 1st Level | Hit Points per Level Gained | Healing Surges per Day | Trained Skills |
---|---|---|---|---|---|---|---|---|
Leader | Striker | Intelligence, Dexterity | Tier 3 | Choose pierce or explosive | 24 | 5 | 6 | Tactics. Choose two others at first level. |
Class Description
Calling out orders and coordinating efforts, the tactician is a front line commander, making the best of the tools of war available to the team.
Your mission as a tactician is to maximize the efforts of your team by your hand or theirs.
Class Powers
Power Name | ID | Type (at-will, &c.) | Action (minor, &c.) | Level | Description | Augment |
Attack Order | T1as1 | at-will | standard | 1 | Attack as ally | |
Move Order | T1as2 | at-will | standard | 1 | Shift 3 allies or self 2 | Dex |
Bolster Shot | T1as3 | at-will | standard | 1 | Attack, ally gets +2 to dmg and defs until your next round | Int |
Tutor Strike | T1as4 | at-will | standard | 1 | Attack, ally gets CM+1 on next attack against that target | |
Special Order | T1es1 | encounter | standard | 1 | Use At Will as ally | |
Pair Strike | T1es2 | encounter | standard | 1 | Attack and Attack as ally | |
Forward Engage | T1es3 | encounter | standard | 1 | Attack with crit, shift 1 sq | Dex |
Recoup Strike | T1es4 | encounter | standard | 1 | Attack and surge self and ally | Int (add to surge value) |
Tactical Recruit | T1ds1 | daily | standard | 1 | Summon an NPC ally. The ally warps in from a gate, substantiates from the archonosphere, morphs from phazon reserves, or jumps from an orbital station to arrive in the next round. The ally otherwise is a fully statted character. | |
Rescue Strike | T1ds2 | daily | standard | 1 | Move, attack with CM+1, shift ally | |
Folie A Deux | T1ds3 | daily | standard | 1 | Attack two targets with crit, shift | Int (crit range) |
Tic Tac Toe | T1ds4 | daily | standard | 1 | Attack three times, if you crossfire with an ally, that ally regains the use of an encounter power | |
Change Loadout | T1ro1 | reaction | opportunity | 1 | Trigger: An ally spends a round without using a standard or minor action. Action: That ally may slot a known power. | |
Tactician Technique | T1p01 | passive | none | 1 | Allies within 4 squares of you get an additional +1 to CM when they gain CM from a maneuver. | |
Murder MULE | T3em1 | encounter | minor | 3 | Call down an autonomous attacker. The MULE has movement speed, max hit points, armor and damage values equal to an ally of your choice. It has 1 life point. The MULE can make basic attacks. | |
Instructive Strike | T3es2 | encounter | standard | 3 | Attack, ally gets CM+1 on next attack | |
Over and Again | T3es3 | encounter | standard | 3 | An ally may use an encounter power that that ally spent this encounter. | |
Refuel and Reload | T4ds1 | daily | standard | 4 | Up to two allies regain the use of one encounter power each. | |
Custom Order | T4ds2 | daily | standard | 4 | Each ally within 4 sq of you may use an at-will power | |
Repreive | T4ro1 | reaction | opportunity | 4 | Trigger: An enemy shifts out of the threat range of you or an ally. Action: You or that ally get 2 temp hp. | Int |
Psionic Augment | T6es1 | encounter | standard | 6 | Attack, deal additional damage as psionic or void | |
Redouble | T6es2 | encounter | standard | 6 | An ally may use a daily power that ally spent in the previous turn. | |
No Guard | T6ro3 | reaction | opportunity | 6 | Trigger: An enemy uses a dodge power or becomes invisible. Action: An ally in range may make a basic attack against that enemy. You detect that enemy until your next turn. | |
Versatile Order | T7as1 | at-will | standard | 7 | Attack. Choose psionic, void, or anima. An ally uses that damage type on her next attack. | |
Coordinated Strike | T8df1 | daily | full | 8 | Three allies act, then end your turn | |
Trade Deadline | T8ds2 | daily | standard | 8 | Immobilize one en. Save ends. If you can communicate with that enemy and it fails the save, it is no longer immobilized and instead will follow your orders for the remainder of the encounter. That enemy gets +1 against this save for each point of damage it has taken this encounter inflicted by your team, up to a maximum of 18. |