Read the field, set ambushes, predict enemy moves, devise battle plans.
Tactics covers reading terrain advantage, setting ambushes, predicting
enemy moves, devising battle plans, countering sprung traps, and pulling
off a masterstroke that breaks a fight before it starts. The staff officer
reads a corridor the way a pilot reads a sky; the NCO lays ambush geometry
along a chokepoint; the sergeant predicts the enemy will swing left because
they always swing left. Where Command speaks to the squad and makes them
move, Tactics is the mind behind the move. A successful pre-combat read
shared with the group grants +1 to group initiative. Failure by 5+ on a
devised plan gives the enemy +1 instead.
Rules Reference
Field
Value
Armor Check Penalty
false
Key Ability
INT
Trained Only
true
Untrained Use
Cannot use untrained; can describe a plan but gains no mechanical bonus without training.
Key Ability
INT
Notes
Special: Pre-combat read (DC 12+) shared with group grants +1 group initiative.
Failure by 5+ on a devised plan grants enemy +1. Planning skill only;
does not replace Command or Strategy.
Special: A successful pre-combat read of the field (DC 12+ before initiative)
shared with the group grants +1 to group initiative for that encounter.
Tactics is the planning skill, not the people skill -- it cannot replace
Command (which speaks to the squad) or Strategy (which spans campaigns).
Failure by 5+ on a devised plan gives the enemy +1 instead.
Untrained: Tactics is trained-only. An untrained character can describe a plan but
not formally devise one; the GM should require training before granting
any bonus from a plan to a group's checks.
Descriptors
dc: 12
Field
Value
dc
12
task
Read terrain advantage on a small field
dc: 15
Field
Value
dc
15
task
Set a simple ambush
dc: 18
Field
Value
dc
18
task
Predict an enemy's next move
dc: 22
Field
Value
dc
22
task
Devise a battle plan
dc: 25
Field
Value
dc
25
task
Counter a sprung trap or unexpected maneuver
dc: 30
Field
Value
dc
30
task
Pull off a battlefield masterstroke
Synergy
bonus: 2
Field
Value
bonus
2
from
Perception
threshold
5
bonus: 2
Field
Value
bonus
2
from
Command
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Perception
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Command
Uses
application: Read terrain advantage on a small field
Field
Value
application
Read terrain advantage on a small field
dc
12
failure
You pick a bad spot; enemy gets +1 instead.
success
You pick the position; +1 to the next group check there.
application: Set a simple ambush
Field
Value
application
Set a simple ambush
dc
15
failure
Ambush spotted or sprung wrong; surprise lost.
success
Ambush springs clean; +2 to the opening volley.
application: Predict an enemy's next move
Field
Value
application
Predict an enemy's next move
dc
18
failure
Enemy does something else; you commit too early.
success
You read the move; group readies or counters.
application: Devise a battle plan
Field
Value
application
Devise a battle plan
dc
22
failure
Plan leaks; friction in execution.
success
Plan holds; +1 to group checks for the encounter.
application: Counter a sprung trap or unexpected maneuver
Field
Value
application
Counter a sprung trap or unexpected maneuver
dc
25
failure
Trap lands; group takes the hit.
success
You re-stance in time; trap blunted.
application: Pull off a battlefield masterstroke
Field
Value
application
Pull off a battlefield masterstroke
dc
30
failure
Plan fails; you are out of position.
success
Enemy broken before contact; encounter won or shortened.