Tactics

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

FieldValue
Armor Check Penaltyfalse
Key AbilityINT
Trained Onlytrue
Untrained UseCannot use untrained; can describe a plan but gains no mechanical bonus without training.
Key AbilityINT

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

FieldValue
dc12
taskRead terrain advantage on a small field

dc: 15

FieldValue
dc15
taskSet a simple ambush

dc: 18

FieldValue
dc18
taskPredict an enemy's next move

dc: 22

FieldValue
dc22
taskDevise a battle plan

dc: 25

FieldValue
dc25
taskCounter a sprung trap or unexpected maneuver

dc: 30

FieldValue
dc30
taskPull off a battlefield masterstroke

Synergy

bonus: 2

FieldValue
bonus2
fromPerception
threshold5

bonus: 2

FieldValue
bonus2
fromCommand
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillPerception

bonus: 2

FieldValue
bonus2
ranks5
skillCommand

Uses

application: Read terrain advantage on a small field

FieldValue
applicationRead terrain advantage on a small field
dc12
failureYou pick a bad spot; enemy gets +1 instead.
successYou pick the position; +1 to the next group check there.

application: Set a simple ambush

FieldValue
applicationSet a simple ambush
dc15
failureAmbush spotted or sprung wrong; surprise lost.
successAmbush springs clean; +2 to the opening volley.

application: Predict an enemy's next move

FieldValue
applicationPredict an enemy's next move
dc18
failureEnemy does something else; you commit too early.
successYou read the move; group readies or counters.

application: Devise a battle plan

FieldValue
applicationDevise a battle plan
dc22
failurePlan leaks; friction in execution.
successPlan holds; +1 to group checks for the encounter.

application: Counter a sprung trap or unexpected maneuver

FieldValue
applicationCounter a sprung trap or unexpected maneuver
dc25
failureTrap lands; group takes the hit.
successYou re-stance in time; trap blunted.

application: Pull off a battlefield masterstroke

FieldValue
applicationPull off a battlefield masterstroke
dc30
failurePlan fails; you are out of position.
successEnemy broken before contact; encounter won or shortened.