| Icon | Title | Category | Subcategory |
|---|
| Icon | Title | Details | Screenshot (Ability) | Type | Cost |
|---|---|---|---|---|---|
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Bring it Down! |
The Officer immediately grants an ally an extra turn with action points equal to 2 and no movement points. If the ally is under the effect of
Targets
One friendly creature within a 7-cell radius.
Cooldown
Rounds: 1 |
Passives |
2 AP |
|
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Charge |
The Warrior moves in a straight line and launches a melee attack against any target in the Warrior’s path. This attack does not count toward the limit of the Warrior’s attacks per turn. There must be at least 2 free cells between the Warrior and the target to use
Targets
First creature along 6-cell line.
Cooldown
Rounds: 1 |
Passives |
2 AP |
|
|
Combat Tactics |
The Grand Strategist analyses the battlefield and can create specific areas providing bonuses to all allies including the Grand Strategist: Frontline, Backline, and Rear. In the first turn all 3 areas can be created. In the following turn, only one of them can be created. All areas can be moved with the corresponding abilities and cannot overlap. If there are two or more Grand Strategists in the party, the |
Passives |
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Press the Advantage |
The Master Tactician empowers their next attack to deal +4% additional damage for every stack of tactical advantage the Master Tactician has, and loses half of their stacks of tactical advantage (rounded up).
Targets
Personal
Cooldown
Rounds: 1 |
Passives |
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|
Revel in Slaughter |
The Soldier immediately removes the winded effect. Until the end of combat, the Soldier gains the following bonuses:
Archtype
Targets
Personal
Cooldown
Rounds: 1 |
Passives |
1 AP |
|
|
Run and Gun |
The Soldier gains +4MP . Their next attack costs -1 AP less and does not count toward the attack limit per turn. Until the end of the next turn, the Soldier becomes winded. While winded, the Soldier suffers a -10 penalty to
Targets
Personal
Cooldown
Rounds: 1 |
Passives |
1 AP |
|
|
Seek the Opening |
The Assassin sees a single opening for each enemy on one of the enemy’s sides. Opening: whenever the Assassin hits an opening (excluding overpenetration), they deal an additional +10% of target’s max wounds damage. After an attack, the opening is moved to the opposite side of the enemy. Openings of each enemy that were not hit by the Assassin during the Assassin’s are moved to a random side of that enemy at the start of the Assassin’s next turn. |
Passives |
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Unyielding Beacon |
Each attack against the Vanguard grants them +1 stack of Inyielding beacon. Each stack increases their resolve by +1, up to a maximum of +15. All allies in a 2-cell radius around the Vanguard gain 1/5 of that bonus. Temporary wounds applied to the Vanguard now stack, but only remain stacked until the start of the Vanguard’s turn. At the start of their turn, the remaining temporary wounds are reduced to the largest amount granted by one applied effect. If the remaining number of temporary wounds is less than the number of stacks of unyielding beacon, it becomes equal to the number of those stacks even if the Vanguard has no temporary wounds at the start of their turn. |
Passives |
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Versatility |
Whenever the Arch-Militant uses an attack that is of a different type from their previous attack, the Arch-Militant gains a stack of versatility. The types of attacks can be a single shoe, single melee attack, area melee attack, area shot, or ’ shot. The Arch-Militant gains +5 WS and BS for every stack of versatility. If the Arch-Militant has 4 or more stacks of versatility, the Arch-Militant deals an additional +(WS bonus / 2) or +(BS bonus / 2) damage, whichever is highest. |
Passives |
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Voice of Command |
The Officer forces an ally to fully push themselves, increasing their characteristics by +1 for 1 round. Additionally, all of the Officer’s abilities can be applied to the target of A character who becomes the target of Voice of Command cannot be targeted by this ability again for the next 2 rounds.
Targets
One friendly creature within a 16-cell radius.
Cooldown
Rounds: 1 |
Passives |
1 AP |