Full Horde Tactics List

Tactics are special orders that characters can use to grant special bonuses to a Horde or number of Hordes. These Tactics require the use of an action and a pass on a chosen Skill Test, often either Scholastic Lore (Tactics) or Command.

So why do Tactics exist? Because they provide an extra dynamic to Horde combat- characters with talents and the skills to use them can maximize the utility of a Horde and change how they behave or what they can accomplish. This makes the characters capable of tactics much more viable in Horde combat, which is especially important in maps where one side may be made up almost entirely of Hordes. This goes moreso for large E-Scale conflicts, where Operations Directors are often limited in how they can affect the battle. Furthermore, whilst there are plenty of leaders who are capable of leading from the front and do it well (Alphonse, Raphael, Isidor, Terry), there are also plenty whose own combat skill is rather limited (Minerva). Yet this system allows these characters to grant significant benefits to allied Hordes despite their own shortcomings.

The rules for Hordes are as follows: the Horde must be one you can command, either informally or formally. This includes your direct subordinates, or the subordinates of your subordinates. For example, if Raphael had been given command of all Hordes on the map, he could issue Tactics to any of them, but he could also issue Tactics to Pai's own Horde. Similarly, this also includes allied Hordes whose leaders may have been killed and you're the next best alternative.

Furthermore the Horde must be either within visual range (as defined by being able to physically see them, or having some sort of apparatus which lays out the battlefield for you), or within communications range. You take a -10 penalty when trying to send Tactics to Hordes that are only in Communications range.

Offensive Tactics

Name Skill Test XP Cost
Butts and Bayonets Tactics-10 200
Coordinate Volleys Tactics-10 200
Fanatical Fury Command-10 300
Massive Damage Awareness-10/Tactics-10 300
Rip and Tear Command-10 400
Shoot the Big Ones Awareness-10/Tactics-10 300

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Butts and Bayonets

Name: Butts and Bayonets
XP Cost: 200 XP
Action: Full Action Skill Test: Tactics-10
Sustain Action: N/A Sustain Test: N/A
Requirements
Command of a Horde equipped with Melee Weapons.
Effect
Select one valid horde and test as above. On a pass, it may add its WS Bonus to melee attack DoS. This effect wears off at the end of their next turn.
Special Notes and Effects
You take a +10 to the test if the Horde has the Overwhelming trait.
For every two Degrees of Success on your Tactics Roll, they may increase their Melee Attack DoS by one.

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Coordinate Volleys

Name: Coordinate Volleys
XP Cost: 200 XP
Action: Full Action Skill Test: Tactics-10
Sustain Action: N/A Sustain Test: N/A
Requirements
Command of a Horde equipped with Ranged Weapons.
Effect
Select one valid horde and test as above. On a pass, it may add its BS Bonus to ranged attack DoS. This effect wears off at the end of their next turn.
Special Notes and Effects
You take a +10 to the test if the Horde has the Fire Drill trait.
For every two Degrees of Success on your Tactics Roll, they may increase their Ranged Attack DoS by one.

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Fanatical Fury

Name: Fanatical Fury
XP Cost: 300 XP
Action: Full Action Skill Test: Command-10
Sustain Action: N/A Sustain Test: N/A
Requirements
Command of a Horde with Melee Weapons
Effect
Select one valid horde and test as above. For a number of rounds equal to your FB, it gains the Fanatics trait.
Special Notes and Effects
You take a +10 to the test if the Horde has the Reckless Charge trait.
You take a stacking +10 to the test if you have any of the following talents: Master Orator, Inspirational, Litany of Hate.
For every 2 Degrees of Success or more on the test, the Horde's Fanatics effect remains for one extra round.

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Massive Damage

Name: Massive Damage
XP Cost: 300 XP
Action: Full Action Skill Test: Awareness-10 or Tactics-10
Sustain Action: Half Action Sustain Test: N/A
Requirements
N/A
Effect
Select one valid horde and test as above. Until the end of its next turn, the Horde is considered to have the Dirty Fighter trait.

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Rip and Tear

Name: Rip and Tear
XP Cost: 400 XP
Action: Full Action Skill Test: Command-10
Sustain Action: N/A Sustain Test: N/A
Requirements
Command of a Horde with Melee Weapons
Effect
Select one valid horde and test as above. For a number of rounds equal to your FB, the Horde is considered to have the Blood-Soaked Tide and Reckless Charge traits. If Blood-Soaked Tide is triggered in this time, the effects last for the usual lengths.
Special Notes and Effects
You take a +10 to the test if the Horde has the Reckless Charge trait.
You take a stacking +10 to the test if you have any of the following talents: Master Orator, Inspirational, Litany of Hate.
If you gain 4 degrees of success or more on the test, you may instantly trigger the benefits of Blood-Soaked Tide instead, without need for a Break test.

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Shoot the Big Ones

Name: Shoot the Big Ones
XP Cost: 300 XP
Action: Full Action Skill Test: Awareness-10
Sustain Action: N/A Sustain Test: N/A
Requirements
N/A
Effect
Select one valid horde and test as above. On its turn, it may perform an attack as normal against an enemy Horde, but it may instead choose to deal no damage. Instead, for every confirmed hit the Horde delivers, the enemy reduces its Called Shot penalty for shooting any attached specialists or characters by 5. This penalty persists until the start of the firing horde's next turn.

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Defensive Tactics

Name Skill Test XP Cost
Defensive Formation Tactics-10 300
Fortify Tactics-10 200
Hold the Line Command-20 500
Repel Attackers Tactics-10 300
Stiffen Backs Command+0 300

Defensive Formation

Name: Defensive Formation
XP Cost: 300 XP
Action: Full Action Skill Test: Tactics-10
Sustain Action: Half Sustain Test: N/A
Requirements
N/A
Effect
Select one valid horde and test as above. On a pass, it reduces the Magnitude damage taken from all attacks by your IB/2, to a minimum of 1..
Special Notes and Effects
For every three degrees of Success on your Tactics roll, the Horde reduces the Magnitude damage taken by a further 1 point.
You take a +10 to this test if the Horde possesses the Disciplined trait.

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Fortify

Name: Fortify
XP Cost: 200 XP
Action: Full Action Skill Test: Tactics-10
Sustain Action: N/A Sustain Test: N/A
Requirements
Horde in Cover or Natural Cover
Effect
Select one valid horde and test as above. On a pass, the Horde increases the AP rating of their cover by 1 point, up to a maximum of double its normal amount.
Special Notes and Effects
For every two Degrees of Success on your Tactics Roll, they may increase the AP rating of their cover by a further 1 point.

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Hold the Line

Name: Hold the Line
XP Cost: 400 XP
Action: Full Action Skill Test: Command-20
Sustain Action: Half Action Sustain Test: Command+0
Requirements
N/A
Effect
Select one valid horde and test as above. So long as this Tactic is sustained, this Horde forces all attacks made against it to reroll damage and take the worse result.

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Repel Attackers

Name: Repel Attackers
XP Cost: 300 XP
Action: Full Action Skill Test: Tactics-10
Sustain Action: N/A Sustain Test: N/A
Requirements
Horde equipped with Melee Weapons
Effect
Select one valid horde and test as above. Whenever this Horde is struck with a Melee attack before the start of its next turn, it may, once the attack has been resolved, immediately perform a melee attack of its own against the attacker. This attack is resolved in the normal fashion, with melee specialist attacks. This does not prevent the Horde from making any attacks on its own turn.
Special Notes and Effects
If you gain 4 or more Degrees of Success on your test, then your Horde's melee attack triggers before the enemies' melee attack.

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Stiffen Backs

Name: Stiffen Backs
XP Cost: 300 XP
Action: Full Action Skill Test: Command-10
Sustain Action: Half Action Sustain Test: N/A
Requirements
N/A
Effect
Select one valid horde and test as above. So long as this tactic is sustained, this Horde now counts as having the Battle-Hardened, Disciplined, Fighting Withdrawal and Stubborn traits.
Special Notes and Effects
You take a stacking +10 to the test if you possess the Iron Discipline or Into the Jaws of Hell talents.

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Support Tactics

Name Skill Test XP Cost
Example to Others Command-10/Tactics-10 400
Get Moving Command-10 200
Harbingers of Dread Command-10/Intimidate-10 300
Master Tactician Tactics-10 300
Tactician's Foundation Tactics-10 300

Example to Others

Name: Example to Others
XP Cost: 400 XP
Action: Full Action Skill Test: Command-10/Tactics-10
Sustain Action: Half Sustain Test: N/A
Requirements
N/A
Effect
Select one valid horde and test as above. On a pass, this unit gains the Support (your IB/2 or FB/2) trait, with the caveat that any allies within Support range of this unit may use this unit's characteristics in place of its own when making to-hit or skill tests.
Special Notes and Effects
If you earn three degrees or more on your Test, then the Horde may increase its Support distance by 1.
You take a +10 to this test if the Horde possesses the Support trait.

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Get Moving

Name: Get Moving
XP Cost: 200 XP
Action: Full Action Skill Test: Command-10
Sustain Action: Half Sustain Test: N/A
Requirements
N/A
Effect
Select one valid horde and test as above. On a pass, it gains 1 extra MP this turn.
Special Notes and Effects
For every degree of success on your test, the chosen Horde gains 1 extra MP, up to a maximum equal to twice their normal MP value.
You take a +10 to this test if the Horde possesses the Evasive trait.

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Harbingers of Dread

Name: Harbingers of Dread
XP Cost: 300 XP
Action: Full Action Skill Test: Command-10 or Intimidate-10
Sustain Action: Half Action Sustain Test: Command+0/Intimidate+0
Requirements
N/A
Effect
Select one valid horde and test as above. On a pass, so long as this Tactic is sustained, the Horde count as having the Fear Incarnate (your FB/2) trait.
Special Notes and Effects
For every 3 Degrees of Success on your initial test, you may increase the X of Fear Incarnate by 1.
You take a +10 to this test if the Horde possesses the Fear Incarnate trait.

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Master Tactician

Name: Master Tactician
XP Cost: 300 XP
Action: Full Action Skill Test: Tactics-10
Sustain Action: Full Action Sustain Test: N/A
Requirements
N/A
Effect
Test as above. On a pass, you generate a pool of Rerolls equal to your IB per round in which this tactic is sustained. These Rerolls may be used by any Hordes or subordinates under your command with whom you have contact to reroll to-hit and skill rolls. Unspent Rerolls vanish permanently by the start of your next turn.
Special Notes and Effects
For every 3 Degrees of Success on your initial test, you generate one extra reroll.

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Tactician's Foundation

Name: Tactician's Foundation
XP Cost: 300 XP
Action: Full Action Skill Test: Tactics-10
Sustain Action: N/A Sustain Test: N/A
Requirements
N/A
Effect
Test as above. On a pass, the next Tactic or Precision Targeting you use may be applied to a number of valid Characters or Hordes equal to your IB (so long as the tactic is one that is applied to Hordes).
Special Notes and Effects
If you gain 5 or more Degrees of Success on this test, then any Tactic benefitting from Tactician's Foundation has its action cost reduced by a half.

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