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Tactical Programs

Tactical programs are the teamwork, initiative, and support layer of an operator's training: moving as a pair, leading a stick, handling explosives, keeping the squad fed and talking. These tracks are what turn a group of shooters into a unit.

Evasion Training 1-5

Not-being-there drills: sidestepping melee, ducking area effects, and slipping attacks.

  • Level 1: Take the Disengage action as a bonus action.
  • Level 2: Advantage on saves vs traps.
  • Level 3: When you are targeted by an effect that calls for a DEX save for half damage, take no damage on a success and half damage on a failure.
  • Level 4: When hit by an attack, use your reaction to halve the damage taken.
  • Level 5: No attack roll has advantage against you while you are not incapacitated.

Envelopment Training 1-4

Two-person and squad maneuver: pincers, crossfire, and overwatch reactions.

  • Level 1: Advantage on melee attacks when an ally is adjacent to the target. Advantage on CQB weapon attacks when an ally is positioned at roughly 90° from you relative to the target.
  • Level 2: Reaction melee or CQB attack when a creature within 5 ft of you attacks someone other than you.
  • Level 3: Advantage on ranged attacks when an ally is at a 90° offset from you relative to the target and within 30 ft of it.
  • Level 4: Reaction ranged attack when a creature within 30 ft of you attacks someone other than you.

Leadership Training 1-4

Prereq: Charisma 13+.

Formal leadership tools. Each level unlocks a pre-mission brief that grants a 24-hour buff to the stick. Every buff below covers up to 6 friendly creatures within 30 ft at the time of the brief; each target can benefit from a given level's buff once per short or long rest.

  • Level 1: 10-minute mission briefing. Targets gain a bonus to all skill checks equal to your CHA modifier for 24 hours.
  • Level 2: 10-minute inspiring talk. Targets gain temporary HP equal to your character level + your CHA modifier for 24 hours.
  • Level 3: 10-minute ROE briefing. Targets gain a bonus to damage rolls equal to your CHA modifier for 24 hours.
  • Level 4: 10-minute target briefing. Targets gain a bonus to attack rolls equal to your CHA modifier for 24 hours.

Army of One Training 1-4

Content TBD in source material - placeholder.

Combat Life Savers Certified

Basic battlefield trauma training for non-medics. Costs two separate levels of Operator Training (at different level-ups), or may be purchased at character creation as a Level 2 Training Program. Grants all of the following:

  • When you use an IFAK to stabilize a dying creature, that creature also regains 1 HP.
  • Using a tourniquet and making a WIS (Medicine) check, you may treat Bleed effects on a creature within 5 ft: DC 10 to end Bleed, DC 15 to end Major Bleed.
  • Action: Spend one use of an IFAK to tend a wound on a creature within 5 ft. Make a DC 15 WIS (Medicine) check; on success, the creature regains 1d6 + your WIS modifier HP. Only works on creatures at Triage Code Green, Yellow, or Orange (see Triage Code). The die scales to 2d6 at 7th level, 3d6 at 14th, and 4d6 at 20th.

Radio Operations Training 1-4

Operating, troubleshooting, and securing tactical radios.

  • Level 1: Advantage on Technology checks to operate or troubleshoot UHF, VHF, or satellite radios.
  • Level 2: You are issued a Crypto Key and gain proficiency with it.
  • Level 3: Halve the time required to operate or troubleshoot a radio.
  • Level 4: Advantage on all Technology checks to operate or troubleshoot any radio.

Ordnance Training 1-4

Prereq: Intelligence 16+.

Handling raw explosives and emplaced mines. See Demolitions Tools for the kit.

  • Level 1: Add your INT modifier to damage rolls of raw explosives and mines you set.
  • Level 2: Add half your proficiency bonus (rounded up) to the save DC of raw explosives you set.
  • Level 3: Advantage on Demolitions Tools checks to set explosives or mines.
  • Level 4: Add your full proficiency bonus to the save DC of raw explosives you set (replaces Level 2).

Grenade Training 1-4

Handling thrown and launched grenades.

  • Level 1: Add your WIS modifier to damage rolls of grenades and grenade-launcher rounds you use.
  • Level 2: Add half your proficiency bonus (rounded up) to the save DC of your grenades.
  • Level 3: When rolling for grenade deviation (scatter), reroll the deviation die and choose either result.
  • Level 4: Add your full proficiency bonus to the save DC of your grenades (replaces Level 2).

Thrown Training 1-4

Throwing anything not listed above - knives, tomahawks, improvised weapons.

  • Level 1: +5 ft to the range of thrown weapons.
  • Level 2: Once per day, reroll a critical failure (natural 1) on a thrown-weapon attack.
  • Level 3: An additional +5 ft to the range of thrown weapons (total +10 ft).
  • Level 4: The reroll at Level 2 can be used a number of times per long rest equal to your DEX modifier.

Field Mess

A single-level program. Taking Level 1 grants all of the following:

  • Proficiency with a Mess Kit.
  • During a short rest, given ingredients and a Mess Kit, you can cook for up to (your WIS modifier + your proficiency bonus) creatures. Those who eat and spend Hit Dice during that rest regain an extra 1d4 HP per Hit Die spent.
  • Over an hour of prep, or as part of a long rest, you can prepare snacks for up to (your proficiency bonus + your WIS modifier) creatures. Snacks remain good for 12 hours; a creature may consume one as a bonus action to gain temporary HP equal to your proficiency bonus + your WIS modifier.