It is a rarity to encounter an individual capable of leading a battlefield's tactics on the frontline, however those capable are sent in to give orders to their allies and ensure they stay on track.
Prerequisite(s): Must have taken Tactician at least once
Coordination: As part of your turn you can select an opponent within your line of sight as the target of your coordination. You and all allies attacking the target of your coordination receive a bonus to attack and damage against them equal to your Reason or Intuition (whichever is higher). Multiple instances of Coordination do not stack, and you can only have one target selected at a time.
Indignation: When making an Intimidate, instead of reducing Resolve you can instead choose to reduce the opponent's Physical Defense by 1 point per point of Reason or Intuition (whichever is higher), this penalty lasts for 1d4+1 rounds. This can only be used on an opponent once per day.
Tactical Positioning: Select an ally within 4 squares of you on your turn, if the ally accepts you can force them to move 1 square while on your turn. This can only be used once per encounter.
Gang Up: You and your allies receive a +2 bonus to attack and damage against an enemy so long as another ally is adjacent while you are adjacent to the enemy.
Covering Fire: You and your allies can use ranged weaponry against enemies you have designated with your Coordination ability in order to impose penalties instead of dealing damage. In place of the damage roll you can deal a penalty to the opponent's attack rolls for 1d4+1 rounds. The penalty is equal to the attacker's Precision.