Action!/Schtick/Proficiency/Tactics

Tactics
Tactics points may be used to provide the use of these Schticks to allies.

Beat the Grass
Tier 1 Action: Opponent must declare their intended Action. Changing Actions incur a -5 EV penalty. Advancement: EV (Progression 1), AV penalty (Progression 10), 1 more opponent (1/opponent, max 5), All opponents (1, past 5 opponents), Action becomes 1 Shot (2), Gain +5 EV against target who changes action (1).

Get to Cover
Tier 1 Tactics Point: Provide a Free Active Defense to all party members. All party members become Knockdown. Progression: Cover Defense bonus (Progression 10), No Knockdown (4), Requires Active Defense (-1), No Tactics Point Required (5), Also allows a Shaken roll (5).

Maneuvers
Tier 2 Action: All allies gain a Free Move. Advancement: Allies gain a Free positive EV die on their next Action or Defense if they moved(5), the EV die lasts until an ally makes a Move(+5).

Planned Attack
Tier 3 Setup Advancement:

Blitzkrieg
Tier 4 Rapid attack Advancement:

Deception in all things
Tier 5 Provide Tactics Defense Advancement:

Rapid Response
Tier 2 Initiative/Shots. Advancement

The Gate is Open
Tier 3 Lose a Tactics roll versus an opponent: Next Tactics roll is Inspired.

The Way is Clear
Tier 3 Win Tactics roll against opponent, Mind: Opponent is Confused by Outcome.

Sudden Strike
Tier 4 Successful Tactics: Gain Double Outcome to your next Action vs that opponent.

Hold the Line
Tier 4 Tactics Action: Opponent gets half Outcome next Action.

Chain of Stratagems
Tier 5 2 Tactics pool points: All other members of team gain a Tactics Pool point.

Tactical Action
Tier 5 Free: You may use Tactics when you first enter combat, at normal Difficulty, to gain another set of Tactics pool points. Advancement: One extra Tactics roll second Sequence in combat (5/4/3/2/1, may be bought 4 more times)