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 penalty (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), Reception of Schtick 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).

Rapid Response
Tier 2 Tactics Point: You may increase target ally's Defense by d10 which last until the Defense ends. Advancement

Planned Attack
Tier 3 You gain a Tactics point each Sequence while you do not perform Actions. Advancement: Gain 2 Tactics points (5).

Rapid Response
Tier 3 Pay 1 Tactics point: Gain d10 Initiative. Advancement: Gain d10 Shots instead (7).

The Gate is Open
Tier 3 Lose a Tactics roll versus an opponent: Next Tactics roll is Inspired (+d10 AV).

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

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

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

Blitzkrieg
Tier 4 3 Tactics Points: Gain an Action. 1 Tactics Point: Reroll an Action. Advancement:

Exploit
Tier 4 Winning Tactics roll against opponent: Also cause -2 Impairment. Advancement: 2/3/4/5th roll, Cause an extra multiple of impairment (4/3/2/1).

Deception in all things
Tier 5 Increase your Tactics Threshold by 2. Advancement: Increase Threshold (10), add a d10 EV for a Tactics point (1), add a d10 AV for a Tactics point (5).

Chain of Stratagems
Tier 5 2 Tactics points: All other members of team gain a Tactics point. Advancement: Lower Tactics point cost to 1 (5). Increase Tactics points gained (25).

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 (4/3/2/1, may be bought 4 more times).