Havoc Squad has Ops that require a mix of mobility, resilience and destructive potential all in one; it is this type of Op that the Tactics Vanguard excels at. Trained to move about the battlefield with unparalleled mobility and deliver decisive strikes at range or in melee, the Vanguard trained in Tactics is often referred to as an armored wrecking ball.
Tactics Vanguards are some of the most versatile Troopers ever to grace the battlefield. Their standard-issue Vanguard shielding tech makes them more resilient than all but a Shield Specialist while their superb level of rifle and hand-to-hand training make them as deadly as any Trooper when an engagement proves to be on more intimate terms.
Role: Damage Dealer
Skill Focus: Short to mid-range mobile damage dealing and survivability
Tactics Skill Tree (Vanguard) – The Complete List
Tier 1
Containment Tactics
Passive
Ranks: 2
Prerequisites: None
Effect: Reduces the cooldown on Cryo Grenade by 5/10 seconds.
Demolition
Passive
Ranks: 2
Prerequisites: None
Effect: Increases the critical hit chance of elemental attacks by 3/6 percent.
Focused Impact
Passive
Ranks: 3
Prerequisites: None
Effect: High Impact Bolt penetrates 20/40/60 percent of the target’s armor.
Tier 2
Blaster Augs
Passive
Ranks: 1
Prerequisites: 5 points in the Tactics tree
Effect: Increases the effect of your cells while they are active: Plasma Cell: Increases the tech critical hit chance by 3 percent. High Energy Cell: Further increases all internal and elemental damage dealt by 3 percent. Ion Cell: Increases the damage dealt by Ion Cell by 8 percent.
Frontline Offense
Passive
Ranks: 2
Prerequisites: 5 points in the Tactics tree
Effect: Increases the damage dealt by Ion Pulse and Gut by 3/6 percent.
Power Armor
Passive
Ranks: 2
Prerequisites: 5 points in the Tactics tree
Effect: Reduces all damage taken by 1/2 percent.
Tactical Tools
Passive
Ranks: 2
Prerequisites: 5 points in the Tactics tree
Effect: Reduces the cooldown of Pulse Cannon by 1.5/3 seconds and Harpoon by 5/10 seconds.
Tier 3
Battlefield Training
Passive
Ranks: 2
Prerequisites: 10 points in the Tactics tree
Effect: Increases movement speed by 7.5/15 percent while High Energy Cell is active.
Cell Generator
Passive
Ranks: 2
Prerequisites: 10 points in the Tactics tree
Effect: While High Energy Cell is active you have a 50/100 percent chance to generate 1 energy cell every 6 seconds.
Frontline Defense
Passive
Ranks: 2
Prerequisites: 10 points in the Tactics tree
Effect: Reduces the cooldown of Riot Strike by 1/2 seconds.
Gut
Activated
Ranks: 1
Prerequisites: 10 points in the Tactics tree
Effect: Guts the target with a knuckle-plate vibroblade, dealing 595 – 706 kinetic damage and causing the target to bleed for 784 internal damage over 15 seconds.
Ability – Gut
Ammo: None
Activation Time: Instant
Range: 4 meters
Cooldown: 15 seconds
Effect: Guts the target with a knuckle-plate vibroblade, dealing 595 – 706 kinetic damage and causing the target to bleed for 784 internal damage over 15 seconds.
Tier 4
Battering Ram
Passive
Ranks: 2
Prerequisites: 15 points in the Tactics tree
Effect: Ion Pulse has a 15/30 percent chance and Fire Pulse has a 50/100 percent chance to make your next Stockstrike free. This effect lasts for 15 seconds.
Serrated Blades
Passive
Ranks: 3
Prerequisites: 15 points in the Tactics tree and 1 point in Gut.
Effect: Increases the damage dealt by Gut’s bleed effect by 5/10/15 percent.
Tier 5
Combat Tactics
Passive
Ranks: 1
Prerequisites: 20 points in the Tactics tree and 3 points in Serrated Blades
Effect: Stockstrike and Gut have a 25 percent chance to make your next High Impact Bolt critically hit automatically.
Hold the Line
Activated
Ranks: 1
Prerequisites: 20 points in the Tactics tree
Effect: Grants 8 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30 percent.
Ability – Hold the Line
Ammo: None
Activation Time: Instant
Range: Personal
Cooldown: 300 seconds
Effect: Grants 8 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30 percent.
Kolto Recharge
Passive
Ranks: 1
Prerequisites: 20 points in the Tactics tree
Effect: When you activate Recharge Cells, you regenerate 7 percent of your health over 10 seconds.
Pulse Generator
Passive
Ranks: 2
Prerequisites: 20 points in the Tactics tree
Effect: Ion Pulse and Explosive Surge have a 50/100 percent chance to grant Pulse Generator, increasing the damage dealt by your next Pulse Cannon by 10 percent. Stacks up to 5 times.
Tier 6
Havoc Training
Passive
Ranks: 3
Prerequisites: 25 points in the Tactics tree
Effect: Increases the critical strike damage bonus of Stockstrike, Ion Pulse and Fire Pulse by 10/20/30 percent.
Shock Absorbers
Passive
Ranks: 2
Prerequisites: 25 points in the Tactics tree
Effect: While stunned, you take 10/20 percent less damage.
Tier 7
Fire Pulse
Activated
Ranks: 1
Prerequisites: 30 points in the Tactics tree
Effect: Emits a fiery pulse wave, dealing 982 – 1149 elemental damage to the target.
Ability – Fire Pulse
Ammo: 1
Activation Time: Instant
Range: 10 meters
Cooldown: 15 seconds
Effect: Emits a fiery pulse wave, dealing 982 – 1149 elemental damage to the target.


