Commanders are crucial to maximizing the effectiveness of troops in this system. Because of this, commanders will often be a priority target.
Tier 1 Battle Commander
Resources
Health | 7 |
E Energy | 1 |
Q Energy | 11 |
Cash | 3 |
Equipment | Rating |
Armor | 3 |
Ranged Weapon | 3 |
Melee Weapon | 3 |
Social Quick Reference
Connection | Military, Nation, or Organization |
Vice | Varies |
Self-Control | 10 |
Shrewdness | 7 |
Sense Motives | 7 |
Social Actions | 7 or 8 |
Combat Quick Reference
Initiative | 9 |
Melee Attack | 11 |
Ranged Attack | 11 |
Dodge | 6 |
Parry | 11 |
Soak | 9 |
Command | 12 |
Size | 1 |
Physical
Attribute |
3 |
Skills | Rating | Dicepool |
Mobility | 0 | 3 |
Might | 0 | 3 |
Close Combat | 5 | 8 |
Ranged Combat | 5 | 8 |
Protection | 3 | 6 |
Stealth | 0 | 3 |
Social
Attribute |
5 |
Skills | Rating | Dicepool |
Leadership | 7 | 12 |
Presence | 3 | 8 |
Guile | 2 | 7 |
Insight | 2 | 7 |
Mental
Attribute |
5 |
Skills | Rating | Dicepool |
Pilot | 1 | 6 |
Physical Awareness | 4 | 9 |
Spiritual Awareness | 0 | 4 |
Medicine | 0 | 5 |
Academics | 3 | 8 |
Powers
Name | Action | Energy Cost | Description |
Blitz Attack | Simple | 1 | Move up to your speed in spaces and attack in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks. |
Defend Other | Simple | Select a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack. You can use this power on entities less than or equal to your Size+1. | |
Full Defense | Complex | Flawless Defense for 1 round. | |
Rally Troops | Interrupt | 2 | This power allows you to recover your troops from routing. The difficulty for the roll is equal to the amount of damage that the unit of troops has taken. This includes damage from previous battles, etc. If the troops are not routing due to damage, but due to a bad tactical situation as judged by the GM, the GM sets the difficulty for the roll. |
Command: Charge! | Simple | Your troops make a blitz attack, spending 2 energy, moving a space, and gaining +4 to their attack roll. Enemies who have powers which negate or alter the benefits of a blitz attack may apply their powers to this attack. | |
Command: Volley | Simple | Your troops instantly make an attack against all enemies in range of their weapons. |
Tier 2 Battle Commander
Resources
Health | 9 |
E Energy | 3 |
Q Energy | 13 |
Cash | 5 |
Equipment | Rating |
Armor | 3 |
Ranged Weapon | 3 |
Melee Weapon | 3 |
Social Quick Reference
Connection | Military, Nation, or Organization |
Vice | Varies |
Self-Control | 12 |
Shrewdness | 11 |
Sense Motives | 11 |
Social Actions | 10 or 11 |
Combat Quick Reference
Initiative | 11 |
Melee Attack | 15 |
Ranged Attack | 15 |
Dodge | 9 |
Parry | 15 |
Soak | 12 |
Command | 16 |
Size | 1 |
Physical
Attribute |
5 |
Skills | Rating | Dicepool |
Mobility | 1 | 6 |
Might | 1 | 6 |
Close Combat | 7 | 12 |
Ranged Combat | 7 | 12 |
Protection | 4 | 9 |
Stealth | 0 | 5 |
Social
Attribute |
7 |
Skills | Rating | Dicepool |
Leadership | 9 | 16 |
Presence | 5 | 12 |
Guile | 4 | 11 |
Insight | 4 | 11 |
Mental
Attribute |
7 |
Skills | Rating | Dicepool |
Pilot | 2 | 9 |
Physical Awareness | 6 | 11 |
Spiritual Awareness | 0 | 7 |
Medicine | 0 | 7 |
Academics | 6 | 11 |
Powers
Name | Action | Energy Cost | Description |
Blitz Attack | Simple | 1 | Move up to your speed in spaces and attack in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks. |
Defend Other | Simple | Select a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack. You can use this power on entities less than or equal to your Size+1. | |
Full Defense | Complex | Flawless Defense for 1 round. | |
Rally Troops | Interrupt | 2 | This power allows you to recover your troops from routing. The difficulty for the roll is equal to the amount of damage that the unit of troops has taken. This includes damage from previous battles, etc. If the troops are not routing due to damage, but due to a bad tactical situation as judged by the GM, the GM sets the difficulty for the roll. |
Command: Charge! | Simple | Your troops make a blitz attack, spending 2 energy, moving a space, and gaining +4 to their attack roll. Enemies who have powers which negate or alter the benefits of a blitz attack may apply their powers to this attack. | |
Command: Volley | Simple | Your troops instantly make an attack against all enemies in range of their weapons. | |
Formation: Shield Wall | Simple | 1 | Your troops create a shield wall. These troops gain medium cover(+4 defense). Additionally, enemies cannot move through a space that your troops occupy. They may move out of a space that your troops occupy if they were in that space when this formation began. Your troops are required to spend 1 energy per space moved while in this formation. |
Formation: Body Guard | Simple | 1 | Your troops instantly use a Defend Other action on an incapacitated or consenting target(s). Yourself is a valid target. This Defend Other action persists until the end of the scene, or until the troops' formation changes. Troops can Defend Other on a number of targets equal to their Size +1. This can also be used to guard vehicles, buildings, etc. |
Fast Formation | Interrupt | 2 | Activate this power to trigger your chosen formation command as an interrupt action. Usable once per scene. |
Tier 3 Battle Commander
Resources
Health | 11 |
E Energy | 6 |
Q Energy | 16 |
Cash | 5 |
Equipment | Rating |
Armor | 3 |
Ranged Weapon | 3 |
Melee Weapon | 3 |
Social Quick Reference
Connection | Military, Nation, or Organization |
Vice | Varies |
Self-Control | 20 |
Shrewdness | 17 |
Sense Motives | 17 |
Social Actions | 17 or 18 |
Combat Quick Reference
Initiative | 20 |
Melee Attack | 20 |
Ranged Attack | 20 |
Dodge | 12 |
Parry | 20 |
Soak | 17 |
Command | 24 |
Size | 1 |
Physical
Attribute |
7 |
Skills | Rating | Dicepool |
Mobility | 1 | 8 |
Might | 1 | 8 |
Close Combat | 10 | 17 |
Ranged Combat | 10 | 17 |
Protection | 7 | 14 |
Stealth | 0 | 7 |
Social
Attribute |
10 |
Skills | Rating | Dicepool |
Leadership | 12 | 22 |
Presence | 8 | 18 |
Guile | 7 | 17 |
Insight | 8 | 18 |
Mental
Attribute |
10 |
Skills | Rating | Dicepool |
Pilot | 3 | 13 |
Physical Awareness | 10 | 20 |
Spiritual Awareness | 0 | 10 |
Medicine | 0 | 10 |
Academics | 6 | 16 |
Powers
Name | Action | Energy Cost | Description |
Blitz Attack | Simple | 1 | Move up to your speed in spaces and attack in the same action. This attack gains +4 dice. This mechanic counts as "blitz" for the purposes of any powers that trigger off of blitz attacks. |
Defend Other | Simple | Select a willing target within the same space as you. Intercept attacks for that target. You may apply your parry defense or soak defense to attacks you intercept for them. If your defense is beaten by the attack roll, the attacker may choose to hit you, or hit their original target. If they choose to hit their original target, the original target may apply their own defense against the net hits(successes) remaining from the attack roll. This effectively means that in order to attack the original target, the attacker must go through 2 defense rolls instead of 1 defense roll. Defend Other does not function at all if a single attack would strike both characters, such as an area effect attack. You can use this power on entities less than or equal to your Size+1. | |
Full Defense | Complex | Flawless Defense for 1 round. | |
Rally Troops | Interrupt | 2 | This power allows you to recover your troops from routing. The difficulty for the roll is equal to the amount of damage that the unit of troops has taken. This includes damage from previous battles, etc. If the troops are not routing due to damage, but due to a bad tactical situation as judged by the GM, the GM sets the difficulty for the roll. |
Command: Charge! | Simple | Your troops make a blitz attack, spending 2 energy, moving a space, and gaining +4 to their attack roll. Enemies who have powers which negate or alter the benefits of a blitz attack may apply their powers to this attack. | |
Command: Volley | Simple | Your troops instantly make an attack against all enemies in range of their weapons. | |
Formation: Shield Wall | Simple | 1 | Your troops create a shield wall. These troops gain medium cover(+4 defense). Additionally, enemies cannot move through a space that your troops occupy. They may move out of a space that your troops occupy if they were in that space when this formation began. Your troops are required to spend 1 energy per space moved while in this formation. |
Formation: Body Guard | Simple | 1 | Your troops instantly use a Defend Other action on an incapacitated or consenting target(s). Yourself is a valid target. This Defend Other action persists until the end of the scene, or until the troops' formation changes. Troops can Defend Other on a number of targets equal to their Size +1. This can also be used to guard vehicles, buildings, etc. |
Fast Formation | Interrupt | 2 | Activate this power to trigger your chosen formation command as an interrupt action. Usable once per scene. |
Formation: Dogpile | Simple | 1 | Your troops make a close combat grapple attack against all enemies in the space they currently occupy. This power does not function against enemy troops, only enemy individuals. Your troops cannot move during this formation. |
Anti-Large Troops | Passive | Enhance your troops abilities when fighting something larger in size than them. Your Troops gain the Anti-Large Attacks power equal to your (Potency). | |
Instant Militia | Complex | 1 | This power turns peaceful civilians with no combat skills, weapons, or armor, into a fighting force, instantly. This power doesn't create bodies out of thin air; you must convince those you would lead to join you and follow your commands. This is usually handled via roleplay & social mechanics, but you may use your Leadership skill for social tests involving persuading people to follow you. Your Leadership skill affects the quality of your new troops. Rating 6-8, Mooks, Rating 9-12, Elite Soldiers. Troops recruited should be at of whatever tier of play your game is. When the GM is weighing whether or not the civilians are willing to join you, they should consider that the NPCs have some kind of knowledge, conscious or not, that you have this power. This power doesn't actually provide real weapons and armor for your troops, but it allows farming implements, tools, and similar to function as if they were actual weapons & armor. |