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Battle Commander, Captain, General, Admiral

Commanders are crucial to maximizing the effectiveness of troops in this systemBecause of this, commanders will often be a priority target.

Tier 1 Battle Commander

Resources

Health7
E Energy1
Q Energy11
Cash3

EquipmentRating
Armor3
Ranged Weapon3
Melee Weapon3

Social Quick Reference

ConnectionMilitary, Nation, or Organization
ViceVaries
Self-Control10
Shrewdness7
Sense Motives7
Social Actions7 or 8

 

Combat Quick Reference

Initiative9
Melee Attack11
Ranged Attack11
Dodge6
Parry11
Soak9
Command12
Size1

 

Physical

Attribute
3

 

SkillsRatingDicepool
Mobility03
Might03
Close Combat58
Ranged Combat58
Protection36
Stealth03

Social

Attribute
5

 

SkillsRatingDicepool
Leadership712
Presence38
Guile27
Insight27

Mental

Attribute
5

 

SkillsRatingDicepool
Pilot16
Physical Awareness49
Spiritual Awareness04
Medicine05
Academics38

Powers

NameActionEnergy CostDescription
Blitz AttackSimple1Move 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 OtherSimpleSelect 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 DefenseComplexFlawless Defense for 1 round.
Rally TroopsInterrupt2This 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!SimpleYour 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: VolleySimpleYour troops instantly make an attack against all enemies in range of their weapons.

Tier 2 Battle Commander

Resources

Health9
E Energy3
Q Energy13
Cash5

EquipmentRating
Armor3
Ranged Weapon3
Melee Weapon3

Social Quick Reference

ConnectionMilitary, Nation, or Organization
ViceVaries
Self-Control12
Shrewdness11
Sense Motives11
Social Actions10 or 11

 

Combat Quick Reference

Initiative11
Melee Attack15
Ranged Attack15
Dodge9
Parry15
Soak12
Command16
Size1

 

Physical

Attribute
5

 

SkillsRatingDicepool
Mobility16
Might16
Close Combat712
Ranged Combat712
Protection49
Stealth05

Social

Attribute
7

 

SkillsRatingDicepool
Leadership916
Presence512
Guile411
Insight411

Mental

Attribute
7

 

SkillsRatingDicepool
Pilot29
Physical Awareness611
Spiritual Awareness07
Medicine07
Academics611

Powers

NameActionEnergy CostDescription
Blitz AttackSimple1Move 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 OtherSimpleSelect 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 DefenseComplexFlawless Defense for 1 round.
Rally TroopsInterrupt2This 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!SimpleYour 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: VolleySimpleYour troops instantly make an attack against all enemies in range of their weapons.
Formation: Shield WallSimple1Your 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 GuardSimple1Your 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 FormationInterrupt2Activate this power to trigger your chosen formation command as an interrupt action. Usable once per scene.

Tier 3 Battle Commander

Resources

Health11
E Energy6
Q Energy16
Cash5

EquipmentRating
Armor3
Ranged Weapon3
Melee Weapon3

Social Quick Reference

ConnectionMilitary, Nation, or Organization
ViceVaries
Self-Control20
Shrewdness17
Sense Motives17
Social Actions17 or 18

 

Combat Quick Reference

Initiative20
Melee Attack20
Ranged Attack20
Dodge12
Parry20
Soak17
Command24
Size1

 

Physical

Attribute
7

 

SkillsRatingDicepool
Mobility18
Might18
Close Combat1017
Ranged Combat1017
Protection714
Stealth07

Social

Attribute
10

 

SkillsRatingDicepool
Leadership1222
Presence818
Guile717
Insight818

Mental

Attribute
10

 

SkillsRatingDicepool
Pilot313
Physical Awareness1020
Spiritual Awareness010
Medicine010
Academics616

Powers

NameActionEnergy CostDescription
Blitz AttackSimple1Move 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 OtherSimpleSelect 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 DefenseComplexFlawless Defense for 1 round.
Rally TroopsInterrupt2This 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!SimpleYour 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: VolleySimpleYour troops instantly make an attack against all enemies in range of their weapons.
Formation: Shield WallSimple1Your 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 GuardSimple1Your 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 FormationInterrupt2Activate this power to trigger your chosen formation command as an interrupt action.  Usable once per scene.
Formation: DogpileSimple1Your 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 TroopsPassiveEnhance your troops abilities when fighting something larger in size than them. Your Troops gain the Anti-Large Attacks power equal to your (Potency).
Instant MilitiaComplex1This 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.