A useless coward always runs, but a clever coward knows exactly when to risk it all. I'd follow a clever coward anywhere.

A Commander's skillset relates to squad-level combat, which might not come up often (if ever) during the course of most games. In campaigns where mass combat between clashing armies is a regular staple, however, Commander becomes a very useful archetype indeed.

Commander Lead a squad.
caret-right Exemplar Bolster their combat ratings.
caret-right Exhort Grant free recoveries.
caret-right Headstriker Target other commanders.
caret-right Management Better damage breakpoints.
caret-right Maneuvers Dis/engage freely, move along.

Commander

Protection plus-circleEmbed: You can use an action to embed yourself inside any adjacent allied squad (see the Barracks establishment for more on squads). This allows you to share a space with a full squad, which is normally impossible. You may take actions independently of whatever your squad does while embedded.

plus-circleSquad Shield: You cannot be targeted by any harmful effect while embedded with a squad. Any incoming attacks or misfortunes are redirected to the squad you're embedded inside instead of to yourself. If your squad is wiped out, you lose this protection and can be targeted normally.

minus-circleGotta Keep Up: If the squad moves, you have to either move along with it (spending your own actions and using your own movement capabilities) or be left behind by it.

minus-circleSingle Slot: A given squad can only embed a maximum of one Commander at a time. Allied Commanders will have to find their own squads to embed with.

Exemplar

Protection plus-circleStandard-Bearer: Your squad can treat any single combat statistic (Melee, Remote, Whelm) of your choice as having your rating instead of their normal rating. For example, if you have a Remote rating of 5 but are currently leading a squad of sappers with a Remote rating of 1, you can choose to grant them a temporary rating of 5 instead.

minus-circleSingle-Use: The improved rating granted from Exemplar lasts only for an instant- long enough for the squad to either make or suffer from a single attack. You can choose for Exemplar to come into effect as a free action anytime it would be relevant.

minus-circleMojo: Every time you use Exemplar to bolster your squad's combat ratings, roll a trigger die. If the result is 1-6, then doing so costs 1 Mojo.

Exhort

Protection plus-circleOn Yer Feet, Maggots: By taking an action to shout a command, you may grant your squad a free recovery action (the squad recovers 1 Energy per living member it has, and removes 1 condition of your choice if a trigger die roll is 9+).

minus-circleMojo: Roll a trigger die when using Exhort to grant a free recovery to your squad. If the result is 1-6, then doing so costs 1 point of Mojo (from you, not from them).

Headstriker

Offense plus-circleCommander Killer: You can target and harm enemy commanders embedded in a squad directly, allowing you to completely bypass the normal protections afforded to commanders. You do not need to be embedded in a squad of your own to make use of this ability.

Management

Protection plus-circleAggro Juggling: You are skilled at micromanaging your squad's members to minimize harm done to them. Your squad doesn't start taking Energy damage until they lose Attention in multiples of 10 (40, 30, 20, 10, etc) instead of multiples of 5 as normal (45, 40, 35, 30, etc). Similarly, your squad doesn't start taking Flesh damage until Energy has hit breakpoints of 10. minus-circleIndividual Losses: You still lose one member from your squad for every 5 Flesh damage taken. This breakpoint does not change.

Maneuvers

Movement plus-circleHut-hut-hut-hut: By taking an action to shout a command, you may grant your squad the ability to either engage or disengage as a free action.
Movement plus-circleLET'S FUCKING GOOOOOOO: Every time your squad moves, they carry you with them automatically. You do not need to spend any actions of your own keeping up with your squad, even if your squad has methods of movement you lack (such as mounts, vehicles, or even simply the ability to swim).