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commander

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Commander Lead a squad.
caret-right Exhort Grant free recoveries.
caret-right Headstriker Target other commanders.
caret-right Management Better damage breakpoints.
caret-right Maneuvers Dis/engage freely.
caret-right Sally Move with your squad.

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.

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-circleProvisions: Using Exhort to grant a free recovery to your squad costs 1 point of Provisions (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.

Sally

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).
commander.1602616393.txt.gz · Last modified: 2020/10/13 13:13 by kyle