Physical training |
1 |
R |
The character adds a boost dice per rank of Physical Training to their Athletics and Resilience checks. |
Grit |
2 |
Officer (5,5) |
+1 strain per rank |
Command |
1 |
Officer (10) |
The character gains a boost dice per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add a boost dice per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command). |
Prime Positions |
2 |
Officer (5, 15) |
When the character or an ally within short range takes cover, the character taking cover increases their soak by one per rank of Prime Positions against ranged attacks until they leave that cover. |
Tactical Advance |
1 |
Officer (10) |
While in cover, the character may suffer 2 strain to perform the Tactical Advance incidental. Until the end of the character's next turn, the character and allies within short range may move out of cover and continue to receive its benefits. |
Field Commander |
1 |
Officer (20) |
The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to [their] presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter. |
Coordinated Assault |
1 |
Officer (15) |
The character may make a Coordinated Assault maneuver. If they do so, a number of allies engaged with the character equal to the character's ranks in Leadership gain an advantage result on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Coordinated Assault. |