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Command

Units designated as commanders can use their Action to produce a number of special effects.

Enhanced initiative

The most senior commander a player controls can use their Action in a turn to grant the player an additional 1d4 to roll for initiative on the next round. This is added to the usual 1d10 roll result, allowing the player to roll a total of 1d101d4 to determine initiative.

Main efforts

One per turn, a commander can use an action to designate one of their subordinate units as the main effort. This gives that unit a advantage to its Skill for the remainder of the turn.

If the subordinate unit is outside voice communication range, the commander will need to use a radio to signal for this.

If that unit is a commander itself, the subordinate commander can use their Action to pass on the effect to all their subordinate units within their own Movement rating, identical to the rules for voice communication.

ExampleMain efforts example

Dave the platoon commander uses his Action to designate one of his squad leaders, Tim, as the main effort. Tim, in turn, uses his Action to pass on the effect to his squad members within 8. On all their Skill rolls, they will get an Advantage.