Steady a squad, rally morale, coordinate maneuver.
Command covers steadying shaken allies, rallying squad morale, coordinating
maneuvers, holding troops under fire, inspiring against the odds, and
turning a rout into a stand. The sergeant's bark on a burning deck, the
lieutenant's steady hand when the railgun opens up, the officer who walks
a corridor under fire because the troops behind are watching. Where
Persuasion works one person at a time, Command works on a unit -- afraid,
angry, and looking for someone to follow or shoot. Command is the opposed
skill to Intimidation-based Demoralize against the commanded unit. It
cannot substitute for Persuasion one-on-one; it speaks to groups, not
individuals.
Rules Reference
Field
Value
Armor Check Penalty
false
Key Ability
CHA
Opposed Skills
Intimidation
Trained Only
true
Untrained Use
Cannot use untrained for unit-level commands; raw CHA may steady one ally at +5 DC, not a substitute.
Key Ability
CHA
Notes
Special: Opposed to Demoralize vs the commanded unit. Failure by 5+ on rally or
stand-the-line can lose the unit for the encounter. Speaks to groups,
not individuals.
Special: Command is the opposed skill to Intimidation-based Demoralize attempts
against the commanded unit (you vs the intimidator, highest wins).
Failure by 5+ on a rally or stand-the-line check can lose the unit for
the encounter. Command cannot substitute for Persuasion 1-on-1 -- it
speaks to groups, not individuals.
Untrained: Command is trained-only. An untrained character cannot formally issue
unit-level commands, though a high-CHA leader with a strong personality
may still steady a single ally at +5 to DC by sheer force of presence.
This is not the same skill, and the GM should not allow it to substitute
for trained Command.
Descriptors
dc: 12
Field
Value
dc
12
task
Steady a single ally who is shaken or routed
dc: 15
Field
Value
dc
15
task
Rally a squad's morale
dc: 18
Field
Value
dc
18
task
Coordinate a squad-level maneuver
dc: 22
Field
Value
dc
22
task
Hold troops in position under fire
dc: 25
Field
Value
dc
25
task
Inspire troops against the odds
dc: 30
Field
Value
dc
30
task
Turn a rout into a stand
Synergy
bonus: 2
Field
Value
bonus
2
from
Persuasion
threshold
5
bonus: 2
Field
Value
bonus
2
from
Tactics
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Persuasion
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Tactics
Uses
application: Steady a single ally who is shaken or routed