Command

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

FieldValue
Armor Check Penaltyfalse
Key AbilityCHA
Opposed SkillsIntimidation
Trained Onlytrue
Untrained UseCannot use untrained for unit-level commands; raw CHA may steady one ally at +5 DC, not a substitute.
Key AbilityCHA

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

FieldValue
dc12
taskSteady a single ally who is shaken or routed

dc: 15

FieldValue
dc15
taskRally a squad's morale

dc: 18

FieldValue
dc18
taskCoordinate a squad-level maneuver

dc: 22

FieldValue
dc22
taskHold troops in position under fire

dc: 25

FieldValue
dc25
taskInspire troops against the odds

dc: 30

FieldValue
dc30
taskTurn a rout into a stand

Synergy

bonus: 2

FieldValue
bonus2
fromPersuasion
threshold5

bonus: 2

FieldValue
bonus2
fromTactics
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillPersuasion

bonus: 2

FieldValue
bonus2
ranks5
skillTactics

Uses

application: Steady a single ally who is shaken or routed

FieldValue
applicationSteady a single ally who is shaken or routed
dc12
failureAlly breaks; may flee or freeze.
successAlly holds; shaken condition removed.

application: Rally a squad's morale

FieldValue
applicationRally a squad's morale
dc15
failureSquad stays shaken; -1 to group checks.
successSquad steadies; morale restored, broken squad reforms.

application: Coordinate a squad-level maneuver

FieldValue
applicationCoordinate a squad-level maneuver
dc18
failureFriction; the maneuver loses its edge.
successManeuver executes clean; +1 to the maneuver's check.

application: Hold troops in position under fire

FieldValue
applicationHold troops in position under fire
dc22
failureOne fire-team breaks; GM's call.
successTroops hold the line; no morale break this round.

application: Inspire troops against the odds

FieldValue
applicationInspire troops against the odds
dc25
failureInspiration falls flat; you look small.
successTroops gain +1 to all checks for the next encounter.

application: Turn a rout into a stand

FieldValue
applicationTurn a rout into a stand
dc30
failureRout continues; troops ignore you entirely.
successRouting troops halt and face; squad reforms.