Leadership Edges

Several of these new Edges are designed for use in Mass Battles. Characters with these Edges can be expected to serve as generals, not junior officers. An army can only benefit from one Edge of the same name.

A Few Good Men

Requirements: Heroic, Smarts d8+, Knowledge (Battle) d10+, Command, Inspire

This Edge is used only for Mass Battles. The character knows how to get the best from the troops at his disposal. Once the tokens for each force have been calculated, the character adds one token to his army’s total to account for their status.


Command Presence

Requirements: Novice, Command

The hero may be charismatic or just have a loud voice, but whatever the reason, he can hold his men together over a larger distance than normal. A hero with this Edge has a “command radius” of 10” instead of the usual 5”.


Coordinated Firepower

Requirements: Veteran, Smarts d6+, Shooting d8+, Throwing d8+, Command

The hero knows how to coordinate missile fire against a single foe. Instead of firing separately, all missile troops within the hero’s command radius yet to act in the round can fire as a single unit on the hero’s action (this counts as their entire action for the round).

The hero nominates one foe within range of his weapon. He then makes a single Shooting or Throwing roll, as appropriate for his weapon. Each additional missile soldier within the hero’s command radius (and within range of the target), fi ring at the same time adds a fl t + 2 to the attack roll.

Damage is calculated as normal for the hero’s weapon, but he adds + 1d6 per raise (not just for the first raise). Coordinating fire in this manner counts as a single action. A hero cannot use Double Shot or Giant Killer in conjunction with this Edge unless all subordinates firing with the hero have those Edges as well.

Although the soldiers lose their individual attacks, the combined firepower gives a better chance of bringing down a large foe (like a dragon), and unlike separate missile fire, the entire damage roll is applied once against the foe’s Toughness.


Cry Havoc!

Requirements: Veteran, Spirit d8+, Knowledge (Battle) d10+, Command, Fervor

This Edge is used only for Mass Battles. The general has an uncanny knack for knowing when to unleash his troops and when to hold back.

Once per battle, during the Battle Roll Phase, the character may declare a charge. He must do this before he or his opponent rolls their Battle die. If the character succeeds in his roll and beats his opponent, his enemy loses one extra token.


Death Before Dishonor

Requirements: Veteran, Spirit d8+, Knowledge (Battle) d8+, Command, Hold the Line

This Edge is used only for Mass Battles. The character has led his army to many victories, and the men have come to accept retreat as a stain on their honor. The character gains + 2 to Spirit rolls when rolling for Morale in a Mass Battle.


Fanaticism

Requirements: Seasoned, Command, Fervor

Some leaders can inspire their men to follow them into the depths of the Hellfrost itself. Troops under command of a character with this Edge add + 2 to their Guts rolls and subtract 2 from rolls on the Fright Table.


Siege Breaker

Requirements: Seasoned, Smarts d8+, Knowledge (Battle) d8+

This Edge is used only for Mass Battles. The hero has a good knowledge of siege warfare and can spot weaknesses in enemy fortifications. When he leads the army, the character reduces the Siege Bonus of any fortification his men are attacking by 1 (to a minimum of zero).

If he makes a Knowledge (Battle) roll at the start of a siege, he can increase the Siege Bonus penalty by an additional –1 for success and –2 with a raise by studying and exploiting specific weaknesses.


Siege Mentality

Requirements: Seasoned, Smarts d8+, Knowledge (Battle) d8+

This Edge is used only for Mass Battles. The character has a strong defensive mentality and understands how to make the most of his fortification and its defenders. When he leads the army, he increases the Siege Bonus of any fortification he defends by + 1. If he makes a Knowledge (Battle) roll at the start of a siege, he can increase this bonus by an additional + 1 for success and + 2 with a raise by studying and better defending weak areas.


Tactician

Requirements: Seasoned, Wild Card, Smarts d8+, Knowledge (Battle) d6+, Command

The hero has a natural grasp of small unit tactics and can instantly take advantage of a rapidly changing situation. At the beginning of a fight, before the GM deals initiative cards, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one initiative card. Deal these cards face down—the player receiving them may look, but the GM and other players cannot. These are kept separate from his regular initiative cards and are not placed back into the deck until used or the combat ends (whichever occurs first).

At the start of any round, the hero may give one or more of these extra cards to an ally, whether Extra or Wild Card, who then uses it as their initiative card for the round in place of the one they were dealt. This does allow Extras to operate independently of Wild Card characters for one round if they receive their own card. Only one character per encounter may use this Edge.

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Leadership Edges

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