Leadership Edges grant bonuses to allies, making them more effective, reliable, or durable.
Unless an Edge says otherwise, it only affects allied Extras. Wild Cards only benefit if the leader has the Natural Leader Edge.
Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
Command Range: Allies must be within 5″ (10 yards) to benefit from her abilities. This is called her “Command Range.”
REQUIREMENTS: Novice, Smarts d6+
Command is the basic ability to give clear instructions and support to allies in the thick of battle. Extras in Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken and Vigor when attempting to recover from being Stunned.
REQUIREMENTS: Seasoned, Command
A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. A hero with this Edge has a Command Range of 10″ (20 yards).
REQUIREMENTS: Veteran, Spirit d8+, Command
A simple phrase uttered by a great leader can sometimes have momentous results. A commander with this ability can inspire his troops to bloody fervor by yelling a motto, slogan, or other inspirational words.
Extras in range add +1 to their Fighting and Shooting damage rolls.
REQUIREMENTS: Seasoned, Smarts d8+, Command
Hold the Line strengthens the will of any Extras under the hero’s command, adding +1 to their Toughness.
REQUIREMENTS: Seasoned, Command
Exceptional leaders inspire those around them to great feats of valor and determination. As a limited action, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to all allied Extras in Command Range. A leader could Support all Shooting attacks in range, for example, or all Spirit rolls to recover from being Shaken.
Inspire requires some sort of communication with those it affects.
REQUIREMENTS: Seasoned, Spirit d8+, Command
This leader has proven herself time and time again, gaining the respect of all those who fight by her side.
Any Leadership Edge that says it applies only to Extras now applies to Wild Cards as well.
REQUIREMENTS: Seasoned, Smarts d8+, Command, Battle d6+
The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
A Tactician is dealt an extra Action Card each round of combat or a chase—kept separate from his own cards. At the start of the round, he may discard it or give it to any Extra (or group of Extras sharing an Action Card) in Command Range. The player or GM controlling the receiving character or group can decide whether to accept and replace her current Action Card, or discard it.
REQUIREMENTS: Veteran, Tactician
The Tactician now gets a total of two extra Action Cards to distribute each round.