
When you call others to action, they answer the call. You are a fearsome opponent, not because of your skills alone, but because of the myriad skills and combined might of the forces that answer to you. You lead your team like a general leads his army; indeed, you may even be a general. One thing, however, is certain. No matter who you are, your men call you Commander.
- Racial Requirement: Any
- Transformation Type: Manifested Power
- Prerequisite(s): Master of Minions Talent
- Maximum No of Stacks: Equal to your number of Minion Talents
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | – | – | +2 | – | – | +2 |
Motley Crew: Your Minions are a diverse bunch of idiots, but they’re still YOUR idiots.
-[Passive]: Duplicate Minions are not considered Minions for the effects of the Commander Manifested Power.
-[Passive]: All of your Minions gain the Minion Class Minion Trait (see below).
Leadership Methods: No matter what methods you use, no one can deny that you are an effective leader.
-[Passive]: Reduce your Might and Combat Rolls by 2Z.
-[Passive]: Upon gaining the 1st and 4th stacks of Commander, you may gain a Leadership Trait (see below).
-[Triggered, 1/Round]: If you target a Minion with the Command Maneuver, increase their Combat Rolls by Z until the start of your next turn.
Minion Class Minion Trait
Minion Class: Everyone’s got a gimmick, and your gimmick helps you stand out among the crowd.
-[Ruling]: All effects that refer to ‘Z’ refer to the number of stacks of Commander possessed by this Minion’s Master.
-[Ruling]: Each Master can only possess a single Minion who selected the Ascended Minion effect. If an Ascended Minion dies, then the Master may select another Minion they possess and change which effect they chose for the Option effect of Minion Class.
-[Option]: Upon gaining this Minion Trait, select an effect to gain from below:
- Pretty One [Passive]: Increase your Combat Rolls by 1/4 (rounded up) of your Personality Modifier.
- Weird One with the Freaky Power [Passive]: Upon gaining this effect, gain access to a Unique Ability with a TP Cost of 22 or less that you meet the Prerequisites for (any remaining Technique Points can be spent on Advancements for that Unique Ability that you meet the Prerequisites for).
- Big Tough Stupid One [Passive]: Increase your Life Points by 2 for each of your Power Levels.
- Ascended Minion [Passive]: This Minion is a Special Minion and ignores the Weakness, Single Attack, Thresholds, Initiative, and Ki Points & Capacity rules for Minions.
-[Choice]: Depending on your choice for the Option effect, gain the following effects:
- Pretty One [Passive]: Increase your Strike and Dodge Rolls by Z.
- Weird One with the Freaky Power [Passive]: Increase your Might and Saving Throws by Z.
- Big Tough Stupid One [Passive]: Increase your Soak Value and Wound Rolls by Z.
- Ascended Minion [Passive]: Double your Maximum Life Points and increase your Combat Rolls and Saving Throws by Z.
Leadership Traits
Battlefield General: A warrior at heart, you lead from the front by example.
-[Passive]: Ignore the first effect of Leadership Methods.
-[Passive]: If all of your Minions have been Defeated in this Combat Encounter, increase your Combat Rolls and Soak Value by 2Z.
-[Triggered, 1/Round]: If you Defeat an Opponent or knock them through a Health Threshold, you may use the Command Maneuver as an Instant Maneuver (as if you spent up to 2 Actions).
Fellowship Leader: You lead your group of friends, not as their boss, but as their trusted companion.
-[Automatic/Start of Combat Encounter, Resource]: Gain Z stacks of Bond.
-[1/Round]: You can move any number of Bond stacks onto your Minions (one Bond stack for each Minion) as an Instant Maneuver.
-[Passive]: Each Minion with a stack of Bond is treated as a Special Minion and has their Combat Rolls increased by Z while in your Melee Range, or in the Melee Range of another Minion with a stack of Bond.
-[Passive]: If you have a Minion with a stack of Bond in your Melee Range, ignore the first effect of Leadership Methods.
-[Triggered, 1/Round]: If you or a Minion with a stack of Bond makes an Attacking Maneuver, a Minion with a stack of Bond within their Melee Range may use the United Attack Maneuver in response to that Attacking Maneuver without spending an Action for its effects.
Blitzkrieg Commander: Your Minions know their purpose: to rush the enemy and weaken them for your assault.
-[Passive]: Your Minions have their Strike and Wound Rolls increased by Z, but their Defense Value and Soak Value is reduced by Z.
-[Triggered/Start of Turn]: Select up to Z of your Minions. Each of those Minions may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver in order of Initiative. If they do, they cannot Ki Wager on this Attacking Maneuver and cannot be targeted by the Command Maneuver this Combat Round.
Iron Wall Commander: You have trained your Minions to hold the line against any and all attacks.
-[Passive]: Your Minions have their Defense Value and Soak Value increased by Z, but their Strike and Wound Rolls are reduced by Z.
-[Triggered/Start of Combat Round]: Select up to Z of your Minions. Each of those Minions cannot be targeted by the Command Maneuver this Combat Round, but if you or an Ally who is not at Long Range from one of your selected Minions are targeted by an Attacking Maneuver that does not possess an AoE, that Minion may use the Intervene Maneuver without spending a Counter Action once per Combat Round per Minion. If they do, they must use the Defense Wall option of the Intervene Maneuver.
Minion Collector: You have a skill, or rather a knack, for gathering people around you.
-[Passive]: Your Minions have their Maximum Life Points increased by Z(bT).
-[Passive]: Outside of Combat Encounters, if you have 24 hours free, you may create 1 Minion. You can only use this effect once between each Combat Encounter.
-[Triggered, 1/Encounter]: At the end of the Combat Encounter, if any of your Opponent’s Minions are still alive but that Opponent was Defeated during this Combat Encounter, you may make a Skill Check (Persuasion/Intimidate vs Intuition) against those Minions. If you win, they become your Minions. Also, if any of their Minions are of the Animal Minion Race, you may use the Creature Handling Skill instead for that Skill Check.
Diversity Quota: Your ragtag group of misfits may seem unorganized, but despite their myriad differences, they form a cohesive team.
-[Passive]: For each Minion you possess with a different effect from the Option effect of the Minion Class Minion Trait, increase the Wound Rolls of you and your Minions by Z.
-[Triggered, 1/Round]: If a Minion other than the Big Tough Stupid One is attacked by an Attacking Maneuver, the Big Tough Stupid One may use the Intervene Maneuver without spending a Counter Action.
-[Triggered, 1/Round]: If the Weird One with the Freaky Powers successfully wins a Clash they initiated through a Unique Ability or Special Maneuver, another Minion may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
-[Triggered, 1/Round]: If the Pretty One targets an Opponent with an Attacking Maneuver, another Minion may use the United Attack Maneuver without spending an Action through its effects.
-[Triggered]: If a Minion is Defeated, they may use the Empower Maneuver (as if they spent 2 Actions) as an Out-of-Sequence Maneuver. If they do, they must target the Ascended Minion.
Strong Bond: Your bond with your Minion is so powerful, the two of you battle as one.
-[Passive]: If your only Minion is an Ascended Minion, your Ascended Minion has their Maximum Life Points increased by 2Z(bT) and gains an additional Action from being targeted by your use of the Command Maneuver.
-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver and deal Damage, your Ascended Minion may use the Basic Attack Maneuver against that Opponent as an Out-of-Sequence Maneuver.
-[Triggered/Defeated]: You cannot regain Life Points. Take control of your Ascended Minion as if they were a typical Character, ignoring the Follower rule for Minions.
Leader in Metal: You lead from within metal armor.
-[Passive]: You benefit from and may trigger this Manifested Power’s Transformation Traits while Piloting a Battle Jacket.
-[Passive]: All Minions on adjacent Squares to your Battle Jacket have their Combat Rolls increased by Z(T).
-[Passive]: While you have a Minion in this Combat Encounter, increase your Battle Jacket’s Damage Reduction by Z(T).
-[Automatic, 1/Encounter]: If your Battle Jacket is destroyed, all of your Minions gain the Impediment Combat Condition until you enter a new Battle Jacket.