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Leadership Edges
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”.
Leadership Edge List
General Leadership Edges
Name | Rank | Summary |
---|---|---|
Command | Novice | +1 to Extras' Shaken or Stunned recovery rolls. |
↪ Banner | Seasoned | Carry a symbol that grants rerolls to allies within 10“ on Fear checks and running die rolls once per turn. Can wave the banner to remove Distracted and Vulnerable conditions. |
↪ Last Stand | Heroic | Inspire Last Stand: Bring Allies back from the brink of death. |
↪ Voice of Authority | Veteran | Grant Allies one of your combat edges. |
↪ Inspiring Command | Seasoned | Grant your allies increased fighting capabilities in comabt. |
↪ Tactician | Seasoned | Draw an extra Action Card each turn that may be assigned to any allied Extra in Command Range. |
↪↪ Master Tactician | Veteran | Draw and distribute two extra Action Cards instead of one. |
↪ Natural Leader | Seasoned | Leadership Edges now apply to Wild Cards |
↪↪ Team Up | Veteran | Allow allies to use limited actions and limited free actions an additional time each turn. |
↪ Inspire | Seasoned | Once per turn, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to everyone in Command Range. |
↪ Hold the Line! | Seasoned | +1 to Extras' Toughness in Command Range |
↪ Fervor | Veteran | Extras in range add +1 to their Fighting damage rolls. |
↪ Command Presence | Seasoned | Increase Command Range to 10” (20 yards). |