Aim Volley
Action: Free
Range: Long
Effect: The character directs his allies efforts to help them take down his foe with ranged attacks. Aim Volley paints one opponent as the target, and all of the character's allies (but not the character) gain a +2 bonus to Accuracy against this target. Aim Volley ends if the character attacks anyone but the target or attacks the target with a melee attack, or after one round.
Battle Cry
Action: Move
Range: Medium
Effect: Filling his allies with strength, the character grants himself and all allies a +1 bonus to all Soak rolls for one round.
Commander's Strike
Requirements: At least 3 other Command Abilities
Action: Attack
Range: Melee, Medium
Effect: The character makes a normal melee attack agaist the target. If successful, all of the character's Command Abilities add one round to their duration.
Ever Watchful
Action: Passive
Range: Medium
Effect: The character is always alert, and makes sure his allies are as well. He and all allies within Medium range gain a +2 bonus to initiative checks, and are not considered surprised unless a hidden enemy defeats their Perception checks by more than 4.
For the Commander!
Requirements: Any one other Command ability
Action: Passive
Range: Long
Effect: Not even his own death will extinquish the spirit of the character's allies. When the character suffers 15 wounds in combat, none of his Command Abilities will have their duration expire until the combat's end, or the character is brought to less than 15 Wounds. If the character is brought to 20 wounds, all of his allies gain an additional +1 to all rolls.
In the Name of Glory
Action: Full
Range: Medium
Effect: By calling upon their successes, the character is able to drive his allies to new heights. Any allies within Medium range who dealt at least 4 Wounds of damage, or dropped a foe by bringing him to 15 or more Wounds within the last round effected by this ability gain a +2 bonus on all rolls for 2 rounds.
Motivate Surge
Action: Free
Range: Medium
Effect: By pushing his allies to action, the character allows his party to quickly cross a battlefield. Motivate Surge can only be used if the character takes a Move action during his turn, and grants the character and all allies +4m movement and allows them to ignore any movement imparing effects for one round.
Rallying Call
Action: Move
Range: Medium
Effect: Encouraging his allies to fight on, the character helps his allies ignore wounds. While under the effects of Rallying Call, the character and his allies gain a +1 bonus to all Soak rolls for one round.
Standard Bearer
Requirements: At least one other Command Ability
Action: Free (Channeled)
Range: Short
Effect: As long as the character channels Standard Bearer, the duration of Command Abilities is not used up for his allies within Short range, although abilities effecting him still expire as normal. While channeling Standard Bearer, the character suffers a -2 penalty to Defense.
Tactical Strike
Action: Attack
Range: Melee
Effect: Throwing his enemy off balance, the character allows his allies to strike better blows. The character makes a normal melee attack with a +2 bonus to Accuracy. No wounds are dealt, but for every wound that would have been, the target suffers a -1 penalty to Accuracy and Defense for 1 round.