Supreme Commanders

Supreme Commanders

Supreme Commanders (SupComs) represent the individual with the highest military authority for a particular side's forces. They are in charge of every element of battle and are responsible for bringing those elements together in a way that leads to victory.

Supreme Commanders are Directors and behave like Directors do in most instances. They almost always take on another role as well, such as commanding all Hordes or all ICs (or both). Unlike Directors, they have three mechanics unique to them: Advantages, Morale and MAGI Scans.


Advantages are special abilities that a SupCom can use to affect the flow of battle. They can be offensive, defensive or anything in between, but when used right they can be greatly decisive.

Advantages stem from Battlefronts linked to the Mission in question. After a Battlefront is completed, the sides involved may compile a deck of Advantages, drawn from the Hordes available; the size of the deck depends on the decisiveness of the victory. In Missions, it is the Supreme Commander who decides what Advantages to use and when. Advantages taken multiple times do not produce a second card, but instead amplify the power of the first. Once used, the card is expended for the rest of the mission.

Advantages marked passive are always in effect; otherwise, if they are marked 'Your Turn' then they may only be used during your SupCom's turn. Advantages do not require any tests or rolls unless specified; thus, Advantages that deal damage auto-hit, but they may still be dodged unless said otherwise.


Morale is a mechanic through which a SupCom can provide powerful benefits to their own side. Unlike Advantages, Morale does not depend on anything external to the Mission, so a SupCom is always guaranteed some use of it.

At the start of the Mission, each SupCom gains 5 Morale Points. These Morale Points may be spent to activate special abilities that affect their allies. Each ability costs a single point and does not take any actions- in a very real way, they are like a form of Fate Points.

It is worth noting that many Director Styles relate back to Morale somehow. Sometimes these are passive benefits based off the number of Morale points, sometimes they activate when a point is spent. So long as the IC is a Director, these Styles still apply to their subordinates even if the Director is not the SupCom, unless the Style explicitly requires them to be the SupCom.

Morale Abilities possess an Effect, a Timing and Restrictions.

  • Effect: what exactly the Ability does.
  • Timing: when the Ability may be used. Most can only be used on the SupCom's turn, but others may be used during another's turn as well.
  • Restrictions: Special circumstances that limit the Ability's use. Many Abilities may only be used once per turn, for example.
Morale Ability Effect Timing Restrictions
Bolster If a unit has just failed a Willpower or Toughness test, then you may spend a Morale Point to force them to auto-pass with 0 DoS. After a unit has failed their WP or Toughness test -
Coordinate All units count as being assisted by one assistant (gaining a +10 to all tests) until the start of your next turn. SupCom's Turn May only be used once per turn.
Endure All units gain +2 AP until the start of your next turn. SupCom's Turn May only be used once per turn.
Fated One ally may regain one spent Fate Point. SupCom's Turn -
Forced March You may choose any number of units; they gain +2 Initiative. Before Battle May only be used once.
Rally All Hordes immediately rally. They immediately end any Fear or Pinning effects. SupCom's Turn -
Reinforce All Hordes immediately regain 10 Magnitude. SupCom's Turn May only be used once per turn.
Regroup All Independent Characters may make a free Full Move away from enemy units that does not trigger any Attacks of Opportunity. They may instantly reload a weapon. SupCom's Turn May only be used twice per battle.
Resupply All Independent Characters may replenish all spent ammo clips, including from Weapon Dock or Tertiary Weapon upgrades. SupCom's Turn May only be used once per battle.

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MAGI Scans

MAGI Scans allow a SupCom to gain detailed information about an enemy unit.

Once per turn, as a Free Action the SupCom may select one visible enemy and subject it to a MAGI Scan. This requires access to a MAGI system somehow, either through a Command Centre-equipped Horde or an Eva with a MAGI uplink.

Scanning requires either an Intelligence, Perception, Tech-Use or Scrutiny test, and may be assisted by the Command Centre's Chief Engineer if applicable. This test is opposed by the target's Deceive or Stealth. If you succeed, compare your DoS with the chart below and gain the effects. If the target failed their test, add their DoF to the DoS count as well.

Note that whilst the same target may be scanned multiple times during the course of the battle, the effects are not cumulative (ie. You do not add a previous scan's DoS to a new scan's DoS).
DoS Result Effect
0 You gain full awareness of the target's weapons, including type, damage, qualities, ammo etc.
2+ As above. You gain full awareness of the target's wounds, AP and Armour Qualities.
4+ As above. You gain full awareness of the target's Characteristics, ATS, ATP and Spread Pattern.
6+ As above. You gain full awareness of the target's Special Abilities. You may also reveal all Tier One talents they possess.
8+ As above. You reveal all Tier Two talents they possess, and any tests a subordinate takes to discover them when they are trying to hide take a +20 bonus.
10+ As above. You reveal all talents they possess, and any attacks augmented by Precision Targeting gain an extra +2 Penetration against this target.

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