Leadership Moves

Command: When you lead a gang into battle, roll+Cool. On a 10+, hold 3. On a 7-9, hold 2. On your turn, you can spend your hold 1 for 1 to make your gang…

  • Make a hard advance
  • Stand strong against a hard advance
  • Make an organized retreat
  • Show mercy to a defeated enemy
  • Fight and die to the last
    If you don’t already have a gang, this move GIVES you one – refer to the rules for gangs on page _! If you do already have a gang, you can choose a new option for your gang instead!

Hold the Line!: When you barricade yourself securely in, roll+Cool. On a 10+, choose 3. On a 7-9, choose 1…

  • Your position is well-fortified. You get 2-cover (lost in the same manner as Shields) while defending it.
  • You have the high ground or a good vantage point. You get +1ongoing to read a charged situation while defending it.
  • Your position is difficult to approach. You get +1ongoing to provide covering fire while defending it.
  • Your position is protected by snares, traps, or hazardous terrain. You can use them as a weapon with (2-harm ap close).
  • Others can take advantage of your fortified position as well.

Inspiration: When you use words or deeds to inspire your people, roll+Hard. On a 10+, hold 3. On a 7-9, hold 1. At any time, you can spend your hold 1 for 1 to…

  • Give someone under your command +1forward.
  • Give someone under your command +1-armor for 1 tick.
  • Give someone under your command +1-harm for 1 tick.

Retreat: Name your escape route and roll+Cool. On a 10+, you’re gone, with everything more or less in the right place. On a 7-9, you can stay or go, but if you go it’ll cost you: leave something behind, or take something with you, the MC will tell you what. On a miss, you’re pinned and vulnerable, half-in and half-out.

Squad Leader: When leading a gang in battle, your gang counts as though it were one size larger than it actually is.

Tactical Acumen: You look at every situation with a tactical eye, and are frequently prepared for unpleasant surprises. When you retroactively declare that you’ve already set something up, roll+Cool. On a 10+ it’s just as you say. On a 7-9, you set it up, but the MC will introduce a hitch, a delay, or an unforeseen complication. On a miss, you set it up, but since then, things have seriously changed…

Team Player: When you follow through on someone else’s move, on a 10+, the MC will choose two options from the list instead of one. On a 7-9, you create an opportunity and follow through to full effect.

Trained Observer: When you read a charged situation, roll+Cool instead of+Sharp.

Leadership Moves

One More Star runawaymoonbeams ardhanari