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Savage X-COM: New Edges
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==Leadership Edges== '''A Few Good Men'''<br> Requirements: Veteran, Smarts d8+, Command, Inspire, Rank<br> The hero knows how to get the best from the troops at his disposal. When the Game Master checks to see if an allied extra dies from a wound, he must reroll any failures once.<br> If the leader is the overall commander in a Mass Battle, roll a d6 whenever a token is lost. On a 5 or 6, the token isn’t lost.<br> <br> '''Art of War'''<br> Requirements: Seasoned, Smarts d8+, Battle d8+, Command, Rank<br> Some commanders have an intuitive grasp of strategy and tactics. They also have a keen insight into the minds of their enemies and can easily outmaneuver and outfight more mediocre opponents. Characters with the Art of War Edge are the ones whose quotations end up in the history books. Your character adds +2 to Battle rolls during Mass Battles.<br> <br> '''Before Dishonor'''<br> Requirements: Veteran, Battle d10+, Command, Hold the Line, Rank<br> The character has led his army to many victories and the men have come to abhor retreat as a stain on their honor. He adds +2 to Spirit rolls when rolling for his troops’ Morale in a Mass Battle<br> <br> '''Command and Control'''<br> Requirements: Seasoned, Persuasion d8+, Command<br> Modern combat involves small teams dispersed over large areas. A commander who has mastered this art can lead as if they weren’t present. This Edge extends the command range of Leadership Edges for Extras to within the same city.<br> <br> '''Cry Havoc!'''<br> Requirements: Veteran, Spirit d8+, Battle d10+, Command, Fervor, Rank<br> The officer has an uncanny knack for knowing when to attack and when to hold back with his troops. Once per Mass Battle, during the Battle Roll Phase, the character may declare a total attack. He must do this before he rolls his Battle die. If he succeeds on his roll and beats his opponent, his enemy loses twice as many tokens.<br> <br> '''Rank (NCO or Officer)'''<br> Requirements: Novice, Smarts d6+<br> Noncommissioned officers and regular officers get to order subordinates around; but are also the ones held responsible for the success or failure of their men and their mission. They know the thrill of watching a plan come together, and the agony of watching one fall apart.<br> While new transfers to X-COM maintain any previous rank they had, that does not typically result in the equivalent authority within X-COM. X-COM commanders put together squads and assign leadership based on their own judgement and the performance of the X-COM operatives (though commissioned officers typically come in as COs). As a relatively new organization, X-COM is still working of bulking up its own internal officers and traditions.<br> The rank edge represents X-COM operatives who have been tagged for permanent command positions within the Extraterrestrial Combat Unit, and promoted within the organization.<br> NCOs are the backbone of their units, and must be tougher, stronger, and more resilient than those they lead. Noncoms with the Rank (NCO) Edge add +1 to their base Toughness to reflect their hard-bitten nature.<br> Commissioned officers are there to inspire and lead and should definitely concentrate on Leadership Edges as they advance. To help them get there, officers gain an additional benny per game session, that can only be spent to benefit a character under their command (IE, they can use it to allow another character to reroll their skills or make a soak check). Further promotions within X-COM's structure will grant extra bennies to use.<br> Tactical Command: Note that though NCOs and officers may give the orders, tactical control of Extras should still be split up among the players as usual. This ensures everyone gets to play and doesn’t overburden one or two players while the rest slowly wait for their turn. Remember that this is still Savage Worlds, and the action should still be fast and furious.<br> <br>
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