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uscssrookie
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Give Orders Question

Wed 19 Feb 2025, 06:02

When an officer does “give orders” as an action, does the character the orders are given to carry it out immediately or on their turn?

Does it cost an action for the character to carry that order out? Or is “give orders” granting another action to another character? Thanks!
 
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Fenhorn
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Re: Give Orders Question

Wed 19 Feb 2025, 08:27

They carry the orders on their turn and it is an action if they decides to do it.
"Thanks for noticing' me." - Eeyore
 
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Re: Give Orders Question

Sat 29 Aug 2026, 04:47

Follow up question on Giving Orders. Example: Hirsch is facing a Drone in a crawlspace at short range. He has first initative (#1), the xeno has #5 and #10. Ma cWhirr (#2) and Sigg (#4) are immediately behind him, out of line of sight of the xeno. On Hirsch's turn, he fires his Watatsumi bolt gun for a full action,hitting the xeno for 2 damage (3 minus 1 for AP and armour) , but preserves his quick action to be able to defend agains the xeno later in the round. Can MacWhirr and Sigg both use Command (quick action for MacWhirr due to her talent, full action for Sigg) to yell at Hirsch to defend himself? If they're both successfull, will the extra dice stack for Hirsch's defend roll later in the round?
 
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Jehan Menasis
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Re: Give Orders Question

Fri 11 Sep 2026, 13:19

Follow up question on Giving Orders. Example: Hirsch is facing a Drone in a crawlspace at short range. He has first initative (#1), the xeno has #5 and #10. Ma cWhirr (#2) and Sigg (#4) are immediately behind him, out of line of sight of the xeno. On Hirsch's turn, he fires his Watatsumi bolt gun for a full action,hitting the xeno for 2 damage (3 minus 1 for AP and armour) , but preserves his quick action to be able to defend agains the xeno later in the round. Can MacWhirr and Sigg both use Command (quick action for MacWhirr due to her talent, full action for Sigg) to yell at Hirsch to defend himself? If they're both successfull, will the extra dice stack for Hirsch's defend roll later in the round?
 
I'd only allow to follow one given order, even if it's the same order. Just take the best Command Roll result from McWhirr or Sigg.

Also, I'd not allow the "Defend!" order in this particular case.

First, both McWhirr and Sigg are cut out from line of sight, so they may not know what is exactly happenning, much less being able to give tactical orders.

Second, and in order to prevent player abuse, I do not allow the 'order' mechanic in meaningless or obvious situations. Example: "-Well, I'll try to open the door"... "-Indeed! OPEN the door!.. that's an order!!", That situation is an obvious exploit to simply get bonus dice on the roll. This is totally my GM-Style, but for an 'order' to be meaningful, it has to constitute a real choice about following it or not. In this particular case, the order to "Defend!" would be probably followed by a mental "Yeah.. no s**t !!" from the character, since it's obvious that's what he was going to do anyways.

Another example... a "Fire!" order is meaningful when you are thinking to flee. Now, you have a real choice, flee and probably save your life, or stay, but fire with a bonus. If the combat has started and everyone is already firing, the "Fire!" order is meaningless.
 
Iceman
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Re: Give Orders Question

Sat 12 Sep 2026, 22:25

I disagree. If someone has invested in the talent and/or the skill and wants to use their action to help another action, I'd need to feel it was Very Cheesy to take that away from them.
Esp. considering that their roll only gives extra dice - it's not even close to a 1-to-1 boost to the other character.

But I do agree that double orders is a bit much.
Answer to one commanding officer at a time, marine. ;)
 
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Re: Give Orders Question

Sun 13 Sep 2026, 13:11

Thanks folks. I tend to aagree to disallowing double orders and that's the way I'll run it from here.
 
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Jehan Menasis
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Re: Give Orders Question

Sun 13 Sep 2026, 17:28

I disagree. If someone has invested in the talent and/or the skill and wants to use their action to help another action, I'd need to feel it was Very Cheesy to take that away from them.
Esp. considering that their roll only gives extra dice - it's not even close to a 1-to-1 boost to the other character.
 
Precisely, there's already a mechanic for helping others, which is the "Help" mechanic. For me, Barking an order prior to everything another character is about to attempt, is exploitly and anti-cinematic. Just try to imagine re-enacting the Aliens movie, just with the PCs shouting orders between them prior to anything the other characters are about do....
 
"Disembark!!! ... Drive the tank!!! .... Open the Door!!! ... Move stealthy!!! ... Look for colonists!!! ... Use the motion detectors!!! ... Open the door!!! ....Move in!!! ... Fire!! ... Duck!! ... Fire again!!!... Defend!!! ... Block!!! ... Flee!!!! ... Find a Way!!! ... Use a Grenade!!! ... Use the cutting torch!!! ... Use it again!!! ... Run!!!... Fire!!!... Fire again!!!... Fire again!!!... Fire again!!! ... Dodge!!! ... Block!!! ... Free the trapped child from the resin!!! ... Run!!! ... Activate the elevator!!! ... Jump to the ship!!!! ... Activate the power loader!!!! ... Attack the queen in close combat!!! ... Grapple the queen!!! ... Open the door!!!... Activate the Air-Lock panel!!! ... Hug the child!!!"

As I said, it's of course a question about personal style. And I'm not saying that a GM should deny the "Order" mechanic consistently, but rather use it as a dramatic resource, sparingly, when it truly matters and benefits the narrative, rather than in every possible roll.
 
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_ArthurDallas_
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Re: Give Orders Question

Mon 14 Sep 2026, 15:20

I disagree. If someone has invested in the talent and/or the skill and wants to use their action to help another action, I'd need to feel it was Very Cheesy to take that away from them.
Esp. considering that their roll only gives extra dice - it's not even close to a 1-to-1 boost to the other character.
 
Precisely, there's already a mechanic for helping others, which is the "Help" mechanic. For me, Barking an order prior to everything another character is about to attempt, is exploitly and anti-cinematic. Just try to imagine re-enacting the Aliens movie, just with the PCs shouting orders between them prior to anything the other characters are about do....
 
"Disembark!!! ... Drive the tank!!! .... Open the Door!!! ... Move stealthy!!! ... Look for colonists!!! ... Use the motion detectors!!! ... Open the door!!! ....Move in!!! ... Fire!! ... Duck!! ... Fire again!!!... Defend!!! ... Block!!! ... Flee!!!! ... Find a Way!!! ... Use a Grenade!!! ... Use the cutting torch!!! ... Use it again!!! ... Run!!!... Fire!!!... Fire again!!!... Fire again!!!... Fire again!!! ... Dodge!!! ... Block!!! ... Free the trapped child from the resin!!! ... Run!!! ... Activate the elevator!!! ... Jump to the ship!!!! ... Activate the power loader!!!! ... Attack the queen in close combat!!! ... Grapple the queen!!! ... Open the door!!!... Activate the Air-Lock panel!!! ... Hug the child!!!"

As I said, it's of course a question about personal style. And I'm not saying that a GM should deny the "Order" mechanic consistently, but rather use it as a dramatic resource, sparingly, when it truly matters and benefits the narrative, rather than in every possible roll.
...

Jehan Menasis, I really like the idea of ​​requiring Game Mother approval for this. I appreciate the philosophy behind it and the reasoning you’ve provided. The "Give Orders" action should be subject to Game Mother approval (to prevent players from abusing it for trivial matters just to gain a bonus die on a roll).

I like your explanation, Jehan; barking an order prior to everything another character is about to attempt, is exploitly and anti-cinematic. I would add that it depends on the group you play with: if your players are the type who exploit every loophole in the rules, then this measure becomes absolutely necessary. My players are intelligent, but they don't abuse rule loopholes. So, it’s up to you to decide based on the group of players you have.

Arthur.
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