Command Tokens
Command Tokens represent the command and control resources at your disposal to support your combat force.
Each player has four Command Tokens per game.
- In the Unit Profile, this Special Skill may have additional abilities listed. Some examples are:
- +1 Command Token. The player that takes this Trooper as their Lieutenant will have one extra Command Token for the match.
Command Tokens have three different gaming use modes:
Command Tokens: Strategic Use
The Strategic Use of Command Tokens has a special and unique nature, reflecting defensive intel actions deployed by Mission Control. Those actions are divided into Procedural and Logistical:
- Procedural: The player who has the first Player Turn may spend 1 single Command Token during their Deployment in order to set aside one extra Trooper and their Peripherals, which they will be able to deploy after their opponent, in step 3 of the Deployment Phase.
- Procedural: The player who has the second Player Turn may make Strategic Use of their Command Tokens during the Tactical Phase of their opponent's first Turn to perform one of the following actions:
- Remove two Regular Orders for this Turn from their opponent's Order Pool. The player may choose which Combat Groups these Orders correspond to. This option may only be performed during the opponent's Tactical Phase, right after the Order Count, but only if the number of Orders ( Regular + Irregular + Tactical) is higher than ten. The Orders of Troopers in Hidden Deployment State, or off table via Airborne Deployment Skills, are not counted for this limit.
- Prevent the adversary from using more than one single Command Token during that first Turn.
- One Trooper from that player's Army List can activate the Suppressive Fire State (along with their Peripherals, if they are a Controller), following the Activation rules of the Skill.
- Logistical: After both players have completed their Deployment, and following the established Initiative order, each player may spend 1 Command Token to gain 2 Speedball Tokens (see Request Speedball).
Each player may spend a maximum of two Command Tokens for Strategic Use, one on a Procedural option and one on a Logistical option.
Command Tokens: Executive Use
Executive Use of Command Tokens is made during the player's Executive Use of Command Tokens step of their Tactical Phase, which represents executive actions performed by Mission Control.
For each Command Token expended, the player may do one of the following:
- Permanently move an Allied Trooper and all their Peripherals to a different Combat Group, keeping in mind the 10-member limit.
- Cancel the Possessed State of an Allied Trooper.
When a player moves a G: Jumper Trooper into a different Combat Group, he will move all the Proxies, as they are considered to be a single Trooper in each Combat Group.
Command Tokens: Operational Use
Players may make Operational Use of their Command Tokens in their Active Turn. This represents the tactical use of intel resources by Mission Control. For each Command Token expended, the player may perform one of the following actions:
- Declare a Coordinated Order, spending a Regular Order from the Order Pool of the participating Troopers' Combat Group.
- Have an Allied Trooper automatically pass or fail a Guts Roll, as desired, ignoring the result on the die and any Special Skills the Trooper might have.
- Transforms the Irregular Order provided by an Irregular Trooper into a single Regular Order, substituting the corresponding Order Token for that Player Turn and adding it to the Order Pool of the Trooper's Combat Group.
- Have one Trooper be unaffected by Retreat! This Trooper ignores the effects of the Retreat! situation until the end of the game.
- Reroll a failed WIP Roll when trying to use the Special Skill Doctor on a Trooper with a Cube. This reroll does not provide a new ARO to the enemy.
- Reroll a failed WIP Roll when trying to use the Special Skill Engineer on a Trooper with the Remote Presence Special Skill. This reroll does not provide a new ARO to the enemy.
- Create a new Fireteam by placing a Fireteam Leader Token (FIRETEAM LEADER) next to a Trooper that meets the army's Fireteam Chart Requirements.
Players may expend as many Command Tokens during a single Active Turn as they desire, assuming they have enough. Players may also use more than one Command Token for the same effect.
Players cannot expend Command Tokens during their Reactive Turn.
- Restriction: The Irregular Order of an Isolated Trooper cannot be transformed in a Regular Order.
Example
During her Active Turn, a Doctor tries to use her Special Skill Doctor to heal an Allied Trooper, who is currently Unconscious. She expends one Short Skill of her Order, but fails her WIP Roll. However, her player uses a Command Token to reroll the WIP Roll. Without expending or declaring a new Order, the Doctor rolls her WIP again. Sadly, luck is not on her side, and she fails again. Still her player wants to spend a new Command Token and give the Doctor one further opportunity to pass her WIP Roll and heal the Allied Trooper. This will be her last chance, but only because her player has no more Command Tokens left to spend.