Alright, with that question answered we must determine what to do with the Rallies themselves. Currently discussion has led us to three options. Please keep in mind that this poll will not be to determine balance, which will be addressed afterward if necessary, but rather to determine what manner of rallies will be available to the Commander.
Option 1: Default
The current version sees the Commander gain new Rallies at set levels.
1: Ready: Allies within 3 spaces gain +20 to Hit for 3 turns
3: Aim: Allies within 3 spaces gain +10 to Crit for 2 turns
5: Fire: Allies within 3 spaces gain +3 to DMG for 1 turn
7: Chance: Allies within 3 spaces gain +7 to Hit, Evade, Crit and Dodge for 2 turns
9: Hold: Allies within 3 spaces gain +3 to DEF and RES for 1 turn
11: Charge: Allies within 3 spaces gain +2 to MOV for 1 turn
15: Scatter: Allies within 3 spaces gain +20 to Evasion for 1 turn
20: Inspire: Allies within 3 spaces gain +2 to all stats for 1 turn
Option 2: Classic
This option was in place on the 1.2 Commander. While there are significantly fewer commands, the Commander has access to all of them as soon as they promote. The commands are also more powerful (excepting the Move order), but have drawbacks relative to their strengths. Further, unlike the 1.salt Rally, all of these commands last a single turn.
1. Defensive Order - All units within 3 spaces of the unit using this skill gain a +2 bonus to DEF and RES, and a +20 bonus to Evasion, but suffer a -1 penalty to DMG
2. Offensive Order - All units within 3 spaces of the unit using this skill gain a +2 bonus to STR and MAG, and a +20 bonus to Hit, but suffer a -1 penalty to DEF and RES.
3. Movement Order - All units within 2 spaces of the unit using this skill who have not taken their turn yet gain a +2 bonus to MOV.
Option 3: Remix
This option makes some changes to the 1.salt Rallies, removing the level requirement and paring down the list somewhat to restrict the number of options they have. As this is a new option, the values will not necessarily match the 1.salt versions of each respective rally.
Ready: Allies within 3 spaces gain +10 to Hit for 3 turns
Aim: Allies within 3 spaces gain +10 to Crit for 2 turns
Fire: Allies within 3 spaces gain +3 to DMG for 1 turn
Charge: Allies within 3 spaces gain +2 to MOV for 1 turn
Hold: Allies within 3 spaces gain +3 to DEF and RES for 1 turn
Scatter: Allies within 3 spaces gain +20 to Evasion for 1 turn