Attack Order +X: Each round, a Marshal may spend a speak action and choose a single type of weapon(slashy, punchy, gun, bow, etc.). For the rest of the round, any allied character who heard the Marshal gains a +X to any attack rolls made with that kind of weapon.
Spell Order +X/+Y: By spending a speak action and a hand action, the Marshal may direct their allies to cast a particular named spell. The first allied caster to cast that spell before the Marshal's next full turn begins gains a +1 to their spellcasting roll and a +2 to any damage the spell does. If the Marshal has this ability at higher than +1/+2, the next casting of the spell gains +2 to the spellcasting roll and +4 to the damage done, with each subsequent casting gaining an additional +1 to the casting roll and +2 to the damage dealt until the casting roll bonus reaches +x and the damage bonus reaches +Y. After that, any additional mages who cast the spell gain +X to the spellcasting roll and +Y to the damage that spell deals. Spells which normally deal no damage do not gain this damage bonus.
March Order +X/+Y: When the Marshal and their allies move as a group(outside of encounters), their members are considered to have a movement speed of +X feet more than usual and each member's strength is considered +Y for determining how much they can carry.
Persistent orders X: A character who followed a Marshal's orders when it was first issued may continue to perform actions that would techincally follow that order and gain the benefits of that order for the next X rounds after the order's effects expire. A character can only take advantage of any specific order once, so if an attack order were issued on two consecutive rounds for the same weapon, the bonus granted from following the order would not be counted more than once.