One of my players is playing a rogue Trader crew Ace who is attempting to steal the identity of a missing naval admiral.
It's relatively uncontroversial that when he attempts to wield his authority he is using two checks:
He rolls deceive (taking penalties if the target has common lore: Navy or scholastic lore: War) to see if they believe that he is who he claims.
Then he rolls command in order to force the poor fools to accept his leadership.
Frequently however, this leads to him ordering military personnel to disobey their actual orders and do what he tells them. In such a case, should I make it an opposed test versus the command skill of the troops commanding officer? Or should I just keep the flat command test with his check receiving penalties based on who gave them the orders?