Corp-Security is the visible arm of corporate power on the Rim -- the uniformed enforcers who patrol corporate arcologies, man checkpoints, break strikes, and protect assets from competitors and colonists alike. They are trained for control, not war: less-lethal takedowns, crowd dispersal, asset protection, and the cold authority of corporate jurisdiction. Asset Realisation books them as "jurisdictional maintenance assets" -- the corp's investment in the monopoly on legitimate violence, depreciated over five fiscal years. The Kadiss grid is their instrument: every checkpoint scan, every identity check, every movement log is data that Corp-Security uses to maintain order and the Nine use to maintain control. Where the Soldier kills and the Void Marine breaches, Corp-Security subdues, arrests, and controls. They are the reason the Rim's company towns stay orderly and the reason dissidents learn to watch the rooftops. They operate on the Combat chassis (d10 HD, full BAB, Fort/Will good, Ref poor) -- physically tough and mentally conditioned against bribes and intimidation, but too heavily armoured for acrobatic evasion. The Will good save is corporate conditioning: resistance to bribes, intimidation, and the moral qualms that come with enforcing the Nine's property rights on people who used to be neighbours.
Archetype Niche: The corporate enforcer. Corp-Security controls space and people -- they are the checkpoint guards, riot police, and asset-protection specialists of the corporate Rim. Where the Soldier fights wars and the Void Marine boards ships, Corp-Security patrols arcologies, breaks strikes, and ensures the company's property stays the company's property. Their niche is non-lethal control: they end encounters with prisoners, not corpses. Subdual Expertise removes the penalty for non-lethal combat. Corporate Presence and Jurisdictional Lockdown give them battlefield control through authority rather than damage. Riot Formation makes them the anchor of defensive lines. Their signature tension is the line between 'keeping order' and 'enforcing corporate tyranny' -- every Corp-Security player must decide where they stand.
Multiclass Notes: Corp-Security can multiclass with Soldier, Officer, and PMC-Contractor archetypes. Non-humans use simultaneous multiclassing rules.
Weapon Allowance: All melee weapons, All firearms, Less-lethal weapons (stun batons, shock prods, restraint launchers), Riot shields (+2 AC when wielded with shield proficiency), Tear gas and flash-bang grenades
Level Table
Security Recruit
Field
Value
bab
1
fortitude
2
level
1
reflex
0
skillPoints
16
title
Security Recruit
will
2
xp
0
Patrol Officer
Field
Value
bab
2
fortitude
3
level
2
reflex
0
skillPoints
4
title
Patrol Officer
will
3
xp
2000
Senior Patrol
Field
Value
bab
3
fortitude
3
level
3
reflex
1
skillPoints
4
title
Senior Patrol
will
3
xp
4000
Security Corporal
Field
Value
bab
4
fortitude
4
level
4
reflex
1
skillPoints
4
title
Security Corporal
will
4
xp
8000
Security Sergeant
Field
Value
bab
5
fortitude
4
level
5
reflex
1
skillPoints
4
title
Security Sergeant
will
4
xp
16000
Riot Sergeant
Field
Value
bab
6
fortitude
5
level
6
reflex
2
skillPoints
4
title
Riot Sergeant
will
5
xp
32000
Security Lieutenant
Field
Value
bab
7
fortitude
5
level
7
reflex
2
skillPoints
4
title
Security Lieutenant
will
5
xp
64000
Asset Protection Lead
Field
Value
bab
8
fortitude
6
level
8
reflex
2
skillPoints
4
title
Asset Protection Lead
will
6
xp
125000
Security Captain
Field
Value
bab
9
fortitude
6
level
9
reflex
3
skillPoints
4
title
Security Captain
will
6
xp
250000
Chief of Security
Field
Value
bab
10
fortitude
7
level
10
reflex
3
skillPoints
4
title
Chief of Security
will
7
xp
500000
Security Director
Field
Value
bab
11
fortitude
7
level
11
reflex
3
skillPoints
4
title
Security Director
will
7
xp
750000
Regional Security Chief
Field
Value
bab
12
fortitude
8
level
12
reflex
4
skillPoints
4
title
Regional Security Chief
will
8
xp
1000000
Enforcement Commander
Field
Value
bab
13
fortitude
8
level
13
reflex
4
skillPoints
4
title
Enforcement Commander
will
8
xp
1250000
Planetary Security Chief
Field
Value
bab
14
fortitude
9
level
14
reflex
4
skillPoints
4
title
Planetary Security Chief
will
9
xp
1500000
Sector Enforcer-General
Field
Value
bab
15
fortitude
9
level
15
reflex
5
skillPoints
4
title
Sector Enforcer-General
will
9
xp
1750000
Divisional Commander
Field
Value
bab
16
fortitude
10
level
16
reflex
5
skillPoints
4
title
Divisional Commander
will
10
xp
2000000
Corporate Marshal
Field
Value
bab
17
fortitude
10
level
17
reflex
5
skillPoints
4
title
Corporate Marshal
will
10
xp
2250000
High Marshal
Field
Value
bab
18
fortitude
11
level
18
reflex
6
skillPoints
4
title
High Marshal
will
11
xp
2500000
Chief Corporate Marshal
Field
Value
bab
19
fortitude
11
level
19
reflex
6
skillPoints
4
title
Chief Corporate Marshal
will
11
xp
2750000
Supreme Enforcer
Field
Value
bab
20
fortitude
12
level
20
reflex
6
skillPoints
4
title
Supreme Enforcer
will
12
xp
3000000
Special Abilities
Subdual Expertise
Field
Value
level
1
name
Subdual Expertise
description: Corp-Security suffers no attack penalty when dealing non-lethal damage with any weapon (normally -4). On a successful non-lethal attack, the target must make a Fortitude save (DC = 10 + damage dealt) or be staggered for 1 round (single action only). Corp-Security gains +2 competence bonus to Grapple and Disarm attempts. At level 10, non-lethal attacks ignore the first 5 points of damage reduction. The non-lethal penalty removal is the foundation of the class: Corp-Security ends encounters with prisoners, not corpses. Dead assets do not generate returns.
Corporate Presence
Field
Value
level
3
name
Corporate Presence
description: As a standard action, Corp-Security can issue a command backed by corporate authority to any creature that understands language. The target must make a Will save (DC = 10 + half Corp-Security level + CHA modifier) or comply with a single-sentence command that does not directly endanger its life (e.g., 'drop your weapon,' 'hands on the wall,' 'disperse immediately'). Creatures with HD exceeding Corp-Security level + CHA modifier are immune. Usable a number of times per encounter equal to CHA modifier (minimum 1). At level 13, Corporate Presence can target all creatures within a 15-foot cone. The command works because the Nine have spent centuries building a civilisation where corporate authority is indistinguishable from law. The voice of Corp-Security is the voice of the institution behind it.
Riot Formation
Field
Value
level
5
name
Riot Formation
description: When Corp-Security wields a shield, adjacent allies with shields gain +1 shield bonus to AC (stacks with their own shield bonus up to +1 additional). Corp-Security gains +2 AC when at least one shield-wielding ally is adjacent. As a full-round action, Corp-Security can direct a shield-wall advance: all participating shield-bearers move at half speed in formation, gaining total cover against attacks from the front arc. Formation breaks if any participant takes a non-movement action. At level 15, the formation grants DR 5/- against attacks from the front arc. The shield wall is the corp's answer to the crowd: a line of armour and badges that does not break, does not yield, and does not negotiate.
Asset Protection
Field
Value
level
8
name
Asset Protection
description: At the start of each encounter, Corp-Security may designate one creature or object within 30 feet as a 'protected asset.' The asset gains +2 deflection bonus to AC and +2 to all saving throws while Corp-Security is within 30 feet and conscious. If the protected asset takes damage from a hostile source, Corp-Security gains +2 attack and +2 damage against that source for 1 round (righteous fury, corporate edition). Only one asset may be designated at a time. At level 16, Corp-Security may designate up to two assets, and the bonuses increase to +3. The designation is literal: the protected asset is corporate property, and damaging corporate property is the one thing that makes Corp-Security genuinely angry.
Less-Lethal Arsenal
Field
Value
level
12
name
Less-Lethal Arsenal
description: All weapons Corp-Security wields with the intent to deal non-lethal damage gain +1d6 bonus damage (this damage is also non-lethal). When Corp-Security reduces a creature to 0 HP with non-lethal damage, that creature is automatically knocked unconscious for 1d6 rounds (no save) and wakes up restrained if restraints were applied (zip-cuffs: move action, DC 25 Acrobatics to slip). Corp-Security can choose to deal non-lethal damage with any weapon, including firearms (specialist ammunition: gel rounds, shock slugs), without the usual -4 penalty (already negated by Subdual Expertise). The gel rounds and shock slugs are standard Corp-Security issue: the corp pays for the ammunition that brings people back alive, because alive people generate more revenue than dead ones.
Jurisdictional Lockdown
Field
Value
level
17
name
Jurisdictional Lockdown
description: Once per day, Corp-Security can declare corporate jurisdiction in a 60-foot radius. All creatures within must make a Will save (DC = 10 + half Corp-Security level + CHA modifier) or be affected as follows for 1 round: drop held weapons, hands must remain visible, movement halved. Creatures that fail by 5 or more immediately comply with a single command from Corp-Security (as Corporate Presence, but without using an action). Hostile creatures that save successfully are instead shaken for 1 round. The lockdown lasts 1 round per Corp-Security level but ends for any creature that takes damage. This ability represents the legal and psychological weight of corporate sovereignty -- the moment when a Corp-Security officer stops being a person and becomes an instrument of corporate law. The Nine built the system; Jurisdictional Lockdown is what it sounds like when the system speaks.