Corp-Security

Corporate enforcement capital.

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.

Rules Reference

FieldValue
Armor AllowanceLight, Medium, Heavy
Bab Tierfull
Base Skill Points4
Class SkillsIntimidation, Perception (Spot), Streetwise, Athletics, Security (Lockpicking), Demolitions
Hdd10
Hd Sides10
Max Level20
Primary AbilitiesSTR, CON, CHA
Prime RequisitesSTR, CON, CHA
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willgood

Notes

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

FieldValue
bab1
fortitude2
level1
reflex0
skillPoints16
titleSecurity Recruit
will2
xp0

Patrol Officer

FieldValue
bab2
fortitude3
level2
reflex0
skillPoints4
titlePatrol Officer
will3
xp2000

Senior Patrol

FieldValue
bab3
fortitude3
level3
reflex1
skillPoints4
titleSenior Patrol
will3
xp4000

Security Corporal

FieldValue
bab4
fortitude4
level4
reflex1
skillPoints4
titleSecurity Corporal
will4
xp8000

Security Sergeant

FieldValue
bab5
fortitude4
level5
reflex1
skillPoints4
titleSecurity Sergeant
will4
xp16000

Riot Sergeant

FieldValue
bab6
fortitude5
level6
reflex2
skillPoints4
titleRiot Sergeant
will5
xp32000

Security Lieutenant

FieldValue
bab7
fortitude5
level7
reflex2
skillPoints4
titleSecurity Lieutenant
will5
xp64000

Asset Protection Lead

FieldValue
bab8
fortitude6
level8
reflex2
skillPoints4
titleAsset Protection Lead
will6
xp125000

Security Captain

FieldValue
bab9
fortitude6
level9
reflex3
skillPoints4
titleSecurity Captain
will6
xp250000

Chief of Security

FieldValue
bab10
fortitude7
level10
reflex3
skillPoints4
titleChief of Security
will7
xp500000

Security Director

FieldValue
bab11
fortitude7
level11
reflex3
skillPoints4
titleSecurity Director
will7
xp750000

Regional Security Chief

FieldValue
bab12
fortitude8
level12
reflex4
skillPoints4
titleRegional Security Chief
will8
xp1000000

Enforcement Commander

FieldValue
bab13
fortitude8
level13
reflex4
skillPoints4
titleEnforcement Commander
will8
xp1250000

Planetary Security Chief

FieldValue
bab14
fortitude9
level14
reflex4
skillPoints4
titlePlanetary Security Chief
will9
xp1500000

Sector Enforcer-General

FieldValue
bab15
fortitude9
level15
reflex5
skillPoints4
titleSector Enforcer-General
will9
xp1750000

Divisional Commander

FieldValue
bab16
fortitude10
level16
reflex5
skillPoints4
titleDivisional Commander
will10
xp2000000

Corporate Marshal

FieldValue
bab17
fortitude10
level17
reflex5
skillPoints4
titleCorporate Marshal
will10
xp2250000

High Marshal

FieldValue
bab18
fortitude11
level18
reflex6
skillPoints4
titleHigh Marshal
will11
xp2500000

Chief Corporate Marshal

FieldValue
bab19
fortitude11
level19
reflex6
skillPoints4
titleChief Corporate Marshal
will11
xp2750000

Supreme Enforcer

FieldValue
bab20
fortitude12
level20
reflex6
skillPoints4
titleSupreme Enforcer
will12
xp3000000

Special Abilities

Subdual Expertise

FieldValue
level1
nameSubdual 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

FieldValue
level3
nameCorporate 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

FieldValue
level5
nameRiot 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

FieldValue
level8
nameAsset 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

FieldValue
level12
nameLess-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

FieldValue
level17
nameJurisdictional 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.