The Officer is the corporate cost-centre manager who fights at the front because the front is where the metrics are made. They are commissioned by the Nine, trained at the corporate academies, and deployed with a flag they believe in. The flag has a name: the Kinetic Task Force doctrine, or whatever the local variant calls itself. The Officer is what the doctrine produces when the doctrine produces a leader.
On the Kadiss, the Officer's profile is the cleanest in the unit. Their credentials are verified, their command record is updated in real time, and their file is reviewed at every quarter-end for promotion, lateral transfer, or replacement. The Officer rides the grid because the Officer is the grid: they are the face of the corp to the troopers, the troopers are the face of the corp to the ground, and the ground pays the bill in casualty reports.
Command Aura is the Officer's presence made operational: the radius that says the squad is better because the squad is in the room. Tactical Orders are the Officer's training made actionable: advance, hold, concentrate. Inspire Resilience is the Officer's voice made into temporary hit points, into a rally that costs a full round and pays in fear suppressed.
Operating on the combat chassis (d10 HD, full BAB, Fort good, Ref/Will poor). All armour, all weapons. STR, CHA, WIS primes: the body that fights, the mouth that commands, the mind that reads the field. Will poor is the deliberate weakness: the commander who can be mind-controlled is a liability the corp tries to insure around.
Rules Reference
Field
Value
Armor Allowance
All
Bab Tier
full
Base Skill Points
4
Hd
d10
Hd Sides
10
Max Level
20
Multiclass Notes
Officers can multiclass with Soldier and Chaplain archetypes. Non-human officers use simultaneous multiclassing rules.
Primary Abilities
STR, CHA, WIS
Prime Requisites
STR, CHA, WIS
Save Tiers / Fortitude
good
Save Tiers / Reflex
poor
Save Tiers / Will
poor
Weapon Allowance
All weapons
Notes
Archetype Niche: The Officer is the force multiplier. Where a Soldier brings one gun, the Officer makes every gun in the squad hit harder. The Command Aura provides passive, always-on bonuses that scale into the late game. Tactical Orders add active, turn-by-turn tactical decisions: push the advance, anchor the line, or focus fire. The Officer's niche is making the party better -- their personal damage output is lower than a Soldier's, but the squad's aggregate output far exceeds what the same number of Soldiers would produce.
Level Table
Cadet
Field
Value
bab
1
fortitude
2
level
1
reflex
0
skillPoints
16
title
Cadet
will
0
xp
0
Ensign
Field
Value
bab
2
fortitude
3
level
2
reflex
0
skillPoints
4
title
Ensign
will
0
xp
2250
Lieutenant
Field
Value
bab
3
fortitude
3
level
3
reflex
1
skillPoints
4
title
Lieutenant
will
1
xp
4500
Commander
Field
Value
bab
4
fortitude
4
level
4
reflex
1
skillPoints
4
title
Commander
will
1
xp
9000
Captain
Field
Value
bab
5
fortitude
4
level
5
reflex
1
skillPoints
4
title
Captain
will
1
xp
18000
Major
Field
Value
bab
6
fortitude
5
level
6
reflex
2
skillPoints
4
title
Major
will
2
xp
36000
Colonel
Field
Value
bab
7
fortitude
5
level
7
reflex
2
skillPoints
4
title
Colonel
will
2
xp
75000
Brigadier
Field
Value
bab
8
fortitude
6
level
8
reflex
2
skillPoints
4
title
Brigadier
will
2
xp
150000
General
Field
Value
bab
9
fortitude
6
level
9
reflex
3
skillPoints
4
title
General
will
3
xp
300000
High General
Field
Value
bab
10
fortitude
7
level
10
reflex
3
skillPoints
4
title
High General
will
3
xp
600000
Marshal
Field
Value
bab
11
fortitude
7
level
11
reflex
3
skillPoints
4
title
Marshal
will
3
xp
900000
High Marshal
Field
Value
bab
12
fortitude
8
level
12
reflex
4
skillPoints
4
title
High Marshal
will
4
xp
1200000
Lord Commander
Field
Value
bab
13
fortitude
8
level
13
reflex
4
skillPoints
4
title
Lord Commander
will
4
xp
1500000
High Lord Commander
Field
Value
bab
14
fortitude
9
level
14
reflex
4
skillPoints
4
title
High Lord Commander
will
4
xp
1800000
Legate General
Field
Value
bab
15
fortitude
9
level
15
reflex
5
skillPoints
4
title
Legate General
will
5
xp
2100000
Grand Legate
Field
Value
bab
16
fortitude
10
level
16
reflex
5
skillPoints
4
title
Grand Legate
will
5
xp
2400000
Imperator
Field
Value
bab
17
fortitude
10
level
17
reflex
5
skillPoints
4
title
Imperator
will
5
xp
2700000
High Imperator
Field
Value
bab
18
fortitude
11
level
18
reflex
6
skillPoints
4
title
High Imperator
will
6
xp
3000000
Warlord Primus
Field
Value
bab
19
fortitude
11
level
19
reflex
6
skillPoints
4
title
Warlord Primus
will
6
xp
3300000
Supreme Commander
Field
Value
bab
20
fortitude
12
level
20
reflex
6
skillPoints
4
title
Supreme Commander
will
6
xp
3600000
Special Abilities
Command Aura
Field
Value
level
1
name
Command Aura
description: Free action: project a Command Aura, 30-foot radius. Allies within (including the Officer) gain +1 morale to attack and Will. +2 at level 5, +3 at level 10, +4 at level 15, +5 at level 20. Radius expands to 60 feet at level 10. Suppressed if the Officer is unconscious, panicked, or incapacitated. Maintaining requires visibility and audibility to allies. The Officer's presence made operational; the squad is better because the squad is in the room.
Tactical Orders
Field
Value
level
3
name
Tactical Orders
description: Standard action: issue one Tactical Order to allies in the Command Aura. Advance (+10 feet movement, +2 AC vs AoO for 1 round), Hold The Line (+2 AC, no involuntary movement for 1 round), or Concentrate Fire (+2 damage on next attack vs designated target). Once per encounter at level 3; twice at 8; three at 13; four at 18. The Officer's training made actionable: advance, hold, concentrate.
Inspire Resilience
Field
Value
level
5
name
Inspire Resilience
description: Once per day, 1 full round of speech or rallying cry. Allies in the Command Aura who hear the Officer gain temporary HP = Officer level + CHA modifier. Any fear, charm, or compulsion on affected allies is suppressed for 1 minute. At level 10, twice per day. At level 15, allies also gain +2 to all saves for the next encounter. The Officer's voice made into hit points; the rally that pays in fear suppressed.
Coordinate Fire
Field
Value
level
7
name
Coordinate Fire
description: Free action, once per round: designate a target for one ally within the Command Aura. The ally may make one attack against that target as an immediate action, using their highest BAB, at no penalty. The attack resolves on the Officer's initiative count, not the ally's normal turn -- the ally must be able to see the target. Pulls a critical shot forward: the point man fires the instant the door opens, the gunner fires on the Captain's call.
Tactical Insight
Field
Value
level
9
name
Tactical Insight
description: Free action, once per encounter: the Officer makes a Perception or Survival check (DC 15). On success, identifies one of the following about a visible enemy group or individual: current HP (approximate range: full, bloodied, critical), a weakness (one save type the target is poor against, if any), tactical intent (defensive, aggressive, retreating, flanking), or weapon capability (effective range, damage type). On failure, no information is gained and the ability is not expended.
Command Presence
Field
Value
level
11
name
Command Presence
description: Passive. Allies within 30 feet (60 feet within the expanded Command Aura) are immune to morale-based fear effects (non-supernatural). Supernatural and Fold-induced fear effects impose a -2 penalty on the save DC for affected allies (the aura does not grant immunity, but it helps). Narrower than a Commissar's Standing Orders aura (fear only) but stronger where it applies (immunity to non-supernatural fear plus a DC reduction for supernatural fear).
Chain of Command
Field
Value
level
13
name
Chain of Command
description: Reaction, once per round: when an ally within the Command Aura is targeted by an attack or effect, the Officer may redirect it to themselves. The Officer must be within melee range of the ally (melee attacks) or within line of sight (ranged attacks and effects); the attack then resolves against the Officer's AC and saves. The Officer cannot redirect attacks that target themselves. The ultimate expression of the Officer's duty: taking the hit meant for someone else.
Decisive Action
Field
Value
level
15
name
Decisive Action
description: Free action, once per encounter: the Officer takes an additional standard action this round, on top of their normal standard + move actions. The extra action can be used for any standard action -- attack, Tactical Order, skill use, item activation. A trump card, not a routine tool: fire a weapon and issue a Tactical Order in the same round, or take two attacks.
Rally
Field
Value
level
17
name
Rally
description: Standard action, once per day: all allies within the Command Aura immediately end one of the following conditions (Officer's choice, declared before rolling): stunned, frightened, panicked, dazed, or confused. Affected allies also gain +4 to their next attack roll and +4 to their next save, both of which must be used within 1 minute. The Officer's capstone emergency ability -- the one that turns a rout into a stand.