Officer

Cost-centre manager with a sidearm and a flag.

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

FieldValue
Armor AllowanceAll
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Multiclass NotesOfficers can multiclass with Soldier and Chaplain archetypes. Non-human officers use simultaneous multiclassing rules.
Primary AbilitiesSTR, CHA, WIS
Prime RequisitesSTR, CHA, WIS
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willpoor
Weapon AllowanceAll 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

FieldValue
bab1
fortitude2
level1
reflex0
skillPoints16
titleCadet
will0
xp0

Ensign

FieldValue
bab2
fortitude3
level2
reflex0
skillPoints4
titleEnsign
will0
xp2250

Lieutenant

FieldValue
bab3
fortitude3
level3
reflex1
skillPoints4
titleLieutenant
will1
xp4500

Commander

FieldValue
bab4
fortitude4
level4
reflex1
skillPoints4
titleCommander
will1
xp9000

Captain

FieldValue
bab5
fortitude4
level5
reflex1
skillPoints4
titleCaptain
will1
xp18000

Major

FieldValue
bab6
fortitude5
level6
reflex2
skillPoints4
titleMajor
will2
xp36000

Colonel

FieldValue
bab7
fortitude5
level7
reflex2
skillPoints4
titleColonel
will2
xp75000

Brigadier

FieldValue
bab8
fortitude6
level8
reflex2
skillPoints4
titleBrigadier
will2
xp150000

General

FieldValue
bab9
fortitude6
level9
reflex3
skillPoints4
titleGeneral
will3
xp300000

High General

FieldValue
bab10
fortitude7
level10
reflex3
skillPoints4
titleHigh General
will3
xp600000

Marshal

FieldValue
bab11
fortitude7
level11
reflex3
skillPoints4
titleMarshal
will3
xp900000

High Marshal

FieldValue
bab12
fortitude8
level12
reflex4
skillPoints4
titleHigh Marshal
will4
xp1200000

Lord Commander

FieldValue
bab13
fortitude8
level13
reflex4
skillPoints4
titleLord Commander
will4
xp1500000

High Lord Commander

FieldValue
bab14
fortitude9
level14
reflex4
skillPoints4
titleHigh Lord Commander
will4
xp1800000

Legate General

FieldValue
bab15
fortitude9
level15
reflex5
skillPoints4
titleLegate General
will5
xp2100000

Grand Legate

FieldValue
bab16
fortitude10
level16
reflex5
skillPoints4
titleGrand Legate
will5
xp2400000

Imperator

FieldValue
bab17
fortitude10
level17
reflex5
skillPoints4
titleImperator
will5
xp2700000

High Imperator

FieldValue
bab18
fortitude11
level18
reflex6
skillPoints4
titleHigh Imperator
will6
xp3000000

Warlord Primus

FieldValue
bab19
fortitude11
level19
reflex6
skillPoints4
titleWarlord Primus
will6
xp3300000

Supreme Commander

FieldValue
bab20
fortitude12
level20
reflex6
skillPoints4
titleSupreme Commander
will6
xp3600000

Special Abilities

Command Aura

FieldValue
level1
nameCommand 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

FieldValue
level3
nameTactical 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

FieldValue
level5
nameInspire 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

FieldValue
level7
nameCoordinate 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

FieldValue
level9
nameTactical 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

FieldValue
level11
nameCommand 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

FieldValue
level13
nameChain 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

FieldValue
level15
nameDecisive 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

FieldValue
level17
nameRally

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.