Corp Security Captain
The voice that turns a wall of Troopers into a firing line.
A Corp Security Captain is the working officer of a megacorp's private force -- the rank that actually runs a detail while the Executive runs the room. Many are ex-Legion or washed-out PMC contractors who traded the field for a Core salary, a pension track, and the comfort of shooting people who are, on paper, in the wrong. They wear the same mesh as their Troopers but carry a command Kadiss link, a tac-visor, and the unhurried calm of someone who has decided how the next sixty seconds go.
The Captain is the elite pivot of a corporate encounter. They do not charge; they direct -- issuing orders that let their Troopers fire as one, repositioning the detail to cut off exits, and stepping in personally only when one specific problem needs one specific bullet. Kill the Captain and the Troopers lose their cohesion and their nerve. That is the lever.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 13 |
| Abilities / Con | 14 |
| Abilities / Dex | 14 |
| Abilities / Int | 12 |
| Abilities / Str | 12 |
| Abilities / Wis | 12 |
| Armor Class | 16 |
| Base Attack Bonus | 5 |
| Creature Type | Humanoid |
| Flat Ac | 14 |
| Hd Count | 5 |
| Hd Sides | 8 |
| Hit Dice | 5d8+10 |
| Hit Points | 32 |
| Hp Bonus | 10 |
| Initiative | 2 |
| Languages | Trade Cant; Core Standard (fluent); field hand-signals |
| Psionics | None |
| Resistances | Mesh armour, reinforced (included in AC), Veteran composure (+2 to Will saves against fear and Intimidation) |
| Role Tags | Leader, Controller, Ranged |
| Saves / Fort | 5 |
| Saves / Ref | 4 |
| Saves / Will | 2 |
| Senses | Normal human vision; tac-visor grants low-light and +4 to Notice vs concealed foes within 60 ft; passive Perception 16 |
| Size | M |
| Skills / Intimidation | 8 |
| Skills / Leadership | 8 |
| Skills / Notice | 9 |
| Skills / Profession Security | 8 |
| Skills / Tactics | 8 |
| Speed | 30 |
| Threat Rating | 3 |
| Touch Ac | 13 |
| Xp | 600 |
| Dialogue Path | game/dialogue/npc-corp-security-captain.yaml |
Notes
Full Attack: Slug Rifle ranged +7 (1d8+1 ballistic; range 80 ft; underbarrel strobe 1/encounter, DC 13 Ref or dazzled) or Holdout slug pistol ranged +7 (1d6+1 energy; range 30 ft) or Stun-Baton melee +6 (1d6+1 energy; DC 13 Fort or stunned 1 round)
Habitat: Core corporate facilities, orbital stations, Asset-Realisation compounds, and anywhere a megacorp needs a uniformed officer on site. Found commanding details of 2-6 Troopers, frequently in the escort of an Executive. Roll 1d6: 1-2 = commanding a checkpoint detail of four, 3-4 = running a building response team of six, 5-6 = personal escort lead for an Executive at a parley.
Morale: Elite (12); protects the Executive at all costs, but will call a withdrawal to save the surviving Troopers rather than lose the whole detail
Tactics: The Captain reads the room first and shoots second. They use Hold the Geometry to occupy the strongest position, Command Voice to sharpen the detail's volleys, and Coordinate Fire to focus down the most dangerous target once it is bracketed. The Captain personally engages only to finish a wounded foe or cover a Trooper in trouble. If the Executive is present, the Captain's entire plan is "buy the Executive time to talk or leave"; if not, it is "secure the asset, minimise casualties, file the report".
Treasure: Reinforced mesh armour (300 rek), officer slug rifle with underbarrel strobe (450 rek), holdout slug pistol (150 rek), stun-baton (75 rek), command Kadiss link (800 rek; tracked), tac-visor (600 rek), corporate officer ID (forging it is a serious crime), 4d10 rek in the jacket and a decent stim pack.
Vulnerabilities: Cohesion anchor (the Captain is the detail's nerve; once the Captain falls, affiliated Troopers lose Command Voice, Coordinate Fire, and drop to Unsteady morale on their next turn), Salaryman's limit (the Captain will not die for the company; reduced below 8 HP with no Executive to protect and no extraction coming, the Captain offers terms or surrenders)
Attacks
Slug Rifle (Officer Issue)
| Field | Value |
|---|---|
bonus | 7 |
category | ranged |
damage | 1d8+1 |
damageType | ballistic |
name | Slug Rifle (Officer Issue) |
rangeFt | 80 |
notes: Better-sighted carbine with an underbarrel strobe; once per encounter the strobe forces a DC 13 Reflex save or the target is dazzled 1 round
Holdout slug pistol
| Field | Value |
|---|---|
bonus | 7 |
category | ranged |
damage | 1d6+1 |
damageType | energy |
name | Holdout slug pistol |
notes | Sidearm; the Captain draws it for precise work in close quarters |
rangeFt | 30 |
Stun-Baton
| Field | Value |
|---|---|
bonus | 6 |
category | melee |
damage | 1d6+1 |
damageType | energy |
name | Stun-Baton |
notes | DC 13 Fortitude or stunned 1 round; the Captain prefers submissions on Core property |
Special Abilities
Command Voice
| Field | Value |
|---|---|
actionCost | Swift (1/round) |
name | Command Voice |
description: As a swift action the Captain issues a barked order to all friendly Troopers within 60 ft who can hear them. Each affected Trooper gains +2 to their next attack roll or +2 to their next saving throw (Captain's choice, declared when the order is given). A Trooper can only benefit from one Command Voice bonus at a time. Player-visible: the Captain does not shout in panic; they shout in drill, and the line tightens.
Hold the Geometry
| Field | Value |
|---|---|
actionCost | passive |
name | Hold the Geometry |
description: The Captain and any Trooper within 10 ft of them gain a +1 dodge bonus to AC and a +2 bonus to Notice against flanking or concealed foes -- the Captain positions the detail to cover blind corners and crossfire lanes. This bonus is lost if the Captain is flat-footed or moved more than half speed. Player-visible: the Captain is always standing in the one spot in the room that is hardest to rush.
Coordinate Fire
| Field | Value |
|---|---|
actionCost | Standard |
name | Coordinate Fire |
description: Once per encounter the Captain can designate a single target; every friendly Trooper who attacks that target before the Captain's next turn resolves their attack against the target's flat-footed AC (the detail brackets and suppresses). Player-visible: the Captain points, says one word, and every rifle in the room turns.