Corp Security Trooper
The standing wall behind every Executive: a company-salaried guard in mesh armour with a slug rifle and orders that fit on one card.
A Corp Security Trooper is the baseline armed employee of a Core megacorp -- the uniformed presence at every lobby, cargo bay, and Executive parley. They are not Legion and not PMC; they are salaried company muscle, trained to a standard drill, issued mesh armour and a slug rifle, and told who to point both at. Most are working-class Core or upper-hire recruits who took the steady cheque over the Legion's glory or a PMC's hazard pay. They are professional enough to follow orders and mortal enough to die in twos when the Executive they are screening turns out to be the target.
Alone, a Trooper is a single rounds-of-combat problem. In a detail of four behind a Captain, they are a firing line. Their value to the GM is as a unit, not an individual: deploy them in twos and fours, let them bracket a target, and let the Captain or Executive do the talking. When half are down, the rest reassess -- morale is the lever, not HP.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 10 |
| Abilities / Con | 12 |
| Abilities / Dex | 12 |
| Abilities / Int | 10 |
| Abilities / Str | 12 |
| Abilities / Wis | 10 |
| Armor Class | 14 |
| Base Attack Bonus | 1 |
| Creature Type | Humanoid |
| Flat Ac | 13 |
| Hd Count | 1 |
| Hd Sides | 8 |
| Hit Dice | 1d8+1 |
| Hit Points | 6 |
| Hp Bonus | 1 |
| Initiative | 1 |
| Languages | Trade Cant; Core Standard (basic) |
| Psionics | None |
| Resistances | Mesh armour (included in AC) |
| Role Tags | Minion, Ranged |
| Saves / Fort | 3 |
| Saves / Ref | 2 |
| Saves / Will | 0 |
| Senses | Normal human vision; passive Perception 11 |
| Size | M |
| Skills / Intimidation | 3 |
| Skills / Notice | 3 |
| Skills / Profession Security | 3 |
| Speed | 30 |
| Threat Rating | 1 |
| Touch Ac | 11 |
| Xp | 50 |
| Dialogue Path | game/dialogue/npc-corp-security-trooper.yaml |
Notes
Full Attack: Slug Rifle ranged +2 (1d8 ballistic; range 80 ft) or Stun-Baton melee +2 (1d6 energy; DC 11 Fort or stunned 1 round) or Holdout slug pistol ranged +2 (1d6 energy; range 30 ft)
Habitat: Anywhere Core money pays for a uniform: corporate towers, orbital stations, cargo terminals, VIP lounges, and the perimeter of any Asset-Realisation holding. Encountered in details of 2-6, almost always with a Captain or in service to an Executive. Roll 1d4: 1-2 = lobby or checkpoint pair (bored, alert), 3 = cargo-bay detail of four (working, armed), 4 = parley escort of two flanking an Executive (professional, on a hair-trigger).
Morale: Steady (10) while the Captain or Executive is standing and giving orders; drops to Unsteady (7) the round after a leader falls or half the detail is down
Tactics: Hold position, bracket the target, call the threat in. Troopers fire coordinated volleys at the nearest armed foe and use the stun-baton against anyone who closes. They do not chase -- they funnel, letting the geometry of the room and the Captain's orders do the work. If the Captain or Executive falls, they fall back to cover and reassess; if half the detail is down, they withdraw or surrender rather than die for a salary.
Treasure: Mesh armour (150 rek), slug rifle (200 rek), stun-baton (75 rek), holdout slug pistol (150 rek), corporate ID and Kadiss fob (tracked; fencing one flags the seller to Asset Realisation), 2d10 rek in pocket change and a half-drunk stim.
Vulnerabilities: Morale chain (if the detail's Captain or the guarded Executive goes down, Troopers break fast -- see morale), Orders-bound (without a Captain or Executive to issue commands, Troopers default to holding position and will not pursue or flank aggressively)
Attacks
Slug Rifle (Company Issue)
| Field | Value |
|---|---|
bonus | 2 |
category | ranged |
damage | 1d8 |
damageType | ballistic |
name | Slug Rifle (Company Issue) |
notes | Standard corporate carbine; reliable, ugly, and identical across the detail |
rangeFt | 80 |
Stun-Baton
| Field | Value |
|---|---|
bonus | 2 |
category | melee |
damage | 1d6 |
damageType | energy |
name | Stun-Baton |
notes | Non-lethal is preferred on Core property; DC 11 Fortitude or target is stunned 1 round |
Holdout slug pistol
| Field | Value |
|---|---|
bonus | 2 |
category | ranged |
damage | 1d6 |
damageType | energy |
name | Holdout slug pistol |
notes | Sidearm; drawn when the rifle is lost or the fight is indoors |
rangeFt | 30 |
Special Abilities
Standard Drill
| Field | Value |
|---|---|
actionCost | passive |
name | Standard Drill |
description: Troopers are trained to act as a detail, not as individuals. When two or more Troopers from the same unit are adjacent and target the same foe, they gain +1 to attack rolls (coordinated fire). They act on the highest initiative among them. Player-visible: they move together, brace together, and shoot together -- the drill is the only thing keeping them alive.
Less-Than-Lethal Posture
| Field | Value |
|---|---|
actionCost | passive |
name | Less-Than-Lethal Posture |
description: On Core property, a Trooper defaults to the stun-baton and aimed shots at limbs. The first round of an encounter on company ground, a Trooper imposes a -2 penalty to damage (not to hit) as they try to subdue rather than kill -- killing creates a Confederation report, and the company hates reports. This drops the moment a Trooper is wounded. Player-visible: the guard shouts a warning and goes for the arm, not the head, until someone bleeds.