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

FieldValue
Abilities / Cha10
Abilities / Con12
Abilities / Dex12
Abilities / Int10
Abilities / Str12
Abilities / Wis10
Armor Class14
Base Attack Bonus1
Creature TypeHumanoid
Flat Ac13
Hd Count1
Hd Sides8
Hit Dice1d8+1
Hit Points6
Hp Bonus1
Initiative1
LanguagesTrade Cant; Core Standard (basic)
PsionicsNone
ResistancesMesh armour (included in AC)
Role TagsMinion, Ranged
Saves / Fort3
Saves / Ref2
Saves / Will0
SensesNormal human vision; passive Perception 11
SizeM
Skills / Intimidation3
Skills / Notice3
Skills / Profession Security3
Speed30
Threat Rating1
Touch Ac11
Xp50
Dialogue Pathgame/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)

FieldValue
bonus2
categoryranged
damage1d8
damageTypeballistic
nameSlug Rifle (Company Issue)
notesStandard corporate carbine; reliable, ugly, and identical across the detail
rangeFt80

Stun-Baton

FieldValue
bonus2
categorymelee
damage1d6
damageTypeenergy
nameStun-Baton
notesNon-lethal is preferred on Core property; DC 11 Fortitude or target is stunned 1 round

Holdout slug pistol

FieldValue
bonus2
categoryranged
damage1d6
damageTypeenergy
nameHoldout slug pistol
notesSidearm; drawn when the rifle is lost or the fight is indoors
rangeFt30

Special Abilities

Standard Drill

FieldValue
actionCostpassive
nameStandard 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

FieldValue
actionCostpassive
nameLess-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.