Legion Officer
A commissioned officer of the Legion, the Nine's military arm.
A Legion Officer is a commissioned officer -- typically a Lieutenant or Captain -- who commands a platoon or company of Legion troops. They are trained at the Legion's officer academy on a Core world, conditioned to the Anvil creed, and given authority over life and death that would terrify them if they had time to think about it. They do not have time. They are always deployed, always under pressure, and always aware that the Nine see them as expendable assets with a budget line.
An Officer is a boss-tier encounter: the anchor of a Legion force, capable of calling reinforcements, orbital support, and tactical assets that a Sergeant cannot. The lever is the disconnect between the Officer's training and the mission's reality -- some Officers can be turned if the alternative is a war crime.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 16 |
| Abilities / Con | 16 |
| Abilities / Dex | 12 |
| Abilities / Int | 14 |
| Abilities / Str | 14 |
| Abilities / Wis | 14 |
| Armor Class | 18 |
| Base Attack Bonus | 7 |
| Creature Type | Humanoid |
| Flat Ac | 17 |
| Hd Count | 7 |
| Hd Sides | 10 |
| Hit Dice | 7d10+21 |
| Hit Points | 60 |
| Hp Bonus | 21 |
| Initiative | 2 |
| Languages | Core Standard; Trade Cant; Legion command-cant; one Rim or hive dialect; Confederation military cipher |
| Morale | Fanatic (15); the Officer does not retreat while troops are in contact; will hold to the last to cover a withdrawal |
| Psionics | None |
| Role Tags | Boss, Leader, Ranged |
| Saves / Fort | 8 |
| Saves / Ref | 4 |
| Saves / Will | 7 |
| Size | M |
| Skills / Athletics | 10 |
| Skills / Intimidation | 12 |
| Skills / Leadership | 14 |
| Skills / Notice | 11 |
| Skills / Persuasion | 11 |
| Skills / Pilot | 8 |
| Skills / Survival | 9 |
| Skills / Tactics | 13 |
| Speed | 30 |
| Threat Rating | 6 |
| Touch Ac | 12 |
| Xp | 1800 |
| Dialogue Path | game/dialogue/npc-legion-officer.yaml |
Notes
Full Attack: Officer's Sidearm ranged +8 (1d8+2 energy; range 60 ft) or Officer's Sabre melee +9 (1d8+3 slashing) or Frag Grenade +7 (3d6 ballistic; 15-ft burst; DC 15 Reflex half; 2/encounter)
Habitat: Anywhere the Legion is deployed: ark-arrivals, Day One suppression, Rim proxy wars, Fold-incident containment. Found at the command post of a Legion platoon (20-30 troops), leading from the front of an assault, or coordinating from an armoured vehicle. Roll 1d6: 1-2 = Officer at a command post (coordinating, reinforcements available), 3-4 = Officer leading an assault (sabre drawn, in the thick of it), 5-6 = Officer in a defensive position (holding ground, calling support).
Resistances: Officer's powered armour (included in AC; environmental sealing, STR +2, integrated comms), Command conditioning (+4 to Will against fear, torture, and mind-affecting effects)
Senses: Normal human vision; command helmet grants enhanced optics (low-light, thermals), encrypted tactical HUD, and +4 to Notice within 120 ft; passive Perception 18
Tactics: The Officer opens with Tactical Assessment, calls Command Presence for the volley, and uses frag grenades on clusters. They save Orbital Strike for hard targets and Reinforcements for when the line is thin. The Officer fights from the front (Anvil Doctrine) and will not retreat while troops are engaged. If the Officer falls, the platoon's coordination collapses.
Treasure: Officer's powered armour (2,000 rek), officer's plasma pistol (500 rek), officer's sabre (300 rek), frag grenades (75 rek each), command helmet with tactical HUD (1,500 rek), encrypted comms unit (800 rek), officer's commission papers (intelligence value), 4d10 rek in military pay, stims and field surgery kit.
Vulnerabilities: Command burden (the Officer will not abandon wounded troopers; they will hold a position to cover a withdrawal even at personal risk), Political awareness (an Officer confronted with proof the mission is a corporate crime will still follow orders, but takes -2 to Will saves and may, if offered a real alternative, choose the troops over the mission), Orbital strike requires comms link (cut the comms and the Officer loses orbital strike and reinforcements)
Attacks
Officer's Sidearm
| Field | Value |
|---|---|
bonus | 8 |
category | ranged |
damage | 1d8+2 |
damageType | energy |
name | Officer's Sidearm |
notes | Legion-pattern plasma pistol; reliable, accurate |
rangeFt | 60 |
Officer's Sabre
| Field | Value |
|---|---|
bonus | 9 |
category | melee |
damage | 1d8+3 |
damageType | slashing |
name | Officer's Sabre |
notes | Ceremonial and functional; the Officer leads from the front |
Frag Grenade
| Field | Value |
|---|---|
bonus | 7 |
category | ranged |
damage | 3d6 |
damageType | ballistic |
name | Frag Grenade |
notes | 15-ft burst; DC 15 Reflex half; 2 per encounter |
rangeFt | 30 |
Special Abilities
Command Presence
| Field | Value |
|---|---|
actionCost | Swift (1/round) |
name | Command Presence |
description: The Officer issues a command to all allied Legion NPCs within 120 ft. Choose one: +2 to attack rolls (coordinated fire), +2 to AC (take cover), or +2 to saving throws (hold the line). All allied Legion NPCs gain the bonus until the Officer's next turn. Player-visible: the Officer's voice cuts through the noise, and every trooper responds.
Orbital Strike Request
| Field | Value |
|---|---|
actionCost | Full-round (1/encounter) |
name | Orbital Strike Request |
description: The Officer calls in a precision orbital strike on a designated point within 200 ft. After a 1-round delay, the strike hits a 20-ft radius for 6d6 energy damage (DC 17 Reflex half). The Officer must have line-of-sight to the target point and an encrypted comms link. Player-visible: the Officer keys a code, speaks two words, and points. One round later, the sky answers.
Tactical Assessment
| Field | Value |
|---|---|
actionCost | Standard |
name | Tactical Assessment |
description: The Officer analyses the battlefield. For the next 1d4 rounds, the Officer and all allied Legion NPCs gain +2 to attack rolls against one designated target (the priority threat). The Officer also identifies one tactical advantage (cover, chokepoint, flanking route) that grants +2 to the next action using it. Player-visible: the Officer studies the field for three seconds and calls the play.
Reinforcements
| Field | Value |
|---|---|
actionCost | Full-round (1/encounter) |
name | Reinforcements |
description: The Officer calls for reinforcements. In 1d4+1 rounds, a Legion fireteam (1 Sergeant + 4 Troopers) arrives by shuttle or drop-pod. The Officer must have an encrypted comms link and an open landing zone within 100 ft. Player-visible: the Officer speaks into the comms unit, and the sound of engines follows.
Anvil Doctrine
| Field | Value |
|---|---|
actionCost | passive |
name | Anvil Doctrine |
description: The Officer embodies the Anvil creed. All allied Legion NPCs within 60 ft are immune to normal morale pressure and gain +2 to Will saves against fear and mind-affecting effects while the Officer is conscious. If the Officer falls, allied NPCs lose this bonus and must make an immediate morale check at -2. Player-visible: the Officer stands, and every trooper behind them stands too.