PMC Commander
The top of a PMC chain of command: the person who takes the contract, plans the operation, and leads the team.
A PMC Commander is the operational lead of a private military company team. They are former Legion officers, special operations veterans, or corporate security specialists who left institutional service for the private sector. They are better paid, better equipped, and less constrained by rules of engagement than their Legion counterparts -- but they lack the Legion's institutional support and the PMC's loyalty extends exactly as far as the contract.
A Commander is a boss-tier encounter: the anchor of a PMC team, combining tactical acumen with personal combat skill. They are more flexible than a Legion Officer and more dangerous in a direct fight, but they have no orbital support and no reinforcements beyond the team they brought.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 14 |
| Abilities / Con | 16 |
| Abilities / Dex | 14 |
| Abilities / Int | 16 |
| Abilities / Str | 16 |
| Abilities / Wis | 14 |
| Armor Class | 18 |
| Base Attack Bonus | 7 |
| Creature Type | Humanoid |
| Flat Ac | 16 |
| Hd Count | 7 |
| Hd Sides | 10 |
| Hit Dice | 7d10+21 |
| Hit Points | 60 |
| Hp Bonus | 21 |
| Initiative | 3 |
| Languages | Trade Cant; Core Standard; two Rim dialects; PMC tactical cipher; one alien trade language |
| Psionics | None |
| Role Tags | Boss, Leader, Ranged |
| Saves / Fort | 8 |
| Saves / Ref | 5 |
| Saves / Will | 6 |
| Size | M |
| Skills / Athletics | 11 |
| Skills / Intimidation | 11 |
| Skills / Leadership | 12 |
| Skills / Notice | 12 |
| Skills / Persuasion | 10 |
| Skills / Pilot | 10 |
| Skills / Repair | 8 |
| Skills / Survival | 9 |
| Skills / Tactics | 14 |
| Speed | 30 |
| Threat Rating | 6 |
| Touch Ac | 13 |
| Xp | 1800 |
| Dialogue Path | game/dialogue/npc-pmc-commander.yaml |
Notes
Full Attack: Custom Assault Rifle ranged +9 (1d10+3 ballistic; range 100 ft; underbarrel shotgun 1d8 20 ft 1/encounter) or Heavy Pistol ranged +8 (1d8+2 energy; range 40 ft) or Combat Knife melee +9 (1d6+3 slashing)
Habitat: Anywhere a PMC contract takes them: Rim stations, frontier settlements, corporate facilities, and conflict zones. Found leading a PMC team of 3-6 Contractors and a Team Lead, planning an operation, or executing a contract. Roll 1d6: 1-2 = Commander leading an assault (coordinated, lethal), 3-4 = Commander in a defensive position (holding, waiting), 5-6 = Commander negotiating (contract review, recalculating).
Morale: Elite (13); disengages when the contract is fulfilled, voided, or when the team is combat-ineffective; will negotiate for a new contract if the situation changes
Resistances: Tactical armour (included in AC; modular, environmental sealing), Tactical visor (included in senses; IFF tagging prevents friendly fire)
Senses: Normal human vision; tactical visor grants low-light, thermals, IFF tagging, and +6 to Notice within 100 ft; passive Perception 19
Tactics: The Commander leads from the middle, not the front. They open with Tactical Command, designate a Priority Target, and coordinate the team's fire. They use Breach Protocol for fortified targets and Fallback when the engagement turns. The Commander fights to the contract's terms -- professional, efficient, and gone when the job is done.
Treasure: Custom assault rifle with underbarrel shotgun (1,200 rek), heavy pistol (300 rek), combat knife (40 rek), tactical armour (1,500 rek), tactical visor (1,000 rek), encrypted PMC comms unit (600 rek), contract datapad (intelligence value varies), 5d10 rek in contract payment, stims and field surgery kit.
Vulnerabilities: Contract-dependent (the Commander fights for pay; if the contract is voided or the money stops, they disengage), No institutional support (no reinforcements, no orbital strike, no extraction beyond what the team brought), Team-dependent (the Commander's abilities require allied PMC NPCs; alone, the Commander is a skilled soldier, not a boss)
Attacks
Custom Assault Rifle
| Field | Value |
|---|---|
bonus | 9 |
category | ranged |
damage | 1d10+3 |
damageType | ballistic |
name | Custom Assault Rifle |
notes | Custom-built; underbarrel shotgun (1d8, 20 ft, 1/encounter); suppressor-fitted |
rangeFt | 100 |
Heavy Pistol
| Field | Value |
|---|---|
bonus | 8 |
category | ranged |
damage | 1d8+2 |
damageType | energy |
name | Heavy Pistol |
notes | Sidearm; reliable |
rangeFt | 40 |
Combat Knife
| Field | Value |
|---|---|
bonus | 9 |
category | melee |
damage | 1d6+3 |
damageType | slashing |
name | Combat Knife |
notes | The Commander is comfortable in close quarters |
Special Abilities
Tactical Command
| Field | Value |
|---|---|
actionCost | Swift (1/round) |
name | Tactical Command |
description: The Commander issues a tactical order to all allied PMC NPCs within 60 ft. Choose one: +2 to attack rolls (coordinated fire), +2 to AC (take cover), or immediate reposition (allies move up to half speed without provoking attacks of opportunity). Player-visible: the Commander calls a code-word, and the team moves.
Priority Target
| Field | Value |
|---|---|
actionCost | Standard (1/encounter) |
name | Priority Target |
description: The Commander designates one creature as the priority target. All allied PMC NPCs gain +2 to attack rolls and +1d6 damage against that target for 1d4 rounds. The Commander also gains +2 to attack rolls against the target. Player-visible: the Commander points, calls a name, and every gun in the team turns.
Breach Protocol
| Field | Value |
|---|---|
actionCost | Full-round (1/encounter) |
name | Breach Protocol |
description: The Commander coordinates a breach. The Commander and up to 2 allied PMC NPCs make a single coordinated attack against one target or area: each attacker gains +4 to the attack roll and +1d6 damage. If the target is behind cover, the cover bonus is halved. Player-visible: the Commander counts down from three. On zero, everyone fires.
Fallback
| Field | Value |
|---|---|
actionCost | Immediate (1/encounter) |
name | Fallback |
description: When the Commander or an allied PMC NPC is reduced below 25% HP, the Commander calls a fallback. All allied PMC NPCs disengage and move toward a pre-planned exit at +10 ft speed, with the Commander covering (the Commander gains +2 to attack rolls during the retreat). Player-visible: the Commander calls the word, and the team moves like water.
Contract Clause
| Field | Value |
|---|---|
actionCost | passive |
name | Contract Clause |
description: The Commander operates under a contract with specific objectives and rules of engagement. If the contract's objectives are met, the Commander disengages immediately. If the contract is voided (the client cancels, the target is irrelevant), the Commander will negotiate a new contract or withdraw. Player-visible: the Commander checks a datapad, nods, and either keeps fighting or stops.