NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone
← All Classes | How to make a Imperial Officer
"The uniform isn't armor. It's permission."
You are not the soldier who kicks the door. You are the one who decides *which* door, who wrote the order that got a platoon to kick it, and who will write the letter if they don't come back. In NGE the uniform means something — it's law, logistics, and terror in one grey greatcoat. A Soldier wins a firefight. You win the deployment.
**Sources:** Atomic TC Imperial Officer / Moff, Noble (Coordinate/Inspire), Soldier (Tactical Assessment/Suppression), Pilot (Vehicle Combat Evasive Maneuvers), Buying and Selling (Requisition/Upkecr)
**Primary:** PRE, INT, AWE
**Secondary:** DEX, STA
**Saves:** Will High (discipline, rebellions on both sides try to break you first), Fort Medium (officer training, not front-line soak), Toughness Medium (officer's battle uniform Prot 2-3, not heavy plate)
**Attack:** Medium (0.75/lvl) — +3 at L1, +8 at L10. Pistols + Command, not rifles all day.
**Skills:** 6 + INT per level (max ranks = Level+3, Class +2 if trained). Class: Expertise: Tactics, Expertise: Imperial Doctrine, Insight, Persuasion, Intimidation, Perception, Vehicles, Gather Information
In gritty, where one Injury is -1 for 4 hours and a repeating blaster forces 2 Deflect saves, your +2 attack to allies and your ability to call a MedEvac *keeps* the party alive. One Fixer gets a part. You get the *whole crate* signed for.
| Lvl | Features | Talent | Feat |
|---|---|---|---|
| 1 | Commission (Benefit 2: Rank + NGE Security Clearance), Command (+2 attack or +2 Dodge/Parry to 1 ally as Move), Officer's Kit (Uniform Prot 2 + Code Cylinders), Requisition I (Licensed/Restricted crate 1/week) | - | Feat |
| 2 | Tactical Directive (Move: grant ally extra Move or Attack at -2), Discipline (+5 vs Fear for you+squad 10m, not immunity) | Talent 1 Branch | - |
| 3 | +1 Ability, Authority Radius 20m, Imperial Bearing (Take 10 (treat d20 as 10 when not threatened) Persuasion/Intimidation vs NGE personnel) | - | Feat |
| 4 | Coordinated Volley (Focus Fire: you+allies +1 Damage vs marked target til start next turn), Requisition II (Military on DC 20, vehicle pool) | Talent 2 | - |
| 5 | Staff Officer (Gain Adjutant aide — Protocol Droid (2 Tiers below you, so Tier 6 officer gets Tier 4 droid aide) or junior Lt 2 Tiers below you, Minion), Field Command (Discipline now 20m, suppress 1 Fear fail/scene) | - | - |
| 6 | Branch Expertise (Fleet/Ground/Intel unlock), Strategic Planning (1/scene grant ally Second Chance on save or skill), Requisition III (Heavy/Armor pool, call platoon) | Talent 3 | Feat |
| 7 | Chain of Command (When you go Dying, senior NCO/al aide continues your Commands 1d4 rounds), Decorate (award Benefit 1 temp to ally 1 adventure) | - | - |
| 8 | Mass Orders (Command 3 allies at once), Advanced Tactics (Tactical Assessment +2 and free action 1/scene) | Talent 4 | - |
| 9 | Imperial Edict (1/adventure: orbital scan, ISD turbolaser single shot liaison, customs hold, or platoon Tier 6 Minion 6 (Tier 6-7 grunt, +9 attack, Toughness 9, dies if Toughness fails by 5+), Unbreakable Discipline (squad immune to Shaken while you conscious) | - | Feat |
| 10 | Sector Command (Capstone), Grand Requisition (call gunship/battle tank/APC without paying list) | Talent 5 Capstone | - |
**Commission (L1):** You are NGE commissioned. Benefit 2:
You also have **Code Cylinders 2** (physical). Lost/stolen = Complication + courts martial if used for treason (Hero Point when it screws you). Replacements 500cr + 1 week + Will DC15 hearing.
**Command (L1):** Signature. As **Move**, one ally in Authority Radius who can see/hear you gets:
This is not Noble Coordinate (+5 to skill) — you give *fight bonus*, not skill monkey. Stacks with Noble Coordinate (+2 attack) = +4 total for alpha strike. Circumstance so it stacks over Tier cap but GM caps at +3 if abused.
**Officer's Kit (L1):** Officer's Battle Uniform (Prot 2, Immunity 2 heat/cold half, +2 Persuasion vs NGE, Conceal code cylinders +2), Blaster Pistol (Rank 4), Code Cylinders, Encrypted Comlink (Officer freq, 1ly Subtle per Fixer Backchannel), Datapad with Manual of Imperial Doctrine. Looks like cloth, stops a hold-out round.
Can upgrade to Officer's Battle Armor (Prot 3, +1 Toughness cap) at L4 2,500cr (Military but licensed via Rank).
**Requisition I-III (L1/L4/L6) — Not Free Gear:**
Per Buying and Selling, you don't *buy*, you **sign for it**.
Failing Requisition by 5+ = flag: next Requisition +5 DC, or Disciplinary Hearing (Persuasion DC15 or lose 1 Rank temp). Losing requisitioned gear recklessly = debt (like Fixer Stake) at 50% list.
This replaces Noble Wealth. You don't get monthly income — you get *access*. You still need Fixer to fence hot cargo (you can't legally sell Imperial kit).
**Tactical Directive (L2):** As Move, grant one ally who can see/hear you **extra Move** *or* **one extra attack at -2** on their next turn, if they obey your plan this round. The attack cannot stack with Haste or Soldier One-Man Army extra attack. The Move can be used to get to cover, close, or Evasive Maneuvers if Pilot.
**Discipline (L2):** Per House Rules Fearless is +5 not immunity. You and allies in Authority Radius get **+5 circumstance vs Fear/Intimidation/Force Fear** while you are conscious and not Staggered. At L5 Field Command radius 20m + you can negate one failed Fear save/scene as Reaction (they reroll).
**Authority Radius (L3):** 10m base, 20m L3, 30m L8. All your Command/Tactics powers use this.
**Imperial Bearing (L3):** Take 10 on Persuasion, Intimidation, Expertise: Imperial Doctrine vs NGE personnel even under fire (normally no Take 10 in combat). Per 00-Core.
**Coordinated Volley (L4):** As Standard or after Tactical Assessment, mark one target you can see (Tactics DC 10 + Tier (Tier 4 = DC 14, Tier 8 = DC 18). Until start of your next turn, you and allies in radius get **+1 Damage** (circumstance, stacks over Tier cap as +1 not rank) vs that target. 2 degrees on Tactics check = +2 Damage for you only. This is how 4 troopers drop a Jedi with Soresu — focus fire.
**Staff Officer (L5):** You gain Adjutant: 2 Tiers below you (so Tier 6 officer gets Tier 4 aide, +6 attack, Toughness 6) (Protocol Droid adjutant with Well-Informed free, or Human Sub-Lt with Persuasion +6 and Taskmaster). Adjutant can deliver Commands via comlink, does paperwork (reduce Requisition DC by 2), and continues Chain of Command if you drop.
If adjutant dies, replacement in 1d6 days + paperwork (and you write the letter).
**Strategic Planning (L6):** Once per scene as Move, grant ally Second Chance (reroll) on next Toughness, Fort, Will, or Expertise check. Declare before roll.
**Chain of Command (L7):** When you become Staggered/Dying, your Adjutant or senior NCO (GM picks PC with highest PRE) can continue your Command/Discipline aura for 1d4 rounds as if you were conscious. "The Colonel is down, Lt. Varr is in command."
**Decorate (L7):** As 1 hour ceremony + 100cr medal + paperwork, award one ally **Benefit 1 (Military Honor)** for 1 adventure: +2 Persuasion vs NGE, once per adventure call in favor as if Rank 1. You can do this once per level.
**Mass Orders (L8):** Command affects **3 allies** at once (same +2 attack or +2 Dodge/Parry). Tactical Directive affects 2 allies.
**Unbreakable Discipline (L9):** While you are conscious and not Dying, allies in 20m **cannot be Shaken** (they still can be Frightened by Force Horror 19-20). Fear effects degrade one stcr.
**Talent 1 Branch (L2):**
**Talent 2 (L4):**
**Talent 3 (L6):**
**Talent 4 (L8):**
**Talent 5 Capstone (L10):**
**Abilities:** PRE 3, INT 2, AWE 2, DEX 1, STA 1, STR 0, FGT 0, AGI 0 (Noble array: 3,2,2,1,1,0,0,-1)
**Defenses:** Dodge 3, Parry 3, Toughness 3/5 with Officer's Uniform (Prot 2, +2 Persuasion NGE) or Battle Uniform (Prot 3 at L4), Fort 4, Will 6
**Offense:** Blaster Pistol +4 (Ranged Damage 4, DC19, Short 40m no pen), Hold-Out +4 (Damage 3, DC18), Unarmed +1 (Damage 0)
**Skills:** Expertise: Tactics 4 (+6), Expertise: Imperial Doctrine 4 (+6), Persuasion 4 (+7), Intimidation 4 (+7), Insight 3 (+5), Perception 3 (+5), Vehicles 2 (+3), Galactic Lore 2 (+4)
**Gear:** Officer's Uniform (Prot 2, +2 Persuasion NGE, Code Cylinders 2), Blaster Pistol w/ laser sight, Hold-Out hidden boot, Code Cylinders (Grey-3), Encrypted Comlink (1ly officer freq), Datapad with TO&E, Rank Insignia (removable)
**Adj/AP:** None at L1 — gain at L5
**Credits:** 1,200cr + Requisition Pool (don't own, you sign for)
**Complication:** Duty (NGE), Orders (Sector Command), Rival (other officer), Responsibility (your troopers' letters home)
In gritty, one blaster rifle hit is Injury -1 for 4 hours. Three hits = Dying. Tougher troops don't live longer — *better led* troops do. Your +2 Dodge/Parry is literally "did that bolt hit?" Your Coordinated Volley +1-2 Damage is "did we drop him before he drops us?" Your Requisition means party doesn't beg Fixer for 2kcr medpac crate — you sign and your quartermaster curses.
You don't out-fame Noble. Noble buys. You **allocate**. When Noble flashes Wealth, you flash Warrant.