SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — New Galactic Empire = good guys, New Republic = bad guys — gritty lethal standalone

Imperial Officer

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Imperial Officer - Class Progression

"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

Why Officer != Soldier and != Noble

  • **Soldier** is the gun — best Toughness, full attack, Weapon Spec +2-3 damage, Diehard, lives 3 hits.
  • **Noble** is the money — Wealth 2->5, buys anything, social immunity via fame.
  • **You** are the **permission** — you don't outsell Noble and you don't outshoot Soldier. You **requisition** what Soldier needs without paying like Noble, you **order** what Noble has to persuade, and you make 3-4 mooks fight like 1 Tier higher (Tier 4 troopers fight as Tier 5: +1 Attack/Damage, +1 Dodge/Parry/Toughness cap).
  • 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.

    Level Progression

    LvlFeaturesTalentFeat
    1Commission (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
    2Tactical 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
    4Coordinated Volley (Focus Fire: you+allies +1 Damage vs marked target til start next turn), Requisition II (Military on DC 20, vehicle pool)Talent 2-
    5Staff 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)--
    6Branch 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 3Feat
    7Chain of Command (When you go Dying, senior NCO/al aide continues your Commands 1d4 rounds), Decorate (award Benefit 1 temp to ally 1 adventure)--
    8Mass Orders (Command 3 allies at once), Advanced Tactics (Tactical Assessment +2 and free action 1/scene)Talent 4-
    9Imperial 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
    10Sector Command (Capstone), Grand Requisition (call gunship/battle tank/APC without paying list)Talent 5 Capstone-

    Feature Details — No levels Shown

    **Commission (L1):** You are NGE commissioned. Benefit 2:

  • **Benefit 1: Rank (Lieutenant L1 -> Commander L5 -> Captain L7 -> Colonel L9).** In NGE space, any personnel Tier ≤ yours must obey lawful orders (Will DC 10+PRE to resist illegal/immoral). Civilians Recognize you: Persuasion +2 vs NGE loyalists, -2 vs NR/partisans.
  • **Benefit 1: Security Clearance Grey-3 (L1) -> Grey-2 (L5) -> Grey-1 (L9).** Pass checkpoints, access manifests, call garrison. Per Rules/Imperial Intelligence, Clearance reduces Investigation DC to avoid arrest by 10 and Investigation vs you by +5.
  • 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:

  • **+2 circumstance to next attack** *or* **+2 Dodge/Parry til start of your next turn** if they follow your order ("Flank left," "Get to cover!"). Lasts 1 round.
  • 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**.

  • **I (L1):** Once per week, requisition **Licensed** or **Restricted** (non-Military) small arms/kit worth up to **2,000cr** with Expertise: Imperial Doctrine DC 12 (Persuasion vs quartermaster). Fail = try tomorrow with -2. Gear must be returned or paid for if lost/destroyed (you sign). You can also requisition Trooper ration/lodging for party (10cr/day per person free).
  • **II (L4):** Military personal weapons/Combat Jump Suit/Utility (up to 5,000cr) with DC 15. Once per adventure, requisition **vehicle pool** — speeder bike squad (2), or IM-455 Light Patrol Craft shuttle (no weapons) for 48h. Needs Grey-2.
  • **III (L6):** Heavy weapons/Thermal Detonator crate (6k), or call **platoon Tier 5 Minion 4 (Tier 5 grunt, +7 attack, Toughness 7, dies if Toughness fails by 5+,, +7 attack, Toughness 7, dies if Toughness fails by 5+, 4 troopers)** for 1 scene (arrive in 1d6+2 rounds if on NGE world). Needs Grey-1 and good standing.
  • 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 Trees — Pick One per Slot

    **Talent 1 Branch (L2):**

  • **Line Officer (Fleet):** Astrogation +2, Vehicles (Capital) +2, Gain Evasive Maneuvers (Vehicle Combat) even if not Pilot. When commanding from bridge, crew gets +1 attack while you Tactical Assessment. You know capital ship protocol.
  • **Ground Commander (Storm/Army):** Expertise: Tactics +3, Intimidation +2 vs enemy troopers. Tactical Assessment as Move grants allies +2 damage vs target *and* +2 Dodge vs target 1 round (not just +2 attack). Pilots don't get this.
  • **Intelligence Handler (Imperial Intelligence Grey):** Deception +3, Gather Info +3, Security +2. Gain Dead Drop (Fixer Backchannel 1ly) but via Imperial codes. Can issue **False Orders** — Deception vs Insight DC 10 + target Tier (Tier 4 = DC 14, Tier 8 = DC 18) to make enemy mooks waste action (they think orders from their command).
  • **Talent 2 (L4):**

  • **Decorated War Hero:** Stellar Reputation (+5 Persuasion vs NGE loyal/civil war vets), Second Chance (Will vs Mind Trick). People have heard of Scarif Trench or Vakkar Channel. Minions must Will DC 15+PRE or become Shaken 1 round when you reveal rank ("Colonel on deck").
  • **By The Book:** Requisition DC -5, time halved. You never lose gear without paperwork — if requisitioned gear destroyed on mission, no Debt (you filed form 114-B). +5 Technology to detect forgeries (you catch Fixer's fake IDs on nat 1? you catch).
  • **Embattled Commander:** Diehard free, +2 Fort vs gas/exhaustion. When platoon takes casualties, you get +1 attack/damage per 2 fallen allies (vengeance, max +3) for 1 scene. Dark Side? No — duty.
  • **Talent 3 (L6):**

  • **Orbital Liaison:** Once per adventure on NGE world with fleet overhead, call **Single Turbolaser Shot** — Ranged Damage 12 Burst 4, Indirect, 3 round delay, Danger Close 50m (you must evac). Requires Grey-1, Beacon. Miss = still Area. Collateral kills = Complication + Inquiry.
  • **Armored Cavalry:** Requisition III can call **TX-225 Assault Tank (GAV) + crew** or **LAAT/le Gunship** for 1 scene. You can command vehicle as if Pilot 2 ranks lower. Needs landing zone.
  • **Interrogator:** Expertise: Imperial Doctrine doubles as Interrogation — Intimidation vs Will DC 10 + target Tier (Tier 4 = DC 14, Tier 8 = DC 18). Success = Dazed + they answer 1 question truthfully (Will vs 2 degrees = they think you are ally for 1 min). No Force, shows on detector as mundane. Dark? If you torture, gain Dark Point.
  • **Talent 4 (L8):**

  • **Flag Officer (Influence):** Benefit +1 Rank (you are now Field Grade), Security Clearance becomes Black-3. You can requisition **IS-A2b Frigate sensor time** or **Company of Stormtroopers Tier 6 Minion 6 (Tier 6-7 grunt, +9 attack, Toughness 9, dies if Toughness fails by 5+)** once per adventure. Your Mass Orders now 30m radius.
  • **Veteran Command:** When you give Command +2 attack, it lasts 2 rounds. When you give +2 Dodge/Parry, allies also get Evasion 1 vs blast. Tactical Directive extra attack no longer -2, is full bonus.
  • **Political Officer (ISB Liaison):** You have ISB Investigator tag (fear). +5 Insight vs lies, +5 Intimidation vs NGE personnel (they fear purge). You can order **Detain** — Persuasion vs Will DC 10+PRE+2 to have loyal troopers arrest someone (not Imperial Knight without Inquisitor). Abuse = Inquisitor review.
  • **Talent 5 Capstone (L10):**

  • **Grand Admiral's Heir (Thrawn Doctrine):** Once per adventure, grant **all allies in 30m** extra Standard action for 1 round (like Noble Supreme Commander but military), then +2 all saves for 3 rounds. You studied Pellaeon/A4 war games. While planning (1 hr), you can assign enemy commander a flaw (Overconfident, Cautious) — they get -2 to Tactics vs you 1 scene.
  • **Lord General (Ground):** You command a **Battalion**. Once per adventure, deploy **Tier 7 Elite Squad (Minion 6 (Tier 6-7 grunt, +9 attack, Toughness 9, dies if Toughness fails by 5+) + Heavy Weapons) + Officer Tier 6 + Medic Tier 5** for 1 hour operation. You can give Last Stand to entire squad (they act 1 round while Dying). Your Armor Mastery (Prot 4) and you ignore Vulnerability while moving.
  • **Director of Intelligence (Grey):** You run sector intelligence. Holonet Tracker + Contacts galactic + you can **burn** a planet's network: Investigation vs target faction DC 20 to make them lose Benefit 2 for 1 month (accounts frozen, informants dead). Once per adventure, declare "I had an asset there" — gain a contact 2 Tiers above you anywhere (so Tier 6 can gain Tier 8 Moff-level asset, even in enemy base), even enemy base.
  • Starting Package

    **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)

    Why Gritty Matters for Officer

    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.


    SINS V2 — Imperial Officer — TOTAL CONVERSION