Corporate Security Officer
ST: 15, DX: 15, IQ:15 HT:18, HP: 15, FP: 19
Spd: 8.25 Move: 8 Dodge: 11 Parry: 10
Relative Skills: animal handling (12), sword (15), computer* (12), diplomacy (11), driving (14), electronics (comm.) (11), guns* (18), knife (16), shadowing (11), small unit tactics (13), stealth (14)
Relative Advantages: Hard to Kill, Weapon Implant (pistol/hand), Weapon Link, Combat Reflexes.
Relative Disadvantages: None
In the Field: Reflex Bodysuit (12/4), Reflex Gloves (6/2), Reflex Tactical Vest (18/7 – can have trauma plates +34 for on duty soldiers), TL 10 Assault Boots (18/9).
In Civilian Areas: Modified depending on situation.
Name Type Dam. Acc Range RoF Shots Bulk Rcl Notes
Norinco QBZ95 A. Rifle 5d pi 5+1 800/3,600 11 30+1(3) -4 2 1*
PP-19 Bizon-2 SMG 2d pi 3 120/1,300 11 64 (5) -4 2 1*
Heavy Pistol Pistol 3d pi 2 180/2,000 3 12+1 (3) -3 3 2*
*Notes: 1- GURPS High-Tech, 2 – GURPS Ultra Tech
Details: Corporate guards are trained in military tactics, use military equipment and for all intents and purposes are a military arm of that corporation.
With the rise of corporate power, its expansionistic outlook, and its tendency to secure “thralls” and other resources as part of their normal business these types of guards are less and less ex-military from other corporations or nations and more born into the corporation.
Security Officers are highly trained and enhanced. At the very least they are implanted with weapon links (and usually smart weapons). As the officer goes up in the corporate ladder they are continually updated with newer cybernetics and enhancements. Any security officers with magical/psyker abilities results in them being transferred into one of the sacred orders.
Security Officers also work alone regularly on specified missions. In that case they are usually more enhanced then this average writeup.