// Federation Military family

Federation Technical Officer

Inspired by Rifts Ultimate Edition (O.C.C.) INT or CHA Federation Military family

Overview

The Federation Technical Officer is the educated professional of the FS military — the lieutenant who reads the map, runs the comms, fixes the robot, and, above all, tells the squad what to do and when. Where the Grunt is muscle and the RPA Elite is the sky, the Technical Officer is the brain of a Federation unit.

The Federation army is terrifying not because any one Reaper is special, but because ten of them move as one mind — and that mind is the officer's. This is the project's first command class: a battlefield leader who grants allies actions and bonuses through Field Orders and a Federation Standard. It is the buff engine of the Federation Military family, and the source of the Chain of Command that the Grunt, RPA Elite, and Military Specialist all respond to.

The Officer's power is training and information, not magic — no spells, no psionics, no resource pool. Orders are limited by the action economy and by your allies' reactions, not a daily budget. Alone, the Officer is a competent medium-armor martial; surrounded by a drilled squad, it's a force multiplier.

Federation Military training

The Officer shares the doctrine carried by every class in the Federation Military family:

  • FS Indoctrination. Anti-magic, anti-Outworlder conditioning: a +1 status bonus to saves against magic and psionic effects, training in Intimidation and Federation Warfare Lore, and the ability to recognize an enemy's "sorcery."
  • Reaper Armor Training. Proficiency with Federation CA-series body armor.
  • Standard-Issue Arms. Proficiency with Federation energy weapons.
  • No magic or psionics. A mundane military class. Multiclassing into a caster or psionic class is permitted but is desertion/heresy in FS eyes — a campaign matter, not a hard lock.
  • The federation trait. A faction tag (reskinnable for other professional armies).

At a glance

Key abilityINT or CHA (your choice) — the technical officer who out-thinks the field, or the charismatic commander who out-wills it
Class DCYour key ability
Hit Points8 + CON per level (a backline leader, not a frontline tank)
Key skillsSociety, Intimidation, Federation Warfare Lore + 3 chosen
PerceptionExpert at L1 → Master at L7 → Legendary at L15
SavesFort Trained / Ref Trained / Will Expert at L1. Will Master at L9. Fort Expert at L11. Ref Expert at L13.
WeaponsTrained in simple, martial, and Federation energy weapons. Expert at L5, Master at L13.
ArmorTrained in unarmored, light, medium, and Reaper armor. Expert at L7, Master at L15.
ResourceNone — Orders are action-gated, not a pool
Signature systemsMegadamage & Hardness · Cyberware

The Orders engine

A Field Order is a command — a 1-action activity (unless noted) that affects squad allies in your Federation Standard's range who can hear and understand you. Many Orders let an ally spend a reaction to act immediately, and your Drilled Reactions feature lets a drilled ally do so even without a matching reaction of their own.

  • You know a small repertoire of Field Orders and learn more as you level.
  • An ally can be affected by one Order per round — their reaction economy is the natural limiter (no per-encounter caps).
  • The family hook: Field Orders carry the order trait, and the Grunt, RPA Elite, and Military Specialist each gain a role-specific rider when they're the target of one. Non-family allies still get the Order's base effect.

Class features by level

L1start
  • Federation Military Training. The shared doctrine package (FS Indoctrination, Reaper Armor Training, Standard-Issue Arms) — see above.
  • Federation Standard. You bear your unit's standard — a banner, comms beacon, or hovering command drone. While raised (free action to raise/stow), allies within 30 feet are your squad: they can be targeted by your Field Orders and gain a +1 status bonus to saves against fear. Range grows to 60 ft at L9 and 120 ft at L17.
  • Field Orders. You know two Field Orders and can issue any you know; you learn another at L3, L7, L11, L15, and L19.
  • Drilled Reactions. When a Field Order lets a squad ally Strike, Step, Stride, or the like "as a reaction," that ally may do so even without a matching reaction. One Order per ally per round.
  • Tactical Initiative. When you roll initiative, each squad ally who perceives you may use your initiative result instead of their own.
  • Combat Assessment. Make a Strike, or Recall Knowledge about a creature; on a success you relay it — a squad ally gains +1 circumstance to their next roll against that creature this round.
  • Officer's Specialty. Choose Field Commander, Support Officer, or Cyber-Warfare Officer (below).
L2
  • Officer feat. Skill feat.
L3
  • Skill increase. General feat.
  • Tactical Expertise (expert class DC). Field Order learned.
L4
  • Officer feat. Skill feat.
L5
  • Ability boost. Skill increase.
  • Weapon Expertise.
  • Hardened Standard. Your Standard's fear bonus rises to +2, and squad allies in range also gain a +1 status bonus to saves vs. magic/psionic effects (your indoctrination, projected).
L6
  • Officer feat. Skill feat.
L7
  • Skill increase. General feat.
  • Master Perception. Armor Expertise. Field Order learned. Standard range → 60 ft.
L8
  • Officer feat. Skill feat.
L9
  • Skill increase.
  • Will Master.
  • Greater Drilled Reactions. Allies can act on your Orders even while off-guard or frightened, and once per round you may issue two 1-action Orders as a single action (to different allies).
L10
  • Ability boost. Officer feat. Skill feat.
L11
  • Skill increase. General feat.
  • Fort Expert. Field Order learned. Tactical Mastery (master class DC).
L12
  • Officer feat. Skill feat.
L13
  • Skill increase.
  • Ref Expert. Weapon Mastery.
  • Coordinated Assault. Your Focus Fire–type Order's bonus increases and applies to every squad ally's attacks on the target until your next turn.
L14
  • Officer feat. Skill feat.
L15
  • Ability boost. Skill increase. General feat.
  • Legendary Perception. Armor Mastery. Field Order learned.
L16
  • Officer feat. Skill feat.
L17
  • Skill increase.
  • Standard range → 120 ft. Battlefield Awareness — you're never off-guard to enemies of squad allies you can perceive, and may use Combat Assessment as a free action once per turn.
L18
  • Officer feat. Skill feat.
L19
  • Skill increase. General feat.
  • Field Order learned. Supreme Tactician (legendary class DC).
L20capstone
  • Ability boost. Officer feat. Skill feat.
  • Supreme Field Command. Your Federation Standard's range becomes line of sight; you may issue two Field Orders per turn as a single action; and once per round, when a squad ally acts on an Order, a second squad ally may immediately act on the same Order (free reaction). The FS war machine moves at the speed of your thought.

Field Orders

Each is a 1-action activity (auditory, federation, order) targeting squad allies in range unless noted.

  • Advance! / Fall Back! Each chosen ally may Stride as a reaction.
  • Suppressing Fire! An ally makes a ranged Strike as a reaction; on a hit, the target is off-guard to the next attack against it this round.
  • Hold the Line! Squad allies gain +1 circumstance to AC until your next turn; while it lasts they treat their FS armor's Hardness as one tier higher.
  • Focus Fire! Designate a creature; squad allies' attacks against it gain a +1 status bonus until your next turn (scales via Coordinated Assault, L13).
  • Steady! An ally reduces a fear effect on themselves, or gains a +2 circumstance bonus to their next save this round.
  • Reload / Ready! An ally Interacts (reload, draw, raise a shield) as a reaction.
  • On My Mark! Choose up to three allies; the next attack-granting Order you issue this round, they all act on together.

Specialties

Choose one at level 1. Each grants a bonus Field Order and a signature feature.

Field Commander

The officer who leads from the front. Bonus Order: Charge! (an ally Strides then makes a melee Strike as a reaction).

  • Frontline Presence (L1). No penalty for issuing Orders while in melee, and +1 circumstance to your own Strikes against any creature a squad ally also threatens.
  • Press the Advantage (L7). When a squad ally drops a foe to 0 HP, issue a free 1-action Order (reaction, once per round).
  • Tip of the Spear (L13). Your Coordinated Assault also grants squad allies an extra weapon die of damage against the focus-fire target.

Support Officer

Logistics, fire support, and field medicine via tech — and the all-FS party's answer to having no magical healer (its battlefield medicine is mundane Medicine). Bonus Order: Field Resupply! — an ally Interacts to reload/draw as a reaction and gains temporary HP equal to your level.

  • Fire Support (L1). Call in an off-map FS strike (artillery / drone / mortar). Mark a 15-ft burst within long range; at the start of your next turn it takes a heavy area hit (basic Reflex vs. your class DC). Telegraphed (enemies can move out) and limited by a recharge die (available again on a 5–6) — a cooldown, not a usage cap.
  • Field Medic Drone (L7). Deploy and Command a medical drone (a minion); on your turn direct it to use Battle Medicine or Administer First Aid on a squad ally, using your Medicine proficiency — mundane field medicine, the all-FS party's healer.
  • Sustained Bombardment (L13). Your Fire Support burst grows to a 20-ft radius and hits harder, recharges more readily (on a 4–6), and on the turn a strike lands you may immediately re-mark a new burst (the barrage walks across the field).

Cyber-Warfare Officer

Electronic warfare against the enemy's machines and chrome — the officer who shuts down robots, drones, power armor, and cyberware. Bonus Order: Targeting Override! — an ally's next ranged Strike ignores the target's cover, and gains Penetrating 4 against a construct, robot, drone, or cybernetic creature.

  • Jam / Hack (L1). A check vs. the defense of a machine, robot, drone, power armor, or cyberware within 60 ft. Success: off-guard until your next turn (or slow a robot, or suppress a cybernetic limb). Critical success: stun a robot 1, or shut the cyberware down for a round. Critical failure: a −2 penalty to further Jam / Hack against that target for 1 minute.
  • Anti-Robot Doctrine (L7). You and squad allies in your Standard gain +1 circumstance to attack and Penetrating 2 against constructs, robots, drones, and power armor; Jam / Hack can target two systems at once and, on a crit, shuts a robot down (off and prone) for 1 round.
  • Signal Blackout (L13). (recharge die 4–6) A 30-ft emanation until your next turn: enemy robots/drones slowed 1 and can't react, enemy cyberware suppressed, and enemies can't use comms- or order-based coordination.

Officer feats

You gain an Officer feat at every even level (2–20). Many build on your Field Orders, Federation Standard, or Combat Assessment, so the more of the command engine you've assembled, the more they compound.

Level 2

  • Extra Field Order. Learn one additional Field Order. You can take this more than once.
  • Inspiring Presence. Squad allies in your Standard reduce frightened by 1 at the start of their turn.
  • Practiced Loader. Your Reload / Ready! Order also grants the ally +1 circumstance to their next attack this round.

Level 4

  • Tactical Withdrawal. Your Fall Back! Order also lets each affected ally Step (without provoking) in addition to the Stride.
  • Designate Target. When you Recall Knowledge with Combat Assessment, relay it to the whole squad: until your next turn, the first time each ally attacks that creature they gain the +1 circumstance bonus. (The Officer's command-side parallel to the Military Specialist's Designate Target.)
  • Reactive Command. When a squad ally is critically hit or reduced to half Hit Points or fewer, issue a 1-action Field Order to that ally immediately. Once per round.

Level 6

  • Bolstering Standard. When an encounter begins, squad allies who can see your raised Standard gain temporary Hit Points equal to half your level (lasting 1 minute).
  • Hardened Doctrine. Your Hold the Line! Order's AC bonus lasts until the start of your second following turn, and its Hardness boost extends to a vehicle or power armor an affected ally is piloting.
  • Quick Assessment. Once per turn, use Combat Assessment to Recall Knowledge as a free action when you issue a Field Order, relaying the result with that Order.

Level 8

  • Rapid Orders. Once per turn, issue a 1-action Field Order as a free action.
  • Drone Operator. Gain a recon/combat drone (a minion you Command for 1 action); it can Seek, Aid, or make a simple ranged Strike using your class DC.
  • Echoing Command. When a squad ally hits with an attack granted by one of your Orders, a second squad ally within 15 feet may Step as a free reaction. Once per round.

Level 10

  • Combined Orders. Your L9 two-Orders-in-one-action option can target the same ally with both Orders; they may act on each (spending a reaction for each, if required).
  • Suppression Doctrine. When a squad ally acts on Suppressing Fire!, the off-guard it imposes lasts until the start of your next turn instead of for a single attack.
  • Vigilant Standard. Your Standard's anti-magic projection (L5) also grants squad allies a +1 status bonus to saves against effects that would control or compel them (mental).

Level 12

  • Force Multiplier. Your Federation Standard's status bonuses (fear, and the L5 anti-magic projection) each increase by 1.
  • Combined Arms. Sync your Fire Support (or an RPA Elite's bombing run) with a Focus Fire! Order: a creature hit by both in a round is off-guard until your next turn.
  • Relentless Orders. Your Rapid Orders free Order can be issued twice per turn instead of once.

Level 14

  • Grand Strategy. When you raise your Standard, choose one Field Order; until you stow it, that Order loses the auditory requirement (comms/HUD) and affects allies even if they're deafened.
  • Coordinated Defense. When any squad ally uses a reaction granted by your Orders, all squad allies gain a +1 circumstance bonus to AC until the start of your next turn.
  • Tactical Genius. Your Combat Assessment relay bonus increases to +2 and applies to the first attack each squad ally makes against the target this round.

Level 16

  • Field Marshal. Issue Orders to squad allies anywhere you can communicate (comms), ignoring your Standard's range.
  • Iron Discipline. Squad allies in your Standard are immune to fleeing and reduce frightened by an extra 1 each turn.
  • Overwhelming Coordination. When three or more squad allies act on your Orders in the same round, the squad gains a +1 status bonus to attack rolls until the start of your next turn.

Level 18

  • Supreme Standard. Squad allies in your Standard are immune to the frightened condition, and the Standard's anti-magic save bonus (L5) increases by 1 and also applies to your own saves.
  • Perfect Drill. When a squad ally acts on a movement Order (Stride or Step), it doesn't cost their reaction — they can still take a reaction this round.
  • Decisive Command. Once per round, when you issue an attack-granting Order, the affected ally's Strike gains a +1 circumstance bonus and ignores the target's cover.

Level 20

  • Grand Marshal. Your Field Orders can target any ally you can perceive, not just your squad; non-squad allies gain Drilled Reactions for the duration of your Orders.
  • Echo of Command. Remove the once-per-round limit on your capstone's Order-echo: every time a squad ally acts on one of your Orders, a second squad ally may act on the same Order as a free reaction.
  • Indomitable Doctrine. Squad allies in your Standard treat failed saves against fear and emotion effects as successes, and can't be compelled to attack their own squad.

Shared Coordinated Tactics. In place of an Officer feat you can take the family's Coordinated Tactics feats (the Tac-Net pool, L2–L10) — headlined by Lase the Target (L4) and Focus Volley (L6); see Federation Military. The Officer rarely fires the biggest volley shot (backline, lighter weapons) — its role is to start volleys and stack with them: Focus Fire! (status bonus to attacks) and Lase the Target (off-guard, a different bonus type) both land on the same target without overlapping, and Coordinated Assault (L13) turns the focused target into a kill box for the squad's reactions.

Where the class fits the scene

  • Where it shines: any fight with allies. The Officer is a force multiplier — the more (and more drilled) the squad, the more dominant. Tactical, defensive, and information warfare; running FS tech and vehicles. Spectacular in an all–Federation Military party.
  • Where it's reduced: alone, it's a competent-but-unspectacular medium-armor martial with good skills — it has no one to command. Deliberately party-dependent: the inverse of a lone-wolf class.