"Compliance is not optional."
Enforcers are the riot police of the galaxy - specialists in close-quarters combat, crowd control, and individual target lockdown. Armed with electro-shock weapons, riot shields, and an intimate knowledge of how to manipulate an enemy's position, they dominate any close quarters combat.
Enforcers excel at:
They are the squad's control specialist - getting enemies exactly where the squad needs them.
Enforcers walk a fine line. Their job is control - subduing threats without necessarily killing them. Some see themselves as protectors keeping the peace; others enjoy the power a little too much.
Consider:
| Skill | Application |
|---|---|
| Weapon Skills (Melee) | Shock batons, stun rods, riot gear |
| Athletics | Pushing, shoving, grappling, physical control |
| Intimidation | Forcing compliance through presence and pain |
| Term | Meaning |
|---|---|
| Due Process | Redux's shock baton; also any Enforcer's primary weapon |
| Compliance Check | A warning strike; the one before it gets serious |
| Floor Time | When a suspect is face-down and cuffed; mission accomplished |
| Jock | Short for ShockJock; any Enforcer |
| Paperweight | A suspect too big to move; also the incident report that follows |
| Blue Wall | Shield formation; also the code of silence |
| Zapper | Electro-shock grenade; non-lethal in theory |
| Toss | Throwing a suspect into a wall using Battlefield Control |
| Hug | A grapple hold; sounds friendly, isn't |
Incident report - Enforcer "Redux"; CORSEC Station Beat, Lower Hab-Block 9
The call came in as a domestic. They always come in as a domestic.
Redux was three hours into a double shift when dispatch pinged the update; noise complaint in Lower Hab-Block 9, Suite 14-C. Neighbours reporting screaming, breaking glass, the usual music of a Tuesday night in the lowers. Redux grabbed Due Process from the charge rack and headed down.
The corridor outside 14-C smelled like burnt coffee and regret. Redux could hear it through the door; not screaming anymore, but the low, grinding sound of someone talking themselves into something stupid. They'd heard that sound before. The quiet before the bad decision.
"CORSEC. Open the door."
Nothing. Then: the click of a magazine being seated.
Redux sighed. Filed the mental paperwork. Kicked in the door.
The room was small, cluttered, lit by a single strip light that buzzed like it was arguing with itself. A man stood in the corner with a cheap slug-thrower pointed at something Redux couldn't see yet. A woman sat on the floor behind a overturned table, holding her arm at an angle that said broken without needing a medical scanner to confirm.
"Put it down," Redux said. Not a request. Compliance checks don't come with question marks.
The man's hand was shaking. The gun was shaking. The whole room was shaking because the ventilation system in the lowers hadn't been serviced since the last budget cut, and that was before Redux joined the force.
"You don't understand," the man said. They always say that.
Redux took a step forward. Due Process hummed in their hand; that low, patient vibration that meant the charge was full and the baton was ready for floor time. The man saw the blue arc dancing between the contacts and made his bad decision.
He swung the gun toward Redux.
What happened next took three seconds. The incident report took three hours.
Redux closed the distance in two strides; Enforcers don't give you time to aim when they're coming for you. Due Process connected with the man's wrist. The shock baton discharged. The slug-thrower hit the floor. The man's knees followed a half-second later.
Floor time.
Redux cuffed him, checked the woman's arm, clean break, needed a medic, not a mortician, and called it in. Dispatch confirmed: one suspect in custody, one civilian for medical transport, one weapon recovered.
The paperwork would take longer than the arrest. It always did. Redux filed it anyway, every word, every detail. Because the report outlasts the baton. The report is what keeps the next Enforcer from walking into 14-C without knowing what happened the last time.
On the way out, the woman asked Redux's name.
"Redux, Because I keep bringing them back in."
Best Legacies: Soldier, Settler, Turfer
Best Origins: Human, Boehec, Cyborg
Best Organizations: CORSEC, CONFED, CREED
Recommended Skills: Movement - Athletics, Espionage - Social, Intel - Street Smarts
Suggested Skills: Espionage - Search, Medic - Triage
| Rank | Title |
|---|---|
| 2 | Riot Officer |
| 4 | Control Specialist |
| 6 | Suppression Expert |
| 8 | Pacification Officer |
| 10 | Master Enforcer |
New Enforcer operatives begin with the following standard-issue gear:
| Item | Description |
|---|---|
| Shock Baton | Electro-shock melee weapon |
| Riot Shield | Tactical shield providing cover |
| Medium Armor | Standard protective gear |
| Restraint Kit | Cuffs, binders, containment ties |
| Flash Grenades (x3) | Non-lethal ordnance |
| GPS Scanner | General Purpose Scanner (10m range) |
Enforcers don't miss because missing means the target gets to move. Accuracy isn't pride; it's crowd control.
Here's why your shots connect when it counts.
| Layer | Source | Cap |
|---|---|---|
| Core Weapon Training | 11 × Rank, +5 on-specialty type (automatic) | 115 |
| Weapon Skill | +1% per SP in weapon type | 25 |
| Weapon Familiarity | +1% per hit with this specific weapon | 20 |
| Max Accuracy Bonus | 160 |
"You're going exactly where I put you."
Enforcers are masters of close-quarters combat. Every Enforcer carries a signature melee weapon or their choice - shock staff, electro-knuckles, stun baton - designed to restrain and incapacitate. When their Combat Window opens, they don't just hit; they control.
When you confirm your Combat Window, choose one of the following maneuvers.
| Maneuver | Effect |
|---|---|
| Push | Move target 2m directly away from you. |
| Trip | Target falls Prone. |
| Reposition | Move target 2m in any direction. |
| Lunge | Extend reach by 2m for this attack. |
| Disarm | Target drops held weapon/item at their feet. |
| Stun | Target gains Stunned(1). |
| Grapple Shield | Grapple target and use as cover; gain Boon(1) to AF, DF, EF while maintaining (1 action per turn). |
| Sweep | Hit primary target + 1 adjacent target. |
Not everyone can be tossed around equally. Your ability to manipulate targets depends on their Mass relative to yours:
| Maneuver | Maximum Target Mass |
|---|---|
| Push / Reposition | Your Mass + Tier |
| Trip | Up to 2× your Mass |
Tier is based on your Rank bracket: Tier 1 (Ranks 1-3), Tier 2 (Ranks 4-6), Tier 3 (Ranks 7-10).
Push moves the target 2m directly away from you. If they hit a wall or obstacle, they stop.
Trip knocks the target Prone. Standing costs them 1 action.
Reposition moves the target 2m in any direction you choose; into hazards, off ledges, toward allies.
Lunge extends your melee reach by 2m, allowing you to strike targets just out of normal range.
Disarm forces the target to drop a held weapon or item. The item falls at their feet.
Stun delivers a stunning blow with any melee weapon, even those without the Stun trait. The target gains Stunned(1).
Grapple Shield grapples the target (see Restrained condition) and uses them as cover. You gain Boon(1) to AF, DF, and EF while maintaining. You must spend 1 action each turn and roll Movement-Athletics against the target's TL to maintain the hold. On failure, the target breaks free. While grappling, you can move at half speed and drag the target with you if your Might is greater than their Mass.
Sweep lets you strike your primary target plus one additional adjacent target. All targets must be adjacent to you AND adjacent to each other.
A Rank 6 Enforcer (Tier 2, Mass 3) confirms her Combat Window against a Zod Warrior (Mass 4). She can Push or Trip it (Mass 4 ≤ 3+2=5 for Push, Mass 4 ≤ 6 for Trip). She chooses Trip; the Zod goes face-first into the deck plating. Floor time.
All Enforcer abilities are purchased with Ability Points (AP) during R&R.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: When you critically hit with a melee weapon attack, the target loses 1 action on their next turn. Due Process doesn't ask twice.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: When you hit with a melee weapon attack, the target gains Rattled(1) until the end of their next turn. Even a glancing shock scrambles the nervous system; fine motor control, aim, concentration, all of it fizzles.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Gain +2 AF when wielding a riot shield. Standard issue for a reason.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: You gain Boon(1) when rolling to maintain a grapple against a target attempting to escape. Your holds are textbook; painfully so.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: No penalty for melee attacks in confined spaces (corridors, vehicles, crawlspaces). An Enforcer's office is always cramped.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: You gain Boon(1) to defence rolls against enemies you damaged last turn. Once they've felt Due Process, you know exactly how they'll flinch.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Your Push and Reposition maneuvers move the target 4m instead of 2m. That extra metre is the difference between "near the ledge" and "over it."
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Your Lunge extends reach by 4m instead of 2m. You close distance before they realise you're in range.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: After you successfully confirm a maneuver, your next maneuver confirmation this turn gains Boon(1). Momentum builds; one control move sets up the next.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Maintaining a grapple costs no action every other round (you still roll Movement-Athletics against the target's TL). Your holds lock in fast and stay locked; hands free for other business.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Your Trip Mass limit increases to 3× your Mass instead of 2×. Bigger targets, same leverage. Physics doesn't care about their feelings.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Your Sweep hits the primary target + 2 adjacent targets instead of +1. Wider arc, more floor time.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: After your Stun maneuver hits, you gain Boon(1) to your next defence roll against that target. The rattled nervous system doesn't just slow them down; it telegraphs their next move.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Add your Mass to your Might when determining whether you can drag a Grappled target. You don't lift them; you leverage your own weight to haul them where they need to go.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Designate a number of adjacent allies equal to your Tier. When a shielded ally fails a defence roll, you may roll Movement-Athletics against the attacker's TL. If you exceed it, you interpose; taking the hit instead. You can split the incoming Hits between yourself and your shield; each Hit your shield absorbs reduces its Quality by 1.
Cost: 6 AP
Activation: 1 Action
Requires: Tier 2
Frequency: At will
Effect: Deploy your riot shield in a defensive stance. You and all adjacent allies gain +3 to Armour Factor. You can maintain this stance while moving at half speed. Lasts until you attack or take another action.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: When your Push or Reposition causes the target to collide with another enemy, both take 1 Hit and are knocked Prone.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Sweep targets no longer need to be adjacent to each other; any target within your reach is fair game.
Cost: 6 AP
Activation: Extra Action
Requires: Tier 2
Frequency: Once per turn
Effect: While maintaining Shield Wall, you may make a free Push against an adjacent enemy. Defence and offence in one stance.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Targets you have Grappled take 1 Hit at the start of each of their turns. The hold tightens until they stop struggling.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: When you score a Critical on any melee attack, you may Push the target as a free maneuver. Distance = (your Might - target's Mass) × 2m, minimum 2m. If you have Dead Weight, add your Mass to your Might for this calculation.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Forceful Shove
Effect: When a Push or Reposition causes a target to hit a wall or collide with another creature, they take 1 Hit per 2m of remaining distance (maximum Hits equal to your Might). Creature collisions split the Hits between both.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: When you score a Critical on a Lunge, you may strike another target within your extended reach if you also exceed its TL.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: When you score a Critical on a Disarm, you catch the weapon yourself. If it's a natural weapon (claws, fangs, tail), the limb is disabled instead; the target must spend 1 action to restore it.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: When you score a Critical on a Stun maneuver, the target gains Stunned(2) instead of Stunned(1). Lights out, briefly.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Quick Grapple
Effect: Maintaining a grapple costs no action every round (you still roll Movement-Athletics against the target's TL). You can only maintain one grapple at a time. One hostage, full control.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Head Lock
Effect: You can maintain grapples on a number of creatures equal to your Tier simultaneously. Multiple hostages, one Enforcer; the math works out.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Your Grapple Shield Boon follows stacking modifiers based on how much your confirmation exceeded the TL; Boon(1) for 0-4, Boon(2) for 5-9, Boon(3) for 10-14, etc. Better grip, better cover.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: When you successfully Trip a target, your next melee attack against that target this turn gains Boon(1) and deals +1 Hit. Trip them, then make it count; standard Enforcer follow-through.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: When you successfully Push or Reposition a target, you may immediately follow up with a Trip against the same target as a free maneuver (no additional confirmation needed). Shove them, then drop them. Standard procedure.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Shield Ally
Effect: When you Interpose, your shield absorbs all incoming Hits. Shield Quality is reduced by 2, regardless of how many Hits are absorbed. Better materials, better technique; the shield earns its keep.
Cost: 10 AP
Activation: 2 Actions
Requires: Tier 3
Frequency: At will
Effect: Grapple a single target and maintain complete control. The target cannot move, attack, or take actions other than attempting to break free. When they try, you roll Movement-Athletics against their TL to maintain the hold. You gain Grapple Shield cover (Boon(1) to AF, DF, EF) while maintaining. You can move at half speed while maintaining the lockdown. Lasts until broken or you release.
Cost: 10 AP
Activation: 3 Actions
Requires: Tier 3
Frequency: Once per Mission
Effect: Release a massive electro-shock pulse. Make an attack roll against each enemy within melee range (3 squares). Each enemy whose TL you exceed gains Stunned(3) for 2 rounds. Enemies whose TL you do not exceed gain Staggered(1) instead.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: Any successful Grapple confirmation automatically applies the Restrained condition; manacled, cable-tied, hog-tied, whatever's to hand. No maintenance needed. When the target attempts to escape, you roll Movement-Athletics against their TL. On success, the restraint holds. Floor time just got faster.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Reinforced Block
Effect: When you Interpose, your shield absorbs all incoming Hits. No damage passes through to you. Shield Quality is reduced by 1 per Interpose. The shield takes every hit so you don't have to.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Full Block
Effect: Full Block no longer reduces equipment Quality. Your shield absorbs the impact clean; no wear, no cost.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: Your Mass counts as +2 higher for all manoeuvre restrictions (Push, Trip, Reposition). You move things that shouldn't move.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: When you Immobilize a target, immediately gain a free Combat Window against an adjacent enemy. One goes down, the next is already in your sights.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: When you score a Critical on a Trip, the target takes stacking Hit damage in addition to falling Prone; 1 Hit per 5 points over the TL. The harder you exceed, the harder they hit the ground.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Extended Stun
Effect: When your Stun removes a target's last remaining action, the electrical discharge arcs to one adjacent enemy within 2m, that target gains Stunned(1). If the secondary target also loses their last remaining action, the arc continues to another adjacent target. Maximum chain length equal to your Tier. The nervous system doesn't just shut down, it broadcasts.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Extended Lunge
Effect: Your Lunge extends reach by 6m instead of 4m. When you hit with a Lunge, you may immediately close the distance; moving to a square adjacent to the target. Reach out and touch somebody, it's good Karma.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Grapple Shield Mastery
Effect: When you score a Critical on a Grapple Shield, the next attack against you hits the grappled creature instead; they take all Hits. You take none. Corporate calls it "asset reallocation."
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Sweep Mastery
Effect: When you score a Critical on a Sweep, you may spend Energy to hit additional targets beyond the normal count; +1 target per Energy spent. All targets must be within your reach.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: Your riot gear's integrated sonic emitter broadcasts a high-pitched targeting frequency that disrupts concentration. Enemies within 3 metres suffer Rattled(1); allies gain Boon(1) to all rolls against affected enemies. The frequency is tuned to slip past most hearing protection; corporate R&D calls it "persuasive."
"The report is the weapon that outlasts the baton."
— Redux, CORSEC