Corrupt Enforcer
A bribed lawman with institutional access.
Threat File — Corrupt Enforcer
TR 3 · Renegade Imperials and Imperial AdversariesProficiencies: Guile +4, Awareness +3
Badge Cover. Attacking the enforcer without proof of corruption creates legal consequences and hostile witnesses at GM discretion.
Precinct Backup. Once per scene, the enforcer may summon a patrol of honest enforcers who believe the party is the problem.
Combat Shotgun. Ranged Attack: +4 to hit, range 30/90 ft., one target. Hit: 2d6 + 1 ballistic damage, plus 2 damage against targets within 10 feet.
Lawful Detention. One target within 30 feet that can hear the enforcer makes a Willpower Save DC 12 or is Pinned until the end of its next turn as orders, cuffs, and procedure close in. Visibly resisting looks like guilt to any witnesses.
Evidence Adjustment. Out of combat, the enforcer plants, destroys, or falsifies evidence relevant to the party's mission.
Morale: Surrenders or bargains fast when losing — then reports the incident in whatever version protects him.
Tactics: Run this enemy as a procedural obstacle first and a shooter second. He funnels the party into stops and searches, delays them at the worst moment, and only draws when he has numbers and legal cover. Exposing him should be worth more than shooting him.
Loot / Evidence / Hooks: A bribe roll and a precinct cipher-key; his patrol log shows exactly who pays him.
Enemy Dossier
GM ReferenceA Corrupt Enforcer is a local lawman whose loyalty has been purchased, mortgaged, or blackmailed away, and who still wears the badge and carries the keys. Everything he does looks procedurally legitimate until it kills you.
Use this enemy when the party needs to be obstructed, framed, detained, or ambushed by the very system they are trying to work within.
Threat Profile: Low durability, standard ranged threat, dangerous through legal authority, checkpoints, backup calls, and evidence tampering rather than firepower.
Badge Cover. Attacking the enforcer without proof of corruption creates legal consequences and hostile witnesses at GM discretion.
Precinct Backup. Once per scene, may summon a patrol of honest enforcers who believe the party is the problem.
Shotgun. Standard ranged attack, deadlier at checkpoint range.
Lawful Detention. Attempts to Pin the situation instead of a target: orders, cuffs, and a Willpower or Guile contest to make resisting look like guilt.
Evidence Adjustment. Out of combat, plants, destroys, or falsifies evidence relevant to the party's mission.
Morale: Surrenders or bargains fast when losing — then reports the incident in whatever version protects him.
Tactics: Run this enemy as a procedural obstacle first and a shooter second. He funnels the party into stops and searches, delays them at the worst moment, and only draws when he has numbers and legal cover. Exposing him should be worth more than shooting him.
Full Stat Block Priority: Medium