Star Wars Universe Roleplaying Game

The Next Generation of Star Wars Tabletop Adventure

    Officer

    The Officer turns squads into armies and chaos into coordinated fire. In SWURPG, the Officer subclass of the Leader class represents battlefield commanders, starship captains, unit coordinators, and tacticians who see the entire map while blaster bolts are flying. You read the battlefield, relay orders, and make sure every ally is in the right place, doing the right thing, at the right time.

    Whether you wear polished dress whites on a Star Destroyer bridge, battered armor in a Rebel strike team, or rank stripes on a militia jacket, your authority is felt every time you speak. Troopers rally when you arrive, pilots trust your vectors, and even hardened Scoundrels hesitate before ignoring your orders. Where others see noise, you see firing lanes, fallback positions, and the one opening that turns a desperate engagement into a decisive win.

    As a subclass of the Leader, the Officer builds on the shared Leader foundation at levels 1–2. From level 3 onward, you specialize in battlefield tactics, formation management, and action economy control — granting allies extra movement, attacks, or defensive options while directing the flow of the fight. You are less about personal damage and more about amplifying the damage, resilience, and impact of everyone around you.

    Officers excel in engagements where coordination and timing matter: sieges, extractions, multi-front battles, starport assaults, starfighter engagements, boarding actions, and any situation where unifying a mixed group of specialists is the difference between victory and disaster. If your table enjoys tactical teamwork and set-piece encounters, an Officer can easily become the backbone of the entire operation.

    Examples from Star Wars lore: General Dodonna, Admiral Ackbar, Grand Admiral Thrawn, Wilhuff Tarkin, General Veers, Admiral Wullf Yularen, Commander Cody, and countless unnamed officers who hold front lines and fleets together by force of will and sharp judgment.

    Playing an Officer in SWURPG

    A Leader Officer plays like a force multiplier and mission architect. You are not just another blaster on the line — you are the one who decides when the squad advances, when it falls back, and how it survives long enough to complete the objective. Your strengths show whenever the group pauses to ask, “What’s the plan?” and everyone turns to you.

    In combat, Officers shine by turning allied actions into a coordinated sequence instead of a pile of individual heroics. You might direct a Vanguard to lock down a choke point while a Smuggler flanks, call for a focused volley against a priority target, or reposition allies to avoid being surrounded. Many Officer builds lean into granting allies extra movement, improving Initiative order, or setting up advantage on critical attacks. When your subclass features are firing, the entire party feels sharper, faster, and harder to pin down.

    Outside of combat, an Officer often serves as the mission planner and debriefer. You review intel, sketch approaches, assign roles, and make sure each character understands how they contribute. Skills like Knowledge: Tactics, Knowledge: Galactic, Investigation, and Perception help you understand enemy patterns, local power structures, and terrain. Persuasion and Intimidation serve when you must command respect from NPC allies, coordinate with other units, or keep frightened civilians in line long enough to evacuate them.

    When building an Officer, prioritize Charisma for command presence and social leverage, then Intelligence for tactics, analysis, and planning. Wisdom supports battlefield awareness and Insight. Choose backgrounds that tie you to structured forces — Republic officer corps, Imperial Academy, rebel cell command, sector defense forces, mercenary companies — so your GM has built-in hooks to involve your command history and connections in the wider story.

    For tables that enjoy tactical teamwork and cinematic war stories, the Officer subclass can become the design center of the party’s approach to encounters. You will feel most satisfying when your group buys into the idea of acting as a unit: covering retreats, calling targets, setting traps, and treating every firefight as part of a larger campaign rather than a random brawl.

    Leader Training – Shared Leader Traits (Levels 1–2)

    All Officers begin as Leaders. The traits below are the shared Leader features from levels 1–2, representing your early training in crisis response, initiative control, and bolstering allies before they break. These features form the common chassis for both the Officer and Diplomat paths, ensuring that every Leader brings presence, resilience, and quick thinking to the table before specializing further. For more detail on the base class, see the Leader page.

    Level 1 – Diplomatic Immunity

    Once per Short Rest, when you fail a Charisma-based skill check or saving throw, you can reroll it. You must take the new result.

    Level 1 – Tactical Insight

    Your analytical mind allows you to read a situation before others react. You add your Intelligence modifier to all Initiative rolls.

    Level 2 – Inspiring Leadership

    Allies within 30 ft who can see or hear you gain +1 to Initiative rolls.

    • At Level 9, the bonuses increase to +2.
    • At Level 17, the bonuses increase to +3.

    Level 2 – Point Blank Shot

    When you make a ranged weapon attack against a target within 20 feet, you gain a +1 bonus to attack rolls and +1 to damage rolls.

    Officer Path Traits (Level 3+)

    At level 3, you fully embrace the Officer path — becoming a tactical commander who amplifies the effectiveness of every ally on the field. The traits below are unique to the Officer and build on your Leader training, defining how you direct allies, control positioning, and turn even desperate encounters into carefully orchestrated victories.

    Level 3 – Battlefield Leadership

    Once per Short Rest, when you hit an enemy, you can use a Bonus Action to issue one of two rallying commands to allies within 30 ft who can see or hear you:

    • Lead the Assault: Allies gain +1 to attack and damage rolls until the end of your next turn.
    • Hold the Line: Allies gain +1 AC until the start of your next turn.

    • At Level 10, both bonuses increase to +2.
    • At Level 17, you may grant both effects simultaneously.

    Level 5 – Rallying Words

    Once per Short Rest, as a Bonus Action, choose one ally within 30 ft who can hear you. That ally gains temporary hit points equal to your Charisma modifier + Proficiency Bonus (min 1).

    • Level 10: Twice Charisma modifier + Proficiency Bonus.
    • Level 17: Three times Charisma modifier + Proficiency Bonus.

    Level 6 – Tactical Orders

    Once per Short Rest, as a Bonus Action, you can issue a Battlefield Order to one ally within 30 ft. That ally may immediately move up to half their Speed without provoking opportunity attacks.

    • At Level 13, you can target two allies with this command.

    Level 7 – Disorienting Presence

    Once per Short Rest, as an Action, choose one creature within 30 ft that can hear you. It must succeed on a Wisdom saving throw (DC = 8 + PB + CHA) or be Confused until the end of its next turn.

    • At Level 14, you may affect two creatures.

    Level 9 – Cover Tactics

    Once per Long Rest, as a Bonus Action, you can order allies to maximize cover. Until the start of your next turn, you and all allies within 50 ft who currently benefit from cover increase its AC bonus by +10 instead of the normal amount.

    Level 10 – Extra Attack

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

    Level 11 – Designated Assault

    Once per Long Rest, as a Bonus Action, mark a visible creature within 60 ft as the target of your squad’s assault.
    Until the start of your next turn, all allies who can see or hear you deal +1d6 damage to that target on a successful hit.

    Level 13 – Trust

    Once per Short Rest, when it’s your turn, you can forgo your Action to allow one ally within 30 feet who can see or hear you to immediately take one Action instead. You may still use your Bonus Action and Reaction as normal this round.

    Level 14 – Heavy Fire Zone

    Once per Short Rest, as a Bonus Action, designate a 15 × 15 ft area within 60 ft as a Heavy Fire Zone.
    Until the start of your next turn, the first time an enemy enters that area, one ally you choose may make an Attack of Opportunity against that target.

    Level 15 – Fearless Leader

    Once per Long Rest, as a Bonus Action, rally your allies to overcome fear.
    For 3 rounds, all allies within 30 ft who can see or hear you gain +5 to Wisdom saving throws against Fear effects.

    Level 17 – Seize the Moment

    Once per Short Rest, as a Reaction when an enemy within your line of sight is reduced to 0 HP, choose one ally within 30 ft who can see or hear you.
    That ally may immediately use Second Wind as a free action and regains additional hit points equal to your Officer level.

    Level 18 – Supreme Mandate

    Once per Long Rest, as an action, you may issue a command, decree, or call for unity that ripples across allies and enemies alike within 120 feet who can hear or see you.
    Choose one of the following effects:

    • Ceasefire: Hostile creatures must succeed on a Wisdom saving throw (DC = 8 + PB + CHA mod) or immediately stop fighting for three rounds, unwilling to attack unless attacked first.
    • Rally the Fallen: All allies within range regain 3d10 + your Charisma modifier hit points and remove the frightened and charmed conditions.
    • Galactic Command: For the next 3 rounds, all allies within range gain advantage on attack rolls and saving throws, and enemies who can see you have disadvantage on attacks against anyone but you.

    Level 19 – Executive Order

    Once per long rest, as an action, you may authorize a precision airstrike or orbital barrage at a point within 120 feet. The strike lands at the start of your next turn, forcing all creatures in a 30-foot radius to make a Dexterity saving throw (DC = 8 + PB + CHA mod), taking 6d10 energy or explosive damage on a failure, or half as much on a success. This ability can’t be used indoors or where air or orbital support is unavailable.

    Level 20 – Supreme Command

    Once per Long Rest, you can enter a state of flawless coordination that lasts for 2 rounds.

    • You and all allies within 60 ft who can see or hear you gain advantage on attack rolls, saving throws, and ability checks.
    • Each ally may also reroll one failed attack or saving throw during this duration.
    • You can issue one Battlefield Order each round as a free action instead of a bonus action.

    While Supreme Command is active, enemies who can see you must make a Wisdom saving throw (DC = 8 + PB + CHA mod) at the start of their turns or have disadvantage on attacks against anyone but you until the start of their next turn.