Commissar
A combination of a Morale Officer and Political Operative; Commissars keep a watchful eye on the Guardsmen under their care.
Starting Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower.
Starting Skills: Command or Intimidate, Common Lore (Imperial Guard), Scholastic Lore (Tactica Imperialis).
Starting Talents: Air of Authority, Cold Hearted or Unshakeable Faith, Weapon Training (Bolt, Chain, Las or Solid Projectile).
Specialist Equipment: Good Craftsmanship chainsword, Good Craftsmanship bolt pistol, Commissar’s uniform.
Wounds: 10+1d5
Cost: 250 xp
Effect: The members of the Squad feel the Commissar’s watchful eye upon them, keeping them in line with his strict justice. When employing the Terrify special use of the Command Skill, its effects apply to all members of his Squad, including Player Characters. Additionally, the Commissar counts as having Fear (2) for the purpose of all Terrify Tests.
Cost: 300 xp
Effect: The Commissar begins to see his men falter before their enemy, and must use his Bolt Pistol to reinforce the reason they fight. If a Player Character within range of the Commissar falls below 0 Wounds, the Commissar may perform a Summary Execution on that character’s Comrade. The Commissar makes a Challenging (+0) Ballistics Skill Test to fire on the Comrade. If he succeeds, he kills the Comrade, and properly motivates the Player Character to fight on. The Player Character ignores all Critical Effects until the end of combat, and regains 1d5 Wounds as he finds a new resolve.
Starting Aptitudes, Talents, and Modifiers
Characteristic Bonus: +5 Fellowship.Starting Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Weapon Skill, Willpower.
Starting Skills: Command or Intimidate, Common Lore (Imperial Guard), Scholastic Lore (Tactica Imperialis).
Starting Talents: Air of Authority, Cold Hearted or Unshakeable Faith, Weapon Training (Bolt, Chain, Las or Solid Projectile).
Specialist Equipment: Good Craftsmanship chainsword, Good Craftsmanship bolt pistol, Commissar’s uniform.
Wounds: 10+1d5
Commissar Advances
The Commissar does not work alongside a Comrade like the other Player Characters in the squad. To instil the proper amount of fear and motivation into his men, he must act alone, in accordance with his Schola Progenium training. These Advances are gained by the Commissar and improve his ability to lead his men, properly motivating them to bring the Emperor’s will to the stars.Galvanising Presence
Type: PassiveCost: 250 xp
Effect: The members of the Squad feel the Commissar’s watchful eye upon them, keeping them in line with his strict justice. When employing the Terrify special use of the Command Skill, its effects apply to all members of his Squad, including Player Characters. Additionally, the Commissar counts as having Fear (2) for the purpose of all Terrify Tests.
Summary Execution
Type: Half ActionCost: 300 xp
Effect: The Commissar begins to see his men falter before their enemy, and must use his Bolt Pistol to reinforce the reason they fight. If a Player Character within range of the Commissar falls below 0 Wounds, the Commissar may perform a Summary Execution on that character’s Comrade. The Commissar makes a Challenging (+0) Ballistics Skill Test to fire on the Comrade. If he succeeds, he kills the Comrade, and properly motivates the Player Character to fight on. The Player Character ignores all Critical Effects until the end of combat, and regains 1d5 Wounds as he finds a new resolve.
Type
Political
Famous in the Field
Other Associated professions
Used By
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