I lead them by fear and duty : A player and Gm guide to the commissar

By CommissarWilliams, in Only War

So I was asked by a close friend of mine, how to play a commissar, he is a newbie to 40k, and the Fantasy flight role play game Warhammer 40k Onlywar . Being experienced at the game, and other roleplay games, both as a game master / Dungon master and a player, rather then tell him, I thought I would write about it and share my thoughts with the community. In the following sections I will Share my thoughts on what this class is, how to play the class, how to roleplay it, how game masters should treat the class, and other characters, as well as suggested reading, and different types of Profiles you could play as a Commissar, also please excuse spelling, grammer, and other mistakes in my writing. Also please be civil, these are just my views, and we are all different.

Let’s start with What A Commissar is and a bit about their history.

So where did they come from? So back during the great crusade, when the Emperor was gallivanting across the galaxy with his genetically , powered armoured, bad arses known as space marines, liberating planet after planet ect ect. While there was also a smaller thing called the Imperial army. Now this army is similar to the imperial guard of today, but also very different. During this time a few regiments utilised Discipline masters . These were fanatics to the emperor known for mainting discipline, tracking down deserters without the feeling of mercy or compassion, and sometimes even humanity to those who were found wanting. These guys were the precursor to the commissar.

Now during the horus heresy about 40% of the army, went screw this, Im going to join the traitor legions, cause that seems like a good idea. Who ended up being mindless chaos worshipping cults, who spawned mutants, went around ****** murdering and generally being bad guys. So once horus was defeated, his forces pushed backed, to the eye of terror. Now the Munitorum , thought it would be best to split the army into two groups, the Imperial navy, and the Imperial guard, then set about standardising the kit, the rules the training. While you still have a lot of variation. You still see clones of the Cadian poster boys, in just different colour armour across the galaxy, and this is one of the reasons why. Now during this time the Commissariat was formed taking influence from the discipline officers, and were sent to every regiment in order to route and protect agents the corruption.

What’s there training like? Are they from the same planet?

Well Commissars are trained from a very young age at the Schola progenium, basically a military school set up by the ecclesiarchy, to train Commissars, storm troopers, some officers and bolter bitchs ( sisters of battle) . Now there training is highly demanding, and is set up in a way to weed out the weak as soon as possible and concentrate on the most skilled, so when you think about that these cadets are just children, under ten, it’s pretty hard core. Training will have military exercises, weapons proficiency, Fitness training, hand to hand combat, religious studies, tactical training and studying, History lessons, training in investigation, being jaded to the horrors of the galaxy, the list goes on.

If the planet has a stationed guard regiment they may do exercises with them, but must likely will be the local PDF .The training is designed to make them un questioning, un flinching, servants of the Emperors justice, without hesitation or remorse, In some ways, they share qualities with the arbites ( imperial galactic cops). During this time they hold the Rank of Cadet Commissar. After they have reached a suitable age, and education. They may be sent to a Regiment as squad or individual, who will undergo further tutelage by a full blown commissar. This is often just to give them a taste of real combat, many will be formed up into squads of 10 or twenty cadets, and lead by a senior Commissar. They are only Promoted To a full blown

Commissar, when there instructor feels they have reached the level required. Or when there is a real need for the Commissars, due to a lack of them in the sector. Those who fail training will be sent as Officers in normal or penal regiments, or may even become storm troopers.

Commisars generally or orphans, and not of the same planet as there Charges.

So what do they do ? and what can they do?

A Commissar has many jobs but the mains ones are as followed. To ensure the devotion and moral purity of the men and women under his charge. By any means Necssary. This is often why Commissars are seen as executing any enlisted guardsmen or officer, showing signs of breaking in the heat of battle or showing corruption. This often will in tale drawing his or her primary ranged weapon ( a bolt or laspistol, most will choose a bolt pistol for it’s intimidation factor) and Blowing the brains out of who ever thought it was a good idea to run away, or a officer who is incompetent and is about to get his men killed. The execution will often follow a loud and short speech to encourage the troops to fight on.

Commissars will also often take up a leadership role for short periods of time, after executing a NCO or officer and lead there charges forward with zeal and confidence, that many officers will be found lacking in or even capable of . It takes a bad arse, to walk along a trench, executing a breaking officer, in the face of overwhelming odds, then leading a counter charge, and winning.

Commissars are also detectives in their own right, they will route out and investigate corruption within the regiment, break up minor crimes, such as smuggling, or stealing, and give out suitable punishments. During a planets reclamation, if it has been under a xeno influence To set up information stations, where anonymous information detailing activities of heretical insurgents who wish to do harm to the regiment, and then acting on that information, which will most likely send it up to the Commanders of the Regiment or the inquisition. The same goes for Chaos insurgency.

They also have a dutie to ensure morale is kept hight, be that getting scribes to draft propaganda pieces. They are trained as speech masters, and thus can give stirring and moving speeches prior to battle. During battle you will often see the Commissar on the front line shouting at the top of there lungs dodging fire, being the badarse , shouting and encouraging the troops.

Also they must keep watchful eye over any psykers in the regiment Making sure corruption does not take them, and putting a bolt between the eyes at the first sign of taint. He sneezed! Bang! Could have turned…

And Do not forget they are also an advisor, giving out Tactical advise, to officers and NCOs. A commissar job will include everything from paper work to combat, and dishing out punishments.

Requirements to play a Commissar.

So now we have had brief read of what A Commissar is , now what do you need to play one.

· A confidant leader

· A good and confidant speaker

· A good knowledge of 40k and the universe

· Of tactical mind.

· A Copy of the uplifting primer.

· Reading the character profile in only war core rule book. Page 86

Pervious Real world military experience is also a bonus, as well as reading the the Cipas cain novels. I would also recommend reading the 40k Imperial guard codex, as well as the following novels. Fire cast by peter fehervari the gaunts ghost series of novels and Iron guard by mark Clapham.

How to play a commissar.

While first of all, if you dnt have the above requirements. Dnt bother playing. Next you need to work out what type of Commissar you are going to be, below are a few examples.

By the book!: you are commissar that does everything by the You are fair, and without question. You will follow the primer and your training to the letter. No crime goes unpunished, no excuses taken. No mercy No remorse. You will execute when you’re training and the primer demands it. Skills wise with this I would suggest you follow table 3-6 on page 87 and do not deviate from it.

The Sadist: you are a commissar that takes a bit to much pleasure in the work, you will generally have a few more corruption points then necessary. Pull the trigger on your bolt pistol a little to much and come up with brutal punishments that would make a cultist flinch. I would for skills wise take a few forbidden lores, focus a bit more on the combat side. With intimidation being high.

The leader: You adopt a leadership mentality, you will often over roll officers and commanders, or take over squads and unity’s whenever possible, you enjoy leading men into battle. Focus skills wise on command Charm, scholastic lore ect, also take skills and traits that give your fellow players and their comrades buffs in battle.

The decetive : you will be more of a investigative character looking to route out heresy discover crimes ect ect. Skills you will be going for will be inquiry, interrogation, deceive , security, and stealth, you will be more avoiding of combat skills and more of a support character.

The Warrior. You will be more of a combat character, mainly close combat, taking one on one combat with hostile officers: take skills and traits that will improve your close combat abilities

Over all I strongly suggest you play your character as a newbie commissar, one fresh out of being a cadet. This will explain mistakes early on in game as your get a feeling for your character, and as you do not have a lot of good skills yet. Try to have a 60-40% ratio of time with the group and with out the group. If the squad goes off to the local bar to drink, you are not going to follow them really. You have paper work to do. Remember, you are like a officer in some respects so during down time try and stay away from the group if possible. Also find a reason why you are with the group as well during a lot of the time.

Must have and must gets for all:

· High agility

· Fearless or resistance fear

· Command by at least +10

· Dodge at +20

· Parry at +10

· High willpower.

· High fellowship

Gear and equipment.

Keep what you got, get some better armour, try and get yourself a power sword , and equipment that augments your characters abilities. Keep it simple, you dnt really need a better gun then a bolt pistol, maybe later upgrade to plasma pistol if needed .

what you must not do

· Your not friends with guardsmen so do not try to be, to many commissar characters try to be best buds with the squad, it’s not your job to be there friend, it’s your job to push them into horrors that no man or women should face.

· Dnt ,Be a ****, play your character how you want, but do not be an arse about it, ive seen to many players get into an argument, as a commissar, then player kill someone and break up the hole group.

· Do not try to undermine the player who is the sergeant or the groups leader, The Commissar Is a support character, by all means, assist them, help them out in and out of character, and where need be roleplay wise take over. But dnt do it all the time, if they want to go down path A, all the time, but you want to go down path B, and force the group to do that, you are just going to cause issues.

· Kill every one, unless you are playing a sadistic commissar, don’t shoot every one for everything. If someone forgets there kit , or it’s dirty on inspection., dnt pull out your bolt gun and blow there brains out, make them do press ups or something else.

How to should I deal with this character as a GM?

Well first, you need to look at the regiment, how man Commissars does it have. This is important, because it will dictate role-play and the work load of the Commissar. First of look at your player. How experienced are they ? is this a character they constantly play in only war. If so maybe you just want one Commissar, and I will list blow what I feel you should do with them. Is this the first time ? or are they slightly less experienced, maybe have three commissars in the regiment. One Older more seasoned Commissar , maybe two in experienced Commissars, the player being one of them.

So you as a GM have sat down and said,” your Sir! Are the only Commissar in the regiment” . Now you need to look at why are they with this particular group so much. Maybe they have something to hide? The Regimental commander is worried about them? or maybe The Commander has paired the Commissar off with this unit, because he is up to no good, and will be hopping the unit kills them. There are a number of reasons, why but you need to figure it out.

Second you need to give the Commissar other things to do apart from be with the group, read above at the role of the Commissar and read a few of the books. Maybe while on a liberated planet, a few of the troopers break a few of the local laws, get drunk out in the bars, and are thrown in the slammer for the night, the commissar may go down there, bail the guardsmen out, and have them flogged, or give out other punishments, like cleaning the toilets, cooking duties. Ask any one with a military back ground and I’m sure they can tell you stories of what there drill instructors did, Running with a gasmask on is hell by the way, so there’s that. You need them to look after the Regiment not just the group.

During large scale battle, have the Commissar close to the group to help out, but far enough way to be involved in encouraging NPCs around the squad to push up, do battle. You may find that the Commissar executes a squads leader, and takes over the squad, leading them into battle, all of a sudden you need to worry about how you are going to deal with the fact the commissar now has 9 comrades / npcs for a brief time period.

Now If there is more than one commissar, you still need a reason why they are with the group, but it’s going to be a lot easier, the more seasoned commissar, may feel that this newbie should be paired up with the squad, for whatever reason, maybe they feel they need toughening up. The Commissar will also have fewer duties like a mentioned above, or at least the work load would be spread out. I would recommend you still do this, but have the focus more be on the character and the squad rather than regiment.

When not In combat, or out in the middle of no where, you as the gm need to realise that people are not going to be to friendly to the commissar, you may have a few brown nosier, or suck ups. But most people will be Civil , respectful but not really friends. The commissar should be treated much like a officer. Remember Commissars are OUT SIDE THE CHAIN OF COMMAND! You cannot get NPCs unless they are high ranking commissars to order them about, officers can request and suggest they go do X ,Y and B but you cannot force it.

Over all, it’s not hard to work a commissar into your game, if they are a player. It opens up new story lines and a lot of fun, what I would suggest is that you look at the player, and ask your self, are they going to be a good commissar, and do they know enough to play the roll.

Also look at your Commissar or player that wants to be a Commissar. How active are they ? maybe you do a weekly game, and they can only come every other week. This character is great for them ? why ? because you have so many reasons why they could be away or off some where. It's alot harder when the squads leader, is off every other week. Well who is going to lead the squad into battle? It's harder to justify the core classes ,and why they would disappear, then a priest or Commissar. Where did the Commissar go? well he went down to A company because they are looking a bit weak on there knees lads!

How players to treat the Commissar.

To many times ive seen players mouth off to Commissars treat them like crap. First of, you would never do that to a commissar, you need to fear them, There is no mouthing off or talking back to a Commissar, at worst, you are aggressively civil, when talking to them, at best you are sucking up. Your character may want to kill the Commissar, and I will discuss that last, but just treat the Commissar like you would in the military treat a officer, Salute, Yes Commissar, no Commissar, three bags full Commissar.

Player killing.

Now we come to the grim part. I Believe, that a Commissar should be allowed to kill the player. I believe a player, should be allowed to kill the Commissar. But there needs to be a good Reason for it, and as a Gm it’s your job to think what that is. The Commissar can not be a toothless guard do to the group, he or she needs some bite, and at the end of the day, if you got a player that’s being a complete arse, having the commissar or the group take them out, is going to be the best thing for it. Also this could lead to other games by fantasy flight such as Dark heresy or black crusade, the group goes rogue, is picked up by an inquisitor , or the group goes chaos.

Over all these are just my views, you may have your own, and I hope this helps. If not, oh well I lead them by fear and duty : A player and Gm guide to the commissar. :)

Just my Thoughts Commissar. Leave you feed back and other suggestions below.

Edited by CommissarWilliams

Nice guide. Shame nobody make same kind about tech priest so my players stop thinking that admech is just cyborg with power axe.

Also i think that in requirements for playing commisar there should be that line "a mature player who don't use commisar class for excuse to torment other players"

I forbid commisar in my group since i realize that some players will just use this as an excuse to act like **** and do stupid **** to other players.

Thanks for the feed back, Think I covered that in don'ts. I might do others.

Edited by CommissarWilliams

Yes, this is a practically amazing and accurate guide. Very well done. A good punishment for minor infractions that I recall from my days is being forced to stand in a bin in the cold and chant 'I am rubbish' until the CSM, or in this case, commissar, decides you really are sorry. A good punishment for the character and could have a logistics penalty due to losing total face.

Edited by Drath

*their

Where did I miss their?

One good thing to remember for commissar player - yes, your character has a monastic upbringing and is inherently loyal to the imperial cause, but that isn't why every commissar has to perform executions from time to time, and some do it so often it weakens the unit's combat capabilities. Why then?

Because in imperial military there's always a man behind a man, someone he reports to, someone who gives orders and will execute him for failing his duty. A colonel, undisputed commander of a regiment, is expected to accomplish military tasks, and if he fails - he is punished by warzone commander, usually general, because if general allows incompetence amongst his officers - he'll be punished by marshal/lord-general who answer to the appointed warmaster who answers to Lords of Terra, and if, Emperor forbid, Lords of Terra screw up big time, there will be noone left to punish or be punished. That's how minimal competence is maintained.

But how does one ensure troopers follow the orders of a competent commander when their adversaries can strip sanity off a man by simply existing ? Commissars, that's how - junior commissars watch over companies and answer to full commissar attached to the regiment, who answers to lord-commissar at the army group HQ, who answers to commissar-general at the warmaster's HQ, who answers directly to Departamento Munitorum's Officio Prefectus, and, since it's all part of administratum, to Master of Administratum, who is not Lord Commander Militant, but is a Lord of Terra.

Noone wants to be the weak link in a chain of command. Most will rather execute their inferiors than get executed by superiours, but the sane ones will only do so when absolutely needed. They are also humans, not just boot-fraked zealots, after all.

Nice guide. Shame nobody make same kind about tech priest so my players stop thinking that admech is just cyborg with power axe.

I think that it's a bigger challenge for Game Master to prepare a scenario enjoyable by Tech-priest rather than for a player to play as one.

Nice guide. Shame nobody make same kind about tech priest so my players stop thinking that admech is just cyborg with power axe.

I think that it's a bigger challenge for Game Master to prepare a scenario enjoyable by Tech-priest rather than for a player to play as one.

Unless you're an armoured regiment, or at least one where the squad gets a vehicle, there is no reason to have the enginseer as a playable class. They don't get attached to regular boot infantry units.

Nice guide. Shame nobody make same kind about tech priest so my players stop thinking that admech is just cyborg with power axe.

I think that it's a bigger challenge for Game Master to prepare a scenario enjoyable by Tech-priest rather than for a player to play as one.

Unless you're an armoured regiment, or at least one where the squad gets a vehicle, there is no reason to have the enginseer as a playable class. They don't get attached to regular boot infantry units.

Thats an excuse for not allowing to play one. Not an answer on how to invent scenarios for them.

Edited by Commediante

Nice guide. Shame nobody make same kind about tech priest so my players stop thinking that admech is just cyborg with power axe.

I think that it's a bigger challenge for Game Master to prepare a scenario enjoyable by Tech-priest rather than for a player to play as one.

Unless you're an armoured regiment, or at least one where the squad gets a vehicle, there is no reason to have the enginseer as a playable class. They don't get attached to regular boot infantry units.

Thats an excuse for not allowing to play one. Not an answer on how to invent scenarios for them.

Excuse and reason are two very different things. I'll go out on a limb and assume you know the difference.

That said, inventing a scenario that the Enginseer can participate in shouldn't require a lot of effort. If you want something more tailored to that player, go with something mech/tech forward. Taking a manufactorum, tank hits a mine, squad finds an enemy command vehicle/station and needs to get it running again to get the intel. It shouldn't be that difficult.

That said, this is just another reason why most of the special classes just don't work that well. In order to feature them, you really have to build scenarios specifically for them.

Best way to do it... don't allow them. Or, if you do, make sure they are part of an appropriate unit/regiment type.

Where did I miss their?

Not you. :P

Nice guide. Shame nobody make same kind about tech priest so my players stop thinking that admech is just cyborg with power axe.

I think that it's a bigger challenge for Game Master to prepare a scenario enjoyable by Tech-priest rather than for a player to play as one.

Unless you're an armoured regiment, or at least one where the squad gets a vehicle, there is no reason to have the enginseer as a playable class. They don't get attached to regular boot infantry units.

Thats an excuse for not allowing to play one. Not an answer on how to invent scenarios for them.

Excuse and reason are two very different things. I'll go out on a limb and assume you know the difference.

That said, inventing a scenario that the Enginseer can participate in shouldn't require a lot of effort. If you want something more tailored to that player, go with something mech/tech forward. Taking a manufactorum, tank hits a mine, squad finds an enemy command vehicle/station and needs to get it running again to get the intel. It shouldn't be that difficult.

That said, this is just another reason why most of the special classes just don't work that well. In order to feature them, you really have to build scenarios specifically for them.

Best way to do it... don't allow them. Or, if you do, make sure they are part of an appropriate unit/regiment type.

Well, I don't think that "make a Tech-Use Challenging test to repair that tank/dl that data" makes a whole scenario.

I was thinking about any mission, but with the "technical approach" door open.

I guess I'll do tech priest next :P

Well i agree that tech priest need scenarios tailored for them but that's not the problem if you are good gm. The problem is taht tech priests have so much religion dogma, rituals and all that and in few years of playing w40k i only met ONE player that could play tech priest by the book with all their flaws and perks, rest had aproach that they are just cyborg technician with power weapons.

So i think that guide for playing tech priest is much more needed than how to construct scenarios for tech priest. And yes most of the time i just won't allow it if players don't read a few books about them. They like most support classes rarely fit into squad.

Anyway sorry for offtop.

I don't think that was off-topic at all. It was spot on and couldn't agree more. Tech-Priests have very specific roles and near universal characteristics shared by all of their kind. All this said, they actually fit into very few unit/regiment types. As much as a player may want to play one, a GM has to know when to say "no."

I don't think that was off-topic at all. It was spot on and couldn't agree more. Tech-Priests have very specific roles and near universal characteristics shared by all of their kind. All this said, they actually fit into very few unit/regiment types. As much as a player may want to play one, a GM has to know when to say "no."

I will address this in the next one

I don't think that was off-topic at all. It was spot on and couldn't agree more. Tech-Priests have very specific roles and near universal characteristics shared by all of their kind. All this said, they actually fit into very few unit/regiment types. As much as a player may want to play one, a GM has to know when to say "no."

Youre missing a point. In Only War you don't play just any kind of techpriest. You play enginseers. More to that, you play enginseers on a battlefield. They cant run to the library or consult older colleague when they need a chant. They often have to invent stuff on the spot, improvise with parts usage and find unusal solutions to problems. Usually there is no techpriest around them so they wont probably suffer any consequences of their unorthodoxy. Besides theyre under constant influence of the irbsquadmates that live and die with them in trenches. That results in highly individualistic character that may drift away from its origins as far as one can imagine.

I don't think that was off-topic at all. It was spot on and couldn't agree more. Tech-Priests have very specific roles and near universal characteristics shared by all of their kind. All this said, they actually fit into very few unit/regiment types. As much as a player may want to play one, a GM has to know when to say "no."

Youre missing a point. In Only War you don't play just any kind of techpriest. You play enginseers. More to that, you play enginseers on a battlefield. They cant run to the library or consult older colleague when they need a chant. They often have to invent stuff on the spot, improvise with parts usage and find unusal solutions to problems. Usually there is no techpriest around them so they wont probably suffer any consequences of their unorthodoxy. Besides theyre under constant influence of the irbsquadmates that live and die with them in trenches. That results in highly individualistic character that may drift away from its origins as far as one can imagine.

What makes you believe that? Any Regiment will have dozens if not hundreds of Enginseers working together to various degrees. They'd stick together and most likely be under the command of a senior Tech-Priest.

That being said, I don't agree with Traejun saying that Enginseers fit into very few unit/regiment types - Enginseers fit in almost universally, whether they maintain tanks or the weapons, or provide key advice on enemy technology, or simply assists in the building of whatever needs constructing.

Or they wouldnt stick together... depends on situation. Thats why I wrote "usually there is no other tech-priest around them".

As to second paragraph I agree woth you in 100%. Thats why I wrote that having TP player is challenge for GM. Youve got to be open-minded for more engineer-like kind of approach.

I would request every one argues about tech-priest when I do the tech priest guide, feel free to argue about commissars though :P

I would request every one argues about tech-priest when I do the tech priest guide, feel free to argue about commissars though :P

Looks like commisars are not topic for argument :P

I would request every one argues about tech-priest when I do the tech priest guide, feel free to argue about commissars though :P

Looks like commisars are not topic for argument :P

They used to be.

Or they wouldnt stick together... depends on situation. Thats why I wrote "usually there is no other tech-priest around them".

As to second paragraph I agree woth you in 100%. Thats why I wrote that having TP player is challenge for GM. Youve got to be open-minded for more engineer-like kind of approach.

Why wouldn't they, though? Enginseers are all from the Adeptus Mechanicus and belong to the Cult Mechanicus - they're from a distinctly separate culture, religion and command structure to that of the Imperium and the Imperial Guard or Navy. Yes, they have been (sometimes loosly) integrated into the regimental command structure, or had their own structure transposed over that of the Imperium (and vice-versa), but they are still distinctly different.

I'm willing to agree that there can be situations and circumstances that may lead to what you describe, but in those extreme situations, we're also talking about the possibility of the regular soldiers straight-up defecting or turning to heresy. It is far from the norm.

I don't think that was off-topic at all. It was spot on and couldn't agree more. Tech-Priests have very specific roles and near universal characteristics shared by all of their kind. All this said, they actually fit into very few unit/regiment types. As much as a player may want to play one, a GM has to know when to say "no."

Youre missing a point. In Only War you don't play just any kind of techpriest. You play enginseers. More to that, you play enginseers on a battlefield. They cant run to the library or consult older colleague when they need a chant. They often have to invent stuff on the spot, improvise with parts usage and find unusal solutions to problems. Usually there is no techpriest around them so they wont probably suffer any consequences of their unorthodoxy. Besides theyre under constant influence of the irbsquadmates that live and die with them in trenches. That results in highly individualistic character that may drift away from its origins as far as one can imagine.

What makes you believe that? Any Regiment will have dozens if not hundreds of Enginseers working together to various degrees. They'd stick together and most likely be under the command of a senior Tech-Priest.

That being said, I don't agree with Traejun saying that Enginseers fit into very few unit/regiment types - Enginseers fit in almost universally, whether they maintain tanks or the weapons, or provide key advice on enemy technology, or simply assists in the building of whatever needs constructing.

Couldn't disagree more. Enginseers would not be part of a light infantry regiment, much less a squad. They don't need to be there to maintain lasguns. That simply makes no sense. Vehicle regiments have many... boot infantry doesn't.