I've written up some new advanced specialties for the Commissar that I'm going to be allowing in my next game. I thought I'd share them here for feedback and for others to consider using. Regarding the equipment, I predict some people may find it to be too strong, however it was balanced in relation to the Tech Priest advanced specialties and I do not believe I've exceeded their power; also I'm a firm believer that tech priests are not the only ones allowed to get cybernetics which is why I've always found it odd that very few other classes get them, thus the cybernetics that these classes get. I'll list a few other house-rules (some of which are needed to play these) afterwards as well.
HomeBrew Specialist Training
Commissar-Captain — Designed to bridge commissar and sergeant, providing a leadership/face character enhanced by commissar powers
Pre-requisite Specialty: Commissar
New Aptitudes: Agility, Fellowship, Finesse, Leadership, Perception, Social, Willpower
New Talents: (“ Disturbing Voice ” and “ Heroic Inspiration ”) or Iron Discipline
Specialist Equipment: Baleful Eye, Loudhailer, Vocal Implant, Best Craftsmanship Chainsword or Common Craftsmanship Power Sword, Good Craftsmanship Bolt Pistol
Comrade Advances:
Commissar’s Assistant — For each time this advances is taken, the commissar gains one new comrade(to a maximum of his Fellowship Bonus) Cost: 300XP
Enhanced Execution— The Commissar may use “Summary Execution” on his own comrades to affect another character. In addition, “Summary Execution” now grants 1D5 + 2 wounds instead of the normal amount. Cost: 300XP
Hold The Line(Sweeping Order)— The Commissar makes a difficult(-10) command check to order some of his comrades to move to different allies, forcing them to ignore pinning at the threat of execution. Cost: 400XP
Die for the Emperor(Reaction)— As a reaction, the Commissar may make a hard(-20) command check to order one of his comrades in range of himself or an ally to take a shot meant for another. When this happens, the comrade is killed regardless of wound state. When used in response to an area attack, only the comrade is injured. Cost: 600XP
Commissar Gladiatorus — Designed to be a front line fighting commissar, leading his men by example, granting bonuses on successful actions
Pre-requisite Specialty: Commissar
New Aptitudes: Agility, Fellowship, Strength, Perception, Fieldcraft, Weapon Skill or Ballistic Skill, Toughness
New Talents: (“ Die Hard ” and “ Iron Jaw ”) or Hardy
Specialist Equipment: Emperor’s Will or Power Fist, Sub-Skin Armor, Conversion Field
Specialist Advances:
Lead by Example— Whenever the Commissar Gladiatorus scores a righteous fury or kills an enemy, he grants a ( +10 ) bonus to all allies who see him for attack rolls on their next turn Cost: 300XP
Second Wind— Whenever an ally of the Commissar Gladiatorus within communication range is critically wounded, he may make a Hard(-20) command test as a reaction, on success the ally ignores the critical effect until the end of combat and gains temporary wounds equal to his degrees of success. An ally of the commissar may only receive this benefit once per day. Cost: 450XP
Scholarus de Corruptus — Designed to be a knowledge character with ample methods of avoiding corruption
Pre-requisite Specialty: Commissar
New Aptitudes: Intelligence, Fellowship, Knowledge, Agility, Perception, Weapon Skill, Willpower
New Talents: Either (“ Jaded ” and “ Total Recall ”) or Unyielding Faith, Infused Knowledge
Specialist Equipment: Good Craftsmanship Cerebral Implants, Good Craftsmanship Mind Impulse Unit, Vox Caster, Micro Bead
Specialist Advances:
Overcome the Heresy — Whenever the Scholarus de Corruptus would gain corruption, he may attempt a difficult(-10) willpower test as a free action, if he succeeds, the amount of corruption gained is reduced by one for each degree of success Cost: 300XP
Defend the Faith — Whenever an ally within communication range would gain corruption, the Scholarus de Corruptus may attempt a Hard(-20) Command test as a reaction to reduce the corruption his allies gain by his degrees of success (maximum 3) Cost: 500XP