NEw Commissar Specialties

By Argondey, in Only War House Rules

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

New Homebrew Talents

Tier 2

Unyielding Faith

Aptitudes- Willpower, General

Prerequisites- Willpower 30

Effects: Whenever this character would gain corruption, he gains 1 less, taking this talent increases insanity by 5

Just a Regular Guy

Aptitudes- General

Prerequisites- Specialist Character

Effects: This character is treated as a standard guardsman for the purposes of advancement

Tier 3

Deny the Truth

Aptitudes- Intelligence, Willpower

Prerequisites- Willpower 40, Unyielding Faith

Effects: Whenever this character would gain corruption from forbidden knowledge, he gains 2 insanity instead

HomeBrew Errata

Tech-Priest: Starting cybernetics may only be chosen from the core rulebook

Servo Arm: Change the Servo Arm’s rarity to “Extremely Rare”

Add this sentence to the entry on the Servo Arm: “The Servo Arm functions as a manipulator mechandrite unless it has deployed its special stabilizing supports. These supports may be deployed or retracted with a full round action that provokes attacks of opportunity. While Servo Arm supports are deployed, the tech priest may only move at a maximum rate of 1 square per round, moving while supports are deployed is a full round action.

StormTrooper: Treat Stormtroopers as a regular guardsman for the purposes of advancement as well as negating the starting XP penalty.

Summary Execution(Commissar Advance): Summary execution only causes critical effects active at the time of the execution to be ignored.

Edited by Argondey

Just a Regular Guy

Aptitudes- General

Prerequisites- Specialist Character

Effects: This character is treated as a standard guardsman for the purposes of advancement

I'm not sure what "a standard guardsman for the purposes of advancement" is, but if my understanding is correct, IMO it would look clearer as:

One of the Soldiers (choose speciality)

Aptitudes: Intelligence, Fellowship

Prerequisites: Support Specialist Character

Effects: Select a Guardsman speciality. The character counts as having both this speciality and the original Support speciality for the purpose of advancements (aptitudes, comrade advancements/orders).

Or include requirement to match:

If the shoe fits... ( choose speciality)

Aptitudes: General

Prerequisites: Support Specialist Character; special

Effects: Select a Guardsman speciality for which this character matches the list of starting Skills and Talents . The character counts as having both this speciality and the original Support speciality for the purpose of advancements (aptitudes, comrade advancements/orders).

Either way, it needs to be either limited to 1 target speciality (preferably for the 1st) or specified to raise XP cost (for the 2nd).