New to the setting and in difficult position.

By Grandmikus, in Only War

I've been drafted into a war. At first happy but now full of doubt.

I joined a newly formed OW game and I have serious trouble fiting my character into the party.

I play a comissar with stellar non-combat atributes but mediocre physical ones. I havent decided upon what skills and talents to choose from as I only had few times to look a the book.

My problem is that the regiment was already created when I joined and for what I was told its a light infantry, long range, accuracy oriented group. I don't really know how to fit a comissar into a group which preferes long distance firefights with sniper rifles and on top of that an inteligent one as my Int is 38 and Fel 41.

Any suggestions on how should I proceed?

I'd concentrate on motivation and close combat, if it were me. If anything gets into CC with your guys, its gonna be a mess if no one can fight HtH, and Commisars are already specialists in motivation, so thats playing to type.

It isn't like you can't shoot a lasgun, too, if you want to.

A commisar's primary duty is maintaining discipline. The 'classic' image of a commisar is driving front-line troops foward into the teeth of the enemy, but discipline applies everywhere; keeping long-range 'fire support' troops focused on their mission and not 'slacking off' just because the enemy isn't within sight is well within a commisar's pervue. If you want to role-play a jerk (always fun), you could take this to the extreme of breaking up card-and-dice games and other diversions engaged in by the grunts.

Also, bolstering morale when the artillary shells begin to rain on their location will probably be a key duty.

And, of course, being vigilant for signs of Corruption amongst the troops can lead to some interesting role-playing opportunities, especially if your character tends toward paranoia…

Commissars are first and foremost morale and discipline officers, in the word bearers: the omnibus a commissar does both. He holds speeches, plays games and keeps the men spirits up. Likewise he shot a man without hesitation when he turned to run the day after.

Play on that, focus on that. And make the GM understand he has to play on the fact that your role is important. A morale test to hold fast when enemies close in or suffer a BS penalty (due to fear and shaking hands) is a good example.

Make command checks to inspire the gunners.

Terrify them to ignore fear.

Get talents that improve you're ability to acquire gear. (commerce, Munitorum Influence).

Lead the counter charge vs. the enemy so as to avoid your heavier gunners getting bogged down.

When it comes to shooting most of the time you won't be badly off because of modifiers that are commonly in place. If you take a half action to aim you get +10, if you are only firing a single shot it's +10, if it takes place on a tactical map you are very likely to be in close range for your weapon so would get another +10.

Right there you are looking at +30 on the test. +20 of which is not situational and something you can always get. Not to mention you can still do things like take a full action to aim which is +20 instead of +10 or get a red dot laser sight for +10 when taking single shots. Combine all of that and you have a +50 on the test.

Basically don't worry too much if you're not the greatest at shooting. Unless your combats are frequently occurring at 200-300 meters you shouldn't have too many issues. Not to mention if the rest of the players are focused on nothing but long range shooting then you have the potential to shine any time close combat comes up or whenever social situations come up.