-=-Commissar Quest-=-
A Grimdark Adventure MissionsHandoria Insurrection
As you continued your studies at the Schola Progenium on Calystia, the mining colony Handoria on it's moon Minos erupts in rebellion. You get sent to provide oversight and leadership to a squad of PDF troopers, and perhaps prove yourself worthy of the full position of Commissar. Your mission is to eliminate one of the rebellion's leaders as one of many similar attacks, which will hopefully end this rebellion quickly.
- Boarded via shuttle
- Eliminated unprepared sentries
- Eliminated enemy emplacement
- Rescued captive PDF
- Eliminated enemy PDF
- Eliminated enemy militia
- Eliminated repurposed servitors
- Eliminated enemy leadership
- Obtained Commissar status
Party Hard in Hard Vacuum
Having little to do while the regiments are being reorganised, you join the Lord General on a mixed business and pleasure cruise around nearby systems.
- Successfully avoided a dull party and snooty nobility
- Performed Ecclesiastical duties with pilgrims
- Blew up an asteroid with lance battery
- Witnessed appearance of Tyranid bio-ship
- Defended Bridge from Tyranid assault
- Escorted Chartist-Captan Meer to secondary Bridge
- Restored secondary systems
Dead Space
After finally being assigned to the 101st Mettite, to be deployed to Oram-Okbod, you catch up with their transport over Taphia. The transport is delayed due to Warp drive repairs.
- Met commanding officer, Colonel Jamaal
- Discovered accounts of 'haunting'
- Investigated disturbance with enginseer assistance
- Discovered unsanctioned device in ventilation, losing someone's hand in the process
- Met with Adeptus Mechanicus forces to plan
- Confronted Korvin Garts in engineering
[Main Character] Commissar[Name] Octavius Halian
[Position] Commissar
[Gender] Male
[Homeworld] Halfast
[Homeworld Type] Feudal World (General population)
[Education/Training] Calystia Schola Progenium
[Notes] Battle-proven with academic distinction, favours close combat and daring charges into enemy lines
Reputation
[02] Fame
You are known within the immediate chain of command.
[01] Heroics
Rumours circulate that you are a sensible battlefield commander who takes great personal risks.
[00] Dread
Unknown
Vitals
[15] Health
[29] Faith
[16] Defense
[03] Toughness
[03] Resolve
Attributes
[2] Might
+2 Melee Hit, +6 Melee Critical Damage
[2] Alacrity
+2 Ranged Hit, +2 Defense, +6 Ranged Critical Damage
[2] Endurance
+4 Health, +1 Toughness
[3] Willpower
+6 Faith, +3 Resolve, +12 Squad Morale
[3] Perception
+3 Critical Hit Opportunity
[2] Charisma
+10 Squad Morale
Equipped Inventory
Commissar Regalia
+1 Charisma
The peaked cap, greatcoat, sash and other symbols of the Commissariat confer great authority. The silhouette inspires trepidation in any Imperial servant, except the Astartes and Sororitas, and draws fire away from your allies.
Munitorum Utility Harness Advanced combat webbing, allowing the wearer to carry three weapons, grenades and accompanying kit into battle without affecting mobility.
Regimental Hotshot Laspistol
-1 Hit
2 - 7 Damage
+8 Penetration
A heavily modified laspistol, equipped with expanded power cells, advanced cooling system and reinforced barrel. Though it can penetrate cover and armour more effectively than a boltgun, the damage is still dispersed in the same manner as a regular lasgun shot. They are difficult to build and maintain and are only distributed among elite forces, particularly those that must face down heavily armoured foes.
Progenium Chainsword
+/-0 to Hit
4 - 14 Damage
+5 Penetration
Chainswords use a serrated mono-molecular blade, capable of cutting through almost any material. They are used by every organisation in the Imperium, though in the Imperial Guard they are usually limited to officers and special forces. This one was gifted as part of your graduation from the Progenium.
High Torque Motor [+3 Penetration] The chain refuses to slow or stall when faced with exceptionally tough hide or armour.
Lightweight Frame [+1 Hit] Your weapon is rebuilt with lighter materials, making it faster and more accurate.
Imperial Navy Combat Shotgun
“Property Spirit of Silver”
-3 (long range) +4 (close range) to Hit
3 - 13 Damage
A high-quality shotgun, used by Imperial Navy battalions in boarding combat. Due to its effectiveness it has been widely disseminated among private vessels. This one has numerous small modifications to its design, implying a former owner who was both attentive and capable.
High-Fragmentation Shells [+1 Hit] Specially crafted ammunition makes this weapon more likely to hit the target at close range.
Flak Armour
+7 Defense
+3 Health
+2 Toughness
Flak armour is the most widely used protection in the galaxy. It covers much of the body, providing good protection from shrapnel, impacts and small arms but ineffective against larger ordinance.
Ceramite Reinforcement [+1 Defense] High-quality ceramite plate insertions at key points around the upper body improve the protection your flak armour provides without affecting mobility.
Ablative Plates [+2 Toughness] By providing additional layers of sacrificial plating, penetrating attacks are slowed or dispersed to the point of being demonstrably less lethal.
Frag Grenades
-4 Hit
3 - 13 Damage
Standard fragmentation grenades are commonly used across the Imperium thanks to their low technology requirement and effectiveness on the battlefield. Their explosive charge and spray of metal shrapnel proves highly effective against lightly armoured targets, but more heavily armoured foes and most vehicles are minimally affected. They are also useful in driving enemies out of cover, disrupting firing positions, and destroying light cover.
Krak Grenades
-8 Hit
7 - 21 Damage
12 Penetration
Krak grenades are widely used by Imperial forces, particularly those in siege or anti-armour roles. Krak charges produce a small but intense blast that ideal for blasting holes in structures and disabling enemy armour, but create very little shrapnel. While perfectly lethal against infantry at very close range, they are ineffective against multiple targets.
Combat Knife
1 Hit
2 - 5 Damage
Emergency backup weapon, to be used as a last resort.
Attributes and Effects
Commissar Rank
+1 Fame
Simply being a Commissar is enough to be known.
Lord General Favour
+1 Fame
It has become known that the Lord General has a high opinion of you.
Savior of the Spirit of Silver
+1 Heroism
Tales of your actions on the Spirit of Silver have been exaggerated and spread with enthusiasm.
Missionary Influence
+1 Willpower
The order on Halfast was enforced by the Ecclesiarchy, a necessity on such a primitive and fearful world. It has guided your world to a very faithful level, more than most. You know in your heart that the Emperor is watching over you, and this gives you strength. This has only been reinforced by the clergy of the Schola.
Keen Learner
+1 Perception
The culture shock from being introduced to the wider Imperium was a huge eye-opener. You notice details more keenly, spotting incongruities and oddities both benign and threatening. Some find it amusing or endearing, but danger is only as far away as you can spot it.
Backwater World
-1 Charisma
Try as you might, you can't quite escape your roots. Your accent is a little off, your vocabulary strange, and are generally not as familiar with things that others take for granted. Some even laugh when they learn of your homeworld, at least until you tap the hilt of your sabre.
BackgroundThe Governor was getting ready for the tithes for the Administratum. Passing through a city he came upon an orphan that looked like him, and the egotistical bastard decided to adopt you and send you off to the Schola Progenium, intending for you to be educated enough to help him run the Emperor-loved world. Turns out you were relatively smart, and the Scholam instructors decided to make you into a commissar.
Growing up on such a primitive planet might be considered a mark of shame, but you bear your heritage with a measure of pride (but not too much). Your people are hard-working and loyal, a true world of the Imperium. That you were chosen to join the Schola is testament to their quality.
[Retinue] Enginseer[Name] Delandus 'Watts' Rosorum
[Position] Enginseer Initiate
[Gender] Male
[Homeworld] Dynn Majora
[Homeworld Type] Forge World
[Education] Dynn-Rooklaw Tech Seminary
[Notes] Specialisation in battlefield maintenance, prospects of advancement low due to personal preference for practical applications of knowledge over philosophy
Vitals
[20] Health
[33] Faith
[12] Defense
[05] Toughness
[05] Resolve
Attributes
[2] Might
+2 Melee Hit, +6 Melee Critical Damage
[1] Alacrity
+1 Ranged Hit, +1 Defense, +3 Ranged Critical Damage
[5] Endurance
+10 Health, +2 Toughness
[5] Willpower
+10 Faith, +5 Resolve
[4] Perception
+4 Critical Hit Opportunity
[n] Charisma
Oh Emperor have you talked to this guy
Equipped Inventory
Cult Mechanicus Vestments
+1 Toughness
The simple ascetic design of the tech-priest robes hide a deceptively lethal mind and body.
Initiate Rank Various icons and decorations indicate that this brother is a very small cog.
Thermoplas Lining [+1 Toughness] A thin but tough underlayer of thermoplas makes the outfit slightly more durable.
Bionic Left Eye
+1 Perception
+1 Alacrity
The left eye is replaced with an augmetic, allowing battlefield recording as well as providing visibility of infrared and ultraviolet energy. Among other things.
Cerebral Implant
+2 Willpower
+1 Endurance
A not-insignificant portion of the brain is replaced with a superior replacement, improving resistance to pain and aligning thoughts more closely to Omnissiah-related patterns.
Augmetic Left Hand
+1 Might
+1 Endurance
The left hand has been replaced with a superior mechanical tool. It is much stronger and is henceforth quite a boon in a fight.
Mechanicus Basic Combat Webbing
+4 Defense
+2 Health
+2 Toughness
A comprehensive combat utility vest and peripherals, providing acceptable protection for low-ranking enginseers operating in a support role on the battlefield. It offers many options for customisation based on evolving theatre conditions, all of them sanctioned.
Utility Bandoliers [+1 Toughness] Extra supplies can be stashed about the person, incidentally providing extra mass to block incoming strikes.
Dynn-Pattern Laspistol
+2 (1-Handed) +5 Hit (2-Handed)
2 - 7 Damage
Laspistols are common weapons across the Imperium, and are often wielded alongside another weapon. Though capable of blowing off a limb, they are one of the less deadly weapons available. This one is a slightly odd variant native to Forgeworld Dynn, wielded by Initiate Watts.
Folding Stock & Forward Grip [+2 Hit] This modification makes it able to be properly used with two hands, essentially making it a short lasgun on demand.
Trusty [+1 Hit] [Enginseer Only] You are perfectly familiar with this weapon, granting additional accuracy and ease of use.
Unequipped InventoryTrusty Laspistol
+2 Hit
2 - 7 Damage
Laspistols are common weapons across the Imperium, and are often wielded alongside another weapon. Though capable of blowing off a limb, they are one of the less deadly weapons available. This one is an old, weathered piece of ordinance issued from the Schola Progenium. You have hit uncounted targets with it.
Trusty [+1 Hit] [Commissar Only] You are perfectly familiar with this weapon, granting additional accuracy and ease of use.
Progenium Boltpistol
-3 to Hit
6 - 12 Damage
+3 Penetration
A smaller version of the bolter, it is still monstrously powerful and quite capable of exploding most humanoids. Bolters work by launching a rocket-propelled armour-piercing grenade, which is designed to penetrate a short distance into the target and then explode. This one was gifted as part of your graduation from the Progenium.
Trusty Sabre
+2 Hit
3 - 8 Damage
Your personal blade, used since your introduction to duelling at the Schola Progenium. It is simple and effective, but feels very redundant in this world of lasers and chainswords.
Trusty [+1 Hit] [Commissar Only] You are perfectly familiar with this weapon, granting additional accuracy and ease of use.
Unless specified otherwise, in a combat mission you will always have:-Microbead comm
-Your default weapon setup (including spare batteries/ammunition)
-Commissar regalia, flak armour and other kits and accessories
-Several days worth of food and drink
-Small medical kit
-Field glasses
-General-purpose dataslate
Fame - How widely and well known you are. You are unlikely to become a legend just by leading your troops to victory, but great deeds in the face of enormous odds will.
Heroism - How renowned you are from kindness and selflessness. Saving trapped civilians and leading by example are ways to ensure you are remembered with awe and admiration.
Dread - Your cruelty and utter pragmatism inspires fear and respect in ally and enemy. Spend lives like currency to achieve victory, execute cowards by the truckload, and you will be remembered.
Defense - Your combined ability to avoid injury from attacks. Mostly derived from your armour (such as a flak jacket) and ability to dodge. Being in cover will immensely help avoid attacks.
Toughness - When an attack can't be avoided or deflected, toughness reduces the damage done. Exceptionally tough fighters such as Space Marines and Ork Nobs might prove nearly immune to regular weapons.
Health - Your ability to ignore wounds and pain. Below 0 health you have to fight to remain conscious, and going too far will completely incapacitate you, forcing your squad to evacuate you. However, health can be restored somewhat by using a standard-issue medkit, and if it's applied by a trained Medicae even more health is restored.
Faith - Your mental fortitude and belief in the supremacy of the Emperor. No mere battlefield experience can damage this, but a Warp-infused psyker or an insidious daemon might try. Below 0 you are facing a spiritual crisis and might become incapacitated, while going too far into the negative will mean you have lost all loyalty and sanity, becoming a traitor to the Emperor and the Imperium.
Resolve - When faced with incomprehensible horrors, you must block it out and protect your faith.
Morale - Used not by you but by most allies and enemies, it refers to their general disposition and happiness with the battlefield situation. Taking casualties, being ambushed, and being targeted by heavy weapons are common causes of morale loss. Less common include psyker or daemonic effects that target the mind, which could break whole armies without actually engaging in combat. Once a squad is has been sufficiently terrorised they might try and break for safer ground without your permission. Each further casualty, artillery barrage or psyker attack past this point can trigger a rout, and you must try and curtail their cowardice through leadership and inspiration.
Might -Your ability to smite the Emperor's enemies in melee combat - increases chance to hit, the damage done on criticals, and strike multiple targets at once.
Alacrity - Your agility and coordination - allows you to place lasbolts more accurately and dodge attacks.
Endurance - Your physical resistance to wounds and stress, vital in the line of combat.
Willpower - The strength of your mind and faith, allowing you to ignore the attempts of psykers and horrors to break your will. Also increases squad morale.
Perception - The sharpness of your eyes and wits, necessary for a Commissar to spot traitors and enemy weaknesses. Especially important in duels.
Charisma - Your ability to project the full political force of the Commissariat at both ally and foe. Increases squad morale.
Traitors to the ImperiumTraitors
Simple rebels unfortunately among the most common foes the Imperial Guard must face. These misguided fools often believe their world can prosper outside of the benevolent protection provided by the Emperor. While some are popular uprisings against the Planetary Governor, some are led by the Governor's office itself. Whatever the cause of their dissatisfaction at the Imperium, they must be defeated quickly before the damage becomes too great.
- Typically fight in large, informal squads.
- Poor training, equipment and morale due to civilian background.
- May contain traitorous PDF elements of superior quality.
- Often use repurposed civilian and captured military equipment.
- Crumbles without charismatic leadership.
Genestealer Cults
Genestealers range out ahead of the tyranid hive fleets, lying in wait on derelict spacecraft and ruined worlds for scavengers and explorers to find them. Those unfortunate to survive the encounter are infected with a genetic taint and rendered subservient to the hive mind, struck by the craving to settle down and have a family on an Imperial world while accompanied by a genestealer. The children of the infected are deformed monsters, neither tyranid or human, but through generations of breeding will eventually become nearly indistinguishable from normal humans. More citizens will become infected or enthralled, growing the cult's power and influence as its members take positions in local government, religion and military. When the cult reaches a certain size the combined psychic power of the hybrids will attract the attention of a hive fleet, and the cult will begin to act in the open. Rebellion and sabotage of the planet's defenses are an open sign of an impending Tyranid invasion.
- Typically fight in large, informal squads.
- Fearless and psychic-linked, but usually untrained.
- May contain traitorous PDF elements of superior quality.
- Often use repurposed civilian and captured military equipment.
- May deploy purestrain genestealers as elite shock troops.
- May be joined by vanguard organisms of the approaching tyranid invasion.
Heretics
Though superficially similar to normal uprisings, a heresy is far more dangerous. While it may use a traditional rebellion as cover, agents of the heresy are working to subvert the popular cause to the whims of Chaos. They can be distinguished by extraordinary contempt for the God-Emperor of Mankind, use of heretical elements such as the Star of Chaos, and general insanity. These uprisings must be put down with absolute urgency before the world is wholly consumed by Chaos.
- Typically fight in large, informal squads.
- Poor training, equipment and morale due to civilian background.
- May contain traitorous PDF elements of superior quality.
- Often use repurposed civilian and captured military equipment.
- Fanaticism present in Chaos worshippers.
- Makes use of psykers to subvert and destroy their enemies.
- In extreme cases may summon daemons.
Lost & Damned
Spewing forth from worlds lost to heresy, the legions of Chaos are perhaps the biggest threat to the Imperium. Led by Warp-twisted leaders of immense power and influence, they will stop at nothing to enforce the will of their dark gods. Their ranks are filled with the lost and the damned, rallying around the psykers, mutants and daemons that can direct them against the righteous. Some hordes even include members of the Traitor Legions, acting as generals and champions as they march for the glory of Chaos.
- Typically fight in large, informal squads.
- May contain traitorous Imperial Guard or PDF elements of superior quality.
- Extraordinary fanaticism and insanity renders them fearless and brutal.
- Makes use of psykers to subvert and destroy loyalists.
- Frequently summon daemons to fight or possess.
- Warp-possessed psykers and Traitor Astartes provide exceptionally tough leadership
- Will splinter into civil war without strong control
Chaos Space Marines
Of all the traitors the Imperium face, none are so deadly and overwhelming as the warbands of Chaos Space Marines. Twisted and maddened by their exposure to the raw Warp, these heretics are among the Chaos Gods most faithful and capable servants. Though warbands are prone to fighting each other and themselves, a sufficiently brutal or clever champion of the Dark Powers can briefly unite their forces. The Chaos warband will mobilise and attempt to cut a swathe of destruction across the galaxy, only stopped when a heroic defense is mustered or their patrons lose interest. Due to he unpredictability of Chaos and the raw power of the Chaos Space Marines, even the most insane and splintered warband will succeed in causing extraordinary levels of damage disproportionate to their size.
- Typically fight in small, regimented squads.
- Each individual Chaos Space Marine is an army.
- Tactics vary by the warband.
- Warp-infused champions may prove unstoppable engines of destruction.
- Make use of repurposed Imperial vehicles and, original extra-heretical monstrosities.
- Often trailed or preceded by opportunistic human followers.
- Daemons and daemonhosts are not uncommon.
- Petty rivalry and general insanity can provoke sudden betrayals and civil war.
Xenos Most FoulTyranids
The ravening hivefleets of the tyranids have entered the galaxy, devouring the biomass of planets as they emerge from the darkness between galaxies. Though most of their invasions have been smashed, scattered splinter fleets continue to devastate Imperial worlds and threaten all life in the galaxy. Hordes of mindless beasts are directed by cold intelligence, combining expendable cannon fodder with living warmachines that can overwhelm positions through sheer ferocity and disregard for casualties.
- The bulk of the horde consists of mindless, swarming creatures.
- Elite synapse creatures direct the horde, without them it is incapable of intelligent action.
- Elite scout creatures such as genestealers and lictors infiltrate ahead and cause chaos.
- Swarm creatures are immune to fear, but without a synapse leader will become uncertain and defensive.
- All biomass, including their own casualties will be used to grow more warriors.
- Imperial worlds will often be infested by genestealer cults before an invasion, often mistaken for a mundane uprising.
Eldar
Few xenos are as dangerous as the Eldar. Striking without warning and departing just as suddenly, these ancient xenos are obsessed with grand plans and schemes. Fortunately, they're incredibly arrogant consistently underestimate consider enemy capabilities.
Commissar Quest is a group-guided role-playing game where you control the actions of an Imperial Commissar. As a Commissar you are responsible for maintaining the loyalty and efficiency of any Imperial servants you run across (with a few notable exceptions...). You can judge and deal with almost anyone, from lowly guardsmen to planetary governors (provided you have sufficient evidence).
In this game you can...
-Cut enemies in twain with a chainsword.
-Blow enemies in twain with a laspistol.
-Inspire allies with morale-boosting execution of enemies.
-Inspire allies with morale-boosting execution of allies.
-Investigate crimes and misconduct.
-Exterminate xenos, heretics and traitors.
-Spread the glory of the Emperor across the galaxy.
-Call down orbital bombardments.
-And more...This game does not require extensive Warhammer 40k knowledge. Simply having experienced fantasy or science fiction is good enough. Playing Dwarf Fortress should also inure yourself to the general unpleasantness of the setting.
Helpful links:
CommissarsImperial GuardPlanetary Defense ForcePlanet TypesThe God-Emperor of MankindGo, and serve the Emperor!
[/list]