Helldivers Assemble! world illustration - Science Fiction theme
Science Fiction

Helldivers Assemble!

D
DamascusActual

Defend Humanity from hostile dissidents and alien threats for Managed Democracy and for Super Earth!


Author's Note: Project abandoned for other persuits. Unfortunate, but was never quite able to bounce back after accidently deleting the overworld. This is free use to anybody persuing a similar project. Hopefully the weapons and enemy cards save you some time should you decide you want to continue this work. I will leave the world up for those who may have games open, and for future users to have access to the assets.
Played15 times
Cloned4 times
Created
214 days ago
Last Updated
24 days ago
VisibilityPublic
Automaton Commissar
CR 3Medium Construct
Automaton Commissar
HP Range40 - 60 (Avg: 50)
AC15
XP700

Description

The Automaton Commissar is a resolute and efficient light infantry unit designed for leading Automaton patrols. Its primary function is to maintain order and effectiveness among its ranks while engaging hostile threats with a calculated strategy. The Commissar's advanced tactical programming enables it to assess combat situations and react accordingly, making it a danger on the battlefield.

Details
SizeMedium
TypeConstruct
CR3
XP700
LanguagesUnderstands Common, speaks in a monotone, modulating voice.
Defenses
Armor Class15
HP Range40 - 60 (Avg: 50)
Damage VulnerabilitiesLightning
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Call for Dropship

The Automaton Commissar can fire a flare to alert incoming Dropships, allowing for troop reinforcements or artillery support in the next round.

Grenade Toss

When a Helldiver is behind cover, the Commissar tosses a grenade, dealing 3d6 explosive damage in a 10-foot radius. Affected creatures must succeed on a DC 13 Dexterity saving throw to take half damage.

Laser Pistol Burst

The Automaton Commissar fires a three-round burst from its laser pistol, dealing 2d8 radiant damage. This attack can only be made if a Helldiver is in its line of sight. After firing, the weapon requires four seconds to cool down before it can be fired again.

Sword Swing

If a Helldiver comes too close, the Commissar swings its sword in a swift motion, dealing 2d6 slashing damage.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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