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: Still very much WIP. Newer equipment still need added, as well as some custom items. More characters will eventually be added. Also, because I'm a dumbass, I accidentally deleted part of the overworld and along with it, ALL the planetary locations and POIs. Yep, all 237 of them... Gonna be a rough ride restoring 3 months of work, but if you are patient and willing, I'll put forth the effort towards it.
Played5 times
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Created
108 days ago
Last Updated
13 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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