Commissar
From RelicWiki
Commissar | |||||||||||||||||
Race | Imperial Guard | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Version | Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
|
| ||||||||||||||||
Unit Stats | |||||||||||||||||
Hitpoints | 375/1 | ||||||||||||||||
Armour | Commander | ||||||||||||||||
Morale | 400/15/20 | ||||||||||||||||
Death Penalty | -150 | ||||||||||||||||
Unit Mass | 16 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 25 (cannot detect) | ||||||||||||||||
Attachable | Yes | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Laspistol | ||||||||||||||||
Melee | Power Sword |
Contents |
Commissar
"Fear ensures loyalty! Where do you need me?"
Commissars are recruited in childhood from the many war orphans produced by the violence so prevalent in the 41st millennium. They are not actually a part of the command structure of the Imperial Guard proper, but they carry the authority to supercede the orders of even planetary governers if the needs of the Imperium dictate such dire action. Educated to revere the Imperial Creed, these special, trigger-happy officers are posted to ensure that ordinary troopers and officers alike remain loyal to the Imperium and its laws. Heresy, crimes, stepping out of line, and cowardice are punished by summary execution, either during proper firing squad proceedings or from the muzzles of their laspistols right in the heat of battle. In the mind of many a guardsman, the myriad horrors that the galaxy produces pale in comparison to the fear and respect that a Commissar inspires.
Tactics
The Commissar is the first commander unit available to lead Guardsmen. He provides a large morale boost and a bonus to health regeneration that will keep Guardsmen fighting. After the Field Command is upgraded to a Battle Command, the Commissar gains the Execute ability, which restores morale and increases the fighting ability of nearby squads.
The Commissar's Execute ability is a must for Guardsmen Squads to compete in Tier 2 onwards. Without the damage boost from Execute, Guardsmen will lose most gun battles horribly. Make sure to always have at least two Commissars to ensure you can maintain the Execute aura throughout the fight even if a Commissar is targeted by enemy troops.
The Commissar is also a powerful melee fighter with strong armour and relatively high hit points. A squad with an attached Commissar can be used to tie up enemy ranged infantry while other squads keep shooting. Unfortunately, a number of Guardsmen will most likely die while the Commissar fights on.
Abilities
Your Aim Will Be True
Your Aim Will Be True | ||||
Requires | Nothing | |||
Target Types | Self | |||
Range | 0 | |||
Area of effect | Entire squad | Cooldown time | Passive ability | |
Effects | Provides a passive 200 point bonus to morale and a 3 point bonus to health regen. | |||
Execute
Execute | Hotkey: E | |||
---|---|---|---|---|
Requires | Battle Command | |||
Target Types | Friendly infantry and heavy infantry | |||
Range | 0 | |||
Area of effect | 30 | Cooldown time | 1 s | |
Effects | The Commissar executes one member of the squad he is attached to. Units with no weapon upgrades are executed first, and if none are available the Commissar targets units upgraded with a heavy weapon. Squad leaders are never executed. All friendly infantry squads within the area of effect have their morale restored and are immune to morale for 10 seconds. Also, the maximum damage of Guardsmen Lasguns and Kasrkin Hellguns within the area of effect is multiplied by 2.5 for 10 seconds (slightly less than doubling the DPS). | |||
Weapons
Laspistol
Laspistol | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Cost | Default Weapon | Range | 25 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 50% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Power Sword
Power Sword | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Cost | Default Weapon | Range | Melee | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 100% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
---|---|---|---|---|---|---|---|---|
Space Marines | Chaos | Eldar | Orks | Imperial Guard | Tau | Necrons | Dark Eldar | Sisters of Battle |
Infantry |
Infantry |
Infantry |
Infantry |
Infantry Commissar |
Infantry |
Infantry |
Infantry |
Infantry |
Space Marines | Chaos | Eldar | Orks | Imperial Guard | Tau | Necrons | Dark Eldar | Sisters of Battle |
Vehicles |
Vehicles |
Vehicles |
Vehicles |
Vehicles |
Vehicles |
Vehicles |
Vehicles |
Vehicles |
Space Marines | Chaos | Eldar | Orks | Imperial Guard | Tau | Necrons | Dark Eldar | Sisters of Battle |
Buildings |
Buildings |
Buildings |
Buildings |
Buildings |
Buildings |
Buildings |
Buildings |
Buildings |