Commissar (Dark Crusade)
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Commissar | |||||||||||||||||
Race | Imperial Guard | ||||||||||||||||
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Version | Dark Crusade v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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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
"If you will not serve in combat, then you will serve on the firing line."
Educated to revere the Imperial Creed, these officers are posted to ensure that ordinary troopers and officers alike remain loyal to the Imperium and its laws. Heresy, crimes, and cowardice are punished by summary execution.
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 Teir 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
Execute
Execute | Hotkey: E | |||
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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 tripled for 10 seconds (slightly more than doubling the DPS). | |||
Weapons
Laspistol
Power Sword
Power Sword | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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. | ||||||||
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