General Vance Stubbs
From RelicWiki
General Vance Stubbs | |||||||||||||||||
Race | Imperial Guard | ||||||||||||||||
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Version | Soulstorm v1.0 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 435/2 | ||||||||||||||||
Armour | Commander | ||||||||||||||||
Morale | 450/11/50 | ||||||||||||||||
Unit Mass | 16 | ||||||||||||||||
Move Speed | 16 | ||||||||||||||||
Sight Radius | 25 (detection 25 with Targeting Optics and 30 by Psyker) | ||||||||||||||||
Reinforcement | |||||||||||||||||
Reinforce Cost | 100 25 | ||||||||||||||||
Reinforce Time | 20 s | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Bolter | ||||||||||||||||
Melee | Power Gauntlet |
Contents |
General Vance Stubbs
"Commissar, I would like to see this city built up again. I would like to see towers and spires of gleaming white. I would like to see our men on parade routes, not tours of duty. I would like to see every city in this planet, every colony in this besotted, miserable system turned to the service and industry of the Imperium, in the Emperor’s name."
Vance Stubbs is the ambitious new commander of the Imperial Guard stationed in the Kaurava system. A long neglected series of planets, the Guardsmen are in dire need of some strict discipline. However, Stubbs had barely taken command before a Warp Storm opened on Kaurava IV, wiping out the 253rd Regiment. The sudden arrival of a myriad of foes caught much of the 252nd Regiment unprepared, leaving Stubbs with barely a quarter of the troops originally stationed in the system. If the new Imperial General can emerge victorious from the coming war, his way will be clear to even greater assignments, but the challenges ahead may require more skill and soldiers than he can muster.
Stubb's characteristics contrast greatly with the the Imperial general from the previous game, Lukas Alexander. Unlike the impassioned and almost charismatic Governor Militant, Stubbs is quieter, but just as ambitious.
Tactics
The Commissar is largely redundant in the Vance Stubbs' retinue. Stubbs himself is more than durable enough after just a single Wargear upgrade to no longer need the Commissar's extra durability. A Commissar may prove useful to allow for more frequent ability use without breaking morale in a retinue containing two or more Psykers.
The Psyker has meager combat abilities but adding several to the Command Squad makes for an excellent way to quickly and conveniently use the Psyker's impressive array of abilities. In melee the Psyker's special attack does incredible disruption although the Psyker himself is too fragile to be effective as a general melee combat fighter. With the Targeting Optics Wargear, Lukas becomes a much more durable detector than the Psyker, so one must choose between the Psyker's abilities and having an extra fighting man.
The Priest provides an incredible set of bonuses for the squad (and also overrides the Commissar's and Kasrkin Bodyguard's morale bonus) and adds an impressive amount of melee damage as well. Under most circumstances adding a Priest to the command squad should be your first move. Keeping one in the squad during the late game for Fanaticism can provide the squad with enough time to use the Psyker's special abilities in an otherwise deadly environment.
The Kasrkin Bodyguard has the same stats as the normal sergeant. He provides an excellent morale and health bonus (which are overridden by the Priest) for the squad as well as carrying the impressive Hellgun for ranged combat. They make excellent companions for Psykers to lend the squad some real ranged punch. These Kasrkin require General Vance Stubbs to be equipped with Ibram's Vestment Wargear to be added to the squad.
Targeting Optics is a good first choice of wargear to equip General Vance Stubbs with. It gives the Imperial Guard a detector unit at the start of every fight. Because much of the Command Squad's durability is dependent on the added squad leaders which are unaffected by wargear, choosing wargear that improves the Stubbs's health are less important than those which increase his firepower. The ranged weaponry wargear works best with a set of Psykers, while the melee weaponry wargear is most effective when accompanied by Priests.
Squad Leaders
Maximum Squad Leaders Allowed: 2 (+2 with Uncommon Valor, +1 with Ibram's Vestment)
Commissar - Command Squad
Commissar | Hotkey: C | |||
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Cost | 80 40 | Build Time | 25 s | |
Requirements | Nothing | |||
Effects | +200 to maximum morale |
Psyker - Command Squad
Psyker | Hotkey: Y | |||
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Cost | 80 40 | Build Time | 25 s | |
Requirements | Nothing | |||
Effects | </b>
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Priest - Command Squad
Priest | Hotkey: P | |||
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Cost | 90 40 | Build Time | 35 s | |
Requirements | Nothing | |||
Effects | Grants the abilities Righteous Fury, Fanaticism |
Kasrkin Bodyguard
Kasrkin Bodyguard | Hotkey: S | |||
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Cost | 75 15 | Build Time | 15 s | |
Requirements | Ibram's Vestment | |||
Effects | +100 health to every squad member, +150 maximum morale |
Abilities
Strafing Run
Strafing Run | Hotkey: T | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Requires | Regimental Command | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Target Types | Any | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Range | 40 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of effect | 4 per bomb | Cooldown time | 180 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Effects | Vance Stubbs calls down a strafing run by an overhead Vulture squadron. 32 small bombs are randomly dropped in a radius of 12 around the targeted location, damaging anything caught in the blast and throwing infantry around (20-30 force). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Weapons
Bolter
Bolter | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | Range is increased to 37.5 with Targeting Optics |
Power Gauntlet
Power Gauntlet | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 |
Weapon Upgrades
Storm Bolter
Storm Bolter | |||||
Cost | See Storm Bolter | Range | 30 | Setup Time | 0 s |
Build Time | None | Accuracy | 50% | Refire Rate | 1 s |
Area of Effect | 0 | Requires | Storm Bolter | ||
Notes | Range is increased to 45 with Targeting Optics |
Plasma Gun
Plasma Gun | |||||
Cost | See Plasma Gun | Range | 30 | Setup Time | 0 s |
Build Time | None | Accuracy | 50% | Refire Rate | 1 s |
Area of Effect | 0 | Requires | Plasma Gun | ||
Notes | Range is increased to 45 with Targeting Optics |
Master-Crafted Power Claws
Master-Crafted Power Claws | |||||
Cost | See Master-Crafted Power Claws | Range | Melee | Setup Time | 0 s |
Build Time | None | Accuracy | 100% | Refire Rate | 1 s |
Area of Effect | 0 | Requires | Master-Crafted Power Claws |
Battle Claws
Battle Claws | |||||
Cost | See Battle Claws | Range | Melee | Setup Time | 0 s |
Build Time | None | Accuracy | 100% | Refire Rate | 1 s |
Area of Effect | 0 | Requires | Battle Claws |
Researchable Upgrades
Uncommon Valor
Uncommon Valor | Hotkey: C | |||
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Cost | 100 100 | Research Time | 60 s | |
Researched From | Tactica Control | |||
Requires | None | |||
Effects | </b>
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Wargear
Master-Crafted Power Claws
Master-Crafted Power Claws | |||||
Requires | Nothing | ||||
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Effects | Permanently replaces Vance Stubbs's Power Gauntlet with Master-Crafted Power Claws |
Battle Claws
Battle Claws | |||||
Requires | Master-Crafted Power Claws | ||||
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Effects | Permanently replaces Vance Stubbs's Master-Crafted Power Claws with Battle Claws |
Storm Bolter
Storm Bolter | |||||
Requires | Nothing | ||||
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Effects | Permanently replaces Vance Stubbs's Bolter with a Storm Bolter |
Plasma Gun
Plasma Gun | |||||
Requires | Storm Bolter | ||||
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Effects | Permanently replaces Vance Stubbs's Storm Bolter with a Plasma Gun |
Targeting Optics
Targeting Optics | |||||
Requires | Nothing | ||||
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Effects | </b>
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Carapace Pauldrons
Carapace Pauldrons | |||||
Requires | Nothing | ||||
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Effects | </b>
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Carapace Chest Plate
Carapace Chest Plate | |||||
Requires | Nothing | ||||
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Effects | </b>
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Bionics
Bionics | |||||
Requires | Nothing | ||||
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Effects | </b>
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Macharian Cross
Macharian Cross | |||||
Requires | Nothing | ||||
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Effects | </b>
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Ibram's Vestment
Ibram's Vestment | |||||
Requires | All 9 other pieces of Wargear | ||||
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Effects | </b>
|
Dawn of War Single Player Units
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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