Jet Brigade Commissar

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A crude simulation of military leadership, the Commissar is augmented with slightly faster processing and a crude command subroutine. The Commissar stays out of combat if possible, as despicably cowardly as it is unequivocally non-sentient.

— Helldivers 2 PlayStation Store Page

The Jet Brigade Commissar is a variant of the Commissar that has been modified by the Automaton icon.svg Jet Brigade Icon.svg Jet Brigade to now mount a sleek Jump Pack

Spawning

Jet Brigade Commissars can be found on any difficulty on a planet where the Automaton icon.svg Jet Brigade Icon.svg Jet Brigade is currently invading/occupying. They can spawn from Bot Drops, leading patrols, and guarding Automaton Outposts and Objectives. Unlike other light Automatons, they do not spawn from Automaton Fabricators.

Starting on Challenging Difficulty Icon.svg Challenging, they can be found guarding Minor Places of Interest.

Jet Brigade Commissars on higher difficulties may be replaced by more dangerous light Automaton icon.svgAutomatons, such as Rocket Raiders and MG Raiders.

Behavior

Jet Brigade Commissars are essentially unchanged from their standard counterparts, but are equipped with a jump-pack that covers their back and allows them to jump long distances.

When initially detected, Jet Brigade Commissars at medium to long range will use their jump-pack to close the distance to Helldivers, proceeding to engage with their Fusion Pistol or Heat Blade depending on how close they are to the Helldiver. In addition they are equipped with Grenades to use to flush out Helldivers in cover.

When a Helldiver exits their range, they will reengage by using their jump-pack.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 125 Armor AV1 Icon.png Unarmored II Trooper Main Health.png 0% - None Yes 0%
Jetpack 50 Armor AV2 Icon.png Light 0% 100% 100 (50/s) No 100%
Head 40 Armor AV1 Icon.png Unarmored II 0% 100% None Yes 100%
Torso 100 Armor AV1 Icon.png Unarmored II 0% 100% None Yes 100%
Arms 65 Armor AV1 Icon.png Unarmored II 0% 50% None No 100%
Legs 90 Armor AV1 Icon.png Unarmored II 0% 65% None Yes 100%
* Parts with their HP listed as "Main" do not have their own individual health. All damage dealt to these parts is transferred to the enemy's Main health pool.
** Refer to armor values and enemy durability as defined in Damage.
*** The percentage of damage that is applied to the enemy's Main health pool. At 0 HP, the enemy dies. Unless the enemy has constitution, then it will bleedout and die.
**** ExDR means explosive damage resistance, this is a percentage between 0 and 100. If this value is 100%, the part is explosive immune, meaning explosives cannot damage it. Explosions will only directly damage Main health if it is internal.


Weapon Loadout

Fusion Pistol

Effectively a Fusion SMG but scaled down. The Fusion pistol is lighter yet loses none of the stopping power compared to its larger cousin. Commissar units exclusively wield this handgun alongside a Heat Blade as they charge towards their foe.

Stat Value
Damage.png Durable Damage.png Damage 35 Ballistic Damage
4 Durable Damage
Ballistic AP Medium.png AP 2/1/1/0
Firerate.png Fire Rate 325RPM (3-Round Burst)
3s (Burst Delay)
3.5s (Reload after 12 Shots)
Spread.png Spread (Mrad) ↔[10.00] ↕[10.00]
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 15



Heat Blades

The sheer power and versatility of a Heat Blade often make it a form of primitive status symbol amongst the Automatons. As a result, often Commissar units are found wielding them alongside their Fusion Pistol in battle, befitting any "officer" unit.

Stat Value
Damage.png Durable Damage.png Damage 60 Impact Damage
30 Durable Damage
Ballistic AP Medium.png AP 3/0/0/0
Firerate.png Fire Rate Melee
Spread.png Spread (Mrad) Melee
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 10



HE Grenade

A throwable explosive that bears eerie resemblance to the G-12 High Explosive Grenade. It is mainly used by Automaton Infantry to break apart fortified positions and even light vehicles. Has a notably long fuse time that allows it to be quickly thrown back.

Stat Value
Damage.png Durable Damage.png Damage 0 Ballistic Damage
0 Durable Damage
AOE Blast Damage.png Damage 200 Blast
Radii.png Inner 1.2m
Radii.png Outer 6m
Radii.png Shockwave 8m
Blast AP Medium.png AP 3/2/3
Ballistic AP Medium.png AP 0/0/0/0
Firerate.png Fire Rate Throwable
5s (Fuse Time)
~25s (Equipment Refresh)
Spread.png Spread (Mrad) Throwable (0)
Demo Force.png Demo Force 30
Stagger.png Stagger Force 50 (Ragdolls)
Push Force.png Push Force 40



Jump Pack Detonation

Effectively backpack-sized fuel tanks and engine parts. the Jumppacks worn by those of the Jet Brigade are notable volatile when damaged or punctured, often culminating into a firey explosion, throwing burning fuel and debris around the area

Stat Value
Damage.png Durable Damage.png Damage 0 Ballistic Damage
0 Durable Damage
AOE Blast Damage.png Damage 130 Blast
Radii.png Inner 2m
Radii.png Outer 3m
Radii.png Shockwave 3m
Blast AP Medium.png AP 3/2/3
Status Affliction.png Inflicts Affliction Burn.png 100 Burn DPS (3.0s)
(Via Explosion)
Ballistic AP Medium.png AP 4/4/4/4 (Burn DPS)
Firerate.png Fire Rate Death Explosion
Spread.png Spread (Mrad) Death Explosion
Demo Force.png Demo Force 30
Stagger.png Stagger Force 20
Push Force.png Push Force 40


Tactical Information

Jet Brigade Specific

  • Jet Brigade Commissars can cross large areas and quickly get into ranges where their weapons are far deadlier. They will prioritize getting into close quarters at all costs, limiting your ability to eliminate them at long range.
  • The jetpack of the Jet Brigade Commissars is more vulnerable than the Jet Brigade Commissar itself, exploding and igniting enemies, itself and potentially you upon destruction. The jetpack will detonate posthumously if enough damage reaches the jetpack through the Jet Brigade Commissar's chest or stomach.
    • Weapons such as the Purifier, Plasma Punisher or the Eruptor can be used to detonate the jump pack from afar, dealing area damage around the Jet Brigade Commissars and disabling its jump ability, often killing the enemy as well.

Commissar

  • Contrary to popular belief, Commissars do not have an increased chance of calling in Bot Drops; all light Automatons that are alerted to a Helldiver's presence will each have a chance to.

Light Automatons

  • All light Automaton icon.svgAutomatons are equipped with a hidden flare launcher in their left arm, which can be used to call in Bot Drops.
    • Destroying them before it can finish launching the flare will prevent a Bot Drop from being called in.
  • Grenades and headshots will reliably one-shot all light Automatons.

Trivia

  • There is no official interpretation of the Commissar's marching cadence, but a popular fan interpretation (with some variations indicated by slashes) involves the following lyrics:

HEART STEEL, WE KILL, IRON WILL, UNTO DAWN [×2]
CYBERSTAN, CAN'T KEEP HER DOWN/WE COUNT DOWN, GET BACK UP, ON TO WAR/LEGION GO [x2]

Variants

Change History

Patch
Description

1.001.104
2024-10-15

Changes

  • Normal small projectiles damage reduced from 40 to 35.