← ENEMIES·AUTOMATONS·JET BRIGADE JET BRIGADE COMMISSAR
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.
TACTICAL BRIEF
• 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.
• 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.
• All light Automatons 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.
VARIANTS
Related strains tracked under their own catalogue entry. Pulled from the wiki's Variants gallery.