XCOM 2
Commissar - LW2
37 Comments
JOHNNY FREEDOM 2 Sep, 2020 @ 4:49am 
@RatBoi Seconded, might have to look up how to port this i reckon.
RatBoi 30 Nov, 2018 @ 1:56pm 
Any plans on making this for WOTC, would be perfect for my guardsmen
Iceberg 9 Jul, 2018 @ 7:55pm 
Definitely a conflict
Sammy Paradise 23 Jun, 2018 @ 3:18am 
The final tier of skills, master sergeant, doesn't populate the icons for the skills. I'm not sure if it's a mod conflict or not but it's annoying to see the alert telling me i have to spend his last skill point when there is no skill icons to select
KitKat 26 Apr, 2018 @ 1:04pm 
drive me closer, i want to hit them with my sword!
Iceberg 24 Feb, 2018 @ 11:21am 
The imperial guard voice pack conflicts with this mod's custom skills. Just thought everyone should know.
Iceberg 24 Feb, 2018 @ 1:50am 
Scouts definitely don't count, totally different model. They may still be space marines in a broader sense but if you have to pick 3 core typologies of "the space marine," they're never making the cut.
Maximum Broly! 10 Feb, 2018 @ 2:34pm 
Is there a WOTC Version?
Niftyeye 27 Jan, 2018 @ 4:50am 
FEAR ME! BUT FOLLOW!
SkepticalPopsicl 20 Dec, 2017 @ 10:04pm 
Omg i found it
it's from "Capnbubs Accessories Pack - No Expansion"
SkepticalPopsicl 20 Dec, 2017 @ 10:00pm 
Hey @Rookie Slime! How did you get that red beret on the thumbnail, I NEED IT!!
Please tell me
Rakdarian 16 Dec, 2017 @ 7:20pm 
https://puu.sh/yI4AP/aa531fa207.png Is it suppsoed ot look like this?
Blue Zergling  [author] 18 Oct, 2017 @ 4:01pm 
From remaking the mod from scratch, it seems like the execute ability might've caused the bug, since it didn't have an action cost, I think. The wotc version should have it fixed, unfortunately the lw2 version is kinda mia.
๖Vσsƙii 17 Oct, 2017 @ 5:37am 
I think the custom abilities causes the end turn bug, other than that swell mod :) I tried replacing the abilities with the default ones and the end turn bug stops. But had to revert back to the custom abilities because they're great and unique. its just annoying to manually end a turn.
Varyag 10 Oct, 2017 @ 8:42am 
GREAT MOD AND GREAT UNIT TO SEND ROOKIES WITH
Blue Zergling  [author] 15 Sep, 2017 @ 7:49pm 
@Naylind Welp, that's an oversite. Will correct!
Naylind 15 Sep, 2017 @ 5:23pm 
Hi, when i search through the Steam Workshop "Warhammer" this mod doesn't show up. Can you add a Tag? Thanks.
The Tactical Exorcist 12 Sep, 2017 @ 7:19am 
Ignore the "pulsar" bit. That's my iPod's auto-correct screwing with me.
The Tactical Exorcist 12 Sep, 2017 @ 7:19am 
@Rookie Slime Best way I'd look for ways to make the main three (or at least Tacs and Devs) unique is a glance or twelve at DoW2's skill system. More for the perks than anything, but some modified LW2/vanilla skills pulsar be too difficult to make those.

That said, I can understand your point. Hard to justify human-sized super soldiers when there are mods that already make them, and especially when one looks at the basic roles fulfilled of your Guardsmen mod.
Blue Zergling  [author] 12 Sep, 2017 @ 12:18am 
@The Tactical Exorcist Those three are what I figured, but I had a 2 hour long argument with my friend once about whether or not scout marines were the same as the other three.

Pointless highschool arguments aside, the biggest problem is how to differentiate between the three when looking at options within xcom. Assault isn't as big of a problem, since they would fill a different role than tac or devs (mobile melee/flanker), but implementing tactical marines would leave a fair bit of overlap with the guardsman, unless they're made as a spark class. Devastators would work better than tacs as a spark class based on abilities and movement, but we'll see.

As far as modeling, I'm basically in the same boat as you. I'd love to do it, but I don't really know how and it'd take me a while to learn.
The Tactical Exorcist 11 Sep, 2017 @ 7:13pm 
@Rookie Slime Goin' off the wiki here, but that'd be the Tacticals, Assaults, and Devastators. Pretty simple to work out the basics, but if one were to make all the weapons of the Imperium, I can imagine that specialized classes would be kinda important.

That said, you're welcome to do what you wanna. Just wondering what would happen. Been kicking around the idea of taking up modeling myself, but due to a lack of know-how, equipment, and...well, basically everything necessary, I'm not able to do so.
Blue Zergling  [author] 11 Sep, 2017 @ 6:58pm 
@The Tactical Exorcist Currently, once these are updated for wotc, it's going to be an Inquisitor class, then a Techpriest based classed, and the astartes will come after that. Currently, it's most likely going to start as a basic Marine and is either going to be a default soldier class or possibly a Spark class, depending on available assets (Mina mentioned Spark Marine armor is something she was considering).

Past that, it's unknown. Out of curiousity, what do you consider the three Marine types? If all three can be implemented sufficiently, then I'll probably go for it.
The Tactical Exorcist 11 Sep, 2017 @ 5:58pm 
A quick question: should someone make a decent Space Marine Power Armor mod, would you make a one-size-fits-all Space Marine class mod, or one for each of the main three Marine types?
Blue Zergling  [author] 5 Sep, 2017 @ 8:14am 
I actually discovered that last night as well. The strange part is it was only one of my commissars that had the issue, the other didn't. I plan to figure out why soon, but it's lower priority than updating these mods for wotc since it's a nuisance rather than being game breaking.
Steelflame 5 Sep, 2017 @ 1:26am 
There is one notable bug. When equipped with a pistol, even when out of AP the turn won't end, you have to manually end the turn, if using a Comissair.
Blue Zergling  [author] 28 Aug, 2017 @ 9:55pm 
@FarmersOnly.com I think you can launch WotC separately from the base game, so it may not break instantly. Once I purchase WotC I'll make sure everything functions.
Friend of Hats 28 Aug, 2017 @ 8:57pm 
Can't wait to use this 3 minutes before it becomes incompatible
Blue Zergling  [author] 28 Aug, 2017 @ 12:46pm 
@Ah I need a medic bag Currently it lasts 5 turns, I'm thinking of buffing it to last for the duration of the mission
Blue Zergling  [author] 28 Aug, 2017 @ 12:45pm 
Unfortunately, no. I might change that in the future. . You can pick up the commissar perk from officer training currently to 0HKO mc'ed enemies though.
Fischy 28 Aug, 2017 @ 12:21pm 
does Death Before Dishonor work one mindcontrolled units?
Dreyfus0414 28 Aug, 2017 @ 10:56am 
does the not one step back pistol shot give boosts for the entire mission or just a few turns?
Alterd-Rushnano 28 Aug, 2017 @ 6:50am 
FLIGHT ME CLOSER! I want to hit them with my sword!
Blue Zergling  [author] 28 Aug, 2017 @ 6:25am 
@batman I'd love to say that's a feature, but sadly they're not intended to shoot -every- panicking soldier. I'll look into it, but do you know if it's still properly killing the shot soldiers and applying the buff?
Musashi 28 Aug, 2017 @ 5:19am 
Finally another class that uses my primary melee weapons 👍🏻👍🏻👍🏻
Totally Not An Illuminate Spy 28 Aug, 2017 @ 5:03am 
IF YOU WILL NOT SERVE THE COMMANDY ONE OF THE BATTLEFIELD, YOU SHALL SERVE HIM ON THE FIRING LINE!
Arkhangel 28 Aug, 2017 @ 5:01am 
DRIVE ME CLOSER! I want to hit them with my sword!
batman 28 Aug, 2017 @ 4:47am 
got a small bug when one sodlder panics he shoots them lol