“Might and honor!”
A Force Commander is a Space Marine veteran assigned to lead an Astartes strike force, generally assumed to be a Company Captain or similar senior rank within a Chapter or the most capable officer in deployments involving multiple Space Marine Chapters. The Force Commander leads from the front and excels in melee combat.
type | hero |
squad | 1 |
health | 820 |
energy | 100 |
courage | 100 |
type | hero |
armor | commander |
size | small |
xp | 500 |
global | 30 |
health | 820 |
melee skill | 70 |
speed | 5 |
rotation | 800 |
sight | 40 (5) |
charge speed | - |
charge range | 12 |
charge duration | - |
charge cooldown | 6 |
leap | no |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
health | 820 | 861 | 904 | 949 | 997 | 1047 | 1099 | 1154 | 1212 | 1272 |
health regen | 0.5 | 0.51 | 0.53 | 0.54 | 0.55 | 0.57 | 0.58 | 0.59 | 0.61 | 0.62 |
energy | 100 | 110 | 120 | 130 | 140 | 155 | 165 | 175 | 185 | 200 |
energy regen | 1 | 1.1 | 1.21 | 1.33 | 1.46 | 1.61 | 1.77 | 1.95 | 2.14 | 2.36 |
melee skill | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 |
melee damage | 1 | 1.05 | 1.09 | 1.14 | 1.18 | 1.22 | 1.25 | 1.29 | 1.33 | 1.36 |
range damage | 1 | 1.02 | 1.04 | 1.06 | 1.08 | 1.1 | 1.13 | 1.15 | 1.17 | 1.2 |
sm_chainsword_force_commandermelee_pvp damage |
sm_bolt_pistol_heropiercing_pvp damage |
sm_powersword_force_commandermelee_power_weapons_pvp damage |
sm_bolt_pistol_heropiercing_pvp damage |
sm_sword_and_shield_force_commandermelee_pvp damage |
sm_power_fist_force_commandermelee_heavy damage |
sm_plasma_pistolplasma_pvp damage |
sm_twohanded_hammermelee_power_weapons_pvp damage |
Melee Resistance AuraThis unit takes 40% less damage from melee weapons. Passive ability. |
Drop Pod | T1200 100Call in a Drop Pod that instantly reinforces nearby Space Marine squads, then remains on the field as a reinforcement point. Cannot reinforce Terminators or non-Space-Marine squads. Cooldown 300 seconds. |
Battle Cry50Become immune to all knockback and perform special attacks with every strike for 15 seconds. Allied infantry in radius 35 have their damage increased by 10% for 15 seconds, and each of the FC's special attacks increases allied infantry damage by an additional 10% for 15 seconds in a radius 35. While the Power Sword is equipped, the buff from special attacks is 15% per attack, and while the Thunder Hammer is equipped, the buff is 5% per attack. If the Force Commander has his Thunder Hammer equipped, his special attacks deal 10% less damage than normal while his Battle Cry is active. Cooldown 60 seconds. |
Defend10, then 4 per secondTake up a defensive stance, reducing received ranged damage by 50% and granting suppression immunity to the Force Commander and allied infantry in radius 22. Affected units have their speed reduced by 35%. Drains 4 energy per second. |
Flesh Over Steel60A mighty blow from the power fist disables the targeted vehicle for 7 seconds and reduces the target's rotation rate by 80%. Range 8, Cooldown 80 seconds. |
Sprint25Increases the Force Commander's speed by 2 for 10 seconds. Cooldown 30 seconds. |
Iron Halo1 for every 5 damageActivates a force shield that grants immunity to weapon knockback and causes damage to reduce energy rather than health. |
Teleport55Teleports to the targeted location within radius 60. Cooldown 30 seconds. |
Power Sword | T1100 20 20Equips a Power Sword (50 power melee DPS). Allied infantry have their damage bonus from Battle Cry increased to 15% per attack. Effective against infantry. |
Artificer Armor | T1100 25 20Increases health by 200, health regeneration by 2.5 HP/s and maximum energy by 20. |
Assault Cannon | T170 40 20Ranged weapon with long range, effective against infantry. 59.73 piercing DPS, 85 heavy melee DPS. |
Chainsword and Storm Shield | T1110 25 20Grants the Defend ability which makes nearby allies immune to suppression, 50% resistant to ranged damage, but have their speed reduced by 35%. Also increases the Force Commander's health by 100 and reduces the Force Commander's received ranged damage by 20%. 45.38 melee DPS. |
Armor of Alacrity | T1110 20 20Increases the Force Commander's health by 100, speed by 0.5, and grants the Sprint ability that temporarily increases speed by 2 for 10 seconds. |
Teleporter Pack | T2100 40 15Grants the Teleport ability, allowing the Force Commander to instantly teleport to a targeted location. |
Thunder Hammer | T2150 35 20Equips a disruptive two-handed hammer that has a 15% chance to deal weapon knockback with each blow but reduces the the effects of battle cry on allies by 50%. Very effective against infantry and heavy infantry. 62.5 power melee DPS. |
Terminator Armor | T3150 75 20Permanently equips the Force Commander with Terminator armor, changing him into an entirely different unit. His health is increased to 2500, but he loses any gained levels and access to normal wargear, gaining access to Terminator weapons instead. Equips him with a Storm Bolter (33.87 piercing DPS) and Power Fist (85 heavy melee DPS). |
Sacred Standard | T2150 35 15Equips the Sacred Standard which inspires allied, non-commander infantry in radius 25, increasing their damage by 25%. If the Force Commander falls in battle, the damage bonus increases to 40%. |
Power Fist | T2150 50 20Equips a slow but deadly Power Fist (85 heavy melee DPS) and Plasma Pistol (10.42 plasma DPS) effective against all targets. Also grants the Flesh Over Steel ability that disables a targeted vehicle for 5 seconds. |
Iron Halo | T1100 25 15Grants the Iron Halo ability which allows the Force Commander to absorb damage at the cost of energy. 5 damage absorbed for every point of energy lost. |
For the Emperor | T150Increases the damage output of a squad by 25% for 20 seconds. Cooldown 50 seconds. |
Drop Pod | T1350 125Call in a Drop Pod that spawns a Tactical Marine Squad, then remains on the field as a reinforcement point. Cannot reinforce Terminators or non-Space-Marine squads. Cooldown 300 seconds. |
Deep Strike Terminator Squad | T3650 100 350Teleport in a Terminator Squad to the targeted location. Terminators are immune to suppression but cannot fall back. The sight of Terminators killing enemy units inspires nearby troops, temporarily increasing their combat effectiveness. Cooldown 420 seconds. |
Deep Strike Terminator Assault Squad | T3650 100 350Teleport in a Terminator Assault Squad to the targeted location. Terminators are immune to suppression but cannot fall back. The sight of Terminators killing enemy units inspires nearby troops, temporarily increasing their combat effectiveness. Cooldown 420 seconds. |
Orbital Bombardment | T3500Call in a massive orbital strike capable of destroying even the heaviest units. The player chooses the targets of 3 orbital cannons. Each beam deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, they deals 500 explosive damage in radius 6 and an additional 150 explosive damage in radius 11. Cooldown 120 seconds. |