Force Commander

“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.

Unit stats
typeinfantry
squad1
health820
energy100
courage100
Model stats
typeinfantry
armorcommander
sizesmall
xp500
global30
health820
melee skill70
speed5
rotation800
sight40 (5)
charge speed+3
charge range12
charge duration4
charge cooldown6
leapno
12345678910
health82086190494999710471099115412121272
health regen0.50.510.530.540.550.570.580.590.610.62
energy100110120130140155165175185200
energy regen11.11.211.331.461.611.771.952.142.36
melee skill70717374757778808182
melee damage11.051.091.141.181.221.251.291.331.36
range damage11.021.041.061.081.11.131.151.171.2

Default


sm_chainsword_force_commander

melee_pvp damage
51 damage per hit
39.23 damage per second

sm_bolt_pistol_hero

piercing_pvp damage
30.8 damage per hit
16.05 damage per second

Power Sword


sm_powersword_force_commander

melee_power_weapons_pvp damage
65 damage per hit
50 damage per second

sm_bolt_pistol_hero

piercing_pvp damage
30.8 damage per hit
16.05 damage per second

Chainsword and Storm Shield


sm_sword_and_shield_force_commander

melee_pvp damage
59 damage per hit
45.38 damage per second

Power Fist


sm_power_fist_force_commander

melee_heavy damage
170 damage per hit
85 damage per second

sm_plasma_pistol

plasma_pvp damage
15 damage per hit
7.82 damage per second

Thunder Hammer


sm_twohanded_hammer

melee_power_weapons_pvp damage
125 damage per hit
62.5 damage per second

Melee Resistance Aura

This unit takes 40% less damage from melee weapons. Passive ability.

Drop Pod  | T1
200 100

Call 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 Cry
50

Become 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 attacks adds the bonus again. Cooldown 60 seconds.

Defend
10, then 4 per second

Take 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 Steel
70

A 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.

Sprint
25

Increases the Force Commander's speed by 2 for 10 seconds. Cooldown 30 seconds.

Iron Halo

Activates a force shield that grants immunity to weapon knockback and causes damage to reduce energy rather than health.

Teleport
55

Teleports to the targeted location within radius 60. Cooldown 30 seconds.

Power Sword  | T1
100 20 20

Equips 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  | T1
100 25 20

Increases health by 200, health regeneration by 2.5 hp/s and maximum energy by 20.

Assault Cannon  | T1
70 40 20

Ranged weapon with long range, effective against infantry. 59.73 piercing DPS, 85 heavy melee DPS.

Chainsword and Storm Shield  | T1
110 25 20

Grants the Defend ability which makes nearby allies immune to suppression and 50% resistant to ranged damage. Also increases the Force Commander's health by 100. 45.38 melee DPS.

Armor of Alacrity  | T1
110 20 20

Increases 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  | T2
100 40 15

Grants the Teleport ability, allowing the Force Commander to teleport to a targeted location.

Thunder Hammer  | T2
150 35 20

Equips a disruptive two-handed hammer that has a 15% chance to deal weapon knockback with each blow. Very effective against infantry and heavy infantry. 62.5 power melee DPS.

Terminator Armor  | T3
150 75 20

Permanently 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  | T2
150 35 15

Equips 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  | T2
175 50 20

Equips a slow but deadly power fist (85 heavy melee DPS) and plasma pistol (7.82 plasma DPS) effective against all targets. Also grants the Flesh Over Steel ability that disables a targeted vehicle for 5 seconds.

Iron Halo  | T1
100 25 15

Grants 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.

Heavy Flamer  | T1
70 40 20

The Heavy Flamer is effective against infantry in cover or buildings. Grants the Cleansing Flame ability. 27.1 flame DPS in a radius of 4.

For the Emperor  | T1
50

Increases the damage output of a squad by 25% for 20 seconds. Cooldown 50 seconds.

Drop Pod  | T1
300 100

Call 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  | T3
650 100 350

Teleport 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  | T3
650 100 350

Teleport 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  | T3
500

Call 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.