“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.
Melee Resistance Aura
This unit takes 40% less damage from melee weapons. Passive ability.
Drop Pod | T1
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.
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.
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
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.
Increases the Force Commander's speed by 2 for 10 seconds. Cooldown 30 seconds.
Activates a force shield that grants immunity to weapon knockback and causes damage to reduce energy rather than health.
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
Increases the damage output of a squad by 25% for 20 seconds. Cooldown 50 seconds.
Drop Pod | T1
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.
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.
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
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.