Description[]
The promoted master of the Space Marine chapter armed with a Daemon Hammer and a Inferno pistol. They can be produced in the Chapel-Barracks and replace the Brother Captain.
Abilities[]
-Order the squad to run.
-Increases movement speed by 45% in exchange for weapon accuracy.
-Lasts for 10 seconds, 2 second cooldown after use.
-Toggleable ability. Turns on/off the user's personal shield.
-Personal/Halo shields are protective shields that protect the user completely from harm. While active, the shields will transfer damage from health to shields (morale).
-When the morale of the user drops to 0, the user will be incapable of shield damage and will start to lose health instead.
-Calls an orbital strike on the targeted location.
-Left-click and target a location to activate.
-Orbital Strikes do massive damage, but are very inaccurate.
- The Chapter Master calls upon the Inquisitorial Powers.
- The Psychic Inquisition is cast, and Chapter Master maintains its power for a long time, increasing its intensity and its strength.
- The Chapter Master unleashes the Inquisitorial powers when the ability reaches its climax, enacting a powerful burst of energy.
- All enemy infantry units around the world are thrown back great distances, take large amounts of damage, and are temporarily immobile.
- The ability is devastating, but weakens the Chapter Master for a duration.
-Left-click on this button and then on a location in the world to have this unit jump or fly to this location, passing over normally impassible terrain and units.
-Knocks back units nearby on landing.
Upgrades[]
-Hero research, upgrades your commanders by levelling them up.
-At level 1: + Health + morale.
-Hero research, upgrades your commanders by levelling them up.
-At level 2: + Health + morale - ability recharge time.
-Hero research, upgrades your commanders by levelling them up.
-At level 3: + Health + health regeneration + damage bonus + morale + Wargear - ability recharge time.
-Power Fist: Energy weapon capable of crushing heavy armor with ease. Very effective against infantry and vehicles.
-Replaces standard melee weapon.
Power fist ur b u m
-Flame Thrower Combi Bolter: The weapon deals excellent damage against infantry with the combination of flame and bolter fire combined.
-Replaces standard bolter.
-Iron Halo: Revered as a relic of the Blood Raven's unknown Primarch, the halo projects an energy field that disrupts incoming fire.
-Protect against ranged attacks; increases health.
-Artificer Armor: Forged by master craftsmen, this ancient ornate armor greatly increases the survivability of the wearer.
-Increases health and protects against melee attacks.
-Jump Pack: Personal Assault wargear, used for quick navigation and ultimately speedy.
-Allows the user to jump over impassable terrain.
-Plasma Combi Bolter: The combination of plasma and bolt projectiles leaves heavy infantry and infantry defenseless. The weapon has good armor penetration.
-Replaces Flame Thrower Combi Bolter
- Very dangerous melee block weapon that sometimes bashes opponents to the ground.
- Replaces the Melta-Combi weapon permanently.
-Hero research, upgrades your commanders by levelling them up.
-At level 4: + Health + health regeneration + damage bonus + morale + Wargear - ability recharge time
-Hero research, upgrades your commanders by levelling them up.
-At level 5: + Cruel abilities + health + health regeneration + damage bonus + morale + Wargear - ability recharge time
-Thunder Hammer: Slower rate of attack, but utterly destroys all targets in melee.
-Replaces Power Fist.
-Melta Combi Bolter: This weapon sears armour and flesh alike with melta, and punctures and explodes infantry with bolter fire. Effective versus vehicles and infantry. Good rate of fire.
-Replaces Plasma Combi Bolter.
- Best weapon forged by the grand chapter, effective against everything.
- Replaces the Thunder Hammer permanently.
-Hero research, upgrades your commanders by levelling them up.
-At level 6: + Health + health regeneration + damage bonus + morale + Wargear - ability recharge time
-Hero research, upgrades your commanders by levelling them up.
-At level 7: + Health + health regeneration + damage bonus + morale + Wargear - ability recharge time
-Hero research, upgrades your commanders by levelling them up.
-At level 8: + Primary commander portable explosives + heroic inspiring aura (100m) + production speed + movement speed
Navigate back to Space Marines or Factions