Description[]
The Force Commander is a primary commander unit who is produced in the Chapel-Barracks and cannot be produced alongside the Brother Captain. The Force Commander is essentially a Brother Captain except his war gear is from the Vanilla Soulstorm campaign war gear. However the difference is that at level 6, you can equip the Force Commander with terminator armour and unlock terminator weaponry. This makes him tougher and more damaging at the cost of speed so it's wise to attach him to a terminator assault squad and either teleport or drop pod into battle.
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.
-Left-click on this button and then on a location in the world to have this unit teleport to this location, passing over normally impassible terrain and units.
-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.
-Portable, very deadly bomb.
-The explosive can be placed anywhere. When placed, the explosive will be infiltrated and set like a booby trap.
-The explosive can be detonated at any time.
-The explosion is high-yield and deadly.
-It is designed to take down all structure types with ease, and will devastate everything nearby.
-This weapon is very dangerous, yet fragile. It cannot withstand heavy fire power so it must be protected even if infiltrated.
- Force Commander issues a mighty battlecry.
- Left-click to activate.
- Affects all nearby friendly infantry units for a short period of time.
- Provides an attack damage bonus and morale boost.
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.
-Rogal's Fist: Legend says this mace was created by Primarch Rogal Dorn himself. The mace lays waste to those who stand before it.
-Replaces standard chainsword.
-Plasma Pistol: Fires a bolt of super-heated plasma, burning through armor and flesh alike.
-Replaces standard bolt pistol.
-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.
-Adamantine Mantle: Made from the strongest materials, this cloak protects the wearer from harm.
-Increases health and regeneration.
-Artificer Armor: Forged by master craftsmen, this ancient ornate armor greatly increases the survivability of the wearer.
-Increases health and protects against melee attacks.
-Chapter Banner: The physical representation of the honor of the Blood Ravens chapter, no Space Marine will ever allow it to fall into enemy hands.
-Increase morale and health.
-Errant Pattern Greaves: These greaves are equipped with advanced bionics to increase the speed of the Force Commander.
-Increase speed and health.
-Teleporter: This advanced personal teleporter allows a marine to jump across obstacles on the battlefield.
-Enables teleportation.
-Hero research, upgrades your commanders by levelling them up.
-At level 4: + Health + health regeneration + damage bonus + morale + Wargear - ability recharge time
- Increases the maximum allowed squad cap by 2.
- Choice remains permanent until death of the commander.
-Hero research, upgrades your commanders by levelling them up.
-At level 5: + Cruel abilities + health + health regeneration + damage bonus + morale + Wargear - ability recharge time
- Increases the maximum allowed support cap by 2.
- Choice remains permanent until death of the commander.
- Increases the production speed of all structures by 15%.
- Choice remains permanent until death of the commander.
-Daemonhammer: The inquisition granted the chapter this mighty weapon after a battle against the forces of Chaos.
-Replaces Rogal's Fist.
-Melta gun: Fires a stream of sub-molecular pyrum-petrol gas able to incinerate men and structures alike.
-Replaces Plasma Pistol.
-Hero research, upgrades your commanders by levelling them up.
-At level 6: + Health + health regeneration + damage bonus + morale + Wargear - ability recharge time
- Further increases the maximum allowed squad cap by 2.
- Choice remains permanent until death of the commander.
- Globally increases the health of all units and structures by 10%.
- Choice remains permanent until death of the commander.
- Globally increases the morale of all units and titans (void shields) by 10%.
- Choice remains permanent until death of the commander.
- Increases the maximum relic resource cap by 125.
- Increases the relic resource rate by 10.
- Requires a relic.
- Choice remains permanent until death of the commander.
-The Force Commander is granted Terminator honors, permitting his use of the sacred armor.
-Once the add-on is complete, the Force Commander automatically equips the armor and is equipped with a Storm Bolter.
-Can upgrade his weaponry to various types of weapons effective against all targets.
-Can also be upgraded by a Thunder Hammer and Shield or Lightning Claws to possess Assault Terminator qualities.
-A Thunder Hammer is slower to wield than a normal Power Weapon but doubles the wearer's strength, allowing him to damage armor he normally couldn't.
-In addition, Thunder Hammers can also release a surge of energy on contact, temporarily stunning the target.
-Effective against Infantry and Heavy Infantry.
-Power Fist replaced by Shield.
-Replaces the Storm Bolter.
-Weapon with a matter disruption field, focused around four blades.
-Effective against Infantry and Heavy Infantry.
-Replaces Thunder Hammer and Shield.
-Heavy flamethrower.
-Short range.
-Effective against Infantry.
-Very effective at breaking enemy morale.
-Replaces Storm Bolter.
-A six-barrelled, self loading, solid slug autocannon.
-Long range.
-Very effective against Infantry.
-Replaces Heavy Flamer.
-High impact melee weapon.
-While sacrificing some damage versus vehicles and buildings, the Chain Fist strikes faster than the Power Fist and deals more damage to Infantry.
-Effective against Infantry and Heavy Infantry.
-Replaces Power Fist.
-High impact missile launcher, attached apically to Terminator armor.
-Long range.
-Effective against all, very effective against vehicles.
-Equips the Force Commander with a Personal Teleporter for his Terminator Armor.
-Enables teleportation.
-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
- Further increases the maximum allowed support cap by 2.
- Choice remains permanent until death of the commander.
- Further increases the production speed of all structures by 15%.
- Choice remains permanent until death of the commander.
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