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MadMac
24th Jan 09, 6:08 AM
This is all pretty basic stuff, but it's hard to keep track of when you are in game in busy. So I thought it might help to know some of the basic Commander information in a format that can be looked at casually.

All commanders can equip 3 wargear at a time, one of each type. You can swap between any purchased wargear but it takes a few seconds for each switch.

Force Commander The FC starts with 800 HP and 100 En. His basic ability is Battle Cry, which boosts allies and lets his do special attacks on every hit for a while.

Power Sword--120/25 gives him a better anti infantry sword and pistol, boosts Battle Cry.

Chainsword and StormSheild--150/30 the tooltip doesn't say what effect this has on his stats, but gives the Defend ability, which allows him to boost himself and allies defense for a time in exchange for slow speed.

Thunder Hammer--150/30 Powerful anti-infantry weapon with knockback.

Power Fist--200/65 Very powerful anti-vehicle weapon, has an ability that also stuns vehicles when used.

Artificer Armor--125/25 Gives +200 HP and boosts Regen.

Armor of Alarcity 110/20 Gives +100 HP and the sprint ability.

Terminator Armor 300/150 basically overides all other stats and gear to make the FC a 3500 HP Terminator.

Iron Halo--120/30 Gives an energy sheild ability. Several heroes have a variation on this ability. Drains energy but reduces damage when turned on.

Teleporter Pack--40/40 Gives Teleport

Sacred Standard 140/30 Gives an aura that boosts ally damage, esp if FC is killed.

Apocethary Has 600 HP 100 En and Heal.

Annointed Power Axe 80/25. Gives an improved melee weapon that leeches energy with every hit.

Mastercrafted Bolter 85/25 switches to ranged primary, and gives the Full Auto ability, which is basically a quick knockback attack.

Sanguine Chainsword 100/30 leeches health from enemies on hit.

Armor of Purity 100/25 Gives +150 HP and reduces recharge on heal.

Combat Stim equip 90/25 gives combat stim ability, boosts squad damage for a time. Takes the armor slot because...?

Armor of Apocetherian 200/80 Awesome armor that provides a toggable, energy draining healing aura.

Purfication Rites 130/25 Damage nearby enemies when healing yourself. (Never used this, don't know how good the damage is)

Purification Vials 130/25 allows the Apoc to throw grenades.

Improved Medical Equip 120/30 Forgot to write this one down, but I believe it adds +100 Energy and boosts regen.

Tech Marine Starts with 700 HP 100 energy, along with the build turret, build relay, place mine, and repair abilities.

Plasma Gun 100/25 One of the few abilities that says effective against heavy infantry, and not just infantry, assuming that matters. Gives Overcharge, which can increase the TM's firing speed for a time.

Consecrated Bolter 135/25 Gives Brothers in Arms, which boosts ranged damage and firing speed for the TM and his buddies.

Mastercrafted Bolter 100/40 Presumably an even better bolter with High Power shot, which is high damage+supress against a single target.

Artificer Armor 110/25 +200 HP and improved regen.

Bionics 115/25 +150 HPs and the powerful sweep ability, which basically just lets you push back nearby enemies before you run like a girl.

Sijurn(spel?) Armor 135/25 Boosts range dam for the TM and adds Mark Target. (think marker lights for Tau)

Orbs of the Onmissiah 120/25 grenades that drain energy and immobolize vehicles.

Refractor Sheild 125/25 Gives a basic energy sheild, see Iron Halo.

glenn3e
24th Jan 09, 6:23 AM
Most infantry are infantry, even space marines. I noticed that Heavy Infantry is for Terminator-class types of units.

MadMac
24th Jan 09, 6:25 AM
Warboss Starts with 950(!) HP and 100 En. Stomp ability.

Big Bang Hammer 100/20 more powerful weapon that inspires allies on hit.

Enhanced Custom Shoota 100/20 For those range focused Warbosses, has a knockback effect.

PowerKlaw 190/165 Kill everything melee weapon.

Cybork implants 125/25 +100 HP and big stomp ability.

Spikey Armor 120/30 +200 HP and damage melee attackers (passive)

Eavy Armor 200/100 +900 HPs. Seriously.

Angry Bits 130/20 Gives the Now I'm Angry power, where hurting the WB just makes him stronger.

Boss Pole 140/25 Gives boosted HPs and supression resistance to nearby allies. Don't know the exact HP, but it's pretty meaty. Gave some Shoota Boyz +100-200 HP (total for the squad) IIRC.

Trophy Rack 115/30 Scares enemies, causing them to shoot slower.

Kommando Has 700 HP 100 En, starts with Infiltrate and stun grenade.

Assashuns Knife 120/30 slows enemies and allows a brutal sneak attack move.

Speshul Shoota 115/30 powerful anti-infantry shotgun.

Rokkit launcher 105/65 Good AT weapon, grants In the Crosshairs ability. Kommando benefits from multiple weapons more than most commanders.

Extra Equipment 110/20 +200 HP +215 En. No brainer, seriously.

Improved Camo 45/45 Infiltrate doesn't drain En. Would be awesome if Extra Equip wasn't extra special awesome.

Boom Time 110/25 +100 HP and death explosion.

Stik Bombz 130/20 Gives him a proper grenade.

Booby Traps 155/20 allows proximity mines.

Kabom 100/30 allows Kommando to blow self up. (and live to tell about it. Maybe)

Mekboy 600 HP 100 En, has teleport build turret, build banner, and repair.

Deffgun 115/20 Gives the Mek a HMG, complete with setup time.

Beamy Deffgun 100/60 as above, only a heavy AT weapon.

Battery Pack 85/20 can give health and energy to ally. Whee...

Electric Armor 170/30 +200 HP and can activate an aura that damages enemies.

Mega Rumblah 200/70 grants the Rumblah power that knocks down enemies in a radius.

Prox Mines 130/30 Does what it says on the tin.

Kustom Force Field 110/25. See Iron Halo, but has overcharge, which is a more powerful sheild on a cooldown.

Super Tuff Beam 180/65 Make an Ally temporaily invincible.

Eldar are next. Corrections and additions are welcome! (I don't have practicle experience with some wargear abilites, for example)

ErichTheGraham
24th Jan 09, 6:27 AM
cool. are you gonna do this for every race? the hero upgrades are one of the most confusing things for people starting out, so a comprehensive analysis would be pretty rad.

MadMac
24th Jan 09, 6:49 AM
Warlock 800 HP 100 en. FoF and Destructor.

Immolator 100/30 Gives the Immolate ability, which is a ranged AoE blast.

Merciless Witchblade 100/30 boosts melee and range damage, also leeches energy on hit.

Witchblade of Kernos 100/25 Gives the very brutal Eathereal Slash attack. (Ranged line effect)

None of the Warlocks weapons specifically say AT, but I don't remember him doing poorly against vehicles. Something to check out.

Champions Robe 120/30 +150 HP and Psychic Shield. (See Iron Halo, et all)

Cloak of Shadows 180/40 +100 HP, and can activate a shroud aura that grants concealment, defense, and supression resist to nearby allies. drains energy when used.

Providence 200/100 Can activate a power that makes the Warlock temp invulnerable and removes all cooldowns.

Channeling Runes 100/30 Can boost an allies HP/En regen at no cost, but Warlock is immobile when used.

Warp Throw 100/25 Jedi throwing. Sweeeet.

Heart of Darkness 100/30 Warlock can damage himself to regain energy.


Warp Spider 700 HP 100 En TP and Group TP.

Heavy Death Spinner 100/25 Can toggle on to boost damage and add knockback, but drains power.

Entangling Web 135/35 Gives an Entangle ability.

Power Blades 170/70 gives WS a powerful melee attack vs vehicles.

The Warp Spider is unusual in that none of his weapons seem to give him a passive range damage bonus. Not that he seems to lack for damage...

Improved Warp Generator 110/35 +200 HP +100 En

Phase Armor 125/35 +150 HP gives a "Stasis Field" ability.

Enhanced Warp Jump Generator 100/25 boost teleport range and reduces cooldown.

Improved Targeters 100/35 Passive boost to weapon range and damage.

Shimmer Orbs 100/25 If I remember right, this creates a two way forcefield (no shooting in or out, but can be walked through)

Anti-Grav Grenade 200/50 Grenade that leaves enemies suspended and helpless.

Farseer Has 700 HP 100 En FoF and Guide.

Doombringer 115/25 Grants Doom Ability. One enemy unit takes extra damage.

Singing spear 170/55 AT weapon.

Gravity Blade 200/50 Gives Levitate feild, which can disrupt and damage a huge number of enemies near the farseer.

Armor of Fortune 100/25 +150 HP and Fortune Ability. (Reduced damage for single unit)

Rune Armor 110/30 +50 HP +100 En and boosts En Regen.

Armor of Augary 150/60 +200 HP Can use TimeField, a ranged aoe ability that slows enemies and prevents them from attacking for a short time.

Spirit Stones 100/25 gives bonuses for reviving allied commanders, and has an ability that restores energy.

Ghost Helm 100/25 Gives Mind War ability. Does some damage to the FS, and more damage to the target. Anyone had much luck with this one?

Runes of Reaping 100/25 passive, siphons energy with every hit.

I haven't done Tyranids yet, but I'll get to them when I can.

MadMac
24th Jan 09, 8:07 AM
Tyranids.

Hive Tyrant 1000 HP 100 En has Synapse. Slower than slow.

Weapons

Rending Talons 115/25 better damage plus Sesimic Roar ability (causes knockback)

Crushing Claw 180/65 Melee AV weapon

Venom Cannon 160/50 Anti everything ranged weapon. Fires slow, but still very good.

Armor

Extended Carapace 120/30 +200 HP and gives Charge ability.

Improved Synapse 140/40 +150 HP for HT, gives synapse creatures boosted HPs (+240 HPs total for either gaunt squad)

Bonded ExoSkeleton 185/45 +300 HPs, gains Invicibility power, become invulnerable for a short time.

Gear

Warp Field 125/20 basic energy shield.

Psychic Scream 110/25 reduces enemy damage in a huge radius.

Bio-Plasma 110/25 weakish ranged AoE attack.

Ravener 800 HP 100 en, Tunnel ability.

Weapons

Crippling Talons 110/25 reduces enemies speed/dam on hit.

Acid Splatter 135/30 Melee attacks do splash damage.

Corrosive Devourer 135/60 Switches Ravener to range primary. Can activate Corrosive Shot to temporarily do decent AV damage.

Armor

Hardened Carapace 120/20 +250 HPs and adds burrow ability.

Reinforced Chitin 105/25 +200 HPs and units that attack ravener in melee are slowed. (passive)

Regenerate 150/40 +200 HPs and small chance of auto-revive.

Gear

Burrow Trap 100/20 Can set traps that do small dam+stun.

Strengthen Sinew 100/25 Increases movement speed.

Synapse Aura 120/35 Gives Ravener a basic synapse aura that boosts damage.

Toxic Miasma 130/30 Toggle power that drains energy and damages units around the Ravener.

Lichtor Alpha 700 HP 100 en, has infiltrate and flesh hooks.

Weapons

Feeder Tendrills 125/25 Lichtor gains HP when killing enemy.

Scything Talons 80/35 When attacking from infiltrate, add supression effect.

Toxic Sacs 130/30 When attacking from infiltrate, add reduce target speed and damage.

Corrosive Claws 150/60 When attacking from infiltrate, added damage.

Armor

Toxic Cysts 80/20 +100 HP, gains Toxic Burst, does aoe damage in a small radius around hero.

Adrenal Glands 90/20 +100 Energy

Deadly Jump 100/25 +100 HPs, gains Leap Attack.

Gear

Pheromone 115/20 weakens enemies and allows allies to reinforce in a huge aoe.

Loner 200/50 Lichtor is more deadly/durable when far away from allies.

Menacing Visage 150/50 gains Terrify ability. Target squad automatically retreats to HQ.

MkLane
24th Jan 09, 8:19 AM
Cool, thx for the List, really great ^^

Scooter
24th Jan 09, 9:00 AM
Thanks! Very helpful. There's never really time in-game to hover over the tooltips...

This deserves a stickie of some kind.

OhGod
24th Jan 09, 9:46 AM
Cool list, nice. Do have a few small fixes though;

Iron Halo and other energy shields
These make any damage to the commander drain energy rather than health damage. No energy drain for simply being active.

Booby Traps
These are, for me at least, more of a remote bomb than a proximity mine. I've never had them blow with nearby enemies, you have to manually click them to detonate. I think the tooltip on the wargear upgrade is wrong, but the tooltip on the ability itself is correct.

Ravener Tunnel
Might want to point out this is like webway gates as it allows your units (and allies?) to travel through them.

MadMac
24th Jan 09, 9:53 AM
Iron Halo and other energy shields

These make any damage to the commander drain energy rather than health damage. No energy drain for simply being active.

True. It's not a one for one trade though, considering how effective shields are.

daemonn789
24th Jan 09, 10:06 AM
Spess Marines are stacked in the wargear department now looking at them compared to everyone else...

Kurisu
24th Jan 09, 11:44 AM
fluff-wise that would make sense, considering they're only humans.

KnightPT
24th Jan 09, 11:57 AM
um your missing something on the armor of fortune for the farseer(i think its a bug but not sure) the armor increases health regen aswell

Blargles
24th Jan 09, 12:36 PM
Note: boss pole for warboss is pretty much essential for orks orks orks.

Also i just played a game, and the goddamn Force Commander had like 3500 HP
How is that possible?

D-coy
24th Jan 09, 12:37 PM
Terminator armor.

KnightPT
26th Jan 09, 12:32 PM
the immolator sets things the warlock atks no fire as a passive effect(burning walker are interesting like overgrown candles of death)