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.
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.