Force Commander (Dark Crusade)

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
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Dawn of War Commander Unit
Force Commander
SMFC DC.jpg
Race Space Marines
Version Dark Crusade v1.2
Build Info
Space marine FCNEW.jpg
Hotkey F
Build Cost Resource requisition.gif 260 Resource power.gif 50 
Build Time 57 s
Built From Chapel-Barracks
Unit Size 1
Requires Nothing
Limit 1
Unit Stats
Hitpoints 1875/2
Armour Commander
Morale 700/12/50
Morale Bonus +200/+2
Death Penalty -150
Unit Mass 25
Move Speed 16
Sight Radius 30 (cannot detect)
Attachable Yes
Weapons
Ranged Bolt Pistol
Melee Power Sword



Contents

Force Commander

"He who stands with me shall be my brother."

The Force Commander leads his brother Space Marines into the maelstrom of battle, wielding the mighty Daemonhammer, imbued with the righteous fury of the Emperor. Skilled in close combat, and capable of taking a lot of damage, his superior hit points allow him to serve as a shield for more expensive units, as his combat skill is less than that of some other Commanders, such as the Chaos Lord.

In Dawn of War, Gabriel Angelos led the Blood Ravens forces on Tartarus. Davian Thule led them in their purge of Kronus in Dark Crusade.

Tactics

The Force Commander is the primary hero for the Space Marines and his main function is to enhance the damage of surrounding troops. Used wisely, the Force Commander can outshoot and outmelee other commanders or even vehicles while boasting tremendous battlefield influence.

With an impressive 1875 HP from the beginning, the Force Commander is among the most durable commanders in the game. Only the Ork Warboss and fully upgraded Necron Lord have more hit points than an upgraded Force Commander. This impressive durability compensates for the need of the Force Commander to close in to deal effective damage and allows him to draw fire which would otherwise target Tactical Space Marines. In fact, due to this reserve of hit points, the Force Commander will win a direct shootout with the Tau Commander if both shoot to the death.

Impressive in melee, the Force Commander's distinctive trademark is the property of being able to stun his enemies. This effect is short-lived but extremely noticeable when it does trigger. The Space Marine Chaplain also shares this stunning property and utilizing both commanders together is very effective in triggering the stun properties. This stunning can apply to vehicles as well.

Vitally necessary for ensuring the most use out of your Force Commander are the Wargear: Power Weapons and Wargear: Plasma Pistols researches at the Armoury and Commander Veteran Upgrades at the Sacred Artifact. The Plasma Pistol is an incredible asset in ranged fire, while the Power Weapons upgrade grants the Force Commander the powerful Daemonhammer. The upgrades at the Sacred Artifact upgrade the Daemonhammer rather than the Power Sword, so having the correct weapon is essential. The Daemonhammer is also dramatically more effective versus vehicles and daemons, as well as having a 100% accuracy rate as compared to 80% accuracy on the Power Sword. The Daemonhammer retains the stunning properties of the Power Sword, so there is no loss in upgrading.

In the mid-game, the Force Commander is better left on ranged stance due to the large number of high-powered anti-commander melee units such as Khorne Berzerkers, Ork Nobz, and Necron Flayed Ones. Allowing the Force Commander to be caught by those squads will result in the loss of your Resource requisition.gif 260 Resource power.gif 50  investment quickly. Attaching the Force Commander to a Tactical Space Marine squad or to Grey Knights is preferable during most of this time period.

Attaching the Force Commander to a squad of Grey Knights will also grant him morale immunity, which is extremely helpful in combatting super units of other races, who would otherwise break the Force Commander early into the battle.

Utilizing the Chaplain and Librarian together with the Force Commander is a powerful combination. Using the trio on ranged stance with Plasma Pistols is a formidable offense, while approaching them in close combat is tricky due to their immense close-combat power and the Chaplain's healing auras. Using the three heroes in conjunction with a Skull Probe's Sabotage ability, a walker unit can be easily dispatched of. Killa Kans in particular are vulnerable to assault by the Force Commander and other heroes. Stun from the Skull Probe or distraction by another squad is necessary for vehicle takedown, though, as otherwise your own commanders will either break or be killed swiftly.

Late-game, a Force Commander is generally best attached to the durable Assault Terminators, though Grey Knights are a better complement for taking down daemons. When Assault Terminators teleport, the Force Commander will go with them, allowing for covert delivery into position for a prime Orbital Bombardment. As well, the stunning properties on the Daemonhammer complement the stunning properties on Assault Terminator Thunder Hammers, further enhancing the ability for that squad to lock down a troublesome unit.

The Force Commander also excels in a support role in the late-game due to the Inspiring Aura and Battle Cry abilities. Attaching the Force Commander in the midst of a large cluster of Heavy Weapon-equipped Tactical Space Marines and then using the Battle Cry will dramatically tip the battle in your favor. Also, the Force Commander is very effective against monster high uber units, such as the Bloodthirster and Avatar of Khaine. If the Force Commander does kill the Bloodthirster, he'll perform one of the most impressive sync kills in the game.

Most notably and most familiar to players is the iconic Orbital Bombardment ability of the Force Commander. Available upon completion of the Orbital Relay, the Force Commander has at his disposal a salvo of 15 Plasma Lances with which to disrupt infantry formations and assault buildings in a large radius. Infantry hit by a plasma lance will take approximately 100 damage and be flung a significant distance, including your own troops. Vehicles hit will take at least 400 damage per blast. Buildings hit by the lances will take 100 damage on average, though light buildings will receive four times that amount. This means that a bombardment focused solely on any building besides a Generator, Waaagh! Banner, or Listening Post will do approximately 1500 damage total. Keep that figure in mind when gauging which building to target with the Bombardment.

Abilities

Inspiring Aura

Inspiring Aura
Inspiringaura icon.jpg Requires Inspiring Aura Research
Target Types All infantry, all heavy infantry, and commanders
Range None
Area of effect 15 Cooldown time Passive ability
Effects The damage of all infantry within the area of effect is increased by 10%.

Battlecry

Battlecry Hotkey: B
Battlecry icon copy.jpg Requires Battlecry Research
Target Types All infantry, all heavy infantry, and commanders
Range None
Area of effect 15 Cooldown time 120 s
Effects For 10 seconds the damage of all infantry within the area of effect is increased by 40%.

Orbital Bombardment

Orbital Bombardment Hotkey: O
IG Basilisk Earthshaker icon.jpg Requires Orbital Relay
Target Types Everything
Range 40
Area of effect 10 per shot Cooldown time 240 s
Effects The Force Commander calls down a barrage from the orbiting Battle Barge. Over 30 seconds, 16 randomly distributed shots rain down in a radius of 12 around the targeted location. Each blast does powerful knockback (50-60 force). Orbital Bombardment has a 3.5 s setup time. Note that the initial shot does full damage to monster high, vehicle medium, and vehicle high, but all subsequent shots do the printed 25% damage.
Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
405-480 81-96 81-96 101-120 101-120 162-192 243-288 81-96 81-96 - 283-336 81-96 81-96 81-96 81-96 40 405 480 0
{{{ability_weapon2_name}}}
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
7080 1416 1416 1768 1768 2832 4228 1770 1770 - 4952 1416 1416 1416 1770 {{{weapon_morale_damage2}}} {{{weapon_min_damage2}}} {{{weapon_max_damage2}}} {{{weapon_min_damage_value2}}}

Weapons

Bolt Pistol

Bolt Pistol
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 30.4 42.2 29.5 45.6 29.8 21.9 17.0 8.7 2.7 NA 34.2 6.4 2.7 44.3 10.9 2.1 4 50.0 60.0 2.5

Cost Default Weapon Range 25 Setup Time None
Build Time Default Weapon Accuracy 85% Refire Rate 0.8 s
Area of Effect None Requires Nothing

Power Sword

Power Sword
MeleeStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 45.4 96.1 88.3 103.8 89.0 61.1 37.1 31.1 8.7 NA 38.9 15.6 17.3 113.5 113.5 8.3 25 236.0 288.0 1.0

Cost Default Weapon Range Melee Setup Time None
Build Time Default Weapon Accuracy 80% Refire Rate 1.5 s
Area of Effect None Requires Nothing
Notes When struck, there is a 50% chance to disable the target's movement for 2 s.

Weapon Upgrades

Plasma Pistol

Plasma Pistol
Commander Plasma Pistol.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 72.6 62.9 70.6 69.8 71.2 42.6 40.7 21.8 4.0 NA 41.9 14.5 4.0 71.0 25.9 4.0 10 167.1 182.0 2.5

Cost See Wargear: Plasma Pistols Range 25 Setup Time None
Build Time See Wargear: Plasma Pistols Accuracy 80% Refire Rate 1 s
Area of Effect None Requires Wargear: Plasma Pistols
Notes The Plasma Pistol permanently replaces the Bolt Pistol when researched

Daemonhammer

Daemonhammer
Commander Power Sword.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 55.5 111.1 111.1 111.1 111.1 74.1 138.9 111.1 64.8 NA 46.3 27.8 18.5 129.6 129.6 13.3 40 250.0 305.5 25.0
With Commander Veteran Upgrade: 63.9 127.8 127.8 127.8 127.8 85.2 159.7 127.8 74.5 NA 53.2 31.9 21.3 149.1 149.1 13.3 40 287.5 351.3 25.0
With Commander Hero Upgrade: 76.7 153.3 153.3 153.3 153.3 102.2 191.6 153.3 89.4 NA 63.9 38.3 25.6 178.9 178.9 13.3 40 345.0 421.6 25.0
With Wargear: Power Fist: 66.6 133.3 133.3 133.3 133.3 88.8 166.5 133.3 77.7 NA 55.4 33.2 22.2 155.5 155.5 13.3 40 300.0 366.6 25.0
With Wargear: Power Fist + Commander Veteran Upgrade: 76.5 153.3 153.3 153.3 153.3 102.1 191.5 153.5 89.4 NA 63.7 38.2 25.5 178.8 178.8 13.3 40 345.0 421.6 25.0
With Wargear: Power Fist + Commander Hero Upgrade: 91.9 183.9 183.9 183.9 183.9 122.5 229.8 183.9 107.3 NA 76.5 45.8 30.6 214.6 214.6 13.3 40 414 505.9 25.0

Cost See Wargear: Power Weapons Range Melee Setup Time 0
Build Time See Wargear: Power Weapons Accuracy 100% Refire Rate 1.5 s
Area of Effect None Requires Wargear: Power Weapons
Notes The Daemonhammer permanently replaces the Power Sword when researched. When struck, the following effects may be triggered on the target
  • 25% chance to disable abilities for 3 s.
  • 50% chance to disable movement for 2 s.
  • 50% chance to disable combat abilities for 4 s.

Researchable Upgrades

Commander Veteran Upgrade

Commander Veteran Upgrade Hotkey: P
SMComm Vet icon.jpg Cost Resource requisition.gif 100 Resource power.gif 25  Research Time 45 s
Researched From Sacred Artifact
Requires Monastery
Effects </b>

Commander Hero Upgrade

Commander Hero Upgrade Hotkey: P
SMComm Hero icon.jpg Cost Resource requisition.gif 125 Resource power.gif 50  Research Time 45 s
Researched From Sacred Artifact
Requires Fortress Monastery, Commander Veteran Upgrade
Effects </b>
  • Increases Hitpoints of the Force Commander by 400
  • Increases Hitpoints of the Librarian by 300
  • Increases Hitpoints of the Chaplain by 250
  • Health regeneration of all commanders increased again by 1
  • Ability recharge time of all commanders reduced 10% (a total of a 19% reduction)
  • Increases Damage of Daemonhammer by 20% (38% total)
  • Increases minimum Damage of Force Weapon by 15% (32% total) and maximum damage by 20% (38% total)
  • Increases Damage of Crozius Arcanum by 15% (32% total)

Inspiring Aura Research

Inspiring Aura Research Hotkey: F
SMInspiring Aura icon.jpg Cost Resource requisition.gif 80 Resource power.gif 35  Research Time 60 s
Researched From Sacred Artifact
Requires None
Effects Gives the Force Commander the Inspiring Aura ability

Battlecry Research

Battlecry Research Hotkey: F
SMBattlecry icon.jpg Cost Resource requisition.gif 150 Resource power.gif 75  Research Time 80 s
Researched From Sacred Artifact
Requires Fortress Monastery, Inspiring Aura Research
Effects Gives the Force Commander the Battlecry abliity

Wargear: Plasma Pistols

Wargear: Plasma Pistols Hotkey: L
Commander Plasma Pistol.jpg Cost Resource requisition.gif 50 Resource power.gif 20  Research Time 30 s
Researched From Armoury
Requires Nothing
Effects Replaces the Bolt Pistol of the Force Commander, Librarian, Chaplain, Sergeant and Assault Sergeant with a Plasma Pistol

Wargear: Power Weapons

Wargear: Power Weapons Hotkey: P
Commander Power Sword.jpg Cost Resource requisition.gif 50 Resource power.gif 20  Research Time 30 s
Researched From Armoury
Requires Nothing
Effects

Wargear: Power Fist

Wargear: Power Fist Hotkey: P
Commander Power Fist.jpg Cost Resource requisition.gif 50 Resource power.gif 20  Research Time 30 s
Researched From Armoury
Requires Wargear: Power Weapons, Monastery
Effects


The Dawn of War Player's Guide

The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well.
Space Marines Chaos Eldar Orks Imperial Guard Tau Necrons Dark Eldar Sisters of Battle

Infantry

Servitor

Scout Marine Squad

Space Marine Squad

Assault Marine Squad

Grey Knights

Terminator Squad

Assault Terminator Squad

Skull Probe

Apothecary

Force Commander

Librarian

Chaplain

Infantry

Heretic

Cultist Squad

Chaos Space Marine Squad

Raptor Squad

Khorne Berzerker Squad

Horror Squad

Possessed Squad

Obliterators

Chaos Lord

Chaos Sorcerer

Daemon Prince

Bloodthirster

Infantry

Bonesinger

Guardian Squad

Ranger Squad

Howling Banshee Squad

Dark Reaper Squad

Fire Dragon Squad

Warp Spider Squad

Harlequin

Farseer

Seer Council

Avatar of Khaine

Infantry

Gretchin

Slugga Boy Squad

Shoota Boy Squad

Stormboyz

Tankbustaz

Nobz Squad

Flash Gitz

Mega Armoured Nobz

Mad Dok

Big Mek

Warboss

Infantry

Techpriest Enginseer

Guardsmen Squad

Heavy Weapons Team

Kasrkin

Ogryns

Command Squad

Commissar

Psyker

Priest

Vindicare Assassin

Infantry

Earth Caste Builder

XV15 Stealth Team

Vespid Stingwing Strain

Fire Warrior Team

Kroot Carnivores

Kroot Shaper

Pathfinder Team

XV88 Broadside Battlesuit

XV8 Crisis Battlesuit

Kroot Hound Pack

Tau Commander

Ethereal

Shas'Ui Bodyguard

Infantry

Builder Scarabs

Necron Warriors

Wraith

Flayed Ones

Immortals

Pariahs

Necron Lord

Essence of the Nightbringer

Essence of the Deceiver

Infantry

Tortured Slave

Mandrake Squad

Warrior Squad

Hellion Squad

Scourge Squad

Wych Squad

Warp Beast Pack

Archon

Haemonculus

Infantry

Ecclesiarchal Servitor

Missionary

Battle Sister Squad

Seraphim Squad

Celestian Squad

Death-Cult Assassin

Sister Repentia Squad

Canoness

Avenging Angel

Confessor

Living Saint

Space Marines Chaos Eldar Orks Imperial Guard Tau Necrons Dark Eldar Sisters of Battle

Vehicles

Rhino

Land Speeder

Dreadnought

Hellfire Dreadnought

Land Speeder Tempest

Predator

Whirlwind

Land Raider

Vehicles

Chaos Rhino

Defiler

Chaos Predator

Hell Talon

Vehicles

Falcon Grav Tank

Vyper

Wraithlord

Nightwing

Shuriken Grav Platform

Brightlance Grav Platform

Fire Prism

Vehicles

Wartrukk

Wartrak

Killa Kan

Fighta-Bomma

Looted Tank

Squiggoth

Vehicles

Chimera

Sentinel

Hellhound

Basilisk

Marauder Bomber

Leman Russ

Baneblade

Vehicles

Devilfish Troop Carrier

Skyray Missile Gunship

Drone Squad

Drone Harbinger

Barracuda

Hammerhead Gunship

Krootox

Greater Knarloc

Vehicles

Tomb Spyder

Attack Scarabs

Destroyer

Heavy Destroyer

Lord Destroyer

Restored Monolith

Vehicles

Reaver Jetbike

Raider

Talos

Raven

Ravager

Dais of Destruction

Vehicles

Rhino Transport

Immolator

Lightning Fighter

Exorcist

Penitent Engine

Space Marines Chaos Eldar Orks Imperial Guard Tau Necrons Dark Eldar Sisters of Battle

Buildings

Stronghold

Listening Post

Plasma Generator

Thermo Plasma Generator

Chapel-Barracks

Armoury

Machine Cult

Sacred Artifact

Orbital Relay

Heavy Bolter Turret

Mine Field

Buildings

Desecrated Stronghold

Listening Post

Plasma Generator

Thermo Plasma Generator

Chaos Temple

Chaos Armoury

Sacrificial Circle

Machine Pit

Daemon Pit

Heavy Bolter Turret

Mine Field

Buildings

Webway Assembly

Listening Shrine

Plasma Generator

Thermo Plasma Generator

Webway Gate

Aspect Portal

Soul Shrine

Support Portal

Support Platform

Mine Field

Buildings

Settlement

Da Listenin' Post

Generator

Bigga Generator

Waaagh! Banner

Da Boyz Hut

Pile O Gunz!

Da Mek Shop

Mine Field

Buildings

Field Command

Listening Post

Plasma Generator

Thermo Plasma Generator

Infantry Command

Tactica Control

Mechanized Command

Mars Pattern Command

Heavy Bolter Turret

Mine Field

Buildings

Cadre Headquarters

Listening Post

Plasma Generator

Thermo Plasma Generator

Tau Barracks

Path to Enlightenment

Kroot Shaping Center

Vehicle Beacon

Kauyon Command Post

Mont'ka Command Post

Coalition Center

Buildings

Dormant Monolith

Obelisk

Plasma Generator

Thermo Plasma Generator

Summoning Core

Forbidden Archive

Greater Summoning Core

Energy Core

Gauss Turret

Buildings

Kabal Fortress

Tower of Loathing

Plasma Generator

Thermo Plasma Generator

Slave Chamber

Hall of Blood

Haemonculus' Laboratory

Dark Foundry

Wych-Cult Arena

Soul Cage

Buildings

Ecclesiarchal Chapel

Listening Post

Plasma Generator

Thermo Plasma Generator

Adepta Sororitas Convent

Pristine Sanctuary

Manufactorum

Holy Reliquary

Shrine of the Living Saint

Inferno Turret

Purgatus Mine Field