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| by Danny Internets | February 4th, 2009 - 12:20 am
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In this second part of the heroes guide I present a comprehensive list of all weapons, armor, and accessories (wargear) that are available to the hero units of the Space Marines, complete with requisition, energy, and resource costs. Hopefully will make players a bit more familiar with both the system and the items themselves so as not to have to waste time weighing options in the midst of battle (like I usually do, to the dismay of my teammates).
Abbreviation key: requisition (R), energy (E), ability points (AP), strategic resource (X), man power (MP)

Force Commander
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ABILITIES
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Battle Cry (default) - 50 AP
Temporarily become immune to knockback and perform Special Attacks with every melee strike. Inspires nearby troops, temporarily increasing their weapon damage. |
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Cleansing Flame (requires heavy flamer)
Continuously cover an area with fire for the ability’s duration. |
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Teleport (requires teleporter pack) - 60 AP
Grants the teleport ability. |
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Defend (requires chainsword and storm shield) - 4 AP (toggle)
Grants resilience against ranged fire and suppression immunity ot the Force Commander and nearby allies. Affected units move more slowly. |
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Flesh Over Steel (requires power fist) - 60 AP
A powerful melee strike from the power fist temporarily immobilies the vehicle. |
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WEAPONS
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Power Sword - 120 R, 25 E
Equips Power Sword and Plasma Pistol. Effective against infantry. Increases the bonus allies receive from Battle Cry. |
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Chainsword & Storm Shield - 150 R, 30 E
Grants the Defend ability which makes nearby units more resistant to damage. |
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Thunder Hammer - 150 R, 30 E
Effective against infantry and has a chance to knockback. (Requires level 2 Stronghold) |
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Power Fist - 200 R, 65 E
Equips a slow but powerful melee weapon and grants you the Flesh Over Steel ability which stuns target vehicle. Effective against large targets and vehicles. (Requires level 2 Stronghold) |
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Assault Cannon - 70 R, 70 E
Ranged weapon effective against infantry. (Requires Terminator Armor) |
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Heavy Flamer - 70 R, 70 E
The Heavy Flamer is effective against infantry in cover or buildings. Grants Cleansing Flame ability. (Requires Terminator Armor) |
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ARMOR
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Artificer Armor - 125 R, 25 E
Grants more health and health regeneration. |
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Armor of Alacrity - 110 R, 20 E
Grants the Sprint ability allowing a burst of speed. Increases health and speed of Force Commander. |
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Terminator Armor - 300 R, 150 E
Permanently equips the Force Commander with highly resilient Terminator Armor. When equipped he loses access to his current wargear and accessories and only has access to Terminator wargear. (Requires level 3 Stronghold) |
ACCESSORIES
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Iron Halo - 120 R, 30 E
Allows unit to activate an energy shield that absorbs damage at the cost of energy (ability points). |
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Teleporter Pack - 40 R, 40 E
Grants the Teleport ability. (Requires level 2 Stronghold) |
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Sacred Standard -
Equips the Sacred Standard which inspires nearby troops, increasing their weapon damage. If the Force Commander falls in battle, nearby troops will be even further inspired. (Requires level 3 Stronghold) |
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Apothecary
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ABILITIES
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Heal (default) - 35 AP
Heal a targeted squad. This ability improves as the Apothecary gains levels. |
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Full Auto (requires master-crafted bolter) - 50 AP
Open fire, dealing increased damage and knocking enemies back within a small area. |
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Purification Vials (requires purification vials) - 45 AP
Throw a grenade which purifies an area, damaging all enemies within its purifying cloud. |
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Advanced Healing (requires armor of the apothecarion) - 5 AP (toggle)
Heal allied infantry around the Apothecary for as long as the ability remains active. Also revives fallen commanders. |
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WEAPONS
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Annointed Power Axe - 80 R, 25 E
Equips the Apothecary with a Power Axe that drains energy from enemies when it strikes. |
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Master-Crafted Bolter - 85 R, 25 E
Ranged weapon effective against infantry. Grants the Full Auto ability which knocks back enemies and deals increased damage within an area. |
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Sanguine Chainsword - 100 R, 30 E
Chainsword that gives health to the Apothecary with each strike. |
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ARMOR
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Armor of Purity - 100 R, 25 E
Reduces the recharge time on the Apothecary’s Heal ability and increases the Apothecary’s health. |
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Combat Stimulant Equipment - 90 R, 25 E
Grants the Apothecary the Combat Stimulants ability which temporarily strengthens allied infantry increasing damage output. (Requires level 2 Stronghold) |
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Armor of the Apothecarion - 200 R, 80 E
Gives the Apothecary more health, health regeneration, and grants the Advanced Healing ability that allows him to allies that are near him. If the Apothecary is knocked unconscious there is a chance he will be revived shortly after. (Requires level 2 Stronghold) |
ACCESSORIES
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Purification Rites - 120 R, 25 E
When the Apothecary uses the Heal ability on an ally or himself, enemies nearby will take damage. |
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Purification Vials - 130 R, 25 E
Grants grenades which are good versus infantry and will disrupt enemy formations. |
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Improved Medical Equipment -120 R, 30 E
Gives the Apothecary more energy and energy regeneration. |
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Techmarine
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Refractor Field (req. refractor field) - |
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Mark Target (req. signum armor) - 55 AP
Increases the damage taken on a targeted enemy unit. |
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ABILITIES
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Tarrantula Turret (default) - 200 R, 30 E, 5 MP
Build a Tarrantula Turret emplacement that can suppress enemy infantry. |
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Teleporter Relay Beacon (default) - 200 R, 30 E, 5 MP
Build a Teleporter Relay where allied units can heal and reinforce squads, as well as provide a fall back point. |
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Proximity Mine (requires artificer armor) - 50 AP
Mines detonate when enemies come within proximity. |
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Repair (default)
Repairs allied vehicles. |
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Overcharge (requires plasma gun) - 50 AP
Temporarily increase the plasma gun’s rate of fire until it overheats (and becomes unable to fire for a short while). |
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Brothers in Arms (requires consecrated bolter) - 25 AP (toggle)
Increase the firing rate and damage output of the Techmarine and nearby allies. |
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High Powered Shot (requires master-crafted bolter) - 60 AP
Fire a long-range powerful shot that deals heavy damage and suppresses. |
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Powerful Sweep (requires plasma gun) - |
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WEAPONS
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Plasma Gun - 100 R, 25 E
Effective against infantry and heavy infantry. Grants the Overcharge ability to temporarily increase rate of fire. |
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Consecrated Bolter - 135 R, 25 E
Ranged weapon effective against infantry. Grants the Brothers in Arms ability to boost the ranged attack power of allied units. |
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Master-Crafted Bolter - 100 R, 40 E
Ranged weapon effective against infantry. Grants the High Powered Shot ability that deals heavy damage and suppresses. |
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ARMOR
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Artificer Armor - 110 R, 25 E
Gives the Techmarine more health and health regeneration. Also grants Proximity Mines. |
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Bionics - 115 R, 25 E
Grants the Powerful Sweep ability that will knock away enemies that get too close. Increases health of the Techmarine. |
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Signum Armor - 135 R, 25 E
Increases the attack power of the Techmarine’s ranged weapons. Grants the Mark Target ability. |
ACCESSORIES
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Orbs of the Omnissiah - 120 R, 25 E
Grenades that drain energy and temporarily immobilize vehicles. (Requires level 2 Stronghold) |
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Refractor Field - 125 R, 25 E
Grants the Refractor Field ability that can be activated to absorb damage at the cost of energy. |
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