Dawn of War Wiki

StatsLevelingWeaponsAbilitiesUpgradesStrategy

Default abilities

Melee Resistance Aura   
Unit(s) Heroes and most melee units This unit always takes 40% less damage from melee weapons. Does not affect damage from ranged weapons.
Requires Default ability
Cost Always active
Battle Cry   
Unit(s) Force Commander Become immune to all knockback and perform special attacks with every strike for 15 seconds. Allied infantry in radius 35 have their damage increased by 10% for 15 seconds, and each of the FC's attacks adds the bonus again. Cooldown 60 seconds.
Requires Default ability
Cost 50

Global abilities

For the Emperor   
Unit(s) Force Commander Increases an allied infantry unit's ranged damage by 25% and reduces received melee damage by 25% for 20 seconds. Cooldown 50 seconds.
Requires Tier 1
Cost 50
Drop Pod   
Unit(s) All Space Marine heroes Call in a drop pod from orbit that does 50 explosive damage and ability knockback in radius 8 and instantly reinforces allied infantry squads in radius 35. Cooldown 300 seconds.
Requires Tier 2
Cost 100 200
Deep Strike Terminator Assault Squad   
Unit(s) Force Commander Teleport in a Terminator Assault Squad at the targeted location. Terminators are immune to suppression and weapon knockback but cannot retreat. The sight of Terminators killing enemy units inspires allied infantry in radius 35, increasing their damage by 5% and reducing their received suppression by 10% for 15 seconds. Cooldown 420 seconds.
Requires Tier 3
Cost 650 100 350
Deep Strike Terminator Squad   
Unit(s) All Space Marine heroes Teleport in a Terminator Squad at the targeted location. Terminators are immune to suppression and weapon knockback but cannot retreat. The sight of Terminators killing enemy units inspires allied infantry in radius 35, increasing their damage by 5% and reducing their received suppression by 10% for 15 seconds. Cooldown 420 seconds.
Requires Tier 3
Cost 650 100 350
Orbital Bombardment   
Unit(s) All Space Marine heroes Calls in 3 massive precision strikes from orbiting Strike Cruisers. After 4.5 seconds, the gravity well of the first beam begins to capture infantry in radius 10, disabling them with ability knockback. 1.5 seconds later, non-monstrous creatures in radius 4 of the beam begin to take 30 heavy melee damage per second. Finally, 6.5 seconds later, the bombardment completes, doing 150 piercing damage in radius 11, and a further 500 heavy melee damage in radius 6. Timing of the subsequent beams are staggered by 2 seconds, events triggering after 6.5 and 8.5 seconds respectively. Cooldown 120 seconds.
Requires Tier 3
Cost 500

Wargear abilities[]

Defend   
Unit(s) Force Commander Take up a defensive stance, reducing received ranged damage by 50% and granting suppression immunity to the Force Commander and allied infantry in radius 20. Affected units have their speed reduced by 35%. Drains 4 energy per second.
Requires Chainsword and Storm Shield
Cost 4 per second
Flesh Over Steel   
Unit(s) Force Commander A mighty blow from the power fist disables the targeted vehicle for 8 seconds. Cooldown 80 seconds.
Requires Power Fist
Cost 40
Sprint   
Unit(s) Force Commander Increases the Force Commander's speed by 3 for 10 seconds. Cooldown 20 seconds.
Requires Armor of Alacrity
Cost 25
Iron Halo   
Unit(s) Force Commander Activates a force shield that causes damage to reduce energy rather than health and grants immunity to weapon knockback. Shield strength is 5 damage taken per 1 energy drained.
Requires Iron Halo
Cost 0
Teleport   
Unit(s) Force Commander Teleports to the targeted location within 45 radius. Cooldown 45 seconds.
Requires Teleporter Pack
Cost 50