Summary
Ceph Command Units, just simply referred to as Ceph Commanders, are a type of advanced Ceph combat unit bred to lead and coordinate lower ranking Ceph infantry in combat, effectively acting as Field Officers. With their greater offensive capabilities and advanced energy shielding, they also bring to the battlefield some added muscle, acting as force multipliers for squads of lower ranking Ceph infantry. They can be distinguished from the standard Ceph infantry by their sleeker black exoskeletons and more angular helmets, deep crimson jelly, and glowing red energy shielding.
There are two variants of the Ceph Commander:
- Ceph Stalker Commander: The Ceph Assault Command Units lead squads of Ceph Stalkers. Like the Stalkers, they take up a crouched stalking position that makes them look much smaller than they actually are, presenting a shorter target for enemies. Also like Stalkers, their primary tactic in battle is to rush their target at high speed, then lash out at close range with their bone blades and vambrace-mounted plasma guns.
- Ceph Grunt Commander: The Ceph Combat Command Units lead squads of Ceph Grunts. Unlike the Grunts however, who often take cover and provide supporting fire from medium range to tougher Ceph units, Grunt Commanders will exploit their much greater durability and energy shielding to rush toward the enemy and blast them from close range with their plasma weapons.
Powers and Stats
Tier: 9-B | 9-B
Key: Stalker Commander | Grunt Commander
Name: Ceph Stalker Commander (Ceph Assault Command Unit) | Ceph Grunt Commander (Ceph Combat Command Unit)
Origin: Crysis
Gender: N/A
Age: Varies
Height: Around 2.4 metres (About as tall as the Ceph Grunt)
Weight: Over 200 kilograms
Classification: Alien, Ceph (Stage 2), Cyborg field officer unit
Powers and Abilities: Superhuman Physical Characteristics, Nanotechnology (Most or all Ceph technology is nanotech-based), Cyborgization (Normal), Adaptation (Like all Stage 2 Ceph they adapted to Earth’s climate and gravity, which is drastically different from their homeworld’s), Information Analysis (Should still retain the Stage 1 ability to scan and analyse human technology), Energy Projection (via plasma guns built into their arms), Electricity Manipulation (Can unleash a short-ranged EMP “bubble” that can disable electronics and even Nanosuit cloaking systems for a few seconds), Self-Sustenance (Type 1: Respiratory sulf-sustenance under water), Enhanced Senses (Grunt Commanders that went after Alcatraz under the Onyx building could track him in near-total darkness, indicating enhanced vision compared to humans; likely have Nanovision like the Nanosuit 2.0), Telepathic connection to the Ceph hive mind, Forcefield Creation (Their exoskeletons project a glowing red energy shield for added protection), Stealth Mastery (Like the Stalker, the Stalker Commanders are presumably masters of stealth, being overall superior to them in every regard)
Attack Potency: Wall level+ physically (Should be stronger than the Ceph Stalker) and with weapons (Their vambrace-mounted bone blades should be at least as strong as those of the Stalker. Their vambrace-mounted plasma guns are likely the same as the plasma guns on the standard Stalker) | Wall level+ physically (Should be stronger than the Ceph Grunt) and with weapons (Their plasma rifles should be at least as powerful as the Pinch Rifles of the Grunts)
Speed: Superhuman (Should not be slower than the Stalker, which is capable of hitting speeds of 30 m/s [108 km/hr]) | Athletic Human (Should not be slower than the Ceph Grunt and Devastator, which can keep up with the baseline speed of a Nanosuit 2.0 wearer, which is around 30 km/hr)
Lifting Strength: Class 5 (Should be stronger than the Ceph Stalker) | Class 5 (Should be stronger than the Stalker and the Grunt)
Striking Strength: Wall level+ | Wall level+
Durability: Wall level+ physically (Should be more durable than the Ceph Stalker). Small Building level+ with energy shield (Capable of taking multiple grenades like these before the shield fails. Nothing short of a REX charge [which is sufficient to blow up an APC or tank] or an anti-tank missile is needed to put them down in one hit if the energy shield is active) | Wall level+ physically (Should be more durable than the Ceph Grunt). Small Building level+ with energy shield (Same as the Stalker Commander)
Stamina: Superhuman. Their overall endurance is likely at least comparable to that of the Ceph Stalker and Grunt. Can continue fighting despite having their tentacles blown off and despite taking multiple rounds strong enough to stop a rhino (even after the energy shield fails). Like Nanosuit operators, they can likely fight for long periods without sustenance and rest.
Range: Standard Melee Range with bone blades, Tens of Metres with plasma guns. | Likely Hundreds of Metres with plasma rifle (Analogous to human assault rifles. They learned from human infantry combat tactics and weapons and adapted to copy and match us).
Standard Equipment: Their vambraces are equipped with the same kind of bone blade & plasma gun combination as the vambraces of the standard Ceph Stalker. | They wield a plasma rifle in combat which works the same as the Pinch Rifle in full-auto mode. They can also charge up and fire an energy grenade which does some AOE damage and has a weaker EMP effect that can disrupt some Nanosuit systems.
Intelligence: Average. The connection to the Ceph hivemind grants them a level of tactical coordination and communication capabilities that human soldiers can only dream of. However, they haven’t displayed much individualistic cunning and tactical flexibility in combat. Because of their greater resilience compared to their respective subordinates, both the Stalker Commander and Grunt Commander will often fight boldly out in the open and rush toward enemy infantry to take them on at close range. This recklessness can be exploited and is often their downfall.
Weaknesses: They haven’t displayed much individualistic cunning and tactical flexibility in combat and appear to be no more intelligent than the units which they are supposed to lead and coordinate. Because of their greater resilience compared to their respective subordinates, both the Stalker Commander and Grunt Commander will fight boldly out in the open and rush toward enemy infantry to take them on at close range. This recklessness can be exploited and is often their downfall. This tactic is especially costly if they rush at enemies wielding weapons such as the K-Volt or X-43 MIKE, both of which are extremely effective against Ceph infantry at close range.
Others
Notable Victories:
Notable Losses:
Inconclusive Matches:
Discussions
Discussion threads involving Ceph Commander |