Retribution/Space Marines/Wargear

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Anointed Power Axe   
Dow2 sm wp apoth anointed power axe.png Unit(s) Apothecary Equips a power axe and a plasma pistol effective against heavy infantry. With every strike the axe restores 15 energy to the Apothecary and burns 15 energy from the target.
Tier 2
Cost Dow2 req 16.png100 Dow2 pow 16.png20 Time (seconds)20
Armor of Alacrity   
Dow2 sm arm force pneumatically enhanced armour.png Unit(s) Force Commander Increases the Force Commander's health by 100, speed by 0.5, and grants the Sprint ability that temporarily increases speed.
Tier 1
Cost Dow2 req 16.png120 Dow2 pow 16.png30 Time (seconds)20
Armor of Purity   
Dow2 sm arm apoth gyro stabilized armour.png Unit(s) Apothecary Reduces the cooldown of Heal by 35% and increases the Apothecary's health by 100.
Tier 1
Cost Dow2 req 16.png100 Dow2 pow 16.png25 Time (seconds)20
Armor of the Apothecarion   
Dow2 sm arm apoth armour of the apothecarion.png Unit(s) Apothecary Grants the Advanced Healing ability and increases health by 200 and health regeneration by 1 hp/s. There is a 50% chance the Apothecary will revive himself with 40% health if he is rendered unconscious.
Tier 2
Cost Dow2 req 16.png150 Dow2 pow 16.png50 Time (seconds)20
Artificer Armor (Force Commander)   
Dow2 sm arm force artificer armour.png Unit(s) Force Commander Increases the Force Commander's health by 200, health regeneration by 0.25 (2.5 hp/s), and energy by 20.
Tier 1
Cost Dow2 req 16.png100 Dow2 pow 16.png20 Time (seconds)20
Artificer Armor (Techmarine)   
Dow2 sm arm power armour r epic.png Unit(s) Techmarine Enables the Proximity Mine ability. Also increases the Techmarine's health by 200 and health regeneration by 0.35 (3.5 per second).
Tier 1
Cost Dow2 req 16.png110 Dow2 pow 16.png25 Time (seconds)20
Assault Cannon (Force Commander)   
Dow2 sm assault cannon.png Unit(s) Force Commander (Term.) Ranged weapon effective against infantry.
Tier 3
Cost Dow2 req 16.png70 Dow2 pow 16.png40 Time (seconds)20
Bionics   
Dow2 sm arm tech bionics.png Unit(s) Techmarine Grants the Powerful Sweep ability that damages and knocks back enemies around the Techmarine. Also increases health by 150.
Tier 1
Cost Dow2 req 16.png100 Dow2 pow 16.png20 Time (seconds)20
Chainsword and Storm Shield   
Dow2 sm wp force sword and storm shield.png Unit(s) Force Commander Reduces the Force Commander's received ranged damage by 20%, increases health by 200, and grants the Defend ability, giving further resistance to ranged damage and suppression immunity to the hero and nearby allied infantry.
Tier 1
Cost Dow2 req 16.png125 Dow2 pow 16.png25 Time (seconds)20
Combat Stimulant Equipment   
Dow2 sm arm apoth combat stimulant equipment.png Unit(s) Apothecary Grants the Combat Stimulants ability which increases the damage of an allied infantry unit and breaks suppression. Also increases the Apothecary's health by 100.
Tier 2
Cost Dow2 req 16.png100 Dow2 pow 16.png25 Time (seconds)20
Consecrated Bolter   
Dow2 sm wp1 bolter rare.png Unit(s) Techmarine Equips a bolter effective against infantry (note: the weapon is actually the same that the Master-Crafted Bolter upgrade gives). Grants the Brothers in Arms ability which increases the ranged damage of the Techmarine and nearby allied infantry.
Tier 2
Cost Dow2 req 16.png135 Dow2 pow 16.png25 Time (seconds)20
Heavy Flamer (Force Commander)   
Dow2 sm heavy flamer.png Unit(s) Force Commander (Term.) Ranged weapon effective against infantry in cover, garrisoned infantry, and buildings. Enables the Cleansing Flame ability.
Tier 3
Cost Dow2 req 16.png70 Dow2 pow 16.png40 Time (seconds)20
Improved Medical Equipment   
Dow2 sm wp apoth improved medical equipment.png Unit(s) Apothecary Increases the Apothecary's energy by 100 and energy regeneration by 0.1.
Tier 2
Cost Dow2 req 16.png100 Dow2 pow 16.png20 Time (seconds)15
Iron Halo   
Dow2 sm acc force iron halo.png Unit(s) Force Commander Grants the Iron Halo ability which allows the Force Commander to absorb damage at the cost of energy.
Tier 1
Cost Dow2 req 16.png100 Dow2 pow 16.png20 Time (seconds)15
Lightning Claws (Force Commander)   
Dow2 sm lightning claws upgrade icon.png Unit(s) Force Commander (Term.) Equips a pair of lightning claws, devastating anti-infantry weapons that deal additional AoE damage.
Tier 3
Cost Dow2 req 16.png70 Dow2 pow 16.png40 Time (seconds)20
Master-Crafted Bolter (Apothecary)   
Dow2 sm wp1 bolter rare.png Unit(s) Apothecary Equips a bolter effective against infantry. Default weapons are removed and the melee attack changed to a fist. Grants the Full Auto ability, which knocks back enemies and deals increased damage within an area.
Tier 1
Cost Dow2 req 16.png125 Dow2 pow 16.png25 Time (seconds)20
Master-Crafted Bolter (Techmarine)   
Sm wp tech master crafted bolter.png Unit(s) Techmarine Equips a bolter effective against infantry. Grants the High Powered Shot ability which causes suppression and damage.
Tier 1
Cost Dow2 req 16.png100 Dow2 pow 16.png25 Time (seconds)20
Meltagun   
Dow2 sm meltagun rare.png Unit(s) Techmarine Equips a melta gun, which is effective against all armor types but has limited range.
Tier 2
Cost Dow2 req 16.png100 Dow2 pow 16.png25 Time (seconds)15
Orbs of the Omnissiah   
Dow2 sm tech orbs of omnissiah.png Unit(s) Techmarine Grants the Orbs of the Omnissiah ability, grenades which disable and damage vehicles and burn energy from their targets.
Tier 2
Cost Dow2 req 16.png120 Dow2 pow 16.png25 Time (seconds)15
Plasma Gun (Techmarine)   
Dow2 sm plasma gun.png Unit(s) Techmarine Equips a plasma gun effective against heavy infantry. Grants the Plasma Overcharge ability which increases rate of fire for a time.
Tier 2
Cost Dow2 req 16.png100 Dow2 pow 16.png25 Time (seconds)15
Power Fist (Force Commander)   
Dow2 sm wp force power fist.png Unit(s) Force Commander Equips a slow but deadly power fist effective against all targets. Also grants the Flesh Over Steel ability that disables a targeted vehicle.
Tier 2
Cost Dow2 req 16.png150 Dow2 pow 16.png50 Time (seconds)20
Power Sword (Force Commander)   
Dow2 sm wp force power sword.png Unit(s) Force Commander Equips a power sword and plasma pistol, effective against infantry and heavy infantry. Allied infantry have their damage bonus from Battle Cry increased to 15% per attack.
Tier 1
Cost Dow2 req 16.png100 Dow2 pow 16.png20 Time (seconds)20
Purification Rites   
Dow2 sm wp apoth purification rites.png Unit(s) Apothecary When the Apothecary uses Heal, enemies within 7 radius of the target will take 15 points of piercing damage and weapon knockback.
Tier 1
Cost Dow2 req 16.png100 Dow2 pow 16.png20 Time (seconds)15
Purification Vials   
Dow2 sm wp apoth toxin grenades.png Unit(s) Apothecary Grants the Purification Vials ability, which is effective against groups of enemy infantry.
Tier 1
Cost Dow2 req 16.png100 Dow2 pow 16.png30 Time (seconds)15
Refractor Field   
Dow2 sm acc tech refractor field.png Unit(s) Techmarine Grants the Refractor Field ability that allows the Techmarine to absorb damage at the cost of energy.
Tier 2
Cost Dow2 req 16.png125 Dow2 pow 16.png25 Time (seconds)15
Sacred Standard   
Dow2 sm acc force sacred standard.png Unit(s) Force Commander Equips the Sacred Standard which inspires allied infantry in radius 25, increasing their damage by 25%. If the Force Commander falls in battle, the damage bonus increases to 40%.
Tier 3
Cost Dow2 req 16.png140 Dow2 pow 16.png30 Time (seconds)15
Sanguine Chainsword   
Dow2 sm wp apoth sanguine chainsword.png Unit(s) Apothecary Equips a chainsword that heals the Apothecary for 20 health with each attack against infantry targets and increases passive health regeneration by 0.3. The hero keeps his default bolt pistol.
Tier 1
Cost Dow2 req 16.png100 Dow2 pow 16.png20 Time (seconds)20
Signum Armor   
Dow2 sm arm power armour raven barding flight.png Unit(s) Techmarine Grants the Mark Target ability which increases the damage taken by the targeted enemy. Also increases the Techmarine's ranged damage by 10% and health by 50.
Tier 2
Cost Dow2 req 16.png135 Dow2 pow 16.png30 Time (seconds)20
Teleporter Pack   
Dow2 sm com teleport pack common.png Unit(s) Force Commander Grants the Teleport ability.
Tier 2
Cost Dow2 req 16.png100 Dow2 pow 16.png40 Time (seconds)15
Terminator Armor   
Dow2 sm arm force terminator armour.png Unit(s) Force Commander Permanently equips the Force Commander with Terminator armor, changing him into an entirely different unit. His health is increased to 2500, but he loses any gained levels and access to normal wargear, gaining access to Terminator weapons instead.
Tier 3
Cost Dow2 req 16.png150 Dow2 pow 16.png75 Time (seconds)20
Thunder Hammer   
Dow2 sm wp force two handed hammer.png Unit(s) Force Commander Equips a disruptive two-handed hammer that deals splash damage and has a 15% chance to deal weapon knockback with each blow. Very effective against infantry and heavy infantry.
Tier 2
Cost Dow2 req 16.png150 Dow2 pow 16.png30 Time (seconds)20