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Anointed Power Axe |
|
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 |
100 20 20 |
Armor of Alacrity |
|
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 |
120 30 20 |
Armor of Purity |
|
Unit(s) |
Apothecary |
Reduces the cooldown of Heal by 35% and increases the Apothecary's health by 100. |
Tier |
1 |
Cost |
100 25 20 |
Armor of the Apothecarion |
|
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 |
150 50 20 |
Artificer Armor (Force Commander) |
|
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 |
100 20 20 |
Artificer Armor (Techmarine) |
|
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 |
110 25 20 |
Assault Cannon (Force Commander) |
|
Unit(s) |
Force Commander (Term.) |
Ranged weapon effective against infantry. |
Tier |
3 |
Cost |
70 40 20 |
Bionics |
|
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 |
100 20 20 |
Chainsword and Storm Shield |
|
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 |
125 25 20 |
Combat Stimulant Equipment |
|
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 |
100 25 20 |
Consecrated Bolter |
|
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 |
135 25 20 |
Heavy Flamer (Force Commander) |
|
Unit(s) |
Force Commander (Term.) |
Ranged weapon effective against infantry in cover, garrisoned infantry, and buildings. Enables the Cleansing Flame ability. |
Tier |
3 |
Cost |
70 40 20 |
Improved Medical Equipment |
|
Unit(s) |
Apothecary |
Increases the Apothecary's energy by 100 and energy regeneration by 0.1. |
Tier |
2 |
Cost |
100 20 15 |
Iron Halo |
|
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 |
100 20 15 |
Lightning Claws (Force Commander) |
|
Unit(s) |
Force Commander (Term.) |
Equips a pair of lightning claws, devastating anti-infantry weapons that deal additional AoE damage. |
Tier |
3 |
Cost |
70 40 20 |
Master-Crafted Bolter (Apothecary) |
|
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 |
125 25 20 |
Master-Crafted Bolter (Techmarine) |
|
Unit(s) |
Techmarine |
Equips a bolter effective against infantry. Grants the High Powered Shot ability which causes suppression and damage. |
Tier |
1 |
Cost |
100 25 20 |
Meltagun |
|
Unit(s) |
Techmarine |
Equips a melta gun, which is effective against all armor types but has limited range. |
Tier |
2 |
Cost |
100 25 15 |
Orbs of the Omnissiah |
|
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 |
120 25 15 |
Plasma Gun (Techmarine) |
|
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 |
100 25 15 |
Power Fist (Force Commander) |
|
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 |
150 50 20 |
Power Sword (Force Commander) |
|
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 |
100 20 20 |
Purification Vials |
|
Unit(s) |
Apothecary |
Grants the Purification Vials ability, which is effective against groups of enemy infantry. |
Tier |
1 |
Cost |
100 30 15 |
Refractor Field |
|
Unit(s) |
Techmarine |
Grants the Refractor Field ability that allows the Techmarine to absorb damage at the cost of energy. |
Tier |
2 |
Cost |
125 25 15 |
Sacred Standard |
|
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 |
140 30 15 |
Sanguine Chainsword |
|
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 |
100 20 20 |
Signum Armor |
|
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 |
135 30 20 |
Terminator Armor |
|
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 |
150 75 20 |
Thunder Hammer |
|
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 |
150 30 20 |