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Dawn of War 2 Multiplayer Beta - Heroes Guide, Part 2 - Space Marines

by Danny InternetsFebruary 4th, 2009 - 12:20 am

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)


Dawn of War 2: Space Marines

Force Commander

Dawn of War 2 - Heroes - Space Marines - Force Commander

ABILITIES

battlecry1 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.

cleansingflame1 Cleansing Flame (requires heavy flamer)

Continuously cover an area with fire for the ability’s duration.

teleport Teleport (requires teleporter pack) - 60 AP

Grants the teleport ability.

defend 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.

fleshoversteel Flesh Over Steel (requires power fist) - 60 AP

A powerful melee strike from the power fist temporarily immobilies the vehicle.

WEAPONS

powersword Power Sword - 120 R, 25 E

Equips Power Sword and Plasma Pistol. Effective against infantry. Increases the bonus allies receive from Battle Cry.

chainsword Chainsword & Storm Shield - 150 R, 30 E

Grants the Defend ability which makes nearby units more resistant to damage.

hammer Thunder Hammer - 150 R, 30 E

Effective against infantry and has a chance to knockback. (Requires level 2 Stronghold)

powerfist 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)

assaultcannon Assault Cannon - 70 R, 70 E

Ranged weapon effective against infantry. (Requires Terminator Armor)

heavyflamer Heavy Flamer - 70 R, 70 E

The Heavy Flamer is effective against infantry in cover or buildings. Grants Cleansing Flame ability. (Requires Terminator Armor)

ARMOR

artificer Artificer Armor - 125 R, 25 E

Grants more health and health regeneration.

alacrity Armor of Alacrity - 110 R, 20 E

Grants the Sprint ability allowing a burst of speed. Increases health and speed of Force Commander.

terminator 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

ironhalo Iron Halo - 120 R, 30 E

Allows unit to activate an energy shield that absorbs damage at the cost of energy (ability points).

teleporter Teleporter Pack - 40 R, 40 E

Grants the Teleport ability. (Requires level 2 Stronghold)

sacredstandard 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)

Apothecary

Dawn of War 2 - Heroes - Space Marines - Apothecary

ABILITIES

Dawn of War 2 - Space Marines - Apothecary - Heal Heal (default) - 35 AP

Heal a targeted squad. This ability improves as the Apothecary gains levels.

Dawn of War 2 - Space Marines - Apothecary - Full Auto Full Auto (requires master-crafted bolter) - 50 AP

Open fire, dealing increased damage and knocking enemies back within a small area.

Dawn of War 2 - Space Marines - Apothecary - Purification Vials Purification Vials (requires purification vials) - 45 AP

Throw a grenade which purifies an area, damaging all enemies within its purifying cloud.

Dawn of War 2 - Space Marines - Apothecary - Advanced Healing 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.

WEAPONS

Dawn of War 2 - Space Marines - Apothecary - Annointed Power Axe Annointed Power Axe - 80 R, 25 E

Equips the Apothecary with a Power Axe that drains energy from enemies when it strikes.

Dawn of War 2 - Space Marines - Apothecary - Master-Crafted Bolter 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.

Dawn of War 2 - Space Marines - Apothecary - Sanguine Chainsword Sanguine Chainsword - 100 R, 30 E

Chainsword that gives health to the Apothecary with each strike.

ARMOR

Dawn of War 2 - Space Marines - Apothecary - Armor of Purity Armor of Purity - 100 R, 25 E

Reduces the recharge time on the Apothecary’s Heal ability and increases the Apothecary’s health.

Dawn of War 2 - Space Marines - Apothecary - Combat Stimulant Equipment 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)

Dawn of War 2 - Space Marines - Apothecary - Armor of the Apothecarion 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

Dawn of War 2 - Space Marines - Apothecary - Purification Rites Purification Rites - 120 R, 25 E

When the Apothecary uses the Heal ability on an ally or himself, enemies nearby will take damage.

Dawn of War 2 - Space Marines - Apothecary - Purification Vials Purification Vials - 130 R, 25 E

Grants grenades which are good versus infantry and will disrupt enemy formations.

Dawn of War 2 - Space Marines - Apothecary - Improved Medical Equipment Improved Medical Equipment -120 R, 30 E

Gives the Apothecary more energy and energy regeneration.

Techmarine

Dawn of War 2 - Heroes - Space Marines - Techmarine

Dawn of War 2 - Space Marines - Apothecary - Advanced Healing Refractor Field (req. refractor field) -
Dawn of War 2 - Heroes - Space Marines - Techmarine - Mark Target Mark Target (req. signum armor) - 55 AP

Increases the damage taken on a targeted enemy unit.

ABILITIES

Dawn of War 2 - Heroes - Space Marines - Techmarine - Tarrantula Turret Tarrantula Turret (default) - 200 R, 30 E, 5 MP

Build a Tarrantula Turret emplacement that can suppress enemy infantry.

Dawn of War 2 - Heroes - Space Marines - Techmarine - Teleport Relay Beacon 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.

Dawn of War 2 - Space Marines - Techmarine - Proximity Mines Proximity Mine (requires artificer armor) - 50 AP

Mines detonate when enemies come within proximity.

Dawn of War 2 - Heroes - Space Marines - Techmarine - Repair Repair (default)

Repairs allied vehicles.

Dawn of War 2 - Space Marines - Apothecary - Advanced Healing 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).

Dawn of War 2 - Heroes - Space Marines - Techmarine - Repair Brothers in Arms (requires consecrated bolter) - 25 AP (toggle)

Increase the firing rate and damage output of the Techmarine and nearby allies.

Dawn of War 2 - Heroes - Space Marines - Techmarine - High-Powered Shot High Powered Shot (requires master-crafted bolter) - 60 AP

Fire a long-range powerful shot that deals heavy damage and suppresses.

Dawn of War 2 - Space Marines - Apothecary - Advanced Healing Powerful Sweep (requires plasma gun) -

WEAPONS

Dawn of War 2 - Space Marines - Techmarine - Plasma Gun Plasma Gun - 100 R, 25 E

Effective against infantry and heavy infantry. Grants the Overcharge ability to temporarily increase rate of fire.

Dawn of War 2 - Space Marines - Techmarine - Consecrated Bolter 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.

masterbolter Master-Crafted Bolter - 100 R, 40 E

Ranged weapon effective against infantry. Grants the High Powered Shot ability that deals heavy damage and suppresses.

ARMOR

Dawn of War 2 - Space Marines - Techmarine - Artificer Armor - 110 R, 25 E

Gives the Techmarine more health and health regeneration. Also grants Proximity Mines.

Dawn of War 2 - Space Marines - Techmarine - Bionics Bionics - 115 R, 25 E

Grants the Powerful Sweep ability that will knock away enemies that get too close. Increases health of the Techmarine.

Dawn of War 2 - Space Marines - Techmarine - Bionics Signum Armor - 135 R, 25 E

Increases the attack power of the Techmarine’s ranged weapons. Grants the Mark Target ability.

ACCESSORIES

orb Orbs of the Omnissiah - 120 R, 25 E

Grenades that drain energy and temporarily immobilize vehicles. (Requires level 2 Stronghold)

refractor 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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