Dawn of War Wiki
Advertisement
Anointed Power Axe   
Dow2 sm wp apoth 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 Dow2 req 16100 Dow2 pow 1620 Time (seconds)20
Armor of Alacrity   
Dow2 sm arm force pneumatically enhanced armour 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 16120 Dow2 pow 1630 Time (seconds)20
Armor of Purity   
Dow2 sm arm apoth gyro stabilized armour Unit(s) Apothecary Reduces the cooldown of Heal by 35% and increases the Apothecary's health by 100.
Tier 1
Cost Dow2 req 16100 Dow2 pow 1625 Time (seconds)20
Armor of the Apothecarion   
Dow2 sm arm apoth armour 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 Dow2 req 16150 Dow2 pow 1650 Time (seconds)20
Artificer Armor (Force Commander)   
Dow2 sm arm force artificer armour 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 16100 Dow2 pow 1620 Time (seconds)20
Artificer Armor (Techmarine)   
Dow2 sm arm power armour r epic 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 16110 Dow2 pow 1625 Time (seconds)20
Assault Cannon (Force Commander)   
Dow2 sm assault cannon Unit(s) Force Commander (Term.) Ranged weapon effective against infantry.
Tier 3
Cost Dow2 req 1670 Dow2 pow 1640 Time (seconds)20
Bionics   
Dow2 sm arm tech 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 Dow2 req 16100 Dow2 pow 1620 Time (seconds)20
Chainsword and Storm Shield   
Dow2 sm wp force sword 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 Dow2 req 16125 Dow2 pow 1625 Time (seconds)20
Combat Stimulant Equipment   
Dow2 sm arm apoth 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 Dow2 req 16100 Dow2 pow 1625 Time (seconds)20
Consecrated Bolter   
Dow2 sm wp1 bolter rare 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 16135 Dow2 pow 1625 Time (seconds)20
Heavy Flamer (Force Commander)   
Dow2 sm heavy flamer 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 1670 Dow2 pow 1640 Time (seconds)20
Improved Medical Equipment   
Dow2 sm wp apoth improved medical equipment Unit(s) Apothecary Increases the Apothecary's energy by 100 and energy regeneration by 0.1.
Tier 2
Cost Dow2 req 16100 Dow2 pow 1620 Time (seconds)15
Iron Halo   
Dow2 sm acc force 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 Dow2 req 16100 Dow2 pow 1620 Time (seconds)15
Lightning Claws (Force Commander)   
Dow2 sm lightning claws upgrade icon 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 1670 Dow2 pow 1640 Time (seconds)20
Master-Crafted Bolter (Apothecary)   
Dow2 sm wp1 bolter rare 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 16125 Dow2 pow 1625 Time (seconds)20
Master-Crafted Bolter (Techmarine)   
Sm wp tech master crafted bolter 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 16100 Dow2 pow 1625 Time (seconds)20
Meltagun   
Dow2 sm meltagun rare Unit(s) Techmarine Equips a melta gun, which is effective against all armor types but has limited range.
Tier 2
Cost Dow2 req 16100 Dow2 pow 1625 Time (seconds)15
Orbs of the Omnissiah   
Dow2 sm tech orbs of 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 Dow2 req 16120 Dow2 pow 1625 Time (seconds)15
Plasma Gun (Techmarine)   
Dow2 sm plasma gun 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 16100 Dow2 pow 1625 Time (seconds)15
Power Fist (Force Commander)   
Dow2 sm wp force power fist 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 16150 Dow2 pow 1650 Time (seconds)20
Power Sword (Force Commander)   
Dow2 sm wp force power sword 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 16100 Dow2 pow 1620 Time (seconds)20
Purification Rites   
Dow2 sm wp apoth purification rites 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 16100 Dow2 pow 1620 Time (seconds)15
Purification Vials   
Dow2 sm wp apoth toxin grenades Unit(s) Apothecary Grants the Purification Vials ability, which is effective against groups of enemy infantry.
Tier 1
Cost Dow2 req 16100 Dow2 pow 1630 Time (seconds)15
Refractor Field   
Dow2 sm acc tech 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 Dow2 req 16125 Dow2 pow 1625 Time (seconds)15
Sacred Standard   
Dow2 sm acc force 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 Dow2 req 16140 Dow2 pow 1630 Time (seconds)15
Sanguine Chainsword   
Dow2 sm wp apoth 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 Dow2 req 16100 Dow2 pow 1620 Time (seconds)20
Signum Armor   
Dow2 sm arm power armour raven barding flight 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 16135 Dow2 pow 1630 Time (seconds)20
Teleporter Pack   
Dow2 sm com teleport pack common Unit(s) Force Commander Grants the Teleport ability.
Tier 2
Cost Dow2 req 16100 Dow2 pow 1640 Time (seconds)15
Terminator Armor   
Dow2 sm arm force terminator armour 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 16150 Dow2 pow 1675 Time (seconds)20
Thunder Hammer   
Dow2 sm wp force two handed 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 Dow2 req 16150 Dow2 pow 1630 Time (seconds)20
Advertisement