Dawn Of War Soulstorm Wargear

2020. 1. 24. 03:22카테고리 없음

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Last updated by Gravecat on October 31st, 2011.— — — — — Lord General — —The following is an incomplete list of wargear available for the Lord General in Dawn of War II: Retribution’s Last Stand game mode. More details and icons will be added as soon as possible.

All of the Lord General’s weaponry is classed as two-handed, however he will always be seen holding the “two-handed” weapon in his left hand, and trademark sword in his right. I’ve personally confirmed up to level 11, with the rest of the information from commenters. Big thanks to ultrasloth7 for providing the information to get the list kickstarted, also kudos to Darzinth, xXDeszarasXx, Vexille, Pyro, Beelzebot, and Tsenzei for additional info and assistance. If you have any corrections or updates, please leave a comment below and I’ll update the list when I can.Sniper RifleDefault weapon, can only be replaced, not removed.Two-handed ranged weapon, 8.0 dps.Carapace ArmorDefault armor, can only be replaced, not removed.Armor Rating: 18.Deadly Sniper RifleStarting equipmentTwo-handed ranged weapon, 12.0 dps. +1.0 Energy Regeneration.

Grants Ability: High-Powered Shot (20: Fire a high-powered anti-infantry round with very long range.)Cadia Pattern Carapace ArmorStarting equipmentArmor Rating: 125. +0.2 Energy Regeneration.BolterStarting equipmentTwo-handed ranged weapon, 9.0 dps. Grants Traits: Zealous (Whenever the Lord General make a standard attack, he regains Health equal to 25% of the damage caused), Wargear Package (In addition to the Lord General, weapon specialists are able to equip this weapon.)FlamerStarting equipmentTwo-handed ranged weapon, 6.0 dps. Grants Traits: Ignore Cover (Enemies targeted with the Flamer gain no advantage from being in cover), Area of Effect (The Flamer deals damage in a large radius), Wargear Package (In addition to the Lord General, weapon specialists are able to equip this weapon.)Inspiring Power SwordStarting equipmentTwo-handed melee weapon, 19.0 dps.

For Warhammer 40,000: Dawn of War - Soulstorm on the PC, a GameFAQs message board topic titled 'Campaign Wargear'.

Grants Traits: Inspiring (Strikes from the Power Sword improves the damage and speed of nearby allies), Armor Piercing (Attacks from the Power Sword ignore up to 100 armor value), Melee Charge (Charge into melee combat, knocking down target).Honorifica ImperialisStarting equipmentAccessory. +25 Armor Rating, +2.0 Health Regeneration.Refractor FieldLevel 2Accessory.

Grants Ability: Refractor Field (25: Employs a large energy shield around the Lord General that protects nearby allied units, reducing the ranged damage they take.)Medallion CrimsonLevel 3Accessory. Grants Trait: Combat Expert (+30% Melee and Ranged Damage.)Master-Crafted Carapace ArmorLevel 4Armor Rating: 79.

Grants Ability: Tarantula Heavy Bolter Turret (25: Calls in a Valkyrie that air drops a tarantula turret armed with a heavy bolter, effective at suppressing infantry.) Grants trait: Fearless (Unit is immune to suppression.)GuardsmenLevel 5Commander Item. Grants Ability: Deploy Guardsmen (35: Calls in a Valkyrie that air drops a squad of Guardsmen, ranged units that can often equip the same weapon as the Lord General.) Grants minion trait: Weapon Specialist (Guardsmen are able to use wargear packages their Lord General has equipped.) Can only have one active Guardsmen squad at a time.Protective Power SwordLevel 6Two-handed melee weapon, 10.0 dps. +50 Armor Rating.

Grants Ability: Clear Out (25: Strike the ground, dealing damage and knocking back enemy units.) Grants Traits: Armor Piercing (Attacks from the Power Sword ignore up to 100 armor value), Melee Charge (Charge into melee combat, knocking down target.)RepairLevel 7Accessory. Grants Ability: Repair (20: Repair the target structure or vehicle.)Artificer Carapace ArmorLevel 8Armor Rating: 72. Grants Ability: Tarantula Missile Turret (25: Calls in a Valkyrie that air drops a tarantula turret armed with missiles, effective at penetrating armor and can knock down smaller units). Grants Trait: Unshakable (Makes the wearer immune to knockback.)SergeantLevel 9Accessory.

Adds a Sergeant to Imperial Guard minion squads. Grants Minion Trait: Battle Hardened (Adds 100 Armor and +2 Health Regeneration.)CatachanLevel 10Commander Item. Grants Ability: Deploy Catachan (35: Calls in a Valkyrie that air drops a Catachan squad, armed with shotguns and able to throw grenades.) Grants Minion Traits: Knockdown (Catachan shotgun fire has a chance to knock down smaller units), Explosives Expert (Catachans occasionally toss frag grenades.)ReinforceLevel 11Accessory. Grants Ability: Reinforce (10: Call a Valkyrie assault carrier to the target location, reinforcing allied infantry near the landing zone.)Mordian Pattern Carapace ArmorLevel 12Armor Rating: 37. Grants ability: Executioner Heavy Turret (40: Valkyrie dropship air-drops a heavy turret equipped with the Executioner, a rapid firing plasma cannon devastating to infantry).Grenade LauncherLevel 13Two-handed ranged weapon, 5.5 dps. Grants ability: Blind Grenade Volley (20: fire a volley of blind grenades, stunning enemies in the target area). Grants traits: Area of Effect, Knockdown, Wargear Package.CommissarLevel 14Accessory.

Grants minion trait: Combat Expert (+30% melee and ranged damage).OgrynsLevel 15Commander Item. Grants ability: Deploy Ogryns (35 ). Grants minion trait: Healthy (Ogryns have increased health).Armageddon Pattern Carapace ArmorLevel 16Armor Rating: 30. Grants ability: Vanquisher Heavy Turret (40: air-drops a heavy turret with a vanquisher cannon, deals large area-of-effect, and punches through even the thickest armor).Take Aim!Level 1720: Grant an ally a temporary but significant damage boost.Plasma GunLevel 18Two-handed ranged weapon, 7.3 dps. Grants traits: Armor Piercing (attacks from the Plasma weapon ignore up to 100 armor), Wargear Package (in addition to the Lord General, weapon specialists are able to equip this weapon).Rocket RunLevel 1950: Calls in a Valkyrie to perform targeted rocket pod runs to devastate the enemy. Grants trait: Rocket Run.Storm TroopersLevel 20Storm Troopers: Elite infantry equpped with hot shot lasguns. Grants the Tactical Withdrawl ability that allows the Lord General to retreat to a target position. Grants Ability: Deploy Storm Troopers (35 ). Grants Ability: Tactical Withdrawal (6: the Lord General will retreat to the target location to regroup). Grants Trait: Special Ops (-25% Energy costs).The Black PlateUnlocked by achievement “Unshakable” (Complete 10 waves in a single match while holding both strategic points as the Lord General)Armor Rating: 125.

Grants Trait: Black Armor (The Lord General receives 50% less damage in melee).Duelist HonorsUnlocked by achievement “A trail of blood behind him” (Kill 2,500 enemies as the Lord General)Accessory. Grants Trait: Duelist (Increases melee damage by 40%).Ornate Vostroyan ShotgunUnlocked via paid DLC packTwo-handed ranged weapon, 10.5 dps. Grants Trait: Area of Effect (The Shotgun deals damage in a radius). Grants Ability: Solid Slug (25: Replace the Shotgun’s regular shot with a solid slug. Deals large damage to the target and knocks back units in a small area.)Ursidae TrophyUnlocked via paid DLC packAccessory. Grants Minion Traits: Inspired Will (Increases the health of all the General’s infantry by 15), Superior Provisions (Increases the health of all the General’s turrets by 150.). @FrazerWithout the guardsmen the Sniper Rifle will deal more damage for you AND it increases your energy regeneration by 1.

Also the duelist honors is not nearly as good as the Medallion Crimson, so wtf are you using the duelist honors???As for Take Aim, if you’re using it on your minions would the Commissar be a better choice? Though quite frankly the General is squishy as hell without the Honorifica Imperialis so I’d suggest that instead. Higher damage means nothing if you have to wait for your teammates to raise you all of the time. And no, Retreat won’t always save you because the ability is buggy as hell and will cancel in the middle of running away (which causes the General to turn around to fight and ignore your orders for 2 seconds).And finally, stormtroopers are the WEAKEST minion creatures he has. The only reason people use them is because of the -25% energy costs.

They’re little better than target practice for your enemies (which is the only reason you would bother to summon them so they get clobbered instead of you). Tried this out for fun with 2 friends yesterday.You can literally just sit in one of the spawn points and afk until about wave 183 Lord Generals, all using the same setup.Grenade LauncherMaster-Crafted Carapace ArmorUrsidae TrophySergeantCommissarGuardsmanWe all just went to the top right on TBC, spawned everything(making a wall with out turrets)I was able to afk and go to the store and come back without anything dying.Once we hit wave 18 it got a lot harder, lost on 19.But it’s a good easy way to just get exp on the LG. @Aylin:Defensively I agree, but the Inspiring Power Sword is actually a fairly strong melee weapon, especially with the available upgrades and when you consider it’s own boost.It would probably work better of the Storm Trooper Tactical Withdrawal didn’t have a tendency to bug and cancel his “retreat” so he could escape/approach easier.

As it is, lack of reliable mobility and defense makes it too much of a liability. I suppose it might work out okay with allies with Blind Grenades or other disruption, but.

Thanks Revan, I did it today on Colisseum and got it after the 10th wave.The only thing I miss with the LG are the fearless or unshakable traits tied to either his melee weapons or some accessory instead of armour.You have either one of those traits and are fragile, or proper protection (Cadia pattern carapace or Black plate).Inspiring sword has good damage and nice buff, but doesn’t change your resilience and Protective sword has poor damage and no special attack chance in exchange for a little armour buff and one ability. A good build I link is:Flamer+ Guardsmen (till about level 14)(to deal with the heavier units the guardsmen will basicly be acting as a meat shield for your other allies)Then ogryns+sniper after.I tried Grenade+gaurdsmen and while it looked AWESOME (basicly your knocking back all the enemies every few seconds) it didn’t do much damage. Bolter+ guardsmen is alright (regenerating) but again, not enough sheer power.A melee orientated General (at the expense of turrets) was fun, just i find this build only works well if atleast one of your allies helps you in fighting swarms. @Eric: It can be sure, especially the Sergeant since they are rather fragile.

Ultimately, it is a matter of what you can fit into your build.Stormtroopers are mostly good for Tactical Withdrawal and Spec Ops, as for raw power the other squads will do more (though at higher energy cost). They do have an impact though, and as long as your build makes good use of those benefits, throwing a few benefits to them isn’t necessarily bad.Personally though, I prefer to just go with a more selfish build and abuse the traits and abilities, rather than rely on the Stormtroopers themselves.

@Reconn: It’s cheaper, for one. Ten energy to replace all missing models in your squad, as opposed to, what, 35 to replace the entire squad. However, it doesn’t heal up injured models, and so you’ll probably end up with half your squad still missing.

It also isn’t instant, requiring somewhere between 1-2 seconds for the Valkyrie to fly in and drop the box, so timing is essential.Overall, if you think you’re fast enough for it, Reinforce can save you energy in the long run. If you don’t think you’re fast enough or don’t have anything to save energy for, just save yourself the accessory slot and refresh your squad with the Guardsman/Catachan/Ogryn/Stormtrooper button. Here’s a spec which I term my “Joke Build”, but on field testing, it’s pretty effective:BolterArtificer Carapace ArmorUrsidae TrophySergeantCommissarGuardsmenIt’s strangely effective because the guardsmen fire their bolters really fast, and with the commissar, they tear through anything, even Wraithlords and Dreadnoughts!The only problems you will really have are jumpers like Stormboyz or machine gun teamsbut that’s what your teammates are for.Although it’s my Joke Build, it’s actually not bad, try it for not-so-serious play. Hi Reconn,Try this build not sure what lvl you are:Deadly Sniper RifleCadia Pattern or The Black Plate (if you’ve unlocked it already)Honorifica ImperialisMedallion Crimson or Sergeant (if you’re at that level)Ursidae Trophy (if you have DLC) or Commissar (if you’re at that level)Guardsmen or Catachan (if you’re at that level)I found the sniper with plenty of energy will serve you well.Getting swamped? Do what a good noob does, hide in a tower.I was able to reach wave 20 with a 1st level LG.Have fun!

As far as turrets I mostly find myself using the missile flavored tarantula. It’s got good disruption in the early waves, and the KD immunity helps a ton.That said though, I think people undersell the Vanquisher. If you have a team that’s able to mostly keep enemies away from it, it’s power and more importantly, range is phenomenal, even if it can’t do anything against mobs of melee groups. It does have a tendency to destroy cover in the first parts of the game, but slower than say a Dreadnought or even Tyrant Guard. So here is an effective build that got me to round 20 in Anvil of Khorne (with a couple of noobs i might add) This is made for a level 14 player.

This is a pretty good macro class, you wont have to constantly spam your energy bar. (Please forgive spelling of wargear)Flamer (or if your team is using AoE switch to sniper to hit the big targets)Black Plate (considering AoK is pretty much all melee at times)Honorifica Imperialis (your gonna want the health regen)Sergeant (Minion Boost FTW)Commissar/Ursdae trophy (depending on play style, both workCatachun devils (only decent unit unlocked so far). Jungle ExpertOrnate Vostroyan ShotgunCadia Pattern Carapace ArmorRefractor FieldHonorifica ImperialisCrimson MedalCatachanAfter creating it I found it’s a rather low-level built – effective nonetheless.Blow your enemies away with the new Ornate Vostroyan Shotgun and use Catachans for support to create chain knockback all the way. The Refractor Field will protect you from ranged fire, while your knockback and if necessary the Solid Rug take on the meelee units (especially funny to watch against Banshees, Assault Space Marines etc.).Enjoy. ExterminatorDeadly Sniper RifleCadia Pattern Carapace ArmorHonorifica ImperialisCrimson MedalRocket RunStorm TroopersPretty Simple: 2.2 Energy Regeneration + Special Ops = Mass Rocket Run ftw.Don’t call Stormtroopers, shoot heavy enemies with your Sniper Rifle and if necessary with High-Powered Shot, use Tactical Withdrawal to always flee into areas you already cleared or if you are not sure about incoming spawns, flee behind the most durable allie you can find.Anvil of Khorne will look like the Inquisition had already finished. You are right – the melee setup for the LG does indeed suck (should have mentioned it on other post!), and will easily get squished by Banshees and vehicles. A good idea by Relic to spice things up but badly executed.As for your comment Barry, Storm Troopers themselves are extremely weak, even with a Commisar and/or Sergeant – they simply don’t have enough health/armour or damage.

The ONLY reason for taking them is the -25% energy costs on.everything., so calling minions.the strom troopers) costs 28 energy (from 35), a turret is 32 energy (from 40) and the Rocket Run is 40 energy (from 50). In short, you take them for the trait you get rather than the usefulness of the minions.The Vanquisher turret is a bit of a two-sided coin – it deals excellent damage but only to a single target (ignores most armour) and has a HUGE range, assuming the turret has the firing line to its target.

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This is quite handy on wave 16 too as if you setup your turret properly before hand it will “snipe” the dopplegangers. Combine that with the Deadly Sniper Rifle with its High Powered Shot and you can almost insta-kill some targets.

Pyro, I tested this one myself and it didn’t really match the other setups as well. Shuriken cannons and Devastator Marines nail the LG cos of his low armor against range attacks and lack of Fearless trait. A turret is better against melee units while a Flamer can handle swarms with brutal ease. The Executioner Turret while powerful against infantry needs time to turn and has a comparitively short range to other turrets. An Ork with a Dakka Deffgun, HT with Barbed Strangler or another LG with Tarantula Heavy Bolter turret is essential to give the Executioner an easy target. So far i haven’t got the Vanquisher turret yet though i’m expecting good things.

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I do have a question though. Are the Storm Troopers really worth being the level 20 item? They don’t seem so great in multiplayer to me. Better than Ogryns and Catachans or leave Storm Troopers alone and carry on doing what i’m doing? Well, If you’ve looked at the other thread you probably noticed I like to post builds, so why not now.Deadly Sniper RifleMaster-Crafted Carapace ArmorMedallion CrimsonSergeantCommissarOgrynsPretty straight forward support build that works in almost any team. You can just pick an exit and get comfy, the suppressing serves a huge amount of use, while the turret may be fragile, the energy regen form the sniper makes up for it.Your ogryns are rock solid, so it will take to about wave 9 for one to die, and the entire time they will actively go out and attack suppressed targets and others.Then when u see big targets start picking them off with your sniper, energy should be no problem as long as you are smart about it. The only cons with this build are # 1getting swarmed (neither you or the ogryns will fair well) #2 trying to kill things in later waves with the sniper(i often found waves 17,18,and 19 to be pretty much sniper resistant) However both of those problems can be fixed with some good teamwork and communication, enjoy 😉.

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Yay, its finished, now i guess all we need is to edit it, but it looks completed to me.Here are some things i noticedOn the lvl 9 acc sergeant the battle-hardened gives minion trait: +100 armor and +2.0 health regenOn lvl 13 the weapon grenade launcher does 5.5 dpson lvl 15 the comm item ogryns: healthy(Ogryns have increased health)on the lvl 16 armor Armageddon Pattern Carapace Armor: Vanquisher heavy turret(air-drops a heavy turret with a vanquisher cannon, deals large area-of-effect, and punches through even the thickest armor). Here more detailed info on the later wargear.The info was gathered from my personal Lord General Acc’s, so it’s 100% accurate.Level 18: Plasma Gun: Two-handed ranged weapon, 7.3 dps.Grants Trait: Armor Piercing “attacks from the Plasma weapon ignore up to 100 armor”.Grants Trait: Wargear Package “in addition to the Lord General, weapon specialist are able to equip this weapon”.Level 19: Rocket Run: Calls in a Valkyrie to perform targeted rocket pod runs to devastate the enemy.Grants Trait: Rocket RunLevel 20: Storm Troopers: Elite infantry equpped with hot shot lasguns. Grants the Tactical Withdrawl ability that allows the Lord General to retreat to a target position.Grants Ability: Deploy Storm Troopers.Grants Ability: Tactical Withdrawl “The Lord General willretreat to the target location to regroup”.Grants Trait: Special Ops “-25% Energy costs”.

Dawn Of War Soulstorm Wargear