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Dawn of War - Units: The number of units a player may field at one time is determined by population and vehicle 'squad caps'; these limit the number of infantry troops and vehicles a player may have on the battlefield. Squad caps may be increased using methods differing between races. Most units have a melee attack and a ranged attack. Units are often specialized to be better using one attack type. Certain units are "hard capped", meaning a player may only have a certain amount of them, such as Skull probes and Apothecaries (both of the Space marine faction) being limited to 4, and commanders and ultimate units being limited to 1. All units also have stances; these affect how the units respond to enemies. There are three types of units: commanders, infantry, and vehicles.Commanders are hero units, and each commander can only be fielded one at a time. If they perish, they may be rebuilt. A sub-class is the semi-commander unit, which has many abilities like the commander unit but several may be fielded at once. Infantry are foot soldiers, and may either be regular or heavy, with heavy infantry being much tougher than normal infantry. Vehicles serve as heavy weapon platforms and/or transports, and include tanks, artillery, troop carriers and walkers.Infantry come in squads that are commanded as a single entity. They may be reinforced with additional members, equipped with special weapons, or be attached to hero units. Some squads have special abilities, such as grenades, teleportation, and stealth, unlocked with research or leader units. Unit longevity is determined by their health and morale points, which govern a squad's fighting effectiveness. Both are reduced by weaponry; morale recharges independently or due to unit abilities, while health is increased by natural regeneration, healer units, or repair.Each of the four races has access to a unique special unit whilst in control of a "relic"; they are superior to normal units. To obtain one of the special units the player must complete all pre-requisites (research, own specific buildings) and be in the final tier of research. These special units also require substantially more resources and time to create.Space Marines: Terminators, Assault Terminators, Land RaiderChaos Space Marines: Bloodthirster, ObliteratorsOrks: SquiggothEldar: Avatar of Khaine
Dawn of War - Buildings: Aside from their initial headquarters, each faction or race may build research and resource centers, unit-producing facilities, and defensive fortifications. Research buildings may research special upgrades that increase the abilities of that race's units, while resource buildings produce resources. Unit facilities produce infantry and vehicles. In order to access their next tier, a race must build certain buildings to unlock new technologies and buildings.
Dawn of War - Setting: The game is set in the Warhammer 40,000 universe, a dystopian vision of the far future with Gothic and Lovecraftian undertones. Humanity has forged a galaxy-spanning empire, the Imperium of Man, with the God-Emperor of Mankind as humanity's leader and only deity. The Imperium is in a state of constant war with the Orks, Eldar, and the human servants of Chaos. The single player campaign is set on the planet Tartarus.
Dawn of War - Factions: Warhammer 40,000: Dawn of War features four playable armies:Space Marines - The Space Marines are the elite genetically-modified superhuman soldiers of the Imperium. Space Marines have the highest morale in the game. Their troops and vehicles are more expensive, however. The Space Marines are the only playable race in the single player section of the game, and the 11-mission campaign features the Blood Ravens Chapter as the protagonists, led by Captain Gabriel Angelos and Librarian Isador Akios.Chaos Space Marines - The Chaos Space Marines are members of the Traitor Legions who chose to betray the Emperor of Mankind and the Imperium during the Horus Heresy and instead serve the Chaos Gods. In Dawn of War, they use troops that are similar to their Imperium counterparts. In addition, they employ morale-draining daemons and psykers. The campaign features the Alpha Legion, with their leaders, Sindri Myr and Lord Bale.Eldar - The Eldar are an ancient, technologically-advanced race. Eldar in Dawn of War are fast and fragile. They are able to move quickly across the map via Webway gates. The campaign features the Craftworld of Biel-Tan, and their leader, Farseer Macha.Orks - Orks are a savage, warlike race. In large enough numbers, they gain morale immunity. The tech tree for Orks differs from the other races in that it depends on the amount of Orks currently in your army and the number of erected WAAAGH!! banners. Several clans are featured in the campaign, as is the Ork Warboss, Orkamungus.Imperial Guard - In addition to the four fully playable races, the Imperial Guard also make appearances in the single-player campaign as allies of the Space Marines, led by Colonel Brom. They would later be made into a featured race for the first expansion pack,  Dawn of War - Winter Assault.
Dawn of War - Reception: Upon release, the critical response to Warhammer 40,000: Dawn of War was on the whole extremely positive. It was congratulated most frequently for its varied and balanced factions and units, its polished presentation, in particular the high quality of unit animations, and the user interface.One of the first reviews was by IGN, who awarded the game 8.8/10, in particular praising the large level of graphical and animation detail. They also cited the skirmish and multiplayer as one of the game's strongest points. Gamespot came to similar conclusions, in particular praising the game's presentation and audio.Conversely, an area of the game that drew criticism was the single player campaign, which many reviewers found to be too short and unchallenging. Another area of weakness identified was a lack of originality in the gameplay. However, these weaknesses were considered to be minor, IGN summarising "Nothing about the gameplay will really surprise anyone (though the addition of reinforceable squads is pretty neat) but it doesn't particularly matter...Relic kicked ass creating a great piece of entertainment." The French website Jeux PC (lit. "PC Games") awarded the game 16 out of 20, in particular praising the simplicity of the user interface and the intensity of the battles. German reviewer Daniel Matschijewsky awarded the game 83 out of 100, in particular praising the user interface and the sound, but identified the campaign and the AI as weaker areas.Overall Dawn of War was well received by critics, earning aggregate scores of 86/100 from Metacritic and 87/100 from Game Rankings.
Dawn of War - Awards: Gamespy: 7th Best PC Game of 2004, Best Use of License 2004, 7th Best PC Game of 2006(Dark Crusade), Best Expansion of 2006(Dark Crusade)IC-Games: Editor's Choice AwardIGN: Runner-up in Best Strategy Game of 2004, Runner-up in Best Multiplayer Game of 2004, Best Expansion Pack of 2005(Winter Assault), Best Expansion Pack of 2006(Dark Crusade)Tom's Hardware: Must Have award for December 2004Gamespot: Best Expansion Pack of 2006 (Dark Crusade)According to the game box, the Game of the Year Edition is based on the awards from GameSpy and Computer Gaming World. However, it only won a Top 10 (7th place) award from GameSpy and "Best Real-time Strategy" Game of the Year from CGW. Dawn of War did not win any overall GOTY awards from any major publication. This is based on a quote from CGW not for an actual award, which is why it says ("game of the year" GCW) in quotes at the bottom of the box.
Dawn of War - External links: Official website
Dawn of War - Dark Crusade - Dawn of War - Dark Crusade: Warhammer 40,000: Dawn of War - Dark Crusade is the second expansion pack to the PC-based real-time strategy (RTS) game Warhammer 40,000: Dawn of War developed by Relic Entertainment and published by THQ. Based on Games Workshop's popular tabletop wargame, Warhammer 40,000, Dark Crusade was released on October 9, 2006. The expansion features two new races, the Tau Empire and the Necrons. Including the Imperial Guard from Dawn of War's first expansion pack Winter Assault, this means a total of seven playable races in this expansion.Unlike Winter Assault, Dark Crusade is a standalone expansion that does not require prior installation of Dawn of War or Winter Assault to play, allowing the user to play as all seven factions in both single player Skirmish and Campaign modes, though not in multiplayer.Parallel to the release of Dark Crusade, THQ also released a triple pack of Dawn of War, Winter Assault, and Dark Crusade, dubbed Dawn of War Anthology. The case is embossed with images of all the faction leaders of the campaign dressed in their respective wargear.
Dawn of War - Dark Crusade - Gameplay: As with previous Dawn of War titles, Dark Crusade is focused on the conflict portion of gameplay; in order to obtain more resources players must fight for them. Each player starts off with a base and wins by fulfilling mission objectives. There are multiple tiers of technology, with each allowing for more powerful units and upgrades.
Dawn of War - Dark Crusade - Units: The number of units a player may field at one time is determined by population and vehicle 'squad caps'; these limit the number of infantry troops and vehicles a player may have on the battlefield. Squad caps may be increased using methods differing between races. Most units have a melee attack and a ranged attack. Units are often specialized to be better using one attack type. All units also have stances; these affect how the units respond to enemies. There are three types of units: commanders, infantry, and vehicles.Commanders are hero units, and can usually only be built once. If they perish, they may be rebuilt. A sub-class is the semi-commander unit, which has many abilities like the commander unit but may be built multiple times. Infantry are foot soldiers, and may either be regular or heavy, with heavy infantry being much tougher than normal infantry. Vehicles are heavy weaponry and transports, and include tanks, artillery and troop carriers.All units, aside from most heroes and vehicles, come in squads. These are groups of infantry that are commanded as a single entity. They may be reinforced with additional members, equipped with special weapons, or be attached to hero units. Some squads have special abilities, such as grenades, teleportation, and stealth, unlocked with research or leader units. Unit longevity is determined by their health and morale points, which govern a squad's fighting effectiveness. Both are reduced by weaponry; morale recharges independently or due to unit abilities, while health is increased by healer units or repair.
Dawn of War - Dark Crusade - Buildings: Aside from their initial headquarters, races may build research and resource centers, unit-producing facilities, and defensive fortifications. Research buildings may research special upgrades that increase the abilities of that race's units, while resource buildings produce resources. Unit facilities produce infantry and vehicles. In order to access their next tier, a race must build certain buildings to unlock new technologies and buildings.
Dawn of War - Dark Crusade - Multiplayer: Players may either connect directly by IP connection, play on their LAN or play through an online service offered by Gamespy. There are eight game modes available for online skirmish play, such as Annihilate, which requires the player to destroy every enemy unit and building, or Sudden Death, which causes a player to be eliminated if another captures one of their strategic points. Multiple game modes may be enabled, calling for multiple winning conditions. Due to its nature as a standalone expansion pack, the player may only play as the Tau or Necrons in multi-player. They must enter their original Dawn of War CD key to gain access to the original four races. Likewise, a Winter Assault CD key is needed to access the Imperial Guard.
Dawn of War - Dark Crusade - Campaign: The expansion features a "Risk-based strategic layer", which is a campaign including a "meta-map" of the world of Kronus, the game's setting, similar to those in Westwood Studios' Dune games as opposed to the old, programmed, linear storylines common in most real-time strategy games. Due to this lack of linearity, there is no plot aside from the opening cinematic; rather, as the player conquers various opposing factions for control of Kronus the game provides a narrative specific to whom the player has conquered. If the player wins the campaign, a cinematic is played that depends on which faction the player was controlling. With the release of Dawn of War II, it is learned that the Blood Ravens (Space Marines) were officially the victorious faction, and that they were the army that both defeated the Imperial Guard present on Kronus at the city of Victory Bay and the Word Bearers Chaos Space Marines who had sought to conquer the world. It is left ambiguous whether or not the Blood Ravens were the faction that eliminated the other combatants.The player may pick a faction to play as, and then engages in turn-based combat with the other A.I.-controlled factions. There are multiple provinces, which are conquered by fighting a regular skirmish match over them. These may give either a special bonus or supply special 'honour guard' units, which are powerful, non-trainable versions of regular units. They may only be made on the main battlefield overview screen, and, like provincial reinforcements, cost planetary requisition, a resource gained on a per-turn basis based on how many provinces the player controls. Honour guard units transfer over provinces and may be used repeatedly. There are also seven 'Stronghold' provinces that function as bases for the respective factions; these are made like more traditional campaign games, with multiple secondary and primary objectives that vary from faction to faction.Also, a race's commander unit may be upgraded with special "wargear", unique, customizable upgrades that vary by race. These are awarded at battle milestones, ranging from a certain amount of kills to conquering many provinces.Campaign scenarios are persistent, meaning that all player structures are 'saved' when a game is won. For example, if a player builds a base and conquers a province, only to have a neighbouring faction attack aforementioned province, the player will start out with his previous base, with the exception of having no technology researched. Players may also choose to garrison provinces with units that are instantly available should the province be attacked. These are bought with planetary requisition.
Dawn of War - Dark Crusade - Setting: All the pre-existing factions gained new units in Dark Crusade, and two new playable races are made available, including:
Dawn of War - Dark Crusade - Tau Empire: One of the two new races in the game, the Tau are unique in multiple ways. Tau Fire Warriors and their anti-gravity vehicles are powerful in ranged battles, but have weak melee capability. To compensate, they fight alongside the alien Kroot, using these primal warriors as auxiliaries. Also, they are the only race with a 'choice' in their final technology choices; two final tier buildings are presented, which provide different end-game units and technologies. Only one may be chosen. The Tau also do not have any standalone defensive structures or minefields.
Dawn of War - Dark Crusade - Necrons: The Necrons are unique, as they do not require requisition to build their army. Rather, power is the only resource needed to make Necrons units. However, capturing Strategic Points and building Obelisks (the Necrons' listening post) will increase the speed of research and building, and will also expand the population cap. The Necron Monolith, their homebase, is restored as more buildings are built, while also unlocking new units (similar to how the Zerg function in Starcraft), and functions as the only vehicle- and troop-producing building for the faction. When fully restored, the Monolith becomes mobile (albeit very slow, though it can teleport) and is armed with very powerful Gauss weaponry. Many Necron units have the ability to resurrect, and most will leave persistent corpses on the battlefield that may either self-resurrect after they die or be restored by specialized Necron units.The Necrons were previously seen in Dawn of War - Winter Assault at the end of the single-player campaign, but were noticeably stronger.
Dawn of War - Dark Crusade - Notable Characters: Dark Crusade features some reappearances by characters from the past games in the series, such as Farseer Taldeer and Warboss Gorgutz 'Ead 'Unter, who were featured in Winter Assault.
Dawn of War - Dark Crusade - Plot: The events of Dark Crusade take place on the former Imperial Civilised World of Kronus, a planet on the Eastern Fringe of the Imperium in the Segmentum Ultima, where the local human population has been absorbed into the nearby Tau Empire. It is also an ancient Necron Tomb World, whose inhabitants are starting to awaken. Eldar from Craftworld Ulthwé soon arrive to stop the ancient Necron threat from growing. In addition, Kronus happens to be a world with a variety of hidden Imperial relics, left behind from the Horus Heresy, that are significant to the Blood Ravens Space Marines, the Imperial Guard and the Word Bearers Traitor Legion of Chaos Space Marines. There is also a local Feral Ork population in the southern jungles of Kronus who quickly mobilise against the new threats when the Ork Warboss Gorgutz 'Ead 'Unter and his WAAAGH! arrive on the world in search of their next battlefield. Faced with such opposition against the thriving Tau Sept, the world's Tau Governor Aun'el Shi'ores, knowing the planet must be kept within the Tau Empire, orders his Tau Fire Warriors into battle against the other factions.
Dawn of War - Dark Crusade - Development: Dark Crusade uses the same engine as the original Dawn of War game, which allowed the game's developer, Relic, to focus most efforts on revamping the single-player campaign and balancing out the two new races. By E3 2006, the two new races were demonstrated through an in-engine feature, though no playable version was showcased. New units were unveiled regularly after August 11, 2006. The first available playable build was released on September 18 to GameSpot. Dark Crusade exited the development stage on September 21, and was expected to be shipped worldwide by October 9, 2006.
Dawn of War - Dark Crusade - Reception: The expansion was praised as an "excellent real-time strategy game", with its non-linear single-player campaign, stabilized multiplayer and additional features, and was selected by IGN and Gamespot as the best expansion pack of 2006. Most were quite surprised by the quality and size of the expansion, stating that the large amount of new content "breathed new life into the game". Critics cited the excellent balancing between races, saying it had a positive effect on both single-player and multiplayer. Aside from new units and races, changes to the gameplay mechanics, such as reworking of the elite unit system, were well-received, as critics felt that the changes "forced players to actually think about using real combined arms tactics in multiplayer and contributed to more games decided by genuine strategy and skill rather than just who can spec out the proper build order."Some critics stated that the game's weak points included its complexity; some reviewers disliked how much micromanagement was required to effectively field one race against another, saying that this complexity was detrimental to the game. As one reviewer mentioned "...when I stop having fun, I stop playing." The learning curve was also stated as being very steep for an RTS, due to each race being different. Another thing critics disliked was the player's inability to 'zoom out' with the in-game camera; this sometimes got in the way of large battles, and was especially noticeable when playing as or against the Tau, as their long range weapons often resulted in them engaging their targets off-screen. While general consensus on the revamped single-player campaign was positive, some critics felt that it was not particularly challenging; they found that the AI was strategically weak, and there were no random elements in most skirmish missions that would enhance replayability. The usage of a random auto-resolve feature to determine which races won which territories was seen as a downside; also, one critic found that the AI never attacked his homebase, and that they would attack insignificant zones regardless of the opportunity to capture more significant ones. In terms of new additions, some critics felt that the races, in particular the Necrons, were overpowered. Despite these accusations (or perhaps because of them), the Tau and Necrons remain some of the least-used races in multi-player games.
Dawn of War - Dark Crusade - External Links: Official Dawn of War Website
Dawn of War - Soulstorm - Dawn of War - Soulstorm: Warhammer 40,000: Dawn of War - Soulstorm is the third and final expansion of the Dawn of War series of PC games, featuring two new factions: the Dark Eldar and the Sisters of Battle. Each older faction received new units and air units were incorporated as well for the first time.The campaign is much like the Dark Crusade, though the experience has been enhanced with new units and factions. In this installation of the franchise, players must conquer 32 territories across four planets and three moons in the Kaurava System to win.The game also features multi-player achievements, including medals, which are earned when certain objectives are accomplished. The game was released for Microsoft Windows on March 4-7, 2008, depending on the geographical region.
Dawn of War - Soulstorm - Game Description: Much like its popular predecessor, Dark Crusade, Soulstorm is a stand-alone expansion pack. All nine factions are available for play in the campaign and single player skirmish games, but in order to play as the older factions online, the player must have all of the previous respective games to unlock them. The Platinum Edition of Dawn of War includes the original game and its two previous expansions, Winter Assault and Dark Crusade.
Dawn of War - Soulstorm - Outcomes: The fate of the Kaurava System depends on the actions taken by the various factions fighting over it; it can be returned to the control of the Imperium, become a new frontier Sept of the T'au Empire, become the black heart of the Necrons' next genocidal "red harvest", the base of the greatest Ork WAAAGH! ever launched, or a new Daemon World of the Warp.If the Kaurava Campaign is ultimately won by the Imperial Guard's 252nd Conservator Regiment under the command of Governor-General Vance Stubbs, the Kaurava System remains a part of the Imperium of Man. Lord General Stubbs and his men are then declared heroes by the people of the Kaurava System. The system began to thrive again thanks to vast rebuilding, mining and terraforming projects that were initiated by Governor Stubbs.The numerous military academies that were built there following the Imperial Guard's victory turned out superior Imperial Guardsmen who were second in quality only to the Kasrkin Cadian Shock Trooper regiments of Cadia.Only Kaurava III was left largely barren, due to the fact that it had been the Tomb World where the Necrons had risen.General Stubbs' ability to organise and reform the long-neglected Kauravan Imperial Guard regiment did not go unnoticed by Ultima Segmentum Command, and he was promoted in time from the lesser role of governor-general to full control over a small star system as an Imperial planetary governor.
Dawn of War - Soulstorm - Canonical Ending: The ultimate fate of the Kaurava System depends on the actions taken by the various factions fighting over it. In Dawn of War II, the follow-on PC game, Scout Sergeant Cyrus reveals that the Blood Ravens under Captain Indrick Boreale had died and suffered a terrible defeat in the Kaurava System, with all 5 of the Blood Raven companies deployed under his command destroyed, essentially costing the Chapter half of its manpower in a single campaign.As a result, the Blood Ravens needed to step up their recruiting process in Sub-sector Aurelia, their only remaining recruiting ground for neophytes who were desperately needed to make good the Chapter's losses during the disastrous Kaurava Campaign.The subsequent invasion of that region by a Tyranid splinter Hive Fleet soon threatened the very existence of the Blood Ravens Chapter.However, the plot of Dawn of War III, released in 2017, confirms that the Orks under Gorgutz proved to be the victor of the battle for the Kaurava System, making it the heart of his WAAAGH!, though no details are provided over how the greenskins defeated all the other factions.
Dawn of War - Soulstorm - Faction List: Chaos Space MarinesDark EldarEldarImperial GuardNecronsOrksSisters of BattleSpace MarinesT'au Empire
Dawn of War - Soulstorm - New Units: Each race is given a new aerial unit which does not obey the normal rule of engagement in the Dawn of War series due to its ability to hover over the battlefield.The Chaos Space Marines gain the Hell Talon.The Eldar gain the Nightwing.The Imperial Guard gain the Marauder Bomber.The Necron Tomb Spyder's Attack Scarabs have been granted a flight ability and the Necron Lord receives the ability to summon the C'tan called the Deceiver.The Orks gain the Fighta-Bommer.The Space Marines gain the Land Speeder TempestThe Tau gain the Barracuda.The Dark Eldar gain the Voidraven.The Sisters of Battle gain the Lightning Air Superiority Fighter.
Dawn of War - Soulstorm - Dark Eldar: The Dark Eldar are the forsaken and corrupt kindred of the Eldar, an ancient and advanced race of elf-like humanoids. Their armies, like their Eldar counterparts, usually have the advantages of mobility and advanced technology, though they are often lacking in resilience and numbers.The Dark Eldar revel in piracy, enslavement and torture, and are sadistic in the extreme. Dark Eldar armies make use of various anti-gravity skimmers such as Raiders and Ravagers to launch high speed attacks. They strike with little or no warning, using an interdimensional labyrinth known as the Webway to traverse the galaxy safely and far more quickly than most advanced races are able to with their Warp jumps.The Dark Eldar are unique amongst the intelligent races of the Milky Way Galaxy because they do not live on a settled world or worlds, but rather in one foul city-state - the Dark City of Commorragh - that lies within the "ordered" Immaterium of the Eldar Webway. The Dark Eldar are mainly pirates and slavers who prey on targets across the galaxy to feed their unholy appetites for other sentient beings' souls, a terrible desire called the Thirst, though they are sometimes used as mercenaries by other species.The Dark Eldar are the living embodiments of all that is wanton and cruel in the Eldar character. Highly intelligent and devious to the point of obsession, this piratical people revel in the physical and emotional pain of others, for feeding upon the psychic residue of suffering is the only way they can stave off the slow consumption by the Chaos God Slaanesh of their own souls.The Dark Eldar, particularly their warrior castes, are tall, lithe, white-skinned humanoids. Their alabaster skin is death-like in its pallor, for there is no sun within their dark realm to provide colour. Their athletic bodies are defined by whipcord muscle, shaped and enhanced until they are superior to those of their Eldar counterparts, as the Dark Eldar prize physical and martial prowess highly.Yet for all their physical beauty, the Dark Eldar are still repugnant monsters. When viewed with the witch-sight of a psyker, the Dark Eldar's black souls are revealed, for they eternally thirst only for the anguish and torment of other thinking beings in order to fill their own infinite emptiness.
Dawn of War - Soulstorm - Sisters of Battle: The Adepta Sororitas, also known as the Sisters of Battle are an all-female division of the Imperial Cult's ecclesiastical organization known as the Ecclesiarchy or, more formally, as the Adeptus Ministorum. The Sisterhood's Orders Militant serve as the Ecclesiarchy's fighting arm, mercilessly rooting out corruption and heresy within humanity and every organisation of the Adeptus Terra.There is naturally some overlap between the duties of the Sisterhood and the Imperial Inquisition; for this reason, although the Inquisition and the Sisterhood remain entirely separate organisations, the Orders Militant of the Sisterhood also act as the unofficial Chamber Militant of the Inquisition's Ordo Hereticus.The Adepta Sororitas and the Sisters of Battle are commonly regarded as the same organisation, but the latter title technically refers only to the Orders Militant of the Adepta Sororitas, the best-known part of the organisation.The Sisterhood serves as the Ministorum's only official military force because the Decree Passive laid down by the reformist Ecclesiarch Sebastian Thor held that in the wake of the Age of Apostasy of the 36th Millennium, the Ecclesiarchy cannot maintain any men under arms.This was supposed to limit the power of the Ecclesiarchy. However, the Ministorum was able to circumvent this decree by using the all-female force of the Sisterhood.
Dawn of War - Winter Assault - Dawn of War - Winter Assault: Warhammer 40,000: Dawn of War - Winter Assault is the first expansion to Dawn of War for the PC, developed by Relic Entertainment and published by THQ. Based on Games Workshop's tabletop wargame, Warhammer 40,000, Dawn of War - Winter Assault was released on September 23, 2005.Some time after its initial release, Winter Assault and Dawn of War were coupled together in a double pack which featured some art on a fold-out cover, an Ork with a Flamer, or a group of Imperial Guard tanks lined up for attack. It was the first of three expansion packs released by THQ in 2005.
Dawn of War - Winter Assault - Imperial Guard: A new faction was included in Winter Assault, the Imperial Guard, previously only available in certain single-player missions of Dawn of War. The Imperial Guard specialises in defence, and therefore has the strongest defensive structures of all the factions in the game. Their infantry tends to be of lower quality than that of their opponents in terms of weapons, armour, and morale, but the Imperial Guard makes up for this with a range of powerful tanks, such as the Baneblade and Leman Russ, as well as the combat walkers called Sentinels, which until the Dark Crusade expansion were the only vehicular unit in the game which could uncapture strategic points.
Dawn of War - Winter Assault - New Campaign: There are two new single player campaigns, both of which involve each faction attempting to recover a lost Imperator-class Imperial Titan. All of the races and factions from Dawn of War (the Orks, Eldar, Chaos, and Space Marines) are available in addition to the new Imperial Guard, with each race trying to find and gain control of the Titan for their own reasons. Although the Titan as a whole is not controllable, its weapon systems can be used to assist in the destruction of the Necrons, who make a cameo appearance in the final mission for each faction. In this campaign, at the beginning the player has a choice to either serve Disorder, whose factions are the Orks and Chaos Space Marines, or serve Order which at the beginning of the game is the Eldar and Imperial Guard with a few appearances of the Space Marines.
Dawn of War - Winter Assault - Other Changes: Many of the units available in Dawn of War were simplified, reduced or limited for the Winter Assault expansion. For example, Space Marine Predator tanks were limited to carrying anti-tank weapons while Chaos Predators were limited to anti-personnel weapons. In the original Dawn of War game both sides could upgrade their tanks from anti-personnel to anti-tank (the Destructor pattern and Annihilator pattern, respectively). Likewise the Land Raider was limited to one per player. Limitations were also applied to the Orks, who lost most of their upgrade choices and became limited in their weapon choices. The Eldar had their "hard counters" removed, meaning that specialized units such as the Dark Reapers were no longer as prominently effective against heavy infantry. Some units, including most of the Ork army, also lost the ability to use grenades. The Chaos Space Marines also lost the ability to upgrade to any heavy weapons other than the Heavy Bolter.
Dawn of War - Winter Assault - Forces of Order: In the Forces of Order campaign, the player takes on the role of a Cadian Shock Troops regiment of the Imperial Guard (with occasional allied assistance from the Space Marines of the Ultramarines Chapter) and the Eldar. The 412th Cadian Regiment participated in the Imperial campaign on Lorn V under the command of General Sturnn. General Sturnn and the 412th Regiment land on Lorn V, an Ice World ruled by Chaos Space Marines from the World Eaters Traitor Legion's warband known as the Blood Legion of Khorne and indigenous Orks led by the Warboss Gorgutz.They intended to assist the Ultramarines already on Lorn V to get a crew from the Collegia Titanica to recover the Imperator-class Titan Dominatus, a massive and powerful humanoid war engine from the time of the Horus Heresy that is powerful enough to win many conflicts by itself.Built in ancient times over 10,000 standard years before, the construction of an Emperor Titan is an enormous undertaking requiring the efforts of many Forge Worlds, and any Titans found in the wider galaxy left from the days of the Horus Heresy are treasured relics of the Imperium. Though the Imperial Guard's beachhead hits a wall (literally) trying to retake the Planetary Defence Fortress from the Forces of Chaos, the Eldar of Craftworld Ulthwe secretly assist the 412th and disable the gate preventing their progress. Eventually the troops of the 412th rescues the Ultramarines and the Titan crew, and begins the long trek to reach the disabled Titan.The Ulthwe Eldar, led by their Farseer Taldeer, do everything in their power to make sure their presence remains unknown, but when an Ork Mekboy with unique technology capable of sensing their teleportation appears, they are forced to reveal their presence, destroy the Ork, and teleport away. Too badly damaged to accomplish their original goals following their combat with the Orks, Taldeer is forced to reveal herself and openly ask Sturnn for assistance. Sturnn agrees, and the Orks are pushed back.In the aftermath of the combat against the Greenskins, Taldeer reveals that she does not care about recovering the Titan, but instead her goal is the destruction of the Necrons who hibernate underneath the planet's frozen surface, for Lorn V is also a Necron Tomb World. Over 60 million standard years before, the ancient xenos species known as the Necrons had chosen to hibernate deep beneath their Tomb Worlds across the galaxy for millions of years, and now they are awakening. Taldeer explained that she could not allow the Necrons to escape from Lorn V, because if they do, they will cause untold damage to the surrounding star systems and potentially to her own Craftworld before being stopped. The two factions ally, but both know their goals are mutually exclusive. At this point the player may choose to pursue the goals of either the Eldar or the Imperial Guard.
Dawn of War - Winter Assault - Imperial Guard: If the player chooses the Imperial Guard, General Sturnn assists the Ultramarines in getting the Titan's crew past the uneasy alliance of Orks and the World Eaters warband on Lorn V into the safety of a waiting psychic shield, preventing their enemies from following them directly to the Titan. However, Taldeer and her Eldar are trapped with the Orks and the Traitor Marines of the Blood Legion, and she tells Sturnn behind the shield that he cannot defeat the Necrons without her. However, Sturnn laughs off her prediction with the typical Imperial arrogance shown towards xenos. As he will not risk his men for hers, Sturnn and the 412th Cadian Regiment march on to their goal, while the Eldar are butchered a few feet away from them by the Traitor Marines and the Greenskins.Upon reaching the Titan, the Ork/World Eaters alliance known as the Forces of Disorder descends on the Imperial encampment protecting the Titan. The crew begins to work, but they require a massive amount of energy to power-up the Titan's ancient systems, and Sturnn is forced to protect the Titan, several Plasma Generators, and a nearby Imperial encampment of survivors from the Forces of Disorder. Although the Titan is too badly damaged to move until extensive repairs can be carried out, its now-operational weapons easily dispatch the Orks and Chaos Space Marines.However, the massive release of power causes the Necrons to fully awaken, and they butcher the remaining forces of the Ork/World Eaters alliance. Beginning their slow march to destroy the only living souls left, the Imperials, they nearly succeed before the Titan's new crew is able to destroy the Necron Monoliths using the Titan's weapons. Ultimately, the Cadian 412th and the Ultramarines are successful in repairing the Titan, destroying the Ork/World Eaters alliance, and destroying the Necrons before they escaped from the planet, but at the cost of the lives of Farseer Taldeer and her Eldar. This is no way bothered Sturnn or the Ultramarines, who believed the Eldar to be untrustworthy xenos.
Dawn of War - Winter Assault - Eldar: Taldeer uses the distraction caused by the Ork/World Eaters' attack on the Imperial Guard and the Ultramarines to teleport her buildings, troops, and Soul Stone past the psychic shield. The Ultramarines are slaughtered, but Sturnn and much of this Imperial Guard Regiment manage to escape the horde of Orks and Chaos Space Marines.Unlike the Imperial Guard campaign, Taldeer does not fight the Forces of Disorder when she reaches the Titan: the Imperial Guard has surrounded her, but the Necrons awaken and begin trying to kill the Eldar. Taldeer uses the Soul Stone and sneaks past the shield to destroy an awakened Necron Monolith, but too many more appear before the Soul Stone can recharge. Desperate for a weapon to use, she decides to power up the "primitive, but still powerful" weapons of the Titan surrounding her (able to jury-rig a solution, since she does not have a Titan crew), convinces Sturnn that he can have the Titan once the Necrons are defeated (thus once again gaining the humans as allies), and uses the Titan's weaponry to utterly defeat the Necrons. Although successful in destroying the Necrons of Lorn V and gaining a momentary victory over the Necron war machine across the galaxy, Taldeer's unfamiliarity with the Titan's weapons systems causes them to explode, destroying the Dominatus. She and her Eldar manage to teleport away in time, but the fate of Sturnn and his men is left unknown.
Dawn of War - Winter Assault - Chaos: Crull and his World Eaters Chaos Space Marines fall upon the Ultramarine convoy transporting the Titan crew, killing all the Imperials they find. The Chaotic forces then proceed to butcher their way through the remaining Imperials to the psychic gate, which they then open for long enough to get their men and vehicles through, before sealing it shut on the Orks. As the Orks desperately try to breach it, Crull taunts Gorgutz with the knowledge that he only spared the Ork's life so he could fight the Imperials and Eldar, thus saving Crull the trouble of doing so: Crull remarks to Gorgutz, "You've been a good dog...NOW DIE!". Furious that their WAAAGH! is at an end, the Orks turn on Gorgutz, who narrowly fights his way out from his own enraged Greenskin followers. However, with no one to lead them, the Orks no longer pose a threat as they revert to their usual fratricidal ways.Crull and his men establish a base near the downed Titan and re-erect their sacrificial pit dedicated to the Blood God. While fending off attacks from the last few Imperial outposts, corrupted psykers under Crull's control capture Imperial Guardsmen and bring them back to the base to be sacrificed to the Blood God. But as Crull acquires enough blood, the Necrons finally awaken: knowing he can't stop them, but now possessing the full favour of Khorne, Crull orders his Sorcerers to possess the Titan using a daemon spirit, bringing its weapons under his command. With the power of the Titan, the Necrons and surviving Imperials are annihilated. Delighted with his victory, Crull prepares to rebuild the Titan, and then take his war across the galaxy. He vows to his troops that what will come next "is not longer war: it is endless sacrifice in His name! Blood for the Blood God...let the universe drown in it!"
Dawn of War - Winter Assault - Orks: Gorgutz and his Boyz smash their way through the Ulthwe Eldar forces in the city, killing the Farseer Taldeer, and reach the psychic gate before the Chaos Lord Crull, cutting the power to it to allow them entry. A desperate battle ensues between the Orks and Chaos Space Marines: Crull sneers Gorgutz won't know how to use the Titan, but Gorgutz retorts he plans to destroy it, since it's of no use to him. Mortified at this potential loss of such a powerful weapon, Crull launches a full attack on the gate, forcing his way through.Gorgutz and the Orks establish a base near the Titan, and a brutal, three-way battle begins between the Orks, the Chaos Space Marines of the Blood Legion of Khorne and the last few Imperial survivors from the Ultramarines and the 412th Cadian Regiment. Several of the Titan's weapons are destroyed and the Imperials are wiped out, but the Orks keep fighting: even the awakening of the Necrons, who are quickly wiped out before they can fully deploy their weapons by the sheer number of the Orks, prove only a momentary distraction. The Orks finally fight their way to the main Chaotic base, and after they destroy Crull's army, Gorgutz and Crull face off in a final duel: Gorgutz kills Crull and cuts off the Chaos Lord's head to serve as his latest trophy, just as he had promised. In the aftermath of his victory, Gorgutz seems satisfied by what his WAAAGH! achieved on Lorn V, but wonders where he can find another world to fight on.
Dawn of War - Winter Assault - Canonical Ending: Although the game has several playable endings there is a canonical ending to the game, as established by its sequel Dark Crusade.Farseer Taldeer of Craftworld Ulthwe survives the events on Lorn V, as she leads the Eldar in the Dark Crusade Campaign, suggesting that she was successful in reaching the Titan before the Imperial Guard. She dies in all the other factions' storylines.Warboss Gorgutz 'Ead 'Unter lives to fight another day, literally. He can be seen in Dark Crusade, leading the Orks again. Gorgutz was forced to retreat from Lorn V by the Imperial Guard, but not before killing Lord Crull and taking his skull with him.The Chaos Lord Crull's skull was taken by Gorgutz and can be retrieved in Dark Crusade, given to the Word Bearers Dark Apostle Eliphas the Inheritor should he be successful in the campaign.Should the Eldar defeat the Imperial Guard in Dark Crusade, the narrator states that Farseer Taldeer was branded "an enemy of the Imperium" after her manipulation of the Cadian 412th Regiment on Lorn V. General Lukas Alexander's regiment was ordered to pursue the Eldar across the galaxy and that "this long chase was finally over" when they faced off at Victory Bay on Kronus.Conversely, if Governor-Militant Lukas Alexander defeats the Eldar in Dark Crusade, the narrator states that his "original mission was at an end", suggesting that his original primary mission was to hunt down Farseer Taldeer for her treachery on Lorn V. His new mission of liberating Kronus from the Tau Empire was only given after discovering the Hellstorm Cannon at Victory Bay.It is thus likely that the canonical ending is not just one ending but two: a combination of the Eldar and Ork endings detailed above: Taldeer escapes from Lorn V to continue her mission to stymie the awakening Necrons, much to the surprise of the Imperial Guard, who send General Lucas Alexander to question her involvement in the Lorn V conflict, thus following her to Kronus. Gorgutz possesses the skull of Lord Crull, meaning the two finally faced off as in the final Ork mission before Gorgutz was forced to retreat and leave Lorn V. However Gorgutz was unable to reach the Titan, as Taldeer arrived at the crash site first.However, according to the book Dawn of War: Tempest, Captain Gabriel Angelos of the Blood Ravens Space Marines (the main character from the original game) arrives at Lorn V to find that the Imperial Guard were victorious and had begun to repair the Titan Dominatus. It is also mentioned that Taldeer survives the massacre, however badly wounded and taken prisoner by the Imperials. It is therefore possible that the Imperials won, Gorgutz killed Crull and that Taldeer escaped and was hunted down by Lucas Alexander, eventually catching up with her during the Dark Crusade Campaign.
Dawn of War Characters - Dawn of War Characters: The following is a list of characters found in the Dawn of War series of PC games. The list is broken up by each game in the series.Additionally, each of the games in the Dawn of War II series and its sequels is further broken down by faction since those games are more character-intensive than the first entries in the series.
Dawn of War Characters - Blood Ravens: Captain Gabriel AngelosLibrarian Isador AkiosSergeant Mattias
Dawn of War Characters - Inquisition: Inquisitor Mordecai Toth
Dawn of War Characters - Imperial Guard: Colonel Carus Brom
Dawn of War Characters - Eldar: Farseer Macha
Dawn of War Characters - Chaos: Lord BaleSindri Myr
Dawn of War Characters - Orks: Orkamungus
Dawn of War Characters - Imperial Guard: General Sturnn
Dawn of War Characters - ​Ultramarines: Chaplain Varnus
Dawn of War Characters - ​Eldar: Farseer Taldeer
Dawn of War Characters - ​Chaos: Lord Crull
Dawn of War Characters - ​Orks: Gorgutz
Dawn of War Characters - Blood Ravens: Davian ThuleEpistolary AnteasReclusiarch MikelusApothecary Gordian
Dawn of War Characters - Imperial Guard: Lukas AlexanderCommissar Anton Gebbett
Dawn of War Characters - Eldar: Farseer Taldeer
Dawn of War Characters - Orks: Gorgutz
Dawn of War Characters - Chaos: Eliphas the Inheritor
Dawn of War Characters - T'au: Shas'O KaisAun'El Shi'Ores
Dawn of War Characters - ​Necrons: Necron Lord of KronusThomas Macabee
Dawn of War Characters - Blood Ravens: Indrick BorealeEpistolary Sarbander
Dawn of War Characters - Eldar: Farseer Caerys
Dawn of War Characters - Orks: Gorgutz 'Ead 'Unter
Dawn of War Characters - Chaos: Firaeveus Carron
Dawn of War Characters - Imperial Guard: Vance StubbsCommissar Doran Farrier
Dawn of War Characters - T'au: Shas'O Or'es'KaAun'ro'Yr
Dawn of War Characters - ​Necrons: Necron Lord of All Kaurava
Dawn of War Characters - Sisters of Battle: Selena Agna
Dawn of War Characters - Dark Eldar: TahrilAsdrubael Vect
Dawn of War Characters - Blood Ravens: Davian ThuleAramusGabriel AngelosTarkusAvitusCyrusThaddeusGordian
Dawn of War Characters - Orks: BadzappaSkykillaGutrencha
Dawn of War Characters - Eldar: NemerianIdranel
Dawn of War Characters - Blood Ravens: AramusGabriel AngelosDavian ThuleCyrusTarkusThaddeusJonah OrionApollo DiomedesMoriahMartellus
Dawn of War Characters - Imperial: Elena Derosa
Dawn of War Characters - Chaos: Azariah KyrasApothecary GalanEliphas the InheritorAraghast the PillagerUlkair the UncleanAbaddon the DespoilerGregor VandisAvitus
Dawn of War Characters - Blood Ravens: Apollo DiomedesCyrusMartellusThe AncientGabriel AngelosDavian ThuleJonah Orion
Dawn of War Characters - Imperial Guard: CastorBernnMerrick
Dawn of War Characters - Inquisition: Inquisitor Adrastia
Dawn of War Characters - Eldar: VeldoranKaylethElenweRonahnTyrea
Dawn of War Characters - Chaos: Azariah KyrasEliphas the InheritorVariusKainNerothUlkairAbaddon the Despoiler
Dawn of War Characters - Tyranids: Hive Mind
Dawn of War Characters - Orks: Keptin BluddflaggSpookumsNailbrainBrikkfistSmashface
Dawn of War Characters - Blood Ravens: Apollo DiomedesGabriel AngelosJonah Orion
Dawn of War Characters - House Varlock: Solaria
Dawn of War Characters - Inquisition: Inquisitor Holt
Dawn of War Characters - Orks: GitstompaGorgutzZapnogginWazmakka
Dawn of War Characters - Eldar: KyreMachaRonahnTaldeerValadorJain Zar
Dawn of War Characters - Chaos: Storm Prince