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Warhammer 40,000: Dawn of War - Walkthrough
System: PC
Rated: M
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5.00 Upgrades (Upgds)
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Name:		Squad Cap Increase
Cost:		150/0
Researched at:	Stronghold
Effects:	Squad Cap

Requires:
Description:
Increases the number of infantry squads you can have by increasing your squad
cap.
Squad Cap determines how many infantry squads you can deploy.
Info:		Increases squad cap by 5. You can research this 4 times total.

Name:		Vehicle Cap Increase
Cost:		125/0
Researched at:	Stronghold
Effects:	Vehicle Cap
Requires:
Description:
Increases the number of vehicles you can have by increasing your Vehicle Cap.
Vehicle Cap determines how many vehicles you can deploy.
Info:		Increases vehicle cap by 5. You can research this 4 times total.

Name:		Scout Infiltration Research
Cost:		25/15
Researched at:	Stronghold
Effects:	Scout Squads
Requires:
Description:
Allows the Scouts to use the Infiltration ability.
When active, Infiltrating units are invisible to most units.
Infiltrated units cannot attack until infiltration is turned off.
Info:		Scouts become invisible. You cannot attack while infiltration is on.
Good for hit and run attacks.

Name:		Monastery (HQ Add-on)
Cost:		250/100
Researched at:	Stronghold
Effects:	Stronghold
Requires:	Chapel-Barracks, Armory
Description:
Upgrades the Stronghold to a Monastery.
Monastery allows the production of more advance units and abilities, like
vehicles and Commander abilities.
Info:

Name:		Heavy Weapon Increase
Cost:		75/75
Researched at:	Armory
Effects:	Space Marine Squad, Scout Squad
Requires:	None
Description:
Upgrades maximum number of heavy weapons Space Marine squads can carry.
Info:		Allows Space Marine Squads and Scout Squads to carry a max of 4
weapons (Instead of 2).

Name:		Wargear: Target Finders
Cost:		100/50
Researched at:	Armory
Effects:	All Squads
Requires:	None
Description:
Equips all Space Marine squads with Target Finder Wargear.
Improves ranged weapon accuracy for Space Marine squads.
Upgrade translates to all Space Marine ranged weapon upgrades
First of two possible upgrades
Info:		Upgrades weapon accuracy for all weapons, including heavy weapons.

Name:		Wargear: Enhanced Target Finders
Cost:		150/100
Researched at:	Armory
Effects:	All Squads
Requires:	Monastery (HQ Add-on)
Description:
Equips all Space Marine squads with Target Finder Wargear.
Improves ranged weapon accuracy for Space Marine squads.
Upgrade translates to all Space Marine ranged weapon upgrades
Second of two possible upgrades
Info:		Upgrades weapon accuracy for all weapons, including heavy weapons.

Name:		Wargear: Bionics Level 1
Cost:		100/50
Researched at:	Armory
Effects:	All Squads
Requires:	None
Description:
Equips all Space Marine squads with Bionics Wargear.
Increases maximum health of Space Marine, Assault Marines, and Scouts.
First of two possible upgrades.
Info:		Increases health of all squads.

Name:		Wargear: Bionics Level 2
Cost:		150/100
Researched at:	Armory
Effects:	All Squads
Requires:	Monastery (HQ Add-on)
Description:
Equips all Space Marine squads with Bionics Wargear.
Increases maximum health of Space Marine, Assault Marines, and Scouts.
First of two possible upgrades.
Info:		Increases health of all squads.

Name:		Wargear: Power Sword
Cost:		65/25
Researched at:	Armory
Effects:	Sergeants
Requires:	Monastery (HQ Add-on)
Description:
Equips all Sergeants with Power Swords, powerful close combat weapons.
Power Swords ignore armor, making them very effective against heavy infantry.
Info:		Not much use for Space Marine squad, but good if your using Assault
Marines.

Name:		Wargear: Power Fist
Cost:		75/40
Researched at:	Armory
Effects:	Sergeants
Requires:	Monastery (HQ Add-on)
Description:
Equips all Sergeants with Power Fists, powerful close combat weapons.
Power Fists ignore armor and greatly increase the user's strength.
Power Fists are effective against most unit types, including vehicles, infantry,
and heavy infantry.
Info:

Name:		Plasma Pistols
Cost:		60/35
Researched at:	Stronghold
Effects:	Force Commander, Librarian, Sergeants
Requires:	Monastery (HQ Add-on)
Description:
Equips the Force Commander, Librarian, and all Sergeants with Plasma Pistols.
Plasma Pistols are effective against heavy infantry.
Info:		Fairly cheap upgrade that is good to get if your fighting Space
Marines or Chaos.

Name:		Wargear: Frag Grenades
Cost:		25/75
Researched at:	Chapel-Barracks
Effects:	Space Marine Squads
Requires:	Armory
Description:
Equips Space Marines squads with Frag Grenade Wargear.
Frag Grenades damage and stun enemy squads they impact with.
Info:		I personally don't use them much, so I do not have any info about
them.

Name:		Melta Bombs
Cost:		50/100
Researched at:	Chapel-Barracks
Effects:	Assault Marines
Requires:	Armory
Description:
Equips Assault Marines with Melta Bombs.
Melta Bombs are effective against vehicles and buildings.
Info:		I like these. They deal a large amount of damage to vehicles and
buildings. Good for killing Webway Gates or any vehicles.

Name:		Wargear: Smoke Launchers
Cost:		75/25
Researched at:	Machine Cult
Effects:	Rhino Transport
Requires:	None
Description:
Equips Rhinos with Smoke Launcher Wargear.
Smoke Launchers launch smoke grenades.
Any units within the effect radius of smoke grenades take less damage from
ranged weaponry.
Info:		I personally don't use this upgrade. I personally just don’t like
the Rhinos.

Name:		Commander Veteran Upgrade
Cost:		100/25
Researched at:	Sacred Artifact
Effects:	Force Commander, Librarian
Requires:	None
Description:
Increases the maximum health and health recharge rate of the Force Commander and
Librarian.
Increases recharge rate of all abilities of the Force Commander and Librarian.
Increases the maximum damage dealt by the Force Commander and Librarian.
First of two possible upgrades.
Info:		Increases health, damage, and ability recharge rate of both Force
Commander and Librarian.

Name:		Inspiring Aura Research
Cost:		100/35
Researched at:	Sacred Artifact
Effects:	Force Commander
Requires:	None
Description:
Gives Force Commander the Inspiring Aura ability.
This ability provides all infantry units near the Force Commander a damage
bonus.
Once researched this ability is always active.
Info:		Increases all damage of nearby infantry, a great ability.

Name:		Word of the Emperor
Cost:		50/40
Researched at:	Sacred Artifact
Effects:	Librarian
Requires:	None
Description:
Allows the Librarian to use the Word of the Emperor Ability.
When Word of the Emperor is activated no infantry unit near the Librarian will
fall in battle, unless the Librarian himself is killed.
Info:		No infantry will die when the ability is activated, but they will
continue to take damage.

Name:		Commander Hero Upgrade
Cost:		125/50
Researched at:	Sacred Artifact
Effects:	Force Commander, Librarian
Requires:	Fortress Monastery (HQ Add-on)
Description:
Increases the maximum health and health recharge rate of the Force Commander and
Librarian.
Increases recharge rate of all abilities of the Force Commander and Librarian.
Increases the maximum damage dealt by the Force Commander and Librarian.
First of two possible upgrades.
Info:		Increases health, damage, and ability recharge rate of both Force
Commander and Librarian.

Name:		Warcry
Cost:		150/75
Researched at:	Sacred Artifact
Effects:	Force Commander
Requires:	Fortress Monastery (HQ Add-on)
Description:
Gives the Force Commander the Battlecry ability.
When Battlecry is triggered, all infantry units near the Force Commander receive
a damage bonus, and a boost in their moral.
Info:		Who doesn't like a bonus in damage? I like this ability.

Name:		Weaken Resolve
Cost:		40/50
Researched at:	Sacred Artifact
Effects:	Librarian
Requires:	Fortress Monastery (HQ Add-on)
Description:
Allows Librarian to use the Weaken Resolve Ability.
Weaken Resolve greatly reduces the morale recovery rate of the affected enemy
squad.
Info:		Basically eliminates morale recovery

Name:		Wargear: Personal Teleporters
Cost:		75/125
Researched at:	Orbital Relay
Effects:	Terminator Squads
Requires:	None
Description:
Equips Terminators with Personal Teleporters.
Allows Terminators to teleport short distances, even over impassable terrain.
Info:		Works like the Assault Marine's Jump ability. The differance is that
it takes a second to start the ability then is instantly teleported, then waits
a second or two before it can do any actions.


Name:		Escalate Engagement Research
Cost:		75/250
Researched at:	Listening Post
Effects:	Requisition Resource
Requires:	Monastery (HQ Add-on)
Description:
Provides global bonus to Requisition resource production rates.
Perform this research if you have excess of Power but not enough Requisition.
First of two possible upgrades.
Info:		Increases requisition by 3 points per listening post I belive.

Name:		Full Scale War Research
Cost:		100/350
Researched at:	Listening Post
Effects:	Requisition Resource
Requires:	Fortress Monastery (HQ Add-on)
Description:
Provides global bonus to Requisition resource production rates.
Perform this research if you have excess of Power but not enough Requisition.
First of two possible upgrades.
Info:		Increases requisition by 6 points per listening post I belive.

Name:		Strengthen Electrical Grid
Cost:		200/40
Researched at:	Plasma Generator
Effects:	Power Resource
Requires:	Monastery (HQ Add-on)
Description:
Provides a global bons to Power resource production rates.
Perform this research if you have an excess of Requisition but not enough Power
First of two possible upgrades
Info:	Increases power output by 30%

Name:		Plasma Battery Storage Research
Cost:		350/0
Researched at:	Plasma Generator
Effects:	Power Resource
Requires:	Fortress Monastery (HQ Add-on)
Description:
Provides a global bons to Power resource production rates.
Perform this research if you have an excess of Requisition but not enough Power
First of two possible upgrades
Info:	Increases power output by 60%

Name:		Fortified Position Add-on
Cost:		100/75
Researched at:	Listening Post
Effects:	Listening Post
Requires:	None
Description:
Fortify this Strategic Point
Fortified Positions produce the Requisition resource at a higher rate (+6).
Fortified Positions are tougher, and are equipped with a turrted weapon
effective against infantry and heavy infantry
Info:		Increases health of the Listening Post. It's a weak version of the
Heavy Bolter.

Name:		Heavily Foritified Position Add-on
Cost:		450/150
Researched at:	Listening Post
Effects:	Listening Post
Requires:	Fortified Position Add-on
Description:
Heavily fortify this Strategic Point.
Heavily Fortified Positions produce the Requisition resource at a higher rate
(+6).
Heavily Fortified Positions are tougher, and are equipped with an upgraded
turreted weapon effective against infantry and heavy infantry.
Info:		Increases health to 5000 and equips the building with a more
powerfull Heavy Bolter.


Name:		Missile Turret Upgrade Add-on
Cost:		50/0
Researched at:	Heavy Bolter Turret
Effects:	Heavy Bolter Turret
Requires:	Monastery (HQ Add-on)
Description:
Permanently replaces the weapon on this turret with twin-linked Missile
Launchers. Missile Launchers are effective against vehicles.
Info:		Equips the Heavy Bolter turret with 2 accurate Missile Launchers,
while sacrificing it's Heavy Bolters.
 
 




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