Technical data
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IMPERIAL GUARD
HEAVY WEAPONS TEAM (HOT KEY: H)
The Heavy Weapons Team allows you to secure positions and cover chokepoints
with ease. Deployed as a single trooper, the team can then entrench into a
position fortified with sandbags to bring their weapons to bear. When entrenched,
the Heavy Weapons Team receives major defensive bonuses. Their weapon can
be upgraded to a lascannon or autocannon, allowing them to deal with vehicles or
heavy infantry units.
N
EW IMPERIAL GUARD ABILITIES
Entrench (Hot Key: E) –
The Heavy Weapons Team digs in to bring their weapon to bear. The team
is very vulnerable while entrenching, but very resilient once their sandbags are set up.
Entrenched teams can not move until they unentrench.
L
ong Range Scan (Hot Key: S) –
Used from the Field Command, the scan grants line of sight and
reveals infiltrated units in the targeted area of effect. It can be targeted at any point on the map.
ORKS
FLASH GITZ (HOT KEY: F)
Obsessed with their prize Kustom Shootas, these Orks spend much of their time
polishing and upgrading their powerful weapons. Other Orks call these over-
equipped boyz Flash Gitz. The Gitz give Ork armies some much-needed ranged
firepower and are able to mow down enemies at a distance while the other boyz
charge in.
NEW ORK ABILITIES
Burna Bomb (Hot Key: N) –
The Mad Dok has learned the nastiest of medicines: high explosives.
He may plant a bomb that quickly counts down to a massive fiery detonation.
SPACE MARINES
GREY KNIGHTS (HOT KEY: K)
Space Marine players may now train a single squad of elite Grey Knights. Space
Marines who serve as the Inquisition's premier daemonhunters, Grey Knights are
powerful melee combatants and psykers. They are especially effective against
daemons.
NEW SPACE MARINE ABILITIES
Furious Charge –
Researched at the Armory, this ability allows Grey Knights to inflict devastating
damage on their targets. Once researched, this ability is active whenever the Grey Knights are in
the Assault stance.
P
sychic Inquisition (Hot Key: I)
The Grey Knights may release a burst of psychic energy that
courses across the ground, torturing any units that come into the area of effect. The effect
persists in the area for some time.
NEW UNITS FOR EXISTING RACES
Warhammer 40,000: Dawn of War – Dark Crusade adds new units and abilities for each of the five
races introduced in previous Dawn of War products.
CHAOS SPACE MARINES
DAEMON PRINCE (HOT KEY TO SUMMON: S)
The ultimate goal of a Chaos Lord is to ascend to daemonhood, becoming a
powerful creature of the Warp and a commander of its legions – a Daemon
Prince. By researching this summoning at the Daemon Pit, Chaos Space Marine
players can now transform their Chaos Lord into the Daemon Prince.
The Daemon Prince is a supremely powerful melee combatant able to face other top-tier units in
direct combat. He also benefits from most of the Chaos Lord’s other upgrades.
N
EW CHAOS ABILITIES
Daemon Roar (Hot Key: R) –
With a mighty roar, the Daemon Prince shatters the morale of
enemies in close proximity to him.
T
ainted Auspex (Hot Key: N) –
By cursing the ground with foul sigils, the Chaos Lord may reveal
infiltrated units who pass nearby. Tainted Auspex is targeted at a point on the ground.
ELDAR
HARLEQUIN (HOT KEY: H)
An enigmatic servant of the Eldar Laughing God, the Harlequin emerges from the
Webway to aid your forces and to reenact the great battles of Eldar myth. A
powerful melee combatant, the Harlequin can disrupt enemy infantry with ease
and deal significant damage.
N
EW ELDAR ABILITIES
Dance of Death (Hot Key: D) –
The Harlequin leaps from opponent to opponent with blinding
speed, dealing significant damage and knocking down all but the toughest opponents.
H
arlequin's Kiss (Hot Key: K) –
Driving a monofilament wire into an opponent, the Harlequin kills
her foe in an instant. The victim's boiling blood splashes out to damage nearby enemies as well.
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