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{{Header Nav|game=Warhammer 40,000: Dawn of War}}
{{Header Nav|game=Warhammer 40,000: Dawn of War}}


{| {{prettytable}}
[[Image:W40k-dow_space_marine_wallpaper.jpg|thumb|A Space Marine of the Ultramarines chapter.]]
|-
Space Marines are the elite warriors of the Imperium of Man. They are 7 feet tall super-soldiers enhanced by numerous surgical implants (such as a secondary heart and other neo-organs), extensive medication and hypnotherapy. These enhancements and inhuman amounts of training lead to superhuman physical and mental abilities. Cybernetic interface implants allow the use of their trademark power armour, a heavily armoured suit that augments their strength and provides basic survival/medical functions.
!colspan="3"| <big>Infantry</big>
|-
!style="background-color: #CCFFCC;"|Unit
!style="background-color: #CCFFCC;"|Unit Type
!style="background-color: #CCFFCC;"|Description
|-
| Scouts
| Infantry in [[../Equipment#Carapace Armour|Carapace Armor]]
| These are the basic units of the Space Marine race. Outfitted with light power armor and optical enhancements, they have a superior field of view and are very agile. However, they lack the protection of heavier infantry, and are vulnerable to most other units.
|-
| Space Marines
| Heavy Infantry in [[../Equipment#Power Armour|Power Armor]]
| The backbone of the Space Marine armies, these Tactical Squads are composed of fully-initiated Space Marines. They may be reinforced with more members and given a Sergeant, who is an elite unit that boosts morale in the squad. The average Space Marine is a genetically-engineered, physically perfect being, and is more than a match for an entire squad of Imperial guardsmen; however, due to the rigorous training program of the Space Marines, which usually kills a majority of recruits, they may only field limited numbers of these units. Devastator Squads may receive armor and power upgrades, and may also be upgraded with special weapons.
|-
| Assault Space Marines
| Heavy Infantry in [[../Equipment#Power Armour|Power Armor]] with a mounted [[../Equipment#Jump Packs|Jump Pack]]
| These are regular Space Marines who have been given jump packs and can use these to easily move around the battlefield. Specializing in close combat, Assault Space Marines are armed with bolt pistols and [[../Weapons#Chainsword|chainswords]] and can take down lightly armored infantry easily. They will not last long against heavy firepower or armour, though. Like conventional Space Marines, Assault Marines have the option of being upgraded with a Sergeant. The player also has the option of upgrading their Assault Space Marines with Meltabombs, which do considerable damage against enemy armor and vehicles. 
|-
| Sergeants
| Heavy Infantry in [[../Equipment#Power Armour|Power Armor]]
| These are seasoned Space Marines who are placed in command of Devastator and Assault Squads. They are armed with more sophisticated weaponry than most Space Marines, such as [[../Weapons#Power Swords|Power Sword]] and [[../Weapons#Plasma gun|Plasma Rifles]], and have tougher armor. The Sergeant has the ability to rally his squad, fully restoring their morale.
|-
| Grey Knights
| Heavy Infantry in [[../Equipment#Power Armour|Power Armor]]
| In the service of the infamous Inquisition, Grey Knights are powerful psyker units, resilient to most conventional attacks and able to dominate lesser minds with their psychic abilities. They also wield deadly force weaponry. These units were introduced in the Dark Crusade expansion.
|-
| Terminators
| Heavy Infantry in [[../Equipment#Terminator Armour|Tactical Dreadnought Armor]]
| Comprised of the most seasoned Space Marines, Terminators are the heaviest infantry in the service of the Emperor of Mankind. They wear the fabled Tactical Dreadnought Armor, which is highly resilient to all damage. They also wield [[../Weapons#Storm bolter|Storm bolters]] by default, and may be upgraded with heavier weaponry, such as [[../Weapons#Assault cannon|Assault cannons]]. Terminators can teleport directly onto the battlefield, and can be upgraded with teleporters to move around the battlefield easily.
|-
| Assault Terminators
| Heavy Infantry in [[../Equipment#Terminator Armour|Tactical Dreadnought Armor]]
| Foregoing the ranged weaponry of the conventional Terminator, Assault Terminators are more heavily armored and favor close combat. They wield [[../Weapons#Power fist|thunder hammers]], which allow them to defeat most units who engage them in close combat.
|-
!colspan="3"| <big>Vehicles</big>
|-
!style="background-color: #D1E8EF;"|Unit
!style="background-color: #D1E8EF;"|Unit Type
!style="background-color: #D1E8EF;"|Description
|-
| [[../Vehicles#Land Speeder|Land Speeder]]
| Hovering fast-attack vehicle
| Land Speeders are weakly armored against most heavy assault, but devastate infantry.
|-
| Dreadnought
| Heavy mecha
| Dreadnoughts are armed by default with power fists, bolters and flamers. They are effective against all unit types, but slow-moving; however, they may be delivered to the battlefield by orbital drop pods.
|-
| Hellfire Dreadnought
| Heavy mecha
| This Dreadnought is outfitted with an assault cannon and missile [[../Weapons#Missile launcher|missile launcher]], which may be upgraded to a [[../Weapons#Lascannon|Lascannon]]. Hellfire Dreadnoughts are mainly used against fortified positions.
|-
| [[../Vehicles#Whirlwind|Whirlwind]]
| Artillery
| This tank is armed with a turret-mounted multiple missile launcher capable of long range bombardment of enemy units. Although inaccurate at range, especially when firing blind, the Whirlwind is effective at destroying massed ranks of infantry and also fixed enemy positions.
|-
| [[../Vehicles#Rhino|Rhino]]
| Light transport
| A fast tough transport capable of moving 3 squads of marines (not assault marines or terminators). Can be upgraded to have smoke launchers that lower damage from ranged weapons. Note that the Rhino, while armored, is unarmed and must rely on the protection of other vehicles for protection.
|-
| [[../Vehicles#Predator|Predator]]
| medium tank
| The predator is armed with a turret mounted autocannon and two side sponsons of heavy bolters. It can be upgraded to have a twin-linked lascannon on the turret and either or both of the side sponsons can be upgraded to a lascannon. Limit of 2
|-
| Land Raider
| Heavy Transport, relic unit
| The Land Raider is armed with twin-linked lascannons on each side sponson and a twin linked heavy bolter on the front. It is capable of carrying one unit of Space Marine infantry (not Assault Marines) and the only vehicle capable of carrying Terminators.
|}


{{Footer Nav|game=Warhammer 40,000: Dawn of War|prevpage=|nextpage=Chaos Space Marines}}
The Space Marines are a small force of extremely skilled and tough individuals. Their veterans have decades of constant warfare under their belt; Dreadnoughts may have centuries. In ''Dawn of War'' this "elite few" effect is a bit diluted by the number of troops available - you could lose more men in a single mission than your entire company is supposed to have. Still, you have to admit they're hard as nails.
 
For context, a sketch of the Imperium is necessary. 10,000 years ago the galactic dominion of mankind had fallen into decline. Colonies were isolated and lost, technology was forgotten; a future dark age. Then on Earth an individual of godlike mental and physical abilities emerged. He promptly united Terra under his rule and set to reclaiming humanity's galactic heritage, becoming the Emperor of Mankind. Somehow the Emperor created a race of übermensch to spearhead the conquest - the first Space Marines, divided into twenty Legions of up to 15,000 men. They were highly successful and shortly (relatively speaking) the Imperium of Man was holding a large part of the galaxy. Yet at the height of their glory almost half of the Space Marine Legions - led by Horus, the Emperor's adopted son and right hand - turned to Chaos and started a civil war. The Traitor Legions sieged Earth and almost destroyed the heart of the Imperium, but on the verge of defeat the Emperor managed to storm the traitor flagship and slay Horus. The Traitor Legions were routed, yet the Emperor was also wounded and placed on his Golden Throne, converted to a life support system, where his withered and silent corpse still sits. 10,000 years later the Imperium is a dystopia locked in endless war with Chaos and numerous alien species. It's an enormous dominion, about 1,000,000 worlds, but spread thin and barely holding together. The whole society is one big war machine where the average citizen works himself to death 20 hours a day on a polluted industrial world or gets eaten by aliens on a frontier world.
 
And the Space Marines? After the Horus Heresy, the remaining Legions were divided into Chapters, generally consisting of 10 companies of 100 men each. Presently there are about 1,000 individual Chapters meaning a total of about 1,000,000 Space Marines. Each Chapter is a completely self-sufficient force with its own space fleet, support personnel and so on. They are fiercely loyal to the Emperor, but also autonomous and tend to serve as they see fit.
 
==Commanders==
 
===Force Commander (Gabriel Angelos)===
[[File:W40k-dow_force_commander_icon.gif]]
 
[[Image:W40k-dow_force_commander_screenshot.jpg|thumb|Force Commander with bolt pistol and power sword.]]
*'''Class:''' Commander
*'''Role:''' Melee specialist, air strikes
 
The Force Commander is your main commander unit, available through every mission. He is an uber-veteran with superior combat skills. He has good ranged damage and great melee damage, and can be upgraded with better weapons and armour. The Force Commander can also order Orbital Bombardment strikes (requires the Orbital Relay structure) which do high damage and knock infantry to the ground. Attached to a squad, he provides a big morale bonus.
 
In low-level fights, you can send the Force Commander in solo; his melee attack will disrupt infantry squads while your ranged units shoot them up. He will even do decent damage against vehicles and structures. If the enemy has many advanced units, you should be more careful and attach him to a squad. If you lose him, he will respawn around your Stronghold for free after a while, so just use and abuse him.
 
===Librarian (Isador Akios)===
[[File:W40k-dow_librarian_icon.gif]]
 
*'''Class:''' Commander
*'''Role:''' Melee specialist, psyker
 
===Inquisitor Toth===
[[File:W40k-dow_inquisitor_toth_icon.gif]]
 
*'''Class:''' Commander
*'''Role:''' Melee specialist, air strikes
 
==Infantry==
 
===Servitor===
[[File:W40k-dow servitor icon.gif]]
 
*'''Class:''' Infantry
*'''Role:''' Builder unit
 
The Servitor builds your structures and repairs your vehicles, and that's about it. You can set two on the same project to make it happen faster. Servitors take up Squad Cap, so don't keep unnecessary units around. Note that you can Deep Strike them through the Orbital Relay (can be useful if setting up a secondary base).
 
===Scout Marine Squad===
[[File:W40k-dow scout marine squad icon.gif]]
 
*'''Class:''' Infantry
*'''Role:''' Scouting, sniping
 
Scout Marines are light infantry that can infiltrate, making them invisible to most enemy units as long as they do not attack. They are lightly armored and have a maximum squad size of 4, so they should generally avoid fights. In single-player they are mainly used to scout enemy positions and spot targets for long-range firepower. When upgraded with sniper rifles they can also take out leader units and destroy enemy morale from behind your lines in bigger scraps. You should get Scout Infiltration Research from the Stronghold right away to make them less vulnerable (besides, it's pretty cheap).
 
===Space Marine Squad===
[[File:W40k-dow space marine squad icon.gif]]
 
*'''Class:''' Heavy infantry
*'''Role:''' Versatile
 
[[Image:W40k-dow_space_marine_squad_screenshot2.jpg|thumb|Fully reinforced Space Marine Squad with standard weapons.]]
The Space Marine Squad - Tactical Squad in the tabletop game - is your basic infantry unit. They hold their own in both ranged and melee combat; generally you want to keep them shooting at strong melee infantry (like most Orks) and charging at physically weak ranged specialists (like most Eldar). They can be upgraded with a variety of heavy weapons, making them flexible and useful from short range anti-infantry to long range anti-infantry to anti-vehicle situations.
 
* ''Flamers'' should be put on squads that will fight in the front line. They have short range and moderate damage, but will quickly wreck enemy morale, making any charging infantry very ineffective.
* ''Heavy bolters'' have long range and great damage against infantry but cannot be fired while moving and even require a short setup period after stopping before they fire.
* ''Plasma guns'' have shorter range but can be fired on the move and are slightly more effective against heavy infantry and commander units.
* ''Missile launchers'' are ineffective against infantry (although they do disrupt enemy squads) but good against vehicles and buildings.
 
There are several global research upgrades that apply to Space Marine Squads available from your Armoury and Stronghold structures. Generally you want to purchase all of them in each and every mission, probably starting with the Bionics and Heavy Weapon Increase upgrades. Each Space Marine Squad can also be upgraded with a Sergeant leader unit who increases squad morale and has the Rally special ability which instantly restores morale. You should always get Sergeants and use the Rally ability liberally.
 
===Assault Marine Squad===
[[File:W40k-dow assault marine squad icon.gif]]
 
*'''Class:''' Heavy infantry
*'''Role:''' Melee anti-infantry, hit & run anti-vehicle
 
Assault Marines are jump infantry, meaning they have jetpacks and can be jumped from point A to point B even over impassable terrain. They also move a bit faster than basic Space Marines. Assault Marines are melee units and used most effectively by keeping them back and dropping them over enemy ranged specialists (who should optimally be shot up by your ranged units while engaged in melee). Because of their mobility they can quickly reinforce a weak spot in a fight or prevent an enemy squad from escaping.
 
Assault Marines can be equipped with short-range melta bombs so they can jump in, bomb a vehicle or building, and jump out. You can also jump them into an enemy base to spot good targets for artillery units (useful if you can't get any Scout Marines in).
 
The squad can be upgraded with a Sergeant just like a Space Marine Squad. However you cannot attach a commander unit to an Assault Marine Squad, as none of your commanders have jetpacks and they obviously couldn't keep up.
 
===Terminator Squad===
[[File:W40k-dow_terminator squad icon.gif]]
 
*'''Class:''' Heavy infantry
*'''Role:''' Ranged firepower
 
===Assault Terminator Squad===
[[File:W40k-dow assault terminator squad icon.gif]]
 
*'''Class:''' Heavy infantry
*'''Role:''' Melee specialist
 
===Apothecary===
[[File:W40k-dow_aphotecary_icon.gif]]
 
*'''Class:''' Heavy infantry
*'''Role:''' Healer unit
 
The Apothecary can be attached to a squad like a commander unit; he doesn't improve the squad's morale or fighting capacity, but boosts the squad's health regeneration (and that of other nearby units). He has a chainsword and can hold his own in melee, but he's not really a combat bonus like a commander. There's no reason not to get and attach the maximum number (4) of Apothecaries.
 
==Vehicles==
===Rhino===
[[File:W40k-dow_rhino_icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Transport
===Land Speeder===
[[File:W40k-dow_land_speeder_icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Anti-infantry
===Dreadnought===
[[File:W40k-dow_dreadnought_icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Close combat
===Hellfire Dreadnought===
[[File:W40k-dow_hellfire_dreadnought_icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Ranged combat
===Whirlwind===
[[File:W40k-dow_whirlwind_icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Missile artillery
===Predator===
[[File:W40k-dow_predator_icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Main battle tank
===Land Raider===
[[File:W40k-dow_land_raider_icon.gif]]
*'''Class:''' Vehicle
*'''Role:''' Super-heavy tank/transport
 
==Structures==
===Heavy Bolter Turret===
[[File:W40k-dow_heavy_bolter_turret_icon.gif]]
*'''Class:''' Building
*'''Role:''' Stationary defense
 
===Orbital Relay===
[[File:W40k-dow_orbital_relay_icon.gif]]
*'''Class:''' Building
*'''Role:''' Deep striking
 
{{Footer Nav|game=Warhammer 40,000: Dawn of War|prevpage=All Out War|nextpage=Imperial Guard}}

Revision as of 02:38, 17 November 2009

A Space Marine of the Ultramarines chapter.

Space Marines are the elite warriors of the Imperium of Man. They are 7 feet tall super-soldiers enhanced by numerous surgical implants (such as a secondary heart and other neo-organs), extensive medication and hypnotherapy. These enhancements and inhuman amounts of training lead to superhuman physical and mental abilities. Cybernetic interface implants allow the use of their trademark power armour, a heavily armoured suit that augments their strength and provides basic survival/medical functions.

The Space Marines are a small force of extremely skilled and tough individuals. Their veterans have decades of constant warfare under their belt; Dreadnoughts may have centuries. In Dawn of War this "elite few" effect is a bit diluted by the number of troops available - you could lose more men in a single mission than your entire company is supposed to have. Still, you have to admit they're hard as nails.

For context, a sketch of the Imperium is necessary. 10,000 years ago the galactic dominion of mankind had fallen into decline. Colonies were isolated and lost, technology was forgotten; a future dark age. Then on Earth an individual of godlike mental and physical abilities emerged. He promptly united Terra under his rule and set to reclaiming humanity's galactic heritage, becoming the Emperor of Mankind. Somehow the Emperor created a race of übermensch to spearhead the conquest - the first Space Marines, divided into twenty Legions of up to 15,000 men. They were highly successful and shortly (relatively speaking) the Imperium of Man was holding a large part of the galaxy. Yet at the height of their glory almost half of the Space Marine Legions - led by Horus, the Emperor's adopted son and right hand - turned to Chaos and started a civil war. The Traitor Legions sieged Earth and almost destroyed the heart of the Imperium, but on the verge of defeat the Emperor managed to storm the traitor flagship and slay Horus. The Traitor Legions were routed, yet the Emperor was also wounded and placed on his Golden Throne, converted to a life support system, where his withered and silent corpse still sits. 10,000 years later the Imperium is a dystopia locked in endless war with Chaos and numerous alien species. It's an enormous dominion, about 1,000,000 worlds, but spread thin and barely holding together. The whole society is one big war machine where the average citizen works himself to death 20 hours a day on a polluted industrial world or gets eaten by aliens on a frontier world.

And the Space Marines? After the Horus Heresy, the remaining Legions were divided into Chapters, generally consisting of 10 companies of 100 men each. Presently there are about 1,000 individual Chapters meaning a total of about 1,000,000 Space Marines. Each Chapter is a completely self-sufficient force with its own space fleet, support personnel and so on. They are fiercely loyal to the Emperor, but also autonomous and tend to serve as they see fit.

Commanders

Force Commander (Gabriel Angelos)

W40k-dow force commander icon.gif

Force Commander with bolt pistol and power sword.
  • Class: Commander
  • Role: Melee specialist, air strikes

The Force Commander is your main commander unit, available through every mission. He is an uber-veteran with superior combat skills. He has good ranged damage and great melee damage, and can be upgraded with better weapons and armour. The Force Commander can also order Orbital Bombardment strikes (requires the Orbital Relay structure) which do high damage and knock infantry to the ground. Attached to a squad, he provides a big morale bonus.

In low-level fights, you can send the Force Commander in solo; his melee attack will disrupt infantry squads while your ranged units shoot them up. He will even do decent damage against vehicles and structures. If the enemy has many advanced units, you should be more careful and attach him to a squad. If you lose him, he will respawn around your Stronghold for free after a while, so just use and abuse him.

Librarian (Isador Akios)

W40k-dow librarian icon.gif

  • Class: Commander
  • Role: Melee specialist, psyker

Inquisitor Toth

W40k-dow inquisitor toth icon.gif

  • Class: Commander
  • Role: Melee specialist, air strikes

Infantry

Servitor

W40k-dow servitor icon.gif

  • Class: Infantry
  • Role: Builder unit

The Servitor builds your structures and repairs your vehicles, and that's about it. You can set two on the same project to make it happen faster. Servitors take up Squad Cap, so don't keep unnecessary units around. Note that you can Deep Strike them through the Orbital Relay (can be useful if setting up a secondary base).

Scout Marine Squad

W40k-dow scout marine squad icon.gif

  • Class: Infantry
  • Role: Scouting, sniping

Scout Marines are light infantry that can infiltrate, making them invisible to most enemy units as long as they do not attack. They are lightly armored and have a maximum squad size of 4, so they should generally avoid fights. In single-player they are mainly used to scout enemy positions and spot targets for long-range firepower. When upgraded with sniper rifles they can also take out leader units and destroy enemy morale from behind your lines in bigger scraps. You should get Scout Infiltration Research from the Stronghold right away to make them less vulnerable (besides, it's pretty cheap).

Space Marine Squad

W40k-dow space marine squad icon.gif

  • Class: Heavy infantry
  • Role: Versatile
File:W40k-dow space marine squad screenshot2.jpg
Fully reinforced Space Marine Squad with standard weapons.

The Space Marine Squad - Tactical Squad in the tabletop game - is your basic infantry unit. They hold their own in both ranged and melee combat; generally you want to keep them shooting at strong melee infantry (like most Orks) and charging at physically weak ranged specialists (like most Eldar). They can be upgraded with a variety of heavy weapons, making them flexible and useful from short range anti-infantry to long range anti-infantry to anti-vehicle situations.

  • Flamers should be put on squads that will fight in the front line. They have short range and moderate damage, but will quickly wreck enemy morale, making any charging infantry very ineffective.
  • Heavy bolters have long range and great damage against infantry but cannot be fired while moving and even require a short setup period after stopping before they fire.
  • Plasma guns have shorter range but can be fired on the move and are slightly more effective against heavy infantry and commander units.
  • Missile launchers are ineffective against infantry (although they do disrupt enemy squads) but good against vehicles and buildings.

There are several global research upgrades that apply to Space Marine Squads available from your Armoury and Stronghold structures. Generally you want to purchase all of them in each and every mission, probably starting with the Bionics and Heavy Weapon Increase upgrades. Each Space Marine Squad can also be upgraded with a Sergeant leader unit who increases squad morale and has the Rally special ability which instantly restores morale. You should always get Sergeants and use the Rally ability liberally.

Assault Marine Squad

W40k-dow assault marine squad icon.gif

  • Class: Heavy infantry
  • Role: Melee anti-infantry, hit & run anti-vehicle

Assault Marines are jump infantry, meaning they have jetpacks and can be jumped from point A to point B even over impassable terrain. They also move a bit faster than basic Space Marines. Assault Marines are melee units and used most effectively by keeping them back and dropping them over enemy ranged specialists (who should optimally be shot up by your ranged units while engaged in melee). Because of their mobility they can quickly reinforce a weak spot in a fight or prevent an enemy squad from escaping.

Assault Marines can be equipped with short-range melta bombs so they can jump in, bomb a vehicle or building, and jump out. You can also jump them into an enemy base to spot good targets for artillery units (useful if you can't get any Scout Marines in).

The squad can be upgraded with a Sergeant just like a Space Marine Squad. However you cannot attach a commander unit to an Assault Marine Squad, as none of your commanders have jetpacks and they obviously couldn't keep up.

Terminator Squad

W40k-dow terminator squad icon.gif

  • Class: Heavy infantry
  • Role: Ranged firepower

Assault Terminator Squad

W40k-dow assault terminator squad icon.gif

  • Class: Heavy infantry
  • Role: Melee specialist

Apothecary

W40k-dow aphotecary icon.gif

  • Class: Heavy infantry
  • Role: Healer unit

The Apothecary can be attached to a squad like a commander unit; he doesn't improve the squad's morale or fighting capacity, but boosts the squad's health regeneration (and that of other nearby units). He has a chainsword and can hold his own in melee, but he's not really a combat bonus like a commander. There's no reason not to get and attach the maximum number (4) of Apothecaries.

Vehicles

Rhino

W40k-dow rhino icon.gif

  • Class: Vehicle
  • Role: Transport

Land Speeder

W40k-dow land speeder icon.gif

  • Class: Vehicle
  • Role: Anti-infantry

Dreadnought

W40k-dow dreadnought icon.gif

  • Class: Vehicle
  • Role: Close combat

Hellfire Dreadnought

W40k-dow hellfire dreadnought icon.gif

  • Class: Vehicle
  • Role: Ranged combat

Whirlwind

W40k-dow whirlwind icon.gif

  • Class: Vehicle
  • Role: Missile artillery

Predator

W40k-dow predator icon.gif

  • Class: Vehicle
  • Role: Main battle tank

Land Raider

W40k-dow land raider icon.gif

  • Class: Vehicle
  • Role: Super-heavy tank/transport

Structures

Heavy Bolter Turret

W40k-dow heavy bolter turret icon.gif

  • Class: Building
  • Role: Stationary defense

Orbital Relay

W40k-dow orbital relay icon.gif

  • Class: Building
  • Role: Deep striking