12.08.2019»»понедельник

Dawn Of War 2 Chaos Units

12.08.2019
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Nov 3, 2009 - New Dawn of War II Chaos Rising Expansion Details. Needing digits, not heels or toes) plying only what you have to hand in terms of squad leaders and commander units. Yep, they'll also be playable in multiplayer mode.

Warriors of Chaos warbands represent a mixture of terrifying barbarian warriors and chaos hounds supporting them.

Warriors of Chaos require the Chaos Warriors Race PackDLC to be playable. In addition, the Race Pack added some units to the pre-existing roster. These extra units will not appear in the game at all unless you purchase the DLC (however, the base WoC roster will still appear).

Legendary Lords[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense

Archaon the Everchosen
Cost (MP):2000 (1500)
Turns:1
Upkeep:350


Health:4356
Leadership:85
Speed:33
Melee attack:70
Melee defence:60
Charge Bonus:55
Damage Resist Missiles:15


Weapon Damage:140
Armour-Piercing Damage:330
Melee Interval:4 s
Range:1
Magical Attacks:Yes
Shield:60%


:86.67%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
  • Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
Cost (MP):2200 (2200)
Turns:1
Upkeep:525


Health:6441
Leadership:75
Speed:78
Melee attack:60
Melee defence:52
Charge Bonus:52
Damage Resist Missiles:25


Weapon Damage:135
Armour-Piercing Damage:405
Melee Interval:3.7 s
Bonus vs. Large:28
Range:4
:71.25%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Cost (MP):1200 (1100)
Turns:1
Upkeep:120


Health:3915
Leadership:90
Speed:40
Melee attack:70
Melee defence:60
Charge Bonus:45
Damage Resist Missiles:15


Weapon Damage:340
Armour-Piercing Damage:180
Melee Interval:4 s
Range:1
Shield:55%


:81.59%


  • Expert Charge Defence: When bracing, this unit negates the charge bonus of any attacker.
  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
  • Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
  • Strider: Speed and combat penalties caused by terrain are ignored by this unit.
Cost (MP):1000 (1650)
Turns:1
Upkeep:100


Health:6132
Leadership:100
Speed:60
Melee attack:60
Melee defence:40
Charge Bonus:40
Damage Resist Magic:25
Damage Resist Missiles:60


Weapon Damage:300
Armour-Piercing Damage:140
Melee Interval:4 s
Range:3
Magical Attacks:Yes
:22.5%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Unbreakable: This unit does not suffer any form of leadership loss and will never rout.

Dawn Of War 2 Chaos Units Map

Lords[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):1000 (1000)
Turns:1
Upkeep:250


Health:3480
Leadership:70
Speed:33
Melee attack:65
Melee defence:55
Charge Bonus:35
Damage Resist Missiles:15


Weapon Damage:320
Armour-Piercing Damage:170
Melee Interval:4 s
Range:1
:75%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1000 (750)
Turns:1
Upkeep:250


Health:2856
Leadership:65
Speed:33
Melee attack:48
Melee defence:44
Charge Bonus:20
Damage Resist Missiles:15


Weapon Damage:240
Armour-Piercing Damage:120
Melee Interval:4 s
Range:1
:75%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1000 (750)
Turns:1
Upkeep:250


Health:2856
Leadership:65
Speed:33
Melee attack:48
Melee defence:44
Charge Bonus:20
Damage Resist Missiles:15


Weapon Damage:240
Armour-Piercing Damage:120
Melee Interval:4 s
Range:1
:75%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1000 (750)
Turns:1
Upkeep:250


Health:2856
Leadership:65
Speed:33
Melee attack:48
Melee defence:44
Charge Bonus:20
Damage Resist Missiles:15


Weapon Damage:240
Armour-Piercing Damage:120
Melee Interval:4 s
Range:1
:75%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1000 (750)
Turns:1
Upkeep:250


Health:2856
Leadership:65
Speed:33
Melee attack:48
Melee defence:44
Charge Bonus:20
Damage Resist Missiles:15


Weapon Damage:240
Armour-Piercing Damage:120
Melee Interval:4 s
Range:1
:75%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.

Heroes[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):1000 (700)
Turns:1
Upkeep:250


Health:3051
Leadership:70
Speed:33
Melee attack:65
Melee defence:40
Charge Bonus:30
Damage Resist Missiles:15


Weapon Damage:275
Armour-Piercing Damage:145
Melee Interval:4 s
Range:1
:75%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
Cost (MP):1000 (450)
Turns:1
Upkeep:250


Health:2640
Leadership:60
Speed:33
Melee attack:42
Melee defence:40
Charge Bonus:16
Damage Resist Missiles:15


Weapon Damage:220
Armour-Piercing Damage:95
Melee Interval:4 s
Range:1
:75%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1000 (450)
Turns:1
Upkeep:250


Health:2640
Leadership:60
Speed:33
Melee attack:42
Melee defence:40
Charge Bonus:16
Damage Resist Missiles:15


Weapon Damage:220
Armour-Piercing Damage:95
Melee Interval:4 s
Range:1
:75%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1000 (450)
Turns:1
Upkeep:250


Health:2640
Leadership:60
Speed:33
Melee attack:42
Melee defence:40
Charge Bonus:16
Damage Resist Missiles:15


Weapon Damage:220
Armour-Piercing Damage:95
Melee Interval:4 s
Range:1
:75%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1000 (450)
Turns:1
Upkeep:250


Health:2640
Leadership:60
Speed:33
Melee attack:42
Melee defence:40
Charge Bonus:16
Damage Resist Missiles:15


Weapon Damage:220
Armour-Piercing Damage:95
Melee Interval:4 s
Range:1
:75%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide (forest): This unit can hide in forests until enemy units get too close.

Melee Infantry[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):375 (375)
Turns:1
Upkeep:50


Health:78
Leadership:60
Speed:35
Melee attack:34
Melee defence:28
Charge Bonus:18


Weapon Damage:21
Armour-Piercing Damage:7
Melee Interval:4.2 s
Range:1
Shield:35%


:11.25%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):500 (500)
Turns:1
Upkeep:100


Health:78
Leadership:60
Speed:35
Melee attack:34
Melee defence:20
Charge Bonus:21


Weapon Damage:7
Armour-Piercing Damage:20
Melee Interval:4.6 s
Range:1
:11.25%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):550 (550)
Turns:1
Upkeep:137


Health:198
Leadership:80
Speed:32
Melee attack:46
Melee defence:62
Charge Bonus:26


Weapon Damage:32
Armour-Piercing Damage:12
Melee Interval:4 s
Range:1
Magical Attacks:Yes
Shield:55%


:86.67%


  • Encourage: This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):750 (750)
Turns:1
Upkeep:187


Health:92
Leadership:70
Speed:46
Melee attack:32
Melee defence:20
Charge Bonus:36


Weapon Damage:44
Armour-Piercing Damage:14
Melee Interval:4.3 s
Range:1
:56.25%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
  • Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
Cost (MP):800 (750)
Turns:1
Upkeep:200


Health:90
Leadership:75
Speed:28
Melee attack:36
Melee defence:44
Charge Bonus:20


Weapon Damage:26
Armour-Piercing Damage:10
Melee Interval:4 s
Range:1
Shield:55%


:75%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):900 (850)
Turns:1
Upkeep:225


Health:90
Leadership:75
Speed:28
Melee attack:30
Melee defence:38
Charge Bonus:10


Weapon Damage:10
Armour-Piercing Damage:24
Melee Interval:4.4 s
Bonus vs. Large:19
Range:1
:75%


  • Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):900 (850)
Turns:1
Upkeep:225


Health:90
Leadership:70
Speed:28
Melee attack:36
Melee defence:32
Charge Bonus:26


Weapon Damage:10
Armour-Piercing Damage:28
Melee Interval:4.4 s
Range:1
:75%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1300 (1250)
Turns:1
Upkeep:325


Health:131
Leadership:85
Speed:28
Melee attack:46
Melee defence:60
Charge Bonus:26


Weapon Damage:32
Armour-Piercing Damage:12
Melee Interval:3.8 s
Range:1
Shield:60%


:86.67%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1500 (1400)
Turns:1
Upkeep:375


Health:131
Leadership:85
Speed:28
Melee attack:36
Melee defence:54
Charge Bonus:16


Weapon Damage:15
Armour-Piercing Damage:31
Melee Interval:4.3 s
Bonus vs. Large:26
Range:2
:86.67%


  • Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1500 (1450)
Turns:1
Upkeep:375


Health:131
Leadership:85
Speed:28
Melee attack:48
Melee defence:46
Charge Bonus:32


Weapon Damage:12
Armour-Piercing Damage:38
Melee Interval:4.1 s
Range:1
:86.67%


  • Hide (forest): This unit can hide in forests until enemy units get too close.

Monstrous Infantry[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):800 (800)
Turns:2
Upkeep:200


Health:494
Leadership:40
Speed:54
Melee attack:34
Melee defence:32
Charge Bonus:24


Weapon Damage:30
Armour-Piercing Damage:70
Melee Interval:3.8 s
Range:2
:30%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Cost (MP):1000 (1000)
Turns:2
Upkeep:250


Health:494
Leadership:40
Speed:54
Melee attack:34
Melee defence:32
Charge Bonus:24


Weapon Damage:30
Armour-Piercing Damage:70
Melee Interval:3.8 s
Range:2
:81.59%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Cost (MP):1000 (1000)
Turns:1
Upkeep:250


Health:548
Leadership:100
Speed:42
Melee attack:36
Melee defence:28
Charge Bonus:30


Weapon Damage:118
Armour-Piercing Damage:42
Melee Interval:3.8 s
Range:2
:7.5%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Unbreakable: This unit does not suffer any form of leadership loss and will never rout.
Cost (MP):1650 (1650)
Turns:2
Upkeep:412


Health:616
Leadership:72
Speed:64
Melee attack:32
Melee defence:40
Charge Bonus:32
Damage Resist Missiles:15


Weapon Damage:33
Armour-Piercing Damage:77
Melee Interval:4 s
Bonus vs. Large:26
Range:2
:33.75%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.


Melee Cavalry[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):1450 (1400)
Turns:2
Upkeep:366


Health:130
Leadership:74
Speed:66
Melee attack:44
Melee defence:50
Charge Bonus:44


Weapon Damage:28
Armour-Piercing Damage:10
Melee Interval:4.6 s
Range:1
Shield:30%


:86.67%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1600 (1500)
Turns:2
Upkeep:400


Health:130
Leadership:74
Speed:66
Melee attack:42
Melee defence:34
Charge Bonus:80


Weapon Damage:31
Armour-Piercing Damage:15
Melee Interval:5 s
Range:1
Shield:30%


:86.67%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide (forest): This unit can hide in forests until enemy units get too close.

Missile Cavalry[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):500 (500)
Turns:1
Upkeep:125


Health:91
Leadership:48
Speed:90
Melee attack:22
Melee defence:20
Charge Bonus:24


Weapon Damage:19
Armour-Piercing Damage:5
Melee Interval:5 s
Range:2
Missile Damage:15
Armour-Piercing Missile Damage:7
Reload Time:8.1
Ammunition:16
Range:80
:11.25%


  • Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
  • Fire Whilst Moving: This unit can fire when mounted and moving.
Cost (MP):600 (600)
Turns:1
Upkeep:162


Health:91
Leadership:48
Speed:90
Melee attack:22
Melee defence:26
Charge Bonus:24


Weapon Damage:19
Armour-Piercing Damage:5
Melee Interval:5 s
Range:2
Missile Damage:6
Armour-Piercing Missile Damage:21
Reload Time:9
Ammunition:12
Range:70
Shield:30%


:11.25%


  • Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
  • Fire Whilst Moving: This unit can fire when mounted and moving.
Cost (MP):750 (750)
Turns:1
Upkeep:188


Health:98
Leadership:54
Speed:90
Melee attack:26
Melee defence:26
Charge Bonus:30


Weapon Damage:20
Armour-Piercing Damage:6
Melee Interval:5 s
Range:2
Missile Damage:18
Armour-Piercing Missile Damage:8
Reload Time:7.2
Ammunition:18
Range:90
:37.5%


  • Vanguard Deployment: This unit can deploy outside the deployment zone.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
  • Fire Whilst Moving: This unit can fire when mounted and moving.


Chariots[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):950 (750)
Turns:1
Upkeep:237


Health:1434
Leadership:70
Speed:78
Melee attack:22
Melee defence:28
Charge Bonus:76


Weapon Damage:29
Armour-Piercing Damage:11
Bonus vs. Infantry:18
Melee Interval:4 s
Range:3
:67.5%



Gorebeast Chariot
Cost (MP):1300 (1200)
Turns:2
Upkeep:325


Health:1640
Leadership:70
Speed:66
Melee attack:30
Melee defence:32
Charge Bonus:80


Weapon Damage:16
Armour-Piercing Damage:34
Bonus vs. Infantry:28
Melee Interval:4 s
Range:3
:86.67%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Artillery[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):1200 (1200)
Turns:2
Upkeep:300


Health:1457
Leadership:70
Speed:20
Melee attack:18
Melee defence:14
Charge Bonus:5


Weapon Damage:21
Armour-Piercing Damage:7
Melee Interval:4.3 s
Range:1
Missile Damage:72
Armour-Piercing Missile Damage:262
Explosive Damage:30
Explosive Armour-Piercing Damage:90
Reload Time:10.8
Ammunition:25
Range:420
Magical Attacks:Yes
:22.5%


  • Cannot Run: This unit cannot run and will only move at walking pace.
  • Unbreakable: This unit does not suffer any form of leadership loss and will never rout.

Monsters and Beasts[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):400 (400)
Turns:1
Upkeep:100


Health:76
Leadership:38
Speed:95
Melee attack:26
Melee defence:17
Charge Bonus:18
Damage Resist Missiles:15


Weapon Damage:19
Armour-Piercing Damage:3
Melee Interval:4.3 s
Range:1
:11.25%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):475 (475)
Turns:1
Upkeep:118


Health:76
Leadership:38
Speed:95
Melee attack:26
Melee defence:17
Charge Bonus:18
Damage Resist Missiles:15


Weapon Damage:19
Armour-Piercing Damage:3
Melee Interval:4.3 s
Range:1
Poison Attacks:Yes
:11.25%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):800 (800)
Turns:1
Upkeep:200


Health:3827
Leadership:56
Speed:85
Melee attack:40
Melee defence:34
Charge Bonus:50
Damage Resist Missiles:15


Weapon Damage:290
Armour-Piercing Damage:155
Melee Interval:4 s
Range:3
:33.75%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • - ! -Rampage: When this unit gets hurt it may go on a rampage against nearby enemy units, attacking the closest one and ignoring any orders given.
Cost (MP):1600 (1600)
Turns:2
Upkeep:400


Health:9465
Leadership:100
Speed:39
Melee attack:65
Melee defence:30
Charge Bonus:40


Weapon Damage:150
Armour-Piercing Damage:450
Melee Interval:4 s
Range:5
:22.5%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
Cost (MP):2000 (2000)
Turns:2
Upkeep:500


Health:6441
Leadership:75
Speed:76
Melee attack:52
Melee defence:50
Charge Bonus:52
Damage Resist Missiles:25


Weapon Damage:140
Armour-Piercing Damage:320
Melee Interval:3.6 s
Bonus vs. Large:30
Range:3
:52.5%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Can Cause Terror: This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.


Regiments of Renown[editedit source]

UnitRecruitmentGeneralMeleeRangedDefense
Cost (MP):950 (950)
Turns:1
Upkeep:238


Health:90
Leadership:85
Speed:38
Melee attack:43
Melee defence:58
Charge Bonus:20


Weapon Damage:29
Armour-Piercing Damage:9
Melee Interval:4.3 s
Range:1
Shield:55%


:75%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
  • Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
Cost (MP):1000 (1000)
Turns:1
Upkeep:250


Health:92
Leadership:80
Speed:46
Melee attack:38
Melee defence:29
Charge Bonus:36


Weapon Damage:46
Armour-Piercing Damage:12
Melee Interval:3.6 s
Range:1
:56.25%


  • Hide (forest): This unit can hide in forests until enemy units get too close.
  • Immune to Psychology: The unit is immune to psychological attacks (fear and terror).
Cost (MP):1250 (1250)
Turns:1
Upkeep:312


Health:548
Leadership:100
Speed:42
Melee attack:43
Melee defence:39
Charge Bonus:30
Damage Resist Physical:15



Weapon Damage:118
Armour-Piercing Damage:42
Melee Interval:3.8 s
Range:2
:7.5%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Unbreakable: This unit does not suffer any form of leadership loss and will never rout.
Cost (MP):1950 (1950)
Turns:1
Upkeep:488


Health:616
Leadership:82
Speed:64
Melee attack:38
Melee defence:53
Charge Bonus:32
Damage Resist Missiles:25


Weapon Damage:33
Armour-Piercing Damage:77
Melee Interval:4 s
Bonus vs. Large:26
Range:2
Magical Attacks:Yes
:33.75%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
Cost (MP):1700 (1700)
Turns:1
Upkeep:308


Health:308
Leadership:84
Speed:66
Melee attack:44
Melee defence:58
Charge Bonus:44


Weapon Damage:15
Armour-Piercing Damage:35
Bonus vs. Infantry:15
Melee Interval:4.6 s
Range:1
Flaming Attacks:Yes
Shield:30%


:86.67%


  • Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Hide (forest): This unit can hide in forests until enemy units get too close.
Cost (MP):1550 (1550)
Turns:1
Upkeep:387


Health:1457
Leadership:80
Speed:20
Melee attack:23
Melee defence:21
Charge Bonus:5


Weapon Damage:21
Armour-Piercing Damage:7
Melee Interval:4.3 s
Range:1
Missile Damage:72
Armour-Piercing Missile Damage:262
Explosive Damage:30
Explosive Armour-Piercing Damage:90
Reload Time:8.4
Ammunition:40
Range:420
Magical Attacks:Yes
:22.5%


  • Cannot Run: This unit cannot run and will only move at walking pace.
  • Unbreakable: This unit does not suffer any form of leadership loss and will never rout.
Retrieved from 'https://totalwarwarhammer.gamepedia.com/index.php?title=Warriors_of_Chaos_unit_roster&oldid=73676'

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Step into a brutal battle between three warring factions

In Dawn of War III you will have no choice but to face your foes when a catastrophic weapon is found on the mysterious world of Acheron.

With war raging and the planet under siege by the armies of greedy Ork warlord Gorgutz, ambitious Eldar seer Macha, and mighty Space Marine commander Gabriel Angelos, supremacy must ultimately be suspended for survival.


UNLEASH THE GIANTS

Take control of towering war machines and tip the balance of battle in your favor with the biggest characters in Dawn of War history. Turn the tide with the mighty Imperial Knight (Space Marine), the clattering Gorkanaut (Ork), or the haunting Wraithknight (Eldar).


COLOSSAL BATTLES

Dawn of War is famous for its epic action and those immense clashes are back - but now they're off-the-scale. Wage war with massive armies across violent volcanic terrain or mighty orbital Star Forts.


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Dawn Of War 2 Orks

DESTRUCTIVE ABILITIES

Cause devastation on the battlefield with powerful super-abilities. Rain down total destruction on your enemies with the Space Marine's Orbital Bombardment, the Eldar's blistering Eldritch Storm or the Ork’s Rokks to counter your unsuspecting rivals.


THREE-FACTION CAMPAIGN

Learn what makes each force formidable through alternating missions. You'll soon come to understand the combat advantages of Space Marines, Orks, and Eldar and the rules of a universe with no heroes or villains… only war.


Units

ONE ARMY TO RULE

Dawn Of War 2 Chaos Units

Customize your own universal army from the very first moment you are matched in a melee. Progress through battle after battle with loyal troops by your side across both challenging campaign missions and dominating multiplayer maps.


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