Dawn of War Wiki
Activate Frag Missiles   
Unit(s) Sentinel Load frag missiles, effective against infantry. ~24 DPS grenade launcher damage.
Requires Missile Launcher
Cost None
Activate Krak Missiles   
Unit(s) Sentinel Load krak missiles, effective against vehicles. ~8.2 DPS explosive damage.
Requires Missile Launcher
Cost None
Assail   
Unit(s) Inquisitor Immobilizes the targeted infantry squad, dealing 500 courage damage and 7.5 piercing damage every second for up to 10 seconds. The Inquisitor must remain stationary or the target is freed. Cooldown Time (seconds)50.
Requires Excruciators
Cost 50
Back in the Fight!   
Unit(s) Lord General The General recites a prayer for his troops, increasing the health regeneration of allied infantry in radius 30 by 2 hp/s for 20 seconds. Affects the Lord General and his retinue. 60 second cooldown.
Requires Stabilizers
Cost 45
Call Reinforcements   
Unit(s) Lord General The General radios in a Valkyrie gunship to drop off reinforcements, reinforcing any allied Imperial Guard squads in radius 35 to full strength. 90 second cooldown.
Requires Vox Operator
Cost 150 70
Chem Bomb   
Unit(s) Bane Wolf Fires a massive burst of chemicals that leave a 15 radius toxic patch on the ground for 10 seconds, reducing the speed of infantry by 60% and inflicting them with 10 damage every second. 30 second cooldown.
Requires Default ability
Cost 50
Conversion Field   
Unit(s) Inquisitor Activate a conversion field that causes damage to reduce energy rather than health. Field strength is 5 damage taken per 1 energy drained.
Requires Rosarius
Cost 0
Crippling Volley   
Unit(s) Inquisitor Fires a volley of bolts in radius 10, inflicting 20 damage on enemy infantry and immobilizing them for 8 seconds. Cooldown Time (seconds)65.
Requires Crossbow Bolt Pistol
Cost 45
Deployable Cover   
Unit(s) Guardsman Infantry Squad Construct cover (30 health, building, small) in the field. Cover blocks enemy melee troops and grants directional (heavy/green) cover to units behind it. Build time depends on # of Guardsmen (up to 6 models).
Requires Default ability
Cost Time (seconds)4.2–25 per block
Distribute Medi-kit   
Unit(s) Lord General The General equips an allied infantry unit with a medi-kit, which can be deployed at will and heals the unit for 100 health per squad member. Medi-kits cannot be given to the command squad or any target who already has one. 10 second cooldown.
Requires Sergeant
Cost 50
Explosive Shot (Catachan Devils)   
Unit(s) Catachan Devils Fires a concussive shotgun shell, doing 200 courage damage and weapon knockback in a 90 degree, 20 radius cone. Time (seconds)50 cooldown.
Requires Default ability
Cost 50
Fight Harder!   
Unit(s) Lord General The General presses his men to double their efforts, reducing the weapon cooldown of your infantry in radius 35 by 40% for 20 seconds. The Lord General is not affected, but members of his retinue are. 60 second cooldown.
Requires Meltaguns
Cost 45
Fire Baneblade Cannon   
Unit(s) Baneblade Fires the Baneblade Cannon at the target, dealing up to 450 explosive damage in radius 4. Units struck by cannon do weapon knockback to all targets in radius 4. 30 second cooldown.
Requires Default ability
Cost None
Fire Demolisher Cannon   
Unit(s) Baneblade Fires the Demolisher Cannon at the target position, dealing up to 400 explosive damage in radius 10. Units struck by the cannon do weapon knockback to all targets in radius 4. 30 second cooldown.
Requires Default ability
Cost None
Fire on my target!   
Unit(s) Lord General The General exhorts his men to take greater aim, increasing the range of your infantry in radius 35 by 35% for 15 seconds. The Lord General is not affected, but members of his retinue are. 60 second cooldown.
Requires Sniper Rifle
Cost 45
Ground Pound   
Unit(s) Sentinel The Sentinel slams the ground, doing 20 melee damage and weapon knockback to enemy infantry in radius 7. Targets are stunned for 5 seconds. Cooldown 35 seconds.
Requires Default ability
Cost None
Hammer of the Witches   
Unit(s) Inquisitor Inflicts 100 damage on a single targeted infantry model and stuns it for 3.5 seconds. A successful hit with this ability increase the Inquisitor's damage by 5% for 20 seconds. Cooldown 60 seconds.
Requires Default ability
Cost 45
Holy Pyre   
Unit(s) Inquisitor Ignites the target area in holy flame for 30 seconds. Enemies in radius 18 are inflicted with 4 damage per second and enemies in radius 30 have their damage reduced by 20%. The pyre has a vision radius of 30 and a detection radius of 20. Cooldown Time (seconds)40.
Requires Holy Brazier
Cost 40
Impenetrable   
Unit(s) Inquisitor The Inquisitor's speed is increased by 3 and she becomes invulnerable for 10 seconds. Cooldown Time (seconds)85.
Requires Inquisitorial Mandate
Cost 50
Improvised Explosives   
Unit(s) Catachan Devils The Demolition Man arms a remote bomb, considered infiltrated once set up. When detonated, the bomb does 60 detonation damage and ability knockback in radius 3 and a further 120 detonation damage in radius 6. Cooldown Time (seconds)60.
Requires Demolition Man
Cost 40 Time (seconds)5
Incoming!   
Unit(s) Lord General The General sets his men in a defensive formation, decreasing incoming ranged damage to your infantry in radius 35 by 30% for 20 seconds. Affects the Lord General and his retinue. 60 second cooldown.
Requires Flak Jacket
Cost 45
Infiltrate (Storm Troopers)   
Unit(s) Storm Trooper Squad Become invisible. Attacking or using abilities will partially reveal the squad. Partially revealed units have received damage lowered by 20%. Can be fully revealed by detector units, capturing points, or getting too close to enemy units. Drains 1.5 energy per second.
Requires Default ability
Cost 10 then 1.5 per second
Inspire Courage   
Unit(s) Commissar Lord Execute one man to inspire the rest. The targeted allied Imperial Guard non-hero model is killed, increasing the damage of its squad by 100% for 15 seconds. Stops an in-progress retreat, and the unit cannot retreat for the duration of the buff. 50 second cooldown.
Requires Default ability
Cost 50
Inspire Determination   
Unit(s) Commissar Lord Execute one man to inspire the rest. The targeted allied Imperial Guard non-hero model is killed, rendering its squad immune to suppression and knockback and increasing its damage by 100% for 15 seconds. This ability will break a retreat, and the unit cannot retreat for the duration of the buff. 50 second cooldown.
Requires Bionic Eye
Cost 50
Inspire Terror   
Unit(s) Commissar Lord Execute one of your men, or one of the enemies. If used on your units, they receive the effects of Inspire Courage. When used on an enemy non-hero infantry unit, the target receives 300 piercing damage and its squad has its damage reduced by 50% for 15 seconds. 50 second cooldown.
Requires Flak Jacket
Cost 50
Judge   
Unit(s) Inquisitor Judge an enemy non-building target. Judged units are inflicted with 1 damage every second for 60 seconds, during which time they may be subjected to Judgement. Using this ability replaces it with Judgement, allowing the Inquisitor to inflict massive damage to the Judged target. Cooldown Time (seconds)20.
Requires Inferno Pistol
Cost 50
Judgement   
Unit(s) Inquisitor A shot from the Inquisitor's inferno pistol delivers holy judgement to the target of Judge, dealing up to 400 judge_shot_av damage and weapon knockback in radius 6. There is a 20 second delay before you can use this ability, and if it is not used in 60 seconds, the target escapes Judgement and must be Judged again.
Requires Inferno Pistol
Cost 50
Lead by Example   
Unit(s) Commissar Lord Increases speed by 2 and grants special attacks on every strike for 15 seconds. Allied infantry in radius 35 have their damage increased by 10% for 15 seconds, and each of the Commissar Lord's attacks adds the bonus again. 60 second cooldown.
Requires Power Sword
Cost 50
Melee Resistance Aura   
Unit(s) Heroes and most melee units This unit always takes 40% less damage from melee weapons. Does not affect damage from ranged weapons.
Requires Default ability
Cost Always active
Melta Bomb (Storm Troopers)   
Unit(s) Storm Trooper Squad Throws a melta bomb at an enemy vehicle or monstrous creature. Melta bombs do 200 melta damage and reduce speed by 60% for 15 seconds. 48 second cooldown.
Requires Anti-Armor Kit
Cost 50
Move! Move! Move!   
Unit(s) Lord General The General spurs his men to make greater haste, increasing the speed of your infantry in radius 35 by 67% for 15 seconds. The Lord General is not affected, but members of his retinue are. 60 second cooldown.
Requires Grenade Launchers
Cost 45
Multi-laser Turret   
Unit(s) Guardsman Infantry Squad Construct a Multi-laser Turret; a light fire support turret that causes no suppression. Build time depends on the number of Guardsmen to build it (up to 6 models). Can be reclaimed to regain 75 2.5 (salvage process takes Time (seconds)10).
Requires Default ability
Cost 150 5 5 Time (seconds)10–60
None Shall Fall!   
Unit(s) Commissar Lord Inspires nearby units to fight on in the face of death. For the next 30 seconds, allied infantry in radius 20 of the Commissar Lord cannot be killed, although they take damage normally. The Commissar himself can still fall. 85 second cooldown.
Requires Fist of Brockus
Cost 50
Off Map Artillery   
Unit(s) Commissar Lord Call down 3 Basilisk artillery rounds after a 3.5 second delay. Each round does up to 180 Manticore rocket damage and weapon knockback in radius 10. 120 second cooldown.
Requires The Emperor's Wrath
Cost 50
Ol' Reliable   
Unit(s) Catachan Devils Fires a volley of three grenades that each deal up to 40 barbed strangler damage in radius 4. Units struck by Ol' Reliable do weapon knockback to all targets in radius 5. Cooldown Time (seconds)30.
Requires Default ability
Cost 55
Purgatus   
Unit(s) Inquisitor Unleashes a wave of fiery purgation to wipe away the Inquisitor's quarry. Enemy infantry struck by the expanding ring are stunned for 4 seconds, and enemies in radius 5 of ring's termination are inflicted with 200 damage. Cooldown Time (seconds)75.
Requires Purgatus
Cost 50
Refractor Field (Commissar Lord)   
Unit(s) Commissar Lord Activates a refractor field that causes damage to reduce energy rather than health and grants immunity to weapon knockback. Field strength is 2.5 damage taken per 1 energy drained.
Requires Default ability
Cost 0
Refractor Field (Lord General)   
Unit(s) Lord General The General deploys a refractor field on his position in radius 8, reducing the received ranged damage of all infantry within it by 55%. 90 second cooldown.
Requires Commissar
Cost 60
Repair   
Unit(s) Various squads and heroes Repair an allied vehicle or building for 10 health per second. Does not work on biological units. Cooldown 5 seconds.
Requires Default ability
Cost None
Silently   
Unit(s) Inquisitor Infiltrates an allied infantry squad for 30 seconds. Cooldown Time (seconds)1.
Requires Interrogator's Armor
Cost 55
Smoke Grenade   
Unit(s) Catachan Devils Throws a smoke grenade that covers a 15 radius area for 8.5 seconds, reducing both ranged ramage and received ranged damage by 80% and lowering received suppression by 90%. Cooldown Time (seconds)0.
Requires Demolition Man
Cost 40
Stand Firm   
Unit(s) Lord General The General commands his troops to stand firm, making any allied Imperial Guard infantry in radius 30 immune to suppression for 15 seconds. 60 second cooldown.
Requires Carapace Armor
Cost 45
Storm Eagle   
Unit(s) Manticore Fires 4 Storm Eagle rockets in quick succession at the targeted area. Each rocket does up to 180 Manticore rocket damage and weapon knockback in radius 10. 45 second cooldown.
Requires Default ability
Cost None
Summary Execution   
Unit(s) Guardsman Infantry Squad The Commissar executes one of the Guardsmen for cowardice, instantly breaking the squad's retreat. Cooldown Time (seconds)60.
Requires Commissar
Cost 1 model
Use yer 'ead!   
Unit(s) Ogryn Squad The squad charges head first for 7 seconds, increasing their speed by 3, crushing all obstacles in their way, and doing weapon knockback in radius 6 every 5 seconds. The Ogryns forget to fire their ranged weapons while charging. Cooldown Time (seconds)45.
Requires Bone 'ead
Cost None