Dawn of War Wiki
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'eavy Armour   
Unit(s) Warboss Equips the Warboss's biggest set of armour, increasing his health by 900.
Tier 3
Cost 200 60 Time (seconds)15
Angry Bits   
Unit(s) Warboss Grants the Now I'm Angry ability which lets the Warboss charge at the enemy, increasing his damage and knocking back enemies.
Tier 1
Cost 130 20 Time (seconds)10
Assashun's Knife   
Unit(s) Kommando Nob Equips a close-combat knife that is effective against infantry and grants the Assassinate ability. Increases melee skill by 10 while equipped.
Tier 1
Cost 120 30 Time (seconds)15
Bang Bang Hammer   
Unit(s) Warboss Equips the Warboss with a heavy hammer. With each melee attack the Warboss makes, allied infantry in radius 20 have their damage increased by 5% and speed increased by 0.15 for 10 seconds.
Tier 1
Cost 125 25 Time (seconds)15
Battery Pack   
Unit(s) Mekboy Grants the 'Ave A Taste ability, which allows the Mek to restore energy and health to friendly infantry. Also increases the Mek's energy by 50.
Tier 1
Cost 100 20 Time (seconds)15
Beamy Deffgun (Mekboy)   
Unit(s) Mekboy Equips the Mekboy with a beamy deffgun, an anti-vehicle weapon that requires a brief set-up time.
Tier 2
Cost 150 40 Time (seconds)15
Booby Traps   
Unit(s) Kommando Nob Plant an explosive which can be triggered remotely, dealing damage to all targets, but especially ambient buildings.
Tier 2
Cost 100 20 Time (seconds)15
Boom Time!   
Unit(s) Kommando Nob Whenever the Kommando Nob retreats, he drops a grenade that does ability knockback and stuns enemy infantry for 7 seconds in radius 6. Also increases health by 100.
Tier 2
Cost 110 25 Time (seconds)15
Boss Pole   
Unit(s) Warboss Gives the Warboss a boss pole that keeps da boyz in line. Allied infantry in radius 25 of the Warboss receive 50% less suppression and have 20% increased health. The Warboss himself also benefits.
Tier 1
Cost 140 25 Time (seconds)10
Cybork Implants   
Unit(s) Warboss Replaces the Stomp ability with Big Stomp, doing increased knockback and damage as well as stunning enemies. Also increases health by 100.
Tier 1
Cost 125 25 Time (seconds)15
Dakka Dakka Dakka   
Unit(s) Mekboy Equips the Mek with a big shoota, which has increased range and damage over his standard shoota.
Tier 1
Cost 115 20 Time (seconds)15
Deffgun   
Unit(s) Mekboy Equips the Mek with a deffgun, a heavy suppression weapon effective against infantry but requiring a brief set-up time.
Tier 1
Cost 115 30 Time (seconds)15
Electric Armor   
Unit(s) Mekboy Grants the Electric Shock ability, which damages nearby enemies when activated. Also increases the Mekboy's health by 200.
Tier 1
Cost 120 30 Time (seconds)15
Enhanced Kustom Shoota   
Unit(s) Warboss Upgrades the Warboss's ranged weapon and grants the Shoot 'em Good ability that knocks down enemies.
Tier 1
Cost 120 25 Time (seconds)15
Extra Equipment   
Unit(s) Kommando Nob Gives the Kommando Nob some backup ammo and supplies, increasing his energy by 75, health by 100, and health regeneration by 0.3 (3 hp/s).
Tier 1
Cost 110 20 Time (seconds)15
Improved Camouflage   
Unit(s) Kommando Nob Removes the energy drain from the Kommando Nob's Infiltrate ability. Also increases health by 50.
Tier 2
Cost 95 20 Time (seconds)15
Kaboom!   
Unit(s) Kommando Nob Trigger a massive explosion right under the Kommando's feet, killing nearby foes and sending him flying (and severely damaged).
Tier 2
Cost 100 30 Time (seconds)15
Kustom Force Field   
Unit(s) Mekboy Grants the versatile Kustom Force Field ability that repels melee attacks and further makes the Mek resistant to ranged attacks.
Tier 2
Cost 110 25 Time (seconds)15
Mega-Rumblah   
Unit(s) Mekboy Grants the Mega-Rumblah ability, which destroys buildings and stuns any enemies around the Mekboy after a short delay.
Tier 3
Cost 200 60 Time (seconds)15
Power Klaw   
Unit(s) Warboss Equips the Warboss with a massive power klaw, effective against all targets.
Tier 2
Cost 150 50 Time (seconds)15
Proximity Mines   
Unit(s) Mekboy Grants the Proximity Mines ability, deployable mines that suppress infantry and slow vehicles.
Tier 1
Cost 100 20 Time (seconds)15
Rokkit Launcha   
Unit(s) Kommando Nob Equips a rokkit launcha that is effective against vehicles and grants the Right in Me Crosshairs ability.
Tier 3
Cost 150 50 Time (seconds)15
Speshul Shoota   
Unit(s) Kommando Nob Equips a close-range shotgun effective against infantry with a 30% chance to do weapon knockback on hit. Also grants the High Explosive Shells ability.
Tier 2
Cost 115 30 Time (seconds)15
Spiky Armor   
Unit(s) Warboss Whenever the Warboss is struck by melee weapon, all enemies in radius 3 of the Warboss take 8 piercing damage. Also increases health by 200 and health regeneration by 0.15 (1.5 hp/second).
Tier 1
Cost 120 20 Time (seconds)15
Stikkbombz   
Unit(s) Kommando Nob Grants the Stikkbomb ability which throws a salvo of effective anti-infantry and anti-garrison grenades.
Tier 1
Cost 130 20 Time (seconds)15
Supa Tuff Beam   
Unit(s) Mekboy Grants the Supa Tuff Beam ability which makes an allied infantry unit resistant to damage, knockback and suppression.
Tier 3
Cost 150 60 Time (seconds)15
Trophy Rack   
Unit(s) Warboss Gives the Warboss a trophy rack that frightens all enemy units in radius 20, reducing their damage by 25%.
Tier 2
Cost 115 30 Time (seconds)10
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