Dawn of War Wiki


Default abilities

Melee Resistance Aura   
Dow2 sta hardened armor 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
Teleporter Relay Beacon   
Dow2 sm relay beacon Unit(s) Techmarine Allows allied infantry to reinforce and emits a healing aura. When the retreat beacon is active, units will retreat to the Relay Beacon instead of the HQ.
Requires Default ability
Cost Dow2 req 16200 Dow2 pow 1630 Dow2 pop 165 Time (seconds)15
Tarantula Turret (Techmarine)   
Dow2 sm tarantula turret Unit(s) Techmarine A turret emplacement armed with heavy bolters that can suppress enemy infantry. Limited firing arc.
Requires Default ability
Cost Dow2 req 16200 Dow2 pow 1630 Dow2 pop 165 Time (seconds)15
Dow2 repair icon 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

Global abilities

Blessing of the Omnissiah   
Dow2 sm blessing omnissiah Unit(s) Techmarine Initiate repair on all allied vehicles. Vehicles regain 1.75% of their maximum health every second for 20 seconds. Cooldown 150 seconds.
Requires Tier 1
Cost Dow2 global 16150
Drop Pod   
Dow2 sm call drop pod Unit(s) All Space Marine heroes Call in a drop pod from orbit that does 50 explosive damage and ability knockback in radius 8 and instantly reinforces allied infantry squads in radius 35. Cooldown 300 seconds.
Requires Tier 2
Cost Dow2 req 16100 Dow2 global 16200
Venerable Dreadnought Drop Pod   
Dow2 sm dreadnought drop Unit(s) Techmarine Deliver a Venerable Dreadnought via Drop Pod. The sight of this powerful melee walker killing enemy units inspires allies in radius 45, removing suppression, reducing received suppression by 20%, and increasing damage by 20% for 20 seconds. Cooldown 420 seconds.
Requires Tier 3
Cost Dow2 req 16600 Dow2 pow 1650 Dow2 global 16300
Deep Strike Terminator Squad   
Dow2 sm deepstrike range Unit(s) All Space Marine heroes Teleport in a Terminator Squad at the targeted location. Terminators are immune to suppression and weapon knockback but cannot retreat. The sight of Terminators killing enemy units inspires allied infantry in radius 35, increasing their damage by 5% and reducing their received suppression by 10% for 15 seconds. Cooldown 420 seconds.
Requires Tier 3
Cost Dow2 req 16650 Dow2 pow 16100 Dow2 global 16350
Orbital Bombardment   
Dow2 sm orbital bombardment Unit(s) All Space Marine heroes Calls in 3 massive precision strikes from orbiting Strike Cruisers. After 4.5 seconds, the gravity well of the first beam begins to capture infantry in radius 10, disabling them with ability knockback. 1.5 seconds later, non-monstrous creatures in radius 4 of the beam begin to take 30 heavy melee damage per second. Finally, 6.5 seconds later, the bombardment completes, doing 150 piercing damage in radius 11, and a further 500 heavy melee damage in radius 6. Timing of the subsequent beams are staggered by 2 seconds, events triggering after 6.5 and 8.5 seconds respectively. Cooldown 120 seconds.
Requires Tier 3
Cost Dow2 global 16500

Wargear abilities

High Powered Shot   
Dow2 sm high powered shot Unit(s) Techmarine Fires a single, powerful shot at an enemy infantry unit, inflicting 180 sniper damage and suppressing the target. Cooldown 50 seconds.
Requires Master-Crafted Bolter
Cost Dow2 energy 1660
Plasma Overcharge   
Dow2 sm overcharge Unit(s) Techmarine For 10 seconds the Techmarine's plasma gun fires with 90% reduced cooldown, 50% reduced damage, and no need to reload (see DPS calculations). At the end of the overcharge, the weapon overheats and cannot be fired for 6 seconds. Cooldown 45 seconds.
Requires Plasma Gun
Cost Dow2 energy 1650
Brothers in Arms   
Dow2 sm brothers in arms Unit(s) Techmarine The Techmarine breaks suppression and increases his own ranged damage and that of allied infantry in radius 10 by 25%. Drains 3 energy per second.
Requires Consecrated Bolter
Cost Dow2 energy 1610 then Dow2 energy 163 per second
Proximity Mine   
Dow2 sm proximity mine Unit(s) Techmarine Construct an infiltrated mine that detonates when enemy units come too close. Mines do up to 150 explosive damage in radius 7, suppress infantry, and reduce the speed of vehicles by 70% for 15 seconds.
Requires Artificer Armor
Cost Dow2 energy 1645 Time (seconds)6
Powerful Sweep   
Dow2 sm powerful sweep Unit(s) Techmarine Strike out with servo-arm and bionic enhancement, doing 45 melee damage and weapon knockback to enemies in radius 5. Cooldown 25 seconds.
Requires Bionics
Cost Dow2 energy 1625
Mark Target   
Dow2 sm mark target Unit(s) Techmarine Signum targeters mark an enemy unit, increasing its received damage by 50% for 10 seconds. Cooldown 45 seconds.
Requires Signum Armor
Cost Dow2 energy 1640
Orbs of the Omnissiah   
Dow2 sm orbs of the omnissiah Unit(s) Techmarine Throws a grenade that does 150 damage to vehicles, disables vehicles for 12 seconds, inflicts 70% damage to deployable Energy Shields, and burns 100 energy from all targets in radius 10. Cooldown 50 seconds.
Requires Orbs of the Omnissiah
Cost Dow2 energy 1650
Refractor Field   
Dow2 sm refractor field Unit(s) Techmarine Activates a distortion field that causes damage to reduce energy rather than health and lowers the Techmarine's received accuracy by 20%. Field strength is 5 damage taken per 1 energy drained.
Requires Refractor Field
Cost Dow2 energy 160