
All Game Items
Overview
Warhammer 40,000: Dawn of War II features a deep wargear system that lets you customize your Space Marine squads with weapons, armor, accessories, and consumables. Items are obtained by completing missions, looting chests, defeating bosses, and achieving optional objectives. Each hero (Captain, Force Commander, Techmarine, etc.) and squad leader (Tactical Sergeant, Assault Sergeant, Scout Sergeant, Devastator Sergeant, etc.) has multiple wargear slots:
- Weapon (Primary) – Ranged or melee weapon for the hero.
- Weapon (Secondary) – A second weapon, often a sidearm or alternate melee weapon.
- Armor – Body armor providing damage reduction and sometimes special bonuses.
- Accessory – Utility items like grenades, stims, or relics.
- Consumable – Single-use items like grenades or medpacks (some are accessories).
- Standard Bolter – Basic full‑auto rifle. Good all‑rounder. Ammo: 20. Unlocked from start.
- Kraken Bolter – Increased armor penetration. Obtainable from early Tyranid missions. Great against heavily armored foes.
- Godwyn Pattern Bolter – High accuracy, reduced spread. Reward from “Angelius” mission.
- Fury of the Emperor – Relic bolter with explosive rounds. Found in a secret cache on the Jungle World.
- Plasma Gun – High damage, charged shot. Overheats if fired in bursts. Found in mid‑game loot.
- Plasma Cannon – Devastator weapon. Fires a plasma ball that explodes. Very slow. Drop from Carnifex.
- Plasma Pistol – Sidearm for Assault Marines. Good backup. Obtained from optional boss.
- Melta Gun – Short‑range, massive damage to single target. Ignore armor. Best for Terminators. Dropped by Warboss.
- Melta Bomb – Consumable instead of weapon. But there is a Melta weapon slot for Devastators: the Melta Cannon? Not in campaign; meltagun is a primary for certain squads.
- Flamer – Area‑of‑effect fire weapon. Great against swarms. Damage over time. Unlocked after first Ork encounter.
- Heavy Flamer – Devastator variant with wider cone. Relic version from hidden monolith.
- Heavy Bolter – Sustained fire, good vs infantry.
- Lascannon – Anti‑vehicle/armor. Slow, high penetration.
- Missile Launcher – Frag (anti‑infantry) and Krak (anti‑armor) modes. Versatile.
- Plasma Cannon – As above.
- Sniper Rifle – Base weapon. Stealth bonus.
- Stalker Pattern Sniper Rifle – Silent. Increased headshot damage. Obtainable from Eldar ruins.
- Ranger Sniper Rifle – High zoom, extra range. From “Ghosts of the Warp” mission.
- Bolt Pistol – Default sidearm for all heroes.
- Plasma Pistol – Devastating but risk of overheating.
- Inferno Pistol – Short‑range melta pistol. Relic. Found in the final mission area.
- Power Sword – Balanced melee weapon. Good damage, moderate speed. Common drop.
- Power Axe – Slower but higher armor penetration. Uncommon.
- Power Maul – Blunt damage, stuns enemies. Rare version from Broodlord.
- Power Fist – Very slow, extremely high damage, ignores armor. Unlocked after beating the first Hive Tyrant.
- Chainsword – Fast attacks, low damage. Starting weapon for many.
- Chain Axe – Slightly slower, more damage. Ork loot.
- Eviscerator – Two‑handed chain weapon. Massive damage, slow. Found in a chest guarded by a Carnifex.
- Force Sword – Psyker weapon, adds psychic damage. Required for some combos.
- Force Staff – Extended reach, psychic blast. Rare variant from campaign.
- Thunder Hammer – Extremely slow, high damage, can stun vehicles. Relic from the final boss.
- Lightning Claws – Dual fast weapons. Good vs infantry. Assault Marine only. Found in Ork scrap yard.
- Dreadnought Close Combat Weapon – For Dreadnought. Power fist with built‑in storm bolter. Upgraded version from Mechanicus.
- Mark VII Power Armor – Default. +10% armor. Unlocked early.
- Mark IV Maximus Armor – +15% armor, +10% HP. Late campaign.
- Corvus Armor – Improved movement speed. Scout Armor for Assault Marines? Actually Corvus is a helmet, but there is a full set: “Corvus Pattern Armor” – +20% armor, +5% speed. Found in a Necron ruin.
- Tactical Dreadnought Armor – Massive armor and HP boost. Only usable by certain heroes (Force Commander, Captain, Terminator Squad). Slows movement. Unlocked after defeating a Hive Tyrant.
- Assault Terminator Armor – With thunder hammer and storm shield. Same benefits. Found in secret mission.
- Librarian Terminator Armor – Allows psychic powers while wearing Terminator armor. Rare.
- Artificer Armor – +25% armor, +100 HP, +50 energy. Relic tier. From optional boss on Kaurava.
- Scout Armor – For Scout squad. Light, +5% move speed. Starting.
- Sniper Cloak – Stealth bonus. Attached to armor slot.
- Bionics – Not a full armor, but an accessory that replaces lost limbs. Provides +20 HP and +10 armor. Rare drop.
- Frag Grenade – Standard explosive. Deals area damage to infantry.
- Krak Grenade – Anti‑vehicle. Stuns tanks. Common.
- Plasma Grenade – Large area, high damage, leaves fire. Rare.
- Smoke Grenade – Deploys smoke screen. Useful for cover. Found in early game.
- Stun Grenade – Briefly incapacitates enemies. Ork tech drop.
- Stimpack – Temporary +25% damage and speed. Duration 15s. Cooldown. Common.
- Advanced Stimpack – +50% damage, +30% speed. Rare.
- Medkit – Heals 200 HP. Consumable (accessory slot? Actually medkits are consumables but can be slotted. They are one‑use per mission unless restocked).
- Rejuvenation Field – Passive aura heals nearby allies. Rare. From Techmarine quest.
- Youxia’s Heart – +20% energy regeneration. Relic. Found in the Tomb of the Ancients.
- Ork Banner – Activates a temporary “Waaagh!” aura, boosting squad damage. Uncommon.
- Eldar Soul Stone – +15% psychic resistance. Found on Eldar world.
- Necron Shard – +20% armor when hit. From Necron tomb.
- Targeting Lens – +10% accuracy. Common.
- Ammo Pouches – +25% ammo capacity. Uncommon.
- Combat Shield – Reduces melee damage. Assault Marine only.
- Jump Pack – Allows Assault Marines to jump and slam. Actually jump packs are a squad ability, not wargear. But there is a “Jump Pack Upgrade” accessory that reduces cooldown. Rare.
- Cybernetic Eye – +5% critical chance. Rare.
- Grenades (Frag, Krak, Plasma, Stun) – Can be thrown by any hero. Consumed on use. You can carry up to 3 of each type.
- Medpacks – Heals 150 HP instantly. Max carry 2.
- Energy Canister – Restores 100 energy. For psychic abilities. Max 1.
- Ammo Restock – Fully refills squad ammo. One time use.
- Bionics Repair Kit – Used on Dreadnought. Heals 300 HP. Rare.
- Relic of the Chapter – Temporary invulnerability for 5 seconds. One per mission. Found in hidden areas.
- Requisition – Earned from missions (main and optional). Used at the Armoury to unlock new wargear tiers. Does not have a physical form.
- Influence – Multiplayer currency (campaign irrelevant). For The Last Stand, you earn Essence by killing enemies and completing waves. Essence is spent between waves to buy temporary upgrades (weapons, armor, consumables) for your hero. Essence is not persistent between games.
- Ancient Relic – Found in the first Ork mission. Unlocks a secondary objective later.
- Alien Artifact – Eldar relic. Triggers a side mission on the Ice World.
- Mechanicus Data Log – 10 scattered across the campaign. Collecting all unlocks a conversation with a Techmarine and some Lore Entries. Not game‑changing.
- Wargear Chests – Contain rare items. Often guarded by powerful enemies.
- Terminator Armor + Power Fist + Storm Shield – The classic tank. Can absorb huge damage and deal heavy melee. Best for Force Commander.
- Plasma Gun + Krak Grenades – Effective vs Hive Tyrants and Dreadnoughts. Plasma weakens armor, Krak finishes vehicles.
- Heavy Bolter + Stimpack – Devastator becomes a mobile turret. Stimpack increases fire rate.
- Force Sword + Rejuvenation Field – Librarian can heal while dealing psychic damage. Good for sustained battles.
- Sniper Cloak + Targeting Lens – Scout squad becomes very accurate and can pick targets safely.
- Tier 1 Weapons – Bolter, Chainsword, etc. Cheap.
- Tier 2 Weapons – Plasma Pistol, Power Fist, etc. Modest cost.
- Tier 3 Weapons – Thunder Hammer, Relic Bolter. Expensive.
- Armor Upgrades – From flak to Terminator.
- Consumables – Grenades, stims, medpacks; temporary use per round.
- Artifacts – Passive boosts like +HP regen, +damage. Persistent through the session.
Items come in four rarities: Common, Uncommon, Rare, and Relic. Relic items are the most powerful and usually found in difficult optional battles. Wargear can be swapped freely between missions. This guide covers all major items across weapons, armor, accessories, consumables, and other notable equipment, including those from the single‑player campaign and The Last Stand co‑op mode.
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Weapons – Ranged
Ranged weapons are the primary damage source for most squads. They range from rapid‑fire bolters to heavy plasma cannons. Each weapon class has unique stats (damage, accuracy, range, rate of fire, special abilities). Below are iconic and useful ranged weapons.
Bolter Family
Plasma Weapons
Meltagun
Flamer
Heavy Weapons (Devastator only)
Sniper Rifles (Scout Squad)
Pistols
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Weapons – Melee
Melee weapons are crucial for Assault Marines, Force Commanders, and many heroes. They provide high damage and abilities like stuns or knockdowns.
Power Weapons
Chain Weapons
Force Weapons (for Librarian/Force Commander)
Specialty Melee
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Armor
Armor provides damage reduction and often grants bonuses like health, energy, or special resistances. Worn by heroes and squad leaders; squad members share a fraction of the armor bonus.
Power Armor (Standard)
Terminator Armor
Artificer Armor
Specialist Armor
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Accessories
Accessories are utility items that grant active or passive bonuses. They occupy the accessory slot.
Grenades
Stimpacks and Medkits
Relics and Artifacts
Specialty Accessories
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Consumables
Consumables are single‑use items that can be used in battle. They restock between missions based on supply drops.
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Resources / Materials
In the base game campaign, there is no traditional crafting of items. However, in the Chaos Rising expansion, resources such as Servo Skulls, Artefacts, and Corruption become part of item upgrading. For the base game, items are simply collected as loot. The main “resource” is Requisition – earned by completing missions and optional objectives – which unlocks new wargear at the Armoury between missions. Requisition is a form of currency, but not a tradeable item.
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Currencies
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Collectibles
Dawn of War II has no typical collectible items like audio logs or stars. However, there are Relics – hidden items that unlock bonus missions or special wargear. Examples:
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Important Wargear Sets and Synergies
Certain item combinations provide powerful synergies:
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The Last Stand Items
In The Last Stand mode, players control a single hero (Space Marine Captain, Ork Nob, Eldar Farseer, or Tyranid Warrior). Wargear is purchased with Essence between rounds. Items are tiered:
Essence is also used to revive fallen teammates. Items do not carry over between sessions. The most powerful Last Stand item is the God‑Machine’s Wrath – a massive vortex grenade that clears all enemies in an area. Unlocked after surviving wave 20.
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This guide covers the core items of Dawn of War II. Experiment with different loadouts to find what works best for your playstyle. Remember that wargear can be swapped freely before each mission, and some items are faction‑specific (Space Marines only for campaign). For multiplayer, wargear is chosen during army selection and is limited to the race’s roster.