Cultist Squad

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
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Dawn of War Squad
Cultist Squad
Cultist.jpg
Race Chaos
Version Dark Crusade v1.2
Soulstorm v1.2
Build Info
Cultist icon.jpg
Hotkey C
Build Cost Resource requisition.gif 80 Resource power.gifResource cap infantry.gif 2
Build Time 12.5 s
Built From Desecrated Stronghold
Squad Size 4/10
Requires Nothing
Limit None
Unit Stats
Hitpoints 155/0.5
Armour Infantry Medium
Morale 300/8/150
Death Penalty -20
Unit Mass 9
Move Speed 16
Sight Radius 25 (detection 25 with Unholy Sight)
Reinforcement
Reinforce Cost Resource requisition.gif 20 Resource power.gif
Reinforce Time 4 s (12 s if unit is engaged in combat)
Weapons
Ranged Laspistol
Melee Knife



Contents

Cultist Squad

"We are Chaos!! Chaos is strong!!"

The forces of Chaos are varied, as the Chaos Gods have many, many servants. Among these are traitorous humans - mercenaries, pirates, and assorted scum - who flock to the banners of a Black Crusade in hopes of currying favor from their Chaotic patrons. Some are motivated by religious fervor, others by the promise of wealth, power, or prestige.

As the servants (workhorses) of the Chaos army, Cultists are cheap, numerous, and expendable. They are also weak and of little use other then being a meat shield and a distractor. Cultists can, however, be trained for specialist tasks like infiltration or detection.

Charge Bonus: even before Furious Charge, once within 15 range of their target when on Assault stance, Cultists gain a +50% movement bonus to their current base speed, enabling them to quickly close the distance with other units to enter melee. This bonus stacks with the +20% base movement speed bonus Furious Charge offers if it has been researched.

Tactics

Cultists are cheap and relatively lackluster, but overall necessary parts of every Chaos army. It's invariably better to spend the 80 requisition required to produce a Cultist Squad than to lose a valuable vehicle, such as a Chaos Predator to cloaked Tau Stealth Teams or stealthy Ork Tankbustaz. However, Cultists have to be trained in the art of detection, a minor setback, but a necessary one nonetheless. Be sure to reinforce them constantly as they die rather easily in combat. Also, due to a reinforce modifier, Cultists reinforce three times faster outside of combat than in combat.

Cultist weapon upgrades can be the difference between life or death on the field. The plasma gun can give the Chaos army the edge vs a heavy infantry army, and is far stronger than the Grenade Launcher damage-wise. However, many Chaos users find the grenade launcher to be the better weapon of the two. The grenade launcher, while weaker in general, is a long range weapon and allows the Cultist Squad to fire away safely from behind lines of Chaos Space Marines. In this position Cultists are still able to detect cloaked units and will be further removed from enemy fire. The second advantage the grenade launcher confers is the ability to knock down, scatter, and disrupt infantry who are firing on the Chaos army, thus serving as excellent supporting fire for the Chaos Space Marines who are the true brunt of the Chaos army. However, Cultists will only use their ranged weapons when they are set in a ranged stance. Ironically, they do fairly well when set like this, despite being melee specialists. Once infiltrated and upgraded with heavy weapons, Cultists can be effective at taking out enemy Listening Posts and other light enemy structures by themselves(but it takes a lot of time).

Good strategy is to use many (4-5) Cultist squads with GL on Tier 1 against some races. It's a good counter to mass SM, mass Reapers etc, because Cultists are very cheap.

Another common use of Cultist Squads is to have them engage more powerful ranged enemies such as Tau Fire Warriors in melee combat. This ties up the enemy so that they may not bring their best weaponry to bear on your other units.

Squad Leaders

Maximum Squad Leaders Allowed: 1

Cultist Aspiring Champion

Cultist Aspiring Champion Hotkey: L
Aspiring champion icon.jpg Cost Resource requisition.gif 65 Resource power.gif 10  Build Time 20 s
Requirements Chaos Armoury
Effects

Abilities

Infiltration

Infiltration
Infiltrate Icon.jpg Requires Cultist Infiltration Skill
Target Types Own squad
Range 0
Area of effect None Cooldown time Passive ability
Effects This unit is permanently infiltrated. It cannot be seen by most units but can still fire on enemy units and capture points.

Weapons

Laspistol

Laspistol
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 2.9 3.8 2.7 2.4 1.2 1.2 1.2 1.2 1.2 1.2 1.4 1.2 1.2 1.2 1.2 1.2 3 8 9 1.5

Cost Default Weapon Range 20 Setup Time 0 s
Build Time Default Weapon Accuracy 40% Refire Rate 0.5 s
Area of Effect 0 Requires Nothing

Sword

Sword
MeleeStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 4.9 9.9 5.4 4.2 0.4 0.7 0.4 0.4 0.4 0.4 2.1 0.6 0.4 0.7 0.4 1.6 4 13 16 0.5
With Furious Charge Research: 6.1 12.4 6.8 5.2 0.4 0.8 0.4 0.4 0.4 0.4 2.6 0.7 0.4 0.8 0.4 1.6 4 16.3 20 0.5

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 40% Refire Rate 0.5 s
Area of Effect 0 Requires Nothing

Weapon Upgrades

Max allowed: 2 (4 with Heavy Weapon Increase).

Grenade Launcher

Grenade Launcher Hotkey: N
Upgrade grenade launcher.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 13.7 13.9 13.8 13.7 5.3 5.0 5.0 5.0 5.0 5.0 5.0 5.0 5.0 6.3 5.0 1.7 10 62 75 15

Cost Resource requisition.gif 20 Resource power.gif 10  Range 6-35 Setup Time 0
Build Time 12 s Accuracy 100%, offset 3, blind offset 6. Refire Rate 3 s
Area of Effect 4 Requires Chaos Armoury
Notes Grenade Launchers do friendly fire and knockdown (15-25 force). It cannot attack air units but can still damage them indirectly.

Plasma Gun

Plasma Gun Hotkey: P
Upgrade plasma gun.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 11.8 18.8 18.6 18.8 12.4 9.7 3.8 2.0 0.8 3.8 5.3 2.2 1.2 12.0 0.8 4.0 10 38 46 1

Cost Resource requisition.gif 25 Resource power.gif 15  Range 30 Setup Time 0
Build Time 10 s Accuracy 40% Refire Rate 0.5 s
Area of Effect 0 Requires Chaos Armoury, Desecrated Fortress

Researchable Upgrades

Note: In Dark Crusade, Heavy Weapon Increase has no requirements.

Heavy Weapon Increase

Heavy Weapon Increase Hotkey: D
Extra Heavy Weapons.jpg Cost Resource requisition.gif 75 Resource power.gif 100  Research Time 45 s
Researched From Chaos Armoury
Requires Desecrated Fortress
Effects

Furious Charge Research

Furious Charge Research Hotkey: F
Furious skill.jpg Cost Resource requisition.gif 50 Resource power.gif 60  Research Time 25 s
Researched From Chaos Armoury
Requires Desecrated Fortress
Effects

Cultist Infiltration Skill

Cultist Infiltration Skill Hotkey: I
Infiltration skill cultist.jpg Cost Resource requisition.gif 100 Resource power.gif 75  Research Time 45 s
Researched From Chaos Armoury
Requires Desecrated Fortress
Effects Enable Cultist Squads to be permanently infiltrated.

Unholy Sight

Unholy Sight Hotkey: S
Chaos cultist sight research.jpg Cost Resource requisition.gif 25 Research Time 25 s
Researched From Chaos Temple
Requires Nothing
Effects Gives Cultist Squads a detection radius of 25.


The Dawn of War Player's Guide

The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well.
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