Dawn of War: Infiltration
From RelicWiki
In Dark Crusade, infiltration was given an overhaul from its previous incarnation in Winter Assault. In Winter Assault infiltration was an ability that was toggled on and off and that, when activated, prevented the unit from firing or capturing points. The new version sees infiltration capable units permanently infiltrated and able to fire and capture points while in this state. Detected units will immediately become wholly visible, as in Winter Assault, but upon escaping the detection effect the unit will reinfilitrate instantly. Each race has certain detector units that are able to unmask infiltrated units but the commanders are not necessarily included in these. Turrets for every race, barring Tau and Dark Eldar, who have no turrets, can always detect infiltrated units. Additionally, captured strategic points reveal infiltrated units. These changes have made infiltration a much more prominent feature of the game; knowing which of your units is required to spot infiltrated troops becomes critical when being attacked by unseen enemies. Although infiltrated units cannot be directly targeted, they can still come under attack indirectly by artillery and special abilities that can target ground locations.
Attaching a unit which cannot infiltrate, such as a Force Commander, to a squad that is infiltrated, such as a Scout Marine Squad, will deinfiltrate the entire squad. But if the attaching unit can infiltrate on its own even if it's not infiltrated at the time, such as a Skull Probe, the squad and attached unit will be infiltrated. This can be used to bypass researching infiltration for the attaching unit by researching it only for the squad.
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Detectors
Space Marines
- Librarian - range 30
- Skull Probe - range 30
Imperial Guard
- Psykers - range 30
- Field Command using Long Range Scanner - range infinite, radius 15
- Command Squad - range 30 (by Psyker)
Eldar
- Seer Council - range 30
- Warlocks - range 30
- Harlequins - range 35
Chaos
- Cultist Squad - range 25 (with Unholy Sight).
- Chaos Sorcerer - range 30
- Chaos Lord & Daemon Prince using Tainted Auspex - range 15, radius 17
Ork
- Big Mek - range 20 (range 30 with Kustom Gadgitz)
- Warboss - range 25
- Mega Armoured Nobz - range 25
Necron
- Builder Scarabs - range 35
- Wraith - range 20
- Necron Lord using Solar Pulse - range 15, radius 15
Tau
- Vespid Stingwing Strain - range 30
- Pathfinder Team - range 30
- Ethereal - range 30
Dark Eldar
- Haemonculus - range 30
- Wych Squad - range 30
- Piercing Vision ability, grants a squad temporary detection of range 30
Sisters of Battle
- Missionary - range 30
- Confessor - range 30
- Death-Cult Assassin - range 30
- Avenging Angel - range 25
Infiltrators
Space Marines
Eldar
- Ranger Squad with Ranger Infiltration.
- Webway Gates and nearby buildings, while shroud is active.
Imperial Guard
Chaos
- Cultist Squad with Cultist Infiltration Skill.
- Chaos Space Marine Squad with Chaos Marine Infiltration Skill.
- Chaos Lord's Tainted Auspex
Ork
Necron
- Necron Lord and nearby units with Veil of Darkness equipped.
Tau
Dark Eldar
Sisters of Battle
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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