Dawn of War: Jumping and Teleporting
From RelicWiki
Jumping and teleporting are two different modes of travel available in Dawn of War. The method of transport differs for each, although both modes allow units to travel from their current location to an arbitrarily defined destination within a limited range from their point of origin.
Teleportation is instantaneous travel, although in some cases there may be a short delay before the teleportation takes place and similarly some delay after the teleportation, before the unit becomes active and mobile once again. Jumping, by contrast, is a linear mode of travel. Teleportation may be considered a safer mode of travel, as units that are in the process of jumping can still receive ranged damage, but they can also use their ranged weapons.
Jumping should not be confused with a similar ability possessed by Kroot Carnivores known as Feral Leap. Feral Leap is not considered a jump as it does not allow the selection of an arbitrary destination; it is a passive skill that is only active when targeting enemy units.
Units will also fire their ranged weapons while performing their jump and teleport animation, even while soaring through the air during a jump. This includes units that don't even have firing animations while teleporting, including Warp Spider Squads, Terminators, and Obliterators. The Restored Monolith is the only unit listed here that cannot fire its ranged weapons while jumping or teleporting.
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Units with the jump ability
Space Marines
- Assault Marine Squad Range: 70, Cooldown: 45s.
- Land Speeder Range: 70, Cooldown: 45s.
Eldar
- Falcon Grav Tank Range: 70, Cooldown: 45s.
- Vyper Range: 70, Cooldown: 45s.
- Fire Prism Range: 70, Cooldown: 90s.
Chaos
- Raptor Squad Range: 70, Cooldown: 60s.
- Bloodthirster Range: 50, Cooldown: 45s.
Orks
- Stormboyz Range: 70, Cooldown: 45s.
Tau
- Vespid Stingwing Strain with Jump Packs Research. Range: 70, Cooldown: 30s.
- Tau Commander with Jump Packs Research. Range: 50, Cooldown: 45s.
- XV8 Crisis Battlesuit Range: 70, Cooldown: 45s.
- XV15 Stealth Team with Jump Packs Research. Range: 70, Cooldown: 45s.
Dark Eldar
- Hellion Squad Range: 70, Cooldown: 45s.
- Scourge Squad Range: 70, Cooldown: 45s.
- Raider Range: 85, Cooldown: 70s.
Sisters of Battle
- Seraphim Squad Range 70, Cooldown 45s.
- Living Saint Range 70, Cooldown 45s.
Units with the teleport ability
Space Marines
- Terminator Squad with Wargear: Personal Teleporters. Range: 60, Cooldown: 50s.
- Assault Terminator Squad with Wargear: Personal Teleporters. Range: 60, Cooldown: 50s.
- Davian Thule with Teleporter wargear. Range: 100, Cooldown: 66.7s.
Eldar
- Bonesinger Range: 150, Cooldown: 120s.
- Warp Spider Squad Range: 70, Cooldown: 70s.
- Most Eldar buildings are able to teleport to a new location near a Webway Gate, if Relocation Matrix has been researched.
Chaos
- Obliterators with Personal Teleporters. Range: 60, Cooldown: 50s.
- Chaos Sorcerer . Range: 35, Cooldown: 60s.
Orks
- Big Mek and attached squad. Range: 75, Cooldown: 80s.
Necrons
- Necron Lord Range: 80, Cooldown: 40s.
- Restored Monolith Range: 80, Cooldown: 200s.
- Necron Warriors, Immortals and Flayed Ones can be teleported to non-turret Necron buildings, including the Restored Monolith. This ability requires a Summoning Core.
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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