Exorcist

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
From RelicWiki
Dawn of War Vehicle
Exorcist
Exorcist.jpg
Race Sisters of Battle
Version Soulstorm v1.2
Build Info
Squad exorcist tank.jpg
Hotkey E
Build Cost Resource requisition.gif 100 Resource power.gif 225  Resource cap vehicle.gif 4
Build Time 30 s
Built From Manufactorum
Unit Size 1
Requires Ecclesiarchal Citadel
Limit 2
Unit Stats
Hitpoints 1600
Armour Vehicle Medium
Unit Mass 50
Move Speed 24
Sight Radius 35 (cannot detect)
Weapons
Ranged Missile Launcher
Melee None



Contents

Exorcist

"Behold! The Emperor's fury walks among you!"

The Artillery backbone of the Adeptus Ministorum, the Exorcist is capable of firing a cluster of missiles that can cause tremendous devastation across enemy forces. The weapons payload can be fired at a long range and do not require line of sight, making it ideal for hammering at an enemy's fortification before beginning a major assault. Artillery is highly inaccurate, particularly firing blind and a skilled commander must master this skill if they are going to be a successful servant of the Ecclesiarchy.

Tactics

The Exorcist is quite possibly the best artillery for one simple reason: it has no friendly fire and it only disrupts enemy forces. Combined with the massive area a single Exorcist can disrupt, it quickly becomes an invaluable asset to the relatively short range Sisters of Battle. The Exorcist is great at preventing the enemy from using heavy weapons while your Sister Repentia Squads and flamer units close the distance. Though not particularly good against vehicles, the Exorcist does have a Hunter-Killer Missile that can be used periodically. Because it is only strong enough to outright kill weak vehicles, it is best used to help your main forces finish off a heavy tank.

Unfortunately, the Exorcist isn't available until Tier 3. At this point the enemy will have plenty of anti-vehicle options, so keep the fragile Exorcist well behind your lines. Particularly threatening to the Exorcist are anti-vehicle air units who can bypass your front line. This makes it a good idea to always have at least one Lightning Fighter for air superiority if you plan on using the Exorcist.

Multiple Exorcists are generally not worth it; spending 8 vehicle cap on infantry disruption is hard to justify. The only exception to this is in the campaign. Many strongholds are won by simply destroying the enemy headquarters, or require some other building to be destroyed as an objective. Using an infiltrated Death-Cult Assassin or a Lightning Fighter as a spotter, you can launch Hunter-Killer Missiles at your target (for all practical purposes Hunter-Killer Missiles have an infinite range). Given enough time this will destroy the building, or at least weaken it significantly so that your main assault can finish if off quickly.

If the Living Saint dies and is resurrected, a bug results in the hard cap for Exorcists being reduced by one until the Living Saint either dies permanently or recharges its Miraculous Intervention ability.

Abilities

Hunter-Killer Missile

Hunter-Killer Missile Hotkey: M
Ability hk missiles.jpg Requires Nothing
Target Types Enemy vehicles, buildings, and daemons
Range 1000
Area of effect 3 Cooldown time 180 s
Effects Fires a missile designed for destroying vehicles and buildings. Does 10-20 knockback force.
Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
- - - - - - 450-750 600-1000 600-1000 - 450-750 600-1000 300-500 300-500 300-500 - 600 1000 100

Weapons

Missile Launcher

When the Exorcist fires its Missile Launcher, it fires a salvo of 6 missiles. The damage has been listed only once here because the values are the same for all 6 missiles.

Missile Launcher
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: 4.6 4.6 4.6 4.6 3.2 3.7 3.2 1.9 0.9 0.5 4.2 3.2 1.4 3.7 2.3 4 80 85 100 5

Cost Default Weapon Range 90 Setup Time 0 s
Build Time Default Weapon Accuracy 100%, offset 20, blind offset 30 Refire Rate 10 s
Area of Effect 8 Requires Nothing
Notes This weapon does knockback (40-60 force) but does not do friendly fire. It cannot target air units.

Researchable Upgrades

Wargear: Reinforced Hull Plating

Wargear: Reinforced Hull Plating Hotkey: U
Research vehicle armor.jpg Cost Resource requisition.gif 150 Resource power.gif 100  Research Time 60 s
Researched From Manufactorum
Requires Ecclesiarchal Citadel
Effects Provides a 25% health bonus to Rhino Transports (2500 HP), Immolators (3125 HP), Lightning Fighters (2625 HP), Exorcists (2000 HP), and Penitent Engines (6875 HP).

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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