Kroot Shaper (Dark Crusade)

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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 Commander Unit
Kroot Shaper
Kroot Shaper2.JPG
Race Tau
Version Dark Crusade v1.2
Build Info
Tau kroot shaper icon.jpg
Hotkey S
Build Cost Resource requisition.gif 100 Resource power.gif 50  Resource cap infantry.gif 0
Build Time 30 s
Built From Kroot Shaping Center
Unit Size 1
Requires Path to Enlightenment
Limit 3
Unit Stats
Hitpoints 800/2
Armour Commander
Morale Bonus +200/+2
Death Penalty -25
Unit Mass 80
Move Speed 20
Sight Radius 25 (cannot detect)
Attachable Yes, but only to Kroot Carnivores and Kroot Hound Packs
Weapons
Ranged Pulse Rifle
Melee Pulse Rifle (melee)



Contents

Kroot Shaper

"I have sworn to fight for the Tau."

A leader and representative of the Kroot contingent of the Tau army. Because Kroot are able to gradually absorb traits of the creatures they consume, Shapers are necessary to carefully guide his Kroot Kindred's genetic structure along favorable paths and avoid evolutionary dead ends.

Tactics

The Kroot Shaper is the secondary commander of the Tau army. Weak on his own, his strength lies in the passive bonuses he gives to the squad he is attached to. This will make a significant improvement to the combat abilities of the squad - increasing speed, damage and survivability.

A Shaper can be attached to either Kroot Carnivores or Kroot Hound Packs. In either case, a Shaper is a relatively cheap and effective way of improving the Kroot squads. He is most useful when you find yourself using Kroot auxiliaires extensively, turning Carnivore squads into a force to be taken seriously and Hounds into extremely lethal melee fighters. When choosing a squad for attaching, take into consideration that Hounds have zero regeneration, which nullifies the Shaper's regeneration bonus. If you're fielding a Kroot-heavy force, or if you simply have the resources to spare, it is well worth taking the time to attach Shapers to your squads.

Although the Shaper can fight on his own, this is not recommended as it is often a waste of resources. Attach him the same way you would any other commander, (Default: Ctrl-C) and for a meager cost he will significantly improve the squad.

Abilities

Squad Improvements

Squad Improvements
PassiveAbility icon.jpg Requires Nothing
Target Types Self
Range 0
Area of effect Entire squad Cooldown time Passive ability
Effects An innate and passive ability with the following effects:
  • Increase the speed of the squad by 25%
  • Increase the maximum health of the squad by 10%
  • Increase health regeneration of the squad by 25%

Weapons

Pulse Rifle

Pulse Rifle
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: 11.6 23.1 21.2 19.3 13.5 9.6 5.8 2.9 1.4 NA 7.7 3.9 1.4 13.5 1.4 2.8 8 50 60 2

Cost Default Weapon Range 25 Setup Time 0 s
Build Time Default Weapon Accuracy 70% Refire Rate 1 s
Area of Effect 0 Requires Nothing

Pulse Rifle (melee)

Shaper's Swords
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: 17.5 21.9 13.1 13.1 13.1 6.6 21.9 21.9 4.4 NA 10.9 4.4 2.1 10.9 4.4 4.2 12 55 70 3

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 70% Refire Rate 1 s
Area of Effect 0 Requires Nothing

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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