Rhino

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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 Vehicle
Rhino
SMRhino.jpg
Race Space Marines
Version Dark Crusade v1.2
Soulstorm v1.2
Build Info
SMRhino icon.jpg
Hotkey T
Build Cost Resource requisition.gif 75 Resource power.gif 70  Resource cap vehicle.gif 0
Build Time 15 s
Built By Machine Cult
Requires Armoury
Limit 3
Unit Stats
Hitpoints 2000
Armour Vehicle Medium
Unit Mass 50
Move Speed 32
Sight Radius 30 (cannot detect)
Weapons
Ranged None
Melee None



Contents

Rhino

"Take refuge within our armor."

The Rhino is the primary armoured personnel carrier used by Space Marine forces. Tough, durable and relatively simple to maintain and repair it has become a mainstay of many other fighting forces across the Imperium as well, such as the Inquisition, Adeptus Arbites and Adepta Sororitas (Sisters of Battle).

Tactics

Unlike many other transport vehicles in DoW the Rhino is completely unarmed, relegating it to transport duty, and transport duty only. In this area it performs very well as it's fast to build, cheap and takes up no Vehicle Cap. If you have the resources and time to build Rhinos, there is no excuse not to.

Since the loading/unloading mechanic was fixed and streamlined with the release of Dark Crusade, transport vehicles have found much more use. Moving two Space Marine Squads by foot takes time, not only because they're slower but also because of pathing issues. However, pop them into a Rhino and you can zip them across the map with surprising speed, making it easy to redeploy your forces in case of an unexpected attack or to keep your opponent off balance by constantly changing attack vector. Units which have been deployed from a Rhino need no setup time if they were already setup upon entering the transport, which allows instantaneous use of Heavy Bolters and Missile Launchers.

The Smoke Launchers are also an ability that might easily be overlooked, but it basically doubles your unit's durability for 30 seconds, which might buy you enough time to get reinforcements to the battle zone.

Abilities

Transport Vehicle

Transport Vehicle
Unload here.jpg Requires Nothing
Target Types Friendly units capable of being transported
Range None
Area of effect None Cooldown time Passive ability
Effects Can transport two squads of infantry (three in Dark Crusade) except Assault Marine Squads, Terminator Squads, and Assault Terminator Squads.

Smoke Launchers

Smoke Launchers Hotkey: S
Smokelaunchers icon.jpg Requires Wargear: Smoke Launchers
Target Types Terrain
Range 35
Area of effect 20 Cooldown time 90
Effects Ranged and ranged morale damage received by all units in the area of effect reduced by 50% for 30 seconds. This effect can be stacked.

Death Explosion

Death Explosion
PassiveAbility icon.jpg Requires Nothing
Target Types Any friendly units or buildings
Range Self
Area of effect Variable Cooldown time None
Effects When the Rhino is destroyed, there is a chance the Rhino will explode and send nearby units flying in one and only one of the following ways. Each explosion's chance is calculated one by one in a random order:
  • 29.4% chance to do 10 morale damage and 35-45 throw force in a radius of 10 (this explosion affects all nearby units, not just friendlies).
  • 29.4% chance to do 3.75-6.25 damage, 10 morale damage, and 20-40 throw force in a radius of 4.
  • 29.4% chance to do 10-20 damage, 30 morale damage, and 25-50 throw force in a radius of 4.
  • 11.8% chance to do 20-30 damage, 50 morale damage, and 35-55 throw force in a radius of 4.

Unit Upgrades

Wargear: Smoke Launchers

Wargear: Smoke Launchers Hotkey: S
Smoke Launchers icon.jpg Cost Resource requisition.gif 75 Resource power.gif 25  Research Time 20 s
Researched From Machine Cult
Requires Armoury
Effects Allows the Rhino to use the Smoke Launchers ability.


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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