Techpriest Enginseer

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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 Support Unit
Techpriest Enginseer
IG Techpriest.jpg
Race Imperial Guard
Version Dark Crusade v1.2
Soulstorm v1.2
Build Info
IG Techpriest icon.jpg
Hotkey E
Build Cost Resource requisition.gif 75 Resource power.gifResource cap infantry.gif 0
Build Time 20 s
Built From Field Command
Unit Size 1
Requires Nothing
Limit 3
Unit Stats
Hitpoints 310/1
Armour Commander
Morale 300/3/40
Unit Mass 12
Move Speed 16
Sight Radius 25 (cannot detect)
Weapons
Ranged Laspistol
Melee Power Axe



Contents

Techpriest Enginseer

"As you wish, so shall it be done."

Techpriest Enginseers are the field agents of the Adeptus Mechanicus, the ancient Mars-based religion and guild that, bound by a contract struck with the Emperor Himself, is tasked with keeping the arcane secrets of technology and assisting the Imperium in this regard (in exchange for a great degree of authority and influence in the Imperium at large). Low-ranking Adeptus Mechanicus members, the Enginseers are ordered by their superiors to work with and under the authority of the Imperial Guard to maintain their equipment and vehicles before, after, or even during combat. Techpriests are also responsible for the construction of all Imperial Guard field structures.

As they do not actually contribute to the advancement of science directly, higher ranking Techpriests see the Enginseers as lowly but necessary servants, and thus pay them little respect. However, despite this, the Enginseers take pride in their work and at the notion of being among the best builders in the Imperium.

The Techpriest is immune to morale damage in Dark Crusade.

Tactics

Techpriest Enginseers are equipped with powerful commander armor, providing them with the greatest defence of any builder. Because of this, they can build and repair structures while under attack, especially in the early game when it is crucial to capture as much of the map as possible. Their repair rate is the highest the in game (surpassing even a Heretic using Forced Labor) even high enough to out-repair many units' damage rates to buildings and vehicles.

Some players use a tactic referred to as a turret rush. This tactic calls for the starting Techpriest Enginseer to run immediately to a contested point or player's base, and begin building a Heavy Bolter Turret, usually just out of sight of the enemy player. This is only possible in Dark Crusade, where turrets were enabled to be built anywhere, not just in a zone of control. Since the Techpriest Enginseer is able to withstand large amounts of early unit's damage, and since turrets are effective against most early infantry, this tactic can quickly cripple an inexperienced player by leaving no way to get rid of either the Techpriest Enginseer or the Heavy Bolter Turret.

In Dark Crusade 1.2 this tactic is of reduced effectiveness now that turrets require either an Infantry Command or Tactica Control. This slows down the turret rush by 30 to 40 seconds. Turrets cannot be placed quite so aggressively anymore, although they can still be used to secure forward positions without a completed Listening Post.

Techpriests take a long time to build and come from the HQ which also has to build your starting Guardsmen Squads, making for some tough decisions during the beginning of the game about what to build. You should normally build some Guardsmen before a Techpriest or you'll fall behind on map control.

The number of repairers is dictated by the building/vehicle, not the builder. Thus in teamgames only 1 Servitor could repair your vehicles/buildings. But you could use multiple Techpriests to repair another race's vehicles and buildings. Therefore, it's almost always better to use your TP instead of other builders. The Eldar Bonesinger repairs cheaper, but is still only half as fast.

The Techpriest can be used to man building guns in Listening Posts, Mechanized Commands, Infantry Commands, or Field Commands. It can also use the guns of a Chimera.

Techpriests have the best combat abilities out of any builder unit and can be used to tie up a ranged squad in melee in a pinch.

Of worthy note is that the Techpriest Enginseer has bugged morale. The Techpriest receives no morale damage whatsoever. While this is hardly noticed, it also contributes to the Techpriest's durability. However, by the time players' care about a Techpriest's morale being bugged, it has most likely died already due to stronger units appearing on the field.

Abilities

Repair

Repair Hotkey: E
Repair.jpg Requires Nothing
Target Types Damaged friendly vehicles and buildings
Range 0
Area of effect 0 Cooldown time 0
Cost 75% of the unit's original build cost
Effects This unit can repair Imperial Guard vehicles and buildings. Unlike other races, only one Techpriest can repair a vehicle or building at a time with the exception of the Field Command which can be repaired by 3 Techpriests at once like normal. Techpriests repair at a rate of 60 hitpoints per second.

Build

Build Hotkey: B
Train units.jpg Requires Nothing
Target Types Terrain
Range 0
Area of effect 0 Cooldown time 0
Cost Various
Effects This unit is the builder for the Imperial Guard. It is responsible for all construction duties. Using two builders decreases construction time by 33%, but more than two has no further improvement.

Weapons

Laspistol

Laspistol
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: 9.6 7.6 6.8 6.0 4.9 1.9 1.6 1.5 0.3 1.6 3.8 3.6 0.3 4.8 0.3 0.5 2.05 25 35 0.5

Cost Default Weapon Range 25 Setup Time 0 s
Build Time Default Weapon Accuracy 50% Refire Rate 1 s
Area of Effect 0 Requires Nothing
Notes This weapon does only 0.05 morale damage in Dark Crusade

Power Axe

Power Axe
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: 6.0 8.3 5.0 5.0 1.0 1.0 1.0 1.0 1.0 1.0 5.0 2.5 1.7 2.6 1.0 1 2 9.0 11.0 1.0

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 100% Refire Rate 1 s
Area of Effect 0 Requires Nothing
Notes This weapon does no morale damage in Dark Crusade

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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