Chaos
Aspiring Champions: Tier 1.5

Chaos Overview Fear the Taint? Tier 0 Tier 1 Tier 1.5 Tier 2 Tier 2.5 Tier 3 Tier 4 Top

Caution! Work in Progress page

Basic layout is set, but I'm still scratching my head about how much clutter to display info on individual units. Mind the sawdust!


Chaos Armoury
(keyboard build shortcut: R)

The Chaos Armoury unlocks a swag of upgrades and techs and unlocks the Tier 2 add-on for your Desecrated Stronghold. Again, with Chaos, its all very straightforward. You build the Chaos Temple for units and the Armoury for upgrades and unlocking Tier 2. Most of the Armoury's techs value add to your Tier 0 and Tier 1 forces only. By the time Tier 3 has come around, the Armoury is simply taking up space and most of your building and teching is being handled by the Sacrificial Pit. Some players bypass a lot of Armoury upgrades in favour of a hard tech straight to Chaos's formidable Tier 2.

The Armoury is surprisingly durable: at 3100hp it seems to be able to withstand considerable punishment, but a lot of attacking players generally bypass it and try and demolish the Temple instead.

Know your techs!
Unlocked by the Chaos Armoury
Aspiring Champion
Aspiring Champions unlock!
Stormboy Speed Boost Research
Heavy Weapons Increase: (Keyboard shortcut: D) All early Chaos squads can be equipped with 2 heavy weapons. Researched at the Armoury, this tech doubles the number of Heavy Bolters Chaos Space Marines can carry, as well as boosting each Heavy Bolter's firepower by 50%! Raptors get 4 Heavy Flamers, and Cultists can have up to 5 Grenade Launchers and/or Plasma guns. This tech helps scale Chaos' early game forces into the mid game, but not for long. Some people think twice about its "expensive" 75/100 price tag, opting to spend those resources on Tiering up instead.
More Choppy Research
Wargear: Power Swords: (Keyboard shortcut: P) Researched at the Armoury, this equips all Chaos Leaders and Aspiring Champions with the fearsome Power Sword. ***Power Sword data goes here***. A steal at 40/20.
Plasma Pistols
Wargear: Plasma Pistols: (Keyboard shortcut: L) Researched at the Armoury, this equips all Chaos Leaders and Aspiring Champions with the fearsome Plasma Pistol. What Power Swords are in close combat, Plasma Pistols are to ranged fire. They're evil in all situations. ***Plasma Pistol data goes here***. Another Chaos bargain at 50/30.
Infiltration Skill Research
Chaos Infiltration Skill Research: (Keyboard shortcut: ?) Researched at the Armoury, this allows all Cultists and Chaos Space Marines the ability to cloak. You can basically sneak your entire army into someone else's base or set a whopper of an ambush. Oddly enough, not that many players seem to use this option. It clocks in at 45/45.
Wargear: Frag Grenades
Wargear: Frag Grenades: (Keyboard shortcut: F) Researched at the Chaos Temple, this specialised tech equips all Chaos Space Marines with Frag Grenades. *** Frag Grenade data goes here. *** At 25/75 it can be a fairly costly tech in power and time early on, and gets in the way of cranking out CSM's when you're massing, especially when you're trying to improve your Listening Posts at the same time. Frags are worth the effort for their disruption and three second stun, but each squad only gets on throw and they take xxx seconds to "recharge" for another.
Jetpack Booster Research
Wargear: Jetpack Boosters: (Keyboard shortcut: J) Researched at the Chaos Temple, this specialised tech equips all Raptors with the Speed Fiend ability, a temporary squad ability that doubles their speed for xxx seconds. Cost: 45/25.
Desecrated Fortress
Desecrated Fortress HQ Add-On: (Keyboard shortcut: U) This is the tech that elevates Chaos to Tier 2. Its the most expensive Tier 2 upgrade in the game at 300/100. Like all Tiering up, its a time consuming tech to research.

Aspiring Champion
Chaos Lord Lite!
Aspiring Champ pic goes 'ere
Leader *** TEMPLATE ***
Added to: Cultists
Chaos Space Marines
Raptors
Cost 65
Build times 18 seconds to build (Settlement)
15 seconds to build (da Boyz Hut)
5 seconds to reinforce
Armour class 250hp terminator armour
333hp ('Eavy Boy Armour Research +33% hp)
443hp (Super 'Eavy Boy Armour Research: +33% hp)
Morale 300 (breaks at 30) broken for at least 10 sec
Charge 7 range

*** Aspiring Champion text goes here ***

Bezerk Fury Skill
Aspiring Champions come with their own magic spell: Bezerk Fury. When enabled, the whole squad temporarily gains a "bezerker rage", glowing a daemonic pink and doing xxx% more damage whilst taking xxxx% less hurt. It only lasts xxx seconds, but it can be used for both ranged and melee combat. Its not to be confused with another similar spell, Furious Charge Skill (although the two abilities can stack) which grants any Cultist or Chaos Space Marine
Prerequisites Perks Pros Cons

Chaos Armoury

Bezerk Fury ability, temporarily boosting the squad's attack values by 40%, but losing armour by 20%

Power Swords, the first close combat weapon upgrade that does substantial damage to light buildings, light vehicles, Leaders and most infantry.

Plasma Pistols a serious boost to the Champion's ranged pistol; awesome against heavy infantry.

Purge the Weak boost the Aspiring Champion's health to 1500(!), and awards an extra +100hp to all squad members (regardless of unit type).

Power Fists, the second close combat weapon upgrade that does substantial damage to everything.

Stupidly cheap: costs little more than a Raptor, without a Power penalty!

Serious melee bruiser

Improves squad morale and health.

Aspiring Champs can be transformed into the Bloodthirster

Builds very quickly.

none to speak of


Chaos Overview Fear the Taint? Tier 0 Tier 1 Tier 1.5 Tier 2 Tier 2.5 Tier 3 Tier 4 Top


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Last modified Sun, Oct 15 2006 by Lindsay Fleay