DOW2.ucs(日本語化) 29001 行目 ~ 30000 行目

9104248 Bomma Kit
9104249 Unlocks stunbomb which disrupts and stuns enemy troops.
9104250 Improve Stikkbommaz
9104252 Click to activate
9104253 Bomma Kit
9104254 Click to activate
9104255 Passive heal
9104256 Click to activate
9104257 Click to activate
9104258 Click to activate
9104259 Click to activate
9104261 Click to activate
9104262 Click and target area
9104263 Click and target area
9104264 Click to activate
9104265 Click and target area
9104266 Click and target area
9104267 Click and target friendly unit
9104268 Click to activate
9104269 Click and target squad
9104272 Sniper Rifle
9104273 Shotgun
9104276 Only one
9104277 Shotguns
9104278 Shotguns are excellent counters to melee units. Grants the Explosive Shot ability, allowing you to knock enemy units back in a wide cone.
9104279 Equip weapon
9104284 Supply Crate
9104285 Destroy for supplies and ammunition
9104286 Stikkbomb
9104287 Artillery Strike
9104288 Call down a barrage from allied Imperial Guard artillery positions.
9104290 Click and target enemy unit
9104291 Click and target enemy unit
9104292 Click and target area
9104293 Click to activate
9104294 Defend the Reliquary
9104297 Stikkbomb
9104302 Click and target enemy unit
9104303 Click and target enemy unit
9104306 For The Emperor
9104308 Meaner an' Greener
9104309 Grants the Frenzy ability, which boosts damage, renders the squad invulnerable, and grants immunity to suppression.
9104310 Upgrades Nob Squad
9104311 Temporarily increase the squad's ranged damage.
9104312 Meaner an' Greener
9104313 Deep Strike Terminator Squad
9104314 Teleport in a Terminator Squad to the targeted location.
9104315 Click and target enemy unit
9104317 Drop Pod
9104318 Call in a Drop Pod that instantly reinforces nearby squads.
9104321 Vanguard
9104322 Removes the energy drain from the Lictor's Infiltration ability.
9104323 Trigger biomorph
9104324 Lictor Kit
9104325 Increases health and damage.
9104326 Upgrades Lictor
9104328 Click to activate
9104329 Click to activate
9104330 Click and target area
9104331 Thornback
9104332 Venom Cannon
9104341 Click and target area
9104342 Click to activate
9104346 Larraman's Blessing
9104347 All allied commanders who are currently unconscious on the battlefield are revived.
9104349 Angels of Death
9104350 Your infantry becomes temporarily invulnerable.
9104351 Drop Pod
9104352 Call in a Drop Pod that instantly reinforces nearby squads.
9104353 Deep Strike Terminator Squad
9104354 Teleport in a Terminator Squad to the targeted location.
9104355 Orbital Bombardment
9104356 Calls down a massive orbital strike from the battle barge.
9104357 Blessing Of The Omnissiah
9104358 Repairs all allied vehicles for a duration.
9104359 Team:
9104360 Time Field
9104361 Slow down time in an area, making all units in the area of effect move more slowly and rendering them unable to fight.
9104362 Click and target area
9104365 Click to activate
9104367 Click to activate
9104368 Toggle on/off
9104369 Toggle on/off
9104370 Not used (bug if you find this)
9104371 Click and target friendly unit
9104372 Click and target area
9104373 Toggle on/off
9104374 Tunnel to target position
9104376 Click and target enemy unit
9104377 Game History: Recorded Games
9104378 Click to activate
9104379 Click to activate
9104380 NOT USED
9104381 NOT IN USE
9104382 Click to detonate
9104383 Click to activate
9104384 Click and target enemy
9104385 Not Used
9104386 Are you sure you want to kick %1NAME%?
9104389 They require sterner persuasion. To the Fire Prism!
9104392 Fires a high-powered round at a target.
9104395 Fires a high-powered round at a target.
9104398 Fires a high-powered round at a target.
9104401 Fires a high-powered round at a target.
9104404 Fires a high-powered round at a target.
9104407 Fires a high-powered round at a target.
9104408 Drop Pod
9104409 Call in a Drop Pod that instantly reinforces nearby squads.
9104410 Deep Strike Terminator Squad
9104411 Teleport in a Terminator Squad to the targeted location.
9104412 Orbital Bombardment
9104413 Calls down a massive orbital strike from the battle barge.
9104416 Farsight
9104417 Temporarily reveals the fog of war in the targeted area.
9104418 Summon Seer Council
9104419 Spawns a Seer Council at your HQ.
9104420 Webway Gate
9104421 Allows infantry to travel between gates.
9104422 Swift Movement
9104423 Temporarily increases the speed of all allied infantry.
9104424 Target squad temporarily receives less ranged damage.
9104425 Distort Field
9104426 Webway Gate
9104427 Allows infantry to travel between gates.
9104428 Eldritch Storm
9104429 Creates a large psychic storm, disrupting and damaging all units in a large radius.
9104430 Webway Gate
9104431 Allows infantry to travel between gates.
9104432 Crack Shot
9104433 Temporarily increases the ranged damage of a target allied squad.
9104434 Teleport in a Warp Spider squad to the targeted location.
9104435 Spider's Brood
9104436 Eldritch Storm
9104437 Creates a large psychic storm, disrupting and damaging all units in a large radius.
9104438 When you have a unit selected, the squad's information and abilities appear in a panel at the bottom right of the screen. Use the icons along the top of this panel to trigger the unit's special abilities.
9104439 Units given an Attack-Move order will engage any enemies they encounter while moving. They will also make better use of cover. To issue an Attack-Move order, first select a unit. Next click on the Attack-Move icon with the left mouse button, and finally click on the unit's destination with the left mouse button.
9104440 To secure an Automated Foundry, first select a squad and then click on the foundry with the right mouse button. The squad must remain stationary until the foundry is secured.
9104441 To secure an Imperial Shrine, first select a squad and then click on the shrine with the right mouse button. The squad must remain stationary until the shrine is secured.
9104442 Destroying storage crates provides you with valuable items. To destroy a storage crate, first make sure you have a unit selected. Then move the mouse cursor over the crate and give an attack command.
9104443 Heavy weapons like Avitus's heavy bolter require set-up time. Until that time elapses, the weapon cannot fire. Weapons set-up automatically when the squad isn't moving.
9104444 Set-up weapons cannot rotate freely, so you must point them in the right direction. To tell a unit which way to face, first select that unit. Next click- and-hold with the right mouse button where you want the unit to move to, and drag in the direction you want them to face. Release the mouse button and the unit will move and take up that facing.
9104445 To use the High-Powered Shot ability, select Cyrus and click on the ability's icon. Finally, click on an enemy unit. Cyrus will take a single sniper shot at the target, often killing it outright. Only vehicles, huge creatures and bosses are too tough to take out with a single shot.
9104446 The Force Commander can charge into enemies using his To Victory! ability. To use this ability, first select the Force Commander, then click on the To Victory! ability icon with the left-mouse button. Finally click on a target unit with the left mouse button. While charging, the Force Commander can knock over other enemies and even destroy walls.
9104447 Frag Grenades, Demolition Charges and Stimulant Packs are limited use abilities. Their ability icons include a number, showing the remaining uses this mission. You can replenish these abilities by picking up supply drops.
9104448 Frag Grenades, Demolition Charges and Stimulant Packs are limited use abilities. Their ability icons include a number, showing the remaining uses this mission. You can replenish these abilities by picking up ammo or supply drops.
9104449 Abilities like Tactical Advance and Infiltrate require mental focus from the squad and so consume energy. Energy replenishes automatically so long as the unit isn't using one of these abilities.
9104450 Global abilities are granted in special circumstances and represent additional support from the orbiting strike cruiser. These abilities appear in a special area and can be used without selecting a particular unit.
9104457 Click and target area
9104459 Click and target enemy
9104460 There Is Only War
9104461 Terminate 500 Enemy Targets in Dawn of War II.
9104462 Emperor's Champion
9104463 Kill a boss using only your Force Commander in Dawn of War II.
9104464 Don't look up
9104465 Kill a boss using a drop pod in Dawn of War II.
9104466 Lightning Assassin
9104467 Kill a boss in less than one minute in Dawn of War II.
9104468 Welcome to Calderis
9104469 Complete "Stand With Your Brothers" and "Retake the Hamlet" in Dawn of War II.
9104470 Rant All You Will
9104471 Complete "The True Enemy" in Dawn of War II.
9104472 The Cleansing Begins
9104473 Complete "The Defense of Argus Gate" in Dawn of War II.
9104474 Astronomical
9104475 Recover the data from the Astronomic Array in Dawn of War II.
9104476 Even In Death I Still Serve
9104477 Complete "Into the Hive" in Dawn of War II.
9104478 Heroes of Angel Gate
9104479 Complete "Secrets of Angel Forge" in Dawn of War II.
9104480 Fight to Survive
9104481 Complete Campaign on Recruit difficulty in Dawn of War II.
9104482 Hold back the Xenos
9104483 Complete Campaign on Sergeant difficulty in Dawn of War II.
9104484 Win the War
9104485 Complete Campaign on Captain difficulty in Dawn of War II.
9104486 Allies to the Cause
9104487 Complete a mission in Co-Op mode in Dawn of War II.
9104488 Allies to the Chapter
9104489 Complete 15 missions in Co-Op in Dawn of War II.
9104490 Battle Brothers
9104491 Complete the Campaign in Co-Op in Dawn of War II.
9104492 Dug In
9104493 Successfully defend 5 Strategic Assets in Dawn of War II.
9104494 Not one inch.
9104495 Defend a province without losing a single generator in Dawn of War II.
9104496 Massacre
9104497 Complete 10 missions in a row without failing in Dawn of War II.
9104498 Stubborn
9104499 Complete a mission without using any Stimulant Kits in Dawn of War II.
9104500 That Is Close Enough
9104501 Complete a mission with only ranged weapons in Dawn of War II.
9104502 Slow and Purposeful
9104503 Complete a mission without using any abilities. [Not Used, Bug if Seen]
9104504 Rush Them
9104505 Complete a mission under five minutes in Dawn of War II.
9104506 Sweeping Advance
9104507 Kill an enemy who is retreating in Dawn of War II.
9104508 Death from Above
9104509 Kill 20 enemies using Assault Jump in Dawn of War II.
9104510 Purge the Xenos
9104511 Earn a 5 star Fury rating in Dawn of War II.
9104512 Feel No Pain
9104513 Earn a 5 star Resilience rating in Dawn of War II.
9104514 Fleet of Foot
9104515 Earn a 5 star Speed rating in Dawn of War II.
9104516 The Book of Honor
9104517 Get 15 stars on one mission in Dawn of War II.
9104518 Hero of the Imperium
9104519 Attain a Campaign Score of over 30,000 points in Dawn of War II.  Earnable in Single Player and by the host in Co-Op.
9104520 Legend
9104521 Attain a Campaign Score of over 90,000 points in Dawn of War II.  Earnable in Single Player and by the host in Co-Op.
9104522 In the name of the Emperor
9104523 Own all Strategic Assets in a Campaign in Dawn of War II.  Earnable in Single Player and by the host in Co-Op.
9104524 Fast Attack
9104525 Gain a second deployment in a single day in Dawn of War II.
9104526 Tireless Warrior
9104527 Gain a third deployment in a single day in Dawn of War II.
9104528 Elite
9104529 Max out a Combat Discipline on a squad in Dawn of War II.  Earnable in Single Player and by the host in Co-Op.
9104530 Heavy Support
9104531 Reach Level 20 with one of your squads in Dawn of War II.  Earnable in Single Player and by the host in Co-Op.
9104532 Elite Strike Force
9104533 Create a 3 Player Party and Play a Ranked Multiplayer Game together in Dawn of War II.
9104534 Gladiator
9104535 Play 10 Ranked Multiplayer Games in Dawn of War II.
9104536 Wisdom of the Ancients
9104537 View a recorded game in Dawn of War II.
9104538 Veteran Victor
9104539 100 ranked wins in Dawn of War II.
9104540 Aspect Warrior
9104541 20 online ranked games completed with Eldar in Dawn of War II.
9104542 Angel of Death
9104543 20 online ranked games completed with Space Marines in Dawn of War II.
9104544 A proper Waaagh!
9104545 20 online ranked games completed with Orks in Dawn of War II.
9104546 Great Devourer
9104547 20 online ranked games completed with Tyranid in Dawn of War II.
9104548 Hail the Champion
9104549 Earn Champion rating 20 times during online ranked play in Dawn of War II.
9104550 Master of the Apothecarion
9104551 Revive your teammates 50 times during online ranked play in Dawn of War II.
9104552 Winning rush
9104553 Earn a 5 game Win streak during online ranked play in Dawn of War II.
9104554 Flawless victory
9104555 Achieve an online ranked victory with 500 Victory Points remaining in Dawn of War II.
9104556 Relic Hunter
9104557 Defeat a Relic employee in a Ranked match, or someone who has beat a Relic employee in Dawn of War II.
9104558 Red Ones Go Fastah!
9104559 Create a Customized look for any race in the Army Painter in Dawn of War II.
9104561 Click to activate
9104562 Click and target enemy
9104563 Click and target enemy
9104564 Level %1Level%
9104565 Click and target area
9104566 Toggle on/off
9104567 Charge
9104568 Charge at targeted location, knocking over everything in the charge path.
9104569 Click and target area
9104570 Secure Communication Arrays to gain additional mission intelligence and call in artillery strikes on the field of battle.
9104571 Secure Foundries to gain a bonus toward multiple deployments and call in Tarantula sentry guns on the field of battle.
9104572 Secure Shrine to slow the advance of alien invaders and to briefly render your squads invulnerable on the field of battle.
9104573 Sector Control Bonus
9104574 The total number of Communication Arrays secured in the sector determines what special assets are available during Defend missions.
9104575 Secure all the Foundries in the sector to lower the thresholds for multiple deployments.
9104576 Secure six or more Shrines in the sector to increase the bonus experience received after completing a mission.
9104580 Click and target area
9104583 Click to activate
9104584 To Victory!
9104585 Charge to a specified location with the chapter's vigor, smashing through objects and knocking enemies back.
9104587 Toggle on/off
9104588 Toggle on/off
9104589 Blessing of War
9104590 Regain Health when killing an opponent in hand-to-hand combat.
9104591 Regain Health when killing an opponent in hand-to-hand combat.
9104592 While Battle Cry is active, the Force Commander's hand-to-hand strikes deal killing blows to most infantry (other enemies are knocked back).
9104607 The secrets of Kronus shall never be revealed.
9104608 But for all we know these are just scouting parties.
9104609 +1 to all Combat Disciplines
9104612 Close Combat Aptitude
9104613 Unlock Weapons -  Tarkus and his squad become able to equip chainswords and bolt pistols.
9104614 Weapons Unlocked - Tarkus and his squad can wield chainswords and bolt pistols in combat.
9104615 Melee Tactician
9104616 Tactical Advance reduces incoming damage from close-combat as well as ranged attacks.
9104617 Tactical Advance reduces incoming damage from close-combat as well as ranged attacks.
9104633 Rally!
9104634 Break suppression and heal nearby allies.
9104638 Boyz! Kill dese poncy Eldar!
9104639 I may take your advice on that.
9104640 The Eldar seem to have had them sedated, and earmarked for transport to Meridian.
9104641 To do so, we must gather samples of the bio-toxins used by the Tyranid swarms.
9104642 To find such a hive, we must collect and analyze samples from Tyranid warrior creatures across these planets.
9104643 Only his will to fight remains.
9104644 So long as you have a secured array on a planet, you use a Signum.
9104645 So long as you have a secured foundry on a planet, you can use a Locator Beacon.
9104646 Additional units have become available, Commander.
9104647 New units are now available to us.
9104648 Got some new unitz ready, Boss!
9104661 'Ard Boyz
9104662 Temporarily increase a squad's resistance to damage.
9104663 Click and target squad
9104670 Teammate kicked
9104671 %1NAME%, your teammate, has just been kicked. You have the choice to keep playing or to dispute the game.
9104672 Chat
9104673 Long Rifle
9104715 'Ard Boyz
9104716 Target squad temporarily receives less damage.
9104717 Use Yer Choppas!
9104718 Increases the melee damage and chance of triggering a special attack of a target squad.
9104719 Call da Boyz!
9104720 Reinforce squads around your hero instantly and enable reinforce for all your squads on the field for cost, and temporarily increases their speed and damage.
9104721 Order a massive Rok strike on a targeted position.
9104722 Roks
9104725 In the name of the Emperor!
9104726 Scout Squad
9104727 Scout Squad
9104728 Space Marine Light Infantry
9104729 Hide da Boyz
9104730 Infiltrates target squad for a duration.
9104735 Kommandos Iz Da Sneakiest
9104740 Spawn a Kommando squad at target location.
9104741 Call da Boyz!
9104742 Luv da Dakka
9104743 Hold down da trigga fer maximum carnage! Knocks over enemies hit by your shots.
9104744 Click and target enemy
9104746 Reinforce squads around your hero instantly and enable reinforce for all your squads on the field for cost, and temporarily increases their speed and damage.
9104747 Roks
9104748 Order a massive Rok strike on a targeted position.
9104749 More Dakka
9104750 Temporarily increases the ranged firepower of a targeted squad.
9104751 Travel to %1PLANET_NAME%
9104752 Kult of Speed
9104753 Temporarily increases speed and firing rate of all allied vehicles.
9104754 Call da Boyz!
9104755 Reinforce squads around your hero instantly and enable reinforce for all your squads on the field for cost, and temporarily increases their speed and damage.
9104756 Roks
9104757 Order a massive Rok strike on a targeted position.
9104758 Right in Me Crosshairs
9104759 Fire a single powerful shot at a target.
9104760 Catalyst
9104761 Spur a Tyranid unit into a maniacal frenzy, increasing its damage but dealing damage to the unit over time.
9104762 Mycetic Spores
9104763 Mycetic Spores spawn Raveners and reinforce other nearby Tyranids.
9104764 Without Number
9104765 Spawns a Hormagaunt, Termagant and Warrior squad at your base.
9104766 Tyranoformation
9104767 Capillary towers erupt from the ground, damaging all units and tyrannoforming the area. Provides bonuses to nearby Tyranids.
9104768 Stalk
9104769 Reveals enemy commanders on the map.
9104770 Spore Mines
9104771 Drops down a group of Spore Mines.
9104772 Without Number
9104773 Spawns a Hormagaunt, Termagant and Warrior squad at your base.
9104774 Tyranoformation
9104775 Capillary towers erupt from the ground, damaging all units and tyrannoforming the area. Provides bonuses to nearby Tyranids.
9104778 %1NAME% chose to keep playing after his teammate was kicked.
9104779 %1NAME% chose to stop playing after his teammate was kicked.
9104780 Brood Nest
9104781 The Brood Nest allows nearby Tyranid squads to reinforce.
9104782 Warrior Vanguard
9104783 Mycetic Spores spawn Warriors and reinforce other nearby Tyranids.
9104784 Calderis is a feudal world known for its arid climate and hardy warriors. The Blood Ravens have recruited from this world for millennia. An Imperial Governor oversees the planet from orbit.
9104785 The jungles and swamps of Typhon teem with Orks who have all but wiped out the planet's primitive humans. The few survivors are prized recruiting stock for the Blood Ravens.
9104786 The capital world of Sub-Sector Aurelia, Meridian features huge city-spires rising from urban landscapes the size of continents. Angel Forge, its ancient Manufactorium, produces everything from household goods to lasguns and aircraft.
9104787 Without Number
9104788 Spawns a Hormagaunt, Termagant and Warrior squad at your base.
9104789 Tyranoformation
9104790 Capillary towers erupt from the ground, damaging all units and tyrannoforming the area. Provides bonuses to nearby Tyranids.
9104792 All enemy units within the area of effect of the ability have their damage reduced.
9104797 Additional Requisition needed.
9104798 Additional Power needed.
9104799 Additional Requisition needed.
9104800 Additional Power needed.
9104801 Additional Requisition needed.
9104802 Additional Power needed.
9104803 Not enough Requisition, Boss!
9104804 Not enough Power, Boss!
9104805 Mark Target
9104806 Increase the damage taken on a targeted enemy unit.
9104807 Click and target enemy
9104809 Iron Halo
9104810 Activate a force field that absorbs damage by draining Energy.
9104811 Click to activate
9104812 Level 3 Webway Assembly
9104817 Match ends in %1seconds% seconds!
9104818 Exiting to postgame stats
9104819 Moving to party screen in %1seconds% seconds.
9104820 Moving to party screen.
9104821 Starting searching in %1seconds% seconds.
9104822 Starting searching.
9104823 Searching countdown cancelled.
9104825 Not enough Waaagh, boss.
9104826 Complete 'Eyes of the Eldar'
9104827 This power armor bears engravings and adornments listing the major campaigns of the Blood Ravens chapter. Similar markings are often added to the armors of veteran battle brothers, making them literal carriers of the chapter's history.
9104830 Rokkit Barrage
9104831 Point da rokkit launcha skywards and unleash a hail of rokkits on the enemy.
9104833 Click and target area
9104834 Description:
9104835 Sgt. Matiel of the Blood Ravens 3rd Company engraved this sword's guard with the name of the Ork-infested world he and his brothers set about liberating. Matiel died on Tartarus, but his blade continues the fight  in other hands.
9104844 Click and target area
9104845 Anti-Grav Grenade
9104846 Throws a grenade which temporarily disables gravity.
9104847 Throws a grenade which temporarily disables gravity.
9104848 Throw Anti-Grav grenade
9104849 Click and target area
9104850 Knock back the target on hit
9104851 Slow enemies for %3DURATION% seconds
9104852 Can Only be Replaced, Not Removed
9104853 Cannot be knocked back
9104854 +%1VALUE%%% chance to suffer knockback
9104855 Death From Above
9104856 Use the Assault Jump ability to knock down enemy infantry and buy time for your other squads to get into position. Or if the enemy is dug in, jump in close to break formations.
9104857 Jump Ahead, Just Not Too Far
9104858 Assault Jump is great for getting into the fray, but make sure you back up those units lest they fall to overwhelming forces.
9104859 Of course, if your Assault Squad is taking heavy damage, remember you can jump away!
9104860 Use Cover
9104861 Use the protection offered by walls, buildings and ruins for cover while you move around the battlefield. Units in cover take less damage and less suppression, and recover from suppression faster than units in the open.
9104862 Clearing Buildings
9104863 Flamers, grenades, and artillery are useful for clearing enemies out of buildings.
9104864 Use 'Em If You Got 'Em
9104865 Short range weapons, like shotguns and flamers, are best used aggressively. Use cover or special abilities to get within range, and then let the enemy have it.
9104866 Flanking For Fun and Victory
9104867 Remember that cover is directional, so flanking enemy squads is a highly effective tactic. Once you're not firing through that vegetation or over that wall, the enemy isn't getting any cover bonus at all.
9104868 Attack from Range; Close in for the Kill
9104869 Attacking with a long-range unit or a suppressor, and then closing with a short range unit is a good tactic.
9104870 Queue 'Em Up
9104871 Hold Shift when issuing orders to queue up commands. Your units will follow your orders in the sequence you choose.
9104872 Defeating Cover
9104873 Direct assaults against units in heavy cover can be suicide. Use grenades and flamers to counter the benefits of cover.
9104874 Keep Them in the Line of Fire
9104875 Suppression fire slows units down, forcing them to remain in your area of fire for longer.
9104876 Use Your Ears
9104877 You can hear enemy vehicles and infantry approach even through the fog of war.
9104878 Setting Up
9104879 Some units need to be set up to face the right direction, such as heavy bolters and plasma cannons. Hold the right mouse button down and drag in the direction you want them to face.
9104880 Control Groups
9104881 Use control groups to manage your forces. Press Control + [a keyboard number] to assign all currently selected units to a group, then press the number to reselect it later.
9104882 Careful What You Blow Up
9104883 Be mindful when destroying cover. Even though you have denied it to your enemy, you may find yourself without any cover if you have to fall back to that location.
9104884 Burn Them Alive
9104885 Flamers deal extra damage to units in buildings and also ignore the defensive bonuses of cover.
9104886 Over and Across
9104887 Clear impassable chasms and walls with the Assault Jump ability. Be careful not to leave your Assault Marines without any support on the other side, however.
9104888 Up, Up and Away
9104889 Assault Jump can just as easily be used as a retreat mechanism as it can for an attack.
9104890 Eldar Fleetness
9104891 Ranged Eldar Squads will do their best to keep you at range while fighting.
9104892 The Space Marine's Best Friend
9104893 Frag grenades are an effective way to manage an overwhelming situation.
9104894 Swing that Sword
9104895 Power weapons may be great versus vehicles and other high-value targets, but they attack more slowly than chainswords. Against hordes of Orks or Tyranids, speed will pay greater dividends.
9104896 Hotkeys to Victory
9104897 Taking the time to learn hotkeys for abilities and commands can streamline your game play and make for more efficient micro-management. Look for the hotkeys in ability icons or in roll-over tool tips.
9104898 Cover Flashes
9104899 If objects flash after you give a move order, that means those objects will provide cover to the squad when it gets into position.
9104900 Fall Back to Fight Again
9104901 There is no shame in having to
9104902 No Stopping the First Company
9104903 Units in Terminator armor cannot be suppressed by enemy fire.
9104904 Tie Them Down, Then Blow Them Up
9104905 Use melee units to keep an enemy stationary, throw a grenade or demolition charge on them, and then fall back at the last second.
9104906 Right Weapons for the Job
9104907 Vehicles are highly resistant to small arms fire. Bolter fire won't do much -- use anti-vehicle weapons such as melta bombs and missile launchers instead.
9104908 Friends Don't Let Friends Eat Shrapnel
9104909 Watch where you throw grenades. Allies caught in the blast can still be knocked back.
9104910 Middle Click
9104911 Click and hold the mouse scroll wheel to pan the camera around without having to scroll over to the screen edge or reach for the keyboard.
9104912 Equip Bayonets!
9104913 The Alternate Attack button in the core action panel will force a ranged unit to attack in melee. This will not do a great deal of damage to the enemy, but can tie up dangerous ranged weapons so they can no longer fire.
9104914 Keep the Scout Alive
9104915 Keep Cyrus protected. His strengths are sabotage, infiltration and quick high-damage attacks. Don't leave him on the frontline for long.
9104916 The Benefits of Armor
9104917 A higher Armor Rating makes a squad leader more resistant to enemy fire.
9104918 The Whole Story
9104919 When choosing wargear, take a look at benefits beyond level and raw damage.
9104920 When fighting masses of enemies, for example, a high-damage sniper rifle or power fist won't be as effective as a faster-hitting bolter or chainsword. Weapons that do knockback or stun opponents may also be much more effective than their raw damage would suggest.
9104921 A Safe Place
9104922 Securing a well-defended Communication Array, Automated Foundry or Imperial Shrine is often worth the risk. Once in your hands, that location will heal your units even if the enemy still has some troops trying to dislodge you.
9104923 Cut off the Head…
9104924 Many enemy squads have strong leaders and dangerous heavy weapons. Take them out with a high powered shot, and you can finish off the rest of the squad with relative ease.
9104925 Ancient Power
9104926 A Dreadnought is undoubtedly a mighty force on the battlefield, but they are difficult to repair in the field without the right tools.
9104927 And those enemies with missile launchers? They will do far more than disrupt a Dreadnought…
9104928 Try Out Something New
9104929 Don't be afraid to experiment!
9104930 Just because Tarkus starts with grenades doesn't mean that you can't move them to a unit that might make more use of them. You may find combinations that work better with your play style.
9104931 Plan B
9104932 Facing vehicles without melta bombs or a missile launcher doesn't have to mean defeat. There are plenty of other options.
9104933 Plasma guns and power weapons (swords, axes, fists) both do respectable damage to vehicles and monstrous beasts. Avitus's Focus Fire and Cyrus's Explosive Rounds abilities can also make infantry weapons like Heavy Bolters and Combat Shotguns viable solutions as well.
9104934 That Special Cyrus Touch
9104935 With the right combat training, Cyrus can gain special abilities with different ranged weapons. High Powered Shot makes his sniper rifle a lethal solution to single targets, while explosive shots make a combat shotgun able to fight vehicles and blow troops out of cover.
9104936 He may be lightly armored, but Cyrus can be one of your deadliest warriors.
9104937 Learn a New Way
9104938 With a little investment in the right combat disciplines, Tarkus can learn how to use chainswords, Thaddeus can learn how to use medium ranged weapons, and the Force Commander can learn how to use heavy weapons. This allows you to reshape your strike force to fit your favorite tactics.
9104939 Demolition in the Land of the Blind
9104940 Demolition charges have a long detonation timer and so may not be very effective against moving targets. When combined with a blind grenade or another stun weapon, however, they can be devastating.
9104941 Focus Fire Is Your Friend
9104942 Avitus can use Focus Fire to make any ranged weapon more powerful, not just the heavy bolter.
9104943 The Magic Formula
9104944 With the right accessories equipped, you can bring your strike force back from the brink in just a few seconds.
9104945 Use your Drop Pod Beacon to call in a drop pod, and then use a Combat Stimulant during the delay before it arrives. You will instantly revive any incapacitated squad leaders, and the drop pod will reinforce their squads.
9104946 Did You See Something?
9104947 If Cyrus flashes while infiltrated, it means the enemy has spotted him. This can leave him exposed to enemy fire, but it isn't a death sentence. Just pull back a little and Cyrus will fade from enemy view again.
9104948 Open a Path
9104949 Terminators, Dreadnoughts and heavy weapons can blow through almost any obstacle. Use this to outflank enemies, create new lines of fire, and deny cover to the enemy.
9104950 Thaddeus's Assault Jump and the Force Commander's charge are also effective at removing obstacles.
9104951 Out Go the Lights
9104952 Many enemy leaders are just as susceptible to blind grenades as their minions.  Being able to stun a powerful enemy for several seconds can be very valuable.
9104953 The Sneaky Get Sneakier
9104954 Several of Cyrus's unlocks improve how he can use Infiltrate. With the right ones, you can revive squad leaders and use accessory abilities without being revealed!
9104955 Co-op is the Way
9104956 You and a friend can do missions together. Just invite one of your online friends to a game and see the new strategies that can be accomplished when two minds work together for a common goal: the eradication of all xenos!
9104957 Give Tarantulas Cover
9104958 Try to plant your Tarantula sentry guns behind shot blocking walls. Out in the open, they are very susceptible to long range attacks (from Ork Tankbustas, for example). Putting them behind walls reduces the chance they will take damage before they can open fire.
9104959 Right Into My Trap
9104960 The Remote Detonation Pack is an excellent choice when deploying Cyrus on a defend mission. Plant a detonator ahead of an enemy wave in order to cover an approach to the defense area. When the enemy rushes in … boom!
9104961 Be careful not to set the detonator too close to the generators you are defending, however. Destroy those and you've lost the mission.
9104962 Combat Shotguns
9104963 The Shotgun's Explosive Shot ability knocks back enemy infantry.  Use it to knock melee units back and keep them off of your Tactical Marines.
9104964 Stand With Your Brothers
9104965 Several special abilities can be upgraded through unlocks. Some abilities can be upgraded to affect multiple squads. This can be an excellent way to maximize your fighting force's efficiency.
9104966 Pick Your Upgrades
9104967 You do not have enough points to get every squad upgrade. Decide which squads you prefer to use in which situations and purchase upgrades that play to those strengths.
9104968 No Safe Haven
9104969 Some enemy leaders have very effective ways to clear your squads out of buildings.
9104970 Be very careful when taking cover in a building -- if the building is targeted by an attack, it's time to clear out!
9104971 Special Attacks
9104972 Special attacks are improved close-combat strikes that deal knockback and hit multiple enemies.
9104973 Squads specializing in close combat (like Thaddeus or the Force Commander) execute special attacks most often, especially when fighting ranged specialists (like Ork Shoota Boyz or Eldar Guardians).
9104974 Tactical Advance
9104975 The Tactical Advance ability lets Tarkus move up on an enemy position when there is no cover to be had. His squad takes less damage and is immune to suppression when the ability is active.
9104976 Use Tactical Advance to get up to a building protecting an enemy suppressor and let loose with grenades or a flamer.
9104977 The Final Countdown
9104978 The enemy has grenades too.  Move away from explosives thrown at your squads before the timer above them counts down to zero.
9104979 There Is No Glory in Pointless Defeat
9104980 If you're having trouble finishing a mission, you can return to the Armageddon and keep your experience points and new wargear. However, you'll also lose a campaign day…this allows the Tyranids to get a stronger foothold in the sector.
9104981 You Can't See Me!
9104982 Tall walls and vegetation can completely conceal your units from the enemy. Use this to ambush enemy troops, or throw grenades over the wall with impunity.
9104983 Tyranid Synapse
9104984 Certain Tyranid units, like Warriors and Zoanthropes, have an especially strong connection to the Hive Mind. Kill these creatures to cause area of effect damage to surrounding Tyranid units.
9104985 With the synapse creature dead, the surviving Gaunts will no longer leap at you in melee combat, and will no longer leap over terrain when trying to get to you.
9104986 Hold Them Down
9104987 Use Avitus to suppress the enemy while the Force Commander or Thaddeus rushes in to finish them off.
9104988 Come and Get Me!
9104989 Activate Tarkus's Tactical Advance ability right after triggering his Taunt. All enemies will direct their attacks at him, and he will be protected against ranged damage. You can then use your other squads to bring the pain.
9104990 Taunt is also useful for helping out squads that are in trouble. Trigger it, and the enemy will forget about their current target and pile on to Tarkus (who can take it).
9104991 Fall Back
9104992 Use the Fall Back command when outmatched by your opponent. It is easier to reinforce around a relay you have already cleared than to revive fallen squad leaders near enemy strong points.
9104993 Energy
9104994 When using Focus Fire, Infiltrate or Tactical Advance, watch your squad's Energy. Your Energy does not regenerate while an ability is on, so you might find yourself with lower-than-expected Energy in the next battle.
9104995 Eyes on the Prize
9104996 Your long-term campaign goals are displayed on the bridge view at the top left of the screen. To review the associated briefing, just click on the goal counter itself.
9104997 Accept
9104998 Click to activate
9104999 Start a New Campaign
9105000 Existing Campaigns
9105001 Select the checkbox to continue playing with the same team
9105002 Usage stats for the selected game type.
9105003 Number of ranked games played of the selected game type.
9105004 Total number of wins for the selected game type.
9105005 Total number of losses for the selected game type.
9105006 Current winning streak.
9105007 Most played race.
9105008 Most played commander.
9105009 Number of times the player has achieved the highest score in a ranked match, regardless of winning or losing.
9105010 Number of times the player has disconnected from a ranked game.
9105011 The win/loss record for each race of the selected game type.
9105012 Win/loss record for the Space Marines race for the selected game type.
9105013 Win/loss record for the Ork race for the selected game type.
9105014 Win/loss record for the Eldar race for the selected game type.
9105015 Win/loss record for the Tyranid race for the selected game type.
9105016 The current army level achieved.
9105017 The next army level that can be achieved.
9105018 Amount of army experience needed to achieve the next army level.
9105021 War stats for the selected game type.
9105022 New Campaign
9105034 Choose a difficulty:
9105035 Select a Campaign
9105036 Toggle on/off
9105037 Toggle on/off
9105038 Click and target area
9105039 Toggle on/off
9105040 Toggle on/off
9105041 Space Marines
9105042 Orks
9105043 Eldar
9105044 Tyranids
9105045 Level 2 Teleporta Platform
9105101 Veteran Squadmates
9105102 Tarkus's squadmates become Chapter Veterans, increasing their toughness and improving their equipment.
9105103 Tarkus leads a squad of Chapter Veterans, with increased toughness and improved equipment.
9105104 I Shall Not Fall
9105105 So long as Tactical Advance is active, Tarkus fights through the worst of injuries and cannot be incapacitated.
9105106 So long as Tactical Advance is active, Tarkus fights through the worst of injuries and cannot be incapacitated.
9105112 Power Sword Aptitude
9105113 Unlock Weapon - Tarkus becomes able to equip power swords.
9105114 Weapon Unlocked - Tarkus can equip power swords.
9105115 Improved Load Out
9105116 Adds an Accessory slot.
9105117 Number of Accessory slots increased by one.
9105121 Tactical Expertise
9105122 While using Tactical Advance, Tarkus and his squad inflict additional damage in addition to gaining the standard defensive benefits. (Benefit does not apply to other squads affected by Tactical Mastery.)
9105123 While using Tactical Advance, Tarkus and his squad inflict additional damage in addition to gaining the standard defensive benefits. (Benefit does not apply to other squads affected by Tactical Mastery.)
9105124 Ranged Specialist
9105125 Specialized weapons training. Tarkus learns to fire plasma guns and flamers while moving.
9105126 Tarkus can fire plasma guns and flamers while moving.
9105127 Bolter Specialist
9105128 Specialized weapons training. When using a bolter or storm bolter, Tarkus learns to fire more frequently.
9105129 When using a bolter or storm bolter, Tarkus fires more frequently.
9105139 Bolter Aptitude
9105140 Unlock Weapon - Thaddeus and his Assault Squad become able to equip bolters.
9105141 Weapon Unlocked - Thaddeus and his squad can equip bolters.
9105142 Ranged Aptitude
9105143 Unlock Weapons - Thaddeus becomes adept with plasma guns and flamers.
9105144 Weapons Unlocked - Thaddeus can equip flamers and plasma guns.
9105145 Strike from the Skies!
9105146 Assault Jump causes suppression as well as damage and knockback.
9105147 Assault Jump causes suppression as well as damage and knockback.
9105148 Terminator Honors
9105149 Gain the ability to equip Terminator armor. Thaddeus wields a mighty thunder hammer as his default weapon in Terminator armor and is equipped with a teleporter.
9105150 Gain the ability to equip Terminator armor. Thaddeus wields a mighty thunder hammer as his default weapon in Terminator armor and is equipped with a teleporter.
9105151 Aegis of Fury
9105152 Upon landing a jump or completing a teleport, Thaddeus and his squad are temporarily invulnerable.
9105153 Upon landing a jump or completing a teleport, Thaddeus and his squad are temporarily invulnerable.
9105175 Select a unit
9105176 You must select the units in your army to give them orders. Click one of your units with the left mouse button to select it. Alternatively, you can left-click and drag to select multiple units at the same time.
9105177 Select one of your available units.
9105178 Give a move order
9105179 When you have a unit selected, right- click a location on the ground in order to give it a move order. Right-clicking lets you order your units to move, attack enemies, enter structures, or secure points.
9105180 Give the squad a move order.
9105181 Using the Headquarters
9105182 Your headquarters lets you build more units for your army. Left-click on the headquarters to see the units you can produce. The icons of the units appear in the unit information panel on the bottom right of the screen.
9105183 Select the Headquarters
9105184 Building units
9105185 To add a unit to your army, left-click on its icon. Each unit costs Requisition (orange) and some cost Power (blue). You cannot build units if you don't have the resources pay their cost.
9105186 Build a unit from your headquarters.
9105187 Capture the Requisition point
9105188 You must secure Requisition points in order to gain more resources. Select a squad and then right-click on a requisition point to order them to secure it.
9105189 Move a squad to the Requisition point to capture it.
9105190 Capture time
9105191 Securing a point takes time, and must complete before you get any resources from it. The progress bar that appears indicates how long until the point is secure.
9105192 Capture the Power Node
9105193 Power is the second resource, and necessary for building the more powerful units and upgrades. You need to secure Power Nodes on the map in order to increase your power rate.
9105194 Move a squad to the Power Node to capture it.
9105195 Activating a Power Node
9105196 You can activate a Power Node under your control by selecting it and left-clicking the Activate Power Node button.
9105197 Select the Power Node and activate it.
9105198 Build a generator
9105199 Activated Power Nodes can be further upgraded with generators which will produce even more power. Select the Power Node and left-click on the upgrade button to add a generator.
9105200 Select the Power Node and build a generator.
9105201 Capture a Victory Point
9105202 Your team must secure Victory Points to win the game. Send an infantry squad to secure one of the Victory Points on the map.
9105203 Move a squad to the Victory Point to capture it.
9105204 Victory Point Counter
9105205 Now that you've secured a Victory Point, you can see the number of points you control in the Victory Point Counter. The object of the game is to hold more points than the enemy team.
9105206 Hero Incapacitated
9105207 Your commander has fallen on the battlefield. Commanders can be revived by allied commanders, or if none are around, you can pay Requisition to revive him yourself by left-clicking on the Revive button. Using the Revive button returns your commander to your headquarters.
9105208 Revive your hero.
9105209 Friendly Hero Incapacitated
9105210 An allied commander has fallen in combat. You can revive him with your own commander. Select your commander and right- click on the fallen commander in order to perform a revival.
9105211 You can revive allied commanders
9105212 Leveling up.
9105213 Your commander has leveled up and gotten stronger. You need experience to level up, which you can earn by killing the enemy, and supporting your teammates.
9105214 Hero Wargear
9105215 You can purchase wargear upgrades for your commander in the upgrade panel. Commanders can choose a weapon, an armor set, and an accessory. Try different combinations of wargear for different situations.
9105216 Squad upgrades
9105217 You can upgrade squads with different types of weapons and abilities. Squad upgrades are displayed in the upgrade panel.
9105218 Resources
9105219 You need resources to purchase units. You can see your available resources in the resource panel. The resource panel also shows the rate you are earning resources.
9105220 Setup Weapons
9105221 Some squads need to setup before firing. To tell a squad to setup in a particular direction, first select it, then click and hold with the right mouse button at the location you want to go. Now drag in the direction they should setup and release the right mouse button. They will move to that location and setup.
9105222 This weapon must setup before firing.
9105223 Packing up
9105224 Once a squad is setup, they need to pack up before they can turn or move. They will do so automatically, but it does take time.
9105234 Kommando Nob
9105235 Ranger
9105236 In the name of the Emperor!
9105237 Eldar Rangers
9105238 Ranger Squad
9105239 Eldar Scouts and Snipers
9105240 Power Sword - Ranger
9105253 Singularity
9105254 Fire a controlled singularity that pulls in and damages nearby units. Requires your D-Cannon weapon team to be setup.
9105263 Power Armor (Sergeant)
9105264 %1PLAYER% would like to join the party.
9105270 Use this beacon to relay coordinates to the Armageddon's orbital bombardment guns. Their barrage is devastating, but can only be used once per deployment. Effective against all targets.
9105271 Powerful explosive charge with a large area of effect and long timer. Excellent at eliminating static targets such as buildings or obstructions. Effective against buildings.
9105272 Limited use
9105273 Thick adamantium plates gird the Dreadnought and the venerated Space Marine hero within it. All but the mightiest weapons can do little more than scratch this shell.
9105274 Bearing engravings of the Revelation of Terra, this venerated suit of power armor reminds its bearer "There is but one truth in the universe, that of the Emperor. Only His children know this truth. All others know only lies and must be swept aside."
9105275 Worn by semi-mythical Blood Raven hero Byronus, this ancient armor is engraved with dozens of proclamations of the purity of Byronus's gene-seed and repudiations of any accusation of gene-defect.
9105278 Forged after the Second Liberation of Mendoza, this armor bears engravings celebrating the defeat of the Orks threatening Calderis and the resolve of the native warriors of that desert world.
9105279 Its gorget and helm engraved with laurels, this Power Armor was awarded to Indrick Boreale while he was a distinguished sergeant of the 3rd company. He put this armor aside when he rose to the rank of captain, and it has since been given to sergeants who win seemingly impossible victories.
9105280 Marked with seals of honor, this carapace armor is awarded to Blood Ravens scouts on the eve of their ascension to the rank of full battle brothers. The recipients wear the brigandine until their power armor arrives from the chapter armory.
9105281 The second suit of power armor forged under the guidance of Chaplain Elizur, this armor is engraved with his Sermon of Pain: "Let us feel the pain of living in a corrupt world until my zeal has cleansed it pure in His name."
9105282 Forged in the later part of the 41st millennium, in honor of the conquests of Lord Commander Solar Macharius, this fine power armor was worn by Brother Roland of the Blood Ravens 2nd Company when he deployed as part of the great effort to quell the Macharian Heresy after the Lord Commander's death.
9105283 Engraved with the blessings of Mikelus, a famed chaplain of the Blood Ravens, this power fist delivers the mercy of death to those who stand against the chapter.
9105284 Etched with symbols of the Doom Eagles chapter, this axe was found lodged in the corpse of a Traitor Marine of the Alpha Legion in the aftermath of the Tartarus campaign. How it came to be there   or who wielded it   remains a mystery.
9105286 Blessed by Chaplain Elizur on the eve of the Ninth Flagellant Heresy, this power sword's inscription reads "Let the stars die and Mankind end before this sword returns unblooded to its sheath."
9105287 Forged of night-black metal, this mighty power sword was once said to be a cousin of the Dark Angel grand master Azrael's legendary Sword of Secrets. Curator Molinias, last of the Blood Ravens serfs to promulgate this claim, died during the purge of Cyrene.
9105288 The thunder hammer 'Deliverance' and the storm shield 'Repudiation' are born by the Blood Raven veteran serving as the Emperor's Champion.
9105289 This peerless Heretic-pattern flamer bears the seals of the Inquisition and the Sisters of Battle. It is said to be a gift from the Order of the Lost Rosetta, an order with connections to the Blood Ravens.
9105290 This rare Arbites Mk IX shotgun bears the name of Arbiter Ortega, in honor of his sacrifice on Planet Pavonis during the so-called Nightbringer insurrection.
9105291 Another weapon based on the arms of the Arbiters of Meridian, this shotgun's barrel is engraved with the apocryphal Judgment Upon Horus, once said to be the Emperor's own condemnation of his treasonous son.
9105292 Astartes Mk V missile launcher. Armed with high-explosive krak missiles, this weapon is the bane of those feeling safe behind armored plating. Effective against vehicles and buildings.
9105293 Astartes Mk V missile launcher. Armed with high-explosive krak missiles, this weapon is the bane of those feeling safe behind armored plating. Effective against vehicles and buildings.
9105294 Astartes Mk V missile launcher. Armed with high-explosive krak missiles, this weapon is the bane of those feeling safe behind armored plating. Effective against vehicles and buildings.
9105295 Astartes Mk V missile launcher. Armed with high-explosive krak missiles, this weapon is the bane of those feeling safe behind armored plating. Effective against vehicles and buildings.
9105312 Level 2 Hive
9105313 Level 3 Hive
9105314 This Garm-pattern bolt pistol bears the sigils of the Imperial Inquisition. It was discovered in the Blood Raven Fortress on Cyrene Secundus, near the body of a murdered Inquisitor. It has proved to be an effective weapon, in spite of its dark origins.
9105315 Level 2 Hive
9105316 Level 3 Hive
9105317 In service during the 3rd Company's battles against the Alpha Legion on Tartarus and the 2nd Company's assault on the Deimos Peninsula on Kronus, this heavy bolter is reputed to spit out the Blood Ravens' hatred of treason.
9105318 Shoota Boy
9105319 Based on the Slayer-pattern shotgun, this weapon came to the Blood Ravens chapter when junior Arbiter Ferrix Lydell won the Blood Trials on Typhon in 987.M39.
9105320 Dis 'ere is da boyz dat has da big shootaz
9105321 Ork Big Shoota Boyz
9105322 Big Shoota Boyz
9105323 Ork Suppression Fire
9105324 Forge World Accatran is best known for producing heavy armored vehicles. When its Techpriests were accused of being incapable of subtlety in design, its Fabricator-General called for his brethren to prove their critics wrong. This masterful sniper rifle was the result.
9105325 Modified to fire electrically charged shells, this shotgun is said to sound like a thunderclap when firing. Based on models used by the Arbiters in the under-city of Meridian, it has found a ready place among Blood Ravens scouts.
9105326 Blessed be the warriors, brothers of steel and fury. Those who stand against the enemies of man and carry forward His light into the darkness between the stars shall ever be in His grace.
9105327 Abhor the witch and the alien! Grant us the strength to pierce their inhuman flesh and lay waste to their citadels with hurricanes of fire!
9105328 I shall neither flinch from my duty though it be terrible, nor seek rest though I grow weary; I shall neither give nor request mercy until this crusade is won.
9105329 Remember, brothers in battle, that we are made of steel forged by His glorious hand. The impurity has been beaten from us and the bellows of war have made us invincible.
9105330 Guide my hand, mine Emperor, to strike at your enemies, that I might leave nine trembling in fear and wailing in grief for every one I kill.
9105331 The product of Forge World Gryphonne IV, this ancient artifact has been awarded to several chapters over the millennia. The Salamander held it the longest but surrendered it as part of a ritual tournament before the third Armageddon War.
9105332 This battle standard celebrates two famous Blood Raven victories   the victory against the traitor legions on Kronus, and the victory against the Ork Archmarauder Boargurr on Tranthios III.
9105333 Level 2 Webway Assembly
9105335 Level 2 Webway Assembly
9105336 Level 2 Webway Assembly
9105337 Level 2 Webway Assembly
9105338 Level 2 Stronghold
9105339 Level 3 Stronghold
9105340 Level 2 Stronghold
9105341 Level 2 Stronghold
9105342 Level 2 Stronghold
9105343 Level 2 Stronghold
9105344 Level 2 Stronghold
9105345 Level 2 Stronghold
9105346 Level 2 Stronghold
9105347 Level 2 Teleporta Platform
9105348 Level 2 Teleporta Platform
9105349 Level 2 Teleporta Platform
9105350 Level 3 Teleporta Platform
9105353 Big Stomp
9105354 Perform a larger stomp that damages and stuns nearby enemies. (Damage to the Warboss charges this ability.)
9105357 Level 2 Hive
9105358 Level 2 Hive
9105359 Level 2 Hive
9105361 Invite Friend?
9105362 Nob Leader
9105363 Idranel feared you would be the death of us, humans.
9105368 Additional Requisition is required.
9105369 Additional Power is required.
9105370 Consume mass quantities!
9105371 Tyranid Warrior
9105372 Warrior
9105373 Tyranicus Gladius
9105374 Tyranid Warrior Boss
9105375 Yes, although it clearly follows some established patterns.
9105376 Tyranid Warrior Boss
9105377 Tyranid Warrior Boss
9105380 Flesh Hook
9105386 Consume mass quantities!
9105387 Tyranid Warrior
9105388 Warrior
9105389 Tyranicus Gladius
9105390 Consume mass quantities!
9105391 Tyranid Warrior
9105392 Warrior
9105393 Tyranicus Gladius
9105403 Between missions, additional quick tips appear to help guide you through Dawn of War 2. Click on a tip with the left mouse button to see it.
9105404 After each mission, your squads return to their Strike Cruiser in orbit around the current planet. From here, you can train your squads, change their equipment, and choose your next mission.
9105405 A flashing indicator on the right side of the screen tells you that a squad has gained a level. When squads gain levels, they gain points to spend to improve their capabilities. Click on the squad's portrait to open the squad screen and spend your points.
9105406 The squad screen allows you to review your characters' abilities, spend points gained by leveling up, and change their equipment. Clicking on a squad's portrait button opens the squad screen for that squad.
9105407 Gaining a level makes a squad stronger and more resilient. It also grants to spend on the four Combat Disciplines: Stamina, Gunnery, Strength, and Will. Spending points in a discipline increases the squad's statistics and can also unlock unique traits or special abilities.
9105408 Mission rewards and drops on the field give you special equipment called wargear. All wargear is placed in your inventory, visible on the left of the squad screen. This inventory is shared between all your squads. To equip wargear on a squad, simply drag the item's icon into one of the squad's slots.
9105409 Distress signals come from various locations on the planet below: Each one is a mission you can take. Click on a blinking signal to hear a mission briefing. Click on 'Deploy' to launch the mission, or close the briefing window to remain on the Strike Cruiser.
9105411 The Star Map provides an overview of all the planets you are fighting over, and the missions currently available there. It also allows you to travel to different planets. Click on a star to see the missions available in that system.
9105412 You can gain tactical advantages by securing strategic assets while on a mission. There are three types of assets to secure: Communication Arrays, Automated Foundries, and Imperial Shrines.
9105413 Secure Communication Arrays allow you to call in artillery strikes using a special piece of wargear. They also provide you with additional information during mission briefings. These advantages apply to any mission on the same planet as a secure array.
9105414 Secure Automated Foundries allow you to call in automated turrets using a special piece of wargear. They also give you a bonus toward earning multiple deployments. These advantages apply to any mission on the same planet as a secure array.
9105415 Secure Imperial Shrines allow you to make your squads briefly invulnerable using a special piece of wargear. They also slow the progress of alien invaders. These advantages apply to any mission on the same planet as a secure array.
9105416 By default, you can deploy to one mission every campaign day. If you perform well, however, you can earn a second or even a third deployment. This allows you to tackle more missions before they expire and deal with current emergencies before more crop up.
9105417 You gain special bonuses by securing a key number of Arrays, Foundries or Shrines across the sub-sector. These special bonuses affect missions across the sector and are detailed on the star map screen.
9105418 Tyranid activities occur at the end of every campaign day. These can trigger new missions or simply be symptoms which raise the planet's infestation level.
9105419 Each planet has an Infestation rating. This rating measures the Tyranids' overall progress invading and consuming the planet. Infestation can be reduced by securing Imperial Shrines and by winning missions against Tyranid targets.
9105420 By securing all the Communications Arrays, Foundries and Shrines on a map, you can secure that territory as well. This allows you to slow the Tyranid advance and maintain supply lines. It also contributes to your campaign score.
9105421 Your actions contribute to your Campaign Score and Campaign Rank. Completing missions, killing opponents, and securing strategic assets all improve your rank and score.
9105422 Campaign Rank is made up of two separate parts - Savior and Warrior. Savior rating increases by securing assets and territory, while Warrior rating increases by killing opponents. Getting a top final Campaign Score requires excelling in both categories.
9105425 Gameplay Tip
9105426 You can review this tip at any time in the Event Log.
9105427 Click Me!
9105428 The Bridge
9105429 Level Up
9105430 The Squad Screen
9105431 Spending Points
9105432 Wargear
9105433 Distress Signals
9105434 Performance
9105435 Score
9105436 Not usable by this squad
9105441 Requires %1Trait% trait.
9105442 Beam Scorch
9105443 A powerful beam that can cut through multiple targets.
9105447 This is the fate of the entire sector if we do not find a way to stop them.
9105448 There he is.
9105449 Campaign Complete!
9105450 You have earned the title:
9105451 You always make a mess of things, humans.
9105452 Click and target area
9105454 Additional Requisition is required.
9105455 Additional Power is required.
9105458 Forged just before the Vespa Crusade, this heavy bolter is the absolution of death to the enemies of man. Davian Thule himself wielded this weapon during the assault on the Black Abbey at the climax of the crusade.
9105459 Engraved with blessings by Castellan Draco of the Black Templars, this armor was gifted to the Blood Ravens after their victories during the Vespa Crusade. It is said to confer a potent fragment of Draco's own zeal.
9105460 Astartes MK IIs. With a long range but slow rate of fire, this perfectly balanced rifle excels at eliminating high value targets from range. Effective vs. single infantry.
9105461 Astartes MK IIs. With a long range but slow rate of fire, this perfectly balanced rifle excels at eliminating high value targets from range. Effective vs. single infantry.
9105462 Astartes MK IIs. With a long range but slow rate of fire, this perfectly balanced rifle excels at eliminating high value targets from range. Effective vs. single infantry.
9105463 Astartes MK IIs. With a long range but slow rate of fire, this perfectly balanced rifle excels at eliminating high value targets from range. Effective vs. single infantry.
9105464 Astartes MK IIs. With a long range but slow rate of fire, this perfectly balanced rifle excels at eliminating high value targets from range. Effective vs. single infantry.
9105465 When elements of the Blood Ravens 9th Company pursued an Ork raider to the ice world of Valhalla, Sgt. Ulanthus drove this sword through the skull of Warboss Icekrakka.
9105466 This heavy bolter, forged in honor of Lion El'Jonson, Primarch of the Dark Angels, is said to spit out his rage at the betrayals of the Horus Heresy.
9105467 %1PLAYER% has denied your party request.
9105468 %1PLAYER% has accepted your party request.
9105469 "Speed the bolt that brings death to our enemies."
9105470 As a Blood Raven scout, Indrick Boreale wielded this rifle while stalking a treasonous adept. He remained unmoving in a sniping perch on an icy cliff for eighteen solar days before granting the traitor mercy with a single shot.
9105471 Forged during the second Rahe Pacification, this mighty power axe generates a unique power field that seems to ignite the very air as it cleaves enemies in twain.
9105472 Featuring reinforced carapace plates and thickened layers of ballistic weave, this master-crafted Scout armor bears the seals of Artificer Idris of the Blood Ravens. Traditionally, it is worn by the most distinguished of the chapter's scouts.
9105473 Wreathed in coursing energies, this Mark IIc Power Fist was once attached to the Terminator armor of Blood Ravens hero Trythos. The suit was lost to the chapter, but this fist remains to deliver his punishment to the enemies of Man.
9105474 Wielded by Sgt. Tanthius of the Blood Ravens during the Third Company's assault on Magna Bonum, this bolter has since become a treasured symbol of valor on and off the field off battle.
9105475 Blood Ravens Sgt. Argentus served alongside the Salamanders Chapter during the second Armageddon War. Their artificers gifted him with this bolter, modified to fire deadly Dragonfire bolts.
9105476 In 830.M39, Blood Ravens Artificier Idris reforged the ceramite plates of this Scout armor so they would interlock and provide added stability for weapons firing.
9105477 Swift Justice type. Sheathed in a sparking power field, this sword can cut through man and machine alike. Effective vs. infantry and vehicles.
9105478 Swift Justice type. Sheathed in a sparking power field, this sword can cut through man and machine alike. Effective vs. infantry and vehicles.
9105479 Swift Justice type. Sheathed in a sparking power field, this sword can cut through man and machine alike. Effective vs. infantry and vehicles.
9105480 Swift Justice type. Sheathed in a sparking power field, this sword can cut through man and machine alike. Effective vs. infantry and vehicles.
9105481 Power Fist
9105482 Power Sword
9105483 Power Sword
9105484 Power Sword
9105485 An early Chapter Master of the Blood Ravens forged this mighty blade, which Davian Thule later wielded during the Dark Crusade on Kronus.
9105486 Anti-infantry grenades that excel at killing targets in cover or within structures.
9105487 "My Emperor, let your might guard those righteous warriors who face the enemies of Man. Protect us from harm that we may war in your name."
9105488 Bearing heraldry of the Blood Ravens' long association with the desert world of Calderis, this standard inspires Space Marines to fight for their worlds and their galaxy.
9105489 Intended for Librarian Isador Akios, this master-crafted power armor had yet to be delivered when Isador fell to heresy during the Tartarus Campaign. Some claim the armor is cursed, but the chapter artificers swear it remains pure.
9105490 Sergeant Hurios of the Blood Ravens Third Company wore this Terminator armor from the Battle of Llouvre Mar until his sacrifice at the end of the Tartarus Campaign. It bears his personal heraldry.
9105491 Arbites Pattern III "Lawbringer." With a short range but a heavy damage output, combat shotguns allow infiltrating scouts to close in for the kill. Effective vs. infantry.
9105492 Arbites Pattern III "Lawbringer." With a short range but a heavy damage output, combat shotguns allow infiltrating scouts to close in for the kill. Effective vs. infantry.
9105493 Arbites Pattern III "Lawbringer." With a short range but a heavy damage output, combat shotguns allow infiltrating scouts to close in for the kill. Effective vs. infantry.
9105494 Arbites Pattern III "Lawbringer." With a short range but a heavy damage output, combat shotguns allow infiltrating scouts to close in for the kill. Effective vs. infantry.
9105495 Close Range Weapon
9105496 Combat Shotgun
9105497 Combat Shotgun
9105498 Combat Shotgun
9105499 Astartes Mk III. This sidearm allows Space Marines armed with a close combat weapon to deal damage while closing into melee.
9105500 Astartes Mk III. This sidearm allows Space Marines armed with a close combat weapon to deal damage while closing into melee.
9105501 Astartes Mk III. This sidearm allows Space Marines armed with a close combat weapon to deal damage while closing into melee.
9105502 Astartes Mk III. This sidearm allows Space Marines armed with a close combat weapon to deal damage while closing into melee.
9105503 Astartes Mk III. This sidearm allows Space Marines armed with a close combat weapon to deal damage while closing into melee.
9105505 Bolt Pistol
9105506 Bolt Pistol
9105507 Bolt Pistol
9105508 Bolt Pistol
9105509 Looted Tank - Scripted Mission
9105514 Effective against infantry and vehicles.
9105515 Space Marine Predator
9105516 Looted Tank
9105517 Tier 3
9105518 Barbed Strangler and Spore Mines
9105533 Epic Victory!
9105534 Your strike force has destroyed the Tyranid Hive Fleet and saved Sub-Sector Aurelia. With the central hive ship dead, the Hive Fleet has disintegrated. The chapter will purge its remains from Aurelia thanks to the leadership of commanders and heroes such as you.
9105535 Your victory shall be celebrated across the Imperium.
9105536 Campaign Victory!
9105537 Your strike force has beaten the Tyranid Hive Fleet and defended Sub-Sector Aurelia. With the central hive ship dead, the Hive Fleet has splintered. The battle to eliminate the last traces of the Tyranids will be long and hard, but the chapter is up to the task thanks to heroes such as you.
9105538 Your victory honors the Chapter and the Emperor.
9105539 Campaign Complete!
9105540 Your strike force has fought the Tyranid Hive Fleet and held Sub-Sector Aurelia. With the central hive ship dead, the Hive Fleet has fractured. Its splinters will plague the sector for centuries to come, but the Chapter will ever be there to battle them.
9105541 Your efforts honor the Chapter and its recruiting worlds.
9105542 Prism Cannon
9105543 Prism Cannon
9105544 Locator Beacon
9105545 Foundry Accessory
9105547 Grants the Deploy Tarantula ability
9105548 Number of Automated Foundries secured on the orbited planet determines number of uses per deployment
9105550 Prism Cannon
9105551 Deploy Tarantula
9105552 Use beacon to precision drop Tarantula sentry guns. These heavy bolter turrets damage and suppress enemy infantry.
9105553 Primary Objective:
9105554 Secondary Objective:
9105555 Game Duration
9105559 Party Request
9105560 NPC Burna Nob
9105561 Tyranid Carnifex
9105570 Found %1NUMBER% of %2MAXPLAYERS% players
9105575 Grenadier
9105576 When equipped, Frag Grenades become an Energy-using ability for Tarkus, rather than a limited use ability replenished by supply drops.
9105577 When equipped, Frag Grenades are an Energy-using ability for Tarkus, rather than a limited use ability replenished by supply drops.
9105578 Tactical Mastery
9105579 The benefits of Tactical Advance spread to nearby allied squads, allowing a sizable force to advance under its protection. (Tactical Expertise does not spread to other squads.)
9105580 The benefits of Tactical Advance spread to nearby allied squads, allowing a sizable force to advance under its protection. (Tactical Expertise does not spread to other squads.)
9105581 Venom Cannon
9105582 Astartes MK Vb
9105583 340 Damage
9105584 %1SQUAD% (with trait)
9105585 Delete Replay
9105594 Roks
9105595 Order a massive Rok strike on a targeted position.
9105596 Click and target area
9105597 Level 3 Teleporta Platform
9105600 Wraithlord Anti-Building
9105601 Creates a large psychic storm, disrupting and damaging enemies in a large radius
9105602 Send a shockwave at the enemy, knocking them down and dealing damage in a line
9105603 Powerblades
9105604 Name your Force Commander:
9105605 This target is vulnerable to explosives.
9105606 This target is resistant to explosives.
9105607 This target is immune to explosives.
9105608 This target is vulnerable to hand-to-hand attacks.
9105609 This target is resistant to hand-to-hand attacks.
9105610 This target is immune to hand-to-hand attacks.
9105611 This target is vulnerable to flame attacks.
9105612 This target is resistant to flame attacks.
9105613 This target is immune to flame attacks.
9105614 This target is vulnerable to plasma attacks.
9105615 This target is resistant to plasma attacks.
9105616 This target is immune to plasma attacks.
9105617 This target is vulnerable to bolter fire.
9105618 This target is resistant to bolter fire.
9105619 This target is immune to bolter fire.
9105620 This target is vulnerable to suppression attacks.
9105621 This target is resistant to suppression attacks.
9105622 This target is immune to suppression attacks.
9105623 This target is vulnerable to attacks from power weapons.
9105624 This target is resistant to attacks from power weapons.
9105625 This target is immune to attacks from power weapons.
9105626 This target is vulnerable to blind and stun attacks.
9105627 This target is resistant to blind and stun attacks.
9105628 This target is immune to blind and stun attacks.
9105629 Nob
9105630 A Nob with a Jetpack…
9105631 Stormboy Nob
9105632 Stormboy Nob
9105633 Ork Mob
9105638 Drag unwanted wargear here for an experience reward.
9105640 Each squad has a portrait on the right side of the screen. Click once on a squad's portrait with the left mouse to select it; double click it to center the camera on that unit. These portraits also display important information about each squad, including its health and its associated hotkey.
9105641 %1STARS% total stars
9105642 I won't let you gits kill 'im!  'e's mine!
9105645 Click and target area
9105646 Click and target enemy
9105647 Rendezvous with Captain Thule at this location
9105648 Notice
9105649 By choosing this map some players may be swapped between player slots and observer slots. Are you sure?
9105650 %1COMPLETE% / %2DEPLOYED% (%3PERCENT%%%)
9105654 Defeating the Tyranid Hive Fleet requires you to succeed at a series of long term objectives. Your progress in these global goals display at the top left of the screen. Click on a progress indicator to view a briefing with additional details.
9105668 Collect the biosample from this reclamation pool
9105669 Dual Shuriken Catapult
9105670 Prism Cannon
9105672 Prism Cannon
9105674 Click and target ally
9105675 Click and target area
9105678 Prevent the Orks getting through the gate
9105679 Wraithlord
9105680 Wraithlord
9105681 Even in death…
9105682 Eldar Wraithlord
9105683 Wraithlord
9105684 Eldar Walker
9105685 Even in death…
9105686 Eldar Wraithlord
9105687 Wraithlord
9105688 Eldar Walker
9105689 Try It On For Size
9105690 Use the time between missions to experiment with your wargear load outs. Try different equipment on different squads and see how it affects their stats.
9105691 One Point Shy?
9105692 Is a trait unlock just one point out of reach? Check your wargear.
9105693 Some pieces grant extra points to a Combat Discipline, and that can be enough to unlock that trait you always wanted.
9105694 Unlock and Key
9105695 Investing in the Combat Disciplines when your squads level up gives you two advantages.
9105696 First, each point spent increases some of your basic combat statistics, like Health or Ranged Damage. Second, points spent unlock unique traits that allow you to enhance and refine your squads even further.
9105697 !9105697
9105698 You'll never get enough points to get all the unlocks, however, so plan ahead!
9105699 Foundry Bonus
9105700 Seeing gray icons on the screen at the end of every mission? Those are the Automated Foundries you haven't secured on the current planet.
9105701 Secure them and you'll gain a bonus toward multiple deployments.
9105702 Timing Is Everything
9105703 Many missions have a limited number of days in which to complete them. If you let them expire, you may end up regretting it.
9105704 Let a defense expire and that strategic asset is lost until you can re-secure it. In other missions, the same boss may return stronger later on.
9105705 But you can't get to every one. Sometimes you just have to let some missions expire…the question is which ones?
9105706 Should He Stay or Should He Go?
9105707 Different squads have different strengths, so the choice of who to deploy on a mission can be critical. Before launching a mission, make sure the squads you want are ready to go.
9105708 Always choosing the same squads could eventually leave the neglected squads a few levels behind…bad news when you find you want to use their special skills.
9105709 Where to Fight
9105710 Once you are fighting over three worlds, be careful not to ignore one planet for the sake of the others.
9105711 If you aren't defending it, a world will succumb to infestation and your campaign score will suffer (not to mention the poor residents of that world!).
9105712 Fire For Effect!
9105713 Securing Communication Arrays gives you access to the Signum, a piece of wargear that allows you to call in devastating artillery strikes.
9105714 Nothing says victory quite like the rain of Imperial artillery.
9105715 Double Up The Guns
9105716 Securing Automated Foundries allows you to use a Locator Beacon, a special piece of wargear you can use to set up Tarantula bolter turrets.
最終更新:2011年07月26日 23:03