Psyker

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
From RelicWiki
Dawn of War Commander Unit
Psyker
IG Psyker.jpg
Race Imperial Guard
Version Dark Crusade v1.2
Soulstorm v1.2
Build Info
IG Psyker icon.jpg
Hotkey Y
Build Cost Resource requisition.gif 100 Resource power.gif 50  Resource cap infantry.gif 0
Build Time 25 s
Built From Field Command
Unit Size 1
Requires local Telepathica Temple
Limit 3
Unit Stats
Hitpoints 375/1
Armour Commander
Morale 200/3/50
Death Penalty -25
Unit Mass 9
Move Speed 16
Sight Radius 30 (detection 30)
Attachable Yes
Weapons
Ranged Laspistol
Melee Psychic Spike



Contents

Psyker

"They will FALL to MY MIND!"

The Black Ships of the Imperium are tasked with gathering psykers from all over the galaxy. Though most are fed into the Golden Throne to aid the Emperor in maintaining the psychic beacon of the Astronomican, those found strong enough for other purposes are often recruited into use by the Imperial Guard as sanctioned Psykers. These mutants may draw upon the power of the Warp, unleashing it upon their enemies. They are also called upon to advise high-ranking officers, with varying degrees of success. Their limited and often sanity-breaking training and meager equipment leads to them being more easily preyed upon by the perils of the Warp than perhaps the much more powerful Librarians of the Space Marine Chapters. That aside, they are still a potent force when deployed and used properly. On the battlefield, Psykers can advise an officer and guide their command, protect him from psychic attack, or fire bolts of lightning from their hands.

Tactics

The Psyker, unlike the Commissar and Priest, doesn't offer benefits to its attached squad. Despite this, it is still a good idea to attach him to something - if nothing else, the Psyker is a rather weak individual and the squad can act as a damage sponge for him. Of course, you'll also get the added bonus of hearing his voice every time you select the squad!

In most cases, it's easier to add a Psyker to the Command Squad than to build them individually, particularly given that the Command Squad variant is available earlier. Since the Psyker serves as a detector, it tends to be a good idea to get one reasonably early against foes that are likely to make use of infiltration (such as Eldar with Rangers).

The Psyker has a number of abilities that could almost be considered essential in certain circumstances. For instance, Curse of the Machine Spirit coupled with Heavy Weapons Teams armed with Lascannons can be used to effectively take down vehicles, compensating for the Heavy Weapons Team's inability to dance or chase enemy vehicles.

Strip Soul can be extremely valuable for taking out enemy heroes. The Tau Commander in particular is susceptible to this, having a relatively small amount of health in comparison to other heroes. Strip Soul also does enough damage to one-shot kill non-reinforcing builder units, which can be a particularly annoying (if excessive) form of harassment.

Lightning Arc has the primary purpose of breaking enemy squads. It deals very high morale damage, dealing more morale damage with more members in the enemy squad. Its physical damage goes down as more members are in the enemy squad, though, being distributed among the many members of the squad. Large, high-damage, high-morale squads such as Warp Spider Squads and Tau Fire Warrior Teams with poor morale regeneration can be completely neutralized by effective Lightning Arc usage.

Lightning Arc does have the curious property of dealing 400 damage to Commander armor, so targeting lone heroes will deal more damage with a shorter casting time than a Strip Soul. Combining Lightning Arc and Strip Soul together is an excellent way to deal mass damage to heroes quickly, especially when hero health upgrades for other races are researched.

Aside from his powerful and useful abilities (which are the main reasons for his usage) he can also add some semi-decent melee heft to your squad and the ability to consistently scatter your enemies far and wide.

Abilities

Strip Soul

Strip Soul Hotkey: S
IG SS icon.jpg Requires Nothing
Target Types Any enemy Infantry, Heavy Infantry, Commanders, or Daemons
Range 25
Area of effect 0 Cooldown time 180 s
Effects The Psyker attempts to rip apart the very soul of the target. Even if the attack is not lethal, the victim will be severely wounded. Does 150 morale self-damage to the Psyker (including morale armor reduction). Does no morale damage in Dark Crusade.
Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
510 510 510 510 510 332 - - - - - - - 260 510 50 510 510 0

Lightning Arc

Lightning Arc Hotkey: L
IG LA icon.jpg Requires Field Command upgraded to Battle Command
Target Types Any enemy Infantry, Heavy Infantry, Commanders, or Daemons
Range 30
Area of effect All members of the targeted squad Cooldown time 180 s
Effects Does 150 morale self-damage (including morale armor reduction). Hits every member of the targeted squad. Armor damage decreases as squad size increases, while morale damage remains constant.

Armor Damage Scaling: (Squad Size - % Damage) 1 - 100%, 2 - 60%, 3-5 - 40%, 6+ - 20%

Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
325 325 355 400 400 400 - - - - - - - 400 400 200 400 400 250

Curse of the Machine Spirit

Curse of the Machine Spirit Hotkey: C
IG CotMS icon.jpg Requires Field Command upgraded to Battle Command
Target Types Any enemy Vehicles
Range 40
Area of effect Entire targeted squad Cooldown time 45 s
Effects Immobilizes the target vehicle and disables all of its weaponry for 15 seconds. If the vehicle is within melee range of a target and has melee special attacks it will still engage in melee and use the special attacks. Does not disable special abilities of the targeted vehicle.

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: 9.2 8.4 7.7 6.9 6.1 5.4 5.4 2.4 0.3 5.4 6.2 2.9 0.3 6.9 3.6 1.0 4.0 26.0 35.0 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

Psychic Spike

Psychic Spike
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: 37.5 34.3 31.0 28.0 25.2 23.2 22.2 12.3 15.5 6.2 22.2 12.8 1.0 28.2 15.5 0.0 0.0 56.0 68.0 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


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