The Let's Play Archive

Dawn of War II

by Coolguye and TheLastRoboKy

Part 40: Final Unit Level and Progress List

Unit Level and Progress List

Titled upgrades already acquired will be in italics.


Force Commander Priad – Sent alone to Sub-Sector Aurelia to assist Captain Thule in the protection of the Blood Ravens' recruiting grounds, the Force Commander is an excellent leader and a capable warrior.
In gameplay terms the Force Commander is flexible in the roles you can assign him. This becomes more obvious once you begin acquiring Commander Items that allow him extra abilities to aid himself and his battle brothers.

Current Status:
Level 30


Skill list
To Victory! - The Force Commander's Starting ability allows him to charge quickly to a point designated by the player. Enemies in the path of this charge can be knocked down, and certain cover obstacles can be broken.

Morality
Piercing Cry – Battle Cry stuns and damages nearby daemons. If Battle Cry is not unlocked the Force Commander gains the Piercing Cry ability with the same effect. This ability is lost if Blood Lust is acquired.
Blood Lust – Energy regen drops, but the Force Commander gains health and energy with every kill.
Fearful Victory – Using To Victory! and knocking enemies back with it causes nearby enemies to temporarily do less damage.
Unholy Revival – Unlocks as a Global Ability. When used all fallen sergeants rise and their squads reinforce. Each use of this global corrupts all deployed units.
Will to Power – Energy costs on all the Force Commander's abilities are reduced. In addition all Corrupt Powers have cool down times reduced, at the cost of cool down on all other abilities being increased.
Sweeping Doom – Performs a sweeping strike that extends out in an arc in front of the Force Commander and deals large damage.
Call for Blood – Battle Cry is replaced by a new ability that sends allies into a frenzy, making them invincible to external damage for a short period of time and increasing their power with every strike they make. During this duration their health will slowly drain.

Stamina
Zealous – The charge range of To Victory! is increased, while its energy cost is decreased.
Unshakable – The Force Commander becomes highly resistant to knockdown.
Relentless – After using To Victory! the Force Commander becomes invulnerable for a short period of time.
Indomitable – Gains a chance for the Force Commander to instantly recover when incapacitated. Should this occur the Force Commander gains some health, and receives a short term boost to speed and damage.
Unkillable – As the Force Commander's Health drops, his resistance to damage increases.
Greater Blessing of Zeal – With every enemy that the Force Commander kills his Maxmimum Health is raised. This benefit lasts until the end of each deployment.

Range
Ranged Specialist – The Force Commander learns to fire Plasma Guns and Flamers whilst moving.
Heavy Weapons Aptitude – The Force Commander can now equip Heavy Bolters, Plasma Cannons and Missile Launchers.
Deadly Aim – Each ranged shot the Force Commander makes has a chance to land a killing blow on an infantry class target. If the Force Commander is under the effect of Battle Cry then this chance is increased.
Directed Fire – Friendly ranged units near the Force Commander gain an increased rate of fire.
Fearless – The Force Commander becomes immune to suppression and receives an increased rate of fire with ranged weaponry.

Melee
Battle Cry – For a limited time all the Force Commander's melee attacks are special attacks that deal increased damage and knock enemies off of their feet (if they are not immune to knockdown). Additionally the Force Commander cannot be knocked down during this period.
Righteous Fury – Whenever the Force Commander performs a special attack in melee, there is an added explosive effect that deals extra damage.
Blessing of War – The Force Commander regains health with every enemy he kills with a melee attack.
No Mercy, No Respite – The Force Commander has a chance to instantly kill any infantry class enemies he attacks in melee. Other classes of enemy are knocked down instead of instantly killed (if they are not immune to knockdown).
Furious Charge – When using To Victory! the Force Commander stuns any enemy infantry within the path of his charge.
Strike With Me! - Whenever the Force Commander kills an enemy in melee all friendly units close by receive a temporary boost to their melee damage.

Will
Commander's Load Out – Grants an additional accessory slot. In addition the Force Commander regains energy whenever he kills an enemy.
Orbital Command – Equipped Drop Pod Beacons and Orbital Bombardment Beacons may be used twice in a single deployment.
Inspiring Shout – The Battle Cry ability restores energy to nearby allies. If Battle Cry is not unlocked, then the Force Commander gains the ability Inspiring Shout which performs this function.
Invigorating Leadership – All allies nearby the Force Commander gain an increase to energy regeneration.
Command Supremacy – Battle Cry reduces the energy cost of abilities and triggers additional bonuses when used with either Avitus' Battle Supremacy upgrade or Tarkus' Tactical Supremacy upgrade.



Tactical Sergeant Tarkus – A steadfast and loyal brother of the Blood Ravens, Tarkus holds the Chapter and its duty to the Emperor above all else. He earned many scars and accolades in the Kronus Campaign and has a particular loathing towards the xenos known as Eldar.
In gameplay Tarkus and his squad are an anchor for your battle line and a shield for when things get too hot for the rest of your squad. Though you can direct his squad to a more close combat style, it does not change his squad's ability to absorb punishment.

Current Status:
Level 30


Skill list
Tactical Advance – Tarkus' starting ability is a toggled ability. When activated Tactical Advance breaks all suppression Tarkus and his squad were under at the time, and grants them increased damage resistance against all ranged attacks. When toggled on Tactical Advance slows the movement speed of the squad, as well as drains their energy.

Morality
Fervour – Tarkus has increased damage and defence when fighting daemons. This trait is lost if Tarkus acquires Blood Lust.
Blood Lust – Energy regen drops, but Tarkus gains health and energy with every kill.
Shield of Hate – Unlocks a Global Ability that when used on an allied unit causes anyone attacking them to take damage. Each use of this global ability corrupts all deployed squads.
Enrage – Sends a single enemy target into a rage that forces them to attack their own allies. If Taunt is unlocked this ability becomes an area of effect Aura of Rage.
Will to Power – Energy costs on all Tarkus' abilities are reduced. In addition all Corrupt Powers have cool down times reduced, at the cost of cool down on all other abilities being increased.
Unholy Zeal – Makes Tarkus temporarily invulnerable, and all attacks during the duration that would have previously damaged Tarkus instead heal him.
Mark of Nurgle – Tarkus becomes immune to suppression. In addition Tactical Advance is replaced with Aura of Decay. When toggled on Aura of Decay slows the movement of Tarkus and his squad, but heals him and damages nearby enemies.

Stamina
Taunt – When used this ability forces an enemy to target Tarkus and his squad.
Larraman's Blessing – When revived from being incapacitated in combat Tarkus cannot be harmed for a short period of time.
Veteran Squadmates – The units in Tarkus' squad gain an increase in health, toughness and receive improved weapons.
I Shall Not Fall – When Tactical Advance is activated, Tarkus cannot be incapacitated.
Feel No Pain – If this ability is used on an ally it temporarily makes them immune to damage. If this ability is used on an enemy it temporarily stuns them.
Brotherhood – All allied units close to Tarkus gain a boost to armour, health and health regeneration. If Tarkus is incapacitated this bonus is doubled.

Range
Bolter Specialist – Tarkus learns to fire bolters and storm-bolters at a faster rate.
Ranged Specialist – Tarkus learns to fire Plasma Guns and Flamers whilst moving.
Tactical Expertise – When using Tactical Advance Tarkus and his squad deal increased damage as well as receive the ability's defensive benefits. This benefit cannot be conferred onto other squads by using the Tactical Mastery upgrade.
Special Weapons Tactician – When Tactical Advance is activated Tarkus gains additional bonuses to non-bolter ranged weaponry. Plasma Guns fire faster, Melta Guns have an increased range, and Flamers do damage over time.
Sternguard Squad – Tarkus' presence demoralises nearby enemy units and unlocks unique Bolter Ammunition that can be equipped as an accessory.

Melee
Close Combat Aptitude – Tarkus and his squad may equip Chainswords and Bolt Pistols
Melee Tactician – Tactical Advance reduces damage caused by close combat attacks as well as ranged attacks.
Power Sword Aptitude – Tarkus may equip Power Swords.
Challenge – Enemies subject to the Taunt ability will attack Tarkus in close combat regardless of their weaponry. If Taunt is not unlocked at this point, Tarkus gains the Challenge ability which has the same effect against a single target.
Reactive Strike – Enemies who attack Tarkus in close combat receive damage in return.

Will
Improved Load Out – Grants an additional accessory slot.
Grenadier – When equipped with grenades, Tarkus uses energy to throw grenades and does not need to replenish his grenades with supply drops.
Tactical Mastery – The effects of Tactical Advance are conferred to all allies close by to Tarkus. The damage benefits granted by Tactical Expertise cannot be passed to allied units though the use of Tactical Mastery.
Volley – When Frag Grenades are equipped, Tarkus throws three at once instead of a single grenade.
Tactical Supremacy – Tactical Advance grants bonuses to Tarkus' melee attack, and grants additional bonuses when used with either the Force Commander's Command Supremacy upgrade or Avitus' Battle Supremacy upgrade.



Scout Sergeant Cyrus – Few in the Blood Ravens can boast the battle experience that Cyrus possesses, not only as a warrior but as a teacher of those that would become Space Marines. He is thorough in his duty to fault, and even those who are fully fledged Battle Brothers may find he still has much to teach them.
In gameplay Cyrus has the most potential for exploitation. A combination of powerful weapon choices only he can access, some abilities he can come to possess and his squad's ability to cloak themselves can make for some overwhelming combinations.

Current Status:
Level 30


Skill List
Infiltrate – Cyrus' starting ability is a toggled ability. When activated Cyrus and his squad become invisible to enemies. This invisibility is not perfect as enemies will be able to detect Cyrus should he move too close to the enemy or perform an action aside from moving. When toggled on Infiltrate drains energy and slows the squad's movement speed.
Suppressive Fire – If armed with a Bolter Cyrus may perform this ability. When used Cyrus and his squad will lay down a long spray of Bolter fire that will suppress the enemy that it targets. This ability is limited use and must be replenished with supply drops.

Morality
Mend – Incapacitated units revived by Cyrus return with full health. In addition when equipped with Stimulant Packs Cyrus uses energy instead of supply to activate it.
Blood Lust – Energy regen drops, but Cyrus gains health and energy with every kill.
Aggravated Wounds – All of Cyrus' special weapon shots (such as High Powered Shot) do additional damage over time, and also temporarily reduce enemy attack strength and movement speed.
Cloud Minds – Unlocks a Global Ability that temporarily blinds all visible enemy units. Each use of this global ability corrupts deployed units.
Will to Power – Energy costs on all Cyrus' abilities are reduced. In addition all Corrupt Powers have cool down times reduced, at the cost of cool down on all other abilities being increased.
Ethereal – Cyrus is immune to all damage when infiltrated and undetected. Being detected makes Cyrus take additional damage.
Deadly Package – Allows Cyrus to plant an explosive on an allied unit and detonate it at will, incapacitating the unit and doing massive damage around them.

Stamina
Improved Infiltration – Allows Cyrus and his squad to move at normal speed when using Infiltrate.
Instant Revival – Allows Cyrus to instantly revive incapacitated squad leaders.
Teleport Homer – Allows Cyrus to call in reinforcements for his squad without the use of a secured relay.
Fearless Shadow – When infiltrated Cyrus and his squad are immune to suppression, and gain a boost to their movement speed.
Remote Teleport – Cyrus can tag a location and then a squad to instantly teleport the squad to the designated location.

Range
Specialist Ammunition – Unlocks special abilities for Cyrus to use when he is equipped with a Sniper Rifle or Shotgun.
Flamer Aptitude – Allows Cyrus to equip Flamers and unlocks a special ability usable when equipped with Flamers.
Mark Target – Any target fired upon by Cyrus and his squad becomes marked. Any unit firing at the marked enemy does so with increased accuracy.
Flanking Expert – Cyrus deals significantly more damage when away from allied units.
Soft Target – When Cyrus attacks and marks a target, all allied units firing on that squad recover health and energy.

Melee
Improved Load Out – Grants an additional accessory slot.
Drop Smoke – When Infiltrate is toggled on or off Cyrus drops a smoke grenade. This smoke grenade stuns nearby enemies for a short time, and reduces their accuracy.
Crippling Strikes – Cyrus' melee attacks slows enemy units and reduces their damage output. Multiple hits increases these penalties.
Demolition Specialist – Cluster Mines, Demolition Charges and Remote Detonators consume energy instead of supply. In addition Mines are deployed in a bundle instead of singularly.

Will
Stillness – Infiltrate does not drain energy when Cyrus and his squad are stationary.
Silent Revival – Allows Cyrus to revive incapacitated squad leaders whilst using Infiltrate without being detected.
Advanced Infiltrate – Cyrus and his squad may use accessories whilst Infiltrate is activated without being detected.
Master Infiltrate – Greatly reduces the energy cost of Infiltrate.
Covert Leadership – When Cyrus is Infiltrating and not moving, all nearby units become Infiltrated as well.
Ambush – The longer the amount of time that Cyrus spends with Infiltrate active the more damage he will do with his next attack. After that attack the damage amount is reset.



Devastator Sergeant Avitus – Avitus is a Space Marine heavy with hate. He despises his foes, he despises many of his allies, and many of his brothers are wary of raising his ire in their direction. Avitus vents his hatred in the furious storm of heavy weaponry, taking satisfaction in the utter destruction he brings to his enemies.
Avitus is the heavy weapons guy, and his choice of weapons and abilities can result in a lot of your enemies being dead or suppressed. If you know what's coming in the level ahead and you give Avitus the right heavy weapon you can make your mission a hell of a lot easier. Just keep him protected from melee.

Status:
Level 30


Skill List
Focus Fire – Avitus' starting ability is a toggle ability. When activated Focus Fire increases Avitus' the damage of whatever ranged weapon it is he is using. When toggled on Focus Fire drains energy.

Morality
Vengeance – Whenever an allied Space Marine dies Avitus returns to full health and gains a temporary but substantial increase to the damage he causes. This ability is lost if Blood Lust is acquired.
Blood Lust – Energy regen drops, but Avitus gains health and energy with every kill.
Hardness – Unlocks a Global Ability that makes all allied units temporarily immune to ranged fire damage. Using this global ability corrupts deployed units.
Inhuman Might – Avitus automatically activates Sprint when attacked, and uses Clear Out in close combat. All healing items and abilities have a reduced effectiveness on him, however.
Will to Power – Energy costs on all Avitus' abilities are reduced. In addition all Corrupt Powers have cool down times reduced, at the cost of cool down on all other abilities being increased.
Aura of Blood – Activating this ability costs health, but creates an aura that damages all nearby enemies continually.
Fire Frenzy – Replaces Focus Fire so that when toggled on Avitus' ranged damage bonus increases with every kill. Should Avitus run out of energy whilst Fire Frenzy is toggled on, it will begin to consume his health.

Stamina
Sprint – This ability grants increased movement speed and at the same time allows Avitus to become immune to knockdown for a limited period of time.
Terminator Honours – Allows Avitus to equip Terminator armour when it is available. Avitus' default weapon becomes an Assault Cannon when he is wearing Terminator Armour.
Steady in Cover – When in cover, Avitus and his squad are immune to knockback except in the cases of certain special abilities.
Blessing of Zeal – With every kill his squad makes, Avitus recovers health.
Undaunted – Whilst Avitus is stationary Focus Fire reduces the amount of damage his squad takes from enemy attacks.

Range
Advanced Optics – All ranged weapons used by Avitus have extended range.
Improved Focus – When activated Focus Fire also increases the range of Avitus' weapon.
Accurate From Cover – When in cover Avitus and his squad have increased weapon accuracy.
Heavy Weapons Specialist – Avitus no longer needs to set up or tear down heavy weapons that otherwise required him to do so before he could fire or move respectively.
Entrench – The longer Avitus and his squad spend stationary or within the same structure the more damage their attacks do.
Pitiless – Regular enemy units reduced to 20% or less of their maximum health are killed outright by Avitus' attacks. Heavy Infantry under the same conditions take increased damage.

Melee
Sure Footed – While Focus Fire is toggled on, Avitus cannot be knocked off his feet.
Clear Out – This ability allows Avitus to swing his heavy weapon out in an arc in front of him, knocking down any close by enemies.
Lacerate – Avitus' ranged attacks increases the damage enemy units take from subsequent melee attacks.
Enhanced Bionics – Clear out now stuns and causes greater knockback. In addition enemies in Avitus path as he moves whilst under the effect of Sprint are knocked back.

Will
Improved Load Out – Grants an additional accessory slot.
Battle Lust – Avitus regains energy whenever he kills an enemy.
Focus Mastery – When toggled on Focus Fire's ranged weapon damage output bonus is granted to all nearby allies.
Artillery Specialist – When equipped with a Missile Launcher Avitus gains the Frag Missile ability. In addition when using the Signum Artillery Beacon or the Cyclone Missile Launcher Avitus consumes energy instead of supply.
Battle Supremacy – When Focus Fire is activated all allied units nearby Avitus gain a boost to their weapon range. Additional bonuses are triggered when used with either the Force Commander's Command Supremacy or Tarkus' Tactical Supremacy upgrades.



Assault Sergeant Thaddeus – The youngest of the Space Marine Squad Leaders put under the Force Commander's command, Thaddeus is impetuous and eager to prove himself to his senior Brothers.
Thaddeus and his squad are defined by their ability to move via their jump packs, which allows them to travel up impassable cliffs or over enemy cover to strike at their heart. In this way they are the bane of entrenched gun positions and enemies weak to melee.

Status:
Level 30


Skill List
Assault Jump – Thaddeus and his squad may use this ability to leap through the air, clearing intervening obstacles. If the squad lands amongst enemy infantry, the enemy units will be damaged and knocked down.

Morality
Tireless – Thaddeus regains health whenever he Assault Jumps or Teleports. This trait is lost if Thaddeus acquires Blood Lust.
Blood Lust – Energy regen drops, but Thaddeus gains health and energy with every kill.
Skin of Steel – Unlocks a Global Ability than when used makes all allied units temporarily immune to melee damage. Each use of this global ability corrupts all deployed units.
Unholy Fury – Replaces Chapter's Fury. When used it drains energy from all enemy units struck. If Chapter's Fury is not unlocked, Unholy Fury is granted with the same effect.
Will to Power – Energy costs on all Thaddeus' abilities are reduced. In addition all Corrupt Powers have cool down times reduced, at the cost of cool down on all other abilities being increased.
Raptor Assault – Replaces Assault Jump so that whenever uses the ability he deals massive damage around wherever he lands. Similarly Teleport is replaced with Warp Assault with similar results.
Daemonic Possession – Thaddeus sends one of his squad members jumping ahead, and when they land they explode violently. This spawns a Bloodletter daemon that will attack any unit that comes close be it friend or foe until its energy runs out, at which point it disappears from the battlefield.

Stamina
Strike from the Skies! - Assault Jump causes suppression as well as damage and knockback when Thaddeus and his squad land on enemy infantry.
Aegis of Fury – When completing a Jump Assault or Teleport Thaddeus and his squad are invincible for a short period of time.
Blessing of Zeal – Thaddeus and his squad regain health with every strike they make in close combat.
Thunderous Assault – Jump and teleport ranges are increased. In addition Thaddeus and his squad cause stun when landing their Assault Jump upon enemies.
Vanguard Veterans – Upgrades Thaddeus' squad to be more resilient to damage and better equipped. In addition whenever Thaddeus wounds an enemy through Assault Jump or Teleports nearby allies receive bonus health.

Range
Bolter Aptitude – Thaddeus and his squad may equip Bolters.
Ranged Aptitude – Thaddeus may equip Plasma Guns and Flamers.
Ranged Specialist – Thaddeus becomes able to fire Plasma Guns and Flamers whilst on the move. In addition all ranged weapon attacks made by Thaddeus and his squad have the potential to cause stun on an enemy unit they fire upon.
Lightning Strike – Upon completion of a jump or teleport Thaddeus and his squad gain a large increase in their ranged weapon fire rate.
No Shelter – Thaddeus and his squad do increased damage with ranged fire against targets that are in cover.

Melee
Merciless Strike – This activated ability allows Thaddeus to perform a powerful attack that deals explosive damage and causes knockdown on his enemies.
Power Weapon Aptitude – Allows Thaddeus to wield Power Swords, Power Axes and Power Fists.
Terminator Honours – Thaddeus and his squad may wear Terminator armour. The squad's default weaponry is a Thunder Hammer and Storm Shield, and Jump Assault is replaced with the ability to make short range teleports.
Chapters Fury – After taking a large amount of damage Thaddeus may enter a state whereby all his abilities have zero cooldown and zero energy cost for a short duration.
Merciless Assault – Merciless Strike becomes a short range jump or teleport that knocks over enemy units in the way and deals massive damage upon arrival.
Lead with Fury – Chapter's Fury now reduces the cooldown of nearby allies' abilities when activated.

Will
Improved Load Out – Thaddeus gains an additional accessory slot.
Larraman's Blessing – When revived from being incapacitated in combat Thaddeus cannot be harmed for a short period of time.
Blast Off – Thaddeus begins a jump or teleport by blasting nearby with knockback and stunning effects.
Rage – As Thaddeus' health becomes lower he deals more damage.
Assault Supremacy – Increases the speed of Thaddeus' Assault Jump. In addition Assault Jump gains new bonuses when under the effects of the Force Commander's Command Supremacy, Tarkus' Tactical Supremacy and/or Avitus' Battle Supremacy upgrades.



The Dreadnought – There are many times when a Space Marine is on the threshold of life and death, but beyond the healing abilities of an Apothecary. Sometimes this Space Marine may possess skills and knowledge considered indispensable to the Chapter, and so death is prevented by sealing them up in a Dreadnought sarcophagus that preserves their lives but forever entombs them in a hazy near-death state. These sarcophagi are then attached to a walker frame so that the Space Marine may continue to aid his brothers, and they in turn venerate him as both a wise teacher and a sacred relic.
In gameplay terms the Dreadnought is a machine of destruction regardless of whether it fights at range or in melee. It has high armour, health and damage output and has abilities that can annihilate swathes of enemies at once. The drawbacks the Dreadnought faces are that is highly susceptible to anti-vehicle fire, has no natural health regeneration, cannot use accessories aside from purity seals, and cannot normally pick up fallen allies.

Status
Level 30


Skill List
Mighty Strike – When activated the Dreadnought brings its Power Claw down upon the ground in front of it. This attacks deals a large amount of damage to enemies around it, as well as inflicting knockback on enemies susceptible to it.
Assault Cannon Barrage – If equipped with an Assault Cannon the Dreadnought will have access to the ability to pivot in an arc extending either side of the location selected and lay down heavy continuous fire whilst doing so.

Stamina
Hardened Armour – The Dreadnought becomes more resistant to anti-armour and anti-infantry weapon damage.
Ancient Defender – When this ability is activated, the Dreadnought “deactivates” for a short period of time while it regenerates its health back to full. During this time it will not move or attack, but counts as heavy cover for nearby allied infantry.
Call to Arms – After a brief delay following this ability's use all incapacitated units rise to their feet and retreat to the Dreadnought's location. When Venerable this ability can be activated whenever the Dreadnought kills an enemy.
Defensive Weapons – The Dreadnought may use his weapons whilst Ancient Defender is activated, though he still remains immobilised for the duration.

Range
Battle Lust – The Dreadnought regains energy with every kill it makes.
Hail of Fury – The Assault Cannon Barrage is upgraded to fire explosive rounds that deal significantly more damage.
Fearsome – The Dreadnought's Assault Cannon causes suppression, including when using the barrage ability.
Fiery Doom – The Dreadnought's Melta Sweep ability when equipped with a Multi-Melta is enhanced and does more damage over a wider spread.

Melee
The Emperor's Might – Adds a stun effect to Mighty Strike.
Furious Charge – Allows the Dreadnought to charge to a selected location, damaging enemies and destroying obstacles in its path.
Stunning Blows – The Dreadnought's close combat attacks gain a chance to inflict stun on enemies.
Fury of the Ancient – The Dreadnought's Furious Charge now crushes any regular infantry in its path.

Energy
Holy Vigour – All abilities used by the Dreadnought have a reduced cooldown time.
Venerable – Permanently transforms the Dreadnought into a Venerable Dreadnought. Every time the Venerable Dreadnought kills an enemy it grants nearby allies a boost to movement speed and damage dealt.
Detonation – If incapacitated The Dreadnought triggers a large and powerful radial detonation that damages and knocks back nearby enemy units.
Machine Duel – The Dreadnought can compel enemy vehicles to engage it in combat. If this enemy is a walker both will charge at one another and engage in close combat. If the Dreadnought wins its combat then combat bonuses are given to all allies for the remainder of the deployment.



Librarian Jonah Orion – Librarians are those amongst a Space Marine Chapter who possess psychic powers, and are keepers of the Chapter's lore. Jonah Orion was the sole survivor of the psykers aboard The Litany of Fury when it attempted to pierce the Shadow in the Warp to assist the defence of the Aurelia Sub-Sector against the Tyranids. Wise and capable, he is a close friend and confidant to Captain Gabriel Angelos.
In gameplay Jonah is a straight up caster, able to equip accessory-based abilities to either assist his brothers or deal damage to the enemy. All his wargear is bent towards augmenting these abilities and as a result Jonah is able to do some extremely fun and broken things.

Status
Level 30


Skill List
The Avenger – Jonah releases a radial blast of psychic energy that damages the enemy and knocks them backwards.

Morality
Purify – Grants an ability that allows him to heal allies. This ability is lost if Jonah acquires Unholy Vigour.
Unholy Vigour – Unlocks a Global Ability that when used restores all allied units to full energy. When used this global ability corrupts all deployed units.
Will to Power – Energy costs on all Jonah's abilities are reduced. In addition all Corrupt Powers have cool down times reduced, at the cost of cool down on all other abilities being increased.
Burning Hatred – Powerful flames surround Jonah, reducing his energy but causing damage to all enemies near him. Jonah also gains access to the forbidden Tome of Flame.
Dark Whispers – Jonah regains health and energy with every kill, but takes increased damage as well. Jonah also gains access to the forbidden Tome of Subjugation.
Torment – Jonah regains energy whenever an allied Space Marine is killed. Jonah also gains access to the forbidden Tome of Chains.
Mark of Tzeentch – Jonah gains a substantial boost in the damage he inflicts at the cost of reduced health. Jonah also gains access to the forbidden Tome of Daemons.

Stamina
Psychic Hoods – Jonah may equip Psychic Hoods in his armour slot.
Tomes of Fortitude – Allows the use of Tomes and Relics of the Fortitude path.
Psychic Healing – Whenever Jonah uses a psychic power some of his health is restored. Jonah also gains access to the Tome of Force.
Zealous – Jonah regains health with every attack he makes upon an enemy. He also gains access to a relic that enhances the Force Dome psychic power from the Tome of Force.
Healing Aura – Jonah emits an aura that heals nearby allies. He also gains access to the Tome of Barriers.
Master Healer – All of Jonah's healing abilities have their effectiveness increased. He also gains access to a relic that enhances the Force Barrier psychic power from the Tome of Barriers.

Range
Force Staff – Jonah equip Force Staff weapons that fire passive bolts of psychic energy.
Tomes of Fury – Allows the use of Tomes and Relics of the Fury path
Outburst – When using a psychic power Jonah releases a radial energy blast that damages and stuns nearby enemies. He also gains access to the Tome of Fire.
Force Staff Expertise – When equipped with a Force Staff Jonah's passive psychic energy attacks have their range and fire rate increased. Jonah also gains access to a relic that enhances the Ignite Soul psychic power from the Tome of Fire.
Wrath – So long as he is equipped with a Force Staff and the appropriate tomes Jonah will fire Smite (Tome of Wrath) and Ignite Soul (Tome of Fire) passively with no energy cost. Jonah also gains access to the Tome of Vortex.
Psychic Fury – After casting a psychic power Jonah gains a substantial bonus to all ranged attacks. He also gains access to a relic that allows him direct control of the Vortex of Doom from the Tome of Vortex.

Melee
Avenger – Allows Jonah to use the Avenger ability.
Tomes of Strength – Allows the use of Tomes and Relics of the Strength path.
Avenging Blows – Jonah passively activates Avenger whenever performing a close combat special attack. This passive activation does not consume any energy. He also gains access to the Tome of Might.
Knockdown – Jonah's close combat attacks have a high likelihood of causing knockback. He also gains access to a relic that enhances the Might of the Ancients psychic power from the Tome of Might.
Mighty – Jonah's close combat attacks deal damage in a small area around him, and do increased damage depending on his current energy reserves. He also gains access to the Tome of Earth.
Unshakable – Jonah becomes immune to knockdown. He also gains a relic that enhances the Split the Earth psychic power from the Tome of Earth.

Energy
Codicier – Jonah is a fully trained Librarian.
Tomes of Will – Allows the use of Tomes and Relics of the Will path.
Conduit – Reduces the energy cost of all of Jonah's abilities. He also gains access to the Tome of Power.
Battle Lust – Jonah regains energy whenever he attacks his opponents. He also gains access to a relic that grants a reactive teleport.
Teleport – Grants Jonah the ability to teleport at will.
Epistolary – Reduces the cooldown times for all of Jonah's abilities by half. He also gains access to a relic that enhances the Empower psychic power from the Tome of Power.