2000000	Dawn of War: Cadian Inquisition
2000001	Cadian Inquisition
2000002	
2000003	
2000004	
2000005	
2000006	
2000007	
2000008	
2000009	
2000010	Imperial Chimera
2000011	
2000012	- Vehicle, APC.
2000013	- Transport.
2000014	- Can transport Infantry.
2000015	- Can be armed with a Autocannon or a Lascannon.
2000016	
2000017	
2000018	
2000019	
2000020	Imperial Colonel
2000021	
2000022	- Commander Unit (Primary).
2000023	- Boost morale recovery when attached to squads.
2000024	- Can use Basilisk Barrage ability.
2000025	- Effective against Infantry and heavy Infantry.
2000026	
2000027	
2000028	
2000029	
2000030	Imperial Commissar
2000031	
2000032	- Heavy Infantry.
2000033	- Boost morale recovery of nearby units.
2000034	- Effective against Infantry and heavy Infantry.
2000035	
2000036	
2000037	
2000038	
2000039	
2000040	Imperial Leman Russ Demolisher
2000041	
2000042	- Vehicle, Tank.
2000043	- Heavily armed and armoured weapon platform.
2000044	- Can be upgraded with Multimelta and Lascannon.
2000045	- Effective against Infantry, Armour and Buildings.
2000046	
2000047	
2000048	
2000049	
2000050	Imperial Fire Support Squad
2000051	
2000052	- Light Infantry.
2000053	- Heavy Weapon support unit.
2000054	- Broad range of weapon upgrades. Can be upgraded to be strong against either Infantry or Armour.
2000055	- Effective against Infantry and Armour.
2000056	
2000057	
2000058	
2000059	
2000060	Imperial Inquisitor
2000061	
2000062	- Commander Unit (Secondary).
2000063	- Boosts morale recovery when attached to squads.
2000064	- Psychic unit with many powerful abilities focused on weakening enemy resolve.
2000065	- Effective against Infantry, Heavy Infantry, and Daemons. Excels at close combat.
2000066	
2000067	
2000068	
2000069	
2000070	Junior Officer
2000071	
2000072	- Heavy Infantry.- Can use Rally ability to restore lost morale.
2000073	- Leader Unit effective at close combat and boosting squad morale
2000074	- Can be upgraded with powerful close combat weapons (Armory Building).
2000075	- Can use Rally ability to restore lost morale.
2000076	- Effective against Infantry.
2000077	
2000078	
2000079	
2000080	Imperial Guardsman
2000081	
2000082	- Light Infantry.
2000083	- General combat unit.
2000084	- Broad range of weapon upgrades. Can be upgraded to be strong against most infantry unit types.
2000085	- Effective against Infantry.
2000086	
2000087	
2000088	
2000089	
2000090	Imperial Kasrkin
2000091	
2000092	- Elite Infantry.
2000093	- Broad range of weapon upgrades. Can be upgraded to be strong against most infantry unit types.
2000094	- Effective against Infantry.
2000095	- Can use Infiltration (stealth).
2000096	
2000097	
2000098	
2000099	
2000100	Kasrkin Veteran Sergeant
2000101	
2000102	- Heavy Infantry.- Can use Rally ability to restore lost morale.
2000103	- Leader Unit effective at close combat and boosting squad morale
2000104	- Can be upgraded with powerful close combat weapons (Armory Building).
2000105	- Can use Rally ability to restore lost morale.
2000106	- Effective against Infantry.
2000107	
2000108	
2000109	
2000110	Imperial Leman Russ
2000111	
2000112	- Vehicle, Tank.
2000113	- Support/Siege vehicle.
2000114	- Can be upgraded with Heavy Flamers and a Lascannon.
2000115	- Effective against Infantry, Armour and Buildings.
2000116	
2000117	
2000118	
2000119	
2000120	Imperial Field Medic
2000121	
2000122	- Light Infantry.
2000123	- Healer Unit.
2000124	- Enhances regeneration rates of nearby units.
2000125	
2000126	
2000127	
2000128	
2000129	
2000130	Imperial Sentinel
2000131	
2000132	- Vehicle, Walker.
2000133	- Support/Siege vehicle.
2000134	- Effective against Infantry or Armour.
2000135	
2000136	
2000137	
2000138	
2000139	
2000140	Imperial Servitor
2000141	
2000142	- Builder Unit.
2000143	- Constructs all Imperial buildings.
2000144	
2000145	
2000146	
2000147	
2000148	
2000149	
2000150	Grey Knight Brother-Captain
2000151	
2000152	- Heavy Infantry.
2000153	- Leader Unit effective at close combat and boosting squad morale.
2000154	- Can be upgraded with powerful close combat weapons (Armory Building).
2000155	- Can use Rally ability to restore lost morale.
2000156	- Effective against Infantry.
2000157	
2000158	
2000159	
2000160	Grey Knight Terminator
2000161	
2000162	- Heavy Infantry.
2000163	- Very tough advanced combat unit. Slow moving.
2000164	- Weapon upgrades effective against infantry and breaking morale.
2000165	- Effective against most unit types in close combat.
2000166	
2000167	
2000168	
2000169	
2000170	Grey Knight Justicar
2000171	
2000172	- Heavy Infantry.
2000173	- Leader Unit effective at close combat and boosting squad morale.
2000174	- Can be upgraded with powerful close combat weapons (Armory Building).
2000175	- Can use Rally ability to restore lost morale.
2000176	- Effective against Infantry.
2000177	
2000178	
2000179	
2000180	Grey Knight Space Marine
2000181	
2000182	- Heavy Infantry.
2000183	- Resilient general combat unit.
2000184	- Weapon upgrades effective against infantry and braking morale.
2000185	- Effective against infantry.
2000186	
2000187	
2000188	
2000189	
2000190	GreyKnight Dreadnaught
2000191	
2000192	- Walker Vehicle.
2000193	- Support/Siege Unit.
2000194	- Can be upgraded with anti-infantry or anti-vehicle ranged weaponry.
2000195	- Effective against most unit types, very effective against vehicles and buildings in close combat.
2000196	
2000197	
2000198	
2000199	
2000200	Entity Name - Entities are 2000010 - 2000209
2000201	Help text id
2000202	text1
2000203	text2
2000204	text3
2000205	text4
2000206	text5
2000207	text6
2000208	text7
2000209	text8
2000300	Imperial Chimera
2000301	
2000302	- Vehicle, APC.
2000303	- Transport.
2000304	- Can transport Infantry.
2000305	- Can be armed with a Autocannon or a Lascannon.
2000306	
2000307	
2000308	
2000309	
2000310	Imperial Colonel
2000311	
2000312	- Commander Unit (Primary).
2000313	- Boost morale recovery when attached to squads.
2000314	- Can use Basilisk Barrage ability.
2000315	- Effective against Infantry and heavy Infantry.
2000316	
2000317	
2000318	
2000319	
2000320	Imperial Commissar
2000321	
2000322	- Heavy Infantry.
2000323	- Boost morale recovery of nearby units.
2000324	- Effective against Infantry and heavy Infantry.
2000325	
2000326	
2000327	
2000328	
2000329	
2000330	Imperial Leman Russ Demolisher
2000331	
2000332	- Vehicle, Tank.
2000333	- Heavily armed and armoured weapon platform.
2000334	- Can be upgraded with Multimelta and Lascannon.
2000335	- Effective against Infantry, Armour and Buildings.
2000336	
2000337	
2000338	
2000339	
2000340	Imperial Firesupport Squad
2000341	
2000342	- Light Infantry.
2000343	- Heavy Weapon support unit.
2000344	- Broad range of weapon upgrades. Can be upgraded to be strong against either Infantry or Armour.
2000345	- Effective against Infantry and Armour.
2000346	
2000347	
2000348	
2000349	
2000350	Imperial Inquisitor
2000351	
2000352	- Commander Unit (Secondary).
2000353	- Boosts morale recovery when attached to squads.
2000354	- Psychic unit with many powerful abilities focused on weakening enemy resolve.
2000355	- Effective against Infantry, Heavy Infantry, and Daemons. Excels at close combat.
2000356	
2000357	
2000358	
2000359	
2000360	Imperial Kasrkin Squad
2000361	
2000362	- Elite Infantry.
2000363	- Broad range of weapon upgrades. Can be upgraded to be strong against most infantry unit types.
2000364	- Effective against Infantry.
2000365	- Can use Infiltration (stealth).
2000366	
2000367	
2000368	
2000369	
2000370	Imperial Leman Russ
2000371	
2000372	- Vehicle, Tank.
2000373	- Support/Siege vehicle.
2000374	- Can be upgraded with Heavy Flamers and a Lascannon.
2000375	- Effective against Infantry, Armour and Buildings.
2000376	
2000377	
2000378	
2000379	
2000380	Imperial Field Medic
2000381	
2000382	- Light Infantry.
2000383	- Healer Unit.
2000384	- Enhances regeneration rates of nearby units.
2000385	
2000386	
2000387	
2000388	
2000389	
2000390	Imperial Sentinel Squadron
2000391	
2000392	- Vehicle, Walker.
2000393	- Support/Siege vehicle.
2000394	- Effective against Infantry or Armour.
2000395	- Max squad size is 3
2000396	
2000397	
2000398	
2000399	
2000400	Imperial Servitor
2000401	
2000402	- Builder Unit.
2000403	- Constructs all Imperial Buildings.
2000404	
2000405	
2000406	
2000407	
2000408	
2000409	
2000410	Imperial Platoon
2000411	
2000412	- Light Infantry.
2000413	- General combat unit.
2000414	- Broad range of weapon upgrades. Can be upgraded to be strong against most infantry unit types.
2000415	- Effective against Infantry.
2000416	
2000417	
2000418	
2000419	
2000420	GreyKnight Dreadnought
2000421	
2000422	- Walker Vehicle.
2000423	- Support/Siege Unit.
2000424	- Can be upgraded with anti-infantry or anti-vehicle ranged weaponry.
2000425	- Effective against most unit types, very effective against vehicles and buildings in close combat.
2000426	
2000427	
2000428	
2000429	
2000430	Grey Knight Marine Squad
2000431	
2000432	- Heavy Infantry.
2000433	- Resilient general combat unit.
2000434	- Weapon upgrades effective against infantry and braking morale.
2000435	- Effective against infantry.
2000436	
2000437	
2000438	
2000439	
2000440	Grey Knight Terminator Squad
2000441	
2000442	- Heavy Infantry.
2000443	- Very tough advanced combat unit. Slow moving.
2000444	- Weapon upgrades effective against infantry and breaking morale.
2000445	- Effective against most unit types in close combat.
2000446	
2000447	
2000448	
2000449	
2000450	Squad Name - Squads are 2000300 - 2000499
2000451	Help text id
2000452	text1
2000453	text2
2000454	text3
2000455	text4
2000456	text5
2000457	text6
2000458	text7
2000459	text8
2000500	Officer's Mess
2000501	
2000502	- Requisitions the Inquistor, a powerful psychic leader.
2000503	- Requisitions Field Medics, a healer unit.
2000504	- Requisitions Commisars, a morale boosting unit.
2000505	- Contains research to improve the Colonel and Inquistor
2000506	
2000507	
2000508	
2000509	
2000510	Imperial Barracks
2000511	
2000512	- Requisitions infantry units.
2000513	- Produces :Colonel, Kaskrins and Fire Support squads.
2000514	- Allows Building: Field Armory.  Imperial HQ add-on (Command Center).
2000515	
2000516	
2000517	
2000518	
2000519	
2000520	Imperial Powerplant
2000521	
2000522	- Generates the Power resource.
2000523	- A single HQ building (Command Center) can only support a limited number of generators.
2000524	- Plasma Generators are volatile and will damage anything nearby when they are destroyed.
2000525	
2000526	
2000527	
2000528	
2000529	
2000530	Greyknight Command Centre
2000531	
2000532	- Provides access to the Imperial Guards' most powerful units and abilities.
2000533	- Produces Greyknight and Greyknight terminator squads.
2000534	- Produces Greyknight Dreadnaught
2000535	
2000536	
2000537	
2000538	
2000539	
2000540	Imperial Command Center
2000541	
2000542	- Imperial Headquarters.
2000543	- Produces Servitors and Imperial Platoons.
2000544	- Contains research to increase the number of units that can be build.
2000545	- Projects a control area around itself, allowing other buildings to be built near it.
2000546	
2000547	
2000548	
2000549	
2000550	Imperial Listening Post
2000551	
2000552	- Place on Strategic Points and Relics.
2000553	- Increases the Requisition resource production rate.
2000554	- Solidifies your hold on a strategic location by placing a building on it.
2000555	- Can be upgraded with weapons and to produce more Requisition.
2000556	- Projects a Control Area around itself, allowing other buildings to be built near it.
2000557	
2000558	
2000559	
2000560	Imperial Mine Field
2000561	
2000562	- Mine Fields contain mines that will explode when enemy units pass over them.
2000563	- Mine Fields cannot be seen by most enemy units.
2000564	- Once detected, enemies can attack and destroy Mine Fields.
2000565	- After enough mines are triggered the Mine Field will be destroyed.
2000566	
2000567	
2000568	
2000569	
2000570	Field Armory
2000571	
2000572	- Contains research to enable weapon upgrades and advanced units for the Imperial Guard
2000573	- Contains research to improve infantry squads and leader units
2000574	
2000575	
2000576	
2000577	
2000578	
2000579	
2000580	Imperial Thermo Generator
2000581	
2000582	- Generates the Power resource at a higher rate than Plasma Generators.
2000583	- Can only be built on top of Slag Deposits.
2000584	- Thermo Plasma Generators are volatile and will damage anything nearby when they are destroyed.
2000585	
2000586	
2000587	
2000588	
2000589	
2000590	Imperial Turret
2000591	
2000592	- Emplaced turret equipped with twin-linked Heavy Bolters.
2000593	- Effective against infantry units.
2000594	- Can replace its default weapons with anti-vehicle weapons.
2000595	
2000596	
2000597	
2000598	
2000599	
2000600	Imperial Vehicle Bay
2000601	
2000602	- Requisitions vehicle units.
2000603	- Produces: Chimeras, Leman russs, Sentinel Squadrons and Leman Russ Demolishers
2000604	
2000605	
2000606	
2000607	
2000608	
2000609	
2000610	Building Name - Buildings are 2000500 - 2000699
2000611	Help text id
2000612	text1
2000613	text2
2000614	text3
2000615	text4
2000616	text5
2000617	text6
2000618	text7
2000619	text8
2000700	Imperial HQ
2000701	
2000702	- Upgrades the Imperial Command Center to a Imperial HQ
2000703	- Imperial HQ allows the production of more advanced units and abilities, like vehicles and Commander abilities.
2000704	
2000705	
2000706	
2000707	
2000708	
2000709	
2000710	Imperial Sector HQ
2000711	
2000712	- Upgrades the Imperial HQ to a Imperial Sector HQ
2000713	- Imperial Sector HQ allows the production of the most advanced units, buildings and abilities available to the Imperial Guard
2000714	
2000715	
2000716	
2000717	
2000718	
2000719	
2000720	Fortified Position Add-on
2000721	
2000722	- Fortify this Strategic Point.
2000723	- Fortified Positions produce the Requisition resource at a higher rate.
2000724	- Fortified Positions are tougher, and are equipped with a turreted weapon effective against infantry and heavy infantry.
2000725	
2000726	
2000727	
2000728	
2000729	
2000730	Heavily Fortified Position Add-on
2000731	
2000732	- Heavily fortify this Strategic Point.
2000733	- Heavily Fortified Positions produce the Requisition resource at a higher rate.
2000734	- Heavily Fortified Positions are tougher, and are equipped with an upgraded turreted weapon effective against infantry and heavy infantry.
2000735	
2000736	
2000737	
2000738	
2000739	
2000740	Missile Turret Upgrade Add-on
2000741	
2000742	- Permanently replaces the weapon on this turret with twin-linked Missile Launchers.
2000743	- Missile Launchers are effective against vehicles.
2000744	
2000745	
2000746	
2000747	
2000748	
2000749	
2000750	Addon Name - Addons are 2000700 - 2000899
2000751	Help text id
2000752	text1
2000753	text2
2000754	text3
2000755	text4
2000756	text5
2000757	text6
2000758	text7
2000759	text8
2000900	Sharpshooters 
2000901	
2000902	- Improves ranged weapon accuracy for Imperial Guard units.
2000903	- Upgrade translates to all Imperial Guard ranged weapon upgrades.
2000904	- First of two possible upgrades.
2000905	
2000906	
2000907	
2000908	
2000909	
2000910	Advanced Sharpshooters
2000911	
2000912	- Improves ranged weapon accuracy for Imperial Guard units.
2000913	- Upgrade translates to all Imperial Guard ranged weapon upgrades.
2000914	- Second of two possible upgrades.
2000915	
2000916	
2000917	
2000918	
2000919	
2000920	Advanced Heavy Weapons
2000921	
2000922	- Enables the most powerful heavy weapons and units to be requistioned
2000923	- Second of two possible upgrades.
2000924	
2000925	
2000926	
2000927	
2000928	
2000929	
2000930	Advanced Special Weapons
2000931	
2000932	- Enables the msot powerful special weapons and units to be requistioned
2000933	- Second of two possible upgrades
2000934	
2000935	
2000936	
2000937	
2000938	
2000939	
2000940	Artillery Comlink
2000941	
2000942	- Allows Colonel to use Basilisk Barrage ability
2000943	
2000944	
2000945	
2000946	
2000947	
2000948	
2000949	
2000950	Veteran Commanders
2000951	
2000952	- Increases the maximum health and health recharge rate of the Colonel and Inquisitor.
2000953	- Increases the recharge rate of all abilities of the Colonel and Inquisitor.
2000954	- Increases the maximum damage dealt by the Colonel and Inquisitor.
2000955	- First of two possible upgrades.
2000956	
2000957	
2000958	
2000959	
2000960	Heroic Commanders
2000961	
2000962	- Increases the maximum health and health recharge rate of the Colonel and Inquisitor.
2000963	- Increases the recharge rate of all abilities of the Colonel and Inquisitor.
2000964	- Increases the maximum damage dealt by the Colonel and Inquisitor.
2000965	- Second of two possible upgrades.
2000966	
2000967	
2000968	
2000969	
2000970	First Aid Kit
2000971	
2000972	- Equips all Imperial Guard squads with First Aid Kits.
2000973	- Increases maximum health of all Imperial Guard Squads.
2000974	- First of two possible upgrades
2000975	
2000976	
2000977	
2000978	
2000979	
2000980	Advanced First Aid Kit
2000981	
2000982	- Equips all Imperial Guard squads with Adv First Aid Kits.
2000983	- Increases maximum health of all Imperial Guard Squads.
2000984	- Second of two possible upgrades
2000985	
2000986	
2000987	
2000988	
2000989	
2000990	Heavy Weapon
2000991	
2000992	- Enables powerful heavy weapons and units to be requistioned
2000993	- First of two possible upgrades
2000994	
2000995	
2000996	
2000997	
2000998	
2000999	
2001000	Improved leaders melee combat 
2001001	
2001002	- Improves the melee abilities of the Colonel, Inquistor, and all squad leaders.
2001003	
2001004	
2001005	
2001006	
2001007	
2001008	
2001009	
2001010	Adv leaders melee combat 
2001011	
2001012	- Improves the melee abilities of the Colonel, Inquistor, and all squad leaders.
2001013	
2001014	
2001015	
2001016	
2001017	
2001018	
2001019	
2001020	Improved leaders ranged combat 
2001021	
2001022	- - Improves the ranged abilities of the Colonel, Inquistor, and all squad leaders.
2001023	
2001024	
2001025	
2001026	
2001027	
2001028	
2001029	
2001030	Adv leaders ranged combat 
2001031	
2001032	- Improves the melee abilities of the Colonel, Inquistor, and all squad leaders.
2001033	
2001034	
2001035	
2001036	
2001037	
2001038	
2001039	
2001040	Strengthen Power Grid Research
2001041	
2001042	- Provides a global bonus to Power resource production rates.
2001043	- Perform this research if you have an excess of Requisition but not enough Power.
2001044	- First of two possible upgrades.
2001045	
2001046	
2001047	
2001048	
2001049	
2001050	Plasma Battery Storage Research
2001051	
2001052	- Provides a global bonus to Power resource production rates.
2001053	- Perform this research if you have an excess of Requisition but not enough Power.
2001054	- Second of two possible upgrades.
2001055	
2001056	
2001057	
2001058	
2001059	
2001060	Escalate Engagement Research
2001061	
2001062	- Provides a global bonus to Requisition resource production rates.
2001063	- Perform this research if you have an excess of Power but not enough Requisition.
2001064	- First of two possible upgrades.
2001065	
2001066	
2001067	
2001068	
2001069	
2001070	Full Scale War Research
2001071	
2001072	- Provides a global bonus to Requisition resource production rates.
2001073	- Perform this research if you have an excess of Power but not enough Requisition.
2001074	- Second of two possible upgrades.
2001075	
2001076	
2001077	
2001078	
2001079	
2001080	Special Weapon Doctrine
2001081	
2001082	- Enables powerful special weapons and units to be requistioned
2001083	- First of two possible upgrades
2001084	
2001085	
2001086	
2001087	
2001088	
2001089	
2001090	Squad Cap Increase
2001091	
2001092	- Increases the number of infantry squads you can have by increasing your Squad Cap.
2001093	- Squad Cap determines how many infantry squads you can deploy.
2001094	
2001095	
2001096	
2001097	
2001098	
2001099	
2001100	Vehicle Cap Increase
2001101	
2001102	- Increases the number of vehicles you can have by increasing your Vehicle Cap.
2001103	- Vehicle Cap determines how many vehicles you can deploy.
2001104	
2001105	
2001106	
2001107	
2001108	
2001109	
2001110	Research Name - Research are 2000900 - 2001999
2001111	Help text id
2001112	text1
2001113	text2
2001114	text3
2001115	text4
2001116	text5
2001117	text6
2001118	text7
2001119	text8
2002000	Basilisk Barrage
2002001	
2002002	- Calls an Basilisk Barrage on the targeted location.
2002003	- Left-click and target a location to activate.
2002004	- Barrages do massive damage, but are very inaccurate.
2002005	
2002006	
2002007	
2002008	
2002009	
2002010	Morale Booster
2002011	
2002012	- Rallies infantry near the Commissar.
2002013	- Affects all friendly infantry units.
2002014	- Provides a bonus to Morale regeneration rates.
2002015	
2002016	
2002017	
2002018	
2002019	
2002020	Ability Name - Ablities are 2002000 - 2002499
2002021	Help text id
2002022	text1
2002023	text2
2002024	text3
2002025	text4
2002026	text5
2002027	text6
2002028	text7
2002029	text8
2002500	Autocannon Turret
2002501	
2002502	- Slow firing, large calibre weapon that uses explosive slugs
2002503	- Versatile weapon good against infantry, heavy infantry, light vehicles and buildings
2002504	
2002505	
2002506	
2002507	
2002508	
2002509	
2002510	Autocannon
2002511	
2002512	- Slow firing, large calibre weapon that uses explosive slugs
2002513	- Versatile weapon good against infantry, heavy infantry, light vehicles and buildings
2002514	
2002515	
2002516	
2002517	
2002518	
2002519	
2002520	Autocannon
2002521	
2002522	- Slow firing, large calibre weapon that uses explosive slugs
2002523	- Versatile weapon good against infantry, heavy infantry, light vehicles and buildings
2002524	
2002525	
2002526	
2002527	
2002528	
2002529	
2002530	Grenade Launcher
2002531	
2002532	- Fires fragmentation grenades.
2002533	- Medium to Long Range.
2002534	- Effective against Infantry.
2002535	
2002536	
2002537	
2002538	
2002539	
2002540	Flamer
2002541	
2002542	- Hand-held flamethrower.
2002543	- Short Range.
2002544	- Effective at breaking enemy morale.
2002545	
2002546	
2002547	
2002548	
2002549	
2002550	Plasma Gun
2002551	
2002552	- All plasma weapons use magnetic fields to project super-heated streams of molten plasma.
2002553	- Medium Range.
2002554	- Effective against Heavy Infantry.
2002555	
2002556	
2002557	
2002558	
2002559	
2002560	Left Sponson Heavy Flamer
2002561	
2002562	- Heavy flamethrower.
2002563	- Short Range.
2002564	- Effective against infantry.
2002565	- Very effective at breaking enemy morale.
2002566	
2002567	
2002568	
2002569	
2002570	Right Sponson Heavy Flamer
2002571	
2002572	- Heavy flamethrower.
2002573	- Short Range.
2002574	- Effective against infantry.
2002575	- Very effective at breaking enemy morale.
2002576	
2002577	
2002578	
2002579	
2002580	Heavy Bolter
2002581	
2002582	- Fires large caliber bolt rounds effective at punching through most infantry armor.
2002583	- Long Range.
2002584	- Effective against Infantry.
2002585	
2002586	
2002587	
2002588	
2002589	
2002590	Pintle Mounted Heavy Stubber
2002591	
2002592	- Fires large calibre slugs effective against light infantry.
2002593	- Medium-Long range
2002594	- Effective agaisnt Infantry
2002595	
2002596	
2002597	
2002598	
2002599	
2002600	Lascannon Turret
2002601	
2002602	- High powered laser weapon, devastating against armored units.
2002603	- Long Range.
2002604	- Effective against vehicles and buildings.
2002605	
2002606	
2002607	
2002608	
2002609	
2002610	Lascannon
2002611	
2002612	- High powered laser weapon, devastating against armored units.
2002613	- Long Range.
2002614	- Effective against vehicles and buildings.
2002615	
2002616	
2002617	
2002618	
2002619	
2002620	Hull Lascannon
2002621	
2002622	- High powered laser weapon, devastating against armored units.
2002623	- Long Range.
2002624	- Effective against vehicles and buildings.
2002625	
2002626	
2002627	
2002628	
2002629	
2002630	Lascannon
2002631	
2002632	- High powered laser weapon, devastating against armored units.
2002633	- Long Range.
2002634	- Effective against vehicles and buildings.
2002635	
2002636	
2002637	
2002638	
2002639	
2002640	Left Sponson Multimelta
2002641	
2002642	- Slow-firing heat-based weapon, very effective against anything
2002643	- Short range
2002644	- Effective against everything
2002645	
2002646	
2002647	
2002648	
2002649	
2002650	Right Sponson Multimelta
2002651	
2002652	- Slow-firing heat-based weapon, very effective against anything
2002653	- Short range
2002654	- Effective against everything
2002655	
2002656	
2002657	
2002658	
2002659	
2002660	Twin-Linked Lascannon
2002661	
2002662	- High powered laser weapon, devastating against armored units.
2002663	- Higher damage and accuracy than standard Lascannon.
2002664	- Long Range.
2002665	- Effective against vehicles and buildings.
2002666	
2002667	
2002668	
2002669	
2002670	Assault Cannon
2002671	
2002672	- A six-barreled, self-loading, solid slug autocannon.
2002673	- Long Range.
2002674	- Very effective against infantry.
2002675	
2002676	
2002677	
2002678	
2002679	
2002680	Grey Knight Incinerator
2002681	
2002682	- Blessed Heavy Flamer used by Greyknights
2002683	- Short range
2002684	- Effective vs infantry and Daemons
2002685	- Very effective at breaking morale
2002686	
2002687	
2002688	
2002689	
2002690	Grey Knight Psycannon
2002691	
2002692	- Blessed Heavy Bolter used by Greyknights
2002693	- Long range
2002694	- Effective vs infantry and Daemons
2002695	
2002696	
2002697	
2002698	
2002699	
2002700	Weapon Name - Weapons are 2002500 - 
2002701	Help text id
2002702	text1
2002703	text2
2002704	text3
2002705	text4
2002706	text5
2002707	text6
2002708	text7
2002709	text8
2002710	Imperial Paratrooper Kasrkin Squad
2002711	
2002712	- Elite Infantry, Drop troop.
2002713	- Broad range of weapon upgrades. Can be upgraded to be strong against most infantry unit types.
2002714	- Effective against Infantry.
2002715	- Can use Infiltration (stealth).
2002716
2002717
2002718
2002719
2002720 Imperial Paratrooper Platoon
2002721
2002722 - Light Infantry, Drop troop.
2002723 - General combat unit.
2002724 - Broad range of weapon upgrades. Can be upgraded to be strong against most infantry unit types.
2002725 - Effective against Infantry.
2002726 
2002727 
2002728 
2002729
2002730	Imperial Paratrooper
2002731	
2002732	- Light Infantry, Drop troop.
2002733	- General combat unit.
2002734	- Broad range of weapon upgrades. Can be upgraded to be strong against most infantry unit types.
2002735	- Effective against Infantry.
2002736
2002737
2002738
2002739
2002740	Imperial Paratrooper Kasrkin
2002741	
2002742	- Elite Infantry, Drop troop.
2002743	- Broad range of weapon upgrades. Can be upgraded to be strong against most infantry unit types.
2002744	- Effective against Infantry.
2002745	- Can use Infiltration (stealth).
2002746
2002747
2002748
2002749
2002750 Paratrooper Doctrine
2002751
2002752 - Enables access to Imperial Paratrooper.
2002753 - Enables access to Paratrooper Kasrkin.
2002754 - These units have access to a drop ship.
2002755
2002756
2002757
2002758
2002759
2002760 Inquisition Doctrine
2002761
2002762 - Enables access to allied Grey Knight.
2002763 - Enables access to allied Grey Knight Terminator.
2002764 - Enables access to allied Grey Knight Dreadnought.
2002765 - You need a relic too keep these troops choices.
2002766
2002767
2002768
2002769
2002770 Imperial Control Tower
2002771
2002772 - Requisitions flying vehicle units.
2002773 - Produces: Vulture and Valkyrie
2002774
2002775
2002776
2002777
2002778
2002779
2002780 Imperial Valkyrie
2002781 
2002782 - Vehicle, Flyer, Transport.
2002783 - Heavily armed, Support Drop Troop.
2002784 - Can be upgraded with Heavy bolter, Lascannon.
2002785 - Can be upgraded with Hellstrike missiles.
2002786 - Effective against Infantry, Armour and Buildings.
2002787
2002788
2002789
2002790 Imperial Vulture
2002791
2002792 - Vehicle, Flyer.
2002793 - Heavily armed.
2002794 - Can be upgraded with Rocket Launcher and Lascannon.
2002795 - Effective against Infantry, Armour and Buildings.
2002796
2002797
2002798
2002799
2002800 Air Support Doctrine
2002801
2002802 - Enables access to Control Tower building.
2002803 - Enables access to Vulture.
2002804 - Enables access to Valkyrie.
2002805
2002806
2002807
2002808
2002809
2002810 Unholy Army
2002811
2002812 - Enables access to Cultist.
2002813 - Enables access to Demon.
2002814 - Enables access to Possessed Leman Russ.
2002815 - Enables access to many chaos HQ.
2002816
2002817
2002818
2002819
2002820 Imperial Valkyrie
2002821
2002822 - Vehicle, Flyer, Transport.
2002823 - Heavily armed, Support Drop Troop.
2002824 - Can be upgraded with Heavy bolter, Lascannon.
2002825 - Can be upgraded with Hellstrike missiles.
2002826 - Effective against Infantry, Armour and Buildings.
2002827
2002828
2002829
2002830 Imperial Vulture
2002831
2002832 - Vehicle, Flyer.
2002833 - Heavily armed.
2002834 - Can be upgraded with Rocket Launcher and Lascannon.
2002835 - Effective against Infantry, Armour and Buildings.
2002836
2002837
2002838
2002839
2002840 Rocket Launcher
2002841
2002842 - A multi-barreled, self-loading, rocket launcher.
2002843 - Long Range.
2002844 - Very effective against infantry.
2002845
2002846
2002847
2002848
2002849
2002850 Vulture's Left Rocket Launcher
2002851
2002852 - A multi-barreled, self-loading, rocket launcher.
2002853 - Long Range.
2002854 - Very effective against infantry.
2002855
2002856
2002857
2002858
2002859
2002860 Vulture's Right Rocket Launcher
2002861
2002862 - A multi-barreled, self-loading, rocket launcher.
2002863 - Long Range.
2002864 - Very effective against infantry.
2002865
2002866
2002867
2002868
2002869
2002870 Hellstrike missile upgrade
2002871
2002872 - Add Hellstrike missile to valkyrie.
2002873 - Missiles are effective against anything.
2002874 - Need time to reload.
2002875
2002876
2002877
2002878
2002879
2002880 UI message here
2002881
2002882 Doctrine Resource
2002883 The Doctrine Resource is required to research. You have a maximum of Doctrine Resource, Take care you can't have more. Your choice change the techtree, choice with caution.
2002884
2002885
2002886
2002887
2002888
2002889
2002890 Advanced Tank Support Doctrine
2002891
2002892 - Enables access to Leman Russ.
2002893 - Enables access to Leman Russ Demolisher.
2002894
2002895
2002896
2002897
2002898
2002899
2002900 Infiltration research
2002901
2002902 - Enable Kasrkin squad infiltration ability
2002903
2002904
2002905
2002906
2002907
2002908
2002909
