After escaping the trap and leaving the area, the Force Commander and the Dreadnought Davian Thule move to rescue the Librarian Jonah Orion, who is under attack by Eldar forces that have unearthed ancient ruins and revived several Wraithguards.Īfter receiving a distress call from Governor Derosa of the world of Meridian, the Blood Ravens proceed to Meridian's Angel Gate Forge where bands of Orks, driven there by House Vandis forces, are looting the area. The distress signal turns out to be a trap, and the Blood Ravens are ambushed by Traitor Imperial Guardsmen of the heretical noble House Vandis. The Blood Ravens Force Commander (the player's character) and his Astartes strike force arrive on planet Aurelia, along with the newly requisitioned Blood Ravens Strike Cruiser Retribution, after receiving a Blood Ravens encoded Vox distress signal. The campaign marks the return of the Blood Raven heroes from the previous game, the Chaos Lord Eliphas from Dark Crusade, Derosa as the new governor of Meridian, and the heretical Vandis. In Chaos Rising, the Judgment of Carrion has emerged from the Warp along with Aurelia and is inhabited by a splinter of a Tyranid Hive Fleet and within this ship lies many secrets.Ĭhaos Rising is set one year after the events of Dawn of War II and the defeat of the Tyranid invasion (as well as the Eldar and Ork forces) of sub-sector Aurelia. Often hundreds or thousands of years old, Space Hulks can contain any sort of horrors and treasures.
In the campaign there are often multiple objectives which will complete a mission depending on which one a player chooses to complete, they will become more or less corrupted. New to Dawn of War II: Chaos Rising is the Corruption System. The campaign marks the return of the Blood Raven heroes from the previous game, the Chaos Lord Eliphas the Inheritor from Dark Crusade, Derosa as the new Planetary Governor of Meridian, and the heretic Vandis. The final mission is mostly just a string of these heroic climaxes one after the other.Chaos Rising is set one year after the events of Dawn of War II and the defeat of the Tyranid invasion (as well as the Eldar and Ork forces) of sub-sector Aurelia. Some of the story missions pull the trick again as well, like Angel Gate, where you have to hold a gatehouse long enough to close it while wave after wave of tyranids break against your ceramite armor. Red arrows warn you which direction the next attack will come from, and you've got just enough time to spend some of your budget of mines and turrets then head for the right bit of cover before they arrive. The abilities stop being fun things you trigger when you kick off a fight and become tools that will save your life.ĭawn of War 2 repeats this across its campaign, with generic defense missions that pop up whenever, say, the orks try to take one of your foundries. You have to hunker down in cover, throwing frag grenades where the mass is thickest, struggling to hold out instead of confidently advancing across the map. After several missions against small to medium ork and eldar forces, suddenly you're faced with a world-devouring horde. A faction who didn't make the cut in the original Dawn of War, tyranids are locust/dinosaur/xenomorph hybrids who arrive in Biblical swarms. The difference really comes into its own once the tyranids show up.