Apothecary (Dark Crusade)

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Dawn of War logo.jpg This article is part of the Dawn of War Player's Guide.
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Dawn of War Support Unit
Apothecary
SMApoth.jpg
Race Space Marines
Version Dark Crusade v1.2
Build Info
SMApothecary icon.jpg
Hotkey A
Build Cost Resource requisition.gif 60 Resource power.gif 15 
Build Time 15 s
Built From Sacred Artifact
Unit Size 1
Requires Nothing
Limit 4
Unit Stats
Hitpoints 500/1
Armour Infantry Heavy High
Morale 350/10/50
Death Penalty -25
Unit Mass 18
Move Speed 16
Sight Radius 25 (cannot detect)
Attachable Yes
Weapons
Ranged None
Melee Chainsword



Contents

Apothecary

"Death or healing, I care not which you seek."

Space Marines rarely go to battle without an Apothecary. The Apothecary is a warrior of supreme might and bravery, whose role is to save what he can of the Chapter's gene-seed. If a brother warrior falls the Apothecary can administer to him by tending his wounds and applying battle dressings to staunch the flow of blood.

Tactics

The Apothecary is a combat healer, attachable to land-based infantry squads in the Space Marine army. He has a cost slightly greater than a single marine, but will significantly increase a squad's survivability through his impressive regeneration aura. Apothecaries can be built quickly and cheaply at the Sacred Artifact - thus not tying up main production buildings, and up to four can be fielded at a time. There is little reason not to use Apothecaries when they are available - certainly if you can afford them and time permits they should be attached to squads, adding a significant survivability increase.

The powerful healing aura the Apothecary possesses is well worth his small cost, but it also stacks with the Chaplain's regeneration aura - a Chaplain in amongst squads with attached Apothecaries is an incredibly powerful infantry force not to be underestimated. Though Apothecaries can engage in melee combat, their fighting abilities are no greater than those of an ordinary Tactical Space Marine's, so it's a foolish idea to order them to charge the enemy with few backup as some players do with Ork Mad Doks who are tougher and more powerful in combat compared to Apothecaries.

Vigilant use of this unit can add a significant kick to a Space Marine army and players could do well not to overlook it.

Abilities

Narthecium

Narthecium
Healingaura icon.jpg Requires Nothing
Target Types Friendly infantry and commanders
Range 0
Area of effect 10 Cooldown time Passive ability
Effects Doubles the health regeneration of units within the area of effect and quadruples the health regeneration of all units within the Apothecary's squad. This auras stack for 8 times the normal healing rate for infantry close to the Apothecary and also in his squad. The area of effect aura can also stack with the Chaplain's large quadruple healing aura for 8 times the normal healing rate for infantry near both units.

Weapons

Chainsword

Chainsword
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: 7.5 9.3 7.3 7.5 7.4 5.5 3.3 3.3 3.3 NA 7.5 3.3 3.3 7.3 3.3 3.9 12 25.9 31.7 5.0

Cost Default Weapon Range Melee Setup Time None
Build Time Default Weapon Accuracy 65% Refire Rate 1 s
Area of Effect None Requires Nothing


The Dawn of War Player's Guide

The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well.
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