Mad Dok

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The Dark Crusade version is now archived.


Dawn of War Support Unit
Mad Dok
OrkDoc.jpg
Race Orks
Version Soulstorm v1.2
Build Info
Bad dok icon.jpg
Hotkey B
Build Cost Resource requisition.gif 75 Resource power.gif 75  Resource orksquadcap.gif 1
Build Time 20 s
Built From Settlement
Unit Size 1
Requires Orky Fort
Limit 4
Unit Stats
Hitpoints 500/1
Armour Commander
Morale 300/8/150
Death Penalty -25
Unit Mass 15
Move Speed 16
Sight Radius 25 (cannot detect)
Attachable Yes
Weapons
Ranged Slugga
Melee Injector



Contents

Mad Dok

"This is gonna hurt, a LOT!"

The Mad Dok is an Ork combat surgeon, gleefully shooting up his boyz with experimental concoctions and removing those unnecessary limbs and organs. Ork boyz are loath to go to a Dok unless they're inconvenienced by something as serious as a missing limb, and even then they hesitate. They're prone to performing unnecessary surgery, doing anything from lopping parts off one Ork and stitching them on another just to see what happens, to the dreaded squig brain transplant. Acting quickly without paying attention to consent forms or donor cards, his medical expertise is nonetheless well adapted to the resilient Ork physique - making a normally hardy Ork nigh invulnerable with his powerful regeneration aura. With his specially brewed vintage '53 fightin juice, he can make an entire Ork squad invulnerable for a short time.

Charge Bonus: once within 7 range of its target when on Assault stance, the Mad Dok gains a +50% movement bonus to its current base speed, enabling it to quickly close the distance with other units into melee.

Tactics

The Mad Dok has many powerful abilities that can turn the tide of battle. The Mad Dok quadruples the regeneration rate of squads it is attached to, and can temporarily prevent units from dying with his Fightin' Juice ability. This is an incredibly useful ability in both assaults and defense - allowing a single squad to act as a damage soaker, often without even losing a member in the process.

The Mad Dok also possesses "burna bombs" incredibly destructive but short range explosives. They are best used to disrupt masses of infantry, but also do sizable damage to vehicles and light buildings. When using these, it is best to unattach the Dok from his squad so that he can place the bomb far away from any friendly troops. Care should be taken to keep him out of harms way as much as is possible, but once the bomb is down all you can do is run!

The Mad Dok is a powerful addition to any Ork army - and any Ork force that isn't strapped for resources should have several out in the field, if not a full four. For a meager cost he will significantly increase the resilience of the attached squad, and his powerful abilities are just the icing on the cake.

Abilities

Dok's Tools

Dok's Tools
PassiveAbility icon.jpg Requires Nothing
Target Types Friendly Infantry, Heavy Infantry and Commander units
Range 0
Area of effect 10 Cooldown time Passive ability
Effects The squad the Mad Dok is attached to has its health regeneration rate quadrupled as well as quadrupling the health regeneration rate for all friendly infantry within the area of effect. The two auras do not stack with each other.

Fightin' Juice

Fightin' Juice Hotkey: F
Fightin juice icon.jpg Requires Nothing
Target Types Friendly Infantry, Heavy Infantry, Commander and Daemon Medium
Range 14
Area of effect Entire targeted squad Cooldown time 120 s
Effects The targeted squad continues to take damage from attacks, but affected units cannot be reduced to less than 1 hitpoint. This effectively prevents the death of the unit for the duration of the ability. Lasts for 20 seconds.

Burna Bomb

Burna Bomb Hotkey: B
Portable nuke icon.jpg Requires Nothing
Target Types Any
Range 3
Area of effect 15 Cooldown time 60 s (global)
Cost Resource power.gif 100 
Effects Places a Burna Bomb at the targeted spot that will detonate after 6 seconds. The bomb has 600 hitpoints of building low armor and can be destroyed as normal, preventing the detonation of the device.
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
500 500-540 500-540 500-540 500-540 500 1200-1800 1200-1800 1200-1800 - 500 500 500 1200-1800 500 60 1200 1800 500

Waaagh!

Waaagh!
PassiveAbility icon.jpg Requires Variable
Target Types Self
Range 0
Area of effect Variable Cooldown time Passive ability
Effects Orks get braver and stronger the more of them there are. This ability confers health bonuses, morale bonuses, and damage bonuses to squads. See the Orky Mob Bonus! page for a full description of how the ability works.

Weapons

Slugga

Slugga
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: 5.0 6.5 5.5 5.7 4.2 2.7 1.8 1.8 1.8 1.8 4.3 1.8 1.8 5.5 1.8 0.7 2.5 15 19 2

Cost Default Weapon Range 25 Setup Time 0 s
Build Time Default Weapon Accuracy 35% Refire Rate 0.5 s
Area of Effect 0 Requires Nothing

Injector

Injector
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: 9.0 13.9 10.0 12.0 10.2 3.5 3.1 1.0 1.0 1.0 5.0 1.3 1.0 8.8 1.0 2 15 63.3 77.3 3.8

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 40% Refire Rate 1.5 s
Area of Effect 0 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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