Mad Dok (Dark Crusade)
From RelicWiki
Mad Dok | |||||||||||||||||
Race | Orks | ||||||||||||||||
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Version | Dark Crusade v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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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. Acting quickly without paying attention to consent forms or donor cards, his medical expertise is none the less 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.
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
Fightin' Juice
Burna Bomb
Waaagh!
Waaagh! | ||||
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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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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