Apothecary

“Do not waste what the Emperor provides.”

An Apothecary is a specialist Space Marine officer who possesses advanced biomedical and scientific training and who serves as a combat medic and research physician for his Chapter. An Apothecary’s role in battle is to recover the gene-seed from slain Astartes and to tend to the wounded and maimed. Outside of combat, Apothecaries are responsible for monitoring the Chapter’s Neophytes for mutation or flaws in their gene-seed and organ implants and for carrying out the implantation process in their Chapter’s Aspirants.

Unit stats
typehero
squad1
health610
energy100
courage100
Model stats
typehero
armorcommander
sizesmall
xp500
global30
health610
melee skill70
speed5
rotation800
sight40 (5)
charge speed-
charge range12
charge duration-
charge cooldown6
leapno
12345678910
health610641673706741779817858901946
health regen0.50.510.530.540.550.570.580.590.610.62
energy100110120130140155165175185200
energy regen11.11.211.331.461.611.771.952.142.36
melee skill70717273747576777879
melee damage11.051.091.141.181.221.251.291.331.36
range damage11.021.041.061.081.11.131.151.171.2

Default


sm_chainsword_apothecary

melee_pvp damage
33 damage per hit
25.38 damage per second

sm_bolt_pistol_hero

piercing_pvp damage
30.8 damage per hit
16.05 damage per second

Sanguine Chainsword


sm_sanguine_chainsword_apothecary

melee_pvp damage
50 damage per hit
38.46 damage per second

sm_bolt_pistol_apo_sanguine

piercing_pvp damage
30.8 damage per hit
16.05 damage per second

Customized Storm Bolter


sm_master_crafted_bolter_apothecary

piercing_pvp damage
55 damage per hit
32.08 damage per second

sm_fist_tactical

melee_pvp damage
19 damage per hit
19 damage per second

Anointed Power Axe


sm_power_axe_apothecary

melee_power_weapons_pvp damage
100 damage per hit
50 damage per second

sm_plasma_pistol

plasma_pvp damage
20 damage per hit
10.42 damage per second

Healing Aura

Allied infantry units within a radius of 20 regenerate health 200% faster (triple rate). Passive ability.

Melee Resistance Aura

This unit takes 40% less damage from melee weapons. Passive ability.

Improved Revival

When the Apothecary revives an allied hero, it is revived with 60% of its maximum hp instead of the normal 35%. Passive ability.

Drop Pod  | T1
200 100

Call in a Drop Pod that instantly reinforces nearby Space Marine squads, then remains on the field as a reinforcement point. Cannot reinforce Terminators or non-Space-Marine squads. Cooldown 300 seconds.

Heal
60

Heal a targeted allied infantry unit for 110 hp per model. For every Apothecary level gained, the heal is increased by 15 hp. Units with commander armor are healed for 150 hp per model, and for every Apothecary level gained, the heal is increased by 50 hp. Range 25, Cooldown 25 seconds.

Full Auto
50

Open fire for 5 seconds, dealing 35 piercing damage and a 40% chance to stun the target for 3 seconds with every shot. Individual models can’t be stunned more than once every 3 seconds. Range 30, Cooldown 45 seconds.

Combat Stimulants
40

Increase a targeted allied infantry unit’s damage by 30% and damage resistance by 15% while breaking suppression and granting suppression immunity for 15 seconds. Range 25, Cooldown 40 seconds.

Advanced Healing
5 then 3.5 per second

Heal allied infantry in radius 15 around the Apothecary for 1.5% of their maximum health per second. The Apothecary is slowed by 85% while the ability is active, and cannot regenerate energy. Drains 3.5 energy per second.

Purification Vials
30

Throw a grenade dealing up to 45 grenade damage in a radius of 7.5, then releasing a toxin cloud dealing 10 flame damage each second for 10 seconds to any infantry models in a radius of 15. Range 20, Cooldown 50 seconds.

Sanguine Chainsword  | T1
100 20 20

Chainsword and Bolt Pistol that give 25 health to the Apothecary with each melee attack, and 10 health with each ranged attack against enemy infantry. Also increases the Apothecary's charge distance by 11 (from 12 to 23). 38.46 melee DPS.

Armor of Purity  | T1
100 25 20

Reduces the cooldown of Heal by 35%, increases the Apothecary's health by 100 and his health regeneration by +1.5 HP/s.

Purification Rites  | T1
100 20 15

When the Apothecary uses Heal, enemies within radius 7 of the target will take 20 melee damage and weapon knockback. Damage is increased by 2 with each level.

Customized Storm Bolter  | T1
125 25 20

Special Storm Bolter modified for two-handed use. Effective against infantry. Grants the Full Auto ability which stuns enemies. 32.08 piercing DPS, 19 melee DPS.

Combat Stimulant Equipment  | T2
100 25 20

Grants the Combat Stimulants ability which increases the damage of an allied infantry unit by 30%, grants them 15% damage resistance and breaks suppression. Also increases the Apothecary's health by 125.

Purification Vials  | T1
100 25 15

Grants the Purification Vials ability, which deals 45 grenade damage in radius 7.5, and then 10 flame DPS for 10 seconds to all units in radius 15. Effective against groups of enemy infantry.

Anointed Power Axe  | T2
100 25 20

Equips a power axe (50 power melee DPS) and a Plasma Pistol (10.42 plasma DPS) effective against heavy infantry. With every strike the axe restores 15 energy to the Apothecary and burns 15 energy from the target and the Apothecary's health increases by 100.

Armor of the Apothecarion  | T2
150 50 20

Increases health by 200 and health regeneration by 1 HP/s. The Apothecary also gains +1.5 speed while out of combat. Unlocks the Advanced Healing ability that allows healing multiple nearby allies.

Improved Medical Equipment  | T2
100 20 15

Increases the Apothecary's energy by 100 and energy regeneration by 1 E/s.

Larraman's Blessing  | T1
150

Revive all incapacitated allied heroes at their own HQ at 60% of their maximum hp. Cooldown 180 seconds.

Angels of Death  | T2
200

All owned infantry take 50% less damage and ignore all forms of knockback for 15 seconds. Cooldown 120 seconds.

Drop Pod  | T1
350 125

Call in a Drop Pod that spawns a Tactical Marine Squad, then remains on the field as a reinforcement point. Cannot reinforce Terminators or non-Space-Marine squads. Cooldown 300 seconds.

Deep Strike Terminator Squad  | T3
650 100 350

Teleport in a Terminator Squad to the targeted location. Terminators are immune to suppression but cannot fall back. The sight of Terminators killing enemy units inspires nearby troops, temporarily increasing their combat effectiveness. Cooldown 420 seconds.

Orbital Bombardment  | T3
500

Call in a massive orbital strike capable of destroying even the heaviest units. The player chooses the targets of 3 orbital cannons. Each beam deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, they deals 500 explosive damage in radius 6 and an additional 150 explosive damage in radius 11. Cooldown 120 seconds.