Prima Games eGuides Jagged Alliance: Back in Action eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Jagged Alliance: Back in Action eGuide Essentials Mercenaries

MD

CONTRACT

HIRING COST : $9,000
EQUIPMENT COSTS : $2,660
TOTAL COSTS : $11,660

STARTING GEAR

GEAR IMAGE
Beretta 92F pistol
9mm Parabellum x15
Gas grenade
MedKit
Shirt
Trousers – beige
Sunglasses
Buck Gaylor Wall Mars

ATTRIBUTES

ATTRIBUTE LEVEL
AGILITY 62
DEXTERITY 70
STRENGTH 76
INTELLEGENCE 95
PERCEPTION 45

SKILLS

SKILL LEVEL
MEDICAL 80
EXPLOSIVES 0
MECHANICAL 7
MARKSMANSHIP 52
STEALTH 39

TRAITS

Team player : Morale rises when working in a full squad

Wimp : Morale decreases when health is low

Melee weapons : Skilled at using melee weapons

Strengths/Weaknesses

MD's greatest strength is right there in his nickname. Dr. Michael "MD" Dawson excels at healing.

He's similar in a lot of ways to Spider, with the big differences being his moderately lower medical rating and the fact that you can hire him right at the start of the game.

MD is still skilled enough to use the top-level MedKits from moment one. However his wimp trait can be a cause for concern, but only if you're not diligent about keeping him healthy.

And because MD never has to wait for a medic to reach him, the only issue becomes one of resources.

Tactics

Because MD's stats are very nearly identical to Spider's, he's just like her in being a pure medic. Fill his inventory with healing supplies and ammo for the squad, then let him do his thing.

You don't want your star medic rushing ahead of the squad, and the minimal boost MD gets for melee attacks just isn't worth it with low starting stealth.

That said, it might be handy to keep a combat knife or some other melee weapon in his inventory. That way, when the enemy sends a few melee attackers forward, MD can have an edge in taking them on.

Just make sure you keep your priorities straight and keep him healing fellow mercs whenever they start to take damage.

Long-Term Play

Boosting MD's stats for the late game is a fairly straightforward process. Forget about his melee weapons trait. As MD levels up, you'll want to put a good portion of your points into medical.

Remember that just the 80 medical rating allows MD to use the top-level MedKits, but it doesn't mean he'll always be successful.

The higher his medical/intelligence ratings are, the greater his success rate and the fewer the resources that will be consumed.

You might see the similarity between MD's and Spider's stats and think that stealth is a viable option, but that's not the case. Remember that two of Spider's traits are very specifically geared toward stealthy play.

That's why you should opt instead to boost MD's dexterity/marksmanship alongside his medical. Give him an assault rifle or pistol as opposed to a machine gun.

You'll use less ammo and will be able to save that much more inventory space for hauling medical supplies.