The Medic uses field dressings and a medical kit to bandage (or "patch") bleeding, revive incapacitated (or "downed"), and heal wounded teammates, saving his team from losing precious tickets. He can also bandage 25% faster than standard roles. For instructions on bandaging, reviving, and healing, see Health Management. As of Beta 20, Medics also revive teammates much faster than other roles.
A pair of binoculars (no optics/close range Medics only) Resupplying costs 25 ammo points.
List of one grenade Medics:
These Medic kits only carry one frag grenade, and are usually the kits with no optics/better suited to closer ranged engagements. The only exceptions are the second Medic kits of the Canadian Army, Irregular Militia, and Insurgents whose respective second Medic kits have their primary weapons equipped with scopes for longer ranged use. Another exception is the first Medic kit of the British Army with the same loadout style.
The Medic (or Doc) is the life-blood of your Squad. Without your Medic your Squad cannot hope to function at full effectiveness in the heat of battle. As the Doc, your primary responsibility is to look after injured team mates. You are not there to do the fighting. Of all the Kit choices, where the decision between Specialisation/Rifleman comes into play, the Medic should always be on the side of caution. If the Medic goes down, the team goes down.
The Medic should never be ahead of his squad; stay together, and the squad's chances of survival will be higher.
The Medic should always be the last one to die; protecting your medics is of top priority during an engagement.
Whenever possible, always revive a downed medic first before reviving your other teammates so that you have a second medic assisting you in the process.
The Medic also carries a rifle and can provide the same firepower as a Rifleman in a squad, and he even has a sidearm to fall back to in an emergency though the Medic's main priority should always be to keep the team alive.