“ | Critical to the survivability of a squad, Medics are capable of quickly reviving and healing incapacitated/wounded teammates. | „ |
~ In-game description |
The Medic is a Command and Support kit whose primary responsibility is to look after his teammates' health during combat. It is available to all factions.
Description[]
The Medic has field dressings to bandage (or "patch") bleeding or revive incapacitated (or "downed") teammates and a medical kit to 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.
Loadout includes[]
- Assault Rifle or Carbine
- Pistol, Knife
- 0-2 Frag/HE Grenades
- 2 White Smokes, 2 Colored Smokes
- Nine field dressings, 1 medical kit
- Entrenching Tool, 0-1 Field Binoculars
Each squad has two medic kits. The first kit has always has no optic but is unlocked at a smaller squad size. The first kit also has a bonus grenade. Both unconventional kits gain another grenade.
Gameplay[]
“ | 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. | „ |
~ Cheesy_LeScrub, The Cheesy Tactical Guide |
- 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.
- Always have a medic in your squad at all times.
Kit Variants[]
Faction | Primary weapon | Secondary Weapon | Explosives | Smoke grenades | Medical supplies | Addtl. equipment |
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Australian Army |
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British Armed Forces |
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Canadian Army |
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United States Army |
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United States Marine Corps |
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People’s Liberation Army |
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People’s Liberation Army Navy Marine Corps |
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Russian Airborne Forces |
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Russian Ground Forces |
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Middle Eastern Alliance |
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Turkish Land Forces |
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*M67 Fragmentation, 1 grenade | *Field Dressing, 9 packages | ||
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Insurgents |
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Irregular Militia |
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Gallery[]
A US Army medic heals a fellow squad-mate.
Game Updates[]
Version | Notes |
15.4 | Death and revivability mechanics tweaked (from v13) |
15.0 | "Medic" voice command tweaked |
14.0 | "Medic" voice command call button added for when you're incapacitated on the ground |
13.0 | Optics variant added; binoculars added for non-optics variant; bandage loadout increased to 9; insta-death penalty timer removed |
11.0 | Resupply cost updated to 25 ammo points |
10.1 | Medic's field dressings made 25% faster to apply compared to any other role |
10.0 | TT-33 pistol added to Insurgents and Militia medic kits, replacing the Makarov |
9.4 | Hand grenade added to medic kit |
See Also[]
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