Medic

Description
Medics are non-combat units giving medical assistance to wounded units.

They are slow units due to having to carry around a lot of equipment.

The only way to heal soldiers in the field is with a Medic on your team. Non-combat means that they carry no weapons of their own, and must be paired with another class to have any offensive abilities. Medics also bring a lot of baggage with them are are a bit on the slow side.

The main gear of a Medic is, obviously, a medical kit. This kit can be used every turn, healing your comrades and yourself. Note that you need to be within a 1 square radius of your comrade to heal him.

Since the Medic requires a second proficiency, let's see what pairings are best:


 * Small Arms makes the Medic more mobile and responsive, but greatly limits offensive options. However, it is great for supporting your team so that you can heal more often.


 * Close Quarters are for Medics that rely on avoiding damage themselves, preferring to heal others.


 * Sub Machine Guns give the medic some bite and the ability to shoot back decently.


 * Sniper makes for a camper, like an outpost your team runs back to to heal up, while remaining safe. This is a slow and safe combination but may not work on small maps.


 * Machine Guns are not an option. Since both classes are so slow on their own, you end up with a lawn ornament.


 * Rifles  are much too slow to be used in combination with medic and are bad at close-quarters combat. Do not use this with medic.

Skills

 * Basic Training (Free)
 * Initiative 4 slower
 * Move Range: +1
 * Medical Training (1,080,000):
 * (105,000): Healing: +3
 * (150,000): Healing: +6
 * (205,000): Healing: +9
 * (275,000): Healing: +12
 * (345,000): Healing: +15
 * Adrenaline Shot (205,000) 
 * Initiative 10 faster
 * 5 Turn Recharge
 * Full Heal (345,000)
 * Healing: Full
 * 5 Turn Recharge

Attachments

 * Jet Injector: Initiative 2 faster, healing -5
 * Field Defibrillator: Initiative 2 slower, healing +5
 * Scalpel: Initiative 6 slower, healing +20
 * Scanner: Initiative 4 slower, healing +10