Medic
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- Petty Officer Lisa Cassidy(src)

Added by MecoThe medic is a terran unit that can heal friendly biological ground units.
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Overview
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Added by HawkiDuring the Guild Wars, the Confederate experimented with adding Colonial Fleet medics to front-line infantry units.[1]
Marines suffered high casualties, but retained their strength through aggressive recruitment practices. By the Great War, Confederate medics remained at bases to care for wounded soldiers[2] but were sometimes attached to squads/platoons.[3] Confederate medics had a distinct appearance (white armor with a red cross).[4] Raynor's Raiders medics operated on the front lines, at least on some occasions.[3]
As conflict escalated to include the protoss and zerg, marine losses became prohibitive. The United Earth Directorate pacification fleet included combat medics in its front lines. Recruitment for medics drew in mostly women.[5]

Added by MecoThe UED's technological prowess included the field of medical science. Medic tools have been expanded to chemical modifiers increasing marine survival rates and the use of nano-conveyed anesthetic and attenuated lasers to carry out on-site surgery.[5] However, casualties will still occur and for dying marines, medics administer a drug known as the "Final Protocol".[6]
Despite their armor and arm-mounted shields, medics are still vulnerable. Generally, their only armament is the A-13 flash grenade launcher, which is used to provide illumination and 'blind' enemy targets.[5] The Alliance's medics use the C-7 gauss pistol and wear CMC-405 light combat suits.[7]
Following the Brood War, the Koprulu Sector factions continue to use medics.[8][9][10] The Terran Dominion still maintains a combat medic program, as medivac dropships are expensive to deploy.[11]
Game Unit
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StarCraft
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| Medic | |
|---|---|
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| Unit | |
| Race | |
| Role |
Combat Healer |
| Armament |
A-13 flash grenade launcher (non-lethal) |
| Protection |
CMC-405 light combat suit (Alliance medics) |
| Properties | |
| Maximum energy | |
| Size |
Small |
| Sight range |
9 |
| Production | |
| Minerals | |
| Gas | |
| Supply | |
| Build time | |
| Produced from | |
| Requires | |
| Hotkey |
C |
| Protection | |
| Hit points |
60 |
| Armor |
1 |

Marines and firebats may make more liberal use of stimpacks when supported by medics; the increased firepower may be sustained so long as the medics have energy remaining to heal. Medics may also heal protoss and zerg biological units. Protoss players may acquire medics through the dark archon's mind control ability.
In StarCraft: Brood War they were voiced by Glynnis Talken-Campbell.[12]
Abilities
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| Notes | |||||||||
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Medics use this ability to automatically heal friendly biological units in range. | |||||||||
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Medics remove parasite, ensnare, plague, devourer's corrosive acid (removes all multipliers of acid in one cast), maelstrom, lockdown, optical flare, and irradiate, from a targeted unit; a single cast removes any combination and number of negative buffs from the above list from the target unit. Restoration can be cast on any friendly or allied unit. | |||||||||||||||||||
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The medic uses its A-13 grenade launcher to reduces the sight of an enemy unit to 1, and removes any detection ability. | |||||||||||||||||||||
Upgrades
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Quotations
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StarCraft II
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| Medic | |
|---|---|
| | |
| Unit | |
| Race | |
| Campaign | |
| Role |
Support trooper |
| Properties | |
| Maximum energy | |
| Transport slots |
1 |
| Sight range |
9 |
| Production | |
| Minerals | |
| Gas | |
| Supply | |
| Build time | |
| Produced from | |
| Requires |
|
| Hotkey |
E |
| Protection | |
| Hit points |
60 |
| Armor | |
| Type | |
| Armor type | |
Medics are a campaign-only unit in StarCraft II: Wings of Liberty. They are unlocked by playing the mission "The Outlaws".[13] The healing ability has a somewhat longer range than in StarCraft, allowing medics to stay behind friendly troops. Bunkered medics may also heal troops in the same bunker, allowing bunkered marines to use stimpacks more liberally.
Medics are cheaper and available earlier in the campaign than the medivac dropship. Medics are better able to keep formation with infantry, but are in turn more vulnerable to attack. Medics have a higher priority in StarCraft II than in StarCraft and are more likely to be targeted.
Abilities
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| Notes | |||||||||
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The medic automatically (autocast) heals friendly biological units near it with a visible animation. | |||||||||
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Upgrades
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| Researched at | |||||||||||||||||||||
| Hotkey |
A | ||||||||||||||||||||
| Properties | |||||||||||||||||||||
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Wings of Liberty
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Quotations
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Development
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The following section contains information from a previous version of StarCraft II which is no longer valid. |

Added by MecoIn earlier StarCraft II builds the medic was available in multiplayer before being replaced by the medivac dropship.[17] The medics could not jump and made reapers much less useful.[18]
The medic's abilities remained largely the same as in StarCraft I. Medics were produced from barracks with attached tech labs.[19]
The medic's campaign-only upgrades would make them overpowered in multiplayer.[20]
- Flare
- The grenade launcher ability had been changed to reveal an area rather than blind a target unit.[21][22] It cost 50 energy. The flare did not act as a detector, but it did reveal terrain over cliffs (spotting for siege tank attacks).[22]
Known Medics
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Added by Meco- Lieutenant Mari Suzek
- Sergeant Scheeler
- Petty Officer Lisa Cassidy
- Private Maren Ayers
- Private Cat
- Private Gina Elani
- Private Slug
- Private Trent
- Doctor Egon Stetmann
- Amanda Haley
- Romy Pyrius
- Corporal Sawn
Specialists
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References
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| Terran Units and Structures of StarCraft/Brood War |
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| Terran Units and Structures of StarCraft II |
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| Wings of Liberty |
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| Terran Occupations |
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