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 but were sometimes attached to squads/platoons. Confederate medics had a distinct appearance (white armor with a red cross).Raynor's Raiders medics operated on the front lines, at least on some occasions.
The 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. However, casualties will still occur and for dying marines, medics administer a drug known as the "Final Protocol".
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.
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.
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.
Medics no longer need a tech lab to be constructed.
Remedius Medical Systems now offers a storage facility that can be housed in the barracks itself, eliminating the need for the tech lab which would store medpacks when training and outfitting medics.
The medic's abilities remained largely the same as in StarCraft I. Medics were produced from barracks with attached tech labs.
The medic's campaign-only upgrades would make them overpowered in multiplayer.
The grenade launcher ability had been changed to reveal an area rather than blind a target unit. It cost 50 energy. The flare did not act as a detector, but it did reveal terrain over cliffs (spotting for siege tank attacks).