MOS /

CombatMedic

Skills · 5 trees

Soldier Skills 4 lv

Soldier skills are basic, general knowledge and proficiency at your profession. They range from simple physical fitness and weapon proficiency to battle drills and warrior tasks. Each point increases fitness, dexterity, and mechanical skills by 2, reduces reload and unjam time by 15%, and unlocks specific abilities. Level 1 : Perform Self-Aid Level 2 : MOS-specific ability Level 3 : +.1 MS and improves Prone Level 4 : Rifle Butt

Lv 1Lv 2Lv 3Lv 4
Applies
  • Rifle Butt passive
    • 1 dmg every 1.5s
    • Rifle Butt Behavior Controller on units within 2.5: 20 dmg, move speed at least 2, uncommandable for 0.2 s
Fitness +2 +4 +6 +8
Mechanical +2 +4 +6 +8
Dexterity +2 +4 +6 +8
Move speed +0.1 +0.1
Sets
  • Burst Fire: duration +1
  • Improved Burst Fire: duration +0.5

First Aid 4 lv

First Aid provides a range of skills for treating the wounded. Each level improves mechanical skills by 1. Level 1 : Blood Transfusion Level 2 : Nano-Injection Level 3 : Improved Blood Transfusion Level 4 : Improved Nano-Injection

Lv 1Lv 2Lv 3Lv 4
Mechanical +1 +2 +3 +4

Augmentation 5 lv

Augmentation contains abilities that allow the Combat Medic to augment his squad's fighting capabilities as well as his own. Each level improves mechanical skills by 1. Each ability also has a 50% chance to apply to yourself. Level 1 : Anabolic Performance Enhancement Level 2 : Cognitive Enhancement Level 3 : Pain Killer Level 4 : Improves Anabolic Performance Enhancement Level 5 : Improves Cognitive Enhancement and Pain Killer

Lv 1Lv 2Lv 3Lv 4Lv 5
Mechanical +1 +2 +3 +4 +5

Revive 3 lv

Revives a nearby dead soldier. Level 1 : 7s delay, 180 energy, 90s CD Level 2 : 6s delay, 120 energy, 80s CD Level 3 : 5s delay, 100 energy, 60s CD

Lv 1Lv 2Lv 3
Energy 180 120 100
Cooldown 1.5 min 1.33 min 1 min
Cast 7 s 6 s 4.5 s

Marksmanship 4 lv

Marksmanship is your ability to accurately fire, reactively fire, and focus under stress. Increases dexterity by 4, range by 1, and improves critical shot per level. Critical shot has a 12.5% chance to deal bonus damage on each attack : Level 1 : 2x Level 2 : 3x Level 3 : 4x Level 4 : 5x

Lv 1Lv 2Lv 3Lv 4
Dexterity +4 +8 +12 +16
Weapon range +1 +2 +3 +4

Standard abilities · 21

Commands this class has by default, with their numbers from the map data.

Sprint

Toggles sprinting on and off. Sprinting increases movement speed by 1 for up to 8 seconds, which slowly drains off. Recovers over up to 15 seconds while not sprinting. "Double time!" The less points the sprint bar has, the less fast you run. For optimal long runs, don't sprint more than 2,5s, then wait for full sprint bar and use the jump during this non sprinting time.

Cooldown 1.5 s
Applies
  • Sprint
    • move speed +0.07 per stack (up to 16)

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Reload

Reloads your weapon. Discards current rounds.

Cooldown 5 s
Removes Jammed

Immediate/Remedial Action

Performs immediate action to correct any stoppages. If immediate action fails, remedial action will automatically be executed. Use this ability to unjam a weapon.

Cooldown 10 s shared
Removes Jammed

Firemode

Changes firemode between burst and semi-automatic.

Cooldown 3 s
Aura
  • Burst Fire AS on the target: attack speed ×3.4
  • Burst Fire Pause on the target: attack speed ×0.01 for 0.8 s
Removes
  • removes Burst Fire AS

Drop Magazine

Drops magazines into your inventory.

Cooldown 1.5 s shared
Spawns Magazines

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Blood Transfusion

Replaces lost blood and re-establishes equilibrium in the body. Heals 150 life and 25 energy over 30 seconds. Can cure mutation (necrotic or neurotoxic) venom 1 and minor laceration.

Energy 80
Cooldown 32 s
Range 2
Applies

Improved Blood Transfusion

Replaces lost blood and re-establishes equilibrium in the body. Heals 250 life and 40 energy over 20 seconds, and cures minor ailments. Can cure every necrotic and neurotoxic venom, and minor laceration.

Cognitive Enhancement

Synthetic hormones and nutrients cause an anabolic reaction in the target, increasing their drive and focus. Increases damage by 30%, attack speed by 30%, and range by 4 for 30 seconds.

Energy 105
Cooldown 1 min
Range 2
Applies

Pain Killer

Temporarily relieves pain in the target, extending their endurance. Increases life by 100, movement speed by .1, and minimizes movement loss for 30 seconds.

Energy 55
Cooldown 35 s
Range 2
Applies
  • Pain Killer 50% chance · 30 s
    • +100 life
    • move speed +0.1
    • move speed at least 2.7
  • Pain Killer 30 s
    • +100 life
    • move speed +0.1
    • move speed at least 2.7

Anabolic Performance Enhancement

Synthetic hormones and nutrients cause an anabolic reaction in the target, increasing their drive and focus. Increases attack speed by 30% and movement speed by 0.15 for 30 seconds.

Energy 95
Cooldown 1 min
Range 2
Applies

Improved Anabolic Performance Enhancement

Synthetic hormones and nutrients cause an anabolic reaction in the target, increasing their drive and focus. Increases attack speed by 40% and movement speed by 0.2 for 35 seconds.

Energy 80
Cooldown 45 s
Range 2
Applies

Improved Cognitive Enhancement

Synthetic hormones and nutrients cause an anabolic reaction in the target, increasing their drive and focus. Increases damage by 45%, attack speed by 35%, and range by 6 for 35 seconds.

Energy 90
Cooldown 45 s
Range 2
Applies

Improved Pain Killer

Temporarily relieves pain in the target, extending their endurance. Increases life by 170, movement speed by .15, and minimizes movement loss for 35 seconds.

Energy 45
Cooldown 30 s
Range 2
Applies

Jump

Jumps to the target location. Cannot jump up cliffs. Jumping down great heights can cause injury. Jumps can be used to quickly escape close undeads before they reach you. Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.

Range 10
Applies

SITREP

Displays teammates who are sustaining ailments.

Cooldown 3 s

Prone

Goes into the prone position, slowing movement speed but increasing damage. Prone also has an 80% chance to reduce explosion damage by 35%. Increases damage by 10% and slows movement speed by 45%. With Solder Skills level 3 : Increases damage by 13%, attack speed by 8%, and range by 1. PMC mode only : adds 15% additional evasion.

Cooldown 2 s
Applies
  • Evasion 15 PMC only
    • 15% chance to dodge ranged hits
  • Prone
    • +10% dmg (Ranged)
    • 80% chance to take 35% less splash/spell damage
    • move speed ×0.55
  • Prone with Soldier Skills 3
    • +13% dmg (Ranged)
    • 80% chance to take 35% less splash/spell damage
    • attack speed ×1.08
    • move speed ×0.55
    • weapon range +1
  • Adrenaline 10 s
    • attack speed ×1.1
Removes Sprint

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Frag Grenade Medic

Throws a frag grenade at the target point, dealing 400 damage. Explosives hurt allies.

Energy 85
Cooldown 2 min
Cast 0.15 s
Range 12
Damage 400 +0–25
Bonus +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Splash full damage3

Flare Gun WO5

Fires a flare at the target point providing vision. Sends a flare into the sky above the target point for 45 seconds that removes the fog of war for all players within 15 radius. Detects invisible units within 15 radius. Slows enemies within 6 radius by ?%. Enemies also gain vision from flare.

Energy 70
Cooldown 3 min shared
Range 24
Applies
  • Flare Gun 45 s
    • Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns Flare Gun Flare lasts 45 s, sight 15, detects hidden units within 15