{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=CombatMedic","version":1,"mos":"CombatMedic","slug":"the-combat-medic-played","title":"The Combat Medic, played","modes":[],"ranks":[],"skills":["FirstAid","FirstAid","Revive","FirstAid","FirstAid","SoldierSkills","SoldierSkills","Revive","SoldierSkills","Augmentation","Augmentation","Augmentation","SoldierSkills","Augmentation","Augmentation","Revive"],"sis":[{"num":19},{"num":4},{"num":17},{"num":21},{"num":7},{"num":11}],"blocks":[{"type":"markdown","text":"The Combat Medic's game, top to bottom. One class keeps the others standing: two heals, three drugs, a revive, and five keys to use the same on yourself. The map watches for it as well: a squad with no medic left alive is handed another way to bring its dead back."},{"type":"columns","columns":[[{"type":"markdown","text":"# first\n**First Aid 1, then Revive at 3**\n\nThe first point goes in [[skill:FirstAid]]: it is [[ability:BloodTransfusion]], your only heal until the second point brings [[ability:NanoInjection]]. All three builds on the community's page put the first point of [[skill:Revive]] at level 3."},{"type":"markdown","text":"# then\n**`Z` before you run anywhere**\n\n[[ability:SITREP]] (3 s cooldown) lists and pings every soldier at 75 % life or less or carrying an ailment, the dead ones too. The map counts a heal only on such a target, so the list is also what pays."}],[{"type":"markdown","text":"# with spare energy\n**Drug the shooters**\n\n[[ability:CognitiveEnhancement]] (`R`) on whoever is shooting most, 105 energy and a 60 s cooldown, so it does not go on everyone. The self roll is in the drugs table below."},{"type":"markdown","text":"# always\n**Mind the energy**\n\n205 at the start, and a level 1 Revive is 180 of it, a Nano 90. The community's page recommends a [[item:KineticIntegrator]] (1.25 energy a second) and [[item:EnergyCell|energy cells]] (190 over 20 s) for that reason, and [[si:4]] for the same."}]]},{"type":"section","title":"Healing","children":[{"type":"markdown","text":"## The heals\n\n| Ability | First Aid | Energy | Cooldown | What it does |\n|---|---:|---:|---:|---|\n| {{ability:BloodTransfusion}} `Q` | 1 | 80 | 32 s | 150 life and 25 energy dripped over 30 s. Cures venom 1 and a minor laceration. |\n| {{ability:ImprovedBloodTransfusion}} `Q` | 3 | 60 | 22 s | The same drip, faster: 250 life and about 42 energy over 20 s. The self key switches to it from First Aid 3. |\n| {{ability:NanoInjection}} `W` | 2 | 90 | 40 s | 100 life at once, cures moderate ailments. |\n| {{ability:ImprovedNanoInjection}} `W` | 4 | 80 | 35 s | 150 life at once, cures severe ailments and poisons. Same cooldown slot as Nano. |\n\nRange 2 on all four: you stand next to the patient. Transfusion and Nano have separate cooldowns, so a badly hurt soldier gets both. The wiki's Ailments page says a [[item:SalineSyringe|Quik Clot]] and the improved Nano are the only cures for a severe ailment, and the improved Nano the only one for a poison; the tooltips of both list those cures. A [[item:FirstAidKit]] in your hands heals 325 over 30 s instead of 250, and the map gives the same bonus to a [[unit:68WCombatMedic|mini medic]] and to [[unit:EgonStetmann|Stetmann]]."},{"type":"columns","columns":[[{"type":"markdown","text":"# What counts as a heal\n- The map counts a heal when the target was at **75 % life or less**, or had an ailment. Transfusions, Nanos and a First Aid Kit all count; a heal on a healthy soldier does not.\n- Every 5th counted heal in a game, up to the 40th, pays XP: 4 at the 5th, 6 at the 10th, 10 at the 15th, 16 at the 20th, and so on.\n- 22 counted heals in one game award a medal.\n- 10 or more counted heals in a **won** Hard, Insane, Nightmare, Apocalypse or PMC game, as a Combat Medic, unlock the Advanced Medical Visor."}],[{"type":"markdown","text":"# The Advanced Medical Visor\n- A checkbox in the options once unlocked. With it on, every allied soldier at 75 % life or less, or with an ailment, carries a tag above his head listing what is wrong, refreshed every 2 s. Only medics see it.\n- Until then the same information is one `Z` away."}]]}]},{"type":"section","title":"The self panel","children":[{"type":"markdown","text":"Five keys on the class panel, each casting on yourself: `F1` Blood Transfusion, `F2` Nano-Injection, `F3` Anabolic Performance Enhancement, `F4` Cognitive Enhancement, `F5` Pain Killer.\n\n- The panel is the class mini panel checkbox in the options; while it is hidden the keys do nothing.\n- Each key picks the version your skill allows: `F1` casts the improved transfusion from First Aid 3, `F2` the improved Nano at First Aid 4, `F3` the improved Anabolic at Augmentation 4, `F4` and `F5` their improved versions at Augmentation 5.\n- It is the ordinary ability order, put in front of whatever you were doing: same energy, same cooldown, and the ability is on cooldown for your patients afterwards.\n- The [[item:CombatMedicShieldw37]] is the exception: its own Improved Pain Killer on the wearer, independent of the skill."}]},{"type":"section","title":"Revive","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# The cast\n| Level | Energy | Cooldown | Cast |\n|---|---:|---:|---:|\n| 1 | 180 | 90 s | 7 s |\n| 2 | 120 | 80 s | 6 s |\n| 3 | 100 | 60 s | 4.5 s |\n\nRange 3, on `F`, with a progress bar, and it can be cancelled, so stand still. The tooltip rounds the last cast to 5 s. Vehicles are not yours: the [[mos:SiegeTank|tank]], the [[mos:FP500CombatWalker|walker]], the [[mos:AlligatorLK19|helicopter]], the [[mos:Rjx73]] and the [[mos:MilitarizedColonistTransportNova|APC]] come back through an engineer's [[ability:Reconstruct]]."}],[{"type":"markdown","text":"# What comes back\n- The soldier stands up where he fell, jam cleared, the magazines he dropped at death put back in his bag, and his camera panned onto him.\n- Every 5th soldier you revive in a game pays XP (4, then 6, 10, 16, and so on); 12 revives in one game is the Medal of Valor; 40 across your games unlock a decal.\n- Under the **1 Life** modifier the Revive skill is hidden and [[skill:Marksmanship]] takes its slot, the rescue mission is never started, and the wiki's Modes page says there are no revives at all.\n- Soldier Skills 2, the tooltip's 'MOS-specific ability', is a hidden buff: +2 weapon range and +8 dexterity."}]]}]},{"type":"section","title":"When no medic is left","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# The scientist\n- A soldier dies, the **1 Life** modifier is off, and no [[mos:CombatMedic]] or [[mos:PhoenixMedic]] is alive: in Recruit to Nightmare and in Apocalypse the map starts a mission, once per game. Ravensword: the RA Facility has a medical installation, and only a scientist hiding in Thalim knows how to use it.\n- The hiding place is pinged (the circle on the map). Walk any unit into it: the scientist appears, 200 life, and walks his own route to the RA Facility, its gates opening for him. Keep him alive: his death fails the mission.\n- At the Facility the [[unit:HealerBot|Medical Engine]] is activated, a [[unit:MedicalBotItem|Medical Bot]] item is left on the ground, and the mission [[mission:medical-engine-activated]] pays 10 XP."}],[{"type":"map","title":"AO Thalim · the medic's map","caption":"The scientist's hiding place is the region the rescue trigger pings; the drone launches from where the City Guard stands; Stetmann's terminal is the region his trigger tests.","marks":[{"kind":"area","tone":"item","label":"Thalim","at":{"region":"Thalim"}},{"kind":"pin","tone":"accent","label":"the scientist hides here","at":{"region":"DS Search3"}},{"kind":"pin","tone":"mos","label":"City Guard, heal drone launch","at":{"region":"City Guard area"}},{"kind":"pin","tone":"item","label":"Stetmann's terminal","at":{"region":"Generator commands"}},{"kind":"pin","tone":"accent","label":"you land here","at":{"region":"LZ Wolverine"}}]}]]},{"type":"markdown","text":"## The Medical Bot\n- Use the [[unit:MedicalBotItem|Medical Bot]] item and a bot unfolds where you stand. It picks a dead soldier within 12 range the moment you use it (a dead medic first), turns on the spot for 8 s, then walks to him and works about 9 s; the soldier is up and the bot blows itself up. No dead soldier in reach and the item drops back on the ground for later.\n- It does not do vehicles. A corpse it cannot reach because the ground is unpathable is moved to the airport.\n- The [[mos:MilitarizedColonistTransportNova|APC]] can deploy one of its own at its fourth level.\n- Two cases need no medic at all: a player with 0 Enlisted XP is revived by a Medical Bot dropped from orbit 2 s after each death until the 10 minute mark (the first death past it is still covered), and the auto-revive modifier does it for everyone."}]},{"type":"section","title":"With a City Guard up","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# The Emergency Heal Drone\n- Exists only when an [[mos:AssaultEngineer]] buys it: `F2` on his panel, **25 scraps**, from inside Thalim, once per game. The City Guard itself needs a [[mos:CombatEngineer]] in the game.\n- Then any Nano or Improved Nano you order on a soldier **more than 30 range away** is turned into a call: your own order stops, an [[unit:EmergencyDrone2|Emergency Drone]] launches from the City Guard and applies a Nano-Injection heal to the target (100 life, 150 with [[si:19]]), then it dies.\n- One call per medic every **120 s**; the map tells you when it is back. Nothing happens while the City Guard is dead or Broken.\n- The trigger is [[mission:emergency-heal-drone|Emergency Heal Drone]]."}],[{"type":"markdown","text":"# Stetmann\n- Pick the Medic as your [[si:17|Battle Buddy]] while playing a Combat or Phoenix Medic and you get [[unit:EgonStetmann|Egon Stetmann]] instead of a [[unit:68WCombatMedic|mini medic]], once per game, by drop pod. He carries a Nano-Injection and a Repair, no gun.\n- Walk him onto the terminal in Thalim's north (the small square on the map): he stops, invulnerable and deaf to orders for about 18 s of talk, then the [[unit:Interceptor|militia drones]] move 0.2 faster and hit 5 harder, the [[unit:ISBot|IS Bots]] move 0.2 faster and hit 7 harder, the repair and medical drones and the [[unit:Drone2|drones]] a [[mos:Rjx73]] releases move 0.2 faster, and the [[unit:ReconDrone|recon drone]] 0.3 faster with +0.5 weapon range, for every player.\n- The community's page says a second visit adds nothing."}]]}]},{"type":"markdown","text":"## The drugs\n\n| Drug | Augmentation | Energy | Cooldown | On the target, 30 s (35 s improved) |\n|---|---:|---:|---:|---|\n| {{ability:AnabolicPerformanceEnhancement}} `E` | 1 | 95 | 60 s | +30 % attack speed, +0.15 move speed |\n| {{ability:ImprovedAnabolicPerformanceEnhancement}} `E` | 4 | 80 | 45 s | +40 % attack speed, +0.2 move speed |\n| {{ability:CognitiveEnhancement}} `R` | 2 | 105 | 60 s | +30 % damage, +30 % attack speed, +4 range |\n| {{ability:ImprovedCognitiveEnhancement}} `R` | 5 | 90 | 45 s | +45 % damage, +35 % attack speed, +6 range |\n| {{ability:PainKiller}} `T` | 3 | 55 | 35 s | +100 life, +0.1 move speed, less speed loss |\n| {{ability:ImprovedPainKiller}} `T` | 5 | 45 | 30 s | +170 life, +0.15 move speed, less speed loss |\n\nRange 2, one target, and a 50 % roll to get the same buff yourself (80 % with [[si:19]]). Three drugs on one shooter is 255 energy at level 1. The community's page has the Angel build leave Augmentation for last and the Support build take it first."},{"type":"section","title":"Blood in Blood Out","children":[{"type":"markdown","text":"[[si:19]] is the medic's own SI, unlocked by a win in Nightmare or above as a medic (the wiki's older text says Chapter 3 on Nightmare; the map's text is the one here). What it does, from the upgrade data:\n\n- Blood Transfusion and its improved version become **2 charges** each, with a 5 s cooldown between casts; a spent charge comes back in 30 s (20 s improved). Two soldiers on the drip at once.\n- Nano-Injection heals **150** instead of 100, Improved Nano **300** instead of 150.\n- The self-apply chance of every drug goes from 50 % to **80 %**.\n\nThe Angel build on the community's page exists to make use of it early: First Aid maxed by level 5."}]},{"type":"section","title":"What the community recommends","children":[{"type":"columns","columns":[[{"type":"markdown","text":"# Skill identifiers\n- First slot: [[si:19]], [[si:4]] or [[si:17]], 'to increase healing efficiency'. Second slot: [[si:21]], [[si:7]] or [[si:11]] for survivability. [[si:7]] is not sold on the officer track; [[si:19]] and [[si:17]] are achievement unlocks.\n- The Veteran build pairs [[si:20]] with [[si:4]] and answers the 55 % life cut with Pain Killer on yourself; the page suggests a CW5 with the flare gun, or an SMA with both the Frag Grenade and Veteran, for it."}],[{"type":"markdown","text":"# Items and guns\n- [[item:KineticIntegrator]] and [[item:EnergyCell|energy cells]]: 'all Combat Medic abilities have high energy costs'.\n- [[item:HK42]] for its +0.04 move speed; the page's reason is survival. The data allows seven rifles: [[item:HK42]], [[item:M5MAR]], [[item:MP75R]], [[item:SOFAR]], [[item:SteyrAUG]], [[item:StynerBR2]] and [[item:USMCR]]; the page lists five.\n- [[item:M5MAR]] with an [[item:MGL]] and [[item:40mmGrenade|40mm grenades]] to answer a [[unit:Licker]].\n- [[item:KevlarBodyArmor]]: +5 armor and a 50 point shield with no speed change, where [[item:SPCS]] costs 0.1 move speed.\n- The [[item:CombatMedicShieldw37]] can only be worn by a Combat or Phoenix Medic; see [the Gear tab](/mos/CombatMedic/gear) for its numbers."}]]},{"type":"markdown","text":"## Three builds, in the page's words\n\n| Build | Order | Why |\n|---|---|---|\n| Angel | First Aid to 4 by level 5, Revive 1 at 3, then Soldier Skills, Revive 2, Augmentation, Revive 3 at 16 | Ailments are common and Blood in Blood Out wants First Aid early; Soldier Skills afterwards 'to hit harder and run faster'. This is the order stored with this guide. |\n| Support | Augmentation 1 and 2 first, Revive 1 at 3, then First Aid, Soldier Skills, the rest of Augmentation | Damage for the team before healing, 'for experienced teams that do not require babysitting'. |\n| Veteran | Soldier Skills 1 and 2, Revive 1 at 3, then Augmentation to 5 by level 11, Soldier Skills 4, Revive 2, First Aid | Built on the 50 % self-buff roll, with Veteran and Energetic as SIs. |"}]},{"type":"markdown","text":"## Ranks and modes\n\n- **Command Sergeant Major** (Enlisted, 95,000 XP): [[ability:FragGrenadeMedic]] on `G`, 400 damage, 85 energy, 120 s cooldown, range 12.\n- **Chief Warrant Officer 5** (Warrant, 120,000 XP): [[ability:FlareGunWO5]] on `G`, 70 energy, 180 s cooldown, range 24, 45 s of vision the enemy shares.\n- **Major General** (Officer, 130,000 XP): an [[unit:InfantryRifleman]].\n- **Rifle** modifier: only the [[mos:Rifleman]] and the Combat Medic can be picked, by the wiki's Modes page; several other classes' pick buttons are gated on it in the data.\n- **Sushis** modifier: an infected Combat Medic turns into the [[mos:Sushiwoman2]], who keeps `F1` and `F2`.\n- A Combat Medic win in Insane, Nightmare or Apocalypse unlocks a camo."},{"type":"markdown","text":"Numbers are read from the map file: its ability, effect, behaviour and upgrade data and its trigger script. The community advice is from the wiki's Combat Medic page, checked against the same."}]}