Medic

The Medic is a Terran unit that can heal friendly biological ground units. Medics first appeared in StarCraft: Brood War.

Overview
Historically marine forces suffered high casualties, but retained their strength through aggressive recruitment practices. Confederate medics remained at bases to care for wounded soldiers and 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, however.

However, as conflict escalated to include the protoss and zerg marine losses became prohibitive. The United Earth Directorate pacification fleet reintroduced the concept of front line units with organic combat medics back into the Koprulu Sector. Recruitment for medics drew in mostly women.

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 anaesthetic 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."

Despite their armor and arm mounted shields, medics are still vulnerable. Their only armament is the A-13 Flash Grenade Launcher, which is used to provide illumination and 'blind' enemy targets. At times, the C-7 gauss pistol serves as a sidearm.

Following the Brood War, the Koprulu Sector factions continued to use medics but only sparingly, having replaced them with the medivac dropship. 

StarCraft
Medics become far more than a nuisance if mixed liberally with Marines and Firebats; the combat units can make greater use of StimPacks, reaping the benefits of greater firepower without the side-effects so long as the Medics have energy left to heal them. It is important to keep Medics safely guarded since they have no attack against enemies.

A Protoss player might even opt to use Dark Archons to mind-control Medics for his own use if Zealots factor heavily into his strategy.

Abilities

 * Heal
 * Starting ability.
 * Energy Cost: 1 for every 2 HP healed.
 * Range: 2
 * The Medic will automatically heal any friendly biological ground units nearby.
 * Restoration
 * Cost: 100 100
 * Energy Cost: 50
 * Researched at: Academy
 * Removes most effects from enemy abilities from a friendly unit.
 * Optical Flare
 * Cost:100 100
 * Researched at: Academy
 * Energy Cost: 75
 * Reduces the sight of an enemy unit to 1 matrix and disables the unit's detection ability. Blindness may be 'healed' by a Medic's Restoration ability.

Upgrades

 * Infantry Armor
 * Caduceus Reactor
 * Cost: 150 150
 * Upgraded at: Academy
 * Increases maximum Medic energy by 50.

Quotations

 * See: StarCraft I Medic Quotations

StarCraft II
The Medic was present in earlier builds of StarCraft II but has since been canceled. It has been replaced by medivac dropships. It was canceled as pairing marines and medics would still be stronger than reapers. As medics were unable to jump themselves, this would make reapers nearly useless.

The medic's abilities remained largely the same as in StarCraft I. Medics were produced from a barracks with an attached tech lab.


 * Flare
 * 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).

Known Medics

 * Lieutenant Mari Suzek
 * Sergeant Scheeler
 * Private Gina Elani
 * Amanda Haley
 * UED Genetic Engineers