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Weapons:
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Pistol |
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Pulse Rifle |
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Equipment:
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Medkit |
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Start Health:
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150 |
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Max Health:
150 |
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Start Armor:
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50 |
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Max Armor:
50 |
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Speed:
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Medium |
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Attributes:
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Only
marine that is equiped with the medkit. This character
is used for healing wounded marines on the battlefield. |
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Background:
Though
the Corps doesnt like to publicize this fact, especially
not to their own grunts, most attacks by xenomorphs prove
immediately fatal. If a marine is attacked directly they
usually wont walk away, as xenos pack enough power
to rip marines open or tear off limbs with single claw
swipes. However, advancements in armor have made it possible
for the occasional marine to escape an encounter with
their lives barely intact and thats where
the medic comes in. Their exclusive purpose is to heal
wounded marines on the spot, and hopefully provide them
with enough energy to keep fighting or to survive their
next attack. Medics carry state of the art diagnostic
and healing equipment, and are the only way marines can
regain health in the field. Though they cannot revive
fallen men, they can heal a wounded soldier enough to
keep him going. Medics themselves are fast, lightly armored,
and carry limited defensive weaponry. Like the scout they
carry the smaller M41-A Pulse Rifle and a pistol as a
sidearm, making them poorly suited for all-out combat. |
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