In-Game
Classes
Weapons
Equipment
Levels
Concept Art
Miscellaneous


       
         
         
         
 
Weapons:
Pistol
   
Pulse Rifle
     
 
   
Equipment:
Medkit
     
 
     
 
Start Health:
 150   Max Health: 150
 
Start Armor:
 50   Max Armor: 50
       
   
Speed:
 Medium
         
   
Attributes: 
Only marine that is equiped with the medkit. This character is used for healing wounded marines on the battlefield.
     
     
     
     
 
 

Class Background: Though the Corps doesn’t 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 won’t 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 that’s 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.



 

 

 

 

 
 
Best viewed with Microsoft Internet Explorer 4.0+ at 1024x768
Copyright © 1999 - 2003 The Kindred All Rights Reserved