A strictly supportive class. BE Weapons Tranquilizer gun: A one round per clip weapon, shoots a huge syringe bolt (like crossbow in HL2) that cripples the enemies health and movement speed temporarily. Combat shield: Wide enough for friends to take cover behind, medic cannot shoot while holding this weapon. Gives him and nearby allies damage reduction, NOT actual cover like walls. Secondary weapons Tazer: Stuns an enemy for several seconds, so long as trigger is held down. Medic cannot move while holding down trigger, or cord will break. Equipment: Syringe gun: Gives a temporary health regeneration to a soldier at a close range distance. (No HMG and Engy camping) Life support suit: Gives Medic a tiny damage reduction and a good health regeneration rate. NF Weapons Dart gun: A poisonous dart that deals damage over time and affects accuracy rating of affected unit. EMP Grenade Launcher: Cripples BE infantry by disabling HUD and commander info. Can overheat vehicles. Secondary Weapons: Cant think of one atm. Equipment: Health packs: Limited health drops that last several seconds, restore a good amount of HP Thermal goggles: Allows for easier spotting of infantry, can give points for spotting Skills Mobile Triage: All units within the vehicle that the medic is driving get the same benefits as an APC without the ammo. Adrenaline Shot: Gives an adrenaline dose within the shots the Medic is using, giving affected allies increased movement speed. Revive: Medic has a specific syringe that allows for reviving allies, can only be used at short range due to needed accuracy to inject in heart. Healing Upgrade: Gives medic a boost to his syringes Health box drop: Allows Medic to drop a stunted health box, giving a lower amount than armory health, and for a shorter duration than ammo box.