On the fast and deadly field of combat, a combat medic moves quickly among friends to provide battlefield care while firing back at enemies. At home in the thick of battle, a combat medic delivers life-saving e-sutures between hurling bio-poison attacks.
As a character advances in the Combat Medic Job, he or she gains the following Skill points at each Rank.
Ranks 1 to 12
Ranks 13 to 24
Ranks 25 to 36
Each Job provides a series of Talents representing the special abilities granted by this specific training. As a Character progresses through Job Ranks, more and more Talents become available.
First Aid3 weeks Cooldown
Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission
Bio-Poison SlugsWeapon's Initiative
In crew combat, Crippling Pistol Attack causes +20 Bio-Poison Damage, -10% Melee Defense, -10% Ranged Defense for 3 Turns
In crew combat, Heals entire team (6 + 0 Doctor) HP
Cleansing Purge10 Initiative
In crew combat, Removes all Debuffs; Restores (10 + 0 Doctor) HP and Morale
Vaccination Watch12 Initiative
In crew combat, Buffs entire team with +10% Armor, +10 Energy (Plas/Rad) Resist, +36 Bio-Poison Resist for 3 Turns
Toxin Terror12 Initiative
In crew combat, bio-threat hits 2 targets and causes -2 Initiative, -10 Bio-Poison Resist for 3 Turns in addition to (10 + 0 Doctor) Morale Loss
Bio-Poison Grenade16 Initiative
In crew combat, Crippling Grenade Attack hits 2 targets with 31-50 Dmg and -2 Initiative, +14 Bio-Poison Damage, -25% Melee Defense, -25% Ranged Defense, -10 Bio-Poison Resist for 3 Turns
Bio-Agent Bomb9 weeks Cooldown
After a successful Boarding, release deadly bio-agents into the enemy ship's ventilation; +10 Morale Dmg/Turn, +25 Crew Dmg/Turn for next 4 Turns
In crew combat, Buffs with +2 Initiative, +10% Armor Piercing, +50% To Resist Debuffs for 3 Turns and Heals (36 + 0 Doctor) HP
In crew combat, Removes all Debuffs; Restores entire team (10 + 0 Doctor) Morale
In crew combat, Crippling Pistol Attack causes -25% Ranged Defense, -15 Bio-Poison Resist for 3 Turns, knocks target back 1 slot
Combat Talent Strategy
This is a good go-to replacement for a default pistol attack. The bio-poison is reasonably strong and the small defensive debuffs help less accurate allies finish off a target. However, unlike basic pistol attacks, this talent cannot hit the 3rd position.
This talent is for AoE healing. It has a rather high initiative cost for a small amount of healing. However, in cases where the entire party is slightly wounded, it is a good option.
This an all-around healing/utility talent for the Combat Medic. It removes debuffs, restores a decent amount of health and also restores morale. Against Xeno, who debuff entire groups rapidly, it will likely be insufficient to keep up with debuff removal. Consider Flatline (or bringing a different job entirely) instead.
A somewhat situational talent that is primarily useful if your foe is heavily relying on bio-poison damage and you have no immediate healing needs. A 10% Armor bonus effectively means 10% less incoming damage unless the buff is removed. It also grants a small bonus to Energy Resist which can come in handy against Xeno.
Another situational talent, Toxin Terror would in theory support an entire team of bio-poison attackers but has a very high initiative cost for what it does. If your foe fails to remove the debuff and battle is dragging on, the initiative debuff could become high value. This talent cannot be dodged, but can be resisted by debuff resist.
This is a powerful grenade talent. However, like most grenades, it can only be used from the front two positions. Sword-and-pistol combatants may have enough defense to survive in ranges to use this talent.
This is the emergency healing option for the Combat Medic. It heals substantially more than Cleansing Purge. It also gives a powerful all-around buff to the target! Careful attention must be paid to avoid pushing your combat medic into penalty initiative for the next turn here. While the initiative cost isn't much higher than Cleansing Purge, if you are at 1 or 2 initiative, it'll still knock you into penalty.
An expensive group morale boost and debuff removal option. If you've been diligent about using Cleansing Purge, there is little reason to rely on this talent. However, against Xeno, if you're bringing a combat medic, you'll need to use this talent to deal with the large number of debuffs they fling at your crew. Cleansing Purge won't keep up.
This is a powerful utility attack that combos well with Bio-Poison Slugs as the bio-poison resistance penalty will enhance the other talent's damage. Further, this allows for stacking penalties to dodge. It is also very useful for knocking swordsmen into position 3 where they will typically have to waste a turn advancing instead of attacking your team.
|Ship Operations||Commander • Crew Dog • Diplomat • Doctor • Electronics Tech • Engineer • Explorer |
Gunner • Hyperwarp Navigator • Mechanic • Merchant • Pilot • Pirate • Quartermaster • Scavenger • Scientist • Smuggler
|Fighters||Assassin • Blade Dancer • Bodyguard • Bounty Hunter • Combat Medic • Exo-Scout • Military Officer |
Pistoleer • Saboteur • Shock Trooper • Soldier • Swordsman • Spy • Sniper • Xeno Hunter • Zealot
|Small Craft||Gundeck Boss • Wing Bomber • Wing Commando • Wing Leader • Wing Tech|