The Medic is one of the remade Colonial Marine classes coming to Aliens: Fireteam Elite 2. Cold Iron Studios framed it as the marine who keeps the fireteam in the fight: Combat Stims for rate of fire and resistance windows, a returning Advanced Trauma Station that can heal, buff, or dump poison gas, and close-range signature guns for when the swarm is already in the room. It replaces the first game's Doc role with a clearer combat-medic kit rather than a healer who only acts after the line has already broken.
Medic Showcase Video
The full showcase landed on the game's YouTube channel in August 2026, ahead of the August 25, 2026 launch. Cold Iron's official Medic video is the clearest look at the class so far. It walks through stim kits, the Advanced Trauma Station, the X1 Fireball and Type 21 Tactical Shotgun Mk.2, and the revive-speed perks that make picking people up part of the combat loop instead of a panic animation.
Class Role
In squad terms, Medic sits next to the Machinist as support, but the job is bodies, not hardware. It is less about explosives and heavy automatic pressure than Marauder, less about dual-rifle sustained fire than the Duelist, and less about slow-and-finish control than the Hunter. What it owns is the collapse window: stim the squad, plant the station, and get a downed marine up before the next pack arrives. That matters more in Fireteam Elite 2 because encounters are denser and more punishing, with new Fireteam 2 Xenomorph types like the Exploder, Siren, and Warden. Medic also feeds the sequel's endgame class: leveling it unlocks kits that can later be mixed into Specialist builds.
Signature Weapons
The showcase highlights two signature weapons: the returning Armat X1 Fireball and Weyland-Yutani's Type 21 Tactical Shotgun Mk.2. The Fireball kit UI lists 86 accuracy and 59 stability, with damage holding into mid range before a sharp drop after about 50 to 60 meters. That is the longer of the two medic guns, a special-purpose answer rather than another pulse rifle from the wider Colonial Marine weapons pool. Both signatures still lean close. The class is built to fight in the same rooms it is trying to keep people alive in.
Type 21 Tactical Shotgun
The Type 21 Tactical Shotgun Mk.2 is the Medic's short-range signature, marked Weyland-Yutani Corp on the receiver in the showcase. The kit card lists 39 accuracy and 65 stability, with damage falling off hard inside the first 10 to 20 meters. That is a doorway gun, not a corridor rifle. Paired with the Fireball, it gives the class two close answers when a Xenomorph pack is already inside stim range and the trauma station is still planting.
Combat Stims
Combat Stim is the Medic's mobile buff kit. Showcase coverage splits the upgrades into Adrenaline Surge for damage resistance and knockback immunity, and Overclock for fire rate and reload speed. AvP Galaxy's coverage of the same showcase called out the rate-of-fire bump as the stim's most visible combat effect. In a four-player squad, that choice is the difference between helping the fireteam eat a rush and helping it delete the rush faster.
Advanced Trauma Station
The Advanced Trauma Station is the returning Doc deployable, now with a clearer offensive fork. Upgrade it to the Buffing Station and nearby marines get extra damage resistance and damage. Upgrade it to the Poison Station and it dumps a poisonous cloud: enemies inside take damage over time, and energy gained from those hits increases fivefold. That is the class's lane-control tool, closer to a corpsman planting a field station than to the soft medic pouch from the Sulaco drop. Against synthetics and hive packs alike, the poison fork turns a heal beacon into a trap the rest of the fireteam can fight around.
Perks
Two unlockable Medic perks from the showcase reward staying in the pile-up instead of backing off:
- Bedside Manner - You can pick up downed allies twice as fast.
- Surgeon's Hands - You can no longer be knocked back while interacting with objects, reviving allies, or using items.
Bedside Manner cuts the window where a downed marine is a second casualty waiting to happen. Surgeon's Hands keeps that revive from getting slapped off-target by a lunge, which is the difference between a reset and a wipe when a Drone or runner commits during the pickup.
Dietrich, Not a Rear Medic
If you map Fireteam Elite 2 classes onto Aliens, Medic sits with Corporal Cynthia Dietrich, the Sulaco Corpsman. Dietrich checked Newt after the colony sweep, stayed close to Apone inside the hive, and was the first marine taken when a Warrior peeled off the wall. She carried a first-aid kit and a caduceus on her helmet, and she still went in with the entry team instead of waiting in the APC. The Fireteam 2 Medic is that same job with a deployable station and stims: a combat marine whose kit is medical, not a rear-echelon medic watching the fight on a monitor.
Conclusion
The Medic looks like Fireteam Elite 2's answer to players who want the squad to survive the next collapse, not just win the gunfight. Combat Stims and the Advanced Trauma Station cover the support window, the X1 Fireball and Type 21 cover the close work, and the revive perks make pickups part of the fight. The remade roster also includes Marauder and Specialist.
External Sources
- AvP Galaxy: Medic Class Showcase
- GamingBolt: Medic Class Showcase Trailer
- Official Medic Showcase Video
Tag Categories: Colonial Marine Lore | Alien Lore | News