The class that decides how hard your campaign stays
Permadeath is enabled by default in Star Wars Zero Company. On standard difficulty, three stacked Injuries kill an operator permanently, and each Injury picked up along the way also degrades their next deployments. The Medic exists for exactly that: its official role is healing and the prevention of Injuries, plus boosting teammates physically and psychologically.
That is why the class appears in almost every recommended composition, even purely offensive ones. It is not a support unit in the passive sense — it controls the most expensive variable in the game, which is the operators you can never get back.
How to play the sustain role
- Heal before the crisis, not during it. Waiting until an operator is at the edge means spending the Medic's Action Points in a panic turn where the squad makes no progress.
- Choose the buff target by map, not by habit. Physical boosts pay off most on units that already deal damage every turn, like the Gunslinger or Sharpshooter.
- Track psychological state. Combat trauma is treated back at the Medical Bay, but in-mission performance depends on keeping the squad operating instead of stacking ignored debuffs.
- Stand second line, not absolute rear. The Medic's useful healing radius defines where the rest of the squad is allowed to play.
Injuries, the Medical Bay, and campaign economy
Between missions the Medical Bay treats Injuries and clears battle trauma. That makes the Medic an economic investment as much as a tactical one: every Injury you prevent is recovery time you do not lose on the next mission, and every operator lost to permadeath is a roster you have to rebuild from scratch.
Roster capacity starts small and grows to 20 operators through Den upgrades, story progression, and authored joins. The game database lists all seven facilities and what they do.
Dual-class combinations
The Medic is a standard specialization, swappable at Personnel and combinable with a second discipline through dual-classing:
- Medic + Gunslinger: the classic sustain battery — the Gunslinger generates Advantage while the Medic keeps the squad available with combat stims.
- Medic + Assault: more frontline presence without giving up healing.
- Medic + Scout: high mobility to reach the injured operator on the far side of the map before they take another hit.
When to leave it behind
- Very short infiltration missions where detection is punished and incoming damage is controlled.
- Missions won in a single alpha strike with no room to heal.
- When the squad already carries two sustain units — a third support slot leaves total damage too low to close fights.
Common mistakes
- Using the Medic as a gunner. Its support abilities are the most valuable resource it has and they fire once per turn.
- Not checking Injuries on return to the Den. An untreated Injury is a high chance of losing that operator on the next deployment.
- Ignoring prevention. Half the class's work is making sure Injuries never happen, and that means deciding squad positioning before the shooting starts.