Build a Medic kit you can afford to replace.
Start with healing, a revive option and enough ammunition. Check the unlock bill before spending more on the gun.
This review checks published item records against our catalog. It is not an independent in-game test. The builder checks two medical rules and estimates selected cargo space; it does not certify that a kit can be equipped.
Medic level 12, $8,000 in the bank
With $2,000 kept in reserve and a $3,000 kit limit, $6,000 is available for the kit plus any unpaid unlock fees. Enter your other role levels too: Career requirements use their combined total.
If you have not bought any unlocks, an example is the AMP-9, 90 extra 9mm FMJ rounds, two bandages, one free Emergency Resuscitator and a Scout Backpack. Using the catalog’s ten-round ammo purchase unit, the planned price is $1,740, leaving $6,260 in the bank. Confirm that ammo purchase quantity at the vendor; it is not independently verified here.
The reviewed cargo uses five cells: two for the 90-round ammo stack, one for the two bandages and two for the resuscitator. The Scout Backpack lists eight cells. That is a cell-count check, not proof of grid placement or equip-slot compatibility.
At level 12, the PP-19 and Field Resuscitator meet their level requirements, but their listed unlock fees are $25,000 and $10,000. An $8,000 balance cannot buy either unlock. If you already paid for them, mark them purchased: that version of the example costs $2,540. The MP5 remains locked until Medic level 15.
Enter my levels & find a kit ↗Before you deploy
- Defibrillator: bring a Battery or High Capacity Battery. Battery Charge is a separate internal-ammunition record, not a purchasable battery substitute. The builder warns when the battery item is missing.
- Emergency Resuscitator: the source lists one free unit per life. The builder flags extra free copies and offers a correction.
- Backpack: the Scout lists a 4 × 2 storage grid; the Field Backpack lists 6 × 2. Small Tac Vest quick slots do not increase backpack storage.
- Medical stacks: bandages stack to five and IFAKs to two. Revive tools use larger footprints. Pack count and item count are not the same as occupied cells.
- Defibrillator upgrade: budget $1,600 for the tool plus $150 for a standard battery, and the $50,000 unlock fee if unpaid. There is no verified revives-per-battery figure in this review.
Automatic Medic kits replace single-use revive tools when adding a defibrillator, and omit an IFAK if needed to keep the reviewed cell count within the backpack. This is our packing choice, not an in-game restriction. You can edit it in the builder.
Reviewed items
Prices, level gates and the dimensions below were checked against the linked MetaForge community records. Existing catalog prices and unlock levels matched; no unsupported corrections were applied. Unknown fields stay unknown.
| Item / source | Item price | Unlock | Reviewed space / stacking |
|---|---|---|---|
| AMP-9 ↗ | $900 | Starter | Excluded: held weapon |
| PP-19 Vityaz ↗ | $1,200 | Medic 4 · $25,000 | Excluded: held weapon |
| MP5 ↗ | $1,500 | Medic 15 · $75,000 | Excluded: held weapon |
| Bandage ↗ | $200 | Starter | 1 × 1; 5 items per stack |
| Emergency Resuscitator ↗ | $0 | Starter | 1 × 2; 1 items per stack |
| Field Resuscitator ↗ | $500 | Medic 2 · $10,000 | 1 × 2; 1 items per stack |
| Individual First Aid Kit ↗ | $800 | Medic 9 · $25,000 | 1 × 1; 2 items per stack |
| Defibrillator ↗ | $1,600 | Medic 11 · $50,000 | 2 × 2; 1 items per stack |
| Medical Bag ↗ | $2,000 | Medic 24 · $75,000 | 2 × 2; 1 items per stack |
| Battery ↗ | $150 | Starter | 1 × 1; 1 items per stack |
| High Capacity Battery ↗ | $300 | Career 45 · $50,000 | 1 × 2; 1 items per stack |
| 9mm Standard (FMJ) (T) ↗ | $10 / catalog purchase unit | Starter | 2 × 1; 100 rounds per stack |
| 5.56mm Standard (FMJ) (T) ↗ | $15 / catalog purchase unit | Starter | 2 × 1; 80 rounds per stack |
| Scout Backpack ↗ | $350 | Starter | 4 × 2 storage |
| Field Backpack ↗ | $650 | Career 12 · $20,000 | 6 × 2 storage |
| Small Tac Vest ↗ | $100 | Starter | 2 quick slots; no added storage |
What still needs an in-game check?
Vendor ammo quantities and included magazines, prerequisite purchases, charge consumption, exact equip-slot rules, item rotation and grid placement. Cargo with unreviewed sizes is marked separately; a low known-cell subtotal must not be read as a complete fit check.
The backpack estimate treats weapons and armor as held or worn, and fitted attachments as part of the weapon. Extra magazines count as cargo with unreviewed dimensions. It does not convert quick slots into storage or add the capacities of multiple backpacks.
These checks do not measure XP per hour, healing payouts, armor penetration or time-to-kill. See the wider data policy or read the Medic XP and unlock table.
