의무병 (롱 워 리밸런스)
The Medic is a versatile support class. Their signature ability is Field Medic, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
![]() Specialist |
Field Medic
Grants 2 medikits, equipped medikits receive an additional use, and the first medikit use each turn costs 0 AP. | ||||||
![]() Lance Corporal |
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist. Opportunist
Reaction shots gain +15 aim and can critically hit. |
Will To Survive
When protected by cover: This unit receives 10% DR + 5% per enemy in sight, partial cover grants the DR of full cover, and cover defense is lowered by 10. For XCOM only: Reduces injury time by 50% and grants Steadfast. Steadfast
Immunity to panic (except from flames or psionics) and grants 30 will when defending against psionic attacks and overpower. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and will not trigger non-suppression reaction shots. Equipped support grenades receive an additional use. | ||||
![]() Corporal |
Extra Conditioning
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty, gain double the close-range aim bonus, and reloading costs only 1 AP. |
Bullseye
Steadying a weapon costs only 1 AP. Grants +30 aim, +30 crit, and +30% weapon damage against targets on overwatch. | ||||
![]() Sergeant |
Close Encounters
The first standard shot against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to reaction fire and critical hits from enemies within 4 tiles. Activating Run and Gun disables the AP discount. |
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. Increases the stagger chance on all reaction fire by 50%. |
Combat Drugs
Smoke grenades are infused with stimulants and nanobots that heals 30% of any damage taken for units that breathe the smoke. Grants 1 smoke grenade. | ||||
![]() Tech Sergeant |
Savior
Medikits heal 2 more HP (4 more if used on self) and can revive stabilized soldiers. Grants +35% weapon damage to shots at targets affected by Red Fog. | ||||||
![]() Gunnery Sergeant |
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts if hit chance >50. Reaction shot only activates on enemy's turn, once per enemy. Increases the stagger chance on all reaction fire by 50%. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] |
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets. |
Shadowstep
This unit does not trigger reaction shots when walking (not dashing). Grants +0.6 mobility. After repositioning, grants +30 crit until next turn. | ||||
![]() Master Sergeant |
Grit
Grants +3 armor HP and %DR equal to 10 + half of the %HP lost. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. |
Stat Progression
Tactical Advice
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: Field Medic healing squad, Tactical Support providing cover and defense or the Battle Medic providing fire support. If you choose to be a purist in a role or a jack of all trades it's up to you.