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.
Grants 2 medikits, equipped medikits receive an additional use, and the first medikit use each turn costs 0 AP.
Allows 2 reaction shots during overwatch. Grants Opportunist.
Reaction shots bypass cover DR and can critically hit. Reaction shots from sniper and strike rifles gain +50% weapon damage.
Will To Survive
When protected by cover: This unit receives +40% DR and -10 defense. For XCOM only: Reduces injury time by 50% and grants 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.
Grants +1 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. Removes the sidearm long-range aim penalty and doubles the sidearm close-range aim bonus.
Bring 'Em On
Grants the primary weapon additional damage equal to 1 + half the number of enemies in sight.
The first standard shot or destructive grenade throw made within 4 tiles will leave this unit with 1 AP but movement is reduced by 50% if the next action is a move. 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: Reaction shots gain +15 aim and overwatch activates (if possible). Overwatching will not trigger reaction fire.
Smoke grenades are infused with stimulants and nanobots that heals 45% of any damage taken for units that breathe the smoke. Grants 1 smoke grenade.
Medikits restore 3 more HP per use. Medikits can revive critically wounded soldiers to 33% HP. Has a 50% chance to prevent injuries sustained on any squad member while base HP is full (multiple instances stack).
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts or moves >1 tile. Basic reaction shots bypass half of cover def and cannot crit. One shot per enemy each turn. Only activates on the enemy's turn.
This unit does not trigger non-suppression reaction shots when moving. Grants +0.6 mobility. After repositioning, grants +30 crit until next turn.
All shots with the primary weapon gain +15 aim against biologic targets.
Equipped medikits, grenades, mists, and beacons receive an additional use. Grants +1 ammo to non-electric primary weapons.
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.
This straightforward build uses the combination of Sentinel and Ready for Anything to bring reliable reaction fire to the field. Ready for Anything grants valuable aim as well as free overwatching as long as the Medic does not move. For this reason, this build is most at home in heavy and protratcted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to Bring Em' On. The inherent utility of Field Medic is a boon to the squad during downtimes or even in combat if teamates can stay close so the Medic doesn t have to move to heal them.
Sample Overwatch Build: Sentinel -> Bring 'Em On -> Ready for Anything-> Savior-> Impact -> Sharpshooter
Recommended Weapons: Battle rifle, Assault Rifle
Recommended Equipment: Scope, Drum Mags, Shredder/AP ammo, Damage boosting ammunition.
- This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to Smoke and Mirrors. Combat Drugs offers a welcome upgrade to regular Smoke grenades, healing units taking damage while inside the drug-laced smoke. Proper care is to be observed to not let melee ennemies enter the smoke, or an unwary Commander might be forced to abandon a previously safe position to the now self-healing aliens. Finally, this build has next to no offensive power by itself and must rely entirely on the one brought by the rest of the squad.
Sample Support Medic Build: Smoke and Mirrors -> Extra Conditioning or Ranger -> Combat Drugs -> Savior -> Shadowstep -> Packmaster.
Recommended Weapons: Assault Rifle, SMG, Carbine
Recommended Equipment: Medikits, Concussion Grenades, Smoke Grenades.
- Ranger can be picked over Extra Conditioning for a tiny bit more offensive presence and a nice throw range increase.
- Smoke And Mirrors and Shadowstep allow complete immunity to reaction fire as far as this build is concerned.(you will still get shot if using Medikits!)
- A good candidate for psi training for even more support options.
- Can be a decent officer, but won t make very much use of the combat stat boosts.
An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. Close Encounters and Close Combat Specialist provides some strong close range combat potential whick makes the build bear an uncanny resemblance to the Assault Class, with less overall power and tankyness but noticably more sustain. Being able to self-remove Corrosion and regain full tanking power is also very valuable.
Sample Tank Medic Build: Will To Survive -> Extra Conditioning or Ranger or Bring 'Em On -> Close Encounters -> Savior -> Close Combat Specialist or Shadowstep -> Sharpshooter
Recommended Weapons: Shotgun
Recommended Equipment: High Cap Mags, Reinforced Plating/Regenerative Plating/Chitin Plating, Medikits.
- Extra Conditioning and Ranger are the defensive and offensive sides of the same coin. Bring 'Em On will noticably increase damage in crowded fights. A choice for agressive Commanders.
- Close Combat Specialist can be replaced with Shadowstep, this will greatly help manoeuvrability but it does mean movement cannot be used to draw enemy reaction fire.
- Will make good use of defensive Gene Mods or Officer stats boost.