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 free medikits. Medikits heal 2 more HP. Medikits can stabilize soldiers for 0 AP. Stabilization no longer consumes a medikit. | ||||||
Lance Corporal |
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist. Opportunist
Reaction shots can critically hit and gain +20 aim and +20 crit. |
Will To Survive
Increases DR of all cover to 65% but grants 10 less defense. Grants +3 armor HP and Steadfast. Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. | ||||
Corporal |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, 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 and reloading costs only 1 AP. For Rockets: Reduces the cooldown by 1. |
Bullseye
Grants +1/1/2/2/3 (based on active weapon tier) pen, +25 aim, and +25 crit if shooting at 2AP. Grants +1/1/2/2/3 (based on active weapon tier) pen, +25 aim, and +25 crit to shots against targets that are suppressing or on overwatch. | ||||
Sergeant |
Close Encounters
The first standard shot against an enemy within 4 tiles or destructive grenade thrown 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. |
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. Grants +1 ammo to non-arc primary weapons. Doubles Shred applications from shots. |
Combat Drugs
Smoke grenades grant +20 aim and +10 crit. Smoke grenades also passively heal 3 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke. | ||||
Tech Sergeant |
Savior
Grants Revive [Bring a stabilized soldier back into action at 33% of their max HP for the cost of 1 medikit and 0 AP]. Medikits heal 3 more HP. Grants +1 small equipment slots. | ||||||
Gunnery Sergeant |
Close Combat Specialist
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [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 or Pursuit when walking (not dashing). After repositioning, grants +4 crit dmg until next turn. Grants +0.6 mobility. | ||||
Master Sergeant |
Grit
Grants +3 armor HP, +10 crit resistance, and %DR equal to half of the % total HP lost. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. |
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.