Difference between revisions of "Medic (Long War)"
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|LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade'''<br/>''Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.'' | |LCorporal2=[[File:SUPPORT SMOKEGRENADE.png|32px|center]]'''Smoke Grenade'''<br/>''Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.'' | ||
|LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement'' | |LCorporal3=[[File:SUPPORT COVERINGFIRE.png|32px|center]]'''Covering Fire'''<br/>''Allows reaction shots to trigger on enemy attacks, not just movement'' | ||
− | |LCorporalE1='''' | + | |LCorporalE1=''Will +5'' |
|LCorporalE2='''' | |LCorporalE2='''' | ||
− | |LCorporalE3='''' | + | |LCorporalE3=''Aim +3'' |
− | |Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]''' | + | |Corporal1=[[File:SUPPORT REVIVE.png|32px|center]]'''Paramedic'''<br/>''Once per turn, this unit may use a medkit without spending an action.'' |
|Corporal2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors'''<br/>''Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also increases charges from Smoke Grenade and Battlescanner perks by 1.'' | |Corporal2=[[File:SUPPORT SMOKEMIRRORS.png|32px|center]]'''Smoke and Mirrors'''<br/>''Carry two Smoke Grenades, Flashbangs, Chem Grenades, Ghost Grenades or Battlescanners in one item slot, also increases charges from Smoke Grenade and Battlescanner perks by 1.'' | ||
|Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).'' | |Corporal3=[[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense'''<br/>''Confers +5 Defense per enemy in sight (max +20).'' | ||
|CorporalE1='''' | |CorporalE1='''' | ||
|CorporalE2='''' | |CorporalE2='''' | ||
− | |CorporalE3='''' | + | |CorporalE3=''Aim +2, Will +1'' |
|Sergeant1=[[File:SUPPORT COMBATDRUGS.png|32px|center]]'''Combat Drugs'''<br/>''Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.'' | |Sergeant1=[[File:SUPPORT COMBATDRUGS.png|32px|center]]'''Combat Drugs'''<br/>''Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.'' | ||
|Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke'''<br/>''Smoke Grenades have increased area of effect and further increase units' Defense by 20.'' | |Sergeant2=[[File:SUPPORT DENSESMOKE.png|32px|center]]'''Dense Smoke'''<br/>''Smoke Grenades have increased area of effect and further increase units' Defense by 20.'' | ||
− | |Sergeant3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]''' | + | |Sergeant3=[[File:SUPPORT DEEPPOCKETS.png|32px|center]]'''Ranger'''<br/>''Primary weapons do one additional damage'' |
− | |SergeantE1='''' | + | |SergeantE1=''Mob +1'' |
− | |SergeantE2='''' | + | |SergeantE2=''Mob +1'' |
− | |SergeantE3='''' | + | |SergeantE3=''Mob +1'' |
|TechSgt1=[[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]'''Suppression'''<br/>''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.'' | |TechSgt1=[[File:SUPPORT RIFLESUPPRESSION.png|32px|center]]'''Suppression'''<br/>''Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty and reduces the range of all AOE attacks.'' | ||
|TechSgt2=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.'' | |TechSgt2=[[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist'''<br/>''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.'' | ||
− | |TechSgt3=[[File: | + | |TechSgt3=[[File:SUPPORT_REVIVE.png|32px|center]]'''Revive'''<br/>''Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.'' |
|TechSgtE1='''' | |TechSgtE1='''' | ||
|TechSgtE2='''' | |TechSgtE2='''' | ||
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|GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''Allows the soldier to move 3 additional tiles.'' | |GunSgt1=[[File:SUPPORT SPRINTER.png|32px|center]]'''Sprinter'''<br/>''Allows the soldier to move 3 additional tiles.'' | ||
|GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.'' | |GunSgt2=[[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning'''<br/>''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.'' | ||
− | |GunSgt3=[[File: | + | |GunSgt3=[[File:.png|32px|center]]'''Ready for Anything'''<br/>'''' |
|GunSgtE1='''' | |GunSgtE1='''' | ||
|GunSgtE2='''' | |GunSgtE2='''' |
Revision as of 03:40, 27 June 2014
Stub
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The Medic is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is Field Medic, which has the same effect as vanilla of making Medikit items usable 3 times.
- Primary Weapon: Assault Rifles, Shotguns
- Secondary Weapon: Pistols
Abilities
Stat Progression
Rank | HP at level | Total HP | Aim at level | Total Aim |
---|---|---|---|---|
Specialist | 1 | 1 | 3 | 3 |
Lance Corporal | 0 | 1 | 2 | 5 |
Corporal | 0 | 1 | 2 | 7 |
Sergeant | 1 | 2 | 2 | 9 |
Tech Sergeant | 0 | 2 | 2 | 11 |
Gunnery Sergeant | 0 | 2 | 2 | 13 |
Master Sergeant | 1 | 3 | 3 | 16 |
Tactical Advice
Role: Defensive Support.
Medics are support units and are geared towards defensive roles. Their titular Field Medic perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Unlike the Engineer, the Medic has very few offensive support perks, instead having access to both better medkits and better smoke grenades.
Medics can specialize in three different support roles. With Field Medic, Revive and Saviour (In beta 10 they also get the new perk Paramedic) they become the dedicated field medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won't do much good during said fire fights. Smoke Grenades, Smoke and Mirrors and Dense Smoke make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades. Opportunist, Sentinel and Suppression make them able to cover the flanks of advancing friendly troops and keep enemy agents from moving.
Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. Unlike vanilla, Long War Support classes have poor aim progression, so don't expect your medic to contribute accurate supporting fire in their spare time like they can in vanilla. However, their wide variety of defensive and support skills make them excellent for holding the flanks or rear.