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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
Rank
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Ability
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Specialist
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Field Medic Allows 3 uses of Medikit items.
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No other bonuses.[Verify?]
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Lance Corporal
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Steadfast Immune to panic, except Psi Panic.
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Smoke Grenade Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.
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Covering Fire Allows reaction shots to trigger on enemy attacks, not just movement
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'
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'
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'
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Corporal
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Revive Allows medkits to revive critically wounded soldiers at 33% percent of maximum health instead of just stabilizing them
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Smoke and Mirrors 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.
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Tactical Sense Confers +5 Defense per enemy in sight (max +20).
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'
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'
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Sergeant
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Combat Drugs Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.
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Dense Smoke Smoke Grenades have increased area of effect and further increase units' Defense by 20.
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Lock N' Load +2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.
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'
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'
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Tech Sergeant
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Suppression 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.
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Opportunist Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
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Ranger Primary weapon do one additional damage
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'
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'
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'
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Gunnery Sergeant
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Sprinter Allows the soldier to move 3 additional tiles.
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Extra Conditioning Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
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Resilience Confers immunity to critical hits
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'
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'
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'
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Master Sergeant
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Savior '
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Packmaster '
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Sentinel '
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'
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'
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'
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Stat Progression
Rank |
HP at level |
Total HP |
Aim at level |
Total Aim
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Specialist |
1 |
1 |
3 |
3
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Lance Corporal |
0 |
1 |
2 |
5
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Corporal |
0 |
1 |
2 |
7
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Sergeant |
1 |
2 |
2 |
9
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Tech Sergeant |
0 |
2 |
2 |
11
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Gunnery Sergeant |
0 |
2 |
2 |
13
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Master Sergeant |
1 |
3 |
3 |
16
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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 skills, instead having access to both better medkits and better smoke grenades. Due to their defensive support skills, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke. As a dedicated support unit, they lack the offensive versatility of other classes, but their wide variety of defensive and support skills make them execellent for holding the flanks or the rear.