Medic (Long War)
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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 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, Combat Drugs and Dense Smoke make them great at creating cover for advancing friendly troops and keeping them from getting hit. 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. 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.