Medic
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: 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 Allows medikits and restorative mist kits to be used 3 times per battle instead of once.
|
No other bonuses.
|
Lance Corporal
|
Covering Fire Allows reaction shots to trigger on enemy attacks, not just movement.
|
Smoke Grenade Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts through the enemy turn. Taking the perk on level up also allows an additional action after deploying a smoke grenade.
|
Steadfast Immune to panic, except Psi Panic.
|
Provides +3 Aim.
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No other bonuses.
|
Provides +5 Will.
|
Corporal
|
Tactical Sense Confers +5 Defense per enemy in sight (max +20).
|
Smoke and Mirrors Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
|
Paramedic Once per turn, this unit may use a medkit without spending an action.
|
Provides +2 Aim, +1 Will.
|
No other bonuses.
|
No other bonuses.
|
Sergeant
|
Ranger Primary weapons do one additional damage
|
Dense Smoke Smoke Grenades have increased area of effect and further increase units' Defense by 20.
|
Combat Drugs Smoke grenades now contain powerful stimulants that grant +20 Will, +20% critical chance, and +20 defense for all units in the cloud.
|
Provides +1 Mobility.
|
Provides +1 Mobility.
|
Provides +1 Mobility.
|
Tech Sergeant
|
Opportunist Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
|
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.
|
Revive Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
|
Provides +1 Aim.
|
No other bonuses.
|
No other bonuses.
|
Gunnery Sergeant
|
Ready For Anything If the unit fires without moving, it automatically enters overwatch.
|
Extra Conditioning Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
|
Sprinter Allows the soldier to move 3 additional tiles.
|
Provides +1 Aim, +3 Will.
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Provides +2 Aim, +1 Will.
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No other bonuses.
|
Master Sergeant
|
Sentinel Allows two reaction shots during Overwatch, instead of only one.
|
Packmaster All limited-use items in your inventory receive one extra use.
|
Savior Medikits restore four more health per use; Restorative Mist units restore three more health per use.
|
Provides +2 Aim, +1 Will.
|
No other bonuses.
|
No other bonuses.
|
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, Paramedic, Savior and Revive they become 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.
See also