Medic (Long War)

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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
RANK SQUADDIE.png
Specialist
Field Medic
Field Medic
For soldiers, grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one. Also allows Restorative Mist items to be used three times per battle instead of once.
Provides +1 Mobility.
RANK CORPORAL.png
Lance Corporal
Covering Fire
Covering Fire
Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions).
Steadfast
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Revive
Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
Provides +3 Aim. Provides +5 Will. No other bonuses.
RANK SERGEANT.png
Corporal
Opportunist
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Smoke Grenade
Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade.
Paramedic
Paramedic
Once per turn, this unit may use a medikit without spending an action.
Provides +2 Aim. No other bonuses. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Suppression
Suppression
Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.
Smoke and Mirrors
Smoke & Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.
Field Surgeon
Field Surgeon
Reduces (or, for 1 HP flesh wounds, eliminates) Wounded timer on soldiers who sustained HP damage but were not Critically Wounded. Does not affect wound sustained by sending fatigued soldier on a mission.
Provides +3 Aim. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
Dense Smoke
Dense Smoke
Increases the defense bonus from smoke grenade from 20 to 40.
Combat Drugs
Combat Drugs
Smoke grenades confer +20 Will and +20% critical chance in addition to the original 20 defense. The area of effect is also increased by 25%.
Provides +3 Aim. No other bonuses. Provides +3 Will.
RANK MAJOR.png
Gunnery Sergeant
Ready for Anything
Ready for Anything
If the unit fires without taking any other costly action, it automatically enters overwatch at the end of its turn.
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Sprinter
Sprinter
Grants +4 mobility (roughly 3 tiles movement).
No other bonuses. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant
Sentinel
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
Packmaster
Packmaster
Limited-use small items (including those from perks) receive 1 additional use.
Savior
Savior
Provides 2 item-free medikit charges and +4 healing bonus to medikits. Restorative Mist units restore three more health per use.
Provides +2 Aim. No other bonuses. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 2 2 6(7) 6(7)
Lance Corporal 0 1 2 4 6(7) 12(14)
Corporal 0 1 2 6 3(4) 15(18)
Sergeant 1 2 2 8 3(4) 18(22)
Tech Sergeant 0 2 2 10 3(4) 21(26)
Gunnery Sergeant 0 2 2 12 3(4) 24(30)
Master Sergeant 1 3 2 14 3(4) 27(34)
  • Note that even without Hidden Potential switched on there is a Random (1) Will per level. This is properly shown in brackets. Psionic soldiers receive additional random will as well.

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.

Mechanics

..Field Surgeon

1 surgeon has 75% to remove 1HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. +1 to lowest point soldier's HP got - game tracks this value during the mission for wound time calculation. Never more than 1 HP .. If a soldier was wounded for only 1 HP it has 75% to not require hospital time. For soldiers with "deeper wounds" (more than 1 HP lost) field surgeon will only reduce hospital time (by a significant amount if the hospital time rises non-linearly with the amount of HP lost.. Minor wounds heal quick) ..

Having 2+ surgeons in mission means all soldiers injured in combat get this +1 to lowest HP value and will thus spend less (or no) time in hospital ..

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s