Medic (LWR): Difference between revisions
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|GunSgt2={{Lock | |GunSgt2={{Lock n' Load (LWR) |text=1|topbotpad=10}} | ||
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}} | |GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}} | ||
|MSgt1={{Brawler (LWR) |text=1|topbotpad=10}} | |MSgt1={{Brawler (LWR) |text=1|topbotpad=10}} | ||
Revision as of 21:14, 20 November 2020

The Medic is a versatile support class. Their signature ability is Field Medic, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.
- 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
Grants 2 free medikits. Medikits heal +1 HP (+2 if an idle Engineer is within 4 tiles). Stabilization costs 0 AP and no longer consumes a medikit. | ||||||
Lance Corporal |
Sentinel Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist. Opportunist
Reaction shots gain +10 aim and can critically hit. |
Will To Survive Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast. Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. | ||||
Corporal |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads. |
Sharpshooter All shots gain +15 aim against biological targets. | ||||
Sergeant |
Close Encounters The first standard shot against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to critical hits and reaction fire from enemies within 4 tiles. |
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim. |
Combat Drugs Smoke grenades grant +25 aim and +15 crit. On detonation, if this unit is in the Area of Effect, they Enrage. Smoke grenades also passively heal 2 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke. | ||||
Tech Sergeant |
Savior
Medikits heal an additional 35% of the target's missing HP. Grants +1 small equipment slots. Grants Revive [Bring a stabilized soldier back into action at 33% of their max HP for the cost of 1 medikit and 0 AP]. | ||||||
Gunnery Sergeant |
Close Combat Specialist Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30] |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. |
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn. | ||||
Master Sergeant |
Brawler If this unit is idle and has not been damaged this turn, incoming shots within 4 tiles graze (dealing only half of the original damage). |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists. | |||||
Stat Progression
Tactical Advice
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: Field Medic healing squad, Tactical Support providing cover and defense or the Battle Medic providing fire support. If you choose to be a purist in a role or a jack of all trades it's up to you.
Sample Builds
Field Medic
A pure, simple, Medic build that focuses on making the Medic the best healer s/he can be. The Field Medic provides very strong healing capabilities, alongside being able to support the squad with Concussion and Smoke grenades as needed. It sacrifices having little combat prowess aside from what an Assault Rifle brings. Smoke and Mirrors and the late game Packmaster grants the Medic additional support grenades, and SaM guarantees the Medic can throw them even if under enemy overwatch, this can allow the Medic to throw a Smoke Grenade to cover someone else from the overwatch, or a Concussion Grenade to cancel the overwatch. Extra Conditioning gives the Medic some extra survivability, while Shadowstep lets the Medic ignore overwatch, which can allow the Medic to rush to aid someone. Combat Drugs provides a strong boost to Smoke Grenades, providing the user with a small boost to their will, but also providing free healing to anyone who takes damage while under the smoke (be careful to not throw the smoke near aliens who will also benefit from the healing).
Sample Field Medic Build: Smoke and Mirrors -> Extra Conditioning -> Combat Drugs -> Savior -> Shadowstep -> Packmaster.
Recommended Equipment: Medkits, Concussion Grenades, Smoke Grenades.
Tank Medic
An unorthadox but effective tank build. The Medic sacrifices its support powers for being a powerful tank, being capable of pushing forward and absorbing fire intended for other units while emerging with little damage. Will to Survive, Extra Conditioning and Grit all serve to boost the Medics survivability, WtS also grants the Steadfast perk which ensures the Medic will not panic while drawing enemy fire. Close Encounters provides the Medic with some close range combat capability, and Sharpshooter helps the Medic in engaging covered targets.
Sample Tank Medic Build: Will To Survive -> Extra Conditioning -> Close Encounters -> Savior -> Sharpshooter -> Grit.
Note: Sharpshooter can be replaced with Shadowstep, this will greatly help the manoeuvrability of the Medic but it does mean the Medic cannot use their movement to intentionally draw enemy overwatch fire.
Recommended Equipment: Ceramic Plating, Alloy Plating, Medkits.





















