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Medic (Long War)

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Revision as of 03:24, 22 June 2014 by PossumFlavored (talk | contribs) (Slapped stub on for beta 10 release.)
Stub
Pistol
Pistol

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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 Ability

Specialist
Field Medic
Allows 3 uses of Medikit items.
No other bonuses.[Verify?]

Lance Corporal
Steadfast
Immune to panic, except Psi Panic.
Smoke Grenade
Carry a smoke grenade. Deploying a smoke grenade as your first action no longer end your turn.
Covering Fire
'
' ' '

Corporal
Revive
'
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.
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
' ' '

Sergeant
Combat Drugs
'
Dense Smoke
Smoke Grenades have increased area of effect and further increase units' Defense by 20.
Lock N' Load
+2 shots/bursts when taken as a perk tree perk; when conferred by Hi Cap Mags item, +1 shot/burst.
' ' '

Tech Sergeant
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.
Opportunist
'
Ranger
'
' ' '

Gunnery Sergeant
Sprinter
+3 mobility.
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Resilience
'
' ' '

Master Sergeant
Savior
'
Packmaster
'
Sentinel
'
' ' '


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