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Medic (Long War)

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Revision as of 14:55, 31 October 2014 by 8wayz (talk | contribs) (Stat Progression: Updated layout and added Will, removed the second table for SW options)
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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

Specialist
Field Medic
Grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one.
No other bonuses.

Lance Corporal
Covering Fire
Allows reaction shots to trigger on enemy attacks, not just movement.
Steadfast
Immune to panic, except Psi Panic.
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.

Corporal
Opportunist
Eliminates the aim penalty on reaction shots and allows reaction shots to cause critical hits.
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.
Paramedic
Once per turn, this unit may use a medkit without spending an action.
Provides +2 Aim. No other bonuses. No other bonuses.

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.
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.
Field Surgeon
Has a 75% chance to reduce or eliminate recovery time of non-critically wounded soldiers. Automatic reduction if multiple medics on a mission have this perk. Does not affect wounds sustained by sending fatigued soldier on a mission.
Provides +3 Aim. No other bonuses. No other bonuses.

Tech 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 additional +20 Will and +20% critical chance all units in the cloud.
Provides +3 Aim. No other bonuses. No other bonuses.

Gunnery Sergeant
Ready For Anything
If the unit fires without moving, it automatically enters overwatch.
Vital Point Targeting
Confers 2 bonus damage against targets that have been autopsied.
Sprinter
Allows the soldier to move 3 additional tiles.
No other bonuses. No other bonuses. 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 six 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 6
Lance Corporal 0 1 2 4 6 12
Corporal 0 1 2 6 3 15
Sergeant 1 2 2 8 3 18
Tech Sergeant 0 2 2 10 3 21
Gunnery Sergeant 0 2 2 12 3 24
Master Sergeant 1 3 2 14 3 27

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

Long War: Soldiers 
Soldiers
Soldiers

Soldiers

Assault

Infantry

Rocketeer

Gunner

Sniper

Scout

Medic

Engineer
MEC
MEC

MEC Troopers

Marauder

Valkyrie

Archer

Goliath

Jaeger

Pathfinder

Guardian

Shogun
Sub-classes and abilities
Sub-classes and abilities

Officers

Psionics

Gene Mods

S.H.I.V.s