XCOM 2
[WOTC] Proficiency Class Pack
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shiremct  [developer] Jan 11, 2018 @ 2:00pm
Field Medic Abilities & Details
Field Medic
A quick and versatile support unit, the Field Medic is equipped to provide the medical assistance needed to keep your squad on their feet.

The class specializes in providing traditional medical assistance and has access to several abilities that increase mobility or provide free/bonus actions to make up for the loss of the remote healing gremlin (replaced by the arc-thrower).


Abilities are split up into three thematic groupings:
  • Corpsman - Support skills that allow the medic to compliment a fire team without drawing too much attention to themselves and provide quicker wound recovery.
  • Combat Medic - Front-line skills that increase the medic's combat capabilities.
  • First Response - Versatile skills that let the medic do more, faster.

Loadout
  • Assault Rifle
  • Arcthrower
  • Pistol

Class Stats and Abilities
Field Medic stat progression (with base-game classes for comparison):
Class Health Aim Will Dodge Hack Assault Infantry 6 15 5 0 10 Field Medic 5 10 15 10 10 Marine 5 15 5 0 10 Marksman 4 25 5 0 10 Sapper 6 10 10 10 10 Tech. Specialist 4 15 5 0 80 - - - - - - - - - - - - - - - Grenadier 6 10 5 0 15 Ranger 6 15 5 0 15 Sharpshooter 4 26 5 0 15 Specialist 6 15 5 0 75
Field Medic Ability Tree:
Level Corpsman Combat Medic First Response 1 Medical Specialist Sedate Battlefield Triage 2 Adrenaline Rush Reposition Fleet-Footed 3 Advanced Trauma Kits Combat Conditioning Emergency Aid 4 Sentinel Burst-Fire Overcharged Capacitors 5 Anti-Venom Stims Low Profile Smokescreen 6 Covert Infiltration Fire Support Rapid Deployment 7 Combat Stimulants Applied Knowledge Armed Intervention

Squaddie [Rank 1] and Proficiency-Granted Skills

Medical Specialist (Class Proficiency Skill) - As a Medical Specialist, the Field Medic gains medical proficiency that improves with experience: grants free medkits, +charges to equipped medkits, +HP healed, and the ability to Revive with the medkit. See the pic on the main page for the breakdown of which effects are granted at which proficiency level/rank.

Revive - Revive an incapacitated ally (with the medkit). Bonus healing HP from Medical Specialist proficiencies are applied to revived targets. Can revive allies that are bleeding out (stabilizing first is NOT neccesary). Requires/uses a Medkit charge. Granted through Medical Specialist Lvl 2 (1 charge) and additional charge is added by Medical Specialist Lvl 3.

Sedate - When using the Arc Thrower to stun a Mind Controlled ally, the stun effect will always be applied for the minimum duration and will not apply any additional negative effects. Any Mind Control effects still active on the target will be clensed when the stun wears off.

Battlefield Triage - Healing, stabilizing, or reviving an ally will reduce wound times for heavily injured soldiers (restoring up to 40% of their total HP for wound time calculations). If the Field Medic is conscious after a mission and has remaining medical supplies, they can also provide treatment while in-transit back to the Avenger. The Medic's remaining un-used Medkit charges are applied toward healing any soldiers that were wounded to below 40% of their total HP during the mission, bringing them up to that cap before calculating wound times.

Corporal [Rank 2]

Adrenaline Rush - Activate to gain an additional non-movement action that can be used even after dashing at the cost of a -25% damage penalty for the remainder of the turn. (like Run-and-Gun with a Dmg penalty)

Reposition - Once per turn, after landing a standard shot on a flanked or exposed target that would end your turn, gain a movement-only action point to reposition at a -35% penalty to Mobility.

Fleet-Footed - Grants Shadowstep (unit doesn't trigger overwatch or reaction fire) and a +5 bonus to Dodge. Allows free actions granted from activating Emergency Aid or Rapid Deployment to be used after dashing (or using your last standard action on a move, for example, reloading, them moving, then using your free heal, etc.)

Sergeant [Rank 3]

Advanced Trauma Kits - Gain +1 Revive charge. Reviving a unit heals them an additional +3HP and no longer ends your turn if you have actions remaining. Also increases the chance that a soldier will enter Bleed-Out state rather than die and increases Bleed-Out turns for all units in the squad.

Combat Conditioning - Advanced combat training increases this soldier's Mobility by +2 and Aim by +5.

Emergency Aid - After activating this ability, the next medkit healing ability used in that turn will not cost an action.

Lieutenant [Rank 4]

Sentinel - When in overwatch, you may take reaction shots at up to 2 targets. (only one shot per target)

Burst-Fire - Fire a quick series of bursts at the target, with the chance to hit them twice at a -15 aim penalty. Requires 3 ammo and has a 2 turn cooldown. When using Burst-Fire with more than one standard action available (i.e. "investing" an action), the Aim penalty does NOT apply.

Overcharged Capacitors - Missed shots with the Arcthrower will still disorient the target. Shots that successfully hit will apply a disorient effect on the target after the stun wears off.

Captain [Rank 5]

Anti-Venom Stims - Provides Poison immunity and automatically removes active Poison effects from allies within a 2.5 Tile radius. May also periodically target an ally in range with a special adrenaline injection that will remove Dazed, Panicked, or Stunned effects.

Low Profile - Makes partial cover behave the same as full cover for this soldier.

Smokescreen - Grants +1 free smoke grenade and +1 additional charge to any equipped smoke grenades.

Major [Rank 6]

Covert Infiltration - Allows this individual to remain concealed when squad concealment is broken and provides a 20% reduction to enemy detection radius against them.

Fire Support - Grants the ability to suppress a target with your Assault Rifle and provides a bonus of +10 Aim to the shot if the target tries to move (or attack, with Covering Fire) while suppressed.

Rapid Deployment - After activating this ability, the next support grenade thrown or launched this turn will not cost an action.

Colonel [Rank 7]

Combat Stimulants - Use a medkit charge to boost an ally, granting them increased stats, damage resistance, immunity to mental damage, and an extra action per turn for a few turns. Once the Combat Stimulant wears off, damage and significantly drain the boosted unit's Will.

Applied Knowledge - Gain +20% Crit Chance and +20% Damage on a Critical Hit with your primary weapon against organic targets that XCOM has autopsied.

Armed Intervention - Enter a special form of overwatch, firing on any enemies in-range before they complete a hostile action, disorienting them. Does not fire on enemies moving or taking defensive actions. 4 turn cooldown.


Available Training Center Abilities

Cool Under Pressure - Gain +10 chance to hit on reaction shots and reaction shots can now critically hit.

Covering Fire - Reaction shots can trigger on any action, not just movement.

Combat Awareness - Grants +10% Defense and +1 Armor when in overwatch or suppressing a target.

Sidearm Specialist - Gain +1 damage and +10 aim with sidearms.

Ever Vigilant - Automatically enter Overwatch at the end of your turn if you only spent actions on movement.

Implacable - Gain a movement-only action if you scored a kill this round. (Takes priority over Reposition on kills)

EMPulser - Arcthrower can now target and damage robotic enemies and destructibles (gas tanks, etc.).

Quickdraw - Shots with your pistol or arcthrower no longer automatically end the turn.


You can also reference the GoogleDoc Here[docs.google.com] to view the abilities in a table format.
Last edited by shiremct; Aug 17, 2019 @ 8:25am