XCOM 2
Amalgamation: Tech Medic Tertiary Specialization
 This topic has been pinned, so it's probably important
XpanD  [developer] 1 Jan, 2023 @ 2:11am
Spec abilities
Squaddie:
  • Medishot fires a healing shot at an ally up to 9 tiles out. Starts at 1 charge, +1 per carried medkit, ability-granted medkits not included. Healing follows weapon damage, spread included. Does not use up normal medkit uses.
Corporal, sergeant:
  • Second Wind gives anyone healed by your medkits a free action. Works on self.
  • Hammer Shot fires a shot that knocks enemies back ~3 tiles. 2 ammo, 3 turn cooldown.
  • Free Heal Bomb grants a thrown healing grenade. Covers 5 tiles in a plus shape.
Lieutenant, captain:
  • Medical Specialist unlocks a dedicated medkit-only slot.
  • Ghost Grenade grants a special smoke skill that conceals an ally. Single use.
  • Kinetic Pillar creates a pillar that offers full cover. 3 turn cooldown, lasts for 6. Preserves concealment.
Major, colonel:
  • First Aid grants a medkit use and doubles all carried medkits.
  • Advice boosts an ally's crit % by 20% for 2 turns, 30% for bondmates. 1 action.
  • Smart Macrophages reduces the unit's post-battle wound calculation damage by 1HP. This effectively reduces healing time. Also grants immunity to poison and acid.
Brigadier:
  • Regenerate heals 1 HP on getting shot, along with 24% of all missing health!
Last edited by XpanD; 27 Aug, 2024 @ 1:57pm