[WOTC] Modern Medic Class

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Author: Maprikan

Last revision: 3 Sep, 2025 at 10:33 UTC (2)

File size: 40.66 KB

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Description:

The Medic is a supportive class with improved Healing that carries a Bullpup and Pistol. Keeps the squad alive through the mission.

As part of the class design, the Medic gets free Bandages in addition to standard Medikits which allows them to heal from a distance and they have multiple movement abilities to help them get to where they are needed. However they can be built into a more combat oriented role using either the Bullpup or Pistol for when they are not busy healing.

The class is made with a modern themed playthrough in mind, but of course is not limited to. It is balanced around a large varied squad against lots of enemies and making meaningful choices when selecting abilities, with different viable sub-roles within the class.
By default random bonus AWC abilities are disabled. The reasoning is that there is no need for it because there are enough options in the ability tree and the class has everything it needs to fill the role. Other roles are intended to be filled by other classes. AWC can be re-enabled through the config but there is no support to prevent duplicate/redundant abilities as is.

The Medic has three ability trees: Field Aid, Combat Medic & Personal Defense. The class rely on abilities and perks from other mods.

This class requires Alpha115’s Rifleman Class and Iridar’s Rescue Denmother Mod for some abilities. They do not conflict and can be used together.

Skills

Squaddie:
F_Corpsman: Gain a free medikit.
IRI_BandageThrow: Gain free thrown bandages that do minor healing over time and removes bleeding.
PistolStandardShot: Standard pistol shot.

Corporal:
LW2WotC_FieldSurgeon: Lowered injury time for soldiers on mission.
F_Dedication: Gain bonus mobility for the turn and ignore reaction fire.
Quickdraw: Standard pistol shot does not end turn.

Sergeant:
F_Stimulate: Remove mental impairments on an adjacent ally.
ShadowOps_HitAndRun: Using a turn ending action as first action grants a free movement action.
LightningHands: Free standard pistol shot.

Lieutenant:
ShadowOps_Sprint: Gain a free bonus movement action this turn.
SprayMrC: Single action Bullpup shot with an accuracy penalty.
KPP_Immobilize: Special pistol shot that immobilizes non-robots for 1 turn.

Captain:
LW2WotC_HitandRun: Bullpup shot at a flanked or exposed target gives a free movement action.
F_Flatline: Bullpup shot that ruptures the target.
KPP_Disable_Immobilize: Improves Immobilize to immobilize and stun the target for 2 turns.

Major:
LW2WotC_Savior: Healing abilities restore 4 more health.
ShadowOps_SecondWind: Using medikit on an injured ally gives the ally an action point.
FanFire: Take three standard pistol shots at the same target.

Colonel:
FieldMedic: Equipped medikits have 2 additional charges.
CombatPresence: Give an action point to a visible ally in range.
MrCKillZone: Overwatch a cone area with the pistol.

Brigadier:
F_QuickPatch: Medikits can be used as a free action.
M31_BattalionCommander: Reduced cooldown for Combat Presence.
AT_CombatRush: Bonus aim, crit chance and mobility to nearby allies when killing a target with the bullpup.

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GTS abilities, configurable in GtsEditor.ini.

Healthy Partner – Sergeant, 80 supplies: The Medics grants their bondmate bonus Health that scales with bond level.
Bandage Distribution – Captain, 120 supplies: The Medics gains a free move action after giving an ally bandages.
Cover Fire – Colonel, 200 supplies: The Medics first overwatch shot each turn is guaranteed to hit.