classes serve mainly as medics, but their ability to equip assault rifles,
throw smoke grenades, and run further than any other class make them valuable
fighters as well.
abilities you choose greatly determine whether your Support class will focus
more on healing or defending. This is why we used two of them in our squad.
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.
Corporal Abilities (choose one)
Sprinter: Allows the
Support to move 3 additional tiles.
Covering Fire: Allows
reaction shots to trigger on enemy attacks, not just movement.
Sergeant Abilities (choose one)
Field Medic: Allows
medkits to be used 3 times per battle instead of once.
Smoke and Mirrors: Allows 1
additional use of Smoke Grenade each mission.
Lieutenant Abilities (choose one)
medkits to revive critically wounded soldiers at 33% of max health, instead of
just stabilizing them.
Rifle Suppression: Fire a
barrage that pins down a target, granting reaction fire against it and imposing
a 30 penalty to aim.
Captain Abilities (choose one)
Dense Smoke: Smoke
Grenades have increased area of effect and further increase units’ Defense by
Combat Drugs: Smoke
Grenades now contain powerful stimulants that grant +20 Will and +10 critical
chance for all units in the cloud.
Deep Pockets: Confers an
additional item slot in inventory.
Colonel Abilities (choose one)
restore 4 more health per use.
Sentinel: Allows two
reaction shots during Overwatch, instead of only one.