The Support Class is a soldier class in XCOM: Enemy Unknown.
The primary role of the Support Class is to keep the team alive and/or provide covering fire. They can learn to use Medikits more efficiently, cover the battlefield with smoke grenades and run further than other classes. Their covering fire and suppression abilities can help control enemy movement on the battlefield.
“ | Medikits fix everything... | ” |
– Support soldier using a Medikit |
XCOM Database[]
“ | Soldiers trained in the Support class serve as both field medics and logistical support to the squad they are attached to. Equipped with medical supplies, smoke grenades and other items, these troops ensure the safe return of all units deployed in the field. | ” |
–XCOM Database, XCOM: Enemy Unknown |
Tactical Description[]
- Main article: Support Class (XCOM: Enemy Unknown)/Guides
The Support Class is a mid line specialist that excels in sustaining squad members in fighting condition with sustained fire from cover.
Weapons[]
The Support Class can be equipped with rifles and pistols.
Assault Rifles[]
Weapon | Base Damage | Crit Damage | Crit Chance | Range |
Assault Rifle | 2 - 4 | 5 - 7 | 10% | Short |
Laser Rifle | 4 - 6 | 8 - 10 | 10% | Medium |
Light Plasma Rifle | 4 - 6 | 8 - 10 | 10% | Medium |
Plasma Rifle | 6 - 8 | 11 - 13 | 10% | Medium |
- Ammo Conservation: Increase ammo capacity by 100%.
Pistols[]
Weapon | Base Damage | Crit Damage | Crit Chance | Range |
Pistol | 1 - 2 | 2 - 4 | 0% | Medium |
Laser Pistol | 1 - 3 | 3 - 5 | 10% | Medium |
Plasma Pistol | 2 - 4 | 5 - 7 | 0% | Medium |
Abilities[]
When a soldier is promoted, certain ranks allow the player to choose between one of two abilities.
Rank | Abilities | Description |
---|---|---|
Squaddie |
Smoke Grenade | Deploy a smoke grenade once per mission. The smoke confers +20 Defense to all units, and lasts through the enemy turn. |
Corporal |
Sprinter | Allows the Support to move 3 additional tiles. |
Covering Fire | Allows reaction shots to trigger on enemy attacks, not just movement. | |
Sergeant |
Field Medic | Allows medikits to be used 3 times per battle instead of once. |
Smoke and Mirrors | Allows 1 (2 in XCOM: Enemy Within) additional use of Smoke Grenade each mission. | |
Lieutenant |
Revive | Allows medikits 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 |
Dense Smoke | Smoke Grenades have increased area of effect and increase Defense by 40 instead of 20. |
Combat Drugs | Smoke Grenades now contain powerful stimulants that grant +20 Will and +10 critical chance for all units in the cloud. | |
Major |
Deep Pockets | Confers an additional item slot in inventory. (XCOM: Enemy Within changes this to: All limited-use items in your inventory receive one extra use.) |
Colonel |
Savior | Medikits restore 4 more health per use. |
Sentinel | Allows two reaction shots during Overwatch instead of one. |
Second Wave[]
- Main article: Second Wave
Hidden Potential[]
- Main article: Hidden Potential
Supports gain 2-6 Aim per level, the rest of their stats increase in-line with the other classes.
Training Roulette[]
- Main article: Training Roulette
Requires XCOM: Enemy Within:
Only Smoke Grenade, Smoke and Mirrors, Dense Smoke, and Combat Drugs are gauranteed rolls for Supports. The rest of their tree is randomized.
MEC Augmentation[]
- Main article: MEC Trooper
Requires XCOM: Enemy Within:
Any Supports that undergo augmentation into a MEC Trooper gain Distortion Field, conferring + 10 Defense to nearby allied units.