Difference between revisions of "Combat Stims (EU2012)"
Jump to navigation
Jump to search
m |
m |
||
Line 10: | Line 10: | ||
{{Item Data Box (EU2012) | {{Item Data Box (EU2012) | ||
|requires=[[Berserker Autopsy (EU2012)|Berserker Autopsy]] | |requires=[[Berserker Autopsy (EU2012)|Berserker Autopsy]] | ||
− | |costs=§50<br>Alloys | + | |costs=§50<br>15 [[Alien Alloys (EU2012)|Alloys]]<br>1 [[Berserker Corpse (EU2012)|Berserker Corpse]]<br>15 Engineers |
|abilities/stats=Combat Stims | |abilities/stats=Combat Stims | ||
}} | }} |
Latest revision as of 03:27, 31 January 2014
Description |
This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier's vital statistics.
|
Source: XCOM: Enemy Unknown (2012)
|
Notes
Research Required | Berserker Autopsy |
Base Costs | §50 15 Alloys 1 Berserker Corpse 15 Engineers |
Abilities/Stats | Combat Stims |
- Combat Stims can only be used by a soldier on itself.
- Combat Stims can come particularly in handy on Terror Missions. The extra movement makes it more likely you'll get to a civilian in time instead of watching the aliens kill them from two feet away, and since you may often have to be in poor cover, the damage reduction and critical hit immunity are very useful.
- "Ahhh, that's the stuff." Contrary to what the ingame text says about them, Combat Stims will appear as a skill, limited to two uses over the course of a mission. Stay stimmed, stay alive!
- Deep Pockets does not increase number of uses to three, so be aware!
- Soldier with Mimetic Skin can use Combat Stims without breaking concealment.
- Movement is increased by 3 additional tiles.