Difference between revisions of "Critical Wounds (EU2012)"
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'''Reviving''' |
'''Reviving''' |
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− | Reving a squady can only be done by a support squady with the appropriate skill. A revived unit will become active again during the mission with 33% of it's hitpoints ( |
+ | Reving a squady can only be done by a support squady with the appropriate skill. A revived unit will become active again during the mission with 33% of it's maximum hitpoints (including armor or items bonus) |
== Death == |
== Death == |
Revision as of 15:26, 19 October 2012
After sustaining more damage than the squadies hitpoints, the squady will either become critically wounded or die.
Critically wounded
When a squady is critically wounded, the team has three turns to save that squady. Saving a squady can be done by stabilizing or reviving the wounded squady with a medikit or finishing the mission succesfully. Each time a squady become critically wounded, it will recieve a permanent penalty to its willpower.
Stabilizing Any character with a medikit can stabilize a critically wounded squady. Move into healing range and select the Stabilize action. A stabilized squady will not die from it's current wounds (but don't play with grenades), but will not become active again for the duration of that mission. After the mission, the squady will be gravely wounded and will take a fairly long time to become active again.
Reviving Reving a squady can only be done by a support squady with the appropriate skill. A revived unit will become active again during the mission with 33% of it's maximum hitpoints (including armor or items bonus)
Death
Death is permanent for squadies and only loading an earlier save game can return that squady to your team. Every squady that died will have his or her name added to the memorial wall in de Barracks, where the number of missions, the number of kills and the mission in which the squady died is shown