Critical Wounds (EU2012)

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After a Soldier sustains more damage than h/she has hitpoints, they will either become critically wounded or die.


Critically wounded

When a soldier is critically wounded, you have three turns to save that soldier. Saving a soldier can be done by stabilizing or reviving the wounded soldier with a medikit or finishing the mission before the wounded soldier bleeds out. Each time a soldier becomes critically wounded, it will receive a permanent penalty to its willpower. After several critical wounds, it may be a good idea to sack/use a mind shield, depending on its rank.

Stabilizing

Any character with a medikit can stabilize a critically wounded soldier. Move into healing range and select the "Stabilize" action. A stabilized soldier will not die from its current wounds (don't play with grenades), but will not become active again for the duration of that mission. After the mission, the soldier will be gravely wounded and will take a fairly long time to become active again.

NOTE: Aliens can and WILL shoot soldiers that you stabilize. Make sure you clear the area of attacking aliens before stabilizing the soldier.

Reviving

Reviving a soldier can only be done by a soldier in the support class 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).

NOTE: A soldier who is revived will not be able to perform any actions for the current turn. As such, be very careful when reviving soldiers who were downed out of cover; the aliens may be able to take the soldier down again quickly!

Death

Death is permanent, once a soldier is dead, he/she is gone forever, unless you go back to an earlier save in which said soldier was still alive. Every soldier that dies will have his/her name added to the memorial wall in the Barracks, where the number of missions, the number of kills, and the mission in which the soldier died is shown.


See Also

EU2012 Badge XCOM: Enemy Unknown: Gameplay Mechanics
Action SystemMovementChance to HitCoverCritical HitsCritical WoundsDamageFlankingOverwatchSuppression