Difference between revisions of "Fatal Wounds"

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Fatal Wounds decrease the unit's current Health each turn. The number of Fatal Wounds determine the amount that are lost. For instance, a soldier with 2 Fatal Wounds will lose 2HP per turn. Using the [[Medi-Kit]] will heal Fatal Wounds and restore some Health. Quickly healing a wounded soldier may also mean less [[recovery_time|wound recovery time]] (back at base), because recovery time is based on health at the end of the mission.
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Fatal Wounds decrease the unit's current [[Health]] each turn. The number of Fatal Wounds determine the amount that are lost. For instance, a soldier with 2 Fatal Wounds will lose 2 Health points per turn. Using the [[Medi-Kit]] will heal Fatal Wounds and restore some Health. Quickly healing a wounded soldier may also mean less [[recovery_time|wound recovery time]] (back at base), because recovery time is based on health at the end of the mission.
  
Each wound to the head or gun-holding arm also applies a -10% penalty to your [[Firing Accuracy|firing accuracy]], down to but not below -90%. This means that someone with 100 base firing accuracy who has 9 or more wounds will be left with a base accuracy level of 10 points. This is before you consider any other accuracy modifiers such as your remaining health percentage.  
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Each wound to the head or gun-holding arm also applies a -10% penalty to your [[Firing Accuracy|firing accuracy]], down to but not below -90%. This means that someone with 100 base firing accuracy who has 9 or more wounds will be left with a base accuracy level of 10 points. This is before you consider any other accuracy modifiers such as your remaining health percentage. (Also see [[Accuracy formula]].)
  
'''Warning:''' Unconcious soldiers still take wound damage and CAN DIE if not treated. So if one of your soldiers is knocked unconscious by shots or explosions (as opposed to a stun bomb), it is important that you immediately run a diagnostics scan on the soldier with your medikit and heal any wounds immediately. See [[Medi-Kit]] and [[Unconscious|Unconscious Soldiers]] for more information on how to do this. Keep in mind that you can pick up and move (or even throw) someone, if you have a man down in a hot zone.
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Each wound to the left or right leg reduces the soldier's [[TU]]s by 10%.  
  
''In my experience, aliens <b>never</b> have fatal wounds. However, they can get fatal wounds <u>if you were mind controlling them when they were wounded</u>. IOW, only friendlies can get FWs, not enemies (MC'd aliens count as friendlies). Anyone seen otherwise? - [[User:MikeTheRed|MikeTheRed]]
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Each wound to the body reduces the soldier's [[energy]] by 10%.
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'''Warning:''' Unconcious soldiers still take wound damage and CAN DIE if not treated. So if one of your soldiers is knocked unconscious by shots or explosions (as opposed to a stun bomb), it is important that you immediately run a diagnostics scan on him or her. See [[Medi-Kit]] and [[Unconscious]] for more information on how to do this. Keep in mind that you can pick up and move (or even throw) someone, if you have a man down in a hot zone.
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Aliens <b>never</b> get fatal wounds - <i>except if you were mind controlling them when they were wounded</i>. IOW, only friendlies can get FWs, and MC'd aliens count as friendlies. For this reason, be careful of mixing MC'd with non-MC'd aliens - you might reaction shoot the one, and hit the other.
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''Once I lost track of an alien I'd been MC'ing when a different one blaster bombed the lot of us and all hell broke loose. About ten turns later I heard the entirely unexpected sound of an alien dying, far off in the distance. "Oops" - [[User:MikeTheRed|MikeTheRed]]''
  
 
==See Also==
 
==See Also==
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[[Medi-Kit]]
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[[Health]]
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[[Unconscious]]
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[[Firing Accuracy]]
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[[Accuracy formula]]
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[[Damage Formula]]
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[[Recovery time]]
  
 
[[Category:Soldiers]]
 
[[Category:Soldiers]]

Revision as of 23:53, 10 October 2005

Fatal Wounds decrease the unit's current Health each turn. The number of Fatal Wounds determine the amount that are lost. For instance, a soldier with 2 Fatal Wounds will lose 2 Health points per turn. Using the Medi-Kit will heal Fatal Wounds and restore some Health. Quickly healing a wounded soldier may also mean less wound recovery time (back at base), because recovery time is based on health at the end of the mission.

Each wound to the head or gun-holding arm also applies a -10% penalty to your firing accuracy, down to but not below -90%. This means that someone with 100 base firing accuracy who has 9 or more wounds will be left with a base accuracy level of 10 points. This is before you consider any other accuracy modifiers such as your remaining health percentage. (Also see Accuracy formula.)

Each wound to the left or right leg reduces the soldier's TUs by 10%.

Each wound to the body reduces the soldier's energy by 10%.

Warning: Unconcious soldiers still take wound damage and CAN DIE if not treated. So if one of your soldiers is knocked unconscious by shots or explosions (as opposed to a stun bomb), it is important that you immediately run a diagnostics scan on him or her. See Medi-Kit and Unconscious for more information on how to do this. Keep in mind that you can pick up and move (or even throw) someone, if you have a man down in a hot zone.

Aliens never get fatal wounds - except if you were mind controlling them when they were wounded. IOW, only friendlies can get FWs, and MC'd aliens count as friendlies. For this reason, be careful of mixing MC'd with non-MC'd aliens - you might reaction shoot the one, and hit the other.

Once I lost track of an alien I'd been MC'ing when a different one blaster bombed the lot of us and all hell broke loose. About ten turns later I heard the entirely unexpected sound of an alien dying, far off in the distance. "Oops" - MikeTheRed

See Also

Medi-Kit

Health

Unconscious

Firing Accuracy

Accuracy formula

Damage Formula

Recovery time