Difference between revisions of "Fatal Wounds"

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m (noticed another little thing about aliens and fatal wounds)
m (→‎See Also: redirecting Damage links in preparation for major rewrite of Damage page)
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*[[Medi-Kit]]
 
*[[Medi-Kit]]
 
*[[Health]]
 
*[[Health]]
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*[[Damage]]
 
*[[Unconscious]]
 
*[[Unconscious]]
 
*[[Firing Accuracy]]
 
*[[Firing Accuracy]]
 
*[[Accuracy formula]]
 
*[[Accuracy formula]]
*[[Damage Formula]]
 
 
*[[Recovery time]]
 
*[[Recovery time]]
  
 
[[Category:Soldiers]]
 
[[Category:Soldiers]]

Revision as of 02:46, 5 November 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 approx. 3 Health per Fatal Wound healed. Quickly healing a wounded soldier also means less wound recovery time (back at base), because recovery time is based on the number of health points lost in a mission.

Other effects of Fatal Wounds:

  • Each wound to the head or gun-holding arm 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 (see Accuracy formula).
  • Each wound to the legs reduces the soldier's TUs by 10%.
  • Each wound to the torso reduces the soldier's Energy by 10%.

Warning: Unconcious soldiers still take damage from Fatal Wounds each turn 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 - they never crawl off and die - except if you were mind controlling them when they were wounded. In other words, only friendlies can get Fatal Wounds, and MC'd aliens count as friendlies. Be careful of mixing MC'd with non-MC'd aliens - you might reaction shoot the one, and hit the other. But wait, there's more - aliens with Fatal Wounds do not suffer any health decrease, for as long as you MC them. They only suffer health loss from their Fatal Wounds on turns that you do not MC them.

Once I had an MC'd alien taking point, when a different one blaster bombed the lot of us. All hell broke loose, and I lost track of the pet (I assumed he got killed in the blast). Many turns later I heard the entirely unexpected cry of an alien dying, far off in the distance. "Oops" - MikeTheRed

See Also