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. | + | 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. |
− | For instance, a soldier with 2 Fatal Wounds will lose 2HP per turn. | + | |
+ | <b>Warning:</b> 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 to revive them ASAP so you can check them for Fatal Wounds. See [[Medi-Kit]] for more info. |
Revision as of 18:34, 16 September 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 2HP 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.
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 to revive them ASAP so you can check them for Fatal Wounds. See Medi-Kit for more info.