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.
 
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.
  
Each wound also applies a -10% penalty to your 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 also applies a -10% penalty to your [[Firing Accuracy|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.  
  
 
'''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.
 
'''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.

Revision as of 00:53, 18 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.

Each wound also applies a -10% penalty to your 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.

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 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.