Difference between revisions of "Field Medic Pack"

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This medkit can be seen as a precursor to the vanilla [[Medi-Kit (EU)|medi-kit]], it functions identically to the vanilla kit however the field medic pack takes up more inventory space, weighs signifcantly more at 12 units, costs more time units to use and only has three charges of healing/stims/painkillers.  
 
This medkit can be seen as a precursor to the vanilla [[Medi-Kit (EU)|medi-kit]], it functions identically to the vanilla kit however the field medic pack takes up more inventory space, weighs signifcantly more at 12 units, costs more time units to use and only has three charges of healing/stims/painkillers.  
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This kits chief advantage is that it can be purchased and used at the start of the game without the need to research or manufacture it.
  
 
The field medic pack is succeeded by the researhcable [[Medical Kit (Hardmode)|Medical Kit]]
 
The field medic pack is succeeded by the researhcable [[Medical Kit (Hardmode)|Medical Kit]]

Revision as of 21:32, 28 May 2022

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Medi-Kit.gif

The Field Medic Pack is a standard issue medical kit available to purchase from the start of the conflict.

This medkit can be seen as a precursor to the vanilla medi-kit, it functions identically to the vanilla kit however the field medic pack takes up more inventory space, weighs signifcantly more at 12 units, costs more time units to use and only has three charges of healing/stims/painkillers.

This kits chief advantage is that it can be purchased and used at the start of the game without the need to research or manufacture it.

The field medic pack is succeeded by the researhcable Medical Kit

Stats

FMP.png
  • Ammo: 3 charges each of healing, stimulants, and pain killers.
  • Size: 2 high x 2 wide
  • Weight: 12
  • TUs:
    • 15 per use of a charge.
    • 0 for diagnostic check only.
  • Buy Price: $15,000
  • Sell Price: $8,000

Effect

Healing will heal 1 fatal wound and recover 1 health point, stimulant will heal for 2 points of stun recovery and 5 units of energy per use.

Uses

The Medi-Kit has four functions:

  • Diagnosis: Red body parts show fatal wounds. Click on a wounded body part to display the number of wounds. If there is no living creature under the medic, or in the adjacent square in the direction the medic is facing, the diagnostic display does not activate.
  • Healing: Click on a body part that is wounded and then click on the 'Heal' button. One fatal wound will be cured and three health points restored. It has no effect when used on uninjured body parts.
  • Stimulant: This will restore energy (10 points) and reduce stun (4 points stun/use), thus it can be used to revive unconscious units. In order to revive an unconscious unit, you must stand directly over the body.
  • Pain killer: This will restore the morale of damaged units up to an amount equivalent to the soldier's lost health. There is no effect on uninjured units. The morale benefit for each unit of lost health can only be had once. (Further health loss will allow further morale benefit from pain killers).

Each dose from the Medi-Kit uses a fixed cost of 10 TUs. Bringing up the diagnostic panel costs 0 TUs.

See also

UFO Badge OpenXCOM Hardmode: Equipment
Armour: CoverallsArmoured VestAlloy Vest Personal Armour Power Suit (Reinforced) • Flying Suit (Reinforced)
Weapons: PistolTaser RifleShotgunSniper RifleHeavy CannonAuto-CannonGrenade LauncherRocket Launcher
Laser PistolScatter Laser Laser RifleHeavy Laser/AutoHeavy Laser/Sniper
Plasma PistolPlasma Shotgun Plasma Rifle Heavy PlasmaPlasma Sniper Small Launcher Blaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
GrenadeProximity Grenade Incendiary GrenadeFlashbang GrenadeHigh ExplosiveAlien GrenadeStun GrenadeFire Grenade
HWPs: Tracked ChassisAlloy Tracked ChassisHover ChassisWalker Chassis
Drones: DroneAlloy Drone