Difference between revisions of "Medi-Kit (Apocalypse)"

From UFOpaedia
Jump to navigation Jump to search
m (fixed black area)
 
(13 intermediate revisions by 4 users not shown)
Line 1: Line 1:
The [[Nanotech]] Medi-Kit is an automated field kit that uses nanites to quickly mend and stop blood loss from any injury received in combat.  
+
[[Image:Equip-Pedia-MedikitV2-(Apocalypse).png|right]]
 +
A compact but highly sophisticated life support kit. Wounds and bleeding can be healed quickly by injecting Nanobots into the bloodstream. When the device is activated the operator must select a part of the body affected by critical wounds. The device will cure these wounds quickly, but only if the Agent remains inactive while it is in operation.  ''From: Apocalypse Ufopaedia''
 +
<table><tr><td>[[Image:Equip-InvIcon-Medikit-(Apocalyse).png|left]]</td><td>
 +
* Size: 2 x 2
 +
* Weight: 3
 +
* Manufacturer: [[Nanotech]]
 +
* Available: Week 1
 +
* Base Price: $250
 +
* Minimum Weekly Stock: 4
 +
* Maximum Weekly Stock: 14
 +
* Battlescape Score: 2</td></tr></table>
 +
<br clear=all>
  
Operation is simple. Hold it in your hand, tell it which limb to heal, and away it goes. Two kits can be held simultaneously to mend different limbs. Two kits cannot work on the same limb at the same time. There are no charges, so the medikit will be able to work at all times.
+
This device use used only to stop bleeding. It does not restore health if an agent is only injured. An agent suffering from fatal wounding (bleeding) can use this device on themselves only. Bleeding which has been stopped will also restore some health. Any unconscious and fatally wounded agent must first awaken before bleeding can be stopped. Others cannot help this downed unit in any way. To heal an agent back to full health, they must spend time within a Medical Bay.<br>
 +
An agent needing emergency medical care must stop all movement and cease (prevented) firing, hold the medi-kit in their hand, click LMB on the device to enable the diagnostic screen to pop up and click on the body part highlighted in red. Wait. If forced to move or given the opportunity to fire their weapon, the automatic healing sequence is interrupted and bleeding will continue, displayed again by the red highlight.<br>
 +
If an agent escapes from the battlescape, bleeding is immediately stopped.<br>
 +
Market quantities are adequate unless hiring many agents per week. A cheap but vital piece of equipment which should be standard loadout for anyone in potentially dangerous situations as such law enforcement or pest control.<br>
 +
<br clear=all>
  
Due to the delicate nature of the mending process, you must be standing firmly on solid ground and not walk about when initiating the healing process or else the kit will switch off automatically.  
+
===Bleeding===
 +
[[Image:Fatal_Wounds_NoArmor_Attitude_(Apocalypse).png|frame|right|Blood Drops indicate Fatal Wounds]]
 +
[[Image:Fatal_Wounds_Attitude_(Apocalypse).png|left]] * The blood-drop icon next to a unit's health bar indicates fatal wounds.
  
X-COM designed [[Medi-Kit]]s of the past could only be used on other agents. The Nanotech Medi-Kit addresses this flaw by allowing the Medi-Kit to operate on the user. This has unfortunately introduced the opposite flaw of not being able to use it on others. This means that you cannot resuscitate an unconscious agent that is bleeding to death.  
+
* A medikit cannot be used by an agent to help others. It is for their own personel use.
 +
* This device does not heal non-fatal wounds. A [[Medical_Bay_(Apocalypse)|Medical Bay]] is used to restore health.
 +
* Any agent fatally wounded may escape the battlefield if close enough to the blue-exit-tiles, immediately halting blood loss.
 +
* Only one medi-kit will work on any one body part. Two kits on the same part will interfere with each other.
 +
* A fatal wound on two different body parts can be halted at the same time by a second medi-kit used in the other hand.
 +
* A medi-kit does not lose its capacity to halt bleeding. It has unlimited uses.
 +
* Severe bleeding may not be stopped in time which may cause the patient to expire.
 +
* An agent with naturally low health may die easily.
 +
* Disengaging from battle briefly and hiding quickly will stop the agent being targeted when already critically damaged.
 +
* Any unit with an active medi-kit will not be interrupted if shot.
 +
* Cancel an agent's fire-at-will ('X' on shot-types) to prevent interrupting the procedure.
 +
* If many agents are bleeding and death is likely, immediately abort the mission since this may save more units than waiting on the medikits to complete its process in an active battle.
  
In order to make the kit easier to carry, gone are the pill dispensers that stored pain killers and stimulant shots used to revive unconscious agents. X-COM agents have gone far since then, and are expected to just tough it out.
 
  
Because it prevents death by blood loss, it is a vital device to carry into the battle field. Ideally, everyone should have one, but if that is not possible, be sure to have at least one or two Medi-Kits on standby in the field at all times.
+
{{Equipment (Apocalypse) Navbar}}
  
==See Also==
 
* [[Nanotech]]
 
 
 
 
{{Equipment (Apocalypse) Navbar}}
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]
[[Category: Agents Equipment (Apocalypse)]]
 

Latest revision as of 06:46, 22 November 2023

Equip-Pedia-MedikitV2-(Apocalypse).png
A compact but highly sophisticated life support kit. Wounds and bleeding can be healed quickly by injecting Nanobots into the bloodstream. When the device is activated the operator must select a part of the body affected by critical wounds. The device will cure these wounds quickly, but only if the Agent remains inactive while it is in operation.  From: Apocalypse Ufopaedia
Equip-InvIcon-Medikit-(Apocalyse).png
  • Size: 2 x 2
  • Weight: 3
  • Manufacturer: Nanotech
  • Available: Week 1
  • Base Price: $250
  • Minimum Weekly Stock: 4
  • Maximum Weekly Stock: 14
  • Battlescape Score: 2


This device use used only to stop bleeding. It does not restore health if an agent is only injured. An agent suffering from fatal wounding (bleeding) can use this device on themselves only. Bleeding which has been stopped will also restore some health. Any unconscious and fatally wounded agent must first awaken before bleeding can be stopped. Others cannot help this downed unit in any way. To heal an agent back to full health, they must spend time within a Medical Bay.
An agent needing emergency medical care must stop all movement and cease (prevented) firing, hold the medi-kit in their hand, click LMB on the device to enable the diagnostic screen to pop up and click on the body part highlighted in red. Wait. If forced to move or given the opportunity to fire their weapon, the automatic healing sequence is interrupted and bleeding will continue, displayed again by the red highlight.
If an agent escapes from the battlescape, bleeding is immediately stopped.
Market quantities are adequate unless hiring many agents per week. A cheap but vital piece of equipment which should be standard loadout for anyone in potentially dangerous situations as such law enforcement or pest control.

Bleeding

Blood Drops indicate Fatal Wounds
Fatal Wounds Attitude (Apocalypse).png

* The blood-drop icon next to a unit's health bar indicates fatal wounds.

  • A medikit cannot be used by an agent to help others. It is for their own personel use.
  • This device does not heal non-fatal wounds. A Medical Bay is used to restore health.
  • Any agent fatally wounded may escape the battlefield if close enough to the blue-exit-tiles, immediately halting blood loss.
  • Only one medi-kit will work on any one body part. Two kits on the same part will interfere with each other.
  • A fatal wound on two different body parts can be halted at the same time by a second medi-kit used in the other hand.
  • A medi-kit does not lose its capacity to halt bleeding. It has unlimited uses.
  • Severe bleeding may not be stopped in time which may cause the patient to expire.
  • An agent with naturally low health may die easily.
  • Disengaging from battle briefly and hiding quickly will stop the agent being targeted when already critically damaged.
  • Any unit with an active medi-kit will not be interrupted if shot.
  • Cancel an agent's fire-at-will ('X' on shot-types) to prevent interrupting the procedure.
  • If many agents are bleeding and death is likely, immediately abort the mission since this may save more units than waiting on the medikits to complete its process in an active battle.


Apocalypse Insignia X-Com: Apocalypse: Equipment
Weapons:Megapol LawpistolMarsec M4000 Machine GunMegapol Laser Sniper GunMegapol Auto CannonMegapol Plasma GunMarsec Heavy LauncherMarsec MinilauncherMegapol Stun GrapplePower Sword
Megapol AP GrenadeMegapol Stun GrenadeMegapol Smoke GrenadeMarsec Proximity MineMarsec High ExplosiveDiablo Incendiary Grenade
ToxigunAlien Gas Grenade
Equipment:ArmorMind ShieldMind BenderMedi-KitMotion ScannerPsicloneElerium
Alien Artifacts:Disruptor GunDevastator CannonBoomeroidBrainsucker LauncherEntropy LauncherDimension Missile LauncherVortex MinePersonal Disruptor ShieldPersonal TeleporterPersonal Cloaking Field
Other:Innate/Grown-In Weapons