Medi-Kit (EU)

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Revision as of 06:54, 7 March 2009 by Arrow Quivershaft (talk | contribs) (→‎Tips & Tricks: Explained Jasonred's point more clearly.)
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Medi-Kit.gif

The medi-kit is highly advanced healing facility with pain killers and stimulants that can be administered to injured soldiers almost instantly under any field condition. Any soldier can pick up and use a medi-kit. In order to use the medi-kit the medic must be facing the soldier requiring treatment, and on an adjacent tile. The medic cannot use the kit on him or herself. If the soldier is unconscious, the medic must stand over the body, on the same tile, and must not be directly facing another soldier.


Stats

BIGOBS24.GIF
  • Ammo: 10 charges each of healing, stimulants, and pain killers.
  • Size: 2 high x 1 wide
  • Weight: 5
  • TUs:
    • 10 per use of a charge.
  • Manufacturing: $28,000 for parts, 420 Engineer Hours
  • Sell Price: $45,600

Uses

The Medi-Kit has three functions:

  • HEALING : Red body parts show fatal wounds. Click on a body part that is wounded and then click on the 'Heal' button. One fatal wound will be cured and 3 health points restored. It has no effect when used on uninjured body parts.
  • STIMULANT : This will restore energy (10pts) and revive unconscious soldiers (4pts stun/use). In order to revive an unconscious soldier you must stand directly over the body.
  • PAIN KILLER : This will restore the morale of wounded soldiers up to an amount equivalent to the soldier's lost health.

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

Tips & Tricks

  • Works on Aliens too, although this will perhaps consist mainly of reviving stunned aliens. Aliens as a general rule do not take on critical wounds unless they are under X-Com mind control.
  • Can operate through walls, thus usable as a free 1-square Alien detector. The most practical use would be to check behind doors to see if there is an enemy standing immediately behind it.
  • To tell if a fallen soldier has regained consciousness after a stim shot, you have to exit the Medi-kit interface and try entering it again, or check inventory to see that your medic is standing over a body. If it can't find a target then the soldier has stood up. The soldier will normally wake up directly to the north of your medic, but due to a graphical glitch, will not appear unless you select a different unit first.
  • For troop transport supplies: Three to five kits for every 10 soldiers is enough, as the medics can throw or pass kits around the battlefield. Too many kits will cut heavily into your alloted carrying capacity of 80 items.
  • Every successful hit from an alien has a chance of causing from 1 to 3 fatal wounds. The chance of getting Fatal Wounds is about 9% per point of damage dealt, and is evenly split between the three options. Therefore, any unit taking 11 or more points of damage from one attack is guaranteed to get Fatal Wounds.
  • It is possible for the number of Fatal Wounds dealt from low-damage attacks to be high enough to allow full healing. In CE, you cannot exceed maximum health. In early DOS versions, it was sometimes possible to overflow the health stat so the soldier would be healthier after healing than he started before he was shot. This would in turn grant a bonus to firing accuracy.
  • Field Manual: Medi-Kit

See Also

UFO Badge X-COM: Enemy Unknown/UFO Defense: Equipment
Armour: CoverallsPersonal ArmourPower SuitFlying Suit
Weapons: PistolRifleHeavy CannonAuto-CannonRocket LauncherStun Rod
GrenadeProximity GrenadeHigh ExplosiveLaser PistolLaser RifleHeavy Laser
Plasma PistolPlasma RifleHeavy PlasmaAlien GrenadeSmall LauncherBlaster Launcher
Equipment: Smoke GrenadeMotion ScannerMedi-KitElectro-flarePsi-AmpMind ProbeElerium-115
HWPs: Tank/CannonTank/Rocket LauncherTank/Laser CannonHovertank/PlasmaHovertank/Launcher
Data Item WeightsAlien Weapon Loadouts • Armour Damage Modifiers