Medi-Kit (EU)

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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 units almost instantly under any field condition. Any unit can pick up and use a Medi-Kit. In order to use the Medi-Kit on a conscious unit the medic must be facing the unit requiring treatment, and on an adjacent tile. The medic cannot use the kit on him or herself. If the patient is unconscious, the medic must stand over the body, on the same tile, and must not be directly facing another treatable unit.

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.
    • 0 for diagnostic check only.
  • Manufacturing: $28,000 for parts, 420 Engineer Hours
  • Sell Price: $45,600

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.

Tips and tricks

  • Works on aliens too. This will perhaps consist mainly of reviving stunned aliens. Aliens as a general rule do not suffer fatal wounds unless they have been injured while under X-COM mind control, and then released. Large aliens can only be treated when unconscious, by standing over them (in any square). Also the only way to check, after the fact, if a fallen large alien is dead, or merely stunned (if you didn't listen for the death cry). Stunned large aliens cannot be revived.
  • 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. Note that this will not detect large aliens!
  • 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 whether your medic is still 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 (if the square is free), 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.
  • Medi-kits are fully recharged after the end of each mission. They can not be recharged during a mission, so be sure to carry enough for any eventuality.
  • 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