Difference between revisions of "Medikit (EU2012)"
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{{Ref Open | title = Medikit}} |
{{Ref Open | title = Medikit}} |
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[[File:Medikit_(EU2012).png|right|400px]] |
[[File:Medikit_(EU2012).png|right|400px]] |
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− | * '''Required Research: |
+ | * '''Required Research: None |
* '''Cost''': §15, 5 Engineers |
* '''Cost''': §15, 5 Engineers |
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Revision as of 22:14, 17 October 2012
Description
The Medikit is used to restore health points to soldiers in the field during a mission. Also, allows use of the 'Stabilize' ability on critically wounded soldiers to save them from death, and with a Support soldier with the 'Revive' ability, brings soldiers back into the fight at 33% HP.
Stats
Medikit |
Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants. |
Source: XCOM: Enemy Unknown (2012)
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Tips & Tricks
- Can be used on any friendly unit adjacent to the medic, or on the medic themself.
- Any unit that will benefit from a Medikit will be surrounded by a pink circle with crosses when a soldier with a Medikit is selected. This circle indicates the range at which the medikit can be used.
- While anyone can use the Medikit, it's really best in a Support soldier's hands.
- With Sprinter, they can move 3 more tiles per turn, getting into healing range faster.
- With Field Medic, they can use it two more times per mission, for triple total healing.
- With Revive, they can bring soldiers back into the fight at 33% HP, which is useful just to get them out of the line of fire, if nothing else.
- A Medikit is a unique item so a Support soldier with the Deep Pockets ability can only carry a Medikit and another item.
- And finally, Savior improves the healing done by the Medikit by 4 additional points, meaning more healing overall.
- Always carry two Medikits into a mission; nothing is more annoying than your dedicated field medic bleeding out because nobody else had a Medikit and couldn't heal him.