Medikit (EU2012)

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Revision as of 21:37, 13 October 2012 by Drakalu (talk | contribs)
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Medikit

  • Cost: §15, 5 Engineers
  • Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.
  • Allows use of Stabilize, Heal Wound, and Revive abilities. Can be used on any friendly unit adjacent to the medic, or on the medic themself.
  • Restores 4 HP per use (improvable to a max of 12hp per use)
    • Savior (Support ability) - restore 4 additional HP per use.
    • Improved Medikit (Foundry) - increases the healing value by 50%


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 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 on the battlefield because nobody else had a medikit and couldn't heal him.


Any unit that will currently benefit from a Medikit will be surrounded by a pink circle with crosses while a unit with a Medikit is selected. This circle indicates the range at which the medikit can be used.