Difference between revisions of "Fatal Wounds"
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Fatal Wounds decrease the unit's current Health each turn. The number of Fatal Wounds determine the amount that are lost. For instance, a soldier with 2 Fatal Wounds will lose 2HP per turn. Using the [[Medi-Kit]] will heal Fatal Wounds and restore some Health. Quickly healing a wounded soldier may also mean less [[recovery_time|wound recovery time]] (back at base), because recovery time is based on health at the end of the mission. | Fatal Wounds decrease the unit's current Health each turn. The number of Fatal Wounds determine the amount that are lost. For instance, a soldier with 2 Fatal Wounds will lose 2HP per turn. Using the [[Medi-Kit]] will heal Fatal Wounds and restore some Health. Quickly healing a wounded soldier may also mean less [[recovery_time|wound recovery time]] (back at base), because recovery time is based on health at the end of the mission. | ||
− | Each wound also applies a -10% penalty to your accuracy, down to but not below -90%. This means that someone with 100 base firing accuracy who has 9 or more wounds will be left with a base accuracy level of 10 points. This is before you consider any other accuracy modifiers such as your remaining health percentage. | + | Each wound also applies a -10% penalty to your [[Firing Accuracy|accuracy]], down to but not below -90%. This means that someone with 100 base firing accuracy who has 9 or more wounds will be left with a base accuracy level of 10 points. This is before you consider any other accuracy modifiers such as your remaining health percentage. |
'''Warning:''' Unconcious soldiers still take wound damage and CAN DIE if not treated. So if one of your soldiers is knocked unconscious by shots or explosions (as opposed to a stun bomb), it is important that you immediately run a diagnostics scan on the soldier with your medikit and heal any wounds immediately. See [[Medi-Kit]] and [[Unconscious|Unconscious Soldiers]] for more information on how to do this. Keep in mind that you can pick up and move (or even throw) someone, if you have a man down in a hot zone. | '''Warning:''' Unconcious soldiers still take wound damage and CAN DIE if not treated. So if one of your soldiers is knocked unconscious by shots or explosions (as opposed to a stun bomb), it is important that you immediately run a diagnostics scan on the soldier with your medikit and heal any wounds immediately. See [[Medi-Kit]] and [[Unconscious|Unconscious Soldiers]] for more information on how to do this. Keep in mind that you can pick up and move (or even throw) someone, if you have a man down in a hot zone. |
Revision as of 00:53, 18 September 2005
Fatal Wounds decrease the unit's current Health each turn. The number of Fatal Wounds determine the amount that are lost. For instance, a soldier with 2 Fatal Wounds will lose 2HP per turn. Using the Medi-Kit will heal Fatal Wounds and restore some Health. Quickly healing a wounded soldier may also mean less wound recovery time (back at base), because recovery time is based on health at the end of the mission.
Each wound also applies a -10% penalty to your accuracy, down to but not below -90%. This means that someone with 100 base firing accuracy who has 9 or more wounds will be left with a base accuracy level of 10 points. This is before you consider any other accuracy modifiers such as your remaining health percentage.
Warning: Unconcious soldiers still take wound damage and CAN DIE if not treated. So if one of your soldiers is knocked unconscious by shots or explosions (as opposed to a stun bomb), it is important that you immediately run a diagnostics scan on the soldier with your medikit and heal any wounds immediately. See Medi-Kit and Unconscious Soldiers for more information on how to do this. Keep in mind that you can pick up and move (or even throw) someone, if you have a man down in a hot zone.