Jump to content

Medikit (EU2012): Difference between revisions

From UFOpaedia
Drakalu (talk | contribs)
Created page with "Medikit * Cost: §15, 5 Engineers * Our field-deplorable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants. Allows use ..."
 
m The medkit can't suck THAT much.
Line 1: Line 1:
Medikit
Medikit
* Cost: §15, 5 Engineers
* Cost: §15, 5 Engineers
* Our field-deplorable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.
* Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.


Allows use of Stabilize and Heal Wound abilities.
Allows use of Stabilize and Heal Wound abilities.

Revision as of 21:05, 7 October 2012

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 and Heal Wound abilities.

Restores 4 HP (8 if used by Support class) by default. Can be improved to heal 6 HP (12 by Support) with Improved Medikit from the Foundry.