Medi-Kit (EU): Difference between revisions
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* works on aliens too | * works on aliens too | ||
* can operate through walls, thus usable as a 1-square alien detector | * can operate through walls, thus usable as a 1-square alien detector | ||
== Notes == | |||
* Stimulants actually DO come in handy, when you want to bring someone back to consciousness (whether human or alien). It's a LOT faster than waiting for them to wake on their own. | |||
* Painkillers! The person undergoing it needs to have a critical wound, if I'm not sorely mistaken! | |||
Revision as of 15:34, 26 July 2005
Battlescape
The most important function of the Medi-Kit is stopping further health loss from critical wounds. Painkillers (morale boost) and stimulants (recovering stun damage) are of much lower priority and often ignored
- must be facing soldier to work, or on same square as unconscious one
- uses 10TU per critical wound healing action or injection
Tips
- works on aliens too
- can operate through walls, thus usable as a 1-square alien detector
Notes
- Stimulants actually DO come in handy, when you want to bring someone back to consciousness (whether human or alien). It's a LOT faster than waiting for them to wake on their own.
- Painkillers! The person undergoing it needs to have a critical wound, if I'm not sorely mistaken!