As a result of Adam's bravery and disconcerting knack for bifurcating Sectoids, he leapfrogs Graham and becomes our highest-ranked officer.īetween missions I'm busy excavating, building and saying hello to resistance outposts. The aliens were busy whittling away some important beacon hidden inside a bungalow, and it was only by sending Adam inside along with them that we were able to prevent them from destroying it before a forced retreat became necessary.
I myself become a Sharpshooter I look forward to some long-range cowardice just as soon as I've finished bleeding.Īdam Smith is our pet monster however, literally cleaning house with his sword and shotgun. Mr.Anderson has a mighty beard and a shy smile, and handles himself well enough that he's promoted to a Specialist by the mission's end. The more positive news about Operation Frost Blade, as this data retrieval mission was known, is that it brought a new recruit into our fold. Or perhaps he was holding hands with them. They all had to pay long visits to hospital, with my own wounds a direct result of m'esteemed colleague John Walker's inability to score a hit on an Advent Commander he's stood close enough to hold hands with. Our third and fourth missions passed relatively painlessly, although Alice, Adam, Pip and my own inaccurately tall XCOM avatar (no pun intended) might not agree. As complacency crept in, an RPS writer fell in battle - and they're not the only casualty of my recklessness.
#Xcom 2 bleeding out full#
Full explanation and the story so far here here, and you can download the characters for your own game here.Īnd I was doing so well (thanks in part to my own advice). Legend difficulty can also dramatically increase length of recovery time.I'm playing and diarising XCOM 2 on Commander difficulty in Iron Man mode, using characters based on the staff of RPS, replaced by readers as and when they die or go out of action.As a result, a soldier who lost a lot of health during a mission can get lucky and end up with a significantly shorter recovery time than a soldier who had taken minimal damage. The range for minimum and maximum values per category is rather big and there is a significant overlap between categories.Depending on those 'days until full recovery' the soldier in question will be labeled as "Lightly Wounded", "Wounded", or "Gravely Wounded". A random number between those values will be picked then and converted into days needed for full recovery. Based on this loss, Each wounded soldier is then placed in one of four categories:Įach wound severity category has a minimum and maximum value for the number of "wound points" a soldier can receive. Medikit) is without relevance to this computation.
The duration of this period depends on how much health a soldier loses during a mission. When a soldier has been wounded in combat, there is a period where they cannot be deployed until they are fully healed. Aliens and ADVENT troops cannot be critically wounded. While bleeding out, a soldier can be saved by evacuating them by having another soldier carry them, or using a Medikit or Specialist with Medical Protocol to Stabilize them, which renders them Unconscious with 1 health instead of dying. When this timer runs out, the soldier will die. When this occurs, a bleed-out timer will appear above the soldier's corpse. The chance to bleed out instead of dying is related to the Will stat, with 1% chance (2% with the Stay With Me Resistance Order) for every point of Will over 50. There is a chance that an XCOM soldier will become critically wounded instead of killed when their health drops to 0. This is crucial, as the survivability of a soldier highly depends on how much maximum health they have. This can be improved through leveling up, equipping Armor and Armor-based Utilities, or using a Conditioning Personal Combat Sim. XCOM Rookie soldiers begin with a total health of 4. Both Soldiers and Aliens have health, and although Alien health remains static throughout the game, Soldier health can be improved in a number of ways. Health is a statistic in XCOM 2 that determines how much damage a unit can take before its death when a unit's health reaches 0, it dies and can no longer be used.