Field medic IMPLEMENTED
Posted: Sat Jul 07, 2018 3:39 pm
A medic helping soliders with wounds and biological dangers, as well as prevention of second.
That unit will be able to heal (8 hp?) and negate all negative effects (or part of them, I will see what's possible) on allied troops with "medicines" skill. Once we add it, he cloud increase bio armor of allied troops (+2?) with "toxic durability boosters" ( do you know better name for that skill?). All albitlies have 1 range and works on flesh and blood units only.
Cost 2, 13 hp, 0 physical and energy, but 2 bio armor. Trainable at TC and maybe at barracks (?).
That unit will be able to heal (8 hp?) and negate all negative effects (or part of them, I will see what's possible) on allied troops with "medicines" skill. Once we add it, he cloud increase bio armor of allied troops (+2?) with "toxic durability boosters" ( do you know better name for that skill?). All albitlies have 1 range and works on flesh and blood units only.
Cost 2, 13 hp, 0 physical and energy, but 2 bio armor. Trainable at TC and maybe at barracks (?).