When characters sustain damage in Cyberknights: Flashpoint, they can acquire Wounds and Injuries and possibly start bleeding out.
Bleeding Out[edit | edit source]
If you take enough damage to reach 0 HP, you go into a special Bleeding Out status and recover a random amount of HP between 15% and 30% of your maximum HP. While you are bleeding out, if you reach 0 HP (again) you may die permanently. The chance a character dies permanently depends on Death Resistance which is tied to Game Difficulty. If you are healed any amount while you are Bleeding Out, the status is removed. The next time you are damaged to 0 HP, you will again return to the Bleeding Out status. While Bleeding Out, you can take any regular action.
Bleeding Out Status[edit | edit source]
While Bleeding Out you are crippled by a harmful status effect that continuously drops your remaining HP by 20 points/turn, lowers your movement speed by 25% and decreases available AP by 2 points.
Recovery Time[edit | edit source]
After certain traumas, mercenaries will require time to recover from an Injury after the end of a mission. The following events may cause recovery time (also known as "Injuries"):
- Bleeding Out
- Sustaining Critical Hits
- Any hit causing 20%+ of your total hit points
Each instance causes a roll to resist Injury; a successful Wound Resistance roll will avoid Injury. The duration of Injury Time depends on the severity of the damage. Injury Times from multiple Injuries add together over the course of the mission. At the end of the mission you will make an additional roll against your Wound Resistance. The difficulty of the roll is modified by how much injury time you've accumulated. The more time you've built up, the harder the roll is to pass. If you fail this roll, you acquire a Wound.
Note that using a medical kit during or at the end of a mission has no impact on Injury Time required post-mission, nor wounds. See also: Surgery.
Treatment Mechanics[edit | edit source]
Injuries can take anywhere from 1 to 25 days to heal, although it would be multiple injuries stacking to reach the maximum time.
Doctor Contacts can speed up the treatment time at the cost of their attention (cannot use that doctor for cybersurgery or wound treatment), and some credits. There are two levels of medical treatment. The lower level costs $5K and reduces injury time by 25%. The more advanced treatment costs $10K and reduces injury time by 40%. This treatment will not cure associated wounds. Treating those will have to come afterward.
Wounds[edit | edit source]
Wounds are semi-permanent debuffs that only apply after you've completed the Mission you earned them on, and can be cured in the Safehouse by a medical contact. A mercenary must not currently be recovering from injuries in order to send them for medical care to remove the wound. Wounds can increase in severity with increases in stress if left uncured. Similar to treating injuries, it costs money and a medical contact's attention to remove a wound over several days.