Keywords
Health
Abilities that use it
Self RepairConduct a self-repair routine that Repairs 50% of the Astromech's Max Health.Inquisitor's DefenseTrained by the Inquisitorius, the Second Sister's Defense increases more and more as she loses Health.A Life of LaborThis Operator gains a bonus +5 Health and +1 Defense.A Life of Labor IIThis Operator gains a bonus +5 Health, +1 Defense, and +2 Melee Damage.A Life of Labor IIIThis Operator gains a bonus +5 Health, +1 Defense, +2 Melee Damage, and +2 Critical Hit Damage.A Life of Labor IVThis Operator gains a bonus +7 Health, +2 Defense, +4 Melee Damage, and +4 Critical Hit Damage.For My BrothersOnce per mission, when Trick is Downed, he automatically revives at the beginning of the next turn at Half Health.For My Brothers IIOnce per mission, when Trick is Downed, he automatically revives at the beginning of the next turn at Full Health.For My Brothers IIIOnce per mission, when Trick is Downed, he automatically revives at the beginning of the next turn at Full Health. Trick does not receive an Injury the first time he is Downed.For My Brothers IVOnce per mission, when Trick is Downed, he automatically revives at the beginning of the next turn at Full Health. If Downed on your turn, Trick will revive immediately and recover 1 Action Point. Trick does not receive an Injury the first time he is Downed.ResilienceThis Operator automatically recovers 10% of their Max Health each turn.ConditioningIncreases this Operator's Max Health by +4.Conditioning IIIncreases this Operator's Max Health by +8.Conditioning IIIIncreases this Operator's Max Health by +12.Conditioning IVIncreases this Operator's Max Health by +16.Conditioning VIncreases this Operator's Max Health by +20.Control PainIf Tel-Rea's Health is below 50%, she gains +2 extra Harmony at the beginning of the turn.Fast HealingTel-Rea recovers 8 Health at the beginning of each turn.Combat StimGrants Stimulant to an ally for 2 Turns, increasing Max Health, Melee Damage, and Ranged Damage.Combat Stim IIGrants Stimulant to an ally for 3 Turns, increasing Max Health, Melee Damage, and Ranged Damage.Combat Stim IIIGrants Stimulant to an ally for 4 Turns, increasing Max Health, Melee Damage, and Ranged Damage.Combat Stim IVGrants Stimulant to an ally for 5 Turns, increasing Max Health, Melee Damage, and Ranged Damage.Combat Stim VGrants Stimulant to an ally for 6 Turns, increasing Max Health, Melee Damage, and Ranged Damage.Combat Stim VIGrants Strong Stimulant to an ally for the rest of this combat, greatly increasing Max Health, Melee Damage, and Ranged Damage.Lifesaving MeasuresMedpacs used by this Operator restore an additional +5% Health.Lifesaving Measures IIMedpacs used by this Operator restore an additional +10% Health.Lifesaving Measures IIIMedpacs used by this Operator restore an additional +15% Health.Lifesaving Measures IVMedpacs used by this Operator restore an additional +20% Health.Lifesaving Measures VMedpacs used by this Operator restore an additional +30% Health.Tactical OffenseWhen this Operator defeats a target at Full Health in a single attack, the squad gains an additional +1 Advantage.MedpacHeals 30% of the target ally's Health. Cannot be used on Droids.Medpac Mk. IIHeals 30% of the target ally's Health. Cannot be used on Droids.Surgeon's ToolsHeals 30% of the target ally's Health. Cannot be used on Droids.Medpac Mk. IIIHeals 30% of the target ally's Health. Cannot be used on Droids.Medpac Mk. IVHeals 30% of the target ally's Health. Cannot be used on Droids.