This actually highlighted for me a different hidden bug: dying before victory.
S-ave and L-oad don’t revive, but unfortunately S-aving and restarting the scene will since the player actually does get the gain of health, so it may be a wise idea to add a check. If the killer dies before their target then it is too late to save them.
My reward checks (in Health.cs) have grown now to be
private void ApplyRewards(GameObject killer)
{
// They were like that when I got here!
if (killer == null) return;
// Don't reward the enemies!
if (CompareTag("Player")) return;
// They went down swinging
if (killer.GetComponent<Health>().IsDead) return;
rewardManager.GetReward(killer);
}