Medical packs provide assistance to the wounded by removing some number of wounds. All uses of a medical pack are based on a Healing roll by the person administering the pack. A medical pack can remove a Shaken condition or a wound (user’s choice). Certain medical packs provide additional benefits for raises. Anyone cured by a medical pack must make a Vigor roll or gain a Fatigue level.
Repair kits provide the same functionality as a medical pack; however repair kits use the Repair skill. Droids must make a Vigor roll after every use of a repair kit. On a failed Vigor roll, the circuitry in the droid becomes overloaded, causing a -1 to all Trait tests until the droids internal compensators stabilize the problem (in 1d6 hours).
An advanced medpac contains an improved array of equipment for the treatment of wounds. They cannot be used by droids.
Included are an improved assortment of tools and parts needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings.
This kit contains wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. Lowered attribute scores are returned to normal and physical damage is halted. Damage already suffered must still be healed by other means.
A life support pack contains dermal regenerators and other equipment for the treatment of wounds.
A medpac contains essential equipment for the treatment of wounds. They cannot be used by droids.
Included are the basic tools needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings.
Each squad recovery stim includes a number of fittings to be placed on every member of the group (automatically done at purchase). This unit also includes electro-stim fittings that spur the auto-repair functions of droid group members. The Squad Recovery Stim does not require the use of the Healing Skill.
Medical Packs and Repair Kits
Advanced Medpac
Advanced Repair Kit
Antidote Kit
Life Support Pack
Medpac
Repair Kit
Squad Recovery Stim