ITEM COST BULK
Anti-rad dose 50 -
Antidote synthesizer 2,500 L
Antitoxin patch 25 -
Bacta tank (empty) 100,000 50
Bacta unit 100 L
Bioscanner 3,500 L
Cryogenic pouch 600 L
Cybernetic prosthesis 1,500 varies
FastFlesh medpac 600 L
Hypoinjector wristband 350 -
MDS-50 medisensor 75 -
Medical interface visor 1,500 L
Medical kit 600 2
Medpac 100 L
Microlab 1,800 L
Subelectronic converter 23,000 -
Surgery kit 1,000 1
Toxin detector 700 L
Exposure to radiation is a fear of ship personnel and soldiers alike. An anti-rad dose comes in a tough hypodermic syringe. The anti-rad dose grants a +2 bonus to resist the effects of hazards caused by radiation and grants a +2 bonus to Healing checks to cure effects caused by radiation. An anti-rad dose lasts for 24 hours.
An antidote synthesizer is a small, portable device that takes the portability of a microlab one step further. If an antidote to a poison or a toxin is needed and proper medical attention is not immediately available, an antidote synthesizer can be used to help the victim survive. The synthesizer can analyze a small amount of poison or toxin inserted into the machine’s sample tube, and within 1d6 rounds it can create 1d4 doses of antivenom or antitoxin that each grant a +2 bonus to a Healing check made to treat the poison or toxin. To reproduce an antidote after the doses are expended, however, requires a new sample of the poison or toxin.
This adhesive patch is applied near the stomach (or similar organ, depending on the species). It emits a low dose of antitoxin, giving the wearer a +2 bonus to natural healing and Vigor rolls made against poisons. An antitoxin patch lasts for 24 hours.
This large specialized tank is filled with the powerful healing agent, bacta, which promotes rapid healing.
A bacta tank can be used in conjunction with the Healing skill. If the Healing check is successful, the patient heals all current Wounds and Fatigue as well as any permanent injuries. It cannot however grow back any parts that are gone.
A bacta tank can also be used when treating disease, poison, or radiation in a creature. In this case, the bacta tank grants a +4 bonus on your Healing check.
A bacta tank and a supply of bacta is expensive, such medical equipment is usually found only in hospitals, aboard capital ships, and within major military bases. Each hour of treatment consumes one unit of bacta. A typical bacta tank holds up to 300 units of bacta, and the bacta tank must hold at least 150 units at all times to provide any benefit. Only one creature can be immersed in the tank at any given time.
The bioscanner is a low-power, handheld scanner used by doctors and medical technicians to help diagnose medical conditions in their patients. One or two passes over the patient collects biological information. The scanner displays vital statistics and analyzes and diagnoses any anomalies on file in the scanner's medical database. This device grants its user a +2 bonus on Healing checks made to identify ailments.
A cryogenic pouch is a medical device that can stabilize critically wounded soldiers in the field. It comes in a small canister worn on a soldier’s belt or stored in a medical kit. Opening the canister releases a pouch large enough to hold a single Size 0 creature. When the pouch is sealed, it releases a cryogenic compound that causes the creature inside to enter suspended animation, stabilizing his or her condition for transport to a proper medical facility. Bounty hunters sometimes use cryogenic pouches to move prisoners.
Activating a cryogenic pouch and wrapping it around an unconscious creature requires a full round. A creature that is Bleeding Out becomes stabilized once placed inside the cryogenic pouch. The creature remains unconscious.
A cryogenic pouch has enough power to keep a creature alive for up to 24 hours, although it can be hooked up to another power source with a successful Repair check. Designed for rough handling in battlefield conditions, the cryogenic pouch has Toughness of 5, to breach the seal. If the cryogenic pouch is breached, the character inside reverts to its previous state after 1 round.
Prosthetic replacements frequently take the form of mechanical simulations powered by tiny high-capacity battery packs and motivated by the recipient's bioelectrical impulses. In effect, someone who loses a limb or an extremity can have an electronic replacement that acts (and in some cases looks) just like the original. Cybernetic prosthetic devices are unusual, but hardly rare.
Attaching a cybernetic prosthesis requires the Surgeon Edge. Once attached, the cybernetic replacement performs as well as the original limb or extremity. Common cybernetic prosthetics include arms, hands, legs, feet, and various internal organs. In addition to the cost of the prosthesis, the recipient must also cover the cost of the surgery.
Unlike other creatures, a creature with cybernetic prosthetics is affected by ion weapons.
Because the Force is present in all living things, but not machines, creatures with cybernetic prosthetics take a -1 penalty on Force Use checks for each prosthetic replacement (to a maximum penalty of -4).
A FastFlesh medpac offers a broader range of medical instruments and agents than does a standard medpac. Each FastFlesh medpac has enough materials for a single use. A character who benefits from a FastFlesh medpac or a standard medpac cannot again derive benefits from any medpac for 24 hours.
Using a FastFlesh medpac grants a +4 bonus to Healing checks. Otherwise, this medpac functions as a normal medpac.
An inconspicuous metal band, the hypoinjector wristband can help a wearer avoid succumbing to the effects of poisons and other harmful chemicals. The refillable wristband stores up to 8 doses of vaccines, antidotes, or other medication. In addition to the hypoinjector, the wristband also houses a bioscanner that continually scans the wearer for any foreign chemicals that the device can counteract. When a harmful substance is detected, the hypoinjector administers the appropriate drug. Refilling the wristband requires an action per dose or 4 rounds for the entire set. The device runs on two energy cells that must be replaced after 5 days of constant use.
Sweeping this small, handheld sensor over the subject's body produces a summary of the patient's vital signs. An MDS-50 medical sensor can be used as an action on an adjacent creature, providing the user with the target's current Wounds, any conditions it is affected by, and the presence of (but no specifics on) diseases, poison, or radiation exposure.
This visor contains thousands of programmed medical training tutorials. It analyzes visuals and provides tips and assistance in a variety of medical situations. The medical interface allows the wearer to attempt unskilled Healing checks without the usual penalty. The medical interface visor also provides a +1 bonus on Healing checks. A medical interface visor cannot be worn at the same time as armor with a helmet or any other device worn on the head.
This backpack-sized medical kit includes almost everything a first responder needs to save a life: diagnostic scanners, anti-venom, medicine to counteract the effects of contaminated water and radiation poisoning, burn treatments, defibrillators, respirator, shock blankets, pressure cuffs, a collapsible repulsorlift stretcher for patient transport (capable of hovering with 35 bulk load), and even limited surgical tools. In addition, a medical kit has six external pouches for carrying expendable medical supplies, such as medpacs.
Medpacs are compact packages designed to both equip a trained medic for work in the field and to allow unskilled individuals to apply first aid in emergencies. A medpac includes bandages, bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly.
Once you use a medpac, its contents are expended even if your Healing check is not successful. Any given creature can only benefit from the use of a medpac once in a 24-hour period.
A microlab is a handheld portable laboratory for analyzing substances. When you need a quick identification of a material and you cannot wait for the results of a full analysis from another location, the microlab works well enough to answer most questions. In some cases, the microlab's analysis is just as good as a full examination. A sample of the substance in question is placed in a small tube that is then slid into the microlab. A successful Science check is necessary to complete the examination, and the results are then displayed on the device's small screen.
The subelectronic converter is a computerized device that, when implanted into a subject's head, allows the subject to control droids through the Force. Recipient of the implant can mentally visualize a droid's programming and use the Mind Trick Power on them, which normally cannot be done.
A subelectronic converter translates the signals from the subject's brain into binary commands understood by droids; likewise, it converts droid signals into a language that the brain can understand.
A subelectronic converter is just like any other cybernetic enhancement, in that it must be installed by a character with the Surgeon Edge and imposes a -1 penalty on Force Use checks (up to a maximum penalty of -4). A creature with a subelectronic converter may use mind-affecting Force Powers on droids, despite the droids' immunity to mind-affecting effects.
This small kit contains the instruments a character needs to perform surgery on a wounded character using the Healing skill. You must be skilled in the Healing skill to perform surgery using a surgery kit.
Assassination by poison is one of the dangers faced by nobles, politicians and other notable figures. This tiny handheld device scans food and drink to determine if it is spoiled or contains poison. Using this device requires an action. It has a range of 1” and contains data for up to 100 different species. The toxin detector can be set to blink a light (green for safe food and red for dangerous) or to vibrate slightly when a toxin is detected. For an additional 100 credits, the toxin detector can be disguised as a bracelet or other piece of jewelry for maximum discretion.