Medpack
Item Profile
- Grade
-
I · Standard - Rarity
-
Common - Tier
-
IV · Spacefaring - Cost
- 220
- Weight
- 8 lb
To make: 110 gm of materials and 1 day of work, at a fabricator: a starport yard, an industrial district or a ship's machine shop. To repair: 28 gm and 1 day. Downtime
Properties
Hover or tap any of these for what it means.
- gearEquipment that is neither weapon nor armor. Carried, worn, or set up and used.
- Action to useCosts your action for the turn. You get one.
- medicalTreats injury or condition. Counts as medical supplies where a rule asks for them.
A shoulder-slung pack of sealant foam, a bone-setting sleeve, two units of synthetic plasma and a diagnostic cuff with a voice readout. Squad medics carry one. As an action, you can spend one of its ten uses to stabilize a dying creature with no check, or to restore 2d8 + 4 hit points to a creature that has been down for less than 1 minute.
Rules
-
Ten uses. A use stabilizes a dying creature with no check, or restores 2d8 + 4 hit points to a creature that has been down for less than a minute.
Equipment Line
The same kit across the tiers. Later rungs replace earlier ones.