Healing

* **Game Notes:** A Difficult first aid or Easy medicine roll is required for normal application. As with bacta tanks, the patient will heal if allowed to rest, but the healing time depends upon the severity of injury: After patch is used once, it is all used up and new patches must be bought. Many lifeforms with natural regenerative abilities have a high resistance to the effects of this patch.

* Character is Wounded - Treatment time 2D hours
* Character is Incapacitated - Treatment time 8D hours
* Character is Mortally Wounded - Treatment time 2D days

* **Source:** Galladinium’s Fantastic Technology (pg. 85)

### Bacta Geltab

* **Type:** Medpac treatment enhancer
* **Model:** Genetech G-5 Geltab
* **Skill:** Dexterity
* **Cost:** 50cr (for pack of six)
* **Availability:** 1
* **Game Notes:** By applying a bacta geltab to a wound, and making a Very Easy *Dexterity* roll, the user gains a +1D bonus on the following *first aid* roll using a medpac on the treated wound.
* **Source:** Lord of the Expanse - Sector Guide (pg. 45)

### Bacta Tank

* **Type:** Bacta tank
* **Model:** Zaltin and Xucphra Corporation Bacta Tank
* **Skill:** Medicine or First Aid
* **Cost:** 3,000cr
* **Availability:** 2
* **Game Notes:** Fully heals a patient on a successful Very Easy *medicine* or Heroic *first aid* roll. Healing time is 1D hours for Wounded patients, 4D hours for Incapacitated and 1D days for Mortally Wounded. If the roll fails, patient’s injury worsens two levels.
* **Source:** d20 Core Rulebook (pg. 140)

### Customized Medical Backpack

* **Type:** Advanced medical kit
* **Model:** Chiwab Amalgamated Pharmeceuticals Company ECM-598
* **Skill:** First Aid
* **Cost:** 600cr
* **Availability:** 2
* **Game Notes:** Treat all components as requiring an Easy *first aid* roll unless otherwise noted. Each kit contains the following items:

* *Hand-Held Diagnostic Scanner*: Easy *first aid* or Moderate *sensors* roll. Provides readout of patient’s vital signs, specifics on injury and recommended procedures.
* *Medicines:* Anesthetics, blood pressure, respiration and pulse regulation compounds, as well as other essential medicines (for a number of common species).
* *Emergency Procedures Database:* Easy *computer programming/repair* roll. Based on initial scanner findings, this emergency database provides the user with a quick-reference collection of treatment procedures.
* *Filtration Mask:* Supplies sufficient oxygen flow; may also be connected to one of several atmospheric compound bottles for non-oxygen breathers.
* *Heat Closure Packs:* Pressurized sealant bandages with medicines which, when exposed to air, cauterize and sterilize a wound up to 10 centimeters in diameter.
* *Laser Scalpel:* Difficult *first aid* roll. Precision cutting tool.
* *Medicine Dispenser:* Moderate *first aid* roll. Can be loaded with a variety of medicines.
* *Portable Repulsor-Stretcher:* Collapsible one-person operation anti-grav stretcher capable of supporting up to 150 kilograms.
* *Pressure Cuffs:* Circular metal sleeves of varying diameter (5-30 centimeters) which inflate pressurized chambers around wound area.
* *Sterile Heating Cloth:* Covers an area up to 1.6 meters x 0.75 meters with a sterilized, heat-insulated covering.
* *2 Universal Plasma Fluid Sacks:* Require Moderate *first aid* roll. Intravenous feed provides universal plasma stabilization serums

* **Source:** Galladinium’s Fantastic Technology (pg. 38-39), Rules of Engagement - The Rebel SpecForce Handbook (pg. 39), Arms and Equipment Guide (pg. 93)

### Enzymer

* **Type:** Bio-Identification unit and counter agent producer
* **Model:** BioTech Mark 16 Enzymer
* **Skill:** First Aid
* **Cost:** varies
* **Availability:** 1
* **Game Notes:** An enzymer is a device that grows and identifies biological residues and produces a counter agent to known bacteria and viruses. The enzymer can only produce counter agents to diseases and certain parasites.
* **Source:** Adventure Journal 14 (pg. 59)

### Fastflesh Medpac

* **Type:** Advanced medpac
* **Model:** VioTech FastFlesh Medpac
* **Skill:** First Aid
* **Cost:** 500cr
* **Availability:** 2
* **Game Notes:**

* Use the following difficulties for FastFlesh medpacs:

* **Wounded** 5
* **Incapacitated** 10
* **Mortally Wounded** 15

* Can only be used once per day on a patient. Can be used in conjunction with regular medpacs. If used more than once per day, the character suffers a mortally wound *in addition to the wounds he or she may already have incurred*; this is usually fatal.

* **Source:** Cracken’s Rebel Field Guide (pg. 15), Rules of Engagement - The Rebel SpecForce Handbook (pg. 39- 40), Arms and Equipment Guide (pg. 92-93)

### Med-Aid

* **Type:** Emergency medical kit
* **Model:** Jassim Design QuickMed
* **Skill:** First Aid
* **Cost:** 250cr
* **Availability:** 1
* **Game Notes:** Med-aids convey a +1D bonus to any *first aid* skill rolls. Each med-aid may be used only once.
* **Source:** Gundark’s Fantastic Technology (pg. 82), Tales of the Jedi Companion (pg. 123)

### Medkit

* **Type:** Enhanced first air and care system
* **Model:** BioTech Medkit
* **Skill:** First Aid, Medicine
* **Cost:** 1,200cr, 2,200cr (black market), 1,000cr to reload medpacs
* **Availability:** 2
* **Game Notes:** A Medkit functions as a Medpac that can be used up to 10 times. The diagnostic instruments in the kit can also be used to diagnose diseases afflicting a patient, to assess health, and for other basic medical uses on an Easy *first aid* roll. The kit also allows a character with the *medicine* advanced skill to perform field surgery (which exhausts the kit’s medpacs)
* **Source:** Gundark’s Fantastic Technology (pg. 82), Pirates & Privateers (pg. 47)

### Medpac

* **Type:** Standard Medpac
* **Skill:** First Aid
* **Cost:** 100cr
* **Availability:** 1
* **Game Notes:** Heals one wound level on a successful *first aid roll*, being expended after that.
* **Source:** Rulebook (pg. 226-227), Heir to the Empire Sourcebook (pg. 109)

### Med Unit

* **Type:** Portable medical unit
* **Model:** Athakam II Med Unit
* **Cost:** 3,000cr
* **Availability:** 2
* **Game Notes:**

* Device can diagnose and treat common diseases and poisons, in addition to stabilizing a seriously injured patient. Has *first aid* 5D and *medicine* 1D. A medical droid may interface with the med unit, receiving a +2D bonus to *first aid* and +1D to ‘'medicine*.*
* Device is large, roughly the size of an operating table, and as such requires a ship or land based installation with sufficient space and power availability to be utilized

* **Source:** Galladinium’s Fantastic Technology (pg. 40), Arms and Equipment Guide (pg. 92)

### Nilar Field Cauterizer

* **Type:** Field cauterizer
* **Model:** Nilar Med/Tech Corporation Field Cauterizer
* **Skill:** First Aid
* **Cost:** 200cr (50cr when sold to the Rebel Alliance)
* **Availability:** 3
* **Game Notes:** Heals minor wounds, removing stun damage due to bleeding only (gamemaster’s discretion).
* **Source:** Galladinium’s Fantastic Technology (pg. 38), Arms and Equipment Guide (pg. 93)

### Paravacc

* **Type:** Parasite-repelling vaccine
* **Model:** Uukablian MedCorp Paravacc 1.X
* **Skill:** Medicine
* **Cost:** 1,000cr
* **Availability:** 2
* **Game Notes:** Use of the paravacc requires an Easy *medicine* roll. If successful, the vaccinated character’s *Strength* is treated as 1D higher for rolls to resist diseases caused by parasites for the next 20 hours. Each paravacc holds enough medicine for 10 vaccinations. Characters using the vaccine for more than three days begin to suffer from what seems like utter exhaustion, losing one pip from each attribute for each day thereafter until the paravacc’s use is ended. Each day without injection returns one pip to each attribute.
* **Source:** The DarkStryder Campaign - The Kathol Outback (pg. 54)

### Plasma Protein Replicator

* **Type:** Emergency blood synthesizer
* **Model:** Hadrassi Emergency Medicals Systems Technologies PFG-700
* **Skill:** First Aid
* **Cost:** 5,500cr
* **Availability:** 3
* **Game Notes:** A Difficult *first aid* roll is required to properly prepare tissue and blood sample and match it up with local organic samples for synthesis. A successful operation can replicate up to 2 liters of blood substitute for one hour.
* **Source:** Galladinium’s Fantastic Technology (pg. 39)

### Spray Plasto-Cast

* **Type:** Spray immobilizing cast
* **Model:** SyntheCure Plasto-Cast
* **Skill:** First Aid
* **Cost:** 35cr
* **Availability:** 1
* **Game Notes:** An Easy *first aid* roll is required for proper application; each pistol has one application and cannot be refilled. Effect is to add +2 to the character’s next healing roll. Adjustments to emission tip controls width spray. One plato-cast contains sufficient chemical adherent to cover a surface area approximately 50cm by 20cm. In emergency situations, a Moderate *survival* roll may be substituted for the *first aid* roll.
* **Source:** Galladinium’s Fantastic Technology (pg. 41)

### Trauma Kit

* **Type:** Trauma medpac
* **Model:** Imperial-issue Medical Resources Kit
* **Skill:** First Aid
* **Cost:** 200cr
* **Availability:** 1, F
* **Game Notes:** Provides +1D to first aid or medicine when used to treat severe physical trauma, such as burns, cuts, contusions, abrasions and other external physical injuries. Provides no bonus for other types of injury (such as internal injuries) or the treatment of toxins or poisons.
* **Source:** The DarkStryder Campaign - The Kathol Rift (pg. 90)

### Vitapill

* **Type:** Vitality pill
* **Model:** Vitapill
* **Cost:** 25cr
* **Availability:** 2
* **Game Notes:** Vitapills are a stimulant that aids in stun recovery, with a single pill reducing the number of “stuns” a character has received by 1D+2. For each pill past the first that is taken within the same 21 hour period, this roll is modified by -2.
* **Source:** Coruscant and the Core Worlds (pg. 82)