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Medical Gear

The following is an expanded equipment list for my Star Wars RPG campaign, focusing on items useful for dealing with medical emergencies. New items are described at the bottom of this article. Page numbers listed for other items refer to the location of the object's description in the core rulesbook. The original equipment list can be found on page 125 of the core rulesbook. Special rules for items already present in the rulesbook are deliberately omitted, as this is not meant to be a substitute for purchasing the actual rulesbook.

ItemCostWeightNotes
Backpack, Medical 600 20 kg Adds +2 to Treat Injury checks
Bacta Tank
Bacta, 1 liter
Bacta, full load
100,000
100
300,000
500.0 kg
2 kg
600 kg
p. 123
Chemical Field Unit5002.0 kgportable chemistry set and sensor pack
Ionic Stimulator 2500.1 kgcounters effects of stun
Medpac1001.0 kgp. 124
Medpac, Fastflesh5001.0 kgEnhanced medpac

Backpack, Medical
The Chiewab Amalgamated Pharmaceuticals Company ECM-598 is a rugged medical backpack that comes with a number of useful supplies and tools as well as a user-friendly tutorial to assist in field medicine. In game terms, the backpack gives an already skilled user a +2 to Treat Injury checks. Non-skilled users can, upon making a Computer Use check against a DC of 10, also gain a +2 to Treat Injury by using the built-in tutorial.

In particular, the backpack includes the following useful items:

  • Hand-Held Diagnostics Scanner: Gives basic vital signs for humans, near-humans and common alien species.
  • Medicines: An assortment of basic medicines for humans, near-humans and common alien species, though this can be re-packed for specific subjects.
  • Emergency Procedure Database: A built-in tutorial provides a reference with emergency procedures for a number of ailments and injuries.
  • Filtration Mask: Provides oxygen for the subject -- though it can be modified with standard atmospheric canisters and filters to assist non-oxygen-breathing patients.
  • Closure Packs: Antiseptics for treating and cleaning wounds.
  • Laser Scalpel: A cutting tool for very precise incisions.
  • Medicine Dispensers: Syringes and other conveyances.
  • Portable Repulsor-Stretcher: Meant for one-person operation, conveying a patient of up to 150 kg.
  • Pressure Cuffs: Available in various bands for applying pressure about extremities.
  • Sterile Heating Cloth
  • Universal Plasma Fluid Sacks: Intravenous fluid units.
  • Chemical Field Unit
    This compact satchel opens up to reveal a miniature chemistry lab, with an assortment of chemical samples, litmus probes, beakers, vials and sensors meant to assist in chemical analysis of compounds on the field. The sensory units have standard interfaces, so that the field unit can be interfaced with a datapad or datawriter in order to record findings. The operator must have at least one rank in Knowledge: Physical Sciences in order to properly use these tools. This provides the operator with the means to utilize Knowledge: Physical Sciences to attempt to determine the chemical makeup and properties of a substance to be tested.

    Ionic Stimulator
    This small cylinder-shaped device is sophisticated enough to adapt itself to most alien species of the Galactic Empire or the Republic, and to be able to deliver an ionic impulse that stimulates the neural system of the patient, countering the effects of stun blasts and many forms of shock. In game terms, this device allows the user to try to wake a character who fell unconscious or stunned after a failed Fortitude check, by making a Treat Injury check against the DC that the Fortitude check failed against.

    Success means that the effects of the stun are negated, but this does not restore any lost Vitality Points, and characters below 1 Wound Point are still unconscious until they receive healing. This does nothing to stabilize wounded characters -- it only helps to restore consciousness or counter the effects of stunning. Failure means that the device is expended, and has no effect.

    Application of the ionic stimulator takes one action, as it is a very fast-acting stimulant. Application of an ionic stimulator against someone who is already conscious has no real effect, other than to give a small but potentially alarming "buzz".

    Medpac, Fastflesh
    The BioTech Fastflesh Medpac is an enhanced version of the standard medpac that may only be used on humans and near-humans, given its specialized nature. It works in the same fashion as a standard medpac, but with greatly enhanced abilities to heal severe wounds, and with the added bonus that it can be used in conjunction with a standard medpac. (In other words, this can be used, even if a medpac has already been applied to the subject within the last 24 hours, and vice versa.) This may be used in the same way as a standard medpac, but gives +4 to the Treat Injury roll, provided that the user actually has the Treat Injury skill. (If the user is unskilled, this only behaves as a normal medpac.)

    One significant drawback is that this enhanced healing is accompanied by excruciating pain. The subject must make a Fortitude check against a DC of 15 or be stunned for 2d6 rounds. (This, of course, is moot if the subject is already unconscious.)


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