Archiv der Kategorie: Medizinische Ausrüstung

Sensorblocker

Sensorblocker

  • Funktion: Zerstört die Sensoren in Reichweite des Senders. (10m)
  • Anwendung: Manuelle Aktivierung. Löst einen Puls aus, der die Sensoren zerstört.
  • Sonstiges: Aufrüstungen: Reichweite +10m = Kosten x1,5; wirkt auch auf die eigenen Sensorsysteme. Deshalb werden sie für 3 Runden deaktiviert. Arbeitet nicht mit Sensorstörer und Sensorabweiser Zusammen. Vermerke: Nicht sichtbare Modifikation.
  • Preise: 30.000
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Sensor Abweiser

Sensor Abweiser

  • Funktion: Weist die Sensoren ab und lenkt sie um dich herum.
  • Anwendung: Automatisch; manuelle Aktivierung
  • Sonstiges: Spezialisiertes System, das auf die verschiedensten Sensoren aufgerüstet werden kann. Im Grundsystem wirkt es nur gegen ein System. Arbeitet nicht mit Sensorstörer und Sensorblocker zusammen. Vermerke: Nicht sichtbare Modifikation.
  • Preise: 20.000
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Microfusiuonsreaktor

Microfusiuonsreaktor

  • Funktion: Liefert jede beliebige energiemenge. Muss jedes Jahr geladen werden.
  • Anwendung: Automatisch
  • Sonstiges: Vermerke: Nachfüllstutzen nicht unsichtbar. Wenn der Reaktor zerstört wird, wird die Person getötet. Ansonsten gelten Doppelter Termaldetonator Schaden und Reichweite. Eine Ladung des Reaktors ist hochkonzentriert und extrem Teuer.
  • Preise: 500.000; Ladung kostet: 100.000.
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Cyborg/Droid Interface

Cyborg/Droid Interface
Model: Neuro-Saav Cyborg/Droid Interface
Type: Cyborg/droid interface
Cost: Normally included with cyborg construct, 600 if
installed separately
Cyber Points: 0
Game Notes: Cyborg/Droid interface makes all droid
124
programming rolls one difficulty level easier. Use the
computer programming difficulties listed on page 63 of the
Rulebook if the cyborg is trying to learn something the droid
does not want to share, although the difficulty is one level
easier. Interface is standard on most cyborg implants.
Source: Cracken’s Rebel Field Guide (page 33)

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Replacement Prosthetics

Replacement Prosthetics
Model: BioTech Repli-Limb Prosthetic Replacements
Type: Cybernetic prosthetics
Cyber Points: 1 per replacement
Cost: The following costs include the basic prosthetic and
operation:
Hand 1,000 credits
Arm 2,000 credits
Leg 2,000 credits
Knee 1,200 credits
Eye 2,750 credits
Ear 2,750 credits
Heart 5,000 credits
Kidney 4,500 credits
Lungs 4,000 credits
Availability: 4
Game Notes: The
prosthetic is almost
completely lifelike – a
Difficult Perception
roll is needed to tell
the part from an
organic one. The
replacement has no
special abilities.
Source: Cracken’s
Rebel Field Guide
(page 29), Heir to the
Empire Sourcebook (pages 109-110), Pirates & Privateers
(pages 50-51)

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Cybernetic Hand

Cybernetic Hand
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Difficult (+1 hand), Very Difficult (+2
hand)
Game Notes: If the medicine roll to install fails by less than
5 points, the limb has a side effect (listed below). Item bonus
refers to attribute-based actions related to that limb only.
Bonus Price Surgery Side Effects
+1 Strength 2,000 6,000 -1D Dexterity with hand
+2 Strength 5,000 15,000 -2D Dexterity with hand
+1Dexterity 2,000 6,000 -1D Strength with hand
+2 Dexterity 5,000 15,000 -2D Strength with hand
Source: Hero’s Guide (page 129)

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Cybernetic Forearm

Cybernetic Forearm
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to
install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+1
forearm), Difficult (+2 forearm)
Game Notes: If the medicine roll to
install forearm fails by less than 5
points, the limb has a side effect
(listed below). Item bonus refers to
attribute-based actions related to
that limb only.
Bonus Price Surgery Side Effects
+1 Strength 3,000 9,000 -1D Dexterity
+2 Strength 7,500 22,500 -2D Dexterity
Source: Hero’s Guide (page 129)

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Cybernetic Arm

Cybernetic Arm
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+1 arm), Difficult (+2 arm)
Game Notes: If the medicine roll to install arm fails by less
than 5 points, the limb has a side effect (listed below). Item
bonus refers to attribute-based actions related to that limb
only.
Bonus Price Surgery Side Effects
+1 Strength 4,000 12,000 -1D Dexterity
+2 Strength 10,000 30,000 -2D Dexterity
Source: Hero’s Guide (page 129)

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Cybernetic Knee

Cybernetic Knee
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Easy (+1 knee), Moderate (+2 knee)
Game Notes: If the medicine roll to install knee fails by less
than 5 points, the limb has a side effect (listed below). Item
bonus refers to attribute-based actions related to that limb
only.
Bonus Price Surgery Side Effects
+1 Strength 1,500 4,500 3/4 Move
+2 Strength 4,000 12,000 1/2 Move
Source: Hero’s Guide (page 129)

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Cybernetic Leg

Cybernetic Leg
Type: Prosthetic limb
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+1 leg), Difficult (+2 leg)
Game Notes: If the medicine roll to install leg fails by less
than 5 points, the limb has a side effect (listed below). Item
bonus refers to attribute-based actions related to that limb
only.
Bonus Price Surgery Side Effects
+1 Strength 3,000 9,000 1/2 Move
+2 Strength 6,500 19,500 1/4 Move
Source: Hero’s Guide (page 129)

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Cybernetic Legs Package

Cybernetic Legs Package
Type: Prosthetic limbs
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: To install: Moderate (+2 leg), Difficult (+4 leg),
Very Difficult (+6 leg)
Game Notes: If the medicine roll to install legs fails by less
than 5 points, the limb has a side effect (listed below).
Bonus Price Surgery Side Effect
+2 Move 4,000 12,000 2D damage per use
+4 Move 9,000 27,000 3D damage per use
+6 Move 18,000 54,000 4D damage per use
Source: Hero’s Guide (page 129)

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Skeletal Reinforcement

Skeletal Reinforcement
Model: BioTech Superstruct Skeletal Reinforcement
Type: Skeleton reinforcement
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 10,000 (surgery: 50,000)
Availability: 2, R
Difficulty: To install: Heroic
Game Notes: Subject gains +1D to resist physical damage.
If the medicine roll to install fails by less than 5 points,
subject suffers a -1D penalty to Strength-based actions.
This cannot be recovered until the cybernetic component
is removed.
Source: Hero’s Guide (pages 130-131)

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Cardio-Muscular Package

Cardio-Muscular Package
Model: Neuro-Saav Corporation Cardio-Muscular Package
Type: Increases Strength attribute/skills
Cost: 800 credits per pip
Cyber Points: 2
Game Notes: Operation takes one week. Recipient must
spend another week recovering and adjusting to new
implants. Doctor must make three Difficult medicine rolls
over the week of the operation for successful implantation.
If any of the rolls fail whenever the character makes a
Difficult or Very Difficult Strength or associated roll, the
character must make a second Difficult Strength roll. If this
second roll fails, the character muscles contract and the
character falls prone for 2D minutes.
Source: Cracken’s Rebel Field Guide (page 35)

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Response Improvement Package

Response Improvement Package
Model: ‘Geneering Response iMprOVEMENT
Package (RiMPack)
Type: Increases Dexterity attribute/skills
Cost: 700 credits per pip
Cyber Points: 2
Game Notes: To install, doctor must make
three Difficult medicine rolls over the week
of the operation for success. If any of the
rolls fail, the character becomes highly
agitated, or hyperactivates, whenever he
rolls a 20 or higher with a Dexterity skill.
During hyperactivation, the character
is overwhelmed with sensory input for
2D minutes and is controlled by the
gamemaster. The character may attack
friends or foes, flee the scene or be
hypnotized with fear.
Source: Cracken’s Rebel Field Guide (page 36)

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Hi-Sense Enhanced Eyes

Hi-Sense Enhanced Eyes
Model: Neuro-Saav Hi-Sense Enhanced Eyes
Type: Enhanced
IR and UV eyes
Cost: 100
credits per pip
Cyber Points: 2
Game Notes:
I n c r e a s e s
r e c i p i e n t ’ s
search skill.
Base cost is 100
credits per pip of existing skill code, plus 200 per pip of
enhacement.
Source: Cracken’s Rebel Field Guide (page 39)

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Cybernetic Eye

Cybernetic Eye
Type: Prosthetic eye
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: Varies by model
Availability: 2, R
Difficulty: Moderate (to install)
Game Notes: If the medicine roll to install eye fails by less
than 5 points, the limb has a side effect (listed below).
Source: Hero’s Guide (pages 129-130)
Motion Interface Package
Model: SoroSuub Motion Interface Package
Type: Increases Mechanical attribute/skills
Cost: 400 credits per pip
Cyber Points: 2
Source: Cracken’s Rebel Field Guide (page 37)
Item Bonus Price Surgery Side Effect
Flare Suppressor Can’t be flash-blinded 250 1,900 -1 on attack rolls
IR Sensor Darkvision to 30m 300 2,250 Blinded by nearby heat sources
Optical Enhancer +1D to search 450 3,400 -1D to ranged attacks
Targeting Eye +1 on ranged attacks 500 3,750 -1D to search
Telescopic Eye Reduced search ranges 500 3,750 -1D to search

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Ultrasound Sight Enhancer

Ultrasound Sight Enhancer
Model: Traxes BioElectronics
Ultrawave Sight Enhancer
Type: Ultrasonic wave
motion sensory system
Cost: 12,500; does not
include cost of implantation
surgery
Availability: 4
Game Notes: Sensory
motion system implant
feeds input directly into
the user’s brain, creating
a three-dimensional, black
and white, sonic graph of the
user’s surrounding. An Easy
sensors total is required
to properly calibrate wave receptors once implantation
nodes are in place. Otherwise, a Very Easy Perception roll is
required periodically (varies according to species) for normal
use. Normal operating range is 50 meters and function is
equally good in all environmental conditions excepting
those involving severe electrical disturbances.
Source: Galladinium’s Fantastic Technology (page 37)

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Tremor Sensor

Tremor Sensor
Type: Cyber sensor
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 400 (surgery: 3,750)
Availability: 2, R
Difficulty: To install: Difficult
Game Notes: Foot sensor picks up sonic vibration, allowing
the character to detect the presence of anything within
20 meters if it’s moving in contact wit the ground. With
a search versus sneak opposed roll, the subject can also
determine the precise location of the target. Subject must
activate sensor and remain motionless to use this ability.
If the medicine roll to install fails by less than 5 points,
subject suffers a constant -2 penalty to both Strength and
Dexterity actions, and can’t move beyond Cruising speed.
Source: Hero’s Guide (page 131)

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Neimoidian Data Goggles

Neimoidian Data Goggles
Model: Stock Neimoidian Data Goggles
Type: Cybernetic interface
Scale: Character
Cost: 2,000 (includes implants and surgery)
Availability: 3; F or R
Game Notes: This is a cybernetic implant used by
Neimoidians, and is not usually installed in non-Neimoidian
patients (see below). To be of use, the goggles must be
properly attuned to the wearer, and linked to a ship’s
computer and communications system. The goggles grant
a 1D+2 bonus on all astrogation, computer programming/
repair, and appropriate spacecraft repair rolls, as well
as a 3D+1 bonus on all appropriate spacecraft piloting
rolls. If a successful attack disrupt the vessel’s internal
communications network, the user must make a Heroic
Strength check or be stunned for 1D+1 rounds. The price
for such an installation is not only financial – the mere
installation of the implant causes the pilot to lose +2 pips
of both Knowledge and Perception (the loss is permanent).
Neimoidian surgeons are unlikely to install this sort of
hardware into non-Neimoidians without a sufficient bribe.
However, since the technology is made specifically for
Neimoidians, any character of another species loses twice
as much Knowledge and Perception (ie, +4 pips/1D+1) due
to the installation.
Source: Secrets of Naboo (page 17)

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Cyborg Construct

Cyborg Construct
Model: BioTech Borg Construct AJ^6
Type: Basic cyborg construct
Cost: 80,000 for unit, 70,000 for surgery, 400 cheaper if
without cyborg/droid interface
Cyber Points: 3
Game Notes: Increases computer programming/repair
by 2D. Increases any Knowledge or Technical skill by
1D. Construct can store up to 8D worth of additional
information. Cyborg can read the data in his data banks at
any time.
Source: Cracken’s Rebel Field Guide (page 31), Hero’s
Guide (page 130)

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Weapon Mount

Weapon Mount
Type: Cybernetic weapon socket
Scale: Character
Skill: Medicine: cyborging (to install)
Cost: 50 (surgery: 2,500) (does not include weapon)
Availability: 2, R
Difficulty: To install: Easy
Game Notes: The character’s arm end in a socket, on which
any range of specially modified weapons can be mounted.
Standard weapons cannot be mounted, custom cyberweapons
usually cost twice the normal cost of the weapon.
If the medicine roll to install fails by less than 5 points, the
weapon fails to operate consistently. Every time a weapon is
fired (or every round, if the weapon uses a constant power
flow, such as a lightsaber or vibroweapon), if the Wild
Die rolls a 3 or less, the weapon fails to fire and shuts off
(requiring an action to reactivate it).
Source: Hero’s Guide (page 131)

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Cybernetic Nexus Ring

Cybernetic Nexus Ring
Model: Menendahl Cybertronic Nexus Ring
Type: Cyborg power interface
Cost: 5,000
Availability: 4, R
Game Notes: If the user stores one hour’s worth of energy,
the prosthetic in question gets a +1D Strength or Dexterity
bonus for 10 minutes. No more than 15 minutes’ worth of
energy (use time; 1 1/2 hour charge time) can be stored
by the ring. However, if a complication is rolled while the
“charged” prosthetic is in use, the cyborg suffers 4D stun
damage due to excessive energy feedback. If user employs
the nexus ring more than once per week, have the user
make a Moderate willpower roll for each additional use. If
the roll fails, the cyborg has developed a psychological need
for the boosted energy – if the user doesn’t boost at least
once a day, the character’s Strength is considered reduced
by -1D. While boosted, however, the character uses their
full Strength and gets the +1D bonus for using the ring.
Source: Galladinium’s Fantastic Technology (pages 34-35)

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Emotion Suppressant

Emotion Suppressant
Model: Consolidated
Learning Systems
Model ES23
Type: Emotion
suppression system
Cost: 750
Availability: 3
Game Notes: Device
uses micro-powered
cells. Each pair must
be worn a minimum
of 24-30 hours to
allow for proper
calibration to the
wearer’s life function
rythms. Device adds
+2D bonus to any willpower rolls to resist emotionalimpulses.
Note that this device could conceivably be used
to help resist torture (although it has no effect on resisting
Force abilities).
Source: Galladinium’s Fantastic Technology (pages 36-37)

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Servo Slippers

Servo Slippers
Model: Mahled
Medical Services
Servo Slippers
Type: Repulsorlift
assisted leg and
arm braces
Cost: 2,500 per
pair (foot/leg or
hand/arm)
Availability: 3
Game Notes:
On high gravity
worlds, foot/leg
braces alone
negate Movement
penalties and cut
Dexterity penalties
by two pips.
Hand/arm braces
alone cut Dexterity penalties by two pips. Both foot/leg and
hand/arm braces completely negate all Dexterity penalties.
Source: Galladinium’s Fantastic Technology (page 45)

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Grav Mill

Grav Mill
Model: Quarlitech Aergronics,
Inc. GRGC-800
Type: Grav treadmill incline
Cost: 700
Availability: 2
Game Notes: Dedicated
training on the grav mill for
an extended period of time
(anywhere from a few days to
weeks, depending upon the
severity of gravity change) can
help eliminate any penalties
due to higher or lower gravity
worlds.
Source: Galladinium’s
Fantastic Technology (page
31)

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Myostim Unit

Myostim Unit
Model: Traxes BioElectronics Myostim Couch
Type: Myostim unit
Scale: Character
Cost: 30,000
Availability: 3
Game Notes: For every 12 hours spent on a myostim unit
the subject’s Strength is increased by +1 (maximum bonus
of +1D). The bonus lasts for one week. Extended use of
myostim unit might have psychologically damaging results
in tense situations requiring sudden bursts of activity. After
more than six months of use, characters in an extremely
stressful situation may suffer a -2 penalty to Dexterity,
Knowledge, Perception, and all related skills, with a mishap,
the character becomes enraged and uncontrollable.
Source: Gundark’s Fantastic Technology (pages 109-110),
Shadows of the Empire Sourcebook (pages 112-113)

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Signature Scent Synthesizer

Signature Scent Synthesizer
Model: Paradour
Enterprises Signature
Scent Synthesizer
Type: Computerized
fragrance synthesizer
and replicator
Cost: 1,500, 150 (refills)
Availability: 3
Game Notes: Some
fragrances may contain
biological ingredients
(such as pheromonal
additives) that may
induce an exceptionally
strong effect on some
beings. In game terms,
“victims” of such
pheromonal fragrances
might suffer penalties to
willpower rolls to avoid
infatuation or resist the effect of command, con, persuasion
and similar skills. Enterprising characters with the
appropriate chemistry background may concoct all kinds of
substances with a number of psychological effects.
Source: Galladinium’s Fantastic Technology (page 46)

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Elixir of Infatuation

Elixir of Infatuation
Model: Zeltron Elixir of Infatuation
Type: Mind-affecting drug
Cost: 250 (per vial)
Availability: 3
Game Notes: A creature that imbibes the transparent,
odorless liquid becomes infatuated with the first creature
he or she sees afterwards. The mind-influencing effect
lasts for 1D hours, and a successful Difficult willpower
roll negates the effect. If the drinker and the source of the
infatuation are of the same species, apply a -1D+1 penalty
to the drinker’s roll. If both are human or near-human, but
of different species, apply a -2 penalty to the roll instead.
Creatures with Dark Side Points or immune to mindinfluencing
effects are immune to the elixir. An infatuated
creature suffers a -2D penalty to Perception-based rolls
regarding the source of infatuation. If this source threatens
the infatuated creature in any way, the victim gets another
willpower roll to negate the elixir’s effect.
Source: Ultimate Alien Anthology (page 197)

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Orfite Scent Mask

Orfite Scent Mask
Model: Orfa Olfactory Corporation Scent Mask
Type: Recreational olfactory scent mask
Cost: 200 (400 off Kidron)
Availability: 2
Game Notes: The apparatus consists of a breath mask
connected by a tube to a small belt unit, which holds about
half a liter of water. A small tablet is inserted into the unit
and the belt creates a mist that travels up the tube into
the breath mask. Scent tablets are five credits apiece, while
intoxicant tablets are ten credits each.
Source: Planets Collection (page 150)

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Cyduct Chemical Booster

Cyduct Chemical Booster
Model: Seselin
Medicinal Electronics
Cyduct E-23 Booster
Type: Interdermal
injection system
Skill: First aid
Cost: 1,250
Availability: 3, F, R
or X
Game Notes: An
Easy first aid roll is
required for first time set up. A variety of different chemical
compounds are available from physicians by prescription.
The booster holds up to 10 doses.
Serum Cost/Dose Duration Comments
DiMatolin 100 1 hour Negates Dexterity penalties in high gravity
environments (up to 1.4 standard gravities
Elisinandrox 250 10 hours +1D+1 to Strength or stamina to resist radiation
sickness
Gresholl-polyforim 150 3 hours Negates Strength penalties in high-gravity
environments (up to 2 standard gravities)
Haladreshin 200 8 hours +1D to Perception and related skills; effective as
neurological stimulant
Requilisant 200 6 hours Negates Dexterity related penalties in low and zero
gravity environments
Source: Galladinium’s Fantastic Technology (pages 43-44)

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Ryll Spice

Ryll Spice
Model: Ryloth Spice
Type: Narcotic
Cost: 100-250 per kilogram
Availability: 2, R (legal on Ryloth)
Game Notes: Ryll spice has little effect on beings other
than euphoria and interesting, sometimes disturbing,
hallucinations. However, when used in excess, it can be
a dangerous and addictive drug which stimulates (and
sometimes burns out) the pleasure centers of most species
brains.
Source: Shadows of the Empire Planets Guide (page 41)

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Andris White Spice

Andris White Spice
Model: High-Grade White Sevari Spice
Type: Sense-enhancing drug
Cost: 500 per dose
Availability: 3, R
Game Notes: High-quality andris can be ingested directly,
dissolved under the tongue, or taken with food. A dose
increases Perception scores by +1D for one hour. Due to the
increased sensitivity, damage done to the character while
under the influence of the spice is increased by +1D.
Source: Shadows of the Empire Planets Guide (page 40),
Adventure Journal 2

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Carsunum Black Spice

Carsunum Black Spice
Model: Black Sevari Spice
Type: Physical-enhancing drug.
Cost: 1,000 per dose
Availability: 4, X
Game Notes: Carsunum users become more intelligent,
faster, stronger, and generally more able. Users also
experience a mild euphoria and increased confidence. This
benefit has a dark side: after the effect wears off, users
become listless, sometimes poisoned, and occasionally
overdose fatally. Carsunum increases all abilities and
skills by +1D for 1D hours. At the end of the effect, the
user takes 1D damage for each hour under the influence
(the carsunum bonus cannot be applied). Force skills and
bonuses from Force Points are decreased by -1D per dose
for the appropriate period.
Source: Shadows of the Empire Planets Guide (page 40),
Adventure Journal 2

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Glitterstim Spice

Glitterstim Spice
Model: Kessel Glitterstim Spice
Type: Telepathic booster drug
Cost: 6,000-10,000 per dose
Availability: 4, X
Game Notes: Glitterstim is sealed into slim black cylinders.
To activate the spice, one pulls back the opaque outer
wrapper, exposing the inert glassy fibers of the spice to
the light. As the spice reacts to the light, scintillating and
glowing from within, it ripens. When the transparent fibers
glow a pearlescent blue, they are ready to consume. The
consumer takes the spice orally, which dissolves in his or
her mouth with a crackling and faint show of tiny sparks.
Characters imbibing glitterstim are considered Forcesensitive
for 10 rounds. During this time, they can read
the surface thoughts of a target person. This functions
like the Receptive Telepathy Force power, except that the
user is restricted to using his or her Perception to make
the difficulty roll. Those who already have the Force power
derive no benefit from using gitterstim.
Source: The Jedi Academy Trilogy Sourcebook (page 86),
Shadows of the Empire Planets Guide (page 40)

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Death Stick

Death Stick
Model: Ixetal Cilona Extract Drug (fluid or solid)
Type: Narcotic
Availability: 3, X
Game Notes: Users experience a temporary explosion of
bliss. Anyone who samples a death stick must make a
Difficult willpower skill check. If failed, the character suffers
a -1D penalty to both his Dexterity and Knowledge attributes.
After 1-2 hours, the effects wear off, and the character must
attempt a Very Difficult Strength check. Failure indicates
addiction and the loss of -1 pips of Strength (which is
permanent, unless treated). Anyone wishing to break their
addiction can seek treatment, but this is costly. At the GM’s
option, lost points of Strength can be recovered by using the
(A) medicine skill (difficulty equal to 20, +1 per lost point of
Strength), or the Accelerate Healing or Accelerate Another’s
Healing Force powers.
Source: Coruscant and the Core Worlds (page 18)

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Med Diagnostic Scanner

Med Diagnostic Scanner
Model: Synthetic Medtech Corporation MDS-50
Type: Personal medical scanner
Skill: First aid
Cost: 75
Availability: 1
Game Notes: An Easy first aid roll will provide basic
readouts relating to the patient’s overall physical condition,
Moderate first aid roll required to scan for specific ailment.
Device will not make recommendations for treatments, but
will identify current physical abnormalities and suggest
probable causes. Difficulties should be adjusted for unusual
or hard to detect conditions.
Source: Galladinium’s Fantastic Technology (page 39),
Arms and Equipment Guide (page 93)

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Medscanner

Medscanner
Model: Cryoncorp Mediscan 21
Type: Medscanner
Cost: 3,000
Availability: 2
Game Notes: The difficulty level for using this scanner is
the same as that for using a medpac – Easy for Wounded,
Moderate for Incapacitated and Difficult for Mortally
Wounded characters. Successful use of a medscanner adds
1D to first aid rolls.
Source: Gundark’s Fantastic Technology (pages 103-104)

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Bioscan

Bioscan
Model: Athakam/
RMSA Bioscan Unit
Type: Bioscan
sensor array and
analysis unit
Scale: Character
Skill: Computer
p r o g r a m m i n g /
repair (set up); first
aid or medicine to
use
Cost: 13,000
Availability: 3, F
Game Notes:
Requires an Easy
to Difficult computer
p r o g r a m m i n g /
repair roll to set
up (depending
on situation). If
properly set up, adds +2D to first aid, medicine or Technical.
Maximum range of three meters.
Source: Gundark’s Fantastic Technology (page 101),
Shadows of the Empire Sourcebook (page 110)

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Medisensor

Medisensor
Model: BioTech RFX/K Medical Sensor Supplemet
Type: Portable medical diagnostic relay
Skill: First aid
Cost: 5,000
Availability: 2
Game Notes: Medisnensors are used to augment the
diagnostic scanner of a medical bay. Since they can access
the medical database of a standard medbay, they are
basically booster relays for the existing system. (Access
range from database medical computer is 2 kilometers for
military-issue units, 300 meters for cibilian units). Anyone
using a medisensor receives a +2D bonus to first aid checks.
However, a medisensor that is not patched into a medbay’s
computer only delivers a +1D bonus.
Source: Gundark’s Fantastic Technology (page 103), Rules
of Engagement – The Rebel SpecForce Handbook (page 39),
The Truce at Bakura Sourcebook (page 138), Arms and
Equipment Guide (page 93)

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Replar Splint

Replar Splint
Model: Xarnin Medical
Technologies GRS-600
Type: Field splint
Skill: First aid
Cost: 200
Availability: 2
Game Notes: An
Easy first aid roll is
required for normal
placement. This is
increased to Moderate
level for multiple or
compound fractures.
Once activated, limited
movement is possible.
Source: Galladinium’s
Fantastic Technology (page 40)

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Sluissi Gravitic Pressure Bandage

Sluissi Gravitic Pressure Bandage
Model: Slusani Interstellar Pharmacologies SGB-543
Type: Micro-gravity pressure patch
Skill: First aid
Cost: 750
Availability: 2
Game Notes: An Easy first aid roll is required for proper
placement and will allow Wounded patients to act as if
61
unwounded or
I n c a p a c i t a t e d
patients to act
as Wounded (the
injury is still
there, but the
patient will be able
to move and so
forth). It is up to
the gamemaster to
require players to
properly roleplay
the effects of this device.
Source: Galladinium’s Fantastic Technology (pages 40-41)

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Bacta Tray

Bacta Tray
Model: Genetech BT-16 Bacta Tray
Type: Mobile medical stabilization unit
Skill: First aid
Cost: 2,200
Availability: 2
Game Notes: Activating a bacta tray requires an Easy first
aid roll. If successful, the patient’s mortally-wounded status
remains unchanged until a time as the patient can undergo
full bacta treatment.
Source: Lord of the Expanse – Sector Guide (page 45)

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Anti-Shock Blanket

Anti-Shock Blanket
Model: Fabreth Medical Biochemicals Shock Cloth
Type: Emergency blanket
Skill: First aid
Cost: 250
Availability: 2
Game Notes: When attached to a medical scanner, computer,
or datapad (not included), a shock cloth can prevent shock
by administering medication to different parts of a patient’s
body while simultaneously stabilizing his temperature. This
results in a +2D bonus to any first aid or (A) medicine skill
rolls made to stabilize a wounded, dying, or incapacitated
character. A first aid roll is required for normal application
(use medpac rules, but reduce difficulties by one level).
The blanket’s medicines must be replenished after one use
(normally costs about 20-40 credits).
Source: Galladinium’s Fantastic Technology (page 38),
Arms and Equipment Guide (page 93)

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Portable Survival Pod

Portable Survival Pod
Model: Praxen Emergency Medical Supplies, Limited PSP-278
Type: Emergency survival pod
Skill: First aid; computer programming/repair
Cost: 13,500
Availability: 3
Game Notes: Easy computer programming/repair and
Moderate first aid roll to activate for an Incapacitated or
Wounded patient. Moderate computer programming/repair
and Difficult first aid roll to activate for a Mortally Wounded
patient. Successful activation means that the patient will
remain in current physical condition (will not worsen) as
long as power is supplied from a generator to the pod.
Source: Galladinium’s Fantastic Technology (page 40)

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Hyperbaric Medical Chamber

Hyperbaric Medical Chamber
Model: Athakam/RSMA Atmosphere Replicator
Type: Hyperbaric medical chamber
Scale: Character
Cost: 50,000
Availability: 3, F
62
Game Notes: The chamber’s atmosphere can be adjusted
to allow comfortable habitation for any species or medical
conditions patient may have. This negates any penalties and
the need for life-support apparatus while in the chamber.
Source: Shadows of the Empire Sourcebook (page 112)

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Celegian Life-Support Chamber

Celegian Life-Support Chamber
Model: Celegian Life-Support Chamber
Type: Cyanogen gas chamber
Cost: 6,000
Availability: 4
Game Notes: Chamber provides full cover to its occupant
and has a Strength of 5D to resist damage. If destroyed, it
releases a 10-meter-radius cyanogens gas cloud that deals a
temporary -1D Strength penalty to non-cyanogen breathers
in the area who fail a Moderate stamina roll each round of
exposure. The cloud dissipates in 1 round if not confined.
Source: Ultimate Alien Anthology (page 30)

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Plasma Protein Replicator

Plasma Protein Replicator
Model: Hadrassi
Emergency Medicals
Systems Technologies
PFG-700
Type: Emergency
blood synthesizer
Skill: First aid
Cost: 5,500
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 in one hour.
Source: Galladinium’s Fantastic Technology (page 39)

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Paravacc

Paravacc
Model: Uukablian MedCorp Paravacc 1.X
Type: Parasite-repelling vaccine
Skill: Medicine
Cost: 1,000
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
(page 54)

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Enzymer

Enzymer
Model: BioTech Mark 16 Enzymer
Type: Bio-Identification unit and counter agent producer
Skill: First Aid
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 (page 59)

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Vitapill

Vitapill
Model: Vitapill
Type: Vitality pill
Scale: Character
Cost: 25
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 (page 82)

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Nilar Field Cauterizer

Nilar Field Cauterizer
Model: Nilar Med/Tech Corporation Field Cauterizer
Type: Field cauterizer
Skill: First aid
Cost: 200 (50 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 (page 38),
Arms and Equipment Guide (page 93)

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Slick

Slick
Model: Slick
Type: Healing agent/recreational narcotic
Scale: Character
Cost: 100 credits per dose
Availability: 3, F, R, or X
Game Notes: A single dose of slick can be applied like a
medpac in order to treat wounds. Slick causes a euphoric
delirium in the patient, and anyone under the influence
of the drug must roll a Heroic-difficulty stamina check or
suffer a -1D penalty to their Knowledge, Perception, and
Technical attributes for three hours.
Source: Gamer Magazine

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Medkit

Medkit
Model: BioTech
Medkit
Type: Enhanced
first aid and care
system
Skill: First aid,
medicine
Cost: 1,200,
2,200 (black
market), 1,000
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 (page 82), Pirates
& Privateers (page 47)

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FastFlesh Medpac

FastFlesh Medpac
Model: VioTech FastFlash Medpac
Type: Advanced medpac
Skill: First aid
Cost: 500
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.
58
Source: Cracken’s Rebel Field Guide (page 15), Rules of
Engagement – The Rebel SpecForce Handbook (pages 39-
40), Arms and Equipment Guide (pages 92-93)

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Spray Plasto-Cast

Spray Plasto-Cast
Model: SyntheCure
Plasto-Cast
Type: Spray
immobilizing cast
Skill: First aid
Cost: 35
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 of spray. One
plasto-cast contains sufficient chemical adherent to
cover a surface area approximately 50 centimeters by 20
centimeters. In emergency situations, a Moderate survival
roll may be substituted for the first aid roll.
Source: Galladinium’s Fantastic Technology (page 41)

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Bacta Geltab

Bacta Geltab
Model: Genetech G-5 Geltab
Type: Medpac treatment enhancer
Skill: Dexterity
Cost: 50 (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 (page 45)

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Trauma Kit

Trauma Kit
Model: Imperial-issue Medical Resources Kit
Type: Trauma medpac
Scale: Character
Skill: First aid
Cost: 200
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.
59
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 (page
90)

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Customized Medical Backpack

Customized Medical Backpack
Model: Chiwab Amalgamated Pharmaceuticals Company
ECM-598
Type: Advanced medical kit
Skill: First aid
Cost: 600
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 quickreference
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 (pages 38-39),
Rules of Engagement – The Rebel SpecForce Handbook
(page 39), Arms and Equipment Guide (page 93)

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Abyssin Grafting Patch

Abyssin Grafting Patch
Model: Kirgalis Pharmaceutical Exports Abyssin Grafting
Patch
Type: Regenerative grafting patch
Skill: First aid or medicine
Cost: 5,000
Availability: 3
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.
Character is: Treatment time:
Wounded 2D hours
Incapacitated 8D hours
Mortally Wounded 2D days
After a 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.
Source: Galladinium’s Fantastic Technology (page 85)

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Med Unit

Med Unit
Model: Athakam II Med Unit
Type: Portable medical unit
Cost: 3,000
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.
Source: Galladinium’s Fantastic Technology (page 40),
Arms and Equipment Guide (page 92)

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Bacta Tank

Bacta Tank
Model: Zaltin and Xucphra Corporation Bacta Tank
Type: Bacta tank
Scale: Character
Skill: Medicine or First aid
Cost: 3,000
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 (page 140)

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Containment Box

Containment Box
Model: Synthetic Medtech Corporation Irradiator Box
Type: Containment box
Cost: 500
Availability: 2
Game Notes: Containment units use a combination of
broad-spectrum radiation, ultrasonics and other means to
kill bacteria, viruses and microscopic nasties which might
find their way onto tools or other objects.
Source: Platt’s Smugglers Guide (pages 51-52)

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Containment Booth

Containment Booth
Model: Synthetic Medtech Corporation Irradiator Booth
Type: Containment booth
Cost: 2,500
Availability: 2, F
Game Notes: Containment units use a combination of
broad-spectrum radiation, ultrasonics and other means to
kill bacteria, viruses and microscopic nasties which might
find their way onto tools or other objects.
Source: Platt’s Smugglers Guide (pages 51-52)

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