Star Wars – EDF-GM
Equipment Data File – Gear – Medical
Medical Equipment – The life of a member of the Alliance is a necessarily dangerous one. Fighting the tyranny of the Galactic Empire, with its powerful armed forces and dangerous web of intelligence agents, informants, and spies, can have deadly consequences for even the most vigilant Rebel operative. Good and immediate medical care is key to any operation, whether in the form of a simple medpac, a total-immersion bacta tank, or a well-equipped medical frigate. The availability of such care, or lack thereof, has turned the tide of more than one Rebel operation.
From Age of Rebellion
Often described by Rebel operatives as “a medical frigate you can fit in your pocket,” a standard medpac is a larger and better-equipped version of the common emergency medpac. Carried by held medics and first responders, medpacs carry a full suite of surgical implements, a larger and more powerful mediscanner and diagnostic computer, advanced synth-nutrient replicators, spray splints, various basic medications, and anti-radiation/anti-biological contamination drugs, in addition to the equipment found in the emergency versions.
Standard medpacs allow a user to perform relatively complex medical procedures in the held. Like emergency medpacs, standard medpacs allow a character to use the Medicine skill without penalty.
From Edge of the Empire
Slightly larger and infinitely more advanced than a standard emergency medpac, the FastFlesh is a good example of a medpac carried by a trained medic. The medpac carries instruments for emergency field surgery, a better diagnostic computer and mediscanner, advanced synth-nutrient replicators for sustaining a patient’s vital nutrients, spray splints, and counter-radiation and biological poison drugs.
Fantasy Flight Rules – Medpac
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-191), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-177)
- Medpac – Encumbrance: 2, Price: 400 credits, Rarity: 2
- This medpac allows the user to perform relatively complicated medical procedures in the field, and can rival the infirmaries on smaller starships. It allows characters to attempt to heal others using Medicine checks without penalty as described on ee-cr page 219, and additionally grants a Boost (Blue) dice on all Medicine skill checks.
- In addition, the internal stim storage grants the user the equivalent of one stimpack per scene (at the GM’s discretion).
- 2022-03-25 – Updated with content from Age of Rebellion.
- 2021-12-31 – Added in link for Age of Rebellion Core Rulebook.
Armour Modifications: Cortosis Weave (8), Enhanced Optics Suite (3), Heating System (3), Optical Camouflage System (6), Strength Enhancing System (4), Superior Armour Customisation (6), Thermal Shielding System (3), Vacuum Sealed (3)
Cybernetics: Brain Implant (6), Cyberarm (Mod V (6), Mod VI (6)), Cyberleg (Mod II (6), Mod III (6)), Cyberscanner Limb (7), Eyes (6), Immune Implant (6), Implant Armour (6), Prosthetic Replacement (Limb (4), Organ (4)), Weapon (7)
Security: Advanced Flesh Camouflage Kit (R7), Binders (0), BlackOps Data Breaker (R6), Comm Jammer (3), Comm Scrambler (R5), Disguise Kit (4), Electronic Lock Breaker (R5), Personal Stealth Field (9), Restraining Bolt (0), Slicer Gear (4)
Spice: Avabush (dose (R6), crate (R7)), Booster Blue (dose (R5), crate (R6)), Death Sticks (dose (R1), crate (R2)), Glitterstim (dose (R7), crate (R8)), Lesai (dose (R9), crate (R10)), Yarrock (dose (R8), crate (R9))
Tools: Backpack (0), Climbing Gear (2), Datapad (1), Emergency Repair Patch (1), Extra Reload (1), Fusion Cutter (2), Fusion Lantern (2), Glowrod (0), Jet Pack (7), Load-Bearing Gear (3), Military Field Manual (4), Tool Kit (2), Utility Belt (0)
Blaster: Bowcaster (7), Carbine (5), Disruptor (Pistol (R6), Rifle (R6)), Heavy Pistol (6), Heavy Repeating (R8), Heavy Rifle (6), Holdout (4), Ionization (3), Light Pistol (4), Light Repeating (R7), Pistol (4), Rifle (5)
Modifications: Augmented Spin Barrel (4), Balanced Hilt (5), Blaster Actuating Module (4), Bipod Mount (1), Bowcaster Accelerator Enhancement (4), Bowcaster Automatic Re-Cocker (3), Filed Front Sight (0), Forearm Grip (1), Marksman Barrel (4), Mono-Molecular Edge (5), Multi-Optic Sight (3), Serrated Edge (1), Shortened Barrel (4), Spread Barrel (4), Superior Weapon Customisation (6), Telescopic Optical Sight (1), Tripod Mount (3), Under-Barrel (Flame Projector (R5), Grenade Launcher (R5)), Weapon Harness (2), Weapon Sling (0), Weighted Head (3)
Lightsaber: Lightsaber (R10)
Modifications: Rubat Crystals (R10)
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign
Character Builds: Bounty Hunter (Karlid – Assassin, Vanna – Gadgeteer, Kyanna – Martial Artist, Jed – Operator, Theya – Skip Tracer, Cadkia – Survivalist), Smuggler (Ebaya – Gambler), Technician (B1-337 – Droid Tech)
References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Mandalorians, Rebels, Sith)
This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.