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Saga Edition RPG Omnibus
(Redirected from Surgery kit)

The Star Wars Roleplaying Game includes many hostile environments, ranging from deep oceans to poisonous atmospheres to the vacuum of space. These devices enable creatures to function in such environments.

Medical Gear Cost Weight
8-2A Medical Bundle 200 1 kg
Antidote Synthesizer 2.500 0.8 kg
Anti-rad Dose 50
Antitoxin Patch 25
Bacta Tank (empty) 100,000 500 kg
     Bacta, 1 liter1 100 2 kg
Bioscanner 3,500 0.5 kg
Cryogenic Pouch 600 1.5 kg
Cybernetic Prosthesis 1,5002
Hypoinjector Wristband 350 0.1 kg
MDS-50 Medisensor 75 0.1 kg
Medical Interface Visor 1,500 0.5 kg
Medical Kit 600 20 kg
Medpac 100 1 kg
Medpac, FastFlesh 2,000 15 kg
Microlab 1,800 0.8 kg
Surgery Kit 1,000 10 kg
Toxin Detector 700 5 kg
1 It takes 300 liters of bacta to fill a bacta tank.
2The cost of a cybernetic prosthesis does not include the surgical cost to install it (500 credits).

8-2A Medical Bundle

     Jedi Academy Training Manual, page 63.

     Cost: 200 credits     Weight: 1 kg     

The standard medical kit carried by most Jedi, the 8-2A medical bundle contains the basic items needed to treat ailments and diseases in apackage small enough to ift in a utility belt. Since Jedi can rely on the Force to speed up their healing processes, many common items—such as bacta patches and synthetic flesh—are absent from the medical bundle. An 8-2A medical bundle counts as a medical kit for the purposes of using the Treat Injury skill, but only on targets currently in a Force trance.

Antidote Synthesizer

     Unknown Regions, page 40.

     Cost: 2,500 credits     Weight: 0.8 kg     

An antidote synthesizer is a small, portable device that takes the portability of a microlab one step farther. If an antidote to a poison or a toxin is needed and proper medical attention is not immediatly available, an antidote synthesizer can be used to help the victim survive. The synthesizer can analyze a small amount of poison or toxin inserted into the machine’s sample tube, and within 1d6 rounds it can create 1d4 doses of antivenom or antitoxin that each grant a +2 bonus to a Treat Injury check made to treat the poison or toxin. To reproduce an antidote after the doses are expended, however, requires a new sample of the poison or toxin.

Anti-rad Dose

     Galaxy at War, page 45.

     Cost: 50 credits          

Exposure to radiation is a fear of ship personnel and soldiers alike. An anti-rad dose comes in a tough hypodermic syringe. The anti-rad dose grants a +10 equipment bonus to the target’s Fortitude Defense against radiation and grants a +5 equipment bonus to Treat Injury checks to cure damage caused by radiation.

Antitoxin Patch

     Galaxy of Intrigue, page 66.

     Cost: 25 credits          

This adhesive patch is applied near the stomach (or similar organ, depending on the species). It emits a low dose of antitoxin, giving the wearer a +10 equipment bonus to Fortitude Defense against inhaled poisons. An antitoxin patch lasts for 24 hours. For each consecutive day that an antitoxin patch is worn, the target moves −1 step on the condition track

Bacta Tank

     Saga Edition Core Rulebook, page 137.

     Cost: 100,000 credits     Weight: 500 kg     

This large, specialized tank is filled with the powerful healing agent, bacta, which promotes rapid healing.

     A bacta tank can be used in conjunction with surgery. If the Treat Injury check is successful, the patient heals a number of hit points equal to its character level in addition to that provided by surgery.

     A bacta tank can also be used when treating disease, poison, or radiation in a creature. In this case, the bacta tank grants a +5 equipment bonus on your Treat Injury check.

     A bacta tank and a supply of bacta is expensive, so such medical euipment is usually found only in hospitals, aboard capital ships, and within major military bases. Each hour of treatment consumes one liter of bacta. A typical tank holds up to 300 liters of bacta, and the tank must hold at least 150 liters at all times to provide any benefit. Only one creature can be immersed in the tank at any given time.

Bacta

     Saga Edition Core Rulebook, page 137.

     Cost: 100 credits     Weight: 2 kg     

Bacta is a powerful healing agent that promotes rapid healing. 1 liter costs 100 credits which adds up quickly as a bacta tank must have a minimum of 150 liters to work.

Bioscanner

     Clone Wars Campaign Guide, page 65.

     Cost: 3,500 credits     Weight: 0.5 kg     

The bioscanner is a low-power, handheld scanner used by doctors and medical technicians to help diagnose medical conditions in their patients. One or two passes over the patinet collects bioogical information. The scanner displays vital statistics and analyzes and diagnoses any anomolies on file in the scanner’s medical database. This device grants its user a +2 bonus on all Knowledge [life sciences] checks made to identify ailments.

Cryogenic Pouch

     Galaxy at War, page 46.

     Cost: 600 credits     Weight: 1.5 kg     

A cryogenic pouch is a medical device that can stabilize critically wounded soldiers in the field. It comes in a small canister worn on a soldier’s belt or stored in a medical kit. Opening the canister releases a pouch large enough to hold a single Medium creature. When the pouch is sealed, it releases a cryogenic compound that causes the creature inside to enter suspended animation, stabilizing his or her condition for transport to a proper medical facility. Bounty hunters sometimes use cryogenic pouches to move prisoners.

     Activating a cryogenic pouch and wrapping it around an unconscious creature requires a full-round action. A creature that has been reduced to 0 hit points due to poison, radiation, or damage surpassing its damage threshold can be stabilized without dying within 1d3 rounds of being placed inside the cryogenic pouch. The creature remains unconscious and moves −5 steps on the condition track.

     A cryogenic pouch has enough power to keep a creature alive for up to 24 hours, although it can be hooked up to another power source with a DC 10 Mechanics check. Designed for rough handling in battlefield conditions, the pouch has DR 5, but a single point of damage is enough to breach the seal. If the cryogenic pouch is breached, the character inside reverts to its previous state after 1 round.

Cybernetic Prosthesis

     Saga Edition Core Rulebook, page 137.

     Cost: 1,500 credits          

Prosthetic replacement in the Star Wars universe frequently take the form of mechanical simulations powered by tiny high-capacity battery packs and motivated by the recipient’s bioelectrical impulses. In effect, someone who loses a limb or an extremity can have an electronic replacement that acts (and in some cases looks) just like the original.

     Cybernetic prosthetic devices are unusual, but hardly rare. Luke Skywalker gains a cybernetic replacement for his right hand, lost in battle against Darth Vader who in turn, had much of his own body replaced with cybernetics years before.

     Attaching a cybernetic prosthesis requires the Cybernetic Surgery feat. Once attached, the cybernetic replacement performs as well as the original limb or extremity. Common cybernetic prosthetics include arms, hands, legs, feet, and varius internal organs. In addition to the cost of the prosthesis, the recipient must also cover the cost of the surgery.

     Unlike other creatures, a creature with cybernetic presthetics takes full damage from weapons and attacks that deal ion damage.

     Because the Force is present in all living things, but not machines, reatures with vybernetic prosthetics take a −1 penalty on Use the Force checks for each prosthetic replacement (to a maximum penalty of −5).

     * See Advanced Cybernetics for modifications and enhancements to cybernetic prostheses.

Hypoinjector Wristband

     Unknown Regions, page 40.

     Cost: 350 credits     Weight: 0.1 kg     

An inconspicuous metal band, the hypoinjector wristband can help a wearer avoid succumbing to the effects of poisons and other harmful chemicals. The refillable wristband stores up to 8 doses of vaccines, antidotes, or other medication. In addition to the hypoinjector, the wristband also houses a bioscanner that continually scans the wearer for any foreign chemicals that the device can counteract. When a harmfuls substance is detected, the hypoinjector administers the appropriate drug. Refilling the wristband requires a standard action per dose or 4 rounds for the entire set. The device runs on two energy cells that must be replaced after 5 days of constant use.

MDS-50 Medisensor

     Threats of the Galaxy, page 36.

     Cost: 75 credits     Weight: 0.1 kg     

Sweeping this small, handheld sensor over the subject’s body produces a summary of the patient’s vital signs. An MDS-50 medical sensor can be used as a swift action on an adjacent creature or character, providing the user with the target’s current hit points, its place on the condition track, and the presence of (but no specifics on) diseases, poison, or radiation exposure.

Medical Interface Visor

     Knights of the Old Republic, page 73.

     Cost: 1,500     Weight: 0.5 kg     

This visor contains thousands of preprogrammed medical training tutorials. It analyzes visuals and provides tips and assistance in a variety of medical situations. The medical interface visor allows the wearer to attempt trained-only applications of the Treat Injury skill even if untrained, and grants a +2 equipment bonus on Treat Injury checks. A medical interface visor cannot be worn at the same time as armor with a helment or any other device worn on the head.

Medical Kit

     Saga Edition Core Rulebook, page 138.

     Cost: 600 credits     Weight: 20 kg     

This backpack-sized medical kit includes almost everything a first responder needs to save a life; diagnostic scanners, anti-venom, medicie to counteract the effects of contaminated water and radiation poisoning, burn treatments, defibrillators, respirato, shock blankets, pressure cuffs, a collapsible repulsorlift stretcher for patient transport (capable of hovering with 160kg load), and even limited surgical tools. In addition, a medical kit has six external pouches for carryin expendable medical supplies, such as medpacs.

     You need a medical kit to revive a dying character, treat disease, treat poison, or treat radiation.

Medpac

     Saga Edition Core Rulebook, page 138.

     Cost: 100 credits     Weight: 1 kg     

Medpacs are compact packages designed to both equip a trained medic for work in the field and to allow untrained individuals to apply first aid in emergencies. A medpac contains bandages, bacta synthetic flesh, coaguants, stimulants, and other medicines designed to help an injured patient recover quickly.

     One you use a medpac, its contents are expended even if your Treat Injury [First Aid] check is not successful. Any given creature can only benefit from the use of a medpac once in a 24 hour period.

     * In other editions of Star Wars Role Playing Game—namely the D6 version from West End Games—a standard medpac could be used multiple times within a 24 hour period and specifically the FastFlesh medpac was limited to only once every 24 hours. GMs and players may wish to enact a house rule where this would once again be the case.

Medpac, FastFlesh

     Threats of the Galaxy, page 54.

     Cost: 600 credits     Weight: 0.5 kg     

A FastFlesh medpac offers a broader range of medical instuments and agents than does a standard medpac. Each FastFlesh medpac has enough materials for a single use. A character who benefits from a FastFlesh medpac cannot again derive benefits from any medpac for 24 hours.

     Using a FastFlesh medpac grants you a +5 equipment bonus to a Treat Injury check to perform first aid. Otherwise this medpac functions as a normal medpac.

Microlab

     Unknown Regions, page 41.

     Cost: 1,800     Weight: 0.8 kg     

A microlab is a handheld portable laboratory for analyzing substances. When you need quick identification of a material and you cannot wait for the results of a full analysis from another location, the microlab works well enough to answer most questions. In some cases, the microlab’s analysis is just as good as a full examination. A sample of the substance in question is placed in a small tube that is then slid into the microlab. A DC 15 Knowledge [physical sciences] check is necessary to complete the examination, and the results are then displayed on the device’s small screen.

Surgery Kit

     Saga Edition Core Rulebook, page 138.

     Cost: 1,000 credits     Weight: 10 kg     

This small kit contains the instruments a character needs to perform surgery on a wounded character using the Treat Injury skill. You must be trained in the Treat Injury skill to perform surgery using a surgery kit.

Toxin Detector

     Galaxy of Intrigue, page 67.

     Cost: 700 credits     Weight: 0.5 kg     

Assassination by poison is one of the dangers faced by nobles, politicians and other notable figures. This tiny handheld device scans food and drink to determine if it is spoiled or contains poison. Using the device requires a standard action. It has a range of one square and contains data for up to 100 different species. The toxin detector can bet set to blink a light (green for safe food and red for dangerous) or to vibrate slightly when a toxin is detected. For an additional 100 credits, the toxin detector can be disguised as a bracelet or other piece of jewelry for maximum discretion.