Medic Question

By BroodyGambit, in Star Wars: Edge of the Empire RPG

Hey all, I was wondering if I could get a clarification for the Medpac. In the rulebook it says it has everything needed for field surgery, stimpacks, splints, etc. It also states that a player gets a blue die for any medicine roll. The last thing it states is that it ignores any penalty described on page 219 of the rulebook. Looking at page 219-220, the section on healing, the only negative things mentioned are the difficulty dice based on current wounds on a character and the extra difficulty for operating on yourself. Ignoring purple dice seems a bit OP, but is that what it is talking about. Successes still need to be rolled for healing, and when trying it last night while playing I only managed to heal 3-5 wounds and strain per roll with a surgeon skill.

It says that the Medpac remove penalties , not difficulties . Difficulty is the same, but if memory serves, 219 states that if you perform a medicine check without any equipment, you suffer a setback die. A Medpac removes the setback die.

that helps out a lot. I must have missed the setback die for not having any equipment. Thanks for clearing that up.

someone else should confirm. I'm still a little weak on the healing stuff (my group's only been using Stimpacks, really).

Does anyone else have any input on this situation?

Medical check without equipment is a setback die

Medical check with emergency med pack is no setback or boost

Medical check with regular med kit is a boost die

Obviously a doctor would want the full med kit, but those are expensive and heavy, so a player most likely wouldn't start with much more than an emergency med pack.

I think that, in general, if you don't have the proper equipment, you suffer the setback die. If you have the equipment, no benefit or setback, but if you have great equipment, then you get a boost.

Fixing a speeder in the desert with no tools, setback.

Fixing a speeder in the desert with tools, no extra dice.

Fixing a speeder in a garage with all the proper equipment, boost die.

On page 219 it says not having equipment adds another difficultly die, not a set back die.

Sorry, was shooting from the hip at work...

Haha, no worries. Only reason I knew was because I'm making my own "healing cheat sheet" and I had looked it up literally 10 mins before I saw your post.

Per the really loose equipment rules, having a medical hand scanner might get you a Boost die too.

I don't like how all my players seem to only use to the exclusion of everything else stim packs. He takes a hit for 13 damage. 2 stim packs im good to go. Like, no wounds are so serious that a stimpac cant cure it? Lets take a droid. He never does any work to actually fix himself. He just uses 5 emergency repair patches a day. Theres got to be a negative side affect to using too many stimpacs or emergency repair patches.

I don't like how all my players seem to only use to the exclusion of everything else stim packs. He takes a hit for 13 damage. 2 stim packs im good to go. Like, no wounds are so serious that a stimpac cant cure it? Lets take a droid. He never does any work to actually fix himself. He just uses 5 emergency repair patches a day. Theres got to be a negative side affect to using too many stimpacs or emergency repair patches.

Well, it'll change once they take some critical injuries, or if they are in multiple combats in a single day. Once they get to that point, they'll save stimpacks for use after the medic has tried their best. Also using several stimpacks per encounter can get expensive.

Per the really loose equipment rules, having a medical hand scanner might get you a Boost die too.

The medpac also states that it has an advanced medical scanner incorporated into the design, so the hand scanner is redundant.

And never forget to enforce rarity. If they are on a "backwater" or outer rim planet a rarity 1 item can suddenly become a hard negotiations check to locate. Even if they do find some, there is no guarentee how many are available, nor at what price, which can make them cost prohibitive.

Yes, I was wrong in my initial post. Not having equipment does increase difficulty (not add a setback), and the emergency kit negates that difficulty increase (1 purple). and the regular kit gives a boost as well.

Per the really loose equipment rules, having a medical hand scanner might get you a Boost die too.

The medpac also states that it has an advanced medical scanner incorporated into the design, so the hand scanner is redundant.

If you have the full Medpac then you'd be correct, but for someone with the Emergency Medpac, the Hand Scanner makes it just as useful for the check as having the full Medpac for half the cost. The full Medpac still has the advantage of producing Stimpacks.