Personal Gear
1 medpac
Like emergency medpacs, standard medpacs allow a character to use the Medicine skill without penalty as per the rules on page 232, and in addition grant boost to all Medicine skill checks. Also, thanks to their stock of stim applicators, these medpacs grant a group of Rebels the equivalent of one stimpack per scene, at the Game Master's discretion.
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.
1 stimpac
Using a stimpack requires one maneuver, which covers the simple act of a character using the autohypo on himself or one other person. This immediately heals 5 wounds. While a character can use multiple stimpacks, doing so is an act of diminishing returns, as every stimpack used after the first heals one fewer wound. A second stimpack heals 4 wounds, a third 3 wounds, and so on. Once used, the chemicals within a stimpack stay in a character's system for one standard day. They don't affect critical injuries.