Medical Supplies
Antitoxkit
An antitoxkit contained a variety of wide-spectrum antidote hypospray injectors that were designed to neutralize all known poisons. A kit has five charges. As an action, you can administer a charge of the kit to cure a target of one poison affecting them or to give them advantage on saving throws against poison for 1 hour. It confers no benefit to droids or constructs.
Emergency Battery
All non-expendable droids need recharging as they are used. The battery has ten uses. As an action, you can expend one use of the battery to stabilize a droid that has 0 hit points, without needing to make an Intelligence (Technology) check.
Medpac
A medpac is a quick-acting syringe filled with a concentrated dose of kolto. As an action, you can use this medpac to restore hit points to a beast or humanoid within 5 feet. The creature rolls one die equal to the size of their Hit Die and regains hit points equal to the amount rolled + their Constitution modifier (minimum of one hit point). If the creature has Hit Dice of different sizes, use whichever Hit Die size they have the most of.
Poison
As an action, you can use the poison in this vial to coat one vibroweapon, one slug cartridge, or one wrist launcher dart. A creature hit by the poisoned weapon must make a DC 14 Constitution saving throw, taking 2d4 poison damage on a failed save or half as much on a successful one. Once applied, the poison retains potency for 1 minute before drying.
Repair Kit
A repair kit included the basic tools needed to repair a droid or construct after being damaged in combat. The kit has three uses. As an action, you can expend one use of the kit to restore hit points to a droid or construct within 5 feet. The creature rolls one die equal to the size of their Hit Die and regains hit points equal
| Item | Cost | Weight |
|---|---|---|
| Life Support | ||
| Emergency shelter | 600 cr | 15.00 lb |
| Respirator | 200 cr | 1.00 lb |
| Medical | ||
| Antitoxkit | 600 cr | 4.00 lb |
| Emergency battery | 70 cr | 5.00 lb |
| Traumakit | 50 cr | 3.00 lb |
| Medpac | 300 cr | .50 lb |
| Poison | 125 cr | .50 lb |
| Repair kit | 750 cr | 3.00 lb |
| Storage | ||
| Backpack | 50 cr | 5.00 lb |
| Bottle | 20 cr | 1.00 lb |
| Canteen | 10 cr | 3.00 lb |
| Crate | 20 cr | 70.00 lb |
| Chest | 50 cr | 25.00 lb |
| Pitcher | 8 cr | 2.00 lb |
| Pouch | 5 cr | 1.00 lb |
to the amount rolled + their Constitution modifier (minimum of one hit point). If the creature has Hit Dice of different sizes, use whichever Hit Die size they have the most of.
Traumakit
A common traumakit is stocked with essentials for the treatment of wounds. A traumakit has five uses. As an action, you can expend a use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.