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Medicae

Medics are essential to a squad; specially trained Guardsmen responsible for providing medical care on the field.


Starting Aptitudes, Talents, and Modifiers

Characteristic Bonus: +5 Intelligence.

Starting Aptitudes: Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Perception, Willpower.

Starting Skills: Medicae, Scholastic Lore (Chymistry), Scrutiny or Trade (Chymist).

Starting Talents: Cold Hearted or Jaded, Weapon Training (Las or Solid Projectile, Low-Tech).

Specialist Equipment: Diagnostor, injector, medikit.

Wounds: 8+1d5


Comrade Advances

These are Advances that may be purchased by the Medic to enhance the abilities of his Comrade.

Medicae Auxilia

Type: Passive
Cost: 250 xp
Effect: The Comrade assists the Medic in treating his patients, quickly responding to any situation that arises. For Extended Care Medicae Tests, the Medic’s Comrade counts as an assistant trained in Medicae. Additionally, the Medic’s Medicae Test suffers no penalty for additional patients.


Field Treatment

Type: Order (Half Action)
Cost: 300 xp
Effect: The Comrade acts as a natural extension of the Medic on the battlefield. The Medic relays him complex medical instructions, and the Comrade obeys with precision. As long as his Comrade is within range of communication, the Medic may perform Medicae Tests on any character next to the Comrade at a –10 penalty.


Type
Medical
Famous in the Field
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Generic article | Oct 10, 2023

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