Field Medic
Medic_SC1_Art1.jpg

A field medic, outfitted with a combat shield and specialized light battlesuit.

Field Medic (250 points)

Attributes: ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 12 [20].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 13 [6]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Speed 6.00 [0]; Move 6 [0].

Advantages: Combat Reflexes [15]; Fit [5]; Field Medic 4* [20]; Military Rank 1 (Corpsman) [5]. • Another 15 points chosen from among improved Attributes or Secondary Characteristics, Brave [1], Empathy [15] or Sensitive [5], Fearlessness [2/level], Gizmos 1-3 [5/gizmo], High Manual Dexterity 1-4 [5/level], High Pain Threshold [10], Lifting ST 1-2 [3/level], Quick Reload (Detachable Magazine) [1], Rapid Healing [5], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Single-Minded [5], Weapon Bond (any starting weapon) [1/weapon], or Cyberware.

Disadvantages: Code of Honor (Soldier's) [-10]. • Another -20 points chosen from among Charitable [-15], Chummy [-5] or Gregarious [-10], Curious [-5] or Incurious [-5], Gluttony [-5], Guilt Complex [-5], Gullibility [-10], Hidebound [-5], Impulsive [-10], Intolerance (Protoss or Zerg) [-5] or (Non-Terrans)[-10], Overconfidence [-5], Sense of Duty (Teammates) [-5], Stubbornness [-5], or other non-crippling mental disadvantages.

Primary Skills: Biology (Exobiology) (VH) IQ-1 [4]-12; Biology (Terran) (VH) IQ-1 [4]-12; Chemistry (H) IQ [4]-13; Diagnosis (H) IQ+3 [2]-16*; Electronics Operation (Medical) (A) IQ [2]-13; Electronics Operation (Scientific) (A) IQ [2]-13; Pharmacy (Synthetic) (H) IQ+3 [2]-16*; Physician (H) IQ+4 [4]-17* (Combat Medic (H) Skill-1 [10]-16†); Physiology (Human) (H) IQ+3 [2]-16*; Research (A) IQ [2]-13; Surgery (VH) IQ+2 [2]-15*.

Secondary Skills: Battlesuit (A) DX+2 [8]-14; Climbing (A) DX [2]-12; Electronics Operation (Comms) (A) IQ [2]-13; Guns (Shotgun or SMG) (E) DX+2 [4]-14; Hiking (A) HT [2]-12; Judo (H) DX [4]-12; Jumping (E) DX [1]-12; Karate (H) DX [4]-12; Knife (E) DX [1]-12; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ [1]-13; Soldier (A) IQ [2]-13; Spacer (E) IQ [1]-13; Stealth (A) DX [2]-12; Swimming (E) HT [1]-12; Tactics (H) IQ [4]-13; Throwing (A) DX [2]-12. • Three of Driving (Heavy Wheeled, Hovercraft, or Mecha), or Piloting (Aerospace or Vertol), all (A) DX [2]-12; Electronics Operation (Security or Sensors) (A) IQ [2]-13; Fast-Draw (Ammo) (E) DX+2 [2]-14; Gunner (Beams, Cannon, Machine Gun, or Rockets), or Guns (GL or LAWS), all (E) DX+1 [2]-13; Mechanic (any known Driving or Piloting specialization) (A) IQ [2]-13; Navigation (Land) (A) IQ [2]-13; or Survival (Low/No Atmosphere or Toxic Atmosphere) (A) Per (A) [2]-13.

Background Skills: Computer Operation (E) IQ [1]-13. • 4 points chosen from among Carousing (E) HT [1]-12; Connoisseur (any) (A) IQ-1 [1]-12; Current Affair (any), Games (any), or Hobby Skill (any), all (E) IQ [1]-14; Driving (Automobile or Motorcycle) (A) DX-1 [1]-11; Gambling (A) IQ-1 [1]-12; Scrounging (E) Per [1]-13; or other background/hobby skills.
*Field Medic adds to Diagnosis, First Aid, Pharmacy, Physician, Physiology, and Surgery.
†Roll vs. Combat Medic to perform First Aid in one second (combat turn). Medic must be in the same hex as the patient, and takes a Ready maneuver; the patient must Do Nothing. First Aid heals up to 1d+1, as normal. See DF11: Power-Ups, p. 22, for details.

Standard Loadout: Medic's Light Powered Combat Suit; Neosteel Boot Knife; Combat Shield. • One sidearm: Gauss Heavy Machine Pistol (8mm) or Gauss Shotgun Pistol (18.5mm). Suit + 45 lbs (No Encumbrance).


Sample Medic

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