Med Kit TL

Porsche

Mongoose
Is there a standard ruleset or parameter for medkits? I.E. ones from more technologically advanced worlds would have advanced medicine techniques and tools, etc. Covered anywhere in rules or supplements?

:mrgreen:
 
IMTU, the early model are like old first aid kits, where the higher tech models are automated like from Deathworld.
 
From the core rules

"If a character has help, such as good tools, competent aids or other
beneficial circumstances, he receives a +1 DM to his skill check."

For me it is mostly situational role playing and the following is the general rule of thumb.

A standard med kit is required to do certain medical tasks
Trying to do certain tasks with a low tech med kit can result in a -1 DM
Working with a high tech med kit to do certain tasks can result in a +1 DM

And some medical tasks require proper facilities because a full medical lab does not fit into a medkit let alone a whole hospital.
 
CosmicGamer said:
A standard med kit is required to do certain medical tasks
Trying to do certain tasks with a low tech med kit can result in a -1 DM
Working with a high tech med kit to do certain tasks can result in a +1 DM

And some medical tasks require proper facilities because a full medical lab does not fit into a medkit let alone a whole hospital.

My take on this is that a standard med kit is needed to do more than the really really basic stuff like making tourniquets and CPR - more than this and you need a medkit to do standard Medic tasks.
 
Porsche said:
Thanks, any rules covering this or supplements anywhere?

The rules are rather vague, but the Central Supply Catalog expand the listings of First Aid Kits, Med kits, and Medical Scanners; usually there is -1 to +2 to the medic roll, depending on the kit or device and tech level. It is rather flat with med kits though, just saying that there are more advanced treatments available in the higher TL med kits.
 
If I remember correctly, some of the GURPS Traveller have very good material in them. You might have to convert things in terms of rules (adjusting how hit points work, for example), but even so there's enough detail to fill in details that are covered thinly in other editions of Traveller.
 
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