R3.9Consumables
One use, one action, one per action. Gear: passive while equipped. Cybernetics: repair a matching Injury (see Campaign), Critical, or Fumble penalty (Targeting: -1 DT Combat).
| d8 | Item | Effect | Cost |
|---|---|---|---|
| 1 | Adrenaline | +2" Move until end of round |
4 |
| 2 | Combat Stim | +1 DT Combat until end of scenario |
6 |
| 3 | Reflex Stim | +1 DT Defense until end of scenario |
6 |
| 4 | Coagulant | End Bleed or Punctured on adjacent model |
6 |
| 5 | Antidote | End Corroding on adjacent model |
6 |
| 6 | Medkit | Restore d6 Health to adjacent model |
8 |
| 7 | Rage Stim | +2 DT Combat until end of scenario, take d4 damage during Performance Review (step 10), after Health is restored |
10 |
| 8 | Trauma Kit | Reaction: the instant a Critical hits an adjacent model, negate all its effects (the only item used outside your own activation) | 14 |