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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