Consumables restore HITS, suppress conditions, or provide temporary protection. No TL required to use; consumables are use-and-go. TL only applies if crafted via the Pharmaceutical skill.
Medic Consumable Bonus: When a Medic administers any healing consumable to a patient, add +1 HIT per Medic's Tier to the item's effect. A Hot Patch I in a Tier 2 Medic's hands restores 3 HITS instead of 1.
"Burns like hell, smells like burnt copper, stops the bleeding. What more do you want?"
Chemical cauterization compound applied directly to wounds. Sterilizes, seals, hurts.
| Item | Quality | Effect | Max Uses | Cost | Sec |
|---|---|---|---|---|---|
| Hot Patch I | 1 | Black-market pressure-pen cauterizer. Cheap, brutal, effective. Restore 1 HIT, stop Bleed DOT | 3/Op | 50 | 0 |
| Hot Patch II | 2 | Field-grade compound with a numbing agent that mostly works. Restore 1 HIT, stop Bleed + suppress 1 Bane (10 min) | 2/Op | 120 | 1 |
| Hot Patch III | 3 | Cleaner formulation. Burns less, costs more. Restore 2 HITS, stop Bleed + suppress 1 Bane | 2/Op | 250 | 2 |
| Hot Patch IV | 4 | ICU-licensed civilian analog; somehow in your pocket. Restore 3 HITS, stop Bleed + suppress 2 Bane penalties | 1/Op | 400 | 3 |
| Hot Patch V | 5 | Refined surgical sealant. Smells like nothing, heals like everything. Restore 4 HITS, stop Bleed + suppress all Wound Bane penalties (10 min) | 1/Op | 600 | 4 |
Programmable repair swarms. They'll knit you back together if you let them; and if your immune system doesn't pick a fight first.
| Item | Quality | Effect | When | Max Uses | Cost | Sec |
|---|---|---|---|---|---|---|
| Nanite Cluster I | 1 | Generic civilian repair swarm. Slow, simple, single-task. Restore 1 HIT | Stim Break+ | 2/Op | 120 | 0 |
| Nanite Cluster II | 2 | Better-coordinated batch with broader repair instructions. Restore 2 HITS | Stim Break+ | 2/Op | 250 | 1 |
| Nanite Cluster III | 3 | Runs cleanup routines alongside the repair pass. Restore 2 HITS + stop 1 DOT | Lockdown only | 1/Op | 400 | 2 |
| Nanite Cluster IV | 4 | Mil-spec swarm. Triage-aware, ignores bruises. Restore 3 HITS | Lockdown only | 1/Op | 550 | 3 |
| Nanite Cluster V | 5 | Top-tier programmable cluster. Reads your charts like a doctor. Restore 3 HITS + remove 1 condition | Lockdown only | 1/Op | 700 | 4 |
Auto-repair compound. Spray, seal, pray.
A single multi-purpose kit. On use, allocate the kit's repair budget across damage types however you like; all on one type, spread across several, your call. Usable during Stim Break or Lockdown.
| Item | Quality | Effect | Cost | Sec |
|---|---|---|---|---|
| Armor Patch Kit I | 1 | Hardware-store sealant. Works on cheap plating. Auto-repair 1 DR, allocated across damage types as you choose | 500 | 1 |
| Armor Patch Kit II | 2 | Improved adhesive matrix. Bonds across substrate types. Auto-repair 2 DR, allocated across damage types as you choose | 1000 | 2 |
| Armor Patch Kit III | 3 | Field-tech grade. Won't peel under thermal cycling. Auto-repair 3 DR, allocated across damage types as you choose | 1500 | 3 |
| Armor Patch Kit IV | 4 | Mil-grade auto-cure. Sets in seconds, holds under fire. Auto-repair 4 DR, allocated across damage types as you choose | 2000 | 4 |
| Armor Patch Kit V | 5 | Aerospace compound. Patch outlasts the plate. Auto-repair 5 DR, allocated across damage types as you choose | 2500 | 5 |
A pocket-sized drone that deploys on impact, stabilizes the wounded, and screams for help on every channel.
Purchasable from Tier 2 onward. Expensive, single-use. Attaches to armor before mission.
| Item | Quality | Effect | Sec | Cost |
|---|---|---|---|---|
| EMD I | 2 | First-gen tactical drone. Stabilizes you. Probably. Auto-stabilize wearer when they go DOWN. Single use. | 2 | 500 |
| EMD II | 3 | Improved triage AI. Stops the bleeding, screams for help. Auto-stabilize + restore 1 HIT. Single use. | 3 | 900 |
| EMD III | 4 | Top-tier responder. Triggers a corp-wide medical net. Auto-stabilize + restore 2 HITS + broadcast distress. Single use. | 4 | 1500 |
SAROS specialists have an integrated EMD built into their armor (see SAROS updates).
Support pharmaceuticals no longer restore HITS directly. Instead they provide temporary typed DR, condition suppression, or stat boosts.
Burn Spray, Aerosol thermal-shielding gel. Forms a ceramic micro-layer over exposed skin and gear. Ignore the burnt-plastic smell, that's the binder curing.
Synth Skin, Spray-on nanofibre dermal mesh. Hardens to a kinetic-resistant film over skin and armor seams. Peels off after the encounter, taking three layers of skin with it.
| Item | Quality | Effect | Duration | Max Doses | Cost | Sec |
|---|---|---|---|---|---|---|
| Burn Spray I | 1 | Civilian fire-aid grade. Smells like hospital wallpaper. +2 Thermal DR | 1 encounter | 2/Op | 100 | 0 |
| Burn Spray II | 2 | Industrial worker formula. Holds against a kitchen fire. +3 Thermal DR | 1 encounter | 2/Op | 250 | 1 |
| Burn Spray III | 3 | Hazmat-tier. Survives a direct lance hit if you're lucky. +4 Thermal DR | 1 encounter | 1/Op | 400 | 2 |
| Burn Spray IV | 4 | Mil-spec ablative. Two encounters of solid coverage. +5 Thermal DR | 2 encounters | 1/Op | 600 | 3 |
| Burn Spray V | 5 | Fleet-grade thermal shielding. Painted on, frozen tight. +6 Thermal DR | 2 encounters | 1/Op | 800 | 4 |
| Synth Skin I | 1 | Off-brand bullet-proofing in an aerosol. +2 Kinetic DR | 1 encounter | 2/Op | 100 | 0 |
| Synth Skin II | 2 | Improved fibre weave. Catches small-arms fire. +3 Kinetic DR | 1 encounter | 2/Op | 250 | 1 |
| Synth Skin III | 3 | Police-issue formulation. Stops a 9mm at point-blank. +4 Kinetic DR | 1 encounter | 1/Op | 400 | 2 |
| Synth Skin IV | 4 | Tactical-grade weave. Two encounters of stopping power. +5 Kinetic DR | 2 encounters | 1/Op | 600 | 3 |
| Synth Skin V | 5 | Powered-armor-grade nanomesh. The peel-off hurts more than the hit. +6 Kinetic DR | 2 encounters | 1/Op | 800 | 4 |
Pain Killers; Auto-injector cocktail: opioids, neural blockers, inflammation suppressants. Push through the wound. Feel the bill later.
| Item | Quality | Effect | Duration | Max Doses | Cost | Sec |
|---|---|---|---|---|---|---|
| Pain Killers I | 1 | Battlefield analgesic. Numb enough to keep moving. Suppress 1 Wound Bane penalty | 1 encounter | 2/Op | 100 | 0 |
| Pain Killers II | 2 | Improved blocker mix. Two of three pain channels go quiet. Suppress 2 Wound Bane penalties | 1 encounter | 2/Op | 250 | 1 |
| Pain Killers III | 3 | Triage-grade cocktail. Three injuries silenced; one bill. Suppress 3 Wound Bane penalties | 1 encounter | 1/Op | 400 | 2 |
| Pain Killers IV | 4 | Mil-issue full-spectrum block. You won't notice the shrapnel. Suppress all Wound Bane penalties | 2 encounters | 1/Op | 600 | 3 |
| Pain Killers V | 5 | Designer combat stim. Pain gone, judgement debatable. Suppress all Wound Bane penalties + Boon(1) to Physical saves | 2 encounters | 1/Op | 800 | 4 |
Adrenaline Shot; Synthetic catecholamine flood. Heart hammers, vision sharpens, hands stop shaking. Crash hits later. So does the headache.
Mind Vapour, Inhalable nootropic mist. Locks the mind on the task, fear, panic, and second thoughts get filed for later. The migraine after is the file's return address.
| Item | Quality | Effect | Duration | Max Doses | Cost | Sec |
|---|---|---|---|---|---|---|
| Adrenaline Shot I | 1 | Civilian emergency dose. Enough to outrun the fire. +1 to Physical saves | 1 encounter | 2/Op | 120 | 0 |
| Adrenaline Shot II | 2 | Sport-grade stim. Legal limit, mostly. +2 to Physical saves | 1 encounter | 2/Op | 250 | 1 |
| Adrenaline Shot III | 3 | Tactical injector. Combat dosage, on-demand. +3 to Physical saves | 1 encounter | 1/Op | 400 | 2 |
| Adrenaline Shot IV | 4 | Mil-grade rush. Sustained spike, no warm-up. +4 to Physical saves | 2 encounters | 1/Op | 600 | 3 |
| Adrenaline Shot V | 5 | Heavy combat dose. Two encounters of being someone faster than yourself. +5 to Physical saves | 2 encounters | 1/Op | 800 | 4 |
| Mind Vapour I | 1 | Discount nootropic. A nudge, not a kick. +1 to Mental saves | 1 encounter | 2/Op | 120 | 0 |
| Mind Vapour II | 2 | Office-grade focus aid. Good for paperwork. +2 to Mental saves | 1 encounter | 2/Op | 250 | 1 |
| Mind Vapour III | 3 | Tactical clarity formula. Quiets the chatter. +3 to Mental saves | 1 encounter | 1/Op | 400 | 2 |
| Mind Vapour IV | 4 | Operator-grade compound. Fear is a setting now. +4 to Mental saves | 2 encounters | 1/Op | 600 | 3 |
| Mind Vapour V | 5 | Special-ops cocktail. Sharper than you've ever been. Pay tomorrow. +5 to Mental saves | 2 encounters | 1/Op | 800 | 4 |
AntiToxin; Broad-spectrum chelating agent. Scrubs poisons faster than they can settle in. Your kidneys file a formal complaint.
Immunology Booster, Immune-system primer. Tells your white cells there's a threat coming, they're already mounted up by the time it arrives.
| Item | Quality | Effect | Duration | Max Doses | Cost | Sec |
|---|---|---|---|---|---|---|
| AntiToxin I | 1 | Generic chelator. Handles industrial spills. +2 Chemical DR | 1 encounter | 2/Op | 100 | 0 |
| AntiToxin II | 2 | Improved binding agents. Catches the meaner classes. +3 Chemical DR | 1 encounter | 2/Op | 120 | 1 |
| AntiToxin III | 3 | Field-medic grade. Covers most known agents. +4 Chemical DR | 1 encounter | 1/Op | 150 | 2 |
| AntiToxin IV | 4 | Mil-spec antidote. Designed for biowar payloads. +5 Chemical DR | 2 encounters | 1/Op | 200 | 3 |
| AntiToxin V | 5 | Top-shelf broad-spectrum. Anything organic, neutralized. +6 Chemical DR | 2 encounters | 1/Op | 250 | 4 |
| Immunology Booster I | 1 | Civilian cold-and-flu jab. Takes the edge off. +2 to saves vs poison/disease | 1 encounter | 2/Op | 50 | 0 |
| Immunology Booster II | 2 | Travel-grade prep. Standard offworld vaccination. +4 to saves vs poison/disease | 1 encounter | 2/Op | 100 | 1 |
| Immunology Booster III | 3 | Field-deployment dose. Holds against ambient pathogens. +6 to saves vs poison/disease | 1 encounter | 1/Op | 150 | 2 |
| Immunology Booster IV | 4 | Mil-issue priming. Mobilizes against engineered strains. +8 to saves vs poison/disease | 2 encounters | 1/Op | 200 | 3 |
| Immunology Booster V | 5 | Bio-warfare-grade. Immune system goes to red alert. +10 to saves vs poison/disease | 2 encounters | 1/Op | 250 | 4 |