<Cybercore>

Recovery comes in three flavours. Each one buys you a little more time; if you use it right.

Stim Break (Between Encounters)

~5 minutes. Jab, patch, reload.

Whether it's called a Hot Patch, Stim Break, Bleed Stop, or Bandage & Bolt depends on where in the void you're from. Either way no one gives a flying-f (which is normally done in zero-g anyway). It's a quick breather to get your shit sorted, jab yourself with whatever drugs you require so you stop bleeding on the good carpet and bring your bots back online. Generally done in a hurry and under duress at the end of a frag fight.

HITS Recovery

  • Recovery Cap (no Medic): 1/4 of your MAX HITS (round up)
  • Recovery Cap (with Medic): 1/3 of your MAX HITS (round up)

You can only recover HITS up to this cap per Stim Break, regardless of how many consumables you have.

Character HITSCap (no Medic)Cap (with Medic)
13 (Human SysOps R1)45
17 (Human SysOps R5)56
21 (Human Combat R5)67
26 (Human Combat R10)79

Consumables

  • Max 1 consumable use per Stim Break
  • Consumables are limited per Op or per Day (require a Lockdown between uses of the same item type)

Treatment Rules

  • Consumables only treat fresh damage; already-treated injuries cannot be re-treated with the same consumable type
  • You may apply one consumable of each type against your current set of fresh wounds
  • Once you've been treated (by yourself or by a Medic), further treatment has no additional effect until you take new damage
  • There is no benefit to taking consecutive Stim Breaks; your wounds have been treated, additional breaks do nothing until new damage is sustained

Medic Treatment Capacity

A Medic can treat a maximum of (1 + Tier) people during a single Stim Break, including themselves.

Medic TierRanksMax Patients per Stim Break
Tier 11–32
Tier 24–63
Tier 37–104

Medic Consumable Bonus

When a Medic administers a healing consumable to a patient, add +1 HIT per Medic's Tier to the consumable's effect. A Hot Patch I in a Tier 2 Medic's hands restores 3 HITS instead of 1.

DR Repair

  • An Engineer can repair 1 DR on 1 armor during a Stim Break (any damage type)
  • Quick Repair feat: +1 DR (= 2 total)
  • Armor Patch Kit consumables can also repair 1-3 DR of a specific type without an Engineer

Weapon Modifications

  • An Engineer can attach accessories (scopes, grips, suppressors, laser sights, etc.) to weapons during a Stim Break
  • No Engineering check required; this is standard equipment configuration
  • See individual accessory descriptions for any exceptions

Wound Suppression

  • A Medic (Rank 6+ Field Stims) can suppress 1 Wound's Bane penalty until next Lockdown
  • No Wound removal during a Stim Break
  • No Quality repair during a Stim Break

Lockdown (Between Ops)

6-8 hours. Lights out, perimeter locked.

When the squad calls a Lockdown, the perimeter is sealed, systems go to standby, and the only light comes from the faint glow of emergency indicators and the flare of the welding unit as the tech grunt tries to repair your shattered equipment. Typically lasting 6-8 hours, a Lockdown allows for heavy repairs, software updates, weapon calibrations, and medical treatments that take time.

HITS Recovery

  • Recovery Cap: 1/2 of your MAX HITS (round up)
  • Natural rest: 2 HITS restored automatically (counts toward cap)
Character HITSLockdown Cap
13 (Human SysOps R1)7
17 (Human SysOps R5)9
21 (Human Combat R5)11
26 (Human Combat R10)13

Consumables

  • Max 4 consumable uses per Lockdown
  • Same items become available again after Lockdown downtime
  • Medic Consumable Bonus: Same +1 per Tier when administering

Medic Treatment Rate

  • A Medic can properly treat 1 person per hour of Lockdown rest
  • Over a standard 6-8 hour Lockdown, a Medic can treat up to 6-8 patients
  • Treatment includes consumable administration, direct healing, wound suppression, and Trauma Surgery (if Rank 8+)

Medic Direct Healing

  • A Medic can restore up to 3 additional HITS per patient beyond consumables during a Lockdown
  • This represents hands-on medical care that doesn't require supplies

DR Repair

  • An Engineer can repair 6 DR total across squad armor (e.g., 2 DR on 3 sets of armor, or 6 on one)
  • Quick Repair feat: +3 DR (= 9 total)
  • Can split repairs across different armor pieces and damage types

Weapon Improvement

  • An Engineer can improve the Quality of 1 weapon per hour during a Lockdown using Engineering - Repair or Engineering - Rigging and Salvage
  • It takes 1 hour to modify or upgrade a weapon (recalibration, parts replacement, enhancement)
  • Over a standard 6-8 hour Lockdown, an Engineer can work on up to 6-8 weapons
  • Lockdown: One Weapon Customisation attempt per weapon per Lockdown (+1% accuracy per success, costs 1 core resource)
  • R&R: Upgrade a weapon straight to the cap (+30%). Costs 1 core resource per +1% gained. Requires capped Weapon Familiarity (+10) with the weapon

Quality Repair

  • Lockdown only; Quality cannot be repaired during a Stim Break
  • Requires an Engineering skill roll using standard Glitch Check rules
  • Success restores Quality, failure may worsen it

Vehicle & Mechanical Repair

  • Repair duration for vehicles, power armor, and other heavy mechanical systems is at GM discretion based on the situation
  • Simple repairs (DR restoration, basic systems) follow the standard DR repair rules
  • Complex repairs (structural damage, engine overhaul) may require multiple Lockdowns or proper facilities

Wound Treatment

  • A Medic (Rank 8+ Trauma Surgeon) removes 1 Wound per patient per Lockdown
  • Without a Medic: Requires a medical facility or AI med-bay

Exhaustion Recovery

  • 1 Exhaustion is removed automatically during a Lockdown (sleep and rest)
  • A Medic can remove 1 additional Exhaustion per patient during a Lockdown

R&R; Rest & Recuperation

Days to weeks. Off the clock.

R&R is any extended downtime between missions; you're back at base, on station leave, or otherwise not actively deployed. This is when the real healing happens.

  • All HITS restored
  • All DR restored (armor fully repaired)
  • All Wounds healed
  • All Conditions cleared
  • All Exhaustion cleared
  • Temporary attribute reductions recovered (from Failing Forward, Succeeding Backwards, etc.)
  • Consumables restocked (purchased at SitRep)
  • Psych reduced by Willpower + Harmony (minimum 0)
  • Ability Points (AP) may be spent to purchase new Abilities from your specialist's Ability Tree
  • Skill Points may be spent on new Skill Tricks

Overwatch Required

At least one squad member (or automated system) should be monitoring perimeter/security when you rest; otherwise, there's a chance of intrusion, ambush, sabotage, or waking to a nightmare of an alien eating the last of your squad mates. If you just shut your eyes and hope the void doesn't eat you; you won't wake up. Fleshies are yummy.


Recovery Summary

ResourceStim BreakLockdownR&R
HITSUp to 1/4 max (1/3 w/ Medic)Up to 1/2 maxFull
DR1 DR (Engineer)6 DR total (Engineer)Full
Quality;Engineering roll (1 weapon/hr)Full
WoundsSuppress only (Medic R6+)Remove 1/patient (Medic R8+)Full
Weapon ModsAttach accessories (Engineer)Improve quality (1/hr, Engineer)Full
Attributes,,Temporary reductions recovered
Consumables1 use max4 uses maxRestock at SitRep
Conditions;GM discretionCleared
Psych,,Reduce by Will + Harmony
Exhaustion;Remove 1 (+ 1 w/ Medic)Cleared
Parts (Robonetic);Eng-Repair vs Mission Sev (½ or ¼)Full restock
Medic Patients1 + Tier1 per hour (6-8 total)N/A