Onboard Stim Pump
Subcutaneous pump and reservoir delivering a regulated dose of fast-acting combat stim.
Rules Reference
| Field | Value |
|---|---|
| Capacity Cost | 2 |
| Category | subdermal-structural |
| Origin | Legion shock infantry, Rim mercenary squads, Ironball arena medical staff. |
| Rek Cost | 15000 (Legion combat-issue, Rim mercenary squads, Ironball brawler medical) |
Notes
Benefit: Subcutaneous pump and reservoir delivering a regulated dose of fast-acting combat stim. As a swift action the carrier may trigger a dose for 3 rounds: +1 to attack rolls, +10 ft movement, and ignore the first 4 points of subdual damage per round. The pump holds 3 doses before refilling (a 10-minute procedure with a stim vial). Minor to moderate benefit level. The stim dose does not stack with chemical stims or with the Engineered Adrenal Gland surge; choose one.
Install Risk: Medicine DC 16 for the pump-and-catheter seat. Recipient makes a Fortitude save DC 13 or gains Botched Implant: catheter leak, -1 to CON-based endurance checks until a Medicine DC 14 reseat.
Signature: Restricted. Legion combat-issue and Ironball legal; possession at a Core checkpoint requires a permit. Off-grid refill vials are illegal.
Strain: Hard crash. When the dose ends, Fortitude DC 13 or become Fatigued for 1d4 rounds. Daily use compounds: each dose after the first in a day imposes a cumulative -1 to Fortitude from burnout until a full rest. Refilling requires a stim vial, which costs 100 rek per dose and is contraband at Core checkpoints.