Onboard Stim Pump

Subcutaneous pump and reservoir delivering a regulated dose of fast-acting combat stim.

Rules Reference

FieldValue
Capacity Cost2
Categorysubdermal-structural
OriginLegion shock infantry, Rim mercenary squads, Ironball arena medical staff.
Rek Cost15000 (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.