The Field Medic is a triage technician in a uniform that has no gods to invoke. They are the corp's trauma-response specialist: the person pulled from the back of a boarding action or out of a forward aid Station to keep a wounded trooper moving long enough to be worth the evacuation cost. The Field Medic does not heal. They sustain. The distinction matters: the Sawbones restores the body to function across days and weeks; the Field Medic buys a body six seconds at a time so the body can keep producing value until it reaches the Sawbones.
The corp books the Field Medic as a casualty-reduction asset. Their effectiveness is measured in trooper-hours-preserved, in evacuations averted, in the cold rek calculation of how many warm bodies did not need replacing this quarter. They work fast because the alternative is paperwork. The 6-second window between injury and death is not a metaphor; it is the difference between a Field Medic and a graves-registration clerk.
On a corporate Kadiss network, the Field Medic is registered as a qualified responder and their employer can follow their duty status while local coverage holds. Emergency Resuscitation uses a trauma kit and chemistry to rescue a living, dying organic crewmate before clinical death. Combat Stims keep the wounded combat-effective until the fight ends, and the bill comes due in fatigue and exhaustion that the trooper will pay later.
Operating on the Support chassis (3/4 BAB, d8 HD, Fort/Will good, Ref poor) with 6 base skill points. The extra skill points above the standard Support chassis reflect medical training depth; they are not a gift, they are the cost of being the person who keeps human capital alive.
Rules Reference
Field
Value
Armor Allowance
Light, Medium
Bab Tier
three-quarters
Base Skill Points
6
Hd
d8
Hd Sides
8
Max Level
20
Primary Abilities
WIS, DEX
Prime Requisites
WIS, DEX
Save Tiers / Fortitude
good
Save Tiers / Reflex
poor
Save Tiers / Will
good
Weapon Allowance
Pistol, Knife, All medical gear (stims, defibrillator, trauma kit)
Notes
Archetype Niche: Mid-combat lifesaver and trauma response specialist. The Field Medic stabilises dying allies, rescues living organic patients above -10 HP within the three-round injury window, and administers combat stims. Clinical death remains final. The Sawbones treats you after the fight; the Field Medic treats you during it.
Multiclass Notes: Field Medics can multiclass with Sawbones and Soldier archetypes. Non-human field medics use simultaneous multiclassing rules.
Level Table
Corpsman
Field
Value
bab
0
fortitude
2
level
1
reflex
0
skillPoints
24
title
Corpsman
will
2
xp
0
Field Corpsman
Field
Value
bab
1
fortitude
3
level
2
reflex
0
skillPoints
6
title
Field Corpsman
will
3
xp
1250
Combat Medic
Field
Value
bab
2
fortitude
3
level
3
reflex
1
skillPoints
6
title
Combat Medic
will
3
xp
2500
Trauma Specialist
Field
Value
bab
3
fortitude
4
level
4
reflex
1
skillPoints
6
title
Trauma Specialist
will
4
xp
5000
Chief Medic
Field
Value
bab
3
fortitude
4
level
5
reflex
1
skillPoints
6
title
Chief Medic
will
4
xp
10000
Field Surgeon
Field
Value
bab
4
fortitude
5
level
6
reflex
2
skillPoints
6
title
Field Surgeon
will
5
xp
20000
Master Trauma Medic
Field
Value
bab
5
fortitude
5
level
7
reflex
2
skillPoints
6
title
Master Trauma Medic
will
5
xp
40000
Chief of Medicine
Field
Value
bab
6
fortitude
6
level
8
reflex
2
skillPoints
6
title
Chief of Medicine
will
6
xp
70000
Legendary Lifesaver
Field
Value
bab
6
fortitude
6
level
9
reflex
3
skillPoints
6
title
Legendary Lifesaver
will
6
xp
110000
Supreme Medic
Field
Value
bab
7
fortitude
7
level
10
reflex
3
skillPoints
6
title
Supreme Medic
will
7
xp
160000
Legendary Surgeon
Field
Value
bab
8
fortitude
7
level
11
reflex
3
skillPoints
6
title
Legendary Surgeon
will
7
xp
210000
Master of Life
Field
Value
bab
9
fortitude
8
level
12
reflex
4
skillPoints
6
title
Master of Life
will
8
xp
260000
Medic Supreme
Field
Value
bab
9
fortitude
8
level
13
reflex
4
skillPoints
6
title
Medic Supreme
will
8
xp
310000
Death's Defier
Field
Value
bab
10
fortitude
9
level
14
reflex
4
skillPoints
6
title
Death's Defier
will
9
xp
360000
Trauma Master
Field
Value
bab
11
fortitude
9
level
15
reflex
5
skillPoints
6
title
Trauma Master
will
9
xp
410000
Chief Medic
Field
Value
bab
12
fortitude
10
level
16
reflex
5
skillPoints
6
title
Chief Medic
will
10
xp
460000
Surgical Captain
Field
Value
bab
12
fortitude
10
level
17
reflex
5
skillPoints
6
title
Surgical Captain
will
10
xp
510000
High Surgeon
Field
Value
bab
13
fortitude
11
level
18
reflex
6
skillPoints
6
title
High Surgeon
will
11
xp
560000
Lord Medic
Field
Value
bab
14
fortitude
11
level
19
reflex
6
skillPoints
6
title
Lord Medic
will
11
xp
610000
Supreme Physician
Field
Value
bab
15
fortitude
12
level
20
reflex
6
skillPoints
6
title
Supreme Physician
will
12
xp
660000
Special Abilities
Triage Protocol
Field
Value
level
1
name
Triage Protocol
description: +4 to Medicine checks in combat. As a standard action, stabilise all dying creatures within 10 feet. Move at full speed while performing Medicine checks. Once per round, free action to assess the current HP total of any visible creature. The Field Medic reads the room the way a Face reads the social room: who is about to stop, who can wait, who is already gone.
Emergency Resuscitation
Field
Value
level
3
name
Emergency Resuscitation
description: Once per day, as a standard action, attempt to rescue a living, dying organic ally at 0 through -9 HP who began dying within the last round. Clinical death at -10 HP or below is final; synthetics cannot receive this treatment. DC 20 Medicine check, trauma kit required. On success, target returns to 1 HP and is staggered for 1 minute. On failure, the same medic cannot retry. DC +2 for each round beyond the first (3-round window maximum).
Combat Stims
Field
Value
level
5
name
Combat Stims
description: Once per day per 2 levels, administer combat stimulants as a standard action. Target gains 10 temporary HP, +2 Fortitude, ignores staggered for 1 minute. After the effect ends, target is fatigued (-2 STR, -2 DEX, cannot run) for 1 hour. Multiple doses before fatigue resolves cause exhaustion (-6 STR, -6 DEX, half speed). The stim is a loan against the body's reserves, and the body will collect.