TEXT: character class
  JAMES M. SPAHN
  II
  PDF SUPPLEMENT
  combat
  medic
  
   
  WRITTEN BY
  JAMES M. SPAHN 
  ARTWORK 
  JAMES SHIELDS (JESHIELDS)
  MACIEJ ZAGORSKI (THE FORGE STUDIOS)
  EDITING, LAYOUT, AND TITLE DESIGN
  JASON PAUL MCCARTAN
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. 
  Finch. Barrel Rider Games is not affiliated with Matthew J. Finch or Mythmere Games™. 
  This product is compatible with the rules of Swords & Wizardry: WhiteBox.
  Copyright 2015 Barrel Rider Games. White Star and White Star: White Box Science  
  Fiction Roleplaying are trademarks of Barrel Rider Games and James. M. Spahn.
  character class
  combat
  medic
  
  3
  The CombaT mediC CharaCTer Class
  character class
  combat medic
  COMBAT MEDIC
  Whether 
  they’re 
  called 
  corpsmen, 
  “whiskeys” or simply just “Doc,” a  
  Combat Medic often means the 
  difference between life and death 
  on 
  the 
  battlefield. 
  Battle-hardened 
  and skilled in the art of war as 
  well as healing, the Combat Medic serves 
  as a lifeline to soldiers and mercenaries 
  when the bloodshed begins. Their skills earn 
  them a place of honor and respect among 
  their comrades and as their understanding of 
  medical technology grows, they become more than armed first aid kits 
  with many becoming skilled field surgeons able to even perform complex 
  cybernetic surgery.
  Combat Medics fight in the front lines of battle next to their heavily 
  armed allies, offering support and aid by patching wounds and treating 
  laser burns. They are highly valued by anyone who chooses to face the 
  dangers that lay hidden on the edge of the galaxy.
  LEVEL
  XP
  HD
  BHB
  ST
  1
  0
  1
  +0
  15
  2
  2,000
  2
  +0
  14
  3
  4,000
  3
  +1
  13
  4
  8,000
  3+1
  +1
  12
  5
  16,000
  4
  +2
  11
  6
  32,000
  5
  +3
  10
  7
  64,000
  6
  +3
  9
  8
  128,000
  6+1
  +4
  8
  9
  256,000
  7
  +4
  7
  10
  512,000
  8
  +5
  6
  TABLE 1: Combat Medic Advancement
  
  4
  The CombaT mediC CharaCTer Class
  character class
  combat medic
  COMBAT MEDIC CLASS FEATURES
  WEAPON/ARMOR RESTRICTIONS: Combat Medics may wield any 
  weapon in combat. They can wear Light or Medium Armor and make use 
  of both Physical and Energy shields.
  MED KIT SPECIALIST: When a Combat Medic binds wounds  
  (see White Star: White Box Science Fiction Roleplaying  page 47)  
  he heals an additional number of extra Hit Points equal to his Level.  
  This bonus applies whether using a Med Kit or not. A Combat Medic 
  may bind wounds at any time, though they must still wait until combat is 
  over if they wish to use a Med Kit. They may only bind wounds once per 
  character during a battle.
  SAVING THROW: Combat Medics receive a +2 bonus to all  
  Saving Throws to resist the effects of environmental hazards and death.
  XP BONUS FOR WISDOM: Combat Medics with a Wisdom of 13 or 
  14 receive a 5% Experience Bonus, and those with 15 or higher get 10%.
  BACK FROM THE BRINK (3rd): Upon reaching 3rd Level the  
  Combat Medic (or Medical Robots of 2nd Level) is able to revive a  
  character who has been reduced to zero (0) Hit Points within 1d6-3 rounds 
  (minimum 1 round). By using a Trauma Pack and a  Med Kit together, the 
  Combat Medic is brings the character to one (1) Hit Point, although they 
  will remain unconscious for 1d6 hours, during which time no other mundane 
  healing will be effective. Once the healed character wakes up, they must 
  make a Saving Throw, which if successful results in no permanent injury 
  from their brush with death. See Table 2: Permanent Injury Results below 
  to determine the effects of permanent injury from a failure. In some cases, 
  these injuries can be compensated for with cybernetic enhancements. 
  HOUSE RULE: HEALING POISONS AND DISEASE
  With the Referee’s permission a Combat Medic can attempt to use a Med Kit to cure a 
  character from a debilitating condition, such as being poisoned or suffering 
  from a disease. The Combat Medic must spend one round and expend 
  a Med Kit to do so. Using a Med Kit in this fashion restores no Hit Points, 
  but does entitle the target of this ability a new Saving Throw to resist or 
  overcome the negative condition with a +2 bonus. 
  
  5
  The CombaT mediC CharaCTer Class
  character class
  combat medic
  ROLL
  (1d6)
  PERMANENT INJURY
  EFFECT
  1
  Lose an eye
  -2 on all ranged To-Hit rolls
  2
  Permanent Limp
  -3 to Movement
  3
  Mangled Arm
  -2 on all To-Hit rolls made with a two-handed 
  weapon
  4
  Shell Shocked
  Reduce Wisdom by 1 point
  5
  Mangled or 
  Lost Hand
  Character cannot use two-handed weapons
  6
  Combat Paralysis
  Character becomes paralyzed with fear when 
  entering battle and must make a Saving 
  Throw during the first round of combat or 
  spend the first 1d6 rounds cowering in fear, 
  unable to attack or act other than moving.
  TABLE 2: Permanent Injury Results
  CYBERNETIC SURGEON (7th): Beginning at 7th Level, the  
  Combat Medic’s (or Medical Robot of 4th Level) knowledge of medicine 
  is extensive enough to go beyond the battlefield. They are capable of 
  performing cybernetic surgery on other characters, providing they have 
  the proper resources. They may only use this ability a maximum of three 
  (3) times on another character that can use cybernetics. Any cybernetic 
  augmentations they apply to another character do not count against that 
  character’s normal limit of maximum number of implants, if the Limiting 
  Cybernetics House Rule is used.
  
  6
  The CombaT mediC CharaCTer Class
  technology
  combat medic
  EMERGENCY MEDICAL TRANSPORT
  ARMOR CLASS
  6 [13]
  HIT POINTS
  60
  SHIELD STRENGTH
  0
  MOVEMENT
  9
  TARGETING
  +0
  ATTACK
  Light Laser Cannon (2d6) [pilot-linked]
  MODIFICATIONS
  Faster-Than-Light Drive, Medical Bay
  Built upon the frame of a Light Freighter, the Emergency Medical  
  Transport is designed to bring medical assistance to the far reaches of the stars.  
  Lightly armed and armored, it is not designed for combat and has little 
  cargo space. Instead, these resources are allocated to establishing a medical 
  bay which save lives when every second counts. More heavily armed and  
  armored variations on these types of vessels are used for combat missions, 
  and are equipped with shields, stronger laser cannons, and reinforced hull 
  plating to help protect them when entering and exiting war zones.
  STARSHIP MODIFICATIONS
  MEDICAL BAY: This modification takes up a large portion of a 
  ship’s cargo area and cannot be installed on smaller vessels such as  
  Stunt Fighters. It includes medical vats, observation chambers, and surgery  
  facilities. Starships with a Medical Bay can treat up to six (6)  
  individuals at the same time for each purchase/expansion. Medical Bays 
  are considered to have the same equivalent resources in Med Kits and 
  Trauma Packs while shipboard facilities are being used. At the Referee’s 
  discretion, Medical Bays allow the replenishing of Med Kits and Trauma 
  Packs at half the normal cost of each. This Modification may be purchased 
  more than once.  Base Cost: 50 credits
  technology
  
  7
  technology
  combat medic
  EQUIPMENT
  TRAUMA PACK: This advanced package of medical supplies includes  
  stabilizers, stim patches, and other advanced medical technology. It can be 
  used by Combat Medics to help save the life of a dying character. This is 
  a one-use item and is expended when used. Any character other than a 
  Combat Medic of at least 3rd Level or Medical Robot of at least 2nd Level 
  who attempts to use a Trauma Pack runs a greater risk of inflicting serious 
  harm on the person they are attempting to save; in these cases, the character  
  receiving the Trauma Pack suffers a -5 penalty to their Saving Throw to 
  avoid permanent injury. Weight: 5lbs. Cost: 50 credits
  HOUSE RULE: MEDICAL MODEL ROBOTS
  With the Referee’s permission, players who select the Robot class may choose the  
  Medical model instead of Combat, Diplomacy, or Mechanical. Medical Robots gain access to 
  Combat Medic class abilities at Levels different from that class.
  CLASS ABILITY
  COMBAT MEDIC
  LEVEL
  MEDICAL ROBOT 
  LEVEL
  Med Kit Specialist
  1st
  1st
  Back From The Brink
  3rd
  2nd
  Cybernetic Surgeon
  7th
  4th
  TABLE 3: Medical Robot Class Abilities Advancement
  Medical Robots are forbidden attacking others under any circumstances, even in self 
  defense, due their programming. They will actively enter a combat 
  zone to aid an injured individual, directly placing themselves in danger. 
   
  Non-player Medical Robots can be purchased for 500 x Level credits.  up 
  to a maximum of 4th Level.
  
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SOURCE: textdata/thevault/White Star/White Star - Character Class - Combat Medic.pdf