Consumables are one-time use items, with a limited carry capacity. Your carry capacity for consumables is determined by your equipped armour and talents.
Whilst you may only carry a limited number in your armour, you can still purchase consumables in bulk and store them on your ship or in a safe location.
Description - Whilst technically a violation of Citadel Conventions on genetic engineering, this paste has proven too useful to outlaw. Capable of healing cuts, burns, and other battle wounds in a matter of seconds, it has become widespread across the galaxy. Carrying a spare stock of Medi-Gel is vital for reviving fallen characters after combat.
During combat, it costs a Bonus Action to use. When applied to an injury it will heal your HP by Xd2 (X being your current character level).
Cost - 250
Description - A mineral paste containing a blend of metals and plastics, this material can be used with an omni-tool to fabricate almost any simple device, so long as the user has the blueprints and technical know-how.
During combat, it costs a Bonus Action to use. When applied to broken armour, it will repair your Armour Points by Xd2 (X being your current character level).
Cost - 250
Description - A standardised battery for the galactic market, Power Cells have enough capacity and output to run an entire home for a small period of time, making them ideal for remote outposts or mobile platforms where long-term generators are not viable. However their most common use is in military applications, used to power heavy infantry weapons for short bursts.
Swapping out the Power Cell of a Heavy Weapon is a lengthy process and cannot be done during combat without advanced training. (See 'Heavy Weapon Training' in the Combat Talent section)
Cost - 500