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A medic attending to a patient in a medical bed in a Terrapin Medivac
Medical gameplay in a Terrapin Medivac

Medical gameplay is a gameplay feature that involves the healing of injuries sustained by a player character and regeneration upon death. Furthermore Medical gameplay is one of several non-combat-oriented careers in Star Citizen, involving missions given by fellow players, and requiring certain items, and equipment.

Injuries

A moderate leg injury shown using the ParaMed Medical Device
Details of a moderate leg injury shown using the ParaMed Medical Device

Characters in-game do not have a single health pool for their entire bodies. Instead, characters receive damage for specific parts of the body that are hurt. These areas of the body that can get affected are the:

  • Head
  • Chest
  • Right Arm
  • Left Arm
  • Right Leg
  • Left Leg

Body part status can be one of four states:

Normal
Body parts are fully functional.
Minor injury (Tier 3)
Decreases the maximum health pool and causes symptoms depending on the location of the injury.
  • Arm injuries increase weapon sway and reduce melee damage.
  • Leg injuries reduce movement speed.
  • Chest injuries reduce stamina and cause wheezing.
  • Head injuries cause blurred vision, muffle audio, and increase stun recovery time.
Moderate injury (Tier 2)
Causes pronounced versions of minor injury symptoms.
Symptoms can be mitigated by on site treatment with the appropriate drugs or through a medical bed of any tier.
  • Moderate Arm injuries increase the severity of existing injuries and limits the ability to throw items.
  • Moderate Leg injuries increase the severity of existing injuries, limping, and audible grunts of pain.
  • Moderate Chest injuries increase the severity of existing injuries and the coughing up of blood.
  • Moderate Head injuries increase the severity of existing injuries.
Severe injury (Tier 1)
Escalates the effects of moderate injuries even further.
Symptoms can be mitigated by on site treatment with the appropriate drugs or through a medical bed of any tier.
  • Severe Arm injuries increase the severity of existing injuries, limping, audible grunts of pain, and inflicting arm lock preventing to hold objects or weapons in the affected hands.
  • Severe Leg injuries increase the severity of existing injuries and forces the injured person into a prone state with no ability to crouch or stand.
  • Severe Chest injuries increase the severity of existing injuries, limping, and audible grunts of pain.
  • Severe Head injuries increase the severity of existing injuries, limping, and audible grunts of pain.

Healing

When individuals are injured, the level of medical assistance that they need depends on the severity of their injuries.

When a player becomes incapacitated, they will collapse, be unable to move or interact, their vision will fade in and out, and a time until death will be displayed. Instant death can be caused by receiving a large amount of damage at once.

If the incapacitation timer expires before they receive a dose of Hemozal, the player will die and regenerate in a medical bed. The duration of the timer can be shortened by receiving additional damage, and by other actor statuses (bleeding, dehydration, extreme temperature etc.).

Players who are incapacitated see a button prompt to trigger a rescue beacon, which—if taken up by another player—creates a mission for said player to revive the incapacitated player. Other players also have the option to revive the incapacitated player if they have a medical device capable of administering Hemozal.

To be fully healed from the injuries individuals will need to spend time in medical beds that match or exceed the Tier of care required by their injury. Putting an injured individual into a medical bed that does not provide the tier of care needed to fully heal them will still stabilize them, allowing the person to be transported to a facility with the appropriate level of medical technology.

Field treatment and drugs

Curelife MedPens: used for field injuries and healing

When persons do not have immediate access to a medical facility but still require treatment for their injuries, several medical consumables allow their symptoms to be alleviated for a temporary time. Single-use drug pens by CureLife can mitigate a variety of effects:

Drugs, their sources, and usage
Drug Drug pen Available with LifeGuard Medical Attachment Available with ParaMed Medical Device Usage
Canoiodide DeconPen Reduces radiation symptoms
Demexatrine AdrenaPen Reduces concussion symptoms, normalizes weapon handling and movement speed
Hemozal MedPen Restores health and stops bleeding, recovers from incapacitated state
Resurgera DetoxPen Revives overdosed person (if not incapacitated), doubles decay rate of Blood Drug Level
Roxaphen OpioPen Reduces pain symptoms, normalizes movement ability
Sterogen CorticoPen Reduces vision and hearing symptoms, normalizes stamina

Any use of a drug (except for Resurgera) or drinking an alcoholic beverage will cause a person's Blood Drug Level (BDL) to increase. The ParaMed Medical Device is capable of showing an individual's BDL, among other information. Drugs remain in a character’s system for a specified duration, with increased doses resulting in increased durations. As BDL increases, it will affect traversal speed, blur vision, add a weapon sway effect, and cause characters to pilot vehicles erratically. If the BDL reaches 100% of maximum, a character will enter an Overdosed state, resulting in the player collapsing, being unable to move or interact, and their vision fading in and out. The player takes damage while in the Overdosed state, taking increasingly more damage as BDL increases from 100% to 200%. This may result in the player becoming incapacitated and requiring the use of Hemozal to survive. BDL naturally decays over time, so it's possible to exit the Overdosed state without dying and without using drugs.

Drug pens provide a compact and convenient way for any individual to administer treatment for symptoms, but they do not provide any information about a patient's health. They are thus most effective for self-use,[1] since the person using a drug pen will receive their own vitals information from their MobiGlas. Health information for third parties can be obtained with the ParaMed Medical Device or the LifeGuard Medical Attachment, which provide status information as well as being able to be used multiple times after being refilled.

Medical beds are the most efficient at dispensing drugs, so using a medical bed will result the highest duration of a drug's effects. The ParaMed Medical Device and the LifeGuard Medical Attachment in the Multitool provide the next highest duration of drug effects, and drug pens have the shortest duration.

Medical facilities

When a player enters a medical bed in a facility that is capable of healing their injuries, they will be presented with an interface that will allow them to choose specific treatment options. If a player is unconscious when they enter a medical bed, the medical systems in the bed will automatically choose the best treatment option.

Treatment in medical beds
Injury MedGel cost Minimum MedBed tier
Severe (Tier 1) 20 cSCU Tier 1
Moderate (Tier 2) 10 cSCU Tier 2
Minor (Tier 3) 5 cSCU Tier 3

MedGel cost is deducted from the beds MedGel storage based on the highest injury tier treated.

Player owned medical facilities
Pancea MedGel Canister on stretcher
The Pancea MedGel Canister from CureLife is used to refill the MedGel supply of medical beds

Player owned medical facilities require MedGel to provide respawn and injury treatment services. MedBeds have the following MedGel capacities and respawn range restrictions:

Medbed specs
Tier MedGel capacity Respawn range in km
1 6 SCU 750,000,000
2 4 SCU 8,000
3 2 SCU 50
Non player owned medical facilities

Non player owned medical facilities do not require MedGel as of Alpha 4.3.1 and therefore do not incur a cost on their usage. The following locations have medical beds with the listed services:

Non player owned medical beds
Location MedBed tier Allows regeneration
Shelters Tier 1 No
ASD Farro Datacenters Tier 1 No
ASD Lazarus Transport Hubs Tier 1 No
ASD Lazarus Research Labs Tier 1 Yes
ASD Onyx Facilities Tier 1 No

Regeneration (respawning)

In the case of major trauma or when medical treatments fail, incapacitated citizens will die and be regenerated. Regeneration is a medical process which enables the total restoration of an individual after death. The process includes getting an imprint created at a local hospital, and in the future, repeated regeneration will eventually result in total death (wiping) when an imprint is no longer viable.

By default, the chosen regeneration location for players is the hospital at their primary residence location (set via the log-in menu the first time they enter the game). A player may set a different regeneration location by visiting any medical facility in a hospital, clinic or vehicle, and navigating the UI on a medical bed, medical bed’s end screen, or dedicated regeneration terminal. A player may reset their regeneration location to their primary residence via the same screens.

If a player’s set regeneration location is not available at the time of death (e.g. if a ship is out of range, logged out, or destroyed), the player will respawn at their primary residence instead, and their set regeneration location will remain there until a new location is set. If a player’s set regeneration location is temporarily unavailable due to all beds being full, they will be given the option to regenerate at their primary residence instead, in order to avoid waiting in a queue.

Medical missions

In able to accomplish a mission, players need a medical ship, or a ship with a medbay of some sort, and to actually accept the mission. As of Alpha 4.3.1, medical missions are given by players in the form of beacons. When a player is incapacitated, they may create a beacon that allows other players to go to their location, revive them, and transport them to a hospital. Once the injured player is deposited at a hospital, the player who responded to the beacon is paid out a sum of 50,000 aUEC from the injured player's bank account.

In the future, pilots of medical ships will be able to take a "Search-and-rescue" role by navigating their ships into dangerous locations to seek out, retrieve, and stabilize wounded crew.[2]

Medical ships

A top view of the Apollo Triage landed on a pad
Concept art of the Apollo Triage, which will be able to be configured with all tiers of medical beds

There are (or will be) several ships that specialize in medical operations and missions, such as the Apollo and Cutlass Red. Some are designed for small missions involving search and rescue and other small missions, but there will be other ships meant for large-scale medical operations such as operating as a hospital and respawn point, such as the Endeavor. Certain ships can also provide medical care despite not being focused on medical gameplay.

The table below lists ships that are currently in-game and the tier of medical care that they can provide.

Ships with medical beds as of Update:Star Citizen Alpha 4.4.0


Ship Medical bed tier Number of medical beds
Apollo Medivac Tier 1 Modular (1xT1, or 2xT2, or 3xT3) x2
Apollo Triage Tier 1 Modular (1xT1, or 2xT2, or 3xT3) x2
Idris-M Tier 2 5 (1xT2 + 4x T3)
Idris-P Tier 2 5 (1xT2 + 4x T3)
Polaris Tier 2 4
890 Jump Tier 2 1
Carrack Tier 2 1
Terrapin Medic Tier 2 1
Starlancer TAC Tier 3 2
Cutlass Red Tier 3 2
Clipper Tier 3 1
C8R Pisces Tier 3 1
Ursa Medivac Tier 3 1

Development

2018-06-30 Medical gameplay was described[3] and introduced in Alpha 3.2.0.
2021-11-18 Medical gameplay was reworked and improved in Alpha 3.15.0 with the addition of hospitals, the regeneration system, and more medical tools.
2025-06-19 With radiations introduction as a hazard, DeconPens were given their functionality in Alpha 4.2.0.
2025-09-18 Overhaul of Regeneration and MedBed gameplay with the addition of MedGel as a resource in Alpha 4.3.1.
2025-11-19 A Player Injury Pass changed injuries to now be tied to thresholds rather than RNG while also increasing the amount of damage needed to become injured in Alpha 4.4.0.

References

  1. Design Brief: Medical Gameplay. Transmission - Comm-Link. Retrieved 2025-09-18
  2. MISC Endeavor Q&A Part 3. Transmission - Comm-Link
  3. The Shipyard - Medical Gameplay. Engineering - Comm-Link. Retrieved 2021-10-18