Star Citizen Medical Beds: Regeneration, MedGel and Rescue
A working ambulance needs more than a bed. Plan treatment, supplies and evacuation around the people relying on it.
A rescue can get someone back on their feet without getting them well. That is the first thing to understand about Star Citizen’s medical beds: restoring health, treating an injury and regenerating after death are different jobs. A small ambulance can save an expedition even when it cannot finish the treatment, provided someone has planned the journey to a better-equipped facility.
For a pilot choosing a medical ship, or a group bringing one along, the questions are practical. Which injuries can its bed heal? How far can the patient travel from an imprint? Is there enough MedGel left to bring anyone back? The answers determine where you park, what you carry and when an operation needs to head home.
Which medical bed do you need?
The numbering runs backwards from what a newcomer might expect: Tier 1 is the most capable. Every bed can restore health and stabilise a patient, but the injury tier determines whether that bed can complete the healing. A severe leg injury remains a severe injury after a visit to a Tier 3 bed, even if the patient can temporarily function again.
| Bed | Injuries it can heal | MedGel capacity | Regeneration range |
|---|---|---|---|
| Tier 3 | Minor | 200 cSCU | 50 km |
| Tier 2 | Minor and moderate | 400 cSCU | 8,000 km |
| Tier 1 | Minor, moderate and severe | 600 cSCU | 750,000,000 km |
These are the figures currently published in the medical documentation. The very large Tier 1 range is listed as 750 billion metres; it should not be confused with the much shorter figure in early medical-system coverage. Range is only one requirement for regeneration. An imprint, a surviving bed and sufficient MedGel are still necessary.
For a local surface outing, a Tier 3 bed’s range can be useful, but the ship carrying it needs to remain close. A friend departing with the ambulance may also be taking your regeneration point out of reach. Tier 2 gives the group much more room to spread out, while also treating moderate injuries. Tier 1 is the destination for severe injuries that lower-tier beds can only stabilise.
Read the injury, not just the health bar
Injuries reduce the maximum health available to a character and interfere with specific actions. Damaged arms affect aiming and handling; legs affect movement; torso injuries affect stamina; head injuries impair vision and hearing. At the severe end, a player may be unable to hold a weapon or stand up. Filling the visible health bar does not necessarily remove those limitations.
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A medical-tool scan gives the responder a better basis for deciding what to do next. A patient who needs a revival at the foot of a ramp presents a different problem from someone whose severe injuries require a hospital across the system. Get them out of immediate danger, then choose treatment and transport that can actually finish the job.
Getting a casualty moving again
Hemozal stops bleeding, restores health to the character’s current maximum and can revive an incapacitated player. A medpen is quick to use; a suitably equipped Multi-Tool offers basic treatment; the Curelife Medical Tool adds diagnosis and controlled drug administration. Carrying the tool is only useful if it is supplied and within reach when someone falls.
Stabilisation temporarily suppresses an injury’s effects. It buys a window to reach cover, board a ship or leave a dangerous location; the underlying injury still needs appropriate treatment. For a rescue crew, that window is transport time, not a reason to leave an injured player stranded once they can walk.
- Demexatrine addresses fatigue and concussion symptoms.
- Roxaphen helps with injury symptoms that hinder movement.
- Sterogen addresses muscle weakness and respiratory symptoms.
- Resurgera reduces blood-drug level over time and helps with overdose effects.
- Canoiodide addresses radiation symptoms; it is not among the Curelife tool’s five selectable drugs.
Watch blood-drug level, or BDL, while treating someone. Repeated dosing can leave a patient overdosed, with blurred vision, impaired movement and further damage. The documented threshold is 50%. More medication is not automatically a better rescue, particularly if the patient then has to fly.
The supply that keeps a medical ship useful
MedGel powers handheld treatment tools and vehicle medical beds. Handheld tools reload with their appropriate supplies. A bed takes a full-sized canister through its loading port, which may be on a nearby wall rather than on the bed itself. The canister is consumed when loaded; there is no empty container to extract afterwards.
Keep reserve canisters accessible to the person operating the medical area. Cargo stored aboard the ship is reserve stock, not proof that the bed is filled. Check the bed’s own supply before leaving a safe location, especially after a rescue or regeneration has used it.
Regeneration consumes 100 cSCU per use. A full Tier 3 bed therefore holds enough for two regenerations before considering any injury treatment. Treating minor, moderate and severe injuries uses 5, 10 and 20 cSCU respectively; when several injuries are healed together, the documented charge is for the highest injury tier, once. Restoring health, stopping bleeding and temporarily stabilising injuries beyond the bed’s healing ability do not consume MedGel.
A bed that has just brought someone back can still look perfectly serviceable while lacking the supply for another regeneration. This is particularly easy to overlook in a small vehicle: carrying spare MedGel lets the crew replenish the bed, but someone still has to do it. Hospitals and clinics do not rely on your personal MedGel reserves.
Setting an imprint—and keeping it available
Your initial regeneration location is the hospital at your chosen home. You can transfer the imprint to another eligible hospital, clinic or vehicle medical bed. Use the medical interface to confirm the destination; visiting a ship or receiving treatment is not a reliable substitute for checking where the imprint is set.
A vehicle bed can fail as a regeneration destination if it is destroyed, its MedGel is exhausted or it is outside its effective range. In those circumstances, the fallback is your designated home location. If a group moves its medical ship during an operation, everyone relying on it needs to know.
Regeneration also leaves the old body and its equipment behind. A successful rescue may preserve the player’s immediate access to that equipment and their position in the expedition. That gives medical support value beyond the convenience of a nearby respawn.
From the ground to a bed
When incapacitated and alone, use the rescue-beacon action shown on your HUD. The default QWERTY binding is to hold M; other keyboard layouts can differ. The beacon creates a contract that another player can accept. It is a request for assistance, so response time depends on someone being able and willing to reach you.
For the responder, the route back matters as much as the landing. A patient may need treatment where they fell, transport to the ship’s bed, or evacuation to a hospital. To place an incapacitated player in a medical bed, bring them close and use the available “Place In Bed” interaction. Hangars attached to medical facilities also provide emergency medical drop-off areas.
Choose the vehicle around the rescue you expect. A compact craft is convenient to bring on a small outing; a larger medical ship gives a dedicated crew more treatment capacity. Neither guarantees a safe landing beside a casualty, and a ground vehicle still needs a plan for getting the patient to higher-level care. Our medical ship and vehicle collection covers options across those roles.
For a solo player, accessible treatment supplies and a sensible imprint can save a long journey back. A small group can assign someone to keep the bed supplied and the ship within range. An organisation can support more than one recovery point, but each bed still has its own limits. The scale changes; the need to get the injured player somewhere useful does not.