{
  "version": "2026-05-25",
  "patch": "Alpha 4.8 Tactical Strike",
  "status": "live",
  "verified": true,
  "verifiedSources": [
    "starcitizen.tools — Service_beacon",
    "starcitizen.tools — Contract",
    "starcitizen.tools — C8R_Pisces / Cutlass_Red / Apollo_Triage / Apollo_Medivac / Carrack / 890_Jump / Idris / Galaxy / Ursa_Medivac",
    "starcitizen.tools — MedPen / ParaMed_Medical_Device",
    "medrunner.space",
    "boostroom.com — Medical Gameplay Guide (Mar 2026)"
  ],
  "note": "There is ONE Medical Assistance beacon type — payouts are PLAYER-SET when creating the beacon (deducted at creation). Community shorthand 'T1/T2/T3 beacons' refers to what the responder's ship/equipment can deliver, NOT distinct beacon classes. Wiki has no canonical 'medical_beacon' page — Service_beacon covers all four types.",
  "overview": {
    "tag": "Live // Player-Set Payouts",
    "title": "Medical | Beacons + SAR",
    "summary": "A sub-type of Service Beacon in the mobiGlas Contract Manager. Downed players hold M to broadcast a Medical Assistance beacon with a payment offer; available medics see it in their Contract Manager, accept, fly to the location, stabilize / revive / heal, and the fee transfers on completion. Rating (positive / negative) is exchanged at completion, feeding the reputation system. Of the four Service Beacon sub-types, only Medical Assistance and Combat Assistance flows are functional in 4.8 — Personal Transport and Escort are listed as unavailable."
  },
  "tiers": [
    { "tier": "Tier 1", "range": "~750,000,000 km", "desc": "Most advanced — restores health, heals ALL injury types (including severe Tier 1) and can regenerate imprints across system-wide range." },
    { "tier": "Tier 2", "range": "8,000 km", "desc": "Stabilize, heal moderate (Tier 2) injuries, regenerate imprints perished within 8,000 km." },
    { "tier": "Tier 3", "range": "50 km", "desc": "Stabilize, heal minor (Tier 3) injuries, regenerate imprints within 50 km." }
  ],
  "ships": [
    { "ship": "C8R Pisces Rescue", "tier": "1× T3 medbed", "role": "Lightest dedicated medical ship. Snake-pit responder." },
    { "ship": "Cutlass Red", "tier": "2× T3 medbeds + AutoDoc", "role": "Mobile field hospital. Workhorse for player-beacon SAR." },
    { "ship": "Apollo Triage", "tier": "Modular: 6× T3 / 4× T2 / 2× T1", "role": "Configurable medical lab. Scales to system-wide regen." },
    { "ship": "Apollo Medivac", "tier": "Same modular medbay", "role": "Combat-hardened Triage variant for hot LZs." },
    { "ship": "Carrack", "tier": "1× T2 medbed", "role": "Exploration platform with respawn within 8,000 km." },
    { "ship": "890 Jump", "tier": "1× T2 medbed + AutoDoc", "role": "Capital luxury — built-in T2 regen + autodoc." },
    { "ship": "Idris", "tier": "1× T2 + 4× T3 medbeds", "role": "Capital frigate — full ward." },
    { "ship": "Galaxy (Medical Module)", "tier": "1× T1 + 2× T2 + 3× T3", "role": "Modular capital — system-wide T1 regen + secondary beds." },
    { "ship": "Ursa Medivac", "tier": "1× T3 medbed", "role": "Ground SAR vehicle. Fits in most carriers." }
  ],
  "equipment": [
    { "name": "MedPen (Hemozal)", "tag": "Consumable", "desc": "CureLife sidearm slot. Restores health, stops bleeding, exits incap state, raises Blood Drug Level. Stack at least 5 for any SAR or bunker run." },
    { "name": "ParaMed Medical Device ('medgun')", "tag": "Sidearm", "desc": "CureLife sidearm. Loaded with MedGel Refill vials: Hemozal (bleed), Roxaphen (pain), Demexatrine (stim), Sterogen (anti-inflammatory), Resurgera (detox). Diagnoses then doses. CANNOT fix lacerations or amputations — AutoDoc required." },
    { "name": "LifeGuard Multi-Tool Attachment", "tag": "Field Aid", "desc": "Lighter alternative to the ParaMed; quick stabilization between operator runs." },
    { "name": "Other CureLife pens", "tag": "Consumable", "desc": "AdrenaPen / BoostPen / CorticoPen / DeconPen / DetoxPen / OpioPen / OxyPen / VitalityPen — situational stims and fixes." }
  ],
  "payout": {
    "summary": "Payouts are PLAYER-SET on beacon creation (deducted at creation time). There is no fixed schedule on the wiki.",
    "advice": "Boostroom guide (Mar 2026): 'Treat beacon payout as a bonus, not the only reason you rescue. Mission tracking / completion can be unreliable; treat the contract payout as a bonus.' Community reports 30-60k aUEC / run, but these figures could not be primary-verified."
  },
  "loopOperator": [
    "Open mobiGlas → Contract Manager → General → Service Beacons.",
    "Filter by Medical Assistance. Read initiator name and payout.",
    "Accept; route plots to last known position.",
    "Travel / land. On-site, stabilize with ParaMed or MedPen, or transport to onboard medbed.",
    "Patient revives / heals; mission auto-completes; aUEC transfers automatically.",
    "Positive rating auto-applied on success. Reputation persists — positive ratings make repeat clients."
  ],
  "loopClient": [
    "While incapacitated, hold M to broadcast the Medical Assistance beacon.",
    "Set the offered payment up front (deducted at creation — no refunds on cancel).",
    "Share marker; medics can see your last position.",
    "Can cancel any time before completion (mutual rating prompt)."
  ],
  "medrunner": {
    "summary": "Medrunner is a player-run organization (medrunner.space) offering FREE (0 aUEC) heavily-armed rapid medical extraction. Tagline: 'Protect. Stabilize. Evacuate.'",
    "channels": "They bypass the in-game beacon system via a custom CLIENT PORTAL — clients submit emergencies on the website rather than waiting on a random in-game beacon. Operates Medrunner Academy for training; has the 'Hangar 8' podcast; partners with content creators.",
    "join": "Visit the Roles page on medrunner.space."
  },
  "dangers": [
    "Pirate ambushes — beacon location is public to any responder.",
    "Hot bunker LZs — patient may be downed inside an active firefight.",
    "Bleed-out on extract or re-down right after revive when injuries are stacked.",
    "Beacon tracking / completion bugs in 4.x — payout may not transfer even after successful rescue."
  ],
  "tips": [
    "MedPen for self, ParaMed for others, BED for full recovery (Boostroom).",
    "Confirm hostiles / route before committing — ask 'downed or bleeding? hostiles? share a marker?'",
    "Pre-clear a safe pocket before stabilizing.",
    "Don't accept every beacon — some are PvP traps; you CAN cancel an accepted beacon.",
    "Park ship for fast exit; keep fuel in reserve.",
    "Cutlass Red = mobile field hospital (T3); Apollo Triage scales to T1 modular care.",
    "T3 bed regens imprints only within 50 km; T2 to 8,000 km; T1 system-wide (~750M km).",
    "ParaMed vials are mode-specific — Hemozal for bleeds, Roxaphen for pain, Demexatrine for stim, Sterogen for inflammation, Resurgera for detox.",
    "After every rescue: 30-second inventory check before next contract (Boostroom).",
    "Reputation persists — positive ratings make repeat clients."
  ],
  "patchHistory": [
    { "patch": "Alpha 2.6", "date": "2017", "change": "MedPen introduced (as MediPen) with Star Marine." },
    { "patch": "Alpha 3.15", "date": "2021", "change": "Hospitals + Healing T0 ship. Pens renamed (e.g. MedPen → MedPen (Hemozal)). ParaMed era begins." },
    { "patch": "Alpha 3.18", "date": "2023", "change": "First iteration of full Service Beacons (in patch notes lineage)." },
    { "patch": "Alpha 4.3.1", "date": "2025", "change": "Medical bed regeneration / imprint ranges formalized per tier (T1 system-wide, T2 8000 km, T3 50 km)." },
    { "patch": "Alpha 4.8.0", "date": "2026-05-14", "change": "System remains live. Personal Transport / Escort beacons still flagged 'currently unavailable' on the Contract wiki page. Refuel beacon added as a new sibling (NPC-fulfilled at T0)." }
  ]
}
