Originally Posted by
Moosetasm
Unfortunately, I think the healing-ray-gun is something more in line with regular SS13, and not the CM-verse.
I think a better idea for a healing support spec would be something more (I really hesitate to use the word “realistic” since we’re talking about a universe with biomechanical space-bugs & all, so let’s go with) “practical.”
The first idea that comes to mind is a syringe gun, that has syringes as “ammunition,” and loads different chemicals just prior to firing. It would be able to switch between them the same way a pyro switches between different fuel types. They’d have a few tanks of chems, just like a pyro, but whereas Pyros have napalm, fuel-B, and fuel-X, the Med Spec would have Bica, Kelo, and Tram.
Med Specs could also have some kind of terrahertz-band scanner that could detect a person’s injuries from a distance, accurately confirm and locate broken bones and internal injuries, as well as drug concentrations in the distant patient’s system, maybe even being able to identify chemicals that standard scanners can’t.
Med Specs might have something like an auto-splint, that can insta-splint a limb, but has a windup for loading a single splint into the device, making it something that is prepared before being in the thick of it. Maybe it could load more splints, but that should be at the price of a longer windup to load.
Med Specs could have a limited supply of some specialty chems that researchers cannot break down (proprietary chems, like how you can’t deconstruct the CL’s ultrazine). Some examples would be bonemending and organ mending. Since the hyper & ultra zines are not really for “good health,” the spec would not start with those.
There could be an optional magnetic grapple with winch. For pulling equipment (guns with good attachments, AP clips) back behind friendly lines from a safe distance. Or, more importantly, latching onto a prone marine’s armor and dragging THEM back behind friendly lines without having to go out and risk the Spec.
An optional single (read, once used, someone has to personally bring it back to the spec ground-side) medevac capsule that reverse-supply-drops a critical marine to REQ. Maybe make it so it needs something like 240 hydrogen to refuel it after use if you want a cost for medevac without a DS. (This would be meant for medevaccing important roles, like the CO or XO, though I’m sure baldie specs would medevac PVTs with this thing)
Oh, one more idea here: Has some, and can fire, Sodium Hydroxide syringes. Fucks with the xenos somehow. Maybe damages them, but prolly just makes them slow, since it’d screw with their battery-acid blood.
There. Support Spec Ideas.