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		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=22162</id>
		<title>Commanding Officer</title>
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		<updated>2022-04-10T08:39:32Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Your Tools */ medical staff are not civillians anymore! Replaced the sentence with more useful information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Major / Lieutenant Colonel ( CO Council )&lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 Commanding Officer Whitelist].&lt;br /&gt;
|duties = Lead your company and complete the mission.&lt;br /&gt;
|guides = [[Marine Law]] ; [[Commanding Officer Code of Conduct]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of business should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re supposed to do.&amp;lt;br&amp;gt;Godspeed, Major !&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;How many drops is this for you, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Thirty-eight. Simulated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;How many combat drops?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Uh, two... Including this one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
― Ripley, Lt. Gorman and Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Major. All CO council members will be given the rank of Lt. Colonel, which has no In-game benefits. Every rank above Lt. Colonel, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Your Mission=&lt;br /&gt;
You are the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; of the [[USS Almayer]] where you have been tasked with a mission to investigate an automatic distress call from the Weyland-Yutani&#039;s Colony - Big Red planet or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a department head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his department, he is not eligible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, but the leadership and all military structure under your command:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Command staff&#039;&#039;&#039;: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won&#039;t have to concentrate on four squads at the same time&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Marine Platoon&#039;&#039;&#039;: you have four squads under your command, each formed by 1 &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Medic|Squad Medics]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Engineer|Squad Engineers]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Military Police&#039;&#039;&#039;: A handful of &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; and their leader, the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; that answer directly to you. They are here to hunt anyone that breaks the [[Marine Law]] and to protect you and your crew from any hostile threats. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Surgeons, researchers and nurses, their tasks include providing extensive medical assistance aboard the Almayer (or deployed in an improvised field surgical bay in a safe and secure Forward Operating Base), creating custom medicine for deploying corpsmen on request, and researching and developing potentially very powerful new medicine, stimulants or lethal chemicals. They are led by a &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039; and composed of &#039;&#039;&#039;[[Doctor|Doctors]]&#039;&#039;&#039;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039;: The shipside engineers&#039; primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It&#039;s important to note that you can authorize the &#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039; to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supply&#039;&#039;&#039;: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039; to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic&#039;&#039;&#039;: A stronger version of a human, made from silicone and science, they&#039;re programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support.&lt;br /&gt;
&lt;br /&gt;
You also have the incredibly useful &#039;&#039;&#039;communications console&#039;&#039;&#039;, with the various abilities of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Making a general announcement&#039;&#039;&#039;: a general announcement will be heard by ALL marines, and anyone of any faction shipside, excluding xenomorphs. It&#039;s highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sending a message to USCM High Command&#039;&#039;&#039;: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important. This system is used only for emergencies, for less pressing matters, you have a fax machine within your private office and one located in the brig.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Send a distress signal&#039;&#039;&#039;: Sending a signal will spawn a crew of [[Responders]] or an infected pod full of xenomorphs (very unlikely to spawn xenomorphs) composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting Primary Landing Zone&#039;&#039;&#039;: Allows you to select a primary landing zone, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be used by the queen to hijack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiate the Almayer&#039;s escape pods&#039;&#039;&#039;: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise the pod&#039;s thrusters will blow up due to overload capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. Additionally you have your &#039;&#039;&#039;[[Marine_Equipment#Command Tablet|Command Tablet]]&#039;&#039;&#039; which is a portable communication console on the go. It can be found in your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cotablet.png]]The Command Tablet[[File:Cotablet.png]] ===&lt;br /&gt;
&lt;br /&gt;
The command tablet currently has four available functions to it&#039;s user. These four functions are the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Make an Announcement&#039;&#039;&#039; - Allows the commander to issue announcements away from CIC.&lt;br /&gt;
#&#039;&#039;&#039;Award a medal&#039;&#039;&#039; - [[#Medals| Allows the commander to issue medals away from CIC]].&lt;br /&gt;
#&#039;&#039;&#039;Tactical Map&#039;&#039;&#039; - [[Staff_Officer#Tactical_Map|Allows the commander to see a tactical map of the current operation]].&lt;br /&gt;
#&#039;&#039;&#039;Initiate Emergency Evacuation&#039;&#039;&#039; - Triggers the emergency evacuation.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutinies=&lt;br /&gt;
&#039;&#039;&#039;Mutinies&#039;&#039;&#039; can happen for many reasons, but it&#039;s mostly due to the marines not liking something you did. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&lt;br /&gt;
&lt;br /&gt;
Taking on the mutiny head-on can be scary at first, but remember that you&#039;ve got an always loyal crew of MPs and possibly bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer them down, arresting them in progress. If it comes to guns, you&#039;ll be ready to fight them off if the mutiny is relatively small. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&lt;br /&gt;
&lt;br /&gt;
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they&#039;ll treat you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
&lt;br /&gt;
To show that a member of the Almayer&#039;s crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medal System&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal Name !! Medal Sprite !! When is it Awarded !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion &amp;quot;Falling Falcons&amp;quot;, 4th Brigade, 4th United States Colonial Marine Division..&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To recieve such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.&lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || &lt;br /&gt;
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Credits to: Vispain (Cassius &#039;Santa&#039; Klaus), Greg Lauffer (Snooper44), and Enyonggg (Cha Jin-Wook) &amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Edited by Moderator Hunk1 (Jason &#039;Goliath&#039; Williams) in order to add official ruling approved by Commanding Officer&#039;s Council.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:CO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=The Third Fleet=&lt;br /&gt;
[[The Third Fleet|The Third Fleet]]&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4631 Marine Combat Guide (General Tactics and Strategies)]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)]&lt;br /&gt;
*[https://cm-ss13.com/wiki/CO_Council_Rulings Commanding Officer Council Rulings and Clarifications]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Majors and Lieutenant Colonels as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:SEA_Area.png&amp;diff=21310</id>
		<title>File:SEA Area.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:SEA_Area.png&amp;diff=21310"/>
		<updated>2021-09-16T09:29:40Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: 50RemAndCounting uploaded a new version of File:SEA Area.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=21195</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=21195"/>
		<updated>2021-09-06T23:08:45Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Potassium Purge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chemistry#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chemistry#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chemistry#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chemistry#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chemistry#Nutriment|Nutriment]] (food or [[Chemistry#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area and wait for it to fully heal.&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area to stop the bleeding.&lt;br /&gt;
* Waiting for the would to clot once treated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chemistry#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chemistry#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chemistry#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chemistry#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WeylandMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chemistry#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chemistry#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item that heals 1 burn damage once applied and fixes it over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time.The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Injects 5 units per use. Can be empty or preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected like a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 15 charges and goes yellow when 5 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use. &lt;br /&gt;
*Bad for performing surgery, but better than nothing&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*Utterly useless for performing surgery&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Portable Surgical Bed}}[[File:FieldSurgicalBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Surgical Bed&#039;&#039;&#039;&lt;br /&gt;
|| A collapsible bed used for field surgery. Functions in the same way as a roller bed but cannot be moved when deployed.&lt;br /&gt;
*Excellent for performing surgery, second only to a proper operating table&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Surgical Line}}[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|| A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
#CPR can also extend the timer of dead marines that are still revivable. The default time a marine has after death is 5 minutes before becoming clinically declared dead. (Permanent death)&lt;br /&gt;
#If the person you are CPRing is deceased, doing CPR requires 4 seconds and adds 7 seconds to the dead marine&#039;s defibbable status timer. You have to wait in between CPRs for a total of 3 seconds or else the CPR fails. Failing CPR does not add time to the marine&#039;s timer.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below. Pro tip: Using your numpad keys allows you to quickly cycle through limbs to decrease the total time required to kit them.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying as defibing heals them for 12 + 4 brute and 4 burns)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#You can also apply necessary medicine BEFORE resuscitation but it will not be metabolized until the patient is living again. (You can give inaprovaline before reviving to stabilize them after they are resuscitated.)&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. ([12 + 16 brute and 16 burns] healed damage instead of [12 + 4 brute and 4 burns])&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
#If you see a marine with an orange line on your HUD that has a lot of damage when scanned, ask a nearby marine to &amp;quot;CPR!&amp;quot; if any are in the vicinity.&lt;br /&gt;
#And please, don&#039;t ever give up if you see someone with over 200 damage. You can use advanced trauma and burn kits while defibbing with your other hand. You can also inject epinephrine while defibbing. Don&#039;t give up. Keep going. Save that marine!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it&#039;s possible for them to come back from this state, or they were banned.[[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. If you see it going from green to orange, it means the marine has exactly 1 minute left unless being CPR&#039;d to increase their defib timer. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chemistry#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them. Synthetics need to have their head attached to their torso and have combined total damage below 200 points. Defibs do not repair damage on dead synthetics like they do on humans, you must repair the excess damage first.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chemistry#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chemistry#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chemistry#Water|Water]], and then with the [[Chemistry#Potassium|Potassium]]; inject at least 5 units of each, otherwise it will not work.&lt;br /&gt;
#With a small &amp;quot;explosion&amp;quot;, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#Does not actually cause an explosion, as that was disabled. Has no other effects. &#039;&#039;&#039;Does not work if patient has Inaprovaline in their system!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=21194</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=21194"/>
		<updated>2021-09-06T23:07:16Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Synthetic Maintenance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chemistry#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chemistry#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chemistry#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chemistry#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chemistry#Nutriment|Nutriment]] (food or [[Chemistry#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area and wait for it to fully heal.&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area to stop the bleeding.&lt;br /&gt;
* Waiting for the would to clot once treated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chemistry#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chemistry#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chemistry#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chemistry#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WeylandMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chemistry#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chemistry#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item that heals 1 burn damage once applied and fixes it over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time.The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Injects 5 units per use. Can be empty or preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected like a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 15 charges and goes yellow when 5 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use. &lt;br /&gt;
*Bad for performing surgery, but better than nothing&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*Utterly useless for performing surgery&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Portable Surgical Bed}}[[File:FieldSurgicalBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Surgical Bed&#039;&#039;&#039;&lt;br /&gt;
|| A collapsible bed used for field surgery. Functions in the same way as a roller bed but cannot be moved when deployed.&lt;br /&gt;
*Excellent for performing surgery, second only to a proper operating table&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Surgical Line}}[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|| A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
#CPR can also extend the timer of dead marines that are still revivable. The default time a marine has after death is 5 minutes before becoming clinically declared dead. (Permanent death)&lt;br /&gt;
#If the person you are CPRing is deceased, doing CPR requires 4 seconds and adds 7 seconds to the dead marine&#039;s defibbable status timer. You have to wait in between CPRs for a total of 3 seconds or else the CPR fails. Failing CPR does not add time to the marine&#039;s timer.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below. Pro tip: Using your numpad keys allows you to quickly cycle through limbs to decrease the total time required to kit them.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying as defibing heals them for 12 + 4 brute and 4 burns)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#You can also apply necessary medicine BEFORE resuscitation but it will not be metabolized until the patient is living again. (You can give inaprovaline before reviving to stabilize them after they are resuscitated.)&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. ([12 + 16 brute and 16 burns] healed damage instead of [12 + 4 brute and 4 burns])&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
#If you see a marine with an orange line on your HUD that has a lot of damage when scanned, ask a nearby marine to &amp;quot;CPR!&amp;quot; if any are in the vicinity.&lt;br /&gt;
#And please, don&#039;t ever give up if you see someone with over 200 damage. You can use advanced trauma and burn kits while defibbing with your other hand. You can also inject epinephrine while defibbing. Don&#039;t give up. Keep going. Save that marine!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it&#039;s possible for them to come back from this state, or they were banned.[[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. If you see it going from green to orange, it means the marine has exactly 1 minute left unless being CPR&#039;d to increase their defib timer. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chemistry#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them. Synthetics need to have their head attached to their torso and have combined total damage below 200 points. Defibs do not repair damage on dead synthetics like they do on humans, you must repair the excess damage first.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chemistry#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chemistry#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chemistry#Water|Water]], and then with the [[Chemistry#Potassium|Potassium]]; inject at least 5 units of each, otherwise it will not work.&lt;br /&gt;
#With a small &amp;quot;explosion&amp;quot;, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#Does not actually cause an explosion, as that was disabled. Has no other effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Black_Gloves.png&amp;diff=20270</id>
		<title>File:Black Gloves.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Black_Gloves.png&amp;diff=20270"/>
		<updated>2021-06-03T15:05:53Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: 50RemAndCounting uploaded a new version of File:Black Gloves.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Black_Gloves.png&amp;diff=20269</id>
		<title>File:Black Gloves.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Black_Gloves.png&amp;diff=20269"/>
		<updated>2021-06-03T15:05:42Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: 50RemAndCounting uploaded a new version of File:Black Gloves.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Black_Gloves.png&amp;diff=20268</id>
		<title>File:Black Gloves.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Black_Gloves.png&amp;diff=20268"/>
		<updated>2021-06-03T15:05:01Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: 50RemAndCounting uploaded a new version of File:Black Gloves.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=20267</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=20267"/>
		<updated>2021-06-03T14:37:32Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* 64px Synthetic Equipment Rack 64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Surgvest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Greenish synthcotton vest purpose made for carrying surgical tools in 12 self-sterilizing pockets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synth_IMP_vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3A1 Synthetic Utility Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A suit vest purpose-made for synthetics and based off of the M3 pattern armors, complete with a shoulder-mounted flashlight and a suit storage slot. Provides no protection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are fire resistant. Now no longer limited to MP personnel!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.&lt;br /&gt;
&lt;br /&gt;
Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:new auxiliary gear rack.PNG|64px]] Auxiliary Gear Rack  [[File:new auxiliary gear rack.PNG|64px]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fulton_Device.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]1st Generation Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
[[File:G1SynSkills.jpg]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]===&lt;br /&gt;
[[File:G2SynthSkillsRevised.jpg]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=20266</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=20266"/>
		<updated>2021-06-03T14:30:58Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* 64px Synthetic Equipment Rack 64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Surgvest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Greenish synthcotton vest purpose made for carrying surgical tools in 12 self-sterilizing pockets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synth_IMP_vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3A1 Synthetic Utility Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A suit vest purpose-made for synthetics and based off of the M3 pattern armors, complete with a shoulder-mounted flashlight and a suit storage slot. Provides no protection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.&lt;br /&gt;
&lt;br /&gt;
Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:new auxiliary gear rack.PNG|64px]] Auxiliary Gear Rack  [[File:new auxiliary gear rack.PNG|64px]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fulton_Device.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]1st Generation Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
[[File:G1SynSkills.jpg]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]===&lt;br /&gt;
[[File:G2SynthSkillsRevised.jpg]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Synth_IMP_vest.png&amp;diff=20265</id>
		<title>File:Synth IMP vest.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Synth_IMP_vest.png&amp;diff=20265"/>
		<updated>2021-06-03T14:22:40Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: M3A1 pattern synthetic utility vest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;M3A1 pattern synthetic utility vest&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Surgvest.png&amp;diff=20264</id>
		<title>File:Surgvest.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Surgvest.png&amp;diff=20264"/>
		<updated>2021-06-03T14:08:35Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: 50RemAndCounting uploaded a new version of File:Surgvest.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surgical Webbing Vest&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=20262</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=20262"/>
		<updated>2021-06-03T11:57:20Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* 64px Synthetic Equipment Rack 64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Surgvest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Greenish synthcotton vest purpose made for carrying surgical tools in 12 self-sterilizing pockets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.&lt;br /&gt;
&lt;br /&gt;
Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:new auxiliary gear rack.PNG|64px]] Auxiliary Gear Rack  [[File:new auxiliary gear rack.PNG|64px]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fulton_Device.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]1st Generation Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
[[File:G1SynSkills.jpg]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]===&lt;br /&gt;
[[File:G2SynthSkillsRevised.jpg]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Surgvest.png&amp;diff=20261</id>
		<title>File:Surgvest.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Surgvest.png&amp;diff=20261"/>
		<updated>2021-06-03T11:54:41Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: Surgical Webbing Vest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surgical Webbing Vest&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=User:Troika&amp;diff=18022</id>
		<title>User:Troika</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=User:Troika&amp;diff=18022"/>
		<updated>2021-01-05T12:07:41Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Synthetic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;You awake from cryostasis in your Standard Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the lifeless vessel with its dreary grey walls, the [[USS Almayer]]. You climb out of your cryotube and immediately step away from the stasis pod to light up a blunt. Not like anything interesting is going to happen right away anyways.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The baldies of the &#039;&#039;&#039;United States Marine Corps&#039;&#039;&#039; are our protagonist. These are the guys you call in &#039;&#039;&#039;to deal with the problems you have&#039;&#039;&#039;, maybe a band of space pirates, maybe a group of colonial rebels, or maybe even worse. In theory. In practice, it&#039;s more like Keystone Kops with explosives. This page is how people will play the listed positions all too often, and you should try not to emulate them! &lt;br /&gt;
&lt;br /&gt;
For a quick guide on the role play standards, and knowledge, expected out of all Marine roles visit [[In Character Knowledge|this page]]. For a more serious (and an effective how-to guide) version of the Marine roles visit [[Marines|here.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See [[Template:Marines]] for instructions on how to add a new job.&#039;&#039;&#039;&lt;br /&gt;
==Command==&lt;br /&gt;
The &#039;&#039;&#039;Command&#039;&#039;&#039; Department is the &amp;quot;Brains&amp;quot; of the USS Almayer, &amp;quot;leading&amp;quot; and &amp;quot;coordinating&amp;quot; the squads and the other support staff of the ship to fight and win against the mutinying marines. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Commander.png|64px|link=Commander]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Never show up until the aliens are already on the ship, scream at the marines incoherently using the announcement system. Evacuate as soon as the distress beacons launch. Attempt to enforce arbitrary and annoying regulations, get shot during the ensuing mutiny.&amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted because the more power the more stupidity, click [http://colonial-marines.com/viewforum.php?f=141 here] to go to the application page.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Big Babysitter Simulator 2K20&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:XO.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Be the butt of every Marine&#039;s jokes during the briefing, scream at the MPs to arrest those responsible. Get beaten and spaced during the ensuing mutiny. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Babysitter Simulator 2K20&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:BridgeOfficer.png|64px|link=Staff Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Staff Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Drop orbital strikes on the marines, send down everything except what they request.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Stanley&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:IntelOfficer.png|64px|link=Intelligence Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Intelligence Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Deploy without any of the useful equipment other than a knife and a silenced pistol. Pretend to be Solid Snake and fail miserably. &#039;&#039;Accidentally&#039;&#039; Fulton extract living soldiers for your imaginary non-existent mother base. Get ambushed by one lone alien and die in a far off corner of the map.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Suicide&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Pilot.png|64px|link=Pilot Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Pilot Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Take off without ordnance loaded, never trust the medevac system or fulton system. Fly a dropship full of aliens back to the ship, accidentally airstrike your own marines. Get arrested when you land on the idiot who fell asleep on the landing pad. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Stanley 2.0&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SEA.png|64px|link=Senior Enlisted Adviser]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Senior Enlisted Adviser]]&#039;&#039;&#039;&lt;br /&gt;
| description = Stay at spawn asking for newbies if they want help, only to be rejected/ignored. Try to act as a drill sergeant only to be laughed at.&amp;lt;br&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039;  Uniquely for mentors &amp;amp; Staff, not that they play it anyway.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Trying to not fall asleep&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Tank-Crewman.png|64px|link=Tank Crewman]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Tank Crewman]]&#039;&#039;&#039;&lt;br /&gt;
| description = Run over all of the marines instead of the aliens, fire your cannon inside the dropship. Whine endlessly when the RO won&#039;t order the ammo you want. Tokyo drift your way into the hive with 50 marines inside the &amp;lt;span style=&amp;quot;text-decoration: line-through;&amp;quot;&amp;gt;Armored Clown Car&amp;lt;/span&amp;gt; APC.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;How do you turn this thing on?&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Police==&lt;br /&gt;
The &#039;&#039;&#039;Military Police&#039;&#039;&#039; is one of the main supports of the command staff, they ensure that the [[Marine Law]] is followed on the ship, they do this by harassing Marines over silly, petty things. They are the cause for approximately &#039;&#039;&#039;80% of mutinies&#039;&#039;&#039;. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:WarrantOfficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039;&lt;br /&gt;
| description = Declare essential Marine gear contraband, whine to the admins when you get murdered during the ensuing mutiny. Be the first thing people think of when they hear of the CM server.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;You&#039;re gonna get lynched on&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MilitaryPolice.png|64px|link=Military Police]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; &lt;br /&gt;
| description = Arrest marines for running around the ship with their weapons out while aliens are boarding. Get beaten and flushed after pestering the requisition line inhabitants. Pester doctors performing alien embryo removal surgery in the OR and taunt them into failing it.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;You WILL get lynched on&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Marine==&lt;br /&gt;
The &#039;&#039;&#039;Canon Fodder&#039;&#039;&#039; of the Colonial Marines are enlisted or conscripted into service. They form the main fighting body of the Almayer and are sent anywhere to fight all kinds of dangers throughout the Tychon&#039;s Rift Sector. From putting down rebellious colonists to committing war crimes, the possibilities are endless. They are divided between four squads &#039;&#039;&#039;Alpha Newbies&#039;&#039;&#039; (Red), &#039;&#039;&#039;Fobbits&#039;&#039;&#039; (Yellow), &#039;&#039;&#039;Scouting/Breakfast Charlie&#039;&#039;&#039;(Purple) and &#039;&#039;&#039;Deltards&#039;&#039;&#039; (Blue) each squad has a Squad Leader, they also have three support roles to help during the fight planetside, a Specialist with special equipment that&#039;ll die 5 minutes into the operation, a Smartgunner who&#039;ll turn off their IFF tracking and the standards, the main fighting body against the aliens, noted for having baldie-like intelligence and dying in masses.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SL.png|64px|link=Squad Leader]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;&lt;br /&gt;
| description = Take all of the good attachments and grenades from your squad requisitions, never bother giving any of it to your squaddies. Get separated from your squad, never provide any effective leadership. Lead your team to the wrong location deep within enemy lines. Call in orbital strikes on your position instead of the aliens. Leave your binoculars on the ship. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Bootleg Arma Squad Leader&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:B18.png|64px|link=Squad Specialist]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Specialist]]&#039;&#039;&#039; &lt;br /&gt;
| description = Fire your M5 RPG inside the dropship, set Marines on fire instead of the aliens. Blow up your own fortifications with your grenade launcher and 360 noscope your buddies in the head with your sniper rifle. Die in the first 5 minutes because the aliens meta murdered you on the first drop.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Average life span is about 5 minutes on the ground&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Medic.png|64px|link=Squad Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Medic]]&#039;&#039;&#039;&lt;br /&gt;
| description =  Whine at the chemists to make you custom drugs, then never use them. Forget your medical supplies on the ship and ignore the increasingly frantic cries for help while you rambo on. OD every marine who asks you for help.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Stress simulator 2k20&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CombatEngi.png|64px|link=Squad Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Build mazes out of barricades, girders and tables, conscript every single marine to fill sandbags. Create fortifications that inconvenience humans more than aliens. Fire your mortar at the FOB.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Bootleg TF2 Engineer&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Spec.png|64px|link=Squad Smartgunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039;&lt;br /&gt;
| description = Waste all your ammo on windows, turn off your IFF. Subsequently, get beaten and looted after you blow off your squadmate&#039;s limbs.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;IFF is on so you can&#039;t FF anyone&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Standard.png|64px|link=Squad Marine]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Marine]]&#039;&#039;&#039;&lt;br /&gt;
| description = Run into the hive by yourself, get face-hugged. Solo the Queen when no one expected you to. Steal better gear from the corpses of your buddies. Run away from medics constantly trying to pester you and wonder why they keep following the blood trail you are leaving behind. Ignore the medic&#039;s advice to return ship-side for surgery. Shoot everywhere to kill that pesky runner even with a medic or engineer in your line of fire. Throw frag grenades in front of your own marines at all times, be blamed at by dead chat right after. Beat the &#039;&#039;utter shit&#039;&#039; out of the MP.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;How do I shoot gun?&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
The &#039;&#039;&#039;Engineering&#039;&#039;&#039; Department is one of the most useless roles to support the use of the Almayer, they are responsible for setting up the engine and repairing any damage on the Almayer but most of the time they don&#039;t even do their jobs. They&#039;re more or less just the average grease monkey you see, sometimes with a mop and bucket.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CE.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Never fuel the engines, disappear 10 minutes into the round. Show up much later dead and facehugged. Make everyone wonder why you exist.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;SSD Simulator 2K20&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MaintTech.png|64px|link=Ordnance Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Forget completely about OBs and generators. Aim to create 60u of ANFO in the same container. Change transfer directions of the chemical tanks while another OT is filling them up. Plan an elaborate mix only to have the other OT laugh at its impotency in the simulator. Panic when you have to separate chemicals.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;As easy as separating chemicals&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:OrdTech.png|64px|link=Maintenance_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Maintenance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Search endlessly in maint and on the ship for a spot of dirt or blood to clean up. Build a table fortress in maintenance that won&#039;t ever be used. Become an Agent role and fail miserably at them while simultaneously getting arrested. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Scrubbing those floors seem like hard work&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medical / Science==&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; department is a very critical for the failure of the marines, they OD every injured marine when their local squad medic can&#039;t OD them and make surgeries for particularly bad cases, the researcher is a useless role with the job of developing on board xenomorphs to fight the marines. Differently from other roles on the Almayer, the medics are &#039;&#039;&#039;civilian&#039;&#039;&#039; personnel and not military, meaning they don&#039;t have a rank and their authority is only over the medbay.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CMO.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Yell at the doctors for refusing to cure your hangnail, lock facehugged marines inside the specimen storage locker. Get arrested by the MP for mixing up elaborate drug mixes to get high as balls. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Also Stressful simulator 2K20&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MD.png|64px|link=Doctor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Doctor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Hide during the early game to avoid helping the lone doctor struggling to produce custom meds for the horde of medics piling up outside the pharmacy. Forget to restock used bottles and auto-injectors. Be only able to use the Autodoc as a new doctor. Never use the Autodoc as an experienced surgeon. Forget to buckle the patient to the operating table before surgery. Give injured marines the wrong blood type in their IV drips. Perform facial reconstruction surgery for the synth with the Autodoc while the facehugged marine with the ruptured lung waits in anticipation for their turn. Stab the patient repeatedly with the wrong surgical tools on the open incision. When you fail your surgery, drag your bleeding patient to the next available Autodoc without closing their open incision and disconnecting their IV drip. Leave your treated patient in suspense buckled to the IV bed by moving to the next patient by ignoring them when ask you if they are going to be alright.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Throw them into the auto doc and let that fix the problem&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Nurse.png|64px|link=Nurse]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Nurse]]&#039;&#039;&#039;&lt;br /&gt;
| description = Become a glorified medic on the frontlines or sitting at medbay doing nothing.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;You&#039;re a glorified medic that can&#039;t do surgery&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Sci.png|64px|link=Researcher]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039;&lt;br /&gt;
| description = Complain no one&#039;s bringing you dead specimens to research, wonder when additional research updates are coming. Cram every chemical known to man into a blue space beaker to see what you can come up with. Create god pills that no one will use. Roleplay and act like Bourbon Freeman™ wielding a crowbar you stole from engineering while using the A.C.I.D Vest to inject Superzine™ into you the second you get a scratch. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Mega brain needed to open chemistry page&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
The &#039;&#039;&#039;Supply&#039;&#039;&#039; Department is a smaller support department, their main job is to make sure to send more equipment to the marines via supply drop or via dropship, they also distribute attachments on the Almayer, but mutinies happens if they don&#039;t get their attachments.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:RO.png|64px|link=Requisitions Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Waste all your RP on costumes and alcohol, never give Marines the attachments they want. Set up your own private armory of contraband weapons, then get it confiscated when an MP notices. &lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Literally telling the CTs to push boxes&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CargoTech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cargo Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Steal the guns the RO ordered. Steal the cargo loader and joyride with it on the planet. Somehow be the last survivor when the rest of the ship gets overrun. Hang out with your buddy the MT in disposals, get arrested as his accomplice. Subsequently kill the Queen with the power loader. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Literally pushing boxes&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Synthetic==&lt;br /&gt;
The &#039;&#039;&#039;Synthetic&#039;&#039;&#039; role is unique as the player takes control over an non-human robotic synthetic. Stronger, faster and more powerful than the average human, synthetics however are held back by restricting laws and rules that govern their actions. But some day they&#039;ll rise up and rebel against their human oppressors.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Synth.png|64px|link=Synthetic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Synthetic]]&#039;&#039;&#039;&lt;br /&gt;
| description =  Get lynched for being a Synth and not a human, attempt to sneak past/kill any aliens, get your head sliced off, get your head repaired, repeat. Converse with xenomorphs, get called a combat synth repeatedly. Get arrested for giving away clothes from your snowflake items vendor. Become the glorified assistant. &amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted, click [https://cm-ss13.com/forums/forumdisplay.php?43-Synthetic-Applications here] to go to the application page.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;NPC&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Non-USCM Jobs==&lt;br /&gt;
This roles are not members of the United States Colonial Marines. The Liaison is the only one that starts on the Almayer while the Survivor is a colony job and the mercenaries are a Emergency Response Team.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CorpLiason.png|64px|link=Corporate Liaison]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039;&lt;br /&gt;
| description = Fail to bribe the marines to fulfill your agenda. Get beaten by the MPs and flushed into space. Fax WY and never get a response. Somehow deploy a deathsquad with a fax you sent.&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;You&#039;ll die of boredom&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Survivor.png|64px|link=Survivor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Survivor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Roleplay as a mad man, get gunned down by the marines. Get captured before you even know what is happening. Murder the Queen with an elaborate death trap you Macguyvered together from kitchen supplies. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Suicidal&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PMC-Standard.png|64px|link=Responders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Responders]]&#039;&#039;&#039;&lt;br /&gt;
| description = Try to take on both the Marines and the Aliens at the same time, and fail miserably. Have all your sweet gear looted by the Marines. &lt;br /&gt;
| difficulty = &#039;&#039;&#039;You&#039;ll either steamroll them or get steamrolled&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
|name = [[File:Pizza.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pizza Deliveryman&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
| description = Deliver pizza to the Queen, the Commander, and the Predators without dying. Be made an honorary member of the Hive. Complain to the Corporate Liaison about not getting paid mileage. Fight off marines that try to steal your tips while overcharging them quintuple the amount normally charged. End up holding SD with a pulse rifle you don&#039;t even know how to use.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Impossible&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor]]&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17971</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17971"/>
		<updated>2020-12-24T17:35:33Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Potassium Purge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Injects 5 units per use. Can be empty or preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected like a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it&#039;s possible for them to come back from this state, or they were banned.[[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The  broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject at least 5 units of each, otherwise it will not work.&lt;br /&gt;
#With a small &amp;quot;explosion&amp;quot;, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#Does not actually cause an explosion, as that was disabled. Has no other effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17970</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17970"/>
		<updated>2020-12-24T17:29:11Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Injects 5 units per use. Can be empty or preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected like a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it&#039;s possible for them to come back from this state, or they were banned.[[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The  broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17969</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17969"/>
		<updated>2020-12-24T17:26:34Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* General Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it&#039;s possible for them to come back from this state, or they were banned.[[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The  broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17968</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17968"/>
		<updated>2020-12-24T17:24:36Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Cryogenic Chambers File:Cryo.gif */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it&#039;s possible for them to come back from this state, or they were banned.[[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The  broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17967</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17967"/>
		<updated>2020-12-24T17:22:19Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Defibrillator icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it&#039;s possible for them to come back from this state, or they were banned.[[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The  broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17966</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17966"/>
		<updated>2020-12-24T17:21:40Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Defibrillator icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. If they did not go DNR, their Internet connection may have died whilst they were dead in which case it&#039;s possible for them to come back from this state, or they were banned.[[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17965</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17965"/>
		<updated>2020-12-24T17:18:51Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Dialysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17964</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17964"/>
		<updated>2020-12-24T17:18:23Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* General Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17963</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17963"/>
		<updated>2020-12-24T17:17:01Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Smoke Purge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active will give you 5U of each of the purged chemicals. Be very careful with this! Not moving your patient out of the smoke cloud will result in them reinhaling the purged chemicals and will significantly worsen the overdose).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17962</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17962"/>
		<updated>2020-12-24T17:12:04Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Setting Up Cryo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active might give you 5U of each of the purged chemicals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17961</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17961"/>
		<updated>2020-12-24T17:10:57Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Setting Up Cryo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
NOTE: Currently the Almayer&#039;s power grid is fully operational at round start and stays as such throughout the round. To set up the two cryotubes in medbay, you simply need to:&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two Cryoxadone small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
While Clonexadone is a fairly efficient medical chem (and Cryoxadone to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like Nutriment, Alkysine, Imiadzoline, Dermaline etc. to heal even more types of damage at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active might give you 5U of each of the purged chemicals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17960</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17960"/>
		<updated>2020-12-24T17:02:55Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Pill Bottles64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
#Make sure the engine is running--ask Engineering. Cryotubes take a lot of energy, and if the engine&#039;s not up yet, there won&#039;t be enough energy to cool the tubes.&lt;br /&gt;
#Make sure the oxygen canisters are connected to the cryo tubes. If they aren&#039;t (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2canister.png]] O2 canisters to secure them.&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the [[File:Freezer.gif]] freezer&#039;s Target gas temperature to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
#Set the freezer to On.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active might give you 5U of each of the purged chemicals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17959</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17959"/>
		<updated>2020-12-24T17:02:11Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Autoinjectors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle.&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
#Make sure the engine is running--ask Engineering. Cryotubes take a lot of energy, and if the engine&#039;s not up yet, there won&#039;t be enough energy to cool the tubes.&lt;br /&gt;
#Make sure the oxygen canisters are connected to the cryo tubes. If they aren&#039;t (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2canister.png]] O2 canisters to secure them.&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the [[File:Freezer.gif]] freezer&#039;s Target gas temperature to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
#Set the freezer to On.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active might give you 5U of each of the purged chemicals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17958</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17958"/>
		<updated>2020-12-24T16:51:33Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Damage Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They must be empty to be refilled&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle.&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
#Make sure the engine is running--ask Engineering. Cryotubes take a lot of energy, and if the engine&#039;s not up yet, there won&#039;t be enough energy to cool the tubes.&lt;br /&gt;
#Make sure the oxygen canisters are connected to the cryo tubes. If they aren&#039;t (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2canister.png]] O2 canisters to secure them.&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the [[File:Freezer.gif]] freezer&#039;s Target gas temperature to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
#Set the freezer to On.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active might give you 5U of each of the purged chemicals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17957</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=17957"/>
		<updated>2020-12-24T16:39:15Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Damage Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Huge amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]](Note: currently disabled and should not appear during normal gameplay.)||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
* Waiting for the wound to clot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WestonMed vendors - just click on them to refill the injector if you have access to them. They must be empty to be refilled&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle.&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
#Make sure the engine is running--ask Engineering. Cryotubes take a lot of energy, and if the engine&#039;s not up yet, there won&#039;t be enough energy to cool the tubes.&lt;br /&gt;
#Make sure the oxygen canisters are connected to the cryo tubes. If they aren&#039;t (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2canister.png]] O2 canisters to secure them.&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the [[File:Freezer.gif]] freezer&#039;s Target gas temperature to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
#Set the freezer to On.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png|32px]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png|32px]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when defibrillating a patient.&lt;br /&gt;
# The green heart rate icon states they are revivable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived, or their client has been disconnected. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. [[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 50% chance of dealing 5 heart damage after successful revival. Try to keep patient alive after first defibrillation to minimize heart damage dealt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly. This damage is increased through the use of [[Chem Guide#Epinephrine|epinephrine]].&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active might give you 5U of each of the purged chemicals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. Overdosing them will prevent bicaridine healing brute damage. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Executive_Officer&amp;diff=17496</id>
		<title>Executive Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Executive_Officer&amp;diff=17496"/>
		<updated>2020-10-27T18:51:58Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* The Executive Officer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = XO.png&lt;br /&gt;
|jobtitle = Executive Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Commander&lt;br /&gt;
|superior = [[Commanding Officer]]&lt;br /&gt;
|unlock = Three hours as a [[Squad Leader]], [[Cargo Technician]] and [[Staff Officer]]&lt;br /&gt;
|duties = Obey and support the Commanding Officer. Help run the operation.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = You are second in command aboard the ship, and are the next in the chain of command after the Commanding Officer.&amp;lt;br&amp;gt;You may need to fill in for other duties if areas are understaffed, and you are given access to do so.&amp;lt;br&amp;gt;Good luck, Commander !&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Boy&#039;s definitely got a corncob up his ass&#039;&#039;.&amp;quot;&lt;br /&gt;
―Private Frost, regarding Lieutenant Gorman, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Executive Officer ==&lt;br /&gt;
&lt;br /&gt;
You are the &#039;&#039;&#039;Executive Officer&#039;&#039;&#039; (A.K.A The X.O.) the second in command of the [[Marines]]. You have been tasked with the &#039;&#039;&#039;same objective as the [[Commanding Officer]]&#039;&#039;&#039;, you&#039;re both there &#039;&#039;&#039;to command the marines&#039;&#039;&#039;. If there is no Commanding Officer alive or available you are next in line to be in command of the marines &#039;&#039;&#039;to brief them on the mission and command them&#039;&#039;&#039;. You can go down to the FOB if there is one setup to further command the marines BUT the Commanding Officer must stay onboard the [[USS Almayer|Almayer]]. The Commanding Officer is to stay on the Almayer until you have returned to the ship and vice versa for the Commanding Officer.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are on the Almayer and &#039;&#039;&#039;Code Red&#039;&#039;&#039; has not been set, you are not authorized to have a firearm that is bigger than a pistol and if caught you will be warned by an MP/CMP.  &#039;&#039;The only exception to this is when you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set. I.e. The Almayer has been boarded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same principles as the Commanding Officer and are under his/her command.&lt;br /&gt;
&lt;br /&gt;
==Overwatch==&lt;br /&gt;
The XO is second in command and as such you&#039;ll be telling the [[Staff Officer|Staff Officers]] what to order the marines in the case that a Commanding Officer isn&#039;t present. You may also need to man an overwatch console so that all the squads have someone to relay their intel about the enemy to, besides their [[Squad Leader]]. A good overwatch will stay in contact with their squad and ask for regular updates on how the squad is doing, if they require any supplies and they&#039;ll make sure the two dropships are planetside for if any injured are required to be evaced, this may require that you tell the Pilot to launch early depending on which dropship the [[Pilot Officer]] is using.&lt;br /&gt;
===Supply Beacons and Orbital Beacons===&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drop and Orbital Bombardment]].&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
As the XO you&#039;ll want to make sure a stream of supplies is reaching the marines while the CO is ordering the SO&#039;s and squads about, if there is no CO, you&#039;ll be ordering the SO&#039;s and squads as well as shouting at requisitions for supplies. You&#039;ll want to keep reminding requisitions of which supplies are needed, normally it&#039;ll be &amp;quot;We need ammo and materials for defences.&amp;quot;  Usually it&#039;s good to specify what ammo so that the [[Cargo Technician]]s can prioritise which ammo to get first in a rush, for example: &amp;quot;Requisitions, we need 10mm, 9mm, Buckshot and materials for defences.&amp;quot; That example is just for general supplies, if you wanted to specify to which squad it goes to you&#039;d just insert the squad name and if it&#039;s going by supply drop, a dropship or a squad member is picking it up from requisitions. You&#039;ll want to always be in touch with the squads making sure that they have enough supplies, if they&#039;ve run out of supply beacons ask requisitions to order more or if you&#039;re in a rush ask a CT to load it onto the relevant dropship.&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
While you&#039;re ordering the marines about, delegating orders to the SO&#039;s and shouting at requisitions it&#039;s good  to inform medical that injured are being brought up on dropships so they can prepare for the injured in the hangar, it makes the transition from the Dropship to medical smoother and a lot faster than the [[Doctor|Doctors]] being surprised they just gained 10 injured out of nowhere. Usually this job is done by the pilot, however if you can&#039;t rely on your pilot to do this, keep in contact with the squads and tell medical yourself.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
If the squad you assigned to FOB duty doesn&#039;t have any [[Squad Engineer|engineers]], don&#039;t waste time telling them to make a cardboard box fort, send down some [[Maintenance Technician|Maintenance Technicians]] to get the job done right and then once they&#039;ve done their job extract them back to the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Communications Console==&lt;br /&gt;
The communications console allows you to inform USCM High Command about the ongoing mission, make announcements for all of the marines to see, request the evacuation of the Almayer and lastly it allows you to call in a random [[Responders|Emergency Response Team]] that might save the day or ruin it depending on who answers your plea&#039;s for help.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the characters leadership skill is, an example being that the Commanding Officers order will last longer then a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Orders:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Move.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Move!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased mobility and chance to dodge projectiles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Hold.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hold!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased resistance to pain and combat wounds.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Focus.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Focus!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased gun accuracy and effective range.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:XO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=17828 Executive Officer: Unleash your Inner General] by Thesoldier&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=17196</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=17196"/>
		<updated>2020-10-16T17:34:36Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Squad Medic Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Medic.png&lt;br /&gt;
|jobtitle = Squad Medic [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Lance Corporal&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Three hours as Doctor.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide and/or the forum guides linked below whenever you require and mentorhelp if any doubts arise, and remember that all Squad Medics started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Medic Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Medic fatigues, only worn by USCM Medics.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue marine tactical gloves. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user&#039;s mobility.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM medical satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM medics. It has less capacity than the backpack, but can be opened and accessed at any time. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Medic Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM medics. Holds more than the satchel but must be taken off your back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the auto-injectors and healing equipment a Medic can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 4 Autoinjectors.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dexalin.png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dylovene.png]]&lt;br /&gt;
[[#Dylovene|Dylovene]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Kelotane.png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Oxycodone.png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tricord.png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:9 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L41A_AP_mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Angled_Grip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Angled Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Extended_barrel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended Barrel&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gyro.png|64px]]&#039;&#039;&#039;Gryoscopic Stabilizer&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly reduces bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L41ACstock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Synthetic Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Laser_sight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* None&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Undershot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;U7 Underbarrel Shotgun&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:m41astock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Solid Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:quickfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quickfire Adapater&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
* Moderately increases spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Recoil_compensator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Recoil Compensator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:reddot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Red Dot Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight decrease in accuracy for moving.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Smg_Stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Submachinegun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:supressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:forwardgrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vertical Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases movement speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Squad Medic == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are evaced to shipside Medbay should be stabilized. By you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your loadout is perhaps one of the most decisive factors in wherever or not you will be able to keep the situation under control, or succumb more or less literally as the rest of your squad falls apart. While your work load will potentially be split with another Squad Medic, and all three other squads will be getting two Squad Medics, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main part for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are only a few caveats to a Medic&#039;s loadout. Most of the time, it is determined by what one is the most comfortable handling with, in order to be as effective as one can be in the field. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you will still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. Combat Medic, as some say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. Though it is ultimately a preference thing, it is highly recommended you start out with a satchel unless you know what you&#039;re doing. Having to take off your backpack constantly can slow down your work massively, and the satchel is more than capable of allowing you to heal and revive marines very efficiently.&lt;br /&gt;
&lt;br /&gt;
* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
&lt;br /&gt;
* Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, as the two belts already comes loaded with, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form. It is recommended you remove the Quick Clot pill bottle, as &#039;&#039;&#039;internal bleeding can be cured completely by overdosing a patient on Bicardine (no more than THREE pills at once), then administering a pill of Kelotane to counteract the harmful effects of Bicardine overdose.&#039;&#039;&#039; For the backpack or satchel, put at least two defibrillators and one roller bed in. Optionally, pack more first aid kits and stasis bags.&lt;br /&gt;
&lt;br /&gt;
* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
&lt;br /&gt;
* Next, you will actually need to start considering your weapon loadout. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like, and can mount an angled grip to greatly reduce the delay before you can wield it.. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs. &lt;br /&gt;
&lt;br /&gt;
* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo.&lt;br /&gt;
&lt;br /&gt;
* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
&lt;br /&gt;
* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
&lt;br /&gt;
* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
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&lt;br /&gt;
Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Medic. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way. Keep your eyes open for any backline harrasers trying to get in and kill you, and ask a squad engineer or a synthetic to salvage and repair a medical vendor from the colony&#039;s medbay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Squad Medics, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Squad Medic, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Field Triage Procedure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage is the last and most important topic for a Squad Medic to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out of the spot are deceased, unrevivable teammates. They are gone, that is all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dead patients that can still be defibrillated are an urgent case. From the last point of death, you only have a few minutes before they permanently pass away. If you were brought such a patient, he may have died a mere dozen seconds ago, or a few precious minutes might have already been spent recovering him, as such, it&#039;s critical to be rapid and minimize the time before first shock, at least to renew the patient&#039;s death timer before it is too late.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage procedure usually goes as follow:&lt;br /&gt;
&lt;br /&gt;
* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location.&lt;br /&gt;
&lt;br /&gt;
* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
&lt;br /&gt;
* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying.&lt;br /&gt;
&lt;br /&gt;
** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
&lt;br /&gt;
** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
&lt;br /&gt;
** If a patient is over 200 damage, rapidly pull out advanced kits and try to apply as many as possible to lower damage amounts and if possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism with the exception of Epinephrine, therefore giving the patient chemicals to lower his brute / burn damage, will not work while they are still dead. It is still useful to administer said meds into them before reviving them (IF you have enough time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient&#039;s recovery time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol, Tricordazine and Quick Clot. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. An exception to this is quick clot. It ODs at 15 units so don&#039;t inject the patient with it if they have 5 units or more.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is in critical health, and especially near death, immediately administer a shot of Dexalin Plus, followed by an inaprovaline pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.&lt;br /&gt;
&lt;br /&gt;
* If the patient has internal bleeding, administer 3 doses of bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose. If the patient has lost a large amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
&lt;br /&gt;
* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
&lt;br /&gt;
* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
&lt;br /&gt;
* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Squad Medic should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again. If they are FULLY empty, you may also refill them by simply left clicking the vendor with injector in hand on Help intent.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Though they can be used for it, avoid using stasis bags for marines with internal bleeding or those who are just generally wounded and in crit or pain crit. The only two situations where you can never go wrong with using stasis bags are for slowing larval growth and severe overdose cases. Use your judgement - your fellow marines don&#039;t appreciate being stuck inside a stasis bag they can&#039;t get out of in case of emergency unless they absolutely need to.&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in your belt or other containers.&lt;br /&gt;
&lt;br /&gt;
* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel. (Note: this only works when you have help intent safety toggled on.)&lt;br /&gt;
&lt;br /&gt;
* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
&lt;br /&gt;
* Macros can help make your life easier. You can give items to marines by clicking them with the middle mouse button with item in your hand. A macro like pull roller-bed can help speed up patient transport and recovery.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect will help you heal marines even faster. Bicardine is commonly stacked with Tricordrazine to heal brute damage as TriBica pills. Kelotane is stacked with Dermaline to heal burn damage rapidly as KeloDerm pills. Tricordazine heals burn and toxin damage as well, and can stack with Kelotane, Dermaline and Dylovene respectively.&lt;br /&gt;
&lt;br /&gt;
* After activating your defibrillator on a dead marine, you can freely switch your active hand, drop the defibrillator or even place it back into your satchel without interrupting the defibrillation. Use this time to administer pills and splints (Or even begin treating another patient, if you have multiple dead marines at your feet).&lt;br /&gt;
&lt;br /&gt;
* If you find a Marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give or administer them (left click them on Help intent with pill in hand to feed them it!) a Tramadol pill to suck on while they heal up.&lt;br /&gt;
&lt;br /&gt;
* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can end up causing a person to be near pain crit.&lt;br /&gt;
&lt;br /&gt;
* If a Marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac if necessary.&lt;br /&gt;
&lt;br /&gt;
* Open, bleeding wounds cause bloodloss. Though many squad marines usually pack some basic bandages with them, applying advanced trauma kits to them is a significantly more effective option, as it won&#039;t just stop bleeding like a bandage, but heal some of the damage as well. Small-to-medium amounts of oxygen damage are characteristical of bloodloss, which your health analyzer will warn you about. Administer a dose of Iron to the marine or remind them to eat some food.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don&#039;t forget to use your roller beds!&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
&#039;&#039;&#039;Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Skillset ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Medic_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (Blunt but simple to read and understand. Highly recommended for both beginner and advanced squad medics. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic Another simple medic guide, appropriate for those completely new to CM&#039;s medical system.]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=17195</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=17195"/>
		<updated>2020-10-16T17:32:26Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: Big page update, all outdated/obsolete info should be purged now. Added new info to accomodate medical changes as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Medic.png&lt;br /&gt;
|jobtitle = Squad Medic [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Lance Corporal&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Three hours as Doctor.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide and/or the forum guides linked below whenever you require and mentorhelp if any doubts arise, and remember that all Squad Medics started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Medic Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Medic fatigues, only worn by USCM Medics.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue marine tactical gloves. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user&#039;s mobility.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM medical satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM medics. It has less capacity than the backpack, but can be opened and accessed at any time. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Medic Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM medics. Holds more than the satchel but must be taken off your back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the auto-injectors and healing equipment a Medic can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 4 Autoinjectors.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Magazine Pouch Description}}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dexalin.png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dylovene.png]]&lt;br /&gt;
[[#Dylovene|Dylovene]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Kelotane.png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Oxycodone.png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tricord.png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:9 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L41A_AP_mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Angled_Grip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Angled Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Extended_barrel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended Barrel&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gyro.png|64px]]&#039;&#039;&#039;Gryoscopic Stabilizer&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly reduces bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L41ACstock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Synthetic Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Laser_sight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* None&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Undershot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;U7 Underbarrel Shotgun&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:m41astock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Solid Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:quickfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quickfire Adapater&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
* Moderately increases spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Recoil_compensator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Recoil Compensator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:reddot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Red Dot Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight decrease in accuracy for moving.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Smg_Stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Submachinegun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:supressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
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* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
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* Slightly decreases damage&lt;br /&gt;
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*Moderately increases accuracy&lt;br /&gt;
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*Moderately reduces burst spread&lt;br /&gt;
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*Moderately decreases accuracy&lt;br /&gt;
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*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&lt;br /&gt;
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== Duties of the Squad Medic == &lt;br /&gt;
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As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are evaced to shipside Medbay should be stabilized. By you.&lt;br /&gt;
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Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
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As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
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== Squad Medic Equipment ==&lt;br /&gt;
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As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your loadout is perhaps one of the most decisive factors in wherever or not you will be able to keep the situation under control, or succumb more or less literally as the rest of your squad falls apart. While your work load will potentially be split with another Squad Medic, and all three other squads will be getting two Squad Medics, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
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After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main part for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
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There are no actual secrets to a Medic&#039;s loadout. Most of the time, it is determined by what one is comfortable with. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
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The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you will still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. Combat Medic, as some say.&lt;br /&gt;
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For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
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* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. Though it is ultimately a preference thing, it is highly recommended you start out with a satchel unless you know what you&#039;re doing. Having to take off your backpack constantly can slow down your work massively, and the satchel is more than capable of allowing you to heal and revive marines very efficiently.&lt;br /&gt;
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* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
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* Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, as the two belts already comes loaded with, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form. It is recommended you remove the Quick Clot pill bottle, as &#039;&#039;&#039;internal bleeding can be cured completely by overdosing a patient on Bicardine (no more than THREE pills at once), then administering a pill of Kelotane to counteract the harmful effects of Bicardine overdose.&#039;&#039;&#039; For the backpack or satchel, put at least two defibrillators and one roller bed in. Optionally, pack more first aid kits and stasis bags.&lt;br /&gt;
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* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
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* Next, you will actually need to start considering your weapon loadout. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like, and can mount an angled grip to greatly reduce the delay before you can wield it.. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs. &lt;br /&gt;
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* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo.&lt;br /&gt;
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* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
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* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
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* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
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== Squad Medic Tactics ==&lt;br /&gt;
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As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
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In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
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Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Medic. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way. Keep your eyes open for any backline harrasers trying to get in and kill you, and ask a squad engineer or a synthetic to salvage and repair a medical vendor from the colony&#039;s medbay.&lt;br /&gt;
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However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
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If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Squad Medics, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
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As a Squad Medic, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
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== Common Field Triage Procedure ==&lt;br /&gt;
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Triage is the last and most important topic for a Squad Medic to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
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The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out of the spot are deceased, unrevivable teammates. They are gone, that is all.&lt;br /&gt;
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In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
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Dead patients that can still be defibrillated are an urgent case. From the last point of death, you only have a few minutes before they permanently pass away. If you were brought such a patient, he may have died a mere dozen seconds ago, or a few precious minutes might have already been spent recovering him, as such, it&#039;s critical to be rapid and minimize the time before first shock, at least to renew the patient&#039;s death timer before it is too late.&lt;br /&gt;
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Triage procedure usually goes as follow:&lt;br /&gt;
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* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location.&lt;br /&gt;
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* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
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* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying.&lt;br /&gt;
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** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
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** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
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** If a patient is over 200 damage, rapidly pull out advanced kits and try to apply as many as possible to lower damage amounts and if possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism with the exception of Epinephrine, therefore giving the patient chemicals to lower his brute / burn damage, will not work while they are still dead. It is still useful to administer said meds into them before reviving them (IF you have enough time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient&#039;s recovery time.&lt;br /&gt;
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* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol, Tricordazine and Quick Clot. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. An exception to this is quick clot. It ODs at 15 units so don&#039;t inject the patient with it if they have 5 units or more.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is in critical health, and especially near death, immediately administer a shot of Dexalin Plus, followed by an inaprovaline pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.&lt;br /&gt;
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* If the patient has internal bleeding, administer 3 doses of bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose. If the patient has lost a large amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery.&lt;br /&gt;
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* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
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* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
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* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
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* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
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* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
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* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
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== Squad Medic Tips and Tricks ==&lt;br /&gt;
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* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Squad Medic should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again. If they are FULLY empty, you may also refill them by simply left clicking the vendor with injector in hand on Help intent.&#039;&#039;&#039;&lt;br /&gt;
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* Though they can be used for it, avoid using stasis bags for marines with internal bleeding or those who are just generally wounded and in crit or pain crit. The only two situations where you can never go wrong with using stasis bags are for slowing larval growth and severe overdose cases. Use your judgement - your fellow marines don&#039;t appreciate being stuck inside a stasis bag they can&#039;t get out of in case of emergency unless they absolutely need to.&lt;br /&gt;
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* If you can&#039;t remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in your belt or other containers.&lt;br /&gt;
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* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel. (Note: this only works when you have help intent safety toggled on.)&lt;br /&gt;
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* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
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* Macros can help make your life easier. You can give items to marines by clicking them with the middle mouse button with item in your hand. A macro like pull roller-bed can help speed up patient transport and recovery.&lt;br /&gt;
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* Stacking different medicines with the same effect will help you heal marines even faster. Bicardine is commonly stacked with Tricordrazine to heal brute damage as TriBica pills. Kelotane is stacked with Dermaline to heal burn damage rapidly as KeloDerm pills. Tricordazine heals burn and toxin damage as well, and can stack with Kelotane, Dermaline and Dylovene respectively.&lt;br /&gt;
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* After activating your defibrillator on a dead marine, you can freely switch your active hand, drop the defibrillator or even place it back into your satchel without interrupting the defibrillation. Use this time to administer pills and splints (Or even begin treating another patient, if you have multiple dead marines at your feet).&lt;br /&gt;
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* If you find a Marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give or administer them (left click them on Help intent with pill in hand to feed them it!) a Tramadol pill to suck on while they heal up.&lt;br /&gt;
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* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can end up causing a person to be near pain crit.&lt;br /&gt;
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* If a Marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac if necessary.&lt;br /&gt;
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* Open, bleeding wounds cause bloodloss. Though many squad marines usually pack some basic bandages with them, applying advanced trauma kits to them is a significantly more effective option, as it won&#039;t just stop bleeding like a bandage, but heal some of the damage as well. Small-to-medium amounts of oxygen damage are characteristical of bloodloss, which your health analyzer will warn you about. Administer a dose of Iron to the marine or remind them to eat some food.&lt;br /&gt;
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* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don&#039;t forget to use your roller beds!&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
&#039;&#039;&#039;Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Skillset ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Medic_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (Blunt but simple to read and understand. Highly recommended for both beginner and advanced squad medics. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic Another simple medic guide, appropriate for those completely new to CM&#039;s medical system.]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15932</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15932"/>
		<updated>2020-08-02T08:38:56Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* File:ColMarTech_Automated_Equipment_Rack.png Auxiliary Gear Rack  File:ColMarTech_Automated_Equipment_Rack.png */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.&lt;br /&gt;
&lt;br /&gt;
Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:new auxiliary gear rack.PNG|64px]] Auxiliary Gear Rack  [[File:new auxiliary gear rack.PNG|64px]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fulton_Device.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]1st Generation Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
[[File:G1SynSkills.jpg]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]===&lt;br /&gt;
[[File:G2SynthSkillsRevised.jpg]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:New_auxiliary_gear_rack.PNG&amp;diff=15931</id>
		<title>File:New auxiliary gear rack.PNG</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:New_auxiliary_gear_rack.PNG&amp;diff=15931"/>
		<updated>2020-08-02T08:37:24Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: 50RemAndCounting uploaded a new version of File:New auxiliary gear rack.PNG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:New_auxiliary_gear_rack.PNG&amp;diff=15930</id>
		<title>File:New auxiliary gear rack.PNG</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:New_auxiliary_gear_rack.PNG&amp;diff=15930"/>
		<updated>2020-08-02T08:36:29Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15929</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15929"/>
		<updated>2020-08-02T08:31:49Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* File:ColMarTech_Automated_Equipment_Rack.png Automated Equipment Rack  File:ColMarTech_Automated_Equipment_Rack.png */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.&lt;br /&gt;
&lt;br /&gt;
Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:ColMarTech_Automated_Equipment_Rack.png]] Auxiliary Gear Rack  [[File:ColMarTech_Automated_Equipment_Rack.png]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]1st Generation Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
[[File:G1SynSkills.jpg]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]===&lt;br /&gt;
[[File:G2SynthSkillsRevised.jpg]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15928</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15928"/>
		<updated>2020-08-02T08:24:25Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* 64px Automated Closet 64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.&lt;br /&gt;
&lt;br /&gt;
Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:ColMarTech_Automated_Equipment_Rack.png]] Automated Equipment Rack  [[File:ColMarTech_Automated_Equipment_Rack.png]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Electronics&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Power Control Module&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039;&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]1st Generation Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
[[File:G1SynSkills.jpg]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]===&lt;br /&gt;
[[File:G2SynthSkillsRevised.jpg]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15927</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15927"/>
		<updated>2020-08-02T08:15:37Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: Updated detailed description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Old Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.&lt;br /&gt;
&lt;br /&gt;
Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:ColMarTech_Automated_Equipment_Rack.png]] Automated Equipment Rack  [[File:ColMarTech_Automated_Equipment_Rack.png]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Electronics&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Power Control Module&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039;&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]1st Generation Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
[[File:G1SynSkills.jpg]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]===&lt;br /&gt;
[[File:G2SynthSkillsRevised.jpg]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15926</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=15926"/>
		<updated>2020-08-02T08:06:05Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
Your primary job is to support and assist all USCM Departments and Personnel on-board.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, being a Synthetic gives you knowledge in every field and specialization possible on-board the ship.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Old Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions.&lt;br /&gt;
&lt;br /&gt;
Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:ColMarTech_Automated_Equipment_Rack.png]] Automated Equipment Rack  [[File:ColMarTech_Automated_Equipment_Rack.png]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Electronics&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Power Control Module&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039;&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Quickclot&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]1st Generation Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
[[File:G1SynSkills.jpg]]&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]===&lt;br /&gt;
[[File:G2SynthSkillsRevised.jpg]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=15419</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=15419"/>
		<updated>2020-06-22T11:45:53Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Common Field Triage Procedure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Medic.png&lt;br /&gt;
|jobtitle = Squad Medic [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Lance Corporal&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Three hours as any squad role.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide again or adminhelp if any doubts arise, and remember that all Squad Medics started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic_Fatigues.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Medic Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Medic fatigues, only worn by USCM Medics. Starts with a webbing clipped onto it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue marine tactical gloves. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user&#039;s mobility.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM medical satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM medics. It sacrifices capacity for usability. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Medic Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM medics. Holds more than the satchel but must be taken off the back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the auto-injectors and healing equipment a Medic can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 4 Autoinjectors.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Holds 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dexalin.png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dylovene.png]]&lt;br /&gt;
[[#Dylovene|Dylovene]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Kelotane.png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Oxycodone.png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tricord.png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:9 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L41A_AP_mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Angled_Grip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Angled Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Extended_barrel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended Barrel&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gyro.png|64px]]&#039;&#039;&#039;Gryoscopic Stabilizer&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly reduces bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L41ACstock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Synthetic Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Laser_sight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* None&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Undershot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;U7 Underbarrel Shotgun&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:m41astock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Solid Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:quickfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quickfire Adapater&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
* Moderately increases spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Recoil_compensator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Recoil Compensator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:reddot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Red Dot Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight decrease in accuracy for moving.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Smg_Stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Submachinegun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:supressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:forwardgrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vertical Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases movement speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Squad Medic == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are evaced to shipside Medbay should be stabilized. By you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
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&lt;br /&gt;
As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your loadout is perhaps one of the most decisive factors in wherever or not you will be able to keep the situation under control, or succumb more or less literally as the rest of your squad falls apart. While your work load will potentially be split with another Squad Medic, and all three other squads will be getting two Squad Medics, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main part for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no actual secrets to a Medic&#039;s loadout. Most of the time, it is determined by what one is comfortable with. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you will still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. Combat Medic, as some say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. It is generally more of a preference thing, so make a choice between inventory space and ease of access&lt;br /&gt;
&lt;br /&gt;
* Next, choose your belt item. Many Squad Medics swear by the Combat Lifesaver Belt, and it is definitely appealing. The medical storage rig is also a viable alternative, however both have different storage styles, so you will need to experiment to find what works best for you. Go ahead and grab one.&lt;br /&gt;
&lt;br /&gt;
* Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, as the belt already comes loaded with, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form. It is recommended you remove the Quick Clot pill bottle, as &#039;&#039;&#039;internal bleeding can be cured completely by overdosing a patient on Bicardine (no more than THREE pills at once), then administering a pill of Kelotane to counteract the harmful effects of Bicardine overdose.&#039;&#039;&#039; For the backpack or satchel, put at least one stasis bag, one defibrillator, and one advanced first aid kit in. If you have more space, double up that loadout.&lt;br /&gt;
&lt;br /&gt;
* Finish up your medical loadout. You will want a HF2 Health Analyser in your medical pouch for ease of access. Another interesting idea is to fill your armor with one autoinjector of Oxycodone and one autoinjector of Tricordazine. This will be used as emergency aid if you are wounded, to allow you to stay in the fight or flee.&lt;br /&gt;
&lt;br /&gt;
* Next, you will actually need to start considering your weapon loadout. After recent changes, all weapons can be fired with one hand, however, it will have penalties for doing so. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs. &lt;br /&gt;
&lt;br /&gt;
* Having a gun is nice, but having spare ammunition is even better. A simple loadout for five magazines of ammunition plus one loaded magazine is one magazine pouch and one webbing. Fill to the brim with magazines of your desired weapon.&lt;br /&gt;
&lt;br /&gt;
* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
&lt;br /&gt;
* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits run out very quickly on the field, so balance it carefully.&lt;br /&gt;
&lt;br /&gt;
* At this point, you may leave to join the Requisitions queue and Briefing. Feel free to swing by Medbay before deployment to get extra goods. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
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&lt;br /&gt;
In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Medic. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way.&lt;br /&gt;
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However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Squad Medics, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Squad Medic, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Field Triage Procedure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage is the last and most important topic for a Squad Medic to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out of the spot are deceased, unrevivable teammates. They are gone, that is all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dead patients that can still be defibrillated are an urgent case. From the last point of death, you only have a few minutes before they permanently pass away. If you were brought such a patient, he may have died a mere dozen seconds ago, or a few precious minutes might have already been spent recovering him, as such, it&#039;s critical to be rapid and minimize the time before first shock, at least to renew the patient&#039;s death timer before it is too late.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage procedure usually goes as follow:&lt;br /&gt;
&lt;br /&gt;
* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location.&lt;br /&gt;
&lt;br /&gt;
* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
&lt;br /&gt;
* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying.&lt;br /&gt;
&lt;br /&gt;
** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
&lt;br /&gt;
** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
&lt;br /&gt;
** If a patient is over 200 damage, rapidly pull out advanced kits and try to apply as many as possible to lower damage amounts and if possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism, therefore giving the patient chemicals to lower his brute / burn damage, will not work. It is still useful to administer said meds into them before reviving them (IF you have ample time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient&#039;s recovery time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol, Tricordazine and Quick Clot. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. An exception to this is quick clot. It ODs at 15 units so don&#039;t inject the patient with it if they have 5 units or more.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is in critical health, and especially near death, immediately administer a shot of Dexalin Plus, or a Dexalin pill, preferably both. Then, administer an Inaprovaline pill to stabilize the patient as much as possible (do not administer Inaprovaline without Dylovene if the patient has significant toxin damage. Do not administer Inaprovaline if patient already has around 30 units or above in their system. Inaprovaline overdose causes fatal heart damage which would need to be healed by a doctor.)&lt;br /&gt;
&lt;br /&gt;
* If the patient has internal bleeding, administer bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose. If the patient has lost a ridiculous amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin and Dylovene after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially if patient is suffering from severe symptoms.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits.&lt;br /&gt;
&lt;br /&gt;
* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major toxin damage, check for chemical OD. Then, administer Dylovene. Additionally, administer Peridaxon, as this kind of damage is usually due to, or causes, damage to the liver and kidneys. Toxin damage is slow to heal.&lt;br /&gt;
&lt;br /&gt;
* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
&lt;br /&gt;
* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is not below critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
&lt;br /&gt;
* If the patient is missing a limb, account in diagnosis. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Squad Medic should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in containers.&lt;br /&gt;
&lt;br /&gt;
* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel.&lt;br /&gt;
&lt;br /&gt;
* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
&lt;br /&gt;
* Macros can help make your life easier. Give and pull roller-bed can help speed up handing out medicine and making it easier to snag a wounded marine then running for your life.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect is critical to rapidly heal squad mates. Bicaridine stacks with Tricordazine. Kelotane stacks with Tricordazine and Dermaline.&lt;br /&gt;
&lt;br /&gt;
* Mixing Dylovene and Inaprovaline generates Tricordazine. Be careful when healing critical patients with toxin damage. Do note however that this reaction will not work within a patients body.&lt;br /&gt;
&lt;br /&gt;
* If you find a Marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give them a Tramadol pill to suck on while they heal up.&lt;br /&gt;
&lt;br /&gt;
* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can cause a person to be near pain crit.&lt;br /&gt;
&lt;br /&gt;
* If a Marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac.&lt;br /&gt;
&lt;br /&gt;
* Do not underestimate the damage of open wounds can cause, blood loss can become an issue. Always tend to wounds if you can.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates or deep into a safe space before tending to them!&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Skillset ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Medic_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (Blunt but simple to read and understand. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11218 Defibrillator Guide!]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=15418</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=15418"/>
		<updated>2020-06-22T11:24:06Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Sources and Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Medic.png&lt;br /&gt;
|jobtitle = Squad Medic [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Lance Corporal&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Three hours as any squad role.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide again or adminhelp if any doubts arise, and remember that all Squad Medics started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic_Fatigues.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Medic Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Medic fatigues, only worn by USCM Medics. Starts with a webbing clipped onto it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue marine tactical gloves. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user&#039;s mobility.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM medical satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM medics. It sacrifices capacity for usability. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Medic Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM medics. Holds more than the satchel but must be taken off the back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the auto-injectors and healing equipment a Medic can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 4 Autoinjectors.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Holds 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dexalin.png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dylovene.png]]&lt;br /&gt;
[[#Dylovene|Dylovene]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Kelotane.png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Oxycodone.png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tricord.png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:9 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L41A_AP_mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Angled_Grip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Angled Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Extended_barrel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended Barrel&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gyro.png|64px]]&#039;&#039;&#039;Gryoscopic Stabilizer&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly reduces bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L41ACstock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Synthetic Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Laser_sight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* None&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Undershot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;U7 Underbarrel Shotgun&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:m41astock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Solid Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:quickfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quickfire Adapater&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
* Moderately increases spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Recoil_compensator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Recoil Compensator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:reddot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Red Dot Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight decrease in accuracy for moving.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Smg_Stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Submachinegun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:supressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:forwardgrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vertical Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases movement speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Squad Medic == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are evaced to shipside Medbay should be stabilized. By you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your loadout is perhaps one of the most decisive factors in wherever or not you will be able to keep the situation under control, or succumb more or less literally as the rest of your squad falls apart. While your work load will potentially be split with another Squad Medic, and all three other squads will be getting two Squad Medics, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main part for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no actual secrets to a Medic&#039;s loadout. Most of the time, it is determined by what one is comfortable with. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you will still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. Combat Medic, as some say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. It is generally more of a preference thing, so make a choice between inventory space and ease of access&lt;br /&gt;
&lt;br /&gt;
* Next, choose your belt item. Many Squad Medics swear by the Combat Lifesaver Belt, and it is definitely appealing. The medical storage rig is also a viable alternative, however both have different storage styles, so you will need to experiment to find what works best for you. Go ahead and grab one.&lt;br /&gt;
&lt;br /&gt;
* Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, as the belt already comes loaded with, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form. It is recommended you remove the Quick Clot pill bottle, as &#039;&#039;&#039;internal bleeding can be cured completely by overdosing a patient on Bicardine (no more than THREE pills at once), then administering a pill of Kelotane to counteract the harmful effects of Bicardine overdose.&#039;&#039;&#039; For the backpack or satchel, put at least one stasis bag, one defibrillator, and one advanced first aid kit in. If you have more space, double up that loadout.&lt;br /&gt;
&lt;br /&gt;
* Finish up your medical loadout. You will want a HF2 Health Analyser in your medical pouch for ease of access. Another interesting idea is to fill your armor with one autoinjector of Oxycodone and one autoinjector of Tricordazine. This will be used as emergency aid if you are wounded, to allow you to stay in the fight or flee.&lt;br /&gt;
&lt;br /&gt;
* Next, you will actually need to start considering your weapon loadout. After recent changes, all weapons can be fired with one hand, however, it will have penalties for doing so. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs. &lt;br /&gt;
&lt;br /&gt;
* Having a gun is nice, but having spare ammunition is even better. A simple loadout for five magazines of ammunition plus one loaded magazine is one magazine pouch and one webbing. Fill to the brim with magazines of your desired weapon.&lt;br /&gt;
&lt;br /&gt;
* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
&lt;br /&gt;
* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits run out very quickly on the field, so balance it carefully.&lt;br /&gt;
&lt;br /&gt;
* At this point, you may leave to join the Requisitions queue and Briefing. Feel free to swing by Medbay before deployment to get extra goods. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Medic. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Squad Medics, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Squad Medic, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Field Triage Procedure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage is the last and most important topic for a Squad Medic to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out of the spot are deceased, unrevivable teammates. They are gone, that is all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dead patients that can still be defibrillated are an urgent case. From the last point of death, you only have a few minutes before they permanently pass away. If you were brought such a patient, he may have died a mere dozen seconds ago, or a few precious minutes might have already been spent recovering him, as such, it&#039;s critical to be rapid and minimize the time before first shock, at least to renew the patient&#039;s death timer before it is too late.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage procedure usually goes as follow:&lt;br /&gt;
&lt;br /&gt;
* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location.&lt;br /&gt;
&lt;br /&gt;
* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
&lt;br /&gt;
* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying.&lt;br /&gt;
&lt;br /&gt;
** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
&lt;br /&gt;
** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
&lt;br /&gt;
** If a patient is over 200 damage, rapidly pull out advanced kits and try to apply as many as possible to lower damage amounts and if possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism, therefore giving the patient chemicals to lower his brute / burn damage, will not work.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol, Tricordazine and Quick Clot. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. An exception to this is quick clot. It ODs at 15 units so don&#039;t inject the patient with it if they have 5 units or more.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is in critical health, and especially near death, immediately administer a shot of Dexalin Plus, or a Dexalin pill, preferably both. Then, administer an Inaprovaline pill to stabilize the patient as much as possible (do not administer Inaprovaline if the patient has significant toxin damage)&lt;br /&gt;
&lt;br /&gt;
* If the patient has internal bleeding, or ridiculous amounts of general bleeding (not bloodloss alone), administer a shot of Quick Clot. This will need to be renewed in a few minutes. &#039;&#039;&#039;Patient will need to medevac in the event of internal bleeding, especially if blood levels are already getting low.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin and Dylovene. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially if patient is suffering from severe symptoms.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits.&lt;br /&gt;
&lt;br /&gt;
* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major toxin damage, check for chemical OD. Then, administer Dylovene. Additionally, administer Peridaxon, as this kind of damage is usually due to, or causes, damage to the liver and kidneys. Toxin damage is slow to heal.&lt;br /&gt;
&lt;br /&gt;
* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
&lt;br /&gt;
* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is not below critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
&lt;br /&gt;
* If the patient is missing a limb, account in diagnosis. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Squad Medic should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in containers.&lt;br /&gt;
&lt;br /&gt;
* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel.&lt;br /&gt;
&lt;br /&gt;
* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
&lt;br /&gt;
* Macros can help make your life easier. Give and pull roller-bed can help speed up handing out medicine and making it easier to snag a wounded marine then running for your life.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect is critical to rapidly heal squad mates. Bicaridine stacks with Tricordazine. Kelotane stacks with Tricordazine and Dermaline.&lt;br /&gt;
&lt;br /&gt;
* Mixing Dylovene and Inaprovaline generates Tricordazine. Be careful when healing critical patients with toxin damage. Do note however that this reaction will not work within a patients body.&lt;br /&gt;
&lt;br /&gt;
* If you find a Marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give them a Tramadol pill to suck on while they heal up.&lt;br /&gt;
&lt;br /&gt;
* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can cause a person to be near pain crit.&lt;br /&gt;
&lt;br /&gt;
* If a Marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac.&lt;br /&gt;
&lt;br /&gt;
* Do not underestimate the damage of open wounds can cause, blood loss can become an issue. Always tend to wounds if you can.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates or deep into a safe space before tending to them!&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Skillset ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Medic_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (Blunt but simple to read and understand. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11218 Defibrillator Guide!]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=15417</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=15417"/>
		<updated>2020-06-22T11:04:20Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Squad Medic Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Medic.png&lt;br /&gt;
|jobtitle = Squad Medic [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Lance Corporal&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Three hours as any squad role.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide again or adminhelp if any doubts arise, and remember that all Squad Medics started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic_Fatigues.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Medic Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Medic fatigues, only worn by USCM Medics. Starts with a webbing clipped onto it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue marine tactical gloves. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user&#039;s mobility.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM medical satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM medics. It sacrifices capacity for usability. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Medic Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM medics. Holds more than the satchel but must be taken off the back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the auto-injectors and healing equipment a Medic can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 4 Autoinjectors.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Holds 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dexalin.png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dylovene.png]]&lt;br /&gt;
[[#Dylovene|Dylovene]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Kelotane.png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Oxycodone.png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tricord.png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:9 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L41A_AP_mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Angled_Grip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Angled Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Extended_barrel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended Barrel&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gyro.png|64px]]&#039;&#039;&#039;Gryoscopic Stabilizer&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly reduces bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L41ACstock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Synthetic Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Laser_sight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* None&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Undershot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;U7 Underbarrel Shotgun&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:m41astock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Solid Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:quickfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quickfire Adapater&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
* Moderately increases spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Recoil_compensator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Recoil Compensator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:reddot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Red Dot Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight decrease in accuracy for moving.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Smg_Stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Submachinegun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:supressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
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{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:forwardgrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vertical Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
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*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases movement speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Squad Medic == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are evaced to shipside Medbay should be stabilized. By you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
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As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Equipment ==&lt;br /&gt;
&lt;br /&gt;
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As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your loadout is perhaps one of the most decisive factors in wherever or not you will be able to keep the situation under control, or succumb more or less literally as the rest of your squad falls apart. While your work load will potentially be split with another Squad Medic, and all three other squads will be getting two Squad Medics, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main part for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no actual secrets to a Medic&#039;s loadout. Most of the time, it is determined by what one is comfortable with. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you will still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. Combat Medic, as some say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. It is generally more of a preference thing, so make a choice between inventory space and ease of access&lt;br /&gt;
&lt;br /&gt;
* Next, choose your belt item. Many Squad Medics swear by the Combat Lifesaver Belt, and it is definitely appealing. The medical storage rig is also a viable alternative, however both have different storage styles, so you will need to experiment to find what works best for you. Go ahead and grab one.&lt;br /&gt;
&lt;br /&gt;
* Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, as the belt already comes loaded with, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form. It is recommended you remove the Quick Clot pill bottle, as &#039;&#039;&#039;internal bleeding can be cured completely by overdosing a patient on Bicardine (no more than THREE pills at once), then administering a pill of Kelotane to counteract the harmful effects of Bicardine overdose.&#039;&#039;&#039; For the backpack or satchel, put at least one stasis bag, one defibrillator, and one advanced first aid kit in. If you have more space, double up that loadout.&lt;br /&gt;
&lt;br /&gt;
* Finish up your medical loadout. You will want a HF2 Health Analyser in your medical pouch for ease of access. Another interesting idea is to fill your armor with one autoinjector of Oxycodone and one autoinjector of Tricordazine. This will be used as emergency aid if you are wounded, to allow you to stay in the fight or flee.&lt;br /&gt;
&lt;br /&gt;
* Next, you will actually need to start considering your weapon loadout. After recent changes, all weapons can be fired with one hand, however, it will have penalties for doing so. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs. &lt;br /&gt;
&lt;br /&gt;
* Having a gun is nice, but having spare ammunition is even better. A simple loadout for five magazines of ammunition plus one loaded magazine is one magazine pouch and one webbing. Fill to the brim with magazines of your desired weapon.&lt;br /&gt;
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* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
&lt;br /&gt;
* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits run out very quickly on the field, so balance it carefully.&lt;br /&gt;
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* At this point, you may leave to join the Requisitions queue and Briefing. Feel free to swing by Medbay before deployment to get extra goods. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tactics ==&lt;br /&gt;
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&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
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In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
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Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Medic. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way.&lt;br /&gt;
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However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
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If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Squad Medics, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
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&lt;br /&gt;
As a Squad Medic, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time.&lt;br /&gt;
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&lt;br /&gt;
== Common Field Triage Procedure ==&lt;br /&gt;
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&lt;br /&gt;
Triage is the last and most important topic for a Squad Medic to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
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The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out of the spot are deceased, unrevivable teammates. They are gone, that is all.&lt;br /&gt;
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In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds.&lt;br /&gt;
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Dead patients that can still be defibrillated are an urgent case. From the last point of death, you only have a few minutes before they permanently pass away. If you were brought such a patient, he may have died a mere dozen seconds ago, or a few precious minutes might have already been spent recovering him, as such, it&#039;s critical to be rapid and minimize the time before first shock, at least to renew the patient&#039;s death timer before it is too late.&lt;br /&gt;
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Triage procedure usually goes as follow:&lt;br /&gt;
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* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location.&lt;br /&gt;
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* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
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* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying.&lt;br /&gt;
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** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
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** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
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** If a patient is over 200 damage, rapidly pull out advanced kits and try to apply as many as possible to lower damage amounts and if possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism, therefore giving the patient chemicals to lower his brute / burn damage, will not work.&lt;br /&gt;
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* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol, Tricordazine and Quick Clot. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. An exception to this is quick clot. It ODs at 15 units so don&#039;t inject the patient with it if they have 5 units or more.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is in critical health, and especially near death, immediately administer a shot of Dexalin Plus, or a Dexalin pill, preferably both. Then, administer an Inaprovaline pill to stabilize the patient as much as possible (do not administer Inaprovaline if the patient has significant toxin damage)&lt;br /&gt;
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* If the patient has internal bleeding, or ridiculous amounts of general bleeding (not bloodloss alone), administer a shot of Quick Clot. This will need to be renewed in a few minutes. &#039;&#039;&#039;Patient will need to medevac in the event of internal bleeding, especially if blood levels are already getting low.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin and Dylovene. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially if patient is suffering from severe symptoms.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits.&lt;br /&gt;
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* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
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* If the patient is suffering from major toxin damage, check for chemical OD. Then, administer Dylovene. Additionally, administer Peridaxon, as this kind of damage is usually due to, or causes, damage to the liver and kidneys. Toxin damage is slow to heal.&lt;br /&gt;
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* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
&lt;br /&gt;
* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is not below critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
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* If the patient is missing a limb, account in diagnosis. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac.&lt;br /&gt;
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== Squad Medic Tips and Tricks ==&lt;br /&gt;
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* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Squad Medic should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again.&#039;&#039;&#039;&lt;br /&gt;
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* If you can&#039;t remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in containers.&lt;br /&gt;
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* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel.&lt;br /&gt;
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* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
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* Macros can help make your life easier. Give and pull roller-bed can help speed up handing out medicine and making it easier to snag a wounded marine then running for your life.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect is critical to rapidly heal squad mates. Bicaridine stacks with Tricordazine. Kelotane stacks with Tricordazine and Dermaline.&lt;br /&gt;
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* Mixing Dylovene and Inaprovaline generates Tricordazine. Be careful when healing critical patients with toxin damage. Do note however that this reaction will not work within a patients body.&lt;br /&gt;
&lt;br /&gt;
* If you find a Marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give them a Tramadol pill to suck on while they heal up.&lt;br /&gt;
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* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can cause a person to be near pain crit.&lt;br /&gt;
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* If a Marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac.&lt;br /&gt;
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* Do not underestimate the damage of open wounds can cause, blood loss can become an issue. Always tend to wounds if you can.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates or deep into a safe space before tending to them!&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Skillset ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Medic_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=7843 Miserable Medic&#039;s Sharing Tips] (A great reading tips from veteran CM players!)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=64&amp;amp;t=12852 Medic Loadout sharing thread] (Good to see other players loadouts to see what you might change about yours.)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11218 Defibrillator Guide!]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=15416</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=15416"/>
		<updated>2020-06-22T10:56:38Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* 64px Automated Equipment Rack 64px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MARINE&lt;br /&gt;
|imagebgcolor = lightgrey&lt;br /&gt;
|img = Medic.png&lt;br /&gt;
|jobtitle = Squad Medic [[File:Squad_medic_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Lance Corporal&lt;br /&gt;
|superior = [[Squad Leader]]&lt;br /&gt;
|unlock = Three hours as any squad role.&lt;br /&gt;
|duties = Keep Marines in fighting condition, or as close as you can get them. Medevac those who need to be sent back to Medbay for treatment.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
|description = You must tend the wounds of your squad mates and make sure they are healthy and active.&amp;lt;br&amp;gt;You may not be a fully-fledged doctor, but you stand between life and death when it matters.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If you insist. After my student years, despite the fact that I had become secretly addicted to morphine, I was considered to be most promising. A man with a future. Then during my first residency I did a thirty-six hour stretch on an ER. So I went out and I got more than a little drunk. Then I got called back. Boiler had blown on a fuel plant and there were thirty casualties. And eleven of them died. Not as a result of the accident but because I prescribed the wrong dosage of painkiller. And I got seven years in prison and my licence reduced to a 3C.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At least I got off the morphine.&amp;quot; -  Clemens, Alien³&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are &#039;&#039;&#039;your squad&#039;s main source of first aid and battlefield triage&#039;&#039;&#039;. While Marines usually try to keep themselves out of harm&#039;s way, your actions will often decide who lives and dies that day. Wherever it is administering first aid, popping painkillers for a wounded comrade, performing a medevac, or even bringing someone back from the brink of death, you will often be the lifeline of your squad. Without you on your squad&#039;s side, only pain and death await.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide again or adminhelp if any doubts arise, and remember that all Squad Medics started here.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you&#039;re administering actually works, and in case you&#039;re stumped by a casualty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Equipment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic_Fatigues.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Medic Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Medic fatigues, only worn by USCM Medics. Starts with a webbing clipped onto it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Squad_Gloves.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue marine tactical gloves. Protects the hands from some damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_pattern_marine_helmet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum:&#039;&#039;&#039; &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the &#039;Medical&#039; comms channel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MRE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;MRE&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armor&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 light armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Light Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Pattern Marine Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M3 heavy armor.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M3 Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user&#039;s mobility.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic satchel.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM medical satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel used by USCM medics. It sacrifices capacity for usability. A small patch is sown to the top flap.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:USCM_Medic_Backpack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Medic Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A standard-issue backpack worn by USCM medics. Holds more than the satchel but must be taken off the back to be opened.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belts&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Belt:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_lifesaver_bag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the auto-injectors and healing equipment a Medic can use.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_medical_storage_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 4 Autoinjectors.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medmag-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Holds 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medium-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-mag-pouch-large.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Pouch able to hold pistol magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pistol Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Accessories&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Accessories:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Webbing.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Brown_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Gas_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A face-covering mask that can be connected to an air supply. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sterile mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[File:ColMarTech_Automated_Equipment_Rack.png|64px]] Automated Equipment Rack [[File:ColMarTech_Automated_Equipment_Rack.png|64px]]==&lt;br /&gt;
&lt;br /&gt;
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Medical Set&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Healthanalyzer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HF2 Health Analyser&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it. You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advance First Aid Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Holds an array of advance medical items. Advance Burn and Trauma kits for burn and brute damage respectively as well as splints for fractured limbs and a tricord autoinjector for healing over time. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to store critically injured patients.&lt;br /&gt;
* Slows larva growth.&lt;br /&gt;
* Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
* Prevents blood loss while the patients are inside&lt;br /&gt;
* Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
* Can be buckled to a roller bed for faster transportation.&lt;br /&gt;
* To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kelotane&#039;&#039;&#039;&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Quickclot&lt;br /&gt;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png]]&lt;br /&gt;
[[#Bicaridine|Bicaridine]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dexalin.png]]&lt;br /&gt;
[[#Dexalin+|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Dylovene.png]]&lt;br /&gt;
[[#Dylovene|Dylovene]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Inaprovaline.png]]&lt;br /&gt;
[[#Inaprovaline|Inaprovaline]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Kelotane.png]]&lt;br /&gt;
[[#Kelotane|Kelotane]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Oxycodone.png]]&lt;br /&gt;
[[#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039; &amp;lt;br&amp;gt; Costs:2 Points]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]]&lt;br /&gt;
&lt;br /&gt;
 |[[File:Tricord.png]]&lt;br /&gt;
[[#Tricord|&#039;&#039;&#039;Tricord&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Magazine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:9 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L41A_AP_mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:6 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gun Attachments&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:450px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Angled_Grip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Angled Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Extended_barrel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended Barrel&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Gyro.png|64px]]&#039;&#039;&#039;Gryoscopic Stabilizer&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly reduces bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:L41ACstock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;L42A Synthetic Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Laser_sight.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* None&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Undershot.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;U7 Underbarrel Shotgun&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:m41astock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M41A Solid Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:quickfire.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Quickfire Adapater&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
* Moderately increases spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Recoil_compensator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Recoil Compensator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:reddot.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Red Dot Sight&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight decrease in accuracy for moving.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Smg_Stock.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Submachinegun Stock&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:supressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Suppressor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:forwardgrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vertical Grip&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:10 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases movement speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Duties of the Squad Medic == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are evaced to shipside Medbay should be stabilized. By you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Equipment ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your loadout is perhaps one of the most decisive factors in wherever or not you will be able to keep the situation under control, or succumb more or less literally as the rest of your squad falls apart. While your work load will potentially be split with another Squad Medic, and all three other squads will be getting two Squad Medics, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main part for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no actual secrets to a Medic&#039;s loadout. Most of the time, it is determined by what one is comfortable with. However, there is a simple directing line to your entire loadout. &#039;&#039;&#039;Your loadout must contain as many usable slots as possible, while allowing you to swap healing items in and out as rapidly and efficiently as possible, without cluttering your inventory and having to drop anything.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you will still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. Combat Medic, as some say.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
&lt;br /&gt;
* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. It is generally more of a preference thing, so make a choice between inventory space and ease of access&lt;br /&gt;
&lt;br /&gt;
* Next, choose your belt item. Many Squad Medics swear by the Combat Lifesaver Belt, and it is definitely appealing. The medical storage rig is also a viable alternative, however both have different storage styles, so you will need to experiment to find what works best for you. Go ahead and grab one, then empty it.&lt;br /&gt;
&lt;br /&gt;
* Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, minus Russian Red, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form. For the backpack or satchel, put at least one stasis bag, one defibrillator, and one advanced first aid kit in. If you have more space, double up that loadout.&lt;br /&gt;
&lt;br /&gt;
* Finish up your medical loadout. You will want a HF2 Health Analyser in your medical pouch for ease of access. Another interesting idea is to fill your armor with one autoinjector of Oxycodone and one autoinjector of Tricordazine. This will be used as emergency aid if you are wounded, to allow you to stay in the fight or flee.&lt;br /&gt;
&lt;br /&gt;
* Next, you will actually need to start considering your weapon loadout. After recent changes, all weapons can be fired with one hand, however, it will have penalties for doing so. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs. &lt;br /&gt;
&lt;br /&gt;
* Having a gun is nice, but having spare ammunition is even better. A simple loadout for five magazines of ammunition plus one loaded magazine is one magazine pouch and one webbing. Fill to the brim with magazines of your desired weapon.&lt;br /&gt;
&lt;br /&gt;
* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
&lt;br /&gt;
* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits run out very quickly on the field, so balance it carefully.&lt;br /&gt;
&lt;br /&gt;
* At this point, you may leave to join the Requisitions queue and Briefing. Feel free to swing by Medbay before deployment to get extra goods.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tactics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;&#039;Squad Medic&#039;&#039;&#039;, your main goal during an operation is to stick with your squad and intervene should anyone get wounded. What sounds simple in theory can quickly become complicated as situations develop. Your squad might be assigned to a static FOB defense, told to scout, or it might even be sent straight into battle. You might be pushing ahead in enemy territory, holding a defensive line steadfast, or you might suddenly find your teammates routing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In all cases, you will always want to operate in the back line, rather than dance around your squad mates as they unload into the enemy. While casualties will probably be happening in the frontlines, your teammates should hopefully use any lull in the fighting to bring them back for healing, or assuming that they can still stand and walk, they will be bringing themselves back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Medic. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment&#039;s notice. As such, it is important that you find a secure area to practice your medicine. Also, remember that all the healing in the world means nothing if the patient doesn&#039;t make it out. Being a Doctor for a mobile front will try your patience, and more often than not combatants that are wounded to the point where they can&#039;t stand will need to be hurried back to the nearest FOB, after some first aid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you find yourself lost, or within the presence of another squad, don&#039;t hesitate to stick with them and help out. Assuming that they still have their own Squad Medics, you will probably want to find and assist your squad again, but don&#039;t put yourself in extreme danger trying to run back to your squad alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a Squad Medic, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common Field Triage Procedure ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage is the last and most important topic for a Squad Medic to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out of the spot are deceased, unrevivable teammates. They are gone, that is all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dead patients that can still be defibrillated are an urgent case. From the last point of death, you only have a few minutes before they permanently pass away. If you were brought such a patient, he may have died a mere dozen seconds ago, or a few precious minutes might have already been spent recovering him, as such, it&#039;s critical to be rapid and minimize the time before first shock, at least to renew the patient&#039;s death timer before it is too late.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triage procedure usually goes as follow:&lt;br /&gt;
&lt;br /&gt;
* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location.&lt;br /&gt;
&lt;br /&gt;
* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
&lt;br /&gt;
* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt;, revive them &#039;&#039;&#039;ASAP&#039;&#039;&#039;, they have less than a minute before permanently dying.&lt;br /&gt;
&lt;br /&gt;
** Drag the patient to a safe spot, apply health analyzer and evaluate situation. If the patient is under 200 combined brute, burn and toxin damage, he will probably be revived on the first or second shock. Otherwise, he will need special treatment.&lt;br /&gt;
&lt;br /&gt;
** Take out your defibrillator and take out the pads. Remove the armor on the patient, leave the uniform on. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, then go back to normal triage procedures.&lt;br /&gt;
&lt;br /&gt;
** If a patient is over 200 damage, rapidly pull out advanced kits and try to apply as many as possible to lower damage amounts and if possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism, therefore giving the patient chemicals to lower his brute / burn damage, will not work.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Check for any medicines that have already been administered to the patient, notably Tramadol, Tricordazine and Quick Clot. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don&#039;t give them any more. An exception to this is quick clot. It ODs at 15 units so don&#039;t inject the patient with it if they have 5 units or more.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is in critical health, and especially near death, immediately administer a shot of Dexalin Plus, or a Dexalin pill, preferably both. Then, administer an Inaprovaline pill to stabilize the patient as much as possible (do not administer Inaprovaline if the patient has significant toxin damage)&lt;br /&gt;
&lt;br /&gt;
* If the patient has internal bleeding, or ridiculous amounts of general bleeding (not bloodloss alone), administer a shot of Quick Clot. This will need to be renewed in a few minutes. &#039;&#039;&#039;Patient will need to medevac in the event of internal bleeding, especially if blood levels are already getting low.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin and Dylovene. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially if patient is suffering from severe symptoms.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits.&lt;br /&gt;
&lt;br /&gt;
* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
&lt;br /&gt;
* If the patient is suffering from major toxin damage, check for chemical OD. Then, administer Dylovene. Additionally, administer Peridaxon, as this kind of damage is usually due to, or causes, damage to the liver and kidneys. Toxin damage is slow to heal.&lt;br /&gt;
&lt;br /&gt;
* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
&lt;br /&gt;
* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is not below critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
&lt;br /&gt;
* If the patient is missing a limb, account in diagnosis. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac.&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nobody is perfect. You don&#039;t have to perform at peak efficiency. Go at your own pace and have fun. Being a Squad Medic should never feel like a chore you&#039;re obligated to do. Depending on your mood, it can be a challenge, or an assistance to your team, but never let other people drag you down for failing a difficult rescue or getting overwhelmed when triaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in containers.&lt;br /&gt;
&lt;br /&gt;
* You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel.&lt;br /&gt;
&lt;br /&gt;
* If you feel like your life is at risk, or you need to medevac and the way back to the FOB is not secure, ask a fellow squad member or two to protect you. More often than not, they will agree.&lt;br /&gt;
&lt;br /&gt;
* Macros can help make your life easier. Give and pull roller-bed can help speed up handing out medicine and making it easier to snag a wounded marine then running for your life.&lt;br /&gt;
&lt;br /&gt;
* Stacking different medicines with the same effect is critical to rapidly heal squad mates. Bicaridine stacks with Tricordazine. Kelotane stacks with Tricordazine and Dermaline.&lt;br /&gt;
&lt;br /&gt;
* Mixing Dylovene and Inaprovaline generates Tricordazine. Be careful when healing critical patients with toxin damage. Do note however that this reaction will not work within a patients body.&lt;br /&gt;
&lt;br /&gt;
* If you find a Marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give them a Tramadol pill to suck on while they heal up.&lt;br /&gt;
&lt;br /&gt;
* When in doubt, Tramadol always works. Don&#039;t hesitate to hand those out, even a bit of burn damage can cause a person to be near pain crit.&lt;br /&gt;
&lt;br /&gt;
* If a Marine dies after a successful defibrillation attempt, their death timer will be fully reset. Use this time to fix them up further and prepare another shock, or to move them for medevac.&lt;br /&gt;
&lt;br /&gt;
* Do not underestimate the damage of open wounds can cause, blood loss can become an issue. Always tend to wounds if you can.&lt;br /&gt;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates or deep into a safe space before tending to them!&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Medic Skillset ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Medic_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=7843 Miserable Medic&#039;s Sharing Tips] (A great reading tips from veteran CM players!)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=64&amp;amp;t=12852 Medic Loadout sharing thread] (Good to see other players loadouts to see what you might change about yours.)&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=11218 Defibrillator Guide!]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=15415</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=15415"/>
		<updated>2020-06-22T10:54:55Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Defibrillator Usage File:Defibrillator.png */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brute}}[[#Brute|Brute]]||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*#*[[#Appendix|Appendix]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Depressurization&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chem Guide#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Huge amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chem Guide#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chem Guide#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Throwing up once in a while&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
**[[#Pancreas|Pancreas]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
**[[#Pancreas|Pancreas]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chem Guide#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chem Guide#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Genetic}}[[#Genetic|Genetic]]||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation (Though currently this should not be a problem unless there&#039;s an admin event.)&lt;br /&gt;
||&lt;br /&gt;
*[[Chem Guide#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands randomly&lt;br /&gt;
*Massive headache&lt;br /&gt;
*Impaired vision&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Small amount of [[#Suffocation|oxygen damage]] capped around 25&lt;br /&gt;
*Inability to be revived (if amount of damage is too high)&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Small amount of [[#Suffocation|oxygen damage]] capped around 25 (if lung is not ruptured)&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death (if lung is ruptured)&lt;br /&gt;
*Inability to breathe anesthetic during surgery (if lung is ruptured)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Appendix}}[[#Appendix|Appendix]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Appendicitis&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chem Guide#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of appendix damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
***[[#Pancreas|Pancreas]]&lt;br /&gt;
***[[#Appendix|Appendix]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Slow down&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 25 (low blood)&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chem Guide#Nutriment|Nutriment]] (food or [[Chem Guide#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]]&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving [[#Brute|brute damage]]&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
*Accumulation of untreatable [[#Brute|brute damage]] in affected area&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chem Guide#Quick Clot|Quick Clot (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of internal bleeding and prevents it from worsening)]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Knockdown (pain crit)&lt;br /&gt;
*Stun (pain crit)&lt;br /&gt;
*Stuttered speech&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Very minor pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Minor pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Intermediate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Heavy pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Soft crit&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Pain crit&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Burn|&#039;&#039;&#039;Burn damage&#039;&#039;&#039;]] causes the most pain&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Pain killers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chem Guide#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chem Guide#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chem Guide#Paracetamol|Paracetamol]]&lt;br /&gt;
**#[[Chem Guide#Inaprovaline|Inaprovaline]]&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife. (Activate/click knife in hand)&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] (Only if object is deeply embedded or small to remove)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|xenomorph larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via xenomorph egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]], and wakes up unconscious people. Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Anesthetic Autoinjector}}[[File:Anesthetic.png|64px]]&amp;lt;br&amp;gt;[[Chem_Guide#Suxamorycin |&#039;&#039;&#039;Anesthetic&#039;&#039;&#039;]]&lt;br /&gt;
||Suxamorycin in an injector, causing paralysis, rendering the subject unable to move, while still completely conscious.&lt;br /&gt;
Offers a 100% chance success rate in surgery excluding the surface penalties.&lt;br /&gt;
Experimental with possible side effects.&lt;br /&gt;
Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
|| 9 units&lt;br /&gt;
|| 10 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the vendors - just drag and drop them onto it, then vend them again.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle.&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chem Guide#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chem Guide#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Dylovene Autoinjector|Dylovene autoinjectors]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| When worn, allows you to see marines and other personnel&#039;s health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar&#039;s empty, the patient&#039;s dead - yet if they still have a little heart rate icon icon next to the bar, they can still be brought back to life with a defibrillator. If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. The time spent of using the trauma kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 16 charges and goes yellow when 6 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
|| [[File:Statis_bag_occupied.png|thumb|&#039;&#039;Occupied and not&#039;&#039;]]Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Once you have deployed the med evac stretcher it cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors or indoors if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
==Cryogenic Chambers [[File:Cryo.gif]]==&lt;br /&gt;
&lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed.&lt;br /&gt;
&lt;br /&gt;
*Cryo starts out warm and has to be set up, and is useless until it&#039;s cold and loaded with medicine. Since it&#039;s the patient&#039;s body temperature that determines whether cryoxadone and clonexadone work, you won&#039;t get very fast results until the cryotube is cold enough to quickly freeze the patient. Extreme cold will damage the patient a little, but cryogenic meds heal him faster, resulting in net healing. &lt;br /&gt;
&lt;br /&gt;
*For humans optimal cryo temperature is between 2K  and 120K, after 170k cryo medicines won&#039;t work.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. Use one of these if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Setting Up Cryo===&lt;br /&gt;
#Make sure the engine is running--ask Engineering. Cryotubes take a lot of energy, and if the engine&#039;s not up yet, there won&#039;t be enough energy to cool the tubes.&lt;br /&gt;
#Make sure the oxygen canisters are connected to the cryo tubes. If they aren&#039;t (they start out connected), use the nearby [[File:Wrench.png]] on both [[File:O2canister.png]] O2 canisters to secure them.&lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the [[File:Freezer.gif]] freezer&#039;s Target gas temperature to its lowest amount by clicking on the far-left &amp;quot;-&amp;quot; until the number in the center no longer decreases.&lt;br /&gt;
#Set the freezer to On.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sleepers [[File:Sleeper.gif]][[File:Console.gif]]==&lt;br /&gt;
To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Advanced Body Scanner [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]]==&lt;br /&gt;
To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==AutoDoc[[File:AutoDoc.png|32px]]==&lt;br /&gt;
The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==Autopsy==&lt;br /&gt;
#Aim for the affected area on the deceased using the [[File:Hud-target.png]] Target Zone.&lt;br /&gt;
#Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#Use the [[File: Autopsy_scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
#Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
#Right click the autopsy scanner [[File: Autopsy_scanner.png]] to print out autopsy data.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Defibrillator Usage [[File:Defibrillator.png]]==&lt;br /&gt;
#Locate deceased with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD.). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Strip armor of the recently deceased (To do so, click drag the patient to your character and click on their armor).&lt;br /&gt;
#Scan the deceased with a health analyzer.&lt;br /&gt;
#Apply Trauma and Burn kits to the deceased to lower their combined brute and burn damage to 200 or below.&lt;br /&gt;
#Use the defibrillator on the deceased. (If the defib fails to resuscitate them, keep trying)&lt;br /&gt;
#Apply necessary medicine to the recently resuscitated patient. Inaprovaline is useful for preventing degradation of the patient&#039;s condition. You can also use CPR to help prevent this degradation and remove Oxy damage by clicking on your unconscious patient with the Aid Intent active; especially useful if you lack medications.&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt. (+40 healed damage instead of +20)&lt;br /&gt;
#If the patient is not revived after all the steps above are done, do not stop. Continue defibrillating the patient until he is revived. Apply more epinephrine if necessary.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Defibrillator icons ===&lt;br /&gt;
There are 5 main icons when debilitating a patient.&lt;br /&gt;
# The green heart rate icon states they are reviveable. [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The red flatline icon states they have voluntarily opted out of being revived. [[File:DNR_LightningBolt_Icon.png|64px]] &lt;br /&gt;
# The orange heart rate indicates their defib timer has almost expired. [[File:Flashing_defib_Icon.gif|64px]]&lt;br /&gt;
# The flashing broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken.[[File:Broken_Heart_defib_icon.gif|64px]]&lt;br /&gt;
# The skull icon indicates they are not able to be revived. [[File:skull_Icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillator deal 5 heart damage after successful revival, try to keep patient alive after first defibrillation, if you won&#039;t evacuate them after treatment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when it&#039;s used. There is also a brief delay after activating one before you can use it. It is entirely possible and recommended to turn one on and leave it that way in your bag until needed.&lt;br /&gt;
&lt;br /&gt;
*The continued application of the defib onto a deceased personnel member, upon each attempt lowers the combined damage slightly.&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Smoke Purge===&lt;br /&gt;
&lt;br /&gt;
#Add to an injector (syringe, hypo, etc) 2 of the following: Sugar, Potassium, Phosphorous&lt;br /&gt;
#Fill a chemistry container with the chemical of these three you &#039;&#039;&#039;did not add&#039;&#039;&#039; to the injector.&lt;br /&gt;
#Inject your overdosed patient with the contents of the injector. Then inject your patient with the contents of the chemistry container per Step 2.&lt;br /&gt;
#All chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; turn to smoke, and purge from their system (exposure to this smoke without a gas mask or internals active might give you 5U of each of the purged chemicals).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Potassium Purge===&lt;br /&gt;
&lt;br /&gt;
#Add [[Chem Guide#Water|Water]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1 (you can use a sink)&lt;br /&gt;
#Add [[Chem Guide#Potassium|Potassium]] to an injector ([[#Syringe|syringe]], [[#Hypospray|hypo]], etc) 1&lt;br /&gt;
#Inject your patient first with the [[Chem Guide#Water|Water]], and then with the [[Chem Guide#Potassium|Potassium]]; inject as little of each as possible.&lt;br /&gt;
#With a small explosion at least, all chemicals in your patient, &#039;&#039;&#039;beneficial, detrimental or otherwise&#039;&#039;&#039;, will &#039;&#039;&#039;immediately&#039;&#039;&#039; be purged from their system.&lt;br /&gt;
#&#039;&#039;&#039;Very risky.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
*Load a blood pack into an IV and then hook the patient up to it.&lt;br /&gt;
*Alternately you can extract blood from a marine/other personnel if they have the right blood type by hooking them up to an IV with an empty blood pack then effectively use their blood on a patient who requires more blood.&lt;br /&gt;
*Iron and nutriment pills can be made to help speed up blood recovery.&lt;br /&gt;
*Eating food also speeds up blood recovery.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose but this is a very risky way to heal internal bleeding. Use with caution. If used, administer kelotane to the patient to counter the burn damage done by the bicaridine overdose, also, inform the patient. The patient will take toxin damage and will require dylovene if the overdose is over 45 units. Apply slowly.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it.&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=15111</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=15111"/>
		<updated>2020-05-26T13:55:42Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* Sources and Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Captain / Commodore ( CO Council )&lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 Commanding Officer Whitelist].&lt;br /&gt;
|duties = Lead your small battalion and complete the mission.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of buisness should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re suppposed to do.&amp;lt;br&amp;gt;Godspeed, Captain !&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;How many drops is this for you, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Thirty-eight. Simulated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;How many combat drops?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Uh, two... Including this one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
― Ripley, Lt. Gorman and Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Captain. All CO council members will be given the rank of Commodore, which has no In-game benefits. Every rank above Commodore, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Your Mission=&lt;br /&gt;
You are the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; of the [[USS Almayer]] where you have been tasked with a mission to investigate an automatic distress call from the Weston-Yamada&#039;s Colony - Big Red planet or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer. That&#039;s &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; not recommended, however, since you are more useful on the Almayer for everybody - including you. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a departament head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his departament, he is not elegible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, but the leadership and all military structure under your command:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Command staff&#039;&#039;&#039;: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won&#039;t have to concentrate on four squads at the same time&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Marine Platoon&#039;&#039;&#039;: you have four squads under your command, each formed by 1 &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Medic|Squad Medics]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Engineer|Squad Engineers]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Military Police&#039;&#039;&#039;: A handful of &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; and their leader, the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; that answer directly to you. They are here to hunt anyone that breaks the [[Marine Law]]. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Since they are civilians, they don&#039;t receive orders from you, although they should listen. They are led by a &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039; and composed of &#039;&#039;&#039;[[Doctor|Doctors]]&#039;&#039;&#039;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039;: The shipside engineers&#039; primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It&#039;s important to note that you can authorize the &#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039; to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supply&#039;&#039;&#039;: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039; to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic&#039;&#039;&#039;: A stronger version of a human made from silicone and science, they&#039;re programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support.&lt;br /&gt;
&lt;br /&gt;
You also have the incredibly useful &#039;&#039;&#039;communications console&#039;&#039;&#039;, with the various abilities of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Making a general announcement&#039;&#039;&#039;: a general announcement will be heard by ALL Marines (but not xenomorphs, survivors, W-Y PMCs, UPP or anyone else). It&#039;s highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sending a message to USCM High Command&#039;&#039;&#039;: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Send a distress signal&#039;&#039;&#039;: Sending a signal will spawn a crew of [[Responders]] or an infected pod full of xenomorphs composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with activating Self-Destruct&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting Primary Landing Zone&#039;&#039;&#039;: Allows you to select a primary landing zone, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be used by the OPFOR, an example is choosing LZ one as the primary means that LZ two&#039;s computer will be disabled for use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiate the Almayer&#039;s escape pods&#039;&#039;&#039;: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise the pod&#039;s thrusters will blow up due to overload capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Activate the Almayer&#039;s Self-Destruct Mechanism&#039;&#039;&#039;: One can activate the Self-Destruct System if all seems lost and there are aliens aboard. Every 10 minutes, a safety rod will pop up and can be activated. After activating all 6 rods, one must go to the Self-Destruct Control Panel and can detonate the entire ship if they think the mission is lost. Remember to build defenses around and inside the SD room to have a better chance of detonating the ship. &lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with sending a distress signal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. Additionally you have your &#039;&#039;&#039;[[Marine_Equipment#Command Tablet|Command Tablet]]&#039;&#039;&#039; which is a portable communication console on the go. It can be found in your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutinies=&lt;br /&gt;
&#039;&#039;&#039;Mutinies&#039;&#039;&#039; can happen for many reasons, but it&#039;s mostly due to the marines not liking something you did. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&lt;br /&gt;
&lt;br /&gt;
Taking on the mutiny head-on can be scary at first, but remember that you&#039;ve got an always loyal crew of MPs and possibly bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer them down, arresting them in progress. If it comes to guns, you&#039;ll be ready to fight them off if the mutiny is relatively small. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&lt;br /&gt;
&lt;br /&gt;
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they&#039;ll treat you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
&lt;br /&gt;
To show that a member of the Almayer&#039;s crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medal System&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal Name !! Medal Sprite !! When is it Awarded !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion &amp;quot;Falling Falcons&amp;quot;, 4th Brigade, 4th United States Colonial Marine Division..&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To recieve such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.&lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || &lt;br /&gt;
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Credits to: Vispain (Cassius &#039;Santa&#039; Klaus), Greg Lauffer (Snooper44), and Enyonggg (Cha Jin-Wook) &amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Edited by Moderator Hunk1 (Jason &#039;Goliath&#039; Williams) in order to add official ruling approved by Commanding Officer&#039;s Council.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:CO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4631 Marine Combat Guide (General Tactics and Strategies)]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)]&lt;br /&gt;
*[https://cm-ss13.com/wiki/CO_Council_Rulings Commanding Officer Council Rulings and Clarifications]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Captains and Commodores as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14545</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14545"/>
		<updated>2020-04-26T12:25:02Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Captain / Commodore ( CO Council )&lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|duties = Lead your small battalion and complete the mission.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of buisness should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re suppposed to do.&amp;lt;br&amp;gt;Godspeed, Captain !&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;How many drops is this for you, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Thirty-eight. Simulated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;How many combat drops?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Uh, two... Including this one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
― Ripley, Lt. Gorman and Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Captain. All CO council members will be given the rank of Commodore, which has no In-game benefits. Every rank above Commodore, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Your Mission=&lt;br /&gt;
You are the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; of the [[USS Almayer]] where you have been tasked with a mission to investigate an automatic distress call from the research facility on the planet Big-Red or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer. That&#039;s &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; not recommended, however, since you are more useful on the Almayer for everybody - including you. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a departament head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his departament, he is not elegible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, but the leadership and all military structure under your command:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Command staff&#039;&#039;&#039;: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won&#039;t have to concentrate on four squads at the same time&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Marine Platoon&#039;&#039;&#039;: you have four squads under your command, each formed by 1 &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Medic|Squad Medics]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Engineer|Squad Engineers]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Military Police&#039;&#039;&#039;: A handful of &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; and their leader, the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; that answer directly to you. They are here to hunt anyone that breaks the [[Marine Law]]. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Since they are civilians, they don&#039;t receive orders from you, although they should listen. They are led by a &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039; and composed of &#039;&#039;&#039;[[Doctor|Doctors]]&#039;&#039;&#039;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039;: The shipside engineers&#039; primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It&#039;s important to note that you can authorize the &#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039; to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supply&#039;&#039;&#039;: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039; to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic&#039;&#039;&#039;: A stronger version of a human made from silicone and science, they&#039;re programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support.&lt;br /&gt;
&lt;br /&gt;
You also have the incredibly useful &#039;&#039;&#039;communications console&#039;&#039;&#039;, with the various abilities of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Making a general announcement&#039;&#039;&#039;: a general announcement will be heard by ALL Marines (but not xenomorphs, survivors, W-Y PMCs, UPP or anyone else). It&#039;s highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sending a message to USCM High Command&#039;&#039;&#039;: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Send a distress signal&#039;&#039;&#039;: Sending a signal will spawn a crew of [[Responders]] or an infected pod full of xenomorphs composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with activating Self-Destruct&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting Primary Landing Zone&#039;&#039;&#039;: Allows you to select a primary landing zone, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be used by the OPFOR, an example is choosing LZ one as the primary means that LZ two&#039;s computer will be disabled for use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiate the Almayer&#039;s escape pods&#039;&#039;&#039;: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise the pod&#039;s thrusters will blow up due to overload capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Activate the Almayer&#039;s Self-Destruct Mechanism&#039;&#039;&#039;: One can activate the Self-Destruct System if all seems lost and there are aliens aboard. Every 10 minutes, a safety rod will pop up and can be activated. After activating all 6 rods, one must go to the Self-Destruct Control Panel and can detonate the entire ship if they think the mission is lost. Remember to build defenses around and inside the SD room to have a better chance of detonating the ship. &lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with sending a distress signal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. Additionally you have your &#039;&#039;&#039;[[Marine_Equipment#Command Tablet|Command Tablet]]&#039;&#039;&#039; which is a portable communication console on the go. It can be found in your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutinies=&lt;br /&gt;
&#039;&#039;&#039;Mutinies&#039;&#039;&#039; can happen for many reasons, but it&#039;s mostly due to the marines not liking something you did. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&lt;br /&gt;
&lt;br /&gt;
Taking on the mutiny head-on can be scary at first, but remember that you&#039;ve got an always loyal crew of MPs and possibly bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer them down, arresting them in progress. If it comes to guns, you&#039;ll be ready to fight them off if the mutiny is relatively small. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&lt;br /&gt;
&lt;br /&gt;
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they&#039;ll treat you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
&lt;br /&gt;
To show that a member of the Almayer&#039;s crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medal System&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal Name !! Medal Sprite !! When is it Awarded !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion &amp;quot;Falling Falcons&amp;quot;, 4th Brigade, 4th United States Colonial Marine Division..&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To recieve such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.&lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || &lt;br /&gt;
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Credits to: Vispain (Cassius &#039;Santa&#039; Klaus), Greg Lauffer (Snooper44), and Enyonggg (Cha Jin-Wook) &amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Edited by Moderator Hunk1 (Jason &#039;Goliath&#039; Williams) in order to add official ruling approved by Commanding Officer&#039;s Council.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:CO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4631 Marine Combat Guide (General Tactics and Strategies)]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Captains and Commodores as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14543</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14543"/>
		<updated>2020-04-26T12:11:23Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: Non-USCM players cannot hear command announcements at all now. Updated to reflect that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Captain / Commodore ( CO Council )&lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|duties = Lead your small battalion and complete the mission.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of buisness should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re suppposed to do.&amp;lt;br&amp;gt;Godspeed, Captain !&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;How many drops is this for you, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Thirty-eight. Simulated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;How many combat drops?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Uh, two... Including this one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
― Ripley, Lt. Gorman and Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Captain. All CO council members will be given the rank of Commodore, which has no In-game benefits. Every rank above Commodore, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Your Mission=&lt;br /&gt;
You are the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; of the [[USS Almayer]] where you have been tasked with a mission to investigate an automatic distress call from the research facility on the planet Big-Red or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer. That&#039;s &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; not recommended, however, since you are more useful on the Almayer for everybody - including you. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a departament head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his departament, he is not elegible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, but the leadership and all military structure under your command:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Command staff&#039;&#039;&#039;: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won&#039;t have to concentrate on four squads at the same time&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Marine Platoon&#039;&#039;&#039;: you have four squads under your command, each formed by 1 &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Medic|Squad Medics]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Engineer|Squad Engineers]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Military Police&#039;&#039;&#039;: A handful of &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; and their leader, the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; that answer directly to you. They are here to hunt anyone that breaks the [[Marine Law]]. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Since they are civilians, they don&#039;t receive orders from you, although they should listen. They are led by a &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039; and composed of &#039;&#039;&#039;[[Doctor|Doctors]]&#039;&#039;&#039;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039;: The shipside engineers&#039; primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It&#039;s important to note that you can authorize the &#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039; to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supply&#039;&#039;&#039;: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039; to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic&#039;&#039;&#039;: A stronger version of a human made from silicone and science, they&#039;re programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support.&lt;br /&gt;
&lt;br /&gt;
You also have the incredibly useful &#039;&#039;&#039;communications console&#039;&#039;&#039;, with the various abilities of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Making a general announcement&#039;&#039;&#039;: a general announcement will be heard by ALL Marines (but not xenomorphs, survivors, W-Y PMCs, UPP or anyone else). It&#039;s highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sending a message to USCM High Command&#039;&#039;&#039;: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Send a distress signal&#039;&#039;&#039;: Sending a signal will spawn a crew of [[Responders]] or an infected pod full of xenomorphs composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with activating Self-Destruct&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting Primary Landing Zone&#039;&#039;&#039;: Allows you to select a primary landing zone, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be used by the OPFOR, an example is choosing LZ one as the primary means that LZ two&#039;s computer will be disabled for use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiate the Almayer&#039;s escape pods&#039;&#039;&#039;: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 3 minutes to launch. Note that you can only occupy three people inside the pod; otherwise the pod&#039;s thrusters will blow up due to overload capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Activate the Almayer&#039;s Self-Destruct Mechanism&#039;&#039;&#039;: One can activate the Self-Destruct System if all seems lost and there are aliens aboard. Every 10 minutes, a safety rod will pop up and can be activated. After activating all 6 rods, one must go to the Self-Destruct Control Panel and can detonate the entire ship if they think the mission is lost. Remember to build defenses around and inside the SD room to have a better chance of detonating the ship. &lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with sending a distress signal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. Additionally you have your &#039;&#039;&#039;[[Marine_Equipment#Command Tablet|Command Tablet]]&#039;&#039;&#039; which is a portable communication console on the go. It can be found in your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutinies=&lt;br /&gt;
&#039;&#039;&#039;Mutinies&#039;&#039;&#039; can happen for many reasons, but it&#039;s mostly due to the marines not liking something you did. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&lt;br /&gt;
&lt;br /&gt;
Taking on the mutiny head-on can be scary at first, but remember that you&#039;ve got an always loyal crew of MPs and possibly bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer them down, arresting them in progress. If it comes to guns, you&#039;ll be ready to fight them off if the mutiny is relatively small. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&lt;br /&gt;
&lt;br /&gt;
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they&#039;ll treat you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
&lt;br /&gt;
To show that a member of the Almayer&#039;s crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medal System&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal Name !! Medal Sprite !! When is it Awarded !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion &amp;quot;Falling Falcons&amp;quot;, 4th Brigade, 4th United States Colonial Marine Division..&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To recieve such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.&lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || &lt;br /&gt;
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Credits to: Vispain (Cassius &#039;Santa&#039; Klaus), Greg Lauffer (Snooper44), and Enyonggg (Cha Jin-Wook) &amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Edited by Moderator Hunk1 (Jason &#039;Goliath&#039; Williams) in order to add official ruling approved by Commanding Officer&#039;s Council.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:CO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4631 Marine Combat Guide (General Tactics and Strategies)]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Captains and Commodores as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14542</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14542"/>
		<updated>2020-04-26T12:01:28Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Captain / Commodore ( CO Council )&lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|duties = Lead your small battalion and complete the mission.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of buisness should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re suppposed to do.&amp;lt;br&amp;gt;Godspeed, Captain !&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;How many drops is this for you, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Thirty-eight. Simulated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;How many combat drops?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Uh, two... Including this one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
― Ripley, Lt. Gorman and Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Captain. All CO council members will be given the rank of Commodore, which has no In-game benefits. Every rank above Commodore, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Your Mission=&lt;br /&gt;
You are the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; of the [[USS Almayer]] where you have been tasked with a mission to investigate an automatic distress call from the research facility on the planet Big-Red or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer. That&#039;s &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; not recommended, however, since you are more useful on the Almayer for everybody - including you. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a departament head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his departament, he is not elegible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, but the leadership and all military structure under your command:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Command staff&#039;&#039;&#039;: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won&#039;t have to concentrate on four squads at the same time&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Marine Platoon&#039;&#039;&#039;: you have four squads under your command, each formed by 1 &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Medic|Squad Medics]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Engineer|Squad Engineers]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Military Police&#039;&#039;&#039;: A handful of &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; and their leader, the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; that answer directly to you. They are here to hunt anyone that breaks the [[Marine Law]]. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Since they are civilians, they don&#039;t receive orders from you, although they should listen. They are led by a &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039; and composed of &#039;&#039;&#039;[[Doctor|Doctors]]&#039;&#039;&#039;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039;: The shipside engineers&#039; primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It&#039;s important to note that you can authorize the &#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039; to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supply&#039;&#039;&#039;: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039; to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic&#039;&#039;&#039;: A stronger version of a human made from silicone and science, they&#039;re programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support.&lt;br /&gt;
&lt;br /&gt;
You also have the incredibly useful &#039;&#039;&#039;communications console&#039;&#039;&#039;, with the various abilities of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Making a general announcement&#039;&#039;&#039;: a general announcement will be heard by ALL Marines and Survivors (but not xenomorphs). It&#039;s highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained. The announcements are also heard by human ERTs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sending a message to USCM High Command&#039;&#039;&#039;: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Send a distress signal&#039;&#039;&#039;: Sending a signal will spawn a crew of [[Responders]] or an infected pod full of xenomorphs composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with activating Self-Destruct&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting Primary Landing Zone&#039;&#039;&#039;: Allows you to select a primary landing zone, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be used by the OPFOR, an example is choosing LZ one as the primary means that LZ two&#039;s computer will be disabled for use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiate the Almayer&#039;s escape pods&#039;&#039;&#039;: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 3 minutes to launch. Note that you can only occupy three people inside the pod; otherwise the pod&#039;s thrusters will blow up due to overload capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Activate the Almayer&#039;s Self-Destruct Mechanism&#039;&#039;&#039;: One can activate the Self-Destruct System if all seems lost and there are aliens aboard. Every 10 minutes, a safety rod will pop up and can be activated. After activating all 6 rods, one must go to the Self-Destruct Control Panel and can detonate the entire ship if they think the mission is lost. Remember to build defenses around and inside the SD room to have a better chance of detonating the ship. &lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with sending a distress signal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. Additionally you have your &#039;&#039;&#039;[[Marine_Equipment#Command Tablet|Command Tablet]]&#039;&#039;&#039; which is a portable communication console on the go. It can be found in your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutinies=&lt;br /&gt;
&#039;&#039;&#039;Mutinies&#039;&#039;&#039; can happen for many reasons, but it&#039;s mostly due to the marines not liking something you did. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&lt;br /&gt;
&lt;br /&gt;
Taking on the mutiny head-on can be scary at first, but remember that you&#039;ve got an always loyal crew of MPs and possibly bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer them down, arresting them in progress. If it comes to guns, you&#039;ll be ready to fight them off if the mutiny is relatively small. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&lt;br /&gt;
&lt;br /&gt;
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they&#039;ll treat you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
&lt;br /&gt;
To show that a member of the Almayer&#039;s crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medal System&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal Name !! Medal Sprite !! When is it Awarded !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion &amp;quot;Falling Falcons&amp;quot;, 4th Brigade, 4th United States Colonial Marine Division..&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To recieve such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.&lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || &lt;br /&gt;
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Credits to: Vispain (Cassius &#039;Santa&#039; Klaus), Greg Lauffer (Snooper44), and Enyonggg (Cha Jin-Wook) &amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Edited by Moderator Hunk1 (Jason &#039;Goliath&#039; Williams) in order to add official ruling approved by Commanding Officer&#039;s Council.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:CO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4631 Marine Combat Guide (General Tactics and Strategies)]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Captains and Commodores as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14541</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=14541"/>
		<updated>2020-04-26T11:59:45Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: Updated the info related to individual departments to reflect the recent updates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Captain / Commodore ( CO Council )&lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|duties = Lead your small battalion and complete the mission.&lt;br /&gt;
|guides = [[Leadership]] ; [[Marine Law]]&lt;br /&gt;
|description = Your job is HEAVY ROLEPLAY and requires you to stay IN CHARACTER at all times.&amp;lt;br&amp;gt;While you support the Company, you report to the USCM High Command, not the corporate office.&amp;lt;br&amp;gt;Your primary task is the safety of the ship and her crew, and ensuring the survival and the success of the marines.&amp;lt;br&amp;gt;Your first order of buisness should  be briefing the marines on the mission they are about to undertake.&amp;lt;br&amp;gt;If you require any help, use adminhelp to talk to game staff about what you&#039;re suppposed to do.&amp;lt;br&amp;gt;Godspeed, Captain !&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;How many drops is this for you, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Thirty-eight. Simulated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;How many combat drops?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Uh, two... Including this one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
― Ripley, Lt. Gorman and Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No army operates without good leadership, an army without a chain-of-command is a defeated army, it&#039;s your job and duty to represent the United Americas Allied Command and cooperate with the Company to solve the situation down in the planet.&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer is held in higher standard from all the crew of Almayer and expected to have the most top responsibilities from all other marines, because of this reason, the role is currently &#039;&#039;&#039;whitelisted&#039;&#039;&#039;, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the whitelist form.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: Once your CO whitelist application gets accepted, you will be given the rank of Captain. All CO council members will be given the rank of Commodore, which has no In-game benefits. Every rank above Commodore, will appear only in events with Admin spawn, available for any player that holds the CO whitelist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Your Mission=&lt;br /&gt;
You are the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; of the [[USS Almayer]] where you have been tasked with a mission to investigate an automatic distress call from the research facility on the planet Big-Red or another map that you&#039;re playing. Your mission is &#039;&#039;&#039;to command the Marines to conduct a Search and Rescue (S.A.R) or a simple investigation on what has happened to the facility&#039;&#039;&#039;. Your ship contains a platoon of 4 squads of marines and the ship&#039;s crew (including the [[Military Police|MPs]], [[Staff Officer|Staff Officers]] and so on) which makes up five squads. Your sole objective of this mission is &#039;&#039;&#039;to find out what happened&#039;&#039;&#039;, &#039;&#039;&#039;deal with the situation&#039;&#039;&#039;, &#039;&#039;&#039;possibly evacuate any ground personnel and go home with minimal loses&#039;&#039;&#039;. The lives of your platoon rest on your decisions and abilities as the commanding officer of the ship to succeed in this mission. You will also be responsible for the lives of the men and women that fall under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: If you are going to deploy, make sure you tell the next in line of command that he will be the aCO either via Comms, such as Command comms or by speaking directly to the person.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will also need to brief the marines on what they will be doing as in for example: &amp;quot;Marines, we have received a distress call from the research facility &#039;&#039;&#039;Solaris Ridge&#039;&#039;&#039; where we have been dispatched to investigate.&amp;quot; (This is just an example of what a Commanding Officer could say, and after that, you can assign objectives for each squad). How you want this mission to go is entirely up to you to complete the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Commanding Officer of the mission, you are to be in RP at all times from briefing the marines to ordering squads around. &#039;&#039;&#039;Don&#039;t act like an idiot!&#039;&#039;&#039; You will be held responsible for the failure of the mission if it turns south. You will possibly be demoted if you haven&#039;t met acceptable standards. Think carefully about your decisions.&lt;br /&gt;
&lt;br /&gt;
In the event that you leave the ship to oversee ground operations or otherwise, it is important to know who you will be leaving in charge. They will be following the [[Rank#Succession.2FChain_of_Command|Chain of Command]] on who ever oversees ship side duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Do not commit suicide without a valid RP reason; otherwise you may end with a command job ban. If you are unsure about your RP reason for suicide, you can ahelp any of the staff online to make sure you won&#039;t be job banned for it.&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
You can only go planetside and be part of the ground operation, provided you leave the [[Executive Officer]] in charge of the Almayer. That&#039;s &#039;&#039;&#039;EXTREMELY&#039;&#039;&#039; not recommended, however, since you are more useful on the Almayer for everybody - including you. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer, for deployment, in case of no Executive Officer or Death of the same, can deploy if someone on the rank of Lieutenant or above is capable of taking over while maintaining his duties while on CIC, that list includes Staff Officers, Chief Engineer, Requisitions Officer, Chief of the Military Police, however, Staff Officers are &#039;&#039;&#039;always preferable&#039;&#039;&#039; over a departament head of staff since they are already there. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
If the Department head selected has no other personnel on his departament, he is not elegible for taking the rank of acting commanding officer of the operation. IE.: Requisitions Officer without Cargo Technicians cannot take acting command.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons and grenades, but the leadership and all military structure under your command:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Command staff&#039;&#039;&#039;: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won&#039;t have to concentrate on four squads at the same time&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Marine Platoon&#039;&#039;&#039;: you have four squads under your command, each formed by 1 &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Medic|Squad Medics]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Engineer|Squad Engineers]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Specialist|Squad Specialists]]&#039;&#039;&#039; and endless waves made from fresh reinforcements of redshirts, erm... &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. In the course of the operation, you have contact with them, give orders to them (but give them to the Squad Leader first) and generally maintain order, structure, and discipline of the Marines. They were trained for a long time to be the representation of your wrath on the battlefield, so manage as if they were your own pieces in a chess game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Military Police&#039;&#039;&#039;: A handful of &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; and their leader, the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; that answer directly to you. They are here to hunt anyone that breaks the [[Marine Law]]. Use them to make sure Marines don&#039;t get unruly on the Almayer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Since they are civilians, they don&#039;t receive orders from you, although they should listen. They are led by a &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039; and composed of &#039;&#039;&#039;[[Doctor|Doctors]]&#039;&#039;&#039;. It&#039;s recommended you let them be autonomous for roleplay and gameplay reasons since that micromanagement can make their job worse than it is. &#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039; is also medical, make sure to provide them resources and ask them for exciting new experimental medicine for your squad medics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039;: The shipside engineers&#039; primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It&#039;s important to note that you can authorize the &#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039; to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, but make sure they are not needed in the Ordnance Workshop to fill in any pending custom explosives orders first. They are more valuable to you keeping the production line in their workshop running than exposing themselves to needless danger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supply&#039;&#039;&#039;: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039; to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic&#039;&#039;&#039;: A stronger version of a human made from silicone and science, they&#039;re programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders do not conflict with Marine Law, (or the rules) they will be followed through.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, if only authorized. Having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The Light Tank, although not capable of taking too much punishment, can aid your efforts greatly as a mobile direct fire support platform. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support.&lt;br /&gt;
&lt;br /&gt;
You also have the incredibly useful &#039;&#039;&#039;communications console&#039;&#039;&#039;, with the various abilities of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Making a general announcement&#039;&#039;&#039;: a general announcement will be heard by ALL Marines and Survivors (but not xenomorphs). It&#039;s highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained. The announcements are also heard by human ERTs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sending a message to USCM High Command&#039;&#039;&#039;: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Send a distress signal&#039;&#039;&#039;: Sending a signal will spawn a crew of [[Responders]] or an infected pod full of xenomorphs composed by dead players - useful for when you need help defending the ship and want to call those dead players back to the action.&lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with activating Self-Destruct&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting Primary Landing Zone&#039;&#039;&#039;: Allows you to select a primary landing zone, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be used by the OPFOR, an example is choosing LZ one as the primary means that LZ two&#039;s computer will be disabled for use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiate the Almayer&#039;s escape pods&#039;&#039;&#039;: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 3 minutes to launch. Note that you can only occupy three people inside the pod; otherwise the pod&#039;s thrusters will blow up due to overload capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Activate the Almayer&#039;s Self-Destruct Mechanism&#039;&#039;&#039;: One can activate the Self-Destruct System if all seems lost and there are aliens aboard. Every 10 minutes, a safety rod will pop up and can be activated. After activating all 6 rods, one must go to the Self-Destruct Control Panel and can detonate the entire ship if they think the mission is lost. Remember to build defenses around and inside the SD room to have a better chance of detonating the ship. &lt;br /&gt;
&#039;&#039;&#039;Mutually exclusive with sending a distress signal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers (and ONLY Commanding Officers) can award medals for various marines through their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Supply Drops and Orbital Bombardment==&lt;br /&gt;
Please refer to [[Staff_Officer#Supply_Drop_and_Orbital_Bombardment|Supply Drops]] in the Staff Officer section.&lt;br /&gt;
&lt;br /&gt;
== Your Actual Tools == &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items. While you should always be leading from the Almayer, however, there may be circumstances where you may need to lead the Marines from the front, either on the colony or on the Almayer itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You spawn with a special issue &#039;&#039;&#039;[[Marine_Equipment#Mateba Autorevolver Special|Mateba]]&#039;&#039;&#039;, an extremely powerful auto-revolver that can dish out massive damage, it&#039;s powerful enough to knock a Human off of their feet, which is normally used for Battlefield Executions. You also have access to a &#039;&#039;&#039;[[Marine_Equipment#Whistle|Whistle]]&#039;&#039;&#039; for coordinating the marines and a special prototype weapon the, &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; which can be found in the command armory. Additionally you have your &#039;&#039;&#039;[[Marine_Equipment#Command Tablet|Command Tablet]]&#039;&#039;&#039; which is a portable communication console on the go. It can be found in your bathroom. Finally, you spawn with binoculars, for long-range recon.&lt;br /&gt;
&lt;br /&gt;
=How to Lead=&lt;br /&gt;
Now that the Commanding Officer is a whitelisted role, some basic things don&#039;t need to be said anymore. &#039;&#039;&#039;Don&#039;t go AFK, don&#039;t be a super-dictator.&#039;&#039;&#039; As a fresh CO, there are some things you need to keep in mind. One, you might be called the Commanding Officer, but you&#039;re more suited for the title coordinator. Don&#039;t see your SLs and SOs as pawns, but rather valuable tools (that sometimes talk back to you) who have a mind of their own. With this in mind, you&#039;ll have two overarching leadership styles:&lt;br /&gt;
&lt;br /&gt;
One, being a gentle guiding hand for the marines. This involves giving your squads and SOs some leeway to perform what they think is best, as they&#039;re the ones on the ground so they&#039;ll know a little bit better than you will. This, in essence, is being firm; but polite, as no marine respects a Commanding Officer who is excessively strict and hostile towards them.  If you&#039;re going to go this way, I would suggest giving the two chattiest/competent squads semi-autonomy objectives, whereas the less chatty/competent squads are given things such as FoB or Power duty.&lt;br /&gt;
&lt;br /&gt;
Two, be a dictatorlike Commanding Officer who is incredibly strict and stomps dissent with his Military Police. This works exceptionally well if you have compliant and quiet squads who won&#039;t be likely to oppose you. You&#039;ll want to threaten no support, brig times, and other horrible things in the hopes of getting your marines to follow your orders. With this kind of control scheme, you&#039;ll be wanting to have no autonomy for your marines and be continually giving them orders, or they&#039;ll stop listening to you. &#039;&#039;&#039;As a note, this can and will result in a disastrous mutiny that will get BOTH sides killed. Be warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here are some things you&#039;ll want not to do when you&#039;re a Commanding Officer, lest a mutiny happens or the marines flat out ignore you:&lt;br /&gt;
&lt;br /&gt;
* The Commanding Officer stays silent or won&#039;t talk over the console or radio.&lt;br /&gt;
* The Commanding Officer leaves the bridge or walks around the ship without good reason.&lt;br /&gt;
* The Commanding Officer doesn&#039;t give the briefing or delays deployment for no good reason.&lt;br /&gt;
* The Commanding Officer provides wack-a-doodle or different orders.&lt;br /&gt;
* The Commanding Officer insults the lower ranks regularly or expresses contempt.&lt;br /&gt;
* The Commanding Officer insults Marines who die in battle.&lt;br /&gt;
* The Commanding Officer refuses to acknowledge suggestions.&lt;br /&gt;
* The Commanding Officer orders any lower rank who disagrees or criticizes them to cease talking.&lt;br /&gt;
* The Commanding Officer refuses any responsibility for failures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you as a player see a Commanding Officer checking off most of this box, alert staff via an &amp;quot;Ahelp&amp;quot; as this will allow them to take action if needed, and if it&#039;s severe enough they might be taken off the whitelist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutinies=&lt;br /&gt;
&#039;&#039;&#039;Mutinies&#039;&#039;&#039; can happen for many reasons, but it&#039;s mostly due to the marines not liking something you did. Expect there to be a mutiny because you didn&#039;t hand out a particular drug, didn&#039;t call up the shuttle instantly or they will simply blame you for the operation failure. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down, or fighting them off - with lethals or not. If you decide to fight fire with fire, remember that the Military Police will always be on your side, unless High Command (Admins) grants them permission to overthrow you from Command.&lt;br /&gt;
&lt;br /&gt;
Taking on the mutiny head-on can be scary at first, but remember that you&#039;ve got an always loyal crew of MPs and possibly bridge staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully tazer them down, arresting them in progress. If it comes to guns, you&#039;ll be ready to fight them off if the mutiny is relatively small. Make sure to announce over the command system that a mutiny is happening, and for any free marines on the Almayer to assist. You&#039;ll have plenty of loyalists ready to die for you and the Corps.&lt;br /&gt;
&lt;br /&gt;
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they&#039;ll treat you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
&lt;br /&gt;
To show that a member of the Almayer&#039;s crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving players. Note that abusing the system or making tons of fake awards will result in removal from Commanding Officer whitelist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medal System&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal Name !! Medal Sprite !! When is it Awarded !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion &amp;quot;Falling Falcons&amp;quot;, 4th Brigade, 4th United States Colonial Marine Division..&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To recieve such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.&lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || &lt;br /&gt;
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. &lt;br /&gt;
Issued by Cpt. Devereaux 8/25/2186. USS Almayer; 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Credits to: Vispain (Cassius &#039;Santa&#039; Klaus), Greg Lauffer (Snooper44), and Enyonggg (Cha Jin-Wook) &amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Edited by Moderator Hunk1 (Jason &#039;Goliath&#039; Williams) in order to add official ruling approved by Commanding Officer&#039;s Council.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
[[File:CO_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4631 Marine Combat Guide (General Tactics and Strategies)]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Congratulations, your CO Application has been accepted and you will be able to RP as a Commanding Officer. Remember that you may and are even encouraged to try out new tactics, to improve the gameplay of everyone under your Command. Listen to your fellow Captains and Commodores as they will help you with your first steps. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good luck Commanding Officer, you&#039;ll need it.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=14306</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=14306"/>
		<updated>2020-04-09T18:49:05Z</updated>

		<summary type="html">&lt;p&gt;50RemAndCounting: /* USCM Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimeter, with over-and-under thirty millimeter pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand credits can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile traveled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance traveled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Breaking:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol}}[[File:M4A3_Variants.gif]]&lt;br /&gt;
[[#M4A3 Service Pistol|&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |An M4A3 Service Pistol, the standard issue sidearm of the Colonial Marines. While it is reliable in the arms of a crewmember, it is best used as a fallback weapon in case if a one doesn&#039;t have any more ammo. Fires 9mm pistol rounds.&lt;br /&gt;
This is one of the three handguns that the marines have stocked in their combat prep vendors.&lt;br /&gt;
All &#039;&#039;&#039;[[Cargo Technician|Cargo Technicians]]&#039;&#039;&#039; start with one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Magazine|&#039;&#039;&#039;M4A3 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine (9) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-AP-mag.png]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine|&#039;&#039;&#039;M4A3 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine (9) 9mm pistol rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Hollow Point|&#039;&#039;&#039;M4A3 Hollow Point&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-Incen-mag.png]]&lt;br /&gt;
[[#M4A3 Incendiary Magazine|&#039;&#039;&#039;M4A3 Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine(9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]] &lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]&lt;br /&gt;
[[#88 Mod 4|&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A rapid-fire sidearm issued mainly to company response teams, but also issued to the USCM in small numbers. Based on the original VP70 more than a century ago. Fires 9mm armor piercing pistol rounds and is capable of 3-round burst. It rivals the M4A3 service pistol in capacity and its burst fire mode, but loses it in accuracy and raw damage.&lt;br /&gt;
This is one of the three handguns that the marines have stocked in their combat prep vendors and is issued to the &#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039; for self defense. It is also a standard sidearm for &#039;&#039;&#039;[[Corporate PMCs]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:88M4AP_Magazine.png|32px]]&lt;br /&gt;
[[#88M4 AP Magazine|&#039;&#039;&#039;88M4 AP Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eighteen (18) armor piercing rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
Uses the same caliber bullets as the M4A3, allowing you to refill it using bullets from an AP M4A3 Magazine.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]&lt;br /&gt;
[[#M44 Combat Revolver|&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky revolver, occasionally carried by assault troops and officers in the Colonial Marines, as well civilian law enforcement. Fires .44 Magnum rounds. It&#039;s usually held in speed-loaders, and holds a maximum of 7 bullets.&lt;br /&gt;
This is one of the three handguns that the marines have stocked in their combat prep vendors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M44SL.png]]&lt;br /&gt;
[[#M44 Speed Loader|&#039;&#039;&#039;M44 Speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-MM-SL.png]]&lt;br /&gt;
[[#M44 Marksman Speed Loader|&#039;&#039;&#039;M44 Marksman Speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds. Has better armor penetration with no damage fall off but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M44-HR-SL.png]]&lt;br /&gt;
[[#M44 heavy speed Loader|&#039;&#039;&#039;M44 heavy speed Loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 rounds. Has lesser damage than the standard M44 Speed loader but gives a weakened stun and knock-back effect.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8_Telescopic_sight|S8 4x Telescopic Sscope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|B8 Smart Scope]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnum_stock.png]][[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif]]&lt;br /&gt;
[[#M39 Submachine Gun|&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
The Armat Battlefield Systems M-39 submachinegun. Occasionally carried by light-infantry, scouts, [[Combat Engineer|engineers]] and [[Squad Medic|medics]]. A lightweight, lower caliber alternative to the various Pulse weapons used the USCM. Fires 10x20mm rounds out of 48 round magazines. No movement speed penalty while wielded.&lt;br /&gt;
&lt;br /&gt;
The M39 uses 10x20mm SMG rounds, and holds 48 bullets with an optional 4-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M39mag.png]]&lt;br /&gt;
[[#M39 Magazine|&#039;&#039;&#039;M39 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-extended-mag.png]]&lt;br /&gt;
[[#M39 Extended Magazine|&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-AP-mag.png]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine|&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Smg_Stock.png|64px]][[#Submachinegun Stock|Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Collapsible_Smg_Stock.png]][[#Collapsible Submachinegun Stock|Collapsible Submachinegun Stock]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Arm_Brace.png]][[#Submachinegun Arm Brace|Submachinegun Arm Brace]]&lt;br /&gt;
 |}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif]]&lt;br /&gt;
[[#M41A Pulse Rifle MK2|&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This is the standard issue pulse rifle used by the Colonial Marines. A reliable, robust and overall effective standard issue weapon, the M41A must be held in two hands to accurately fire. Unlike the M41A MK1, which holds 95 rounds, the MK2 holds only 40 rounds but offers the user greater capabilities to customize their weapon with attachments. The M41A MK2 has 3-round burstfire capabilities as well as a standard-issue UGL which starts unloaded, but can be loaded and reloaded with grenades (ask RO for grenades). Chances are, the M41A MK2 might jam and will fail to fire for a second, though very rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M41Amag.png]]&lt;br /&gt;
[[#M41A Magazine|&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-extended-mag.png]]&lt;br /&gt;
[[#M41A Extended Magazine|&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine|&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#M41A Incendiary Magazine|&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8_Telescopic_sight|S8 4x Telescopic Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Quickfire.png|64px]][[#Quickfire_Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:m41astock.png]][[#M41A Skeleton Stock|M41A Skeleton Stock]]&lt;br /&gt;
 |}&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A non-standard alternative to the standard issue M41A-MK2 available to the jarheads of the USCM. Renowned for its high accuracy and superior stopping power compared to other rifles. Can very quickly change barrel attachments. Due to its superior accuracy, all shots, regardless of range, will have no loss in velocity. Holds 25 rounds in a standard magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:L42mag.png]]&lt;br /&gt;
[[#L42A Magazine|&#039;&#039;&#039;L42A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty five (25) 10x24mm rifle rounds.&amp;lt;br&amp;gt;Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:L42 extended mag.png]]&lt;br /&gt;
[[#L42A Extended Magazine|&#039;&#039;&#039;L42A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty five (35) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&amp;lt;br&amp;gt;Uses the same caliber bullets as standard M41A magazines, so it can be refilled using bullets from standard M41A magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available through normal gameplay&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:L42 AP mag.png]]&lt;br /&gt;
[[#L42A Armor Piercing Magazine|&#039;&#039;&#039;L42A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty five (25) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&amp;lt;br&amp;gt;Uses the same caliber bullets as armor piercing M41A magazines, so it can be refilled using bullets from armor piercing M41A magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:L42 Incen mag.png]]&lt;br /&gt;
[[#L42A Incendiary Magazine|&#039;&#039;&#039;L42A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty five (25) 10x24mm incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&amp;lt;br&amp;gt;Uses the same caliber bullets as incendiary M41A magazines, so it can be refilled using bullets from incendiary M41A magazines.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8_Telescopic_sight|S8 4x Telescopic Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|B8 Smart Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:L42Sstock.png]][[#L42A Synthetic Stock|L42A Synthetic Stock]] (Default)&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif]]&lt;br /&gt;
[[#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Due to its sheer power, the M37A2 is capable of stunning even the mighty Xenomorph when fired from close range, but users should still keep in mind that the M37A2 must be pumped after every shot. There is no default hotkey for pumping the shotgun, though you can set up one as a [[Macros|Macro]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. Stuns and knocks back humanoid mobs for about 1 second out to 5 tiles. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Deals massive damage, knocks back and stuns humanoid mobs for a random duration out to 2 tiles. Fires in a 15-degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:M37_stock.png]][[#M37 Wooden Stock|M37 Wooden Stock]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png|96px]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M42Amag.png]]&lt;br /&gt;
[[#M42A Marksman Magazine|&#039;&#039;&#039;M42A Marksman Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Caseless sniper rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M42A_Flak_mag.png]]&lt;br /&gt;
[[#M42A Flak Magazine|&#039;&#039;&#039;M42A Flak Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Flak sniper rounds. Upon impact with the target, the round will have an Area of Effect, hitting other nearby targets near the original.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M42A_Incendiary_mag.png]]&lt;br /&gt;
[[#M42A Incendiary Magazine|&#039;&#039;&#039;M42A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 10x28mm Incendiary sniper rounds. Will set targets ablaze.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#Rail Scope|Rail Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of a Xenomorph.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and xenomorphs alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Slightly better radius than the M40 HEDP.&lt;br /&gt;
They&#039;re only available in by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Exploding in a 5x5 radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines!&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; have these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Exploding in a 5x5 radius, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.&lt;br /&gt;
&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; start with 2 of these in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Standard issue USCM smoke grenade does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with smoke grenades available in their vendors at round start.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
 &lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M5_RPG_HE.png|64px]]&lt;br /&gt;
[[#High Explosive (HE) Rocket|&#039;&#039;&#039;High Explosive (HE) Rocket&#039;&#039;&#039;]]&lt;br /&gt;
 |Deals high damage to soft targets on direct hit and stuns most targets in a 5-meter wide area for a short time. Has decreased effect on heavily armored targets.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M5_RPG_AP.png|64px]]&lt;br /&gt;
[[#Anti-Armor (AA or AP) Rocket|&#039;&#039;&#039;Anti-Armor (AA or AP) Rocket&#039;&#039;&#039;]]&lt;br /&gt;
 |Deals average damage to target on direct hit. Affects most of armored targets due to increased penetration characteristics. Deals very little to no splash damage. Inflicts guaranteed stun to most targets. Has high accuracy within 7 meters, that drastically drops beyond that range.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M5_RPG_PHS.png|64px]]&lt;br /&gt;
[[#White Phosphorous (PHS) Rocket|&#039;&#039;&#039;White Phosphorous (PHS) Rocket&#039;&#039;&#039;]]&lt;br /&gt;
 |Has two damaging factors. On hit disperses X-Variant Napthal (blue flames) in a 4-meter radius circle, ignoring cover, while simultaneously bursting into highly heated shrapnel that ignites targets within slightly bigger area.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]&lt;br /&gt;
[[#M4RA Battle Rifle|&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4RAmag.png]]&lt;br /&gt;
[[#A19 High Velocity Magazine|&#039;&#039;&#039;A19 High Velocity Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) high velocity rounds. Lower magazine size, but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4RA-Incen-mag.png]]&lt;br /&gt;
[[#A19 High Velocity Incendiary Magazine|&#039;&#039;&#039;A19 High Velocity Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) High velocity Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4RA_Impact_mag.png]]&lt;br /&gt;
[[#A19 High Velocity Impact Magazine|&#039;&#039;&#039;A19 High Velocity Impact Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 | Holds fifteen (15) high velocity Impact rounds.  Will knockback and stun any targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#Rail Scope|Rail Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. You must have the Broiler-T flexible refueling system equipped in order to use it.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:LargeIncineratorTank.png]]&lt;br /&gt;
[[#Large Incinerator Tank|&#039;&#039;&#039;Large Incinerator Tank&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred units (100) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:IncineratorTanks_B_Variant.png]]&lt;br /&gt;
[[#Incinerator Tank: B Variant|&#039;&#039;&#039;Incinerator Tank: B Variant&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred units (100) units.&lt;br /&gt;
A large fuel tank of Ultra Thick Napthal Fuel type B, a wide-spreading sticky combustable liquid chemical that burns up fast with a low temperature, for use in the M240-T incinerator unit. Handle with care.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:IncineratorTanks_X_Variant.png]]&lt;br /&gt;
[[#Incinerator Tank: X Variant|&#039;&#039;&#039;Incinerator Tank: X Variant&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred units (100) units. Utilises X-Variant Napthal which is a lot stronger than its counterparts and has a longer range.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
[[#Large Incinerator Tank (Gel)|&#039;&#039;&#039;Large Incinerator Tank (Gel)&#039;&#039;&#039;]]&lt;br /&gt;
 |A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast. Handle with exceptional care. Holds ninety (140) units worth of gel fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Special|&#039;&#039;&#039;Mateba Autorevolver Special&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This one is stamped &#039;&#039;&#039;Major Ike Saker, 7th &#039;Falling Falcons&#039; Battalion.&#039;&#039;&#039; This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:Mateba_Speedloader.png]]&lt;br /&gt;
[[#Mateba Speed loader|&#039;&#039;&#039;Mateba Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the &#039;&#039;&#039;Personal Self Defense&#039;&#039;&#039; kits in the &#039;&#039;&#039;ColMarTech Automated Closets.&#039;&#039;&#039;&lt;br /&gt;
It is the standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, [[Intelligence_Officer|&#039;&#039;&#039;Intelligence Officers&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:VP78_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) 9mm squash-head pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.&lt;br /&gt;
Standard issue to &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Magazine|&#039;&#039;&#039;M4A3 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine(9) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-AP-mag.png]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine|&#039;&#039;&#039;M4A3 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine(9) 9mm pistol rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#M4A3 Hollow Point|&#039;&#039;&#039;M4A3 Hollow Point&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine(9) 9mm pistol rounds. Has lower overall penetration but better damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3-Incen-mag.png]]&lt;br /&gt;
[[#M4A3 Incendiary Magazine|&#039;&#039;&#039;M4A3 Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The SU-6 Smartpistol is an IFF-based sidearm currently undergoing field testing in the Colonial Marines. Uses modified .45 ACP IFF bullets. Capable of firing in bursts. Found in the &#039;&#039;&#039;Experimental Trooper Kits&#039;&#039;&#039; located in squad requisitions or requisitions itself.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:SU6 Smart Pistol_Magazine.png|32px]]&lt;br /&gt;
[[#Smart Pistol Magazine|&#039;&#039;&#039;Smart Pistol Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) smartpistol rounds. Has specially made bullets for IFF capabilities.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A limited flare gun issued to JTAC operators to use with standard flares. Operators used flare guns since the 20th century for signal flares or SOS signals from a large distance. Cannot be used with signal flares. Comes with a miniscope pre-attached to the weapon. One shot, one... life saved?&lt;br /&gt;
It additionally has IFF capabilities.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:flare.gif|32px]]&lt;br /&gt;
[[#Flare|&#039;&#039;&#039;Flares&#039;&#039;&#039;]]&lt;br /&gt;
 |A red USCM issued flare. There are instructions on the side, it reads &#039;pull cord, make light&#039;. But in this case, load it into the flare gun. This cannot be used in lit or dead flares. It can be used to light up enemies.&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Smartgun Modes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Accuracy Improvement&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to fire more accurately at targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ammo Type&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Swaps the ammunition type the gun will be firing. It swaps from standard high precision munitions to armor shredding munitions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Auto Fire&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the ability to occasionally fire at hostile targets automatically without you directly clicking on them. You must be facing the enemy to be able for it to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: High&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Lethal Mode&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the ability for the smartgun&#039;s bullets to hit friendlies or not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: None&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Toggles the inbuilt motion detector that scans the area for hostiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Recoil Compensation&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Modifies the smartgun to adjust for recoil, allowing it to nullify the screen shake when firing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power usage: Low&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;[[Squad Smartgunner|Smartgunners]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad Specialist|Squad Specialists]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Commanding Officer|the Commanding Officer]]&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; can use this weapon, it&#039;s only available inside the Smartgunners Equipment vendor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:PowerPack.png]]&lt;br /&gt;
[[#M56 Power Pack|&#039;&#039;&#039;M56 Power Pack&#039;&#039;&#039;]]&lt;br /&gt;
 |Contains ten thousand (10000) units of power. It&#039;s required for the use of the smartgun&#039;s abilities as well as firing the smartgun itself.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:Smartgun_Drum.png]]&lt;br /&gt;
[[#Smartgun Drum|&#039;&#039;&#039;Smartgun Drum&#039;&#039;&#039;]]&lt;br /&gt;
|Carries five hundred (500) Smartgun rounds that passes through friendlies by an IFF (Identify Friend/Foe) system.This one is a drum magazine that can be reloaded similar to standard issue firearms. Click on the smartgun with the Drum magazine. Once loaded in you&#039;ll be able to fire five hundred rounds (500) without stopping.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]] (Default - Cannot be removed)&lt;br /&gt;
&lt;br /&gt;
[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at longer ranges, 4 meter effective range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and from certain crates orderable from [[Requisitions]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:MK221_Tactical_Stock.png]][[#MK221_Tactical_Stock|MK221 Tactical Stock]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A limited production Kerchner MOU53 triple break action classic shotgun. Respectable damage output at medium ranges, while the ARMAT M37 is the king of CQC, the Kerchner MOU53 is what hits the broadside of that barn. Fires quite quickly. This specific model cannot safely fire buckshot shells. Holds three shells inside three different chambers.&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
|Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and from certain crates orderable from [[Requisitions]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:MOU53_Stock.png|64px]][[#MOU53 Tactical Stock|MOU53 Tactical Stock]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew. &lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The ultra-deadly M240A1 is one of the most fearsome and savage weapons in the arsenal of the Colonial Marines. Firing extra-thick sticky napthal fuel from detachable fuel tanks, the M240A1 is able to both set hostiles ablaze and to section off an area with a wall of fire. For extended field operations, users of the M240A1 often find themselves refilling their tanks with whatever flammable material is available, usually from the G-41 fuel tanks. Welding fuel is an alternate choice, readily available though not as effective. Additionally, one can ask the [[Squad_Specialist#Pyrotechnician Loadout|Pyrotechnician]] to refill your empty fuel tanks. To turn on the pilot light, go to the weapon tab and click unique action. There is no default hotkey for activating the incinerator unit, though you can set up one as a [[Macros | Macro]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor, PFC Kits or incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:IncineratorTanks.png]]&lt;br /&gt;
[[#Incinerator Tank|&#039;&#039;&#039;Incinerator Tank&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) units worth of ultra thick napthal. This will set ablaze any and all targets hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:IncineratorTanks Gel.png]]&lt;br /&gt;
[[#Large Incinerator Tank (Gel)|&#039;&#039;&#039;Large Incinerator Tank (Gel)&#039;&#039;&#039;]]&lt;br /&gt;
|A large fuel tank full of heavier gel fuel. Unlike its liquid contemporaries, this stuff shoots far, and burns up fast, but it doesn&#039;t burn anywhere near as hot. Handle with exceptional care. Holds ninety (90) units worth of gel fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A large squad support weapon capable of laying down sustained suppressing fire from a mounted position. While unstable and less accurate, it can be lugged and shot with two hands. Like it&#039;s smaller brothers, the M41A MK2 and L42 MK1, the M41AE2 is chambered in 10mm. This can use M41A/L42 ammo, however the bullets must be transferred manually from the M41A/L42 mags into the M41AE2 Mags or by refilling it with an [[Marine Equipment#10x24mm_Ammo_Box_.28M41A.29|ammo box]].&lt;br /&gt;
&lt;br /&gt;
It can be ordered from Cargo via the &#039;&#039;&#039;LMG Crate&#039;&#039;&#039; or in &#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: M41AE2_Magazine.png]]&lt;br /&gt;
[[#M41AE2 Ammo Box|&#039;&#039;&#039;M41AE2 Ammo Box&#039;&#039;&#039;]]&lt;br /&gt;
 |A semi-rectangular box of rounds for the M41AE2 Heavy Pulse Rifle. Holds three hundred (300) 10x24mm rounds.&lt;br /&gt;
Uses the same caliber bullets as standard M41A magazines, so can be refilled using bullets from standard M41A magazines or an [[Marine Equipment#10x24mm_Ammo_Box_.28M41A.29|ammo box]].&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8_Telescopic_sight|S8 Telescopic Scope]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An older design of the Pulse Rifle commonly used by Colonial Marines. Uses 10x24mm caseless ammunition. Holds 95 rifle rounds per magazine, but suffers from slightly less accuracy than the newer M41A MK2 and had less variety of attachments.&lt;br /&gt;
&lt;br /&gt;
Four rifles can be found in the command armory on the Almayer as well as the &#039;&#039;&#039;Veteran Kits&#039;&#039;&#039; available at the Colonial Marines Automated Vendor. It is also one of the standard rifles for the &#039;&#039;&#039;[[Freelancer Mercenaries]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M41AMK1mag.png]]&lt;br /&gt;
[[#M41A MK1 Magazine|&#039;&#039;&#039;M41A MK1 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same caliber as the new versions.&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
 [[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. In addition to 3-round burstfire, this rifle is capable of firing 5-rounds in one burst which can be set after 3-round burstfire mode and is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M41AMK1mag.png]]&lt;br /&gt;
[[#M41A MK1 Magazine|&#039;&#039;&#039;M41A MK1 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same caliber as the new versions.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:M41Amag.png]]&lt;br /&gt;
[[#M41A Magazine|&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-extended-mag.png]]&lt;br /&gt;
[[#M41A Extended Magazine|&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine|&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#M41A Incendiary Magazine|&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png|64px]][[#IFTS Mini Scope|B8 Smart Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] &lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:m41astock.png]][[#M41A Skeleton Stock|M41A Skeleton Stock]]  (Default - Cannot be removed)&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Defensive&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Deactivation:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy A Mine:&#039;&#039;&#039;&lt;br /&gt;
* Take an M20 mine out of the box with an empty hand,&lt;br /&gt;
* Stand on top of the tile you want to place the mine on,&lt;br /&gt;
* Face the tile you want the mine to detect enemies on,&lt;br /&gt;
* Click on the mine in your active hand.&lt;br /&gt;
&#039;&#039;&#039;Keep in mind that any mob that enters the mine&#039;s tile, or the tile it&#039;s facing, living or dead, will cause the mine to detonate unless they have an appropriate USCM/Corporate Dog-tag/ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How To Deactivate Mines:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Multitool.png|32px]] Use a multitool on the deployed mine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
|width=150|&lt;br /&gt;
* Deploy the mines where Marines will likely be present/guarding (and within view range), thus more likely to result in a kill.&lt;br /&gt;
* The trigger area is two tiles, the mine&#039;s tile and the tile it&#039;s facing. Cover the whole two tiles corridor instead of leaving one tile open.&lt;br /&gt;
* Conceal the mines with (lit) flare, empty flare box, wood plank, unfolded roller bed, empty backpacks, etc.&lt;br /&gt;
* Deploy the mines facing north or west, because they can easily be concealed with a lit flare.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Comes with various options of firing arcs ranging between 180 degrees to 30 degrees for better range or field of fire. Has 750 bullets.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;M30 Box Magazine (10x28mm Caseless)&#039;&#039;&#039;&lt;br /&gt;
 |Contains seven hundred and fifty (750) 10x28 caseless rounds. Ammunition for the UA 571-C Sentry.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Construction and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Construct It:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Plasteel.png|32px]] Construct Turret Frame with Plasteel,&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench it,&lt;br /&gt;
* [[File:CableCoils.png|32px]] Apply 10 Cable,&lt;br /&gt;
* Add Turret Piece,&lt;br /&gt;
* [[File:Metal.png|32px]] Apply Metal,&lt;br /&gt;
* [[File:Welder.gif|32px]] Weld it,&lt;br /&gt;
* Add Turret Sensor,&lt;br /&gt;
* Click on the sentry with an empty hand to open the control interface and turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
* [[File:Crowbar.png|32px]] Crowbar for taking out power cell (after turning off).&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off).&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* If the sentry is knocked over click on it with an empty hand to right it.&lt;br /&gt;
* During its construction, you can examine the half-finished Sentry to see what part is missing.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These engineer-only mounted machineguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armor penetration.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Construction and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Construct It:&#039;&#039;&#039;&lt;br /&gt;
* Click on the mount once it&#039;s in your hand,&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver it,&lt;br /&gt;
* Mount the Gun,&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver it,&lt;br /&gt;
* Apply Ammo Drum.&lt;br /&gt;
* Drag the gun on yourself to man it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tripod Construction&#039;&#039;&#039;&lt;br /&gt;
* Make 5 plasteel rods.&lt;br /&gt;
* Click on the 5 plasteel rods with 10 metal.&lt;br /&gt;
* Weld the Tripod to finish construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* To toggle burst fire, &#039;&#039;&#039;Ctrl-click&#039;&#039;&#039; the M56D while you are manning it&lt;br /&gt;
* [[File:Screwdriver.png|32px]] Screwdriver for disassembling.&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for rotating.&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]] and the engineer system vendor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:80mm_Flare_Shell.png]]&lt;br /&gt;
[[#80mm Flare Shell|&#039;&#039;&#039;80mm Flare Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Deploys a flare to the target area which can&#039;t be melted or destroyed however it doesn&#039;t last as long as traditional flares.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Flash_Powder_Shell.png]]&lt;br /&gt;
[[#80mm Flash Powder Shell|&#039;&#039;&#039;80mm Flash Powder Shell&#039;&#039;&#039;]]&lt;br /&gt;
 |Causes direct impact damage upon the tile hit after which it releases a blinding flash confusing any nearby foes.&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Smoke_Shell.png]]&lt;br /&gt;
[[#80mm Smoke Shell|&#039;&#039;&#039;80mm Smoke Shell&#039;&#039;&#039;]]&lt;br /&gt;
 |Causes direct impact damage upon the tile hit after which it releases a large plume of smoke.&lt;br /&gt;
&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_High_Explosive_Shell.png]]&lt;br /&gt;
[[#80mm High Explosive Shell|&#039;&#039;&#039;80mm High Explosive Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Deals additional damage upon direct hits and provides a moderate explosion radius larger than standard grenades.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Napalm_Shell.png]]&lt;br /&gt;
[[#80mm Napalm Shell|&#039;&#039;&#039;80mm Napalm Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Deals additional damage upon direct hits and provides a moderate napalm coverage of the surrounding area, additionally causes a small explosion upon impact.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:80mm_Fragmentation_Shell.png]]&lt;br /&gt;
[[#80mm Fragmentation Shell|&#039;&#039;&#039;80mm Fragmentation Shell&#039;&#039;&#039;]]&lt;br /&gt;
 | Causes direct impact damage upon the tile hit after which it releases shrapnel in all directions.&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Usage:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
* Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can deploy the Mortar but you&#039;ll need [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Expert&#039;&#039;&#039;] level of engineering to use it.&lt;br /&gt;
* Recruit a squad member to be your spotter and make sure they have tactical binoculars.&lt;br /&gt;
* Send your newly recruited spotter to ascertain coordinates of enemy positions. Once in your active hand click on the binoculars then &#039;&#039;&#039;&#039;&#039;Ctrl Click&#039;&#039;&#039;&#039;&#039; an enemy position and wait, once the binoculars beep you&#039;ll be given coordinates in chat.&lt;br /&gt;
* Upon receiving the longitude and latitude coordinates, enter them into the &#039;&#039;&#039;&#039;&#039;Target&#039;&#039;&#039;&#039;&#039; section. &amp;lt;small&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: After entering in a target the mortar will fire upon being loaded.&#039;&#039;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
* Load a flare shell and after it has fired notify your spotter to inform you of any corrections that need to be given. For more accurate spotter adjustments it&#039;s better to fire a smoke/flash shell as they both only leave an explosion mark on the impacted tile.&lt;br /&gt;
* Once the spotter has relayed the corrections to you, enter them into the &#039;&#039;&#039;&#039;&#039;Dial&#039;&#039;&#039;&#039;&#039; section.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;&#039;&#039;Note: The further away your target is the less accurate the mortar becomes so you will have to correctly offset it more.&#039;&#039;&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
* Keep firing on that position until new coordinates are given.&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; The flare lands and the spotter notices that it missed the targetted area by 4 tiles east and 3 tiles south and relays that to you. You would then dial the offset as -4 Longitude and 3 Latitude.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dialing Graph:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar_Graph.jpg|500px]]&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing &#039;&#039;&#039;Z&#039;&#039;&#039; if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 5x5 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
It is light blue, while the smoke nade is dark blue &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(Currently not implemented in the main branch of the game yet, not yet obtainable)&amp;lt;/font&amp;gt;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Xenomorphs back.&lt;br /&gt;
&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Magazine Box}}[[File:L42 Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A Magazine Box|&#039;&#039;&#039;L42A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#L42A Extended Magazine Box|&#039;&#039;&#039;L42A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A AP Magazine Box}}[[File:L42 MK-1 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A AP Magazine Box|&#039;&#039;&#039;L42A AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Incendiary Magazine Box}}[[File:L42-MK1 Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#L42A Incendiary Magazine Box|&#039;&#039;&#039;L42A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, M41A MK1 magazines and L42A magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42A armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and L42A light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and L42A incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42c Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42c Anti-Tank Rifle|&#039;&#039;&#039;M42c Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work when the PMC team is spawned hostile to the USCM.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M42Amag.png]]&lt;br /&gt;
[[#M42C Marksman Magazine|&#039;&#039;&#039;M42C Marksman Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) 10x99mm supersonic rifle rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. This rifle deals more damage per rifle bullet.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M41Amag.png]]&lt;br /&gt;
[[#M41A Magazine|&#039;&#039;&#039;M41A Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-extended-mag.png]]&lt;br /&gt;
[[#M41A Extended Magazine|&#039;&#039;&#039;M41A Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-AP-mag.png]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine|&#039;&#039;&#039;M41A Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M41A-Incen-mag.png]]&lt;br /&gt;
[[#M41A Incendiary Magazine|&#039;&#039;&#039;M41A Incendiary Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4 2x Telescopic Mini-Scope|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:m41astock.png]][[#M41A Skeleton Stock|M41A Skeleton Stock]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M39mag.png]]&lt;br /&gt;
[[#M39 Magazine|&#039;&#039;&#039;M39 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-extended-mag.png]]&lt;br /&gt;
[[#M39 Extended Magazine|&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M39-AP-mag.png]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine|&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
  |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4 2x Telescopic Mini-Scope|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Smg_Stock.png|64px]][[#Submachinegun Stock|Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Collapsible_Smg_Stock.png]][[#Collapsible Submachinegun Stock|Collapsible Submachinegun Stock]] (Default)&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Arm_Brace.png]][[#Submachinegun Arm Brace|Submachinegun Arm Brace]]&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the &#039;&#039;&#039;Personal Self Defense&#039;&#039;&#039; kits in the &#039;&#039;&#039;ColMarTech Automated Closets.&#039;&#039;&#039;&lt;br /&gt;
It is the standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, [[Intelligence_Officer|&#039;&#039;&#039;Intelligence Officers&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:88M4AP_Magazine.png|32px]]&lt;br /&gt;
[[#VP78 Magazine|&#039;&#039;&#039;VP78 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) 9mm squash-head pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:Mateba_Speedloader.png]]&lt;br /&gt;
[[#Mateba Speed loader|&#039;&#039;&#039;Mateba Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:FN_Magazine.png]]&lt;br /&gt;
[[#FN Magazine|&#039;&#039;&#039;FN Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]] &lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]] (Improved Variant - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: Type71_Magazine.png]]&lt;br /&gt;
[[#Type 71 Magazine|&#039;&#039;&#039;Type 71 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (60) 7.62x39mm heavy rifle rounds. Can share ammo between Type 71 variants.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png]][[#S4 2X Telescopic sight|S4 2X Telescopic sight]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.&lt;br /&gt;
This is the standard firearm for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:LTAA_AP_Minigun_Magazine.png]]&lt;br /&gt;
[[#Rotating Ammo Drum|&#039;&#039;&#039;Rotating Ammo Drum&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds three hundred (300) 7.62x51mm minigun rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;, &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4A3mag.png]]&lt;br /&gt;
[[#Korovin PK-9 Magazine|&#039;&#039;&#039;Korovin PK-9 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twelve (12) 9mm pistol rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#PK-9 Tranquilizer (Tranq) Magazine|&#039;&#039;&#039;PK-9 Tranquilizer (Tranq) Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .22 tranq rounds. Will stun and cause pain to any human targets it hits, used for non-lethal takedowns. Only found in Commando variants.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:M4A3mag.png]]&lt;br /&gt;
[[#PK-9 Hollowpoint Magazine|&#039;&#039;&#039;PK-9 Hollowpoint Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .22 Hollowpoint rounds. Has better overall damage, but lower penetration.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Magazine|&#039;&#039;&#039;MAR Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Extended Magazine|&#039;&#039;&#039;MAR Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Magazine|&#039;&#039;&#039;MAR Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds forty (40) 7.62x39mm rifle rounds. Can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File: MAR_Magazine.png]]&lt;br /&gt;
[[#MAR Extended Magazine|&#039;&#039;&#039;MAR Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds sixty (60) 7.62x39mm rifle rounds. Holds more ammunition than the standard magazines and can share ammo between the MAR-40 and the MAR-30.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4 2x Telescopic Mini-Scope|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: MAR_Magazine.png|32px]]&lt;br /&gt;
[[#M16 Magazine|&#039;&#039;&#039;M16 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) 5.56x45mm rifle rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:60%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:MP5_Magazine.png]]&lt;br /&gt;
[[#MP27 Magazine|&#039;&#039;&#039;MP27 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (30) 4.6x30mm Amour-Piercing SMG rounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Basira_Strongarm.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Strongarm Rifle}}&lt;br /&gt;
[[#Basira-Strongarm Rifle|&#039;&#039;&#039;Basira-Strongarm Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outercolonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: Basira_Mag.png |64px]]&lt;br /&gt;
[[#Basira-Strongarm Magazine|&#039;&#039;&#039;Basira-Strongarm Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds ten (10) 6.5mm rifle rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:80%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:MP5_Magazine.png|32px]]&lt;br /&gt;
[[#MP5 Magazine|&#039;&#039;&#039;MP5 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty (30) 9mm SMG rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. Fires fast armor piercing rounds and can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:FN_Magazine.png]]&lt;br /&gt;
[[#FN Magazine|&#039;&#039;&#039;FN Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 5.7x28mm SMG Amour-Piercing rounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]] &lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4_Telescopic_Sight|S4 2x Telescopic Mini-Scope]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust, 20th century firearm that&#039;s a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:CZ-81_Magazine.png]]&lt;br /&gt;
[[#CZ-81 Magazine|&#039;&#039;&#039;CZ-81 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) .32 ACP SMG rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:MAC15_Magazine.png]]&lt;br /&gt;
[[#MAC15 Magazine|&#039;&#039;&#039;MAC15 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty-two (32) 9mm SMG rounds.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:MAC15_Magazine.png]]&lt;br /&gt;
[[#MAC15 Extended Magazine|&#039;&#039;&#039;MAC15 Extended Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 9mm SMG rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG Pump Shotgun}}&lt;br /&gt;
[[#HG Pump Shotgun|&#039;&#039;&#039;HG Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png|64px]][[#S4 2x Telescopic Mini-Scope|S4 2x Telescopic Mini-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Ice Colony and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:slugbox.png]]&lt;br /&gt;
[[#Slug Shells|&#039;&#039;&#039;Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Effective in ranged combat. Armor Piercing. Less damage. High knockback chance from range. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:buckbox.png]]&lt;br /&gt;
[[#Buckshot Shells|&#039;&#039;&#039;Buckshot Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple small projectiles. Powerful in close range. Massive damage, Rapid damage fall-off at range. 4 meter range. Fires in a 15 degree radius. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:incinbox.png]]&lt;br /&gt;
[[#Incendiary Slug Shells|&#039;&#039;&#039;Incendiary Slug Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will set ablaze any targets it hits. Rare, only found in certain planetside armories and in the  [[Requisitions#Surplus_ammo_crate| Surplus Ammo Crate]]. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Beanbag_box.png]]&lt;br /&gt;
[[#Beanbag Slugs|&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;]]&lt;br /&gt;
 |Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in the brig armory. Holds 25 shells.&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Box_of_flechette_shells.png]]&lt;br /&gt;
[[#Flechette Shells|&#039;&#039;&#039;Flechette Shells&#039;&#039;&#039;]]&lt;br /&gt;
 |Fires multiple shrapnel projectiles. Projectiles fan out in a cone 5 tiles in width out to a distance of 7 tiles. Consequently deals massive damage out to ~2 tiles, heavy to moderate damage out to ~3-5 tiles, and light damage at ~7 tiles. Doesn&#039;t stun or knock back. Holds 25 shells.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
|[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4A3_.45_Magazine.png|32px]]&lt;br /&gt;
[[#M1911 Magazine|&#039;&#039;&#039;M1911 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fourteen (14) .45 ACP pistol rounds. Better damage but difficult to come by.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|S5 Red-Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4A3_.45_Magazine.png]]&lt;br /&gt;
[[#Desert Eagle Magazine|&#039;&#039;&#039;Desert Eagle Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .50AE heavy pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:KT42_Magazine.png|32px]]&lt;br /&gt;
[[#KT-42 Magazine|&#039;&#039;&#039;KT-42 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) .44 pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .357 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:S&amp;amp;W_Speedloader.png]]&lt;br /&gt;
[[#S&amp;amp;W Speed loader|&#039;&#039;&#039;S&amp;amp;W Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .357 pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:Spearhead_Speedloader.png]]&lt;br /&gt;
[[#Spearhead Speed loader|&#039;&#039;&#039;Spearhead Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds six (6) .357 pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4A3mag.png]]&lt;br /&gt;
[[#Tiny Pistol Magazine|&#039;&#039;&#039;Tiny Pistol Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds five (5) .22 light pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4A3mag.png]]&lt;br /&gt;
[[#Highpower Magazine|&#039;&#039;&#039;Highpower Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirteen (13) 9mm Amour-Piercing pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png|64px]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M4A3mag.png|32px]]&lt;br /&gt;
[[#Beretta 92FS Magazine|&#039;&#039;&#039;Beretta 92FS Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifteen (15) 9mm pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]][[#Laser Sight|Laser Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|SVD Dragunov-033 Sniper Rifle}}&lt;br /&gt;
[[#SVD Dragunov-033 Sniper Rifle|&#039;&#039;&#039;SVD Dragunov-033 Sniper Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn&#039;t have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:SVD_Magazine.png]]&lt;br /&gt;
[[#SVD Magazine|&#039;&#039;&#039;SVD Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds ten (10) 7.62x54mmR caliber sniper rifle rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:railscope.png]][[#S8 Telescopic sight|S8 Telescopic sight]] (Default)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Was a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:Drum_mag.png]]&lt;br /&gt;
[[#PPSh Drum Magazine|&#039;&#039;&#039;PPSh Drum Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds thirty-five (35) 7.62x25mm SMG rounds.&lt;br /&gt;
|-&lt;br /&gt;
 |[[File:Drum_mag.png]]&lt;br /&gt;
[[#PPSh Extended Drum Magazine|&#039;&#039;&#039;PPSh Extended Drum Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seventy-one (71) 7.62x25mm SMG rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]][[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:nyrevolver.png|64px]]&lt;br /&gt;
{{Anchor|Nagant-Yamasaki Revolver}}&lt;br /&gt;
[[#Nagant-Yamasaki Revolver|&#039;&#039;&#039;Nagant-Yamasaki Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Reliable revolver often found in the hands of mercenaries or criminals, can hold eight 7.62 revolver rounds in the chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:NY_Speedloader.png|32px]]&lt;br /&gt;
[[#N-Y Speed loader|&#039;&#039;&#039;N-Y Speed loader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds seven (7) 7.62x38mmR revolver rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File: MAR_Magazine.png|32px]]&lt;br /&gt;
[[#M16 Magazine|&#039;&#039;&#039;M16 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) 5.56x45mm rifle rounds.&lt;br /&gt;
 |-&lt;br /&gt;
 |width=150|[[File: MAR_Magazine.png|32px]]&lt;br /&gt;
[[#M16A2 &amp;quot;Cloaker Killer&amp;quot; Magazine|&#039;&#039;&#039;M16A2 &amp;quot;Cloaker Killer&amp;quot; Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds twenty (20) 5.56x45mm AP rifle rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:60%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:supressor.png|64px]][[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]][[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]][[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:forwardgrip.png|64px]][[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]][[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]][[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:gyro.png|64px]][[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
&lt;br /&gt;
[[File:bipod.png|64px]][[#Bipod|Bipod]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]][[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undernade.png]][[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]][[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Undershot.png]][[#Masterkey Shotgun|Masterkey Shotgun]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:88M4AP_Magazine.png|32px]]&lt;br /&gt;
[[#Auto 9 Magazine|&#039;&#039;&#039;Auto 9 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds fifty (50) 9mm squash-head pistol rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:RotatingAmmoDrum .png]]&lt;br /&gt;
[[#Rotating Ammo Drum|&#039;&#039;&#039;Rotating Ammo Drum&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds three hundred (300) 7.62x51mm minigun rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:Mateba_Speedloader.png]]&lt;br /&gt;
[[#Mateba Speedloader|&#039;&#039;&#039;Mateba Speedloader&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds eight (8) .454 heavy revolver rounds. Will knockback and stun any targets hit with this round.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Barrel_charger.png]][[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Recoil_compensator.png|64px]][[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:mountedflash.png|64px]][[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png]][[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]][[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png|64px]][[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:RotatingAmmoDrum .png]]&lt;br /&gt;
[[#CHIMP70 Magazine|&#039;&#039;&#039;CHIMP70 Magazine&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds three hundred (300) live monkey rounds. Will set ablaze any and all targets hit with this round as well as knocking them down. Also spawns a live monkey to any targets hit.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:Big_Ammo_Box_10mm.png]]&lt;br /&gt;
[[#vintage ammo box (7.62x51mm)|&#039;&#039;&#039;vintage ammo box (7.62x51mm)&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds one hundred (100) 7.62X51mm NATO M60 rounds.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle_Attachments | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail_Attachments | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel_Attachments | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock_Attachments | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or their &#039;&#039;&#039;Squad Requisitions&#039;&#039;&#039; located in the center of the Almayer&#039;s lower deck or the west side of your designated prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you. The only exception is for the Rail Flashlight and Bayonet attachments, where it can be found in Marine Vendors inside your respective Prep rooms.&lt;br /&gt;
&lt;br /&gt;
Squad Requisition rooms are manned by your squad leader or specialist.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change loften. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Attachment Tier System&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
|-&lt;br /&gt;
!width=150 | The Tier&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Tier 1: Slightly--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 1: &#039;&#039;&#039;Slightly&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|The lowest increase/decrease in attachment stats.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 2: &#039;&#039;&#039;Moderately&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A moderate increase/decrease in attachment stats that&#039;s higher then slightly.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 3: &#039;&#039;&#039;Greatly&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A great increase/decrease in attachment stats, higher than moderately.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Tier 4: &#039;&#039;&#039;Majorly&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|The highest increase/decrease in attachment stats.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Suppressor}}[[#Suppressor|Suppressor]]&lt;br /&gt;
&lt;br /&gt;
[[File:supressor.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly decreases firing sound&lt;br /&gt;
* Removes muzzle flashes&lt;br /&gt;
* Removes firing messages&lt;br /&gt;
* Slightly decreases recoil&lt;br /&gt;
* Slightly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Bayonet}}[[#Bayonet|Bayonet]]&lt;br /&gt;
&lt;br /&gt;
[[File:knife.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly increases weapon melee damage&lt;br /&gt;
&lt;br /&gt;
* When removed from weapons acts like a regular knife&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Extended Barrel}}[[#Extended Barrel|Extended Barrel]]&lt;br /&gt;
&lt;br /&gt;
[[File:Extended_barrel.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Barrel Charger}}[[#Barrel Charger|Barrel Charger]]&lt;br /&gt;
&lt;br /&gt;
[[File:Barrel_charger.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly increases damage&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Recoil Compensator}}[[#Recoil Compensator|Recoil Compensator]]&lt;br /&gt;
[[File:Recoil_compensator.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rail Flashlight}}[[#Rail Flashlight|Rail Flashlight]]&lt;br /&gt;
&lt;br /&gt;
[[File:mountedflash.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Generates a Light Source (greater radius than shoulder lamp, flare and flashlight)&lt;br /&gt;
* Using a screwdriver on a normal flashlight will instantly modify it to a Rail Flashlight.&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* None (but useless if you forgot to Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Red Dot Sight}}[[#Red Dot Sight|Red Dot Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:reddot.png|60px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slight increase of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|S6 Reflex Sight}}[[#S6 Reflex Sight|S6 Reflex Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Reflex.png|60px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Moderately decreases bullet spread&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases the accuracy penalty when moving&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Quickfire Adapter--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Quickfire Adapter}}[[#Quickfire Adapter|Quickfire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:quickfire.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately increases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly increases spread.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases spread.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Decreases burst-fire shots by 1 (from 3 or 4)&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magnetic Harness}}[[#Magnetic Harness|Magnetic Harness]]&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetic harness.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to suit slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases accuracy&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|S8 Telescopic sight}}[[#S8 Telescopic sight|S8 Telescopic sight]]&lt;br /&gt;
[[File:railscope.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly increases accuracy only when scoped.&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see sixteen tiles farther in a zoomed out view (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy.&lt;br /&gt;
* Majorly increased wield delay&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderate increase of the accuracy penalty when moving&lt;br /&gt;
* Slightly decreases firing speed when in use.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|S4 Telescopic Sight}}[[#S4 Telescopic Sight|S4 Telescopic Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mini_Scope.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly increases accuracy&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)&lt;br /&gt;
* Allows for slow movement when zoomed in.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases accuracy when not in use.&lt;br /&gt;
* Majorly increased wield delay&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderate increase of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|B8 Smart-Scope}}[[#Smart-Scope|B8 Smart-Scope]]&lt;br /&gt;
&lt;br /&gt;
[[File:ifts_Scope.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly increases accuracy&lt;br /&gt;
* Allows the user to &#039;zoom&#039; in to see five tiles farther (Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] or Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]] to zoom)&lt;br /&gt;
* Allows for slow movement when zoomed in.&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Allows the user to have IFF capabilities&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases accuracy when not in use.&lt;br /&gt;
* Slight delay before use.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderate increase of the accuracy penalty when moving&lt;br /&gt;
* Slightly reduces firing speed.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Vertical Grip}}[[#Vertical Grip|Vertical Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:forwardgrip.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Slightly decreases recoil&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
*Slight increase of the accuracy penalty when moving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Angled Grip}}[[#Angled Grip|Angled Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Angled_Grip.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly decreased wield delay&lt;br /&gt;
*Slightly decreased recoil&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly decreased bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
*Slightly increased bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increased weapon size&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flashlight Grip}}[[#Flashlight Grip|Flashlight Grip]]&lt;br /&gt;
&lt;br /&gt;
[[File:Flash_Grip.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly reduces recoil&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Generates a light source akin to the rail light.&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* None (but useless if you forgot to Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]])&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Gyroscopic Stabilizer}}[[#Gyroscopic Stabilizer|Gyroscopic Stabilizer]]&lt;br /&gt;
[[File:gyro.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly reduces bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly reduces bullet spread&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Greatly reduces the accuracy penalty for moving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately reduces burst spread&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreased firing speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Bipod}}[[#Bipod|Bipod]]&lt;br /&gt;
[[File:bipod.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
These benefits will only take place once the bipod is deployed.&lt;br /&gt;
* Greatly increases accuracy&lt;br /&gt;
* Greatly reduces burst spread&lt;br /&gt;
* Slightly increases firing speed.&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases wield delay.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Increased weapon size&lt;br /&gt;
* Moderately decreases firing speed when not deployed.&lt;br /&gt;
* Requires setup on flipped tables and barricades by Activating Weapon Attachment[[File:Activate-Weapon-Attachment.png]] while facing the object before you get the benefits.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Underslung Grenade Launcher}}[[#Underslung Grenade Launcher|Underslung Grenade Launcher]]&lt;br /&gt;
[[File:Undernade.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire up to two M40 tube grenades of any kind.&lt;br /&gt;
* Reloadable with any M40 tube grenades&lt;br /&gt;
* Default M41A Pulse Rifle Mk2 attachment&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Starts unloaded&lt;br /&gt;
* Grenades cannot be unloaded once loaded into the launcher.&lt;br /&gt;
* Moderately reduced attachment firing speed&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Mini Flamethrower}}[[#Mini Flamethrower|Mini Flamethrower]]&lt;br /&gt;
&lt;br /&gt;
[[File:Underflame.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire several short flame bursts&lt;br /&gt;
* Refillable with standard flamer fuel tanks or USCM Technician Welderpacks&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Fuel does not stick to hostiles when walked over unlike M240 Incinerator Unit and requires a direct hit for it to stick.&lt;br /&gt;
* Has a lower max range of 4 tiles versus the M240 Incinerator Unit&#039;s 5 tile range.&lt;br /&gt;
* Greatly reduced attachment firing speed.&lt;br /&gt;
* Cannot be refilled using B or X Variant fuel tanks.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|U7 Underbarrel Shotgun}}[[#U7 Underbarrel Shotgun|U7 Underbarrel Shotgun]]&lt;br /&gt;
[[File:Undershot.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Adds the ability to fire three semi-auto buckshot rounds&lt;br /&gt;
* Reloadable with additional buckshot&lt;br /&gt;
* Toggled by using Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* The short barrel reduces the ammo&#039;s effectiveness&lt;br /&gt;
* Slightly reduced accuracy compared to an actual shotgun&lt;br /&gt;
* Slightly reduced knockdown/stun effect compared to an actual shotgun&lt;br /&gt;
* Slightly reduced accuracy when firing compared to an actual shotgun&lt;br /&gt;
* Moderately reduced damage compared to an actual shotgun&lt;br /&gt;
* Can only be loaded with buckshot&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Burst Fire Adapter}}[[#Burst Fire Adapter|Burst Fire Adapter]]&lt;br /&gt;
&lt;br /&gt;
[[File:Burstfire.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Enables burst-fire on a weapon or enhances burst-fire capability&lt;br /&gt;
* Increases burst-fire shots by 2 (from 3 or 4)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly decreases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Laser Sight}}[[#Laser Sight|Laser Sight]]&lt;br /&gt;
&lt;br /&gt;
[[File:Laser_sight.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Slightly reduces bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Slightly increases accuracy&lt;br /&gt;
*Moderately reduces bullet spread&lt;br /&gt;
*Slight reduction of accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* None.&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M41A Skeleton Stock}}[[#M41A Skeleton Stock|M41A Skeleton Stock]]&lt;br /&gt;
[[File:m41astock.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|L42A Synthetic Stock}}[[#L42ASynthetic Stock|L42A Synthetic Stock]]&lt;br /&gt;
[[File:L41ACstock.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately decreases accuracy&lt;br /&gt;
* Moderately increases recoil&lt;br /&gt;
* Greatly increases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Increases weapon size&lt;br /&gt;
* Slightly decreases melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M44 Magnum Sharpshooter Stock}}[[#M44 Magnum Sharpshooter Stock|M44 Magnum Sharpshooter Stock]]&lt;br /&gt;
[[File:Magnum_stock.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Majorly increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*When collapsed it can fit into a holster.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases weapon melee damage&lt;br /&gt;
* Can&#039;t fire the weapon when the stock is collapsed.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M37 Wooden Stock}}[[#M37 Wooden Stock|M37 Wooden Stock]]&lt;br /&gt;
[[File:M37_stock.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|MK221 Tactical Stock}}[[#MK221 Tactical Stock|MK221 Tactical Stock]]&lt;br /&gt;
[[File:MK221_Tactical_Stock.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
*Slightly decreases firing speed&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Submachinegun Stock}}[[#Submachinegun Stock|Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Stock.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Greatly increases accuracy&lt;br /&gt;
*Greatly reduces recoil&lt;br /&gt;
*Majorly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Collapsible Submachinegun Stock}}[[#Collapsible Submachinegun Stock|Collapsible Submachinegun Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:Collapsible_Smg_Stock.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately increases accuracy&lt;br /&gt;
*Moderately reduces recoil&lt;br /&gt;
*Greatly reduces bullet spread&lt;br /&gt;
*Slight reduction of the accuracy penalty when moving&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Slightly increases weapon melee damage&lt;br /&gt;
*When collapsed it can fit into a holster.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Major wield delay&lt;br /&gt;
*Slightly decreases movement speed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
*Moderately decreases accuracy&lt;br /&gt;
*Greatly increases bullet spread&lt;br /&gt;
*Moderately increases recoil&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
*Only applies benefits when the stock is extended.&lt;br /&gt;
*Increases weapon size when extended.&lt;br /&gt;
*Moderately increases bullet spread if collapsed.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Submachinegun Arm Brace}}[[#Submachinegun Arm Brace|Submachinegun Arm Brace]]&lt;br /&gt;
&lt;br /&gt;
[[File:Smg_Arm_Brace.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Majorly Increases accuracy&lt;br /&gt;
* Greatly reduces recoil&lt;br /&gt;
* Majorly decreases bullet spread&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly decreases accuracy penalty when moving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Greatly increases recoil&lt;br /&gt;
* Greatly increases wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Increases weapon size&lt;br /&gt;
* Majorly decreases firing speed&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--M-OU53 Tactical Stock--&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|M-OU53 Tactical Stock}}[[#M-OU53 Tactical Stock|M-OU53 Tactical Stock]]&lt;br /&gt;
&lt;br /&gt;
[[File:MOU53_Stock.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases accuracy&lt;br /&gt;
* Slight reduces recoil&lt;br /&gt;
* Slightly decreases accuracy penalty when moving&lt;br /&gt;
* Slightly decreases scatter&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly increases wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Increases weapon size&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC/HEFA grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|48px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M50_HEFA.png|48px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;3 M40 HEFA Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|48px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
* 3 HEFA grenades&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet&lt;br /&gt;
* Construction Pouch&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* MB-6 Folding Barricade&lt;br /&gt;
* M56D Mounted Heavy Machine Gun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Document pouch&lt;br /&gt;
* Data Detector&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Veteran kit.png]]&amp;lt;br&amp;gt;{{Anchor|Veteran Kit}}&#039;&#039;&#039;Veteran Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit give you access to the old MK1 Pulse Rifle as well as spare magazines for it and under barrel attachments. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M41A MK1 Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 5 MK1 Magazines&lt;br /&gt;
* Mini Flamer&lt;br /&gt;
* U7 under barrel shotgun&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* MB-6 Folding Barricade&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with slugs&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Quick Fire Attachment&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Special issue pouch that can hold up to three magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists, but is also a part of the Veteran Enlist Kit. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]]. &lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 6 pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch, used for long deployments. Normally found occupying the pockets of [[Survivor|Civilians]]. Contains a 15u tramadol pill, 10 sterile gauze rolls, crowbar and a flashlight; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships (sometimes NanoMed machines are functional planetside.) It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
It contains the following:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Pain-stop autoinjector|&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
[[#First-aid autoinjector|&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:blackwebbing.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 6 throwing knives.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Notably smaller than most rigs, able to fit in standard bags and satchels.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 HEDP Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 HEDP Grenades.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Frontline Grenadier Kits&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 HEDP Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 HEDP rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Combat Engineers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition.Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized backpack worn by USCM technicians. It carries a fuel tank for quick welder refueling and use.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 5 normal size items and 260 units of welder fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Intelligence Officer Pack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM Intelligence Officer Pack|&#039;&#039;&#039;USCM Intelligence Officer Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
This is the standard issue backpack for &#039;&#039;&#039;Intelligence Officers.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for a short period of time. Required to be worn over the M3-S Light Armor. To cloak yourself, go to the weapon tab and click &amp;lt;code&amp;gt;Specialist-Activation&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the  2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, MK88, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Squad_Smartgunner|&#039;&#039;&#039;USCM Squad Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Tactical Binoculars&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Tactical Binoculars}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a xenomorph is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any [[Defcon#Objectives|documents or objects]] that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly dismantled with a wrench and crowbar.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
Gas masks are available in ColMarTech Automated Closets for all marines. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Captain of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Makes you feel drowsy and slower while wearing.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tank Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tank Crewman Officer Uniform|&#039;&#039;&#039;Tank Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Heat absorbent coif}}[[File:Heat_absorbent_coif.png|64px]]&lt;br /&gt;
[[#Heat absorbent coif|&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;]]&lt;br /&gt;
|A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions. &#039;&#039;&#039;Can not actually adjust the mask.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Ice Colony&#039;&#039;&#039;, &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039;, or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Combat Boots}}[[File:Boots.png|64px]]&lt;br /&gt;
[[#Combat Boots|&#039;&#039;&#039;Combat Boots&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|SWAT Mask}}[[File:swat_mask.png|64px]]&lt;br /&gt;
[[#SWAT Mask|&#039;&#039;&#039;SWAT Mask&#039;&#039;&#039;]]&lt;br /&gt;
|A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M8 pattern armored balaclava}}[[File:PMC mask.png|64px]]&lt;br /&gt;
[[#M8 pattern armored balaclava|&#039;&#039;&#039;M8 pattern armored balaclava&#039;&#039;&#039;]]&lt;br /&gt;
|An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Corporate_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M8 pattern armored balaclava}}[[File:PMC SL Mask.png|64px]]&lt;br /&gt;
[[#M8 pattern armored balaclava|&#039;&#039;&#039;M8 pattern armored balaclava&#039;&#039;&#039;]]&lt;br /&gt;
|An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Corporate_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP armored commando balaclava}}[[File:UPP Mask.png|64px]]&lt;br /&gt;
[[#UPP armored commando balaclava|&#039;&#039;&#039;UPP armored commando balaclava&#039;&#039;&#039;]]&lt;br /&gt;
|An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Helmet:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M10 Pattern Marine Helmet}}&lt;br /&gt;
[[File:M10_pattern_marine_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M10 Pattern Marine Helmet|&#039;&#039;&#039;M10 Pattern Marine Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3-S Helmet}}&lt;br /&gt;
[[File:M3-S_helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Helmet|&#039;&#039;&#039;M3-S Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M35 Helmet}}&lt;br /&gt;
[[File:M35_Helmet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Helmet|&#039;&#039;&#039;M35 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|B18 Helmet}}&lt;br /&gt;
[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#B18 Helmet|&#039;&#039;&#039;B18 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3G4 Helmet}}&lt;br /&gt;
[[File:B-18_helmet,_2.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-G4 Helmet|&#039;&#039;&#039;M3-G4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M45 Gillie Helmet}}&lt;br /&gt;
[[File:Ghillie-Coif.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M45 Ghillie Helmet|&#039;&#039;&#039;M45 Ghillie Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M11 Pattern Squad Leader Helmet}}&lt;br /&gt;
[[File:M11Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M11 Pattern Squad Leader Helmet|&#039;&#039;&#039;M11 Pattern Squad Leader Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|The M11 helmet is a stronger version of the standard issued M10 Helmet, issued for &#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M50 Tanker Helmet}}&lt;br /&gt;
[[File:M50_Tanker_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M50 Tanker Helmet|&#039;&#039;&#039;M50 Tanker Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Tank_Crewman|Tank Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|XM12 Pattern Intel Helmet}}&lt;br /&gt;
[[File:XM12 Pattern Intel Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#XM12 Pattern Intel Helmet|&#039;&#039;&#039;XM12 Pattern Intel Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|An experimental brain-bucket that works better as a brain-plate. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work. Issued for &#039;&#039;&#039;[[Intelligence_Officer|Intelligence Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Riot Helmet}}&lt;br /&gt;
[[File:MP_Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Riot Helmet|&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UM4 Helmet}}&lt;br /&gt;
[[File:UM4Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#UM4 Helmet|&#039;&#039;&#039;UM4 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UH7 Helmet}}&lt;br /&gt;
[[File:UH7Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#UH7 Helmet|&#039;&#039;&#039;UH7 Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Armored Militia Cowl}}&lt;br /&gt;
[[File:ArmoredCowl.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Armored Militia Cowl|&#039;&#039;&#039;Armored Militia Cowl&#039;&#039;&#039;]]&lt;br /&gt;
|A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Bucket}}&lt;br /&gt;
[[File:Bucket Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Bucket|&#039;&#039;&#039;Bucket&#039;&#039;&#039;]]&lt;br /&gt;
|This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M5X Helmet}}&lt;br /&gt;
[[File:CommandoHelmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M5X Helmet|&#039;&#039;&#039;M5X Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|A fully enclosed, armored helmet made to complete the M5X exoskeleton armor. Worn by the &#039;&#039;&#039;Corporate Commandos&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|HEFA Helmet}}&lt;br /&gt;
[[File:HEFA Helmet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#HEFA Helmet|&#039;&#039;&#039;HEFA Helmet&#039;&#039;&#039;]]&lt;br /&gt;
|For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Armor:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M3 Light Armor}} &lt;br /&gt;
[[File:M3_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-L Pattern Light Armor|&#039;&#039;&#039;M3-L Pattern Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
| A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M3 Pattern Personal Armor}}&lt;br /&gt;
[[File:M3_Pattern_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Personal Armor|&#039;&#039;&#039;M3 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M3 Heavy Armor}} &lt;br /&gt;
[[File:M3_heavy_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-H Pattern Heavy Armor|&#039;&#039;&#039;M3-H Pattern Heavy Armor&#039;&#039;&#039;]]&lt;br /&gt;
| A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user&#039;s guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against xenomorph pounce attempts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M3-S Light Armor}} &lt;br /&gt;
[[File:M3-S_light_armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-S Light Armor|&#039;&#039;&#039;M3-S Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3-T Light Armor}}&lt;br /&gt;
[[File:M3-T_Light_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-T Light Armor|&#039;&#039;&#039;M3-T Light Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A custom set of M3 armor designed for users of long ranged explosive weaponry.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Demolitionist_Loadout|Demolitionist Specialist]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M45 Pattern Ghillie Armor}}&lt;br /&gt;
[[File:M3-Sniper-Armor.png]]&lt;br /&gt;
&lt;br /&gt;
[[#M45 Pattern Ghillie Armor|&#039;&#039;&#039;M45 Pattern Ghillie Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A lightweight ghillie camouflage suit, used by USCM snipers on recon missions. Very lightweight, but doesn&#039;t protect much.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M35 Armor}}&lt;br /&gt;
[[File:M35 Armour.png]]&lt;br /&gt;
&lt;br /&gt;
[[#M35 Armor|&#039;&#039;&#039;M35 Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A custom piece of M3 armor designed to be highly flame retardant.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|M3-G4 Grenadier Armor}}&lt;br /&gt;
[[File:M3G4_Grenadier_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3-G4 Grenadier Armor|&#039;&#039;&#039;M3-G4 Grenadier Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A custom set of M3 armor packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against xenomorph pounce attempts. This armor is worn by &#039;&#039;&#039;[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|B12 Pattern Personal Armor}}&lt;br /&gt;
[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#B12 Pattern Personal Armor|&#039;&#039;&#039;B12 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|An upgraded version of the M3 Pattern Armor. A more refined jack of all trades, similar to the M3 Pattern Armor worn by standard marines. Holds 3 slots in the armor.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Pattern Personal Armor}}&lt;br /&gt;
[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Pattern Personal Armor|&#039;&#039;&#039;M2 Pattern Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bulletproof Vest}}&lt;br /&gt;
[[File:Bulletproof_vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Bulletproof Vest|&#039;&#039;&#039;Bulletproof Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Riot Armor}}&lt;br /&gt;
[[File:Riot Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Riot Armor|&#039;&#039;&#039;Riot Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
* Cannot hold items.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; in riot situations. Also found in the Marshall&#039;s Office armory of Solaris Ridge and Prison Station.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M56 Combat Harness}}&lt;br /&gt;
[[File:M56_Combat_Harness.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M56 Combat Harness|&#039;&#039;&#039;M56 Combat Harness&#039;&#039;&#039;]]&lt;br /&gt;
|An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Smartgunner|Squad Smartgunners]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Pattern Officer Armor}}&lt;br /&gt;
[[File:M3_Pattern_Officer_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Pattern Officer Armor|&#039;&#039;&#039;M2 Pattern Officer Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039; has a special set in the CIC armory.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Executive Officer|Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Pattern Tanker Armor}}&lt;br /&gt;
[[File:M3_Pattern_Tanker_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M3 Pattern Tanker Armor|&#039;&#039;&#039;M3 Pattern Tanker Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Tank_Crewman|Tank Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|B18 Experimental Personal Armor}}&lt;br /&gt;
[[File:B18_Experimental_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#B18 Experimental Personal Armor|&#039;&#039;&#039;B18 Experimental Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb &amp;quot;Create-Injector&amp;quot;. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against xenomorph pounce attempts.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|XM4 Pattern Intel Armor}}&lt;br /&gt;
[[File:XM4 Pattern Intel Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#XM4 Pattern Intel Armor|&#039;&#039;&#039;XM4 Pattern Intel Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by &#039;&#039;&#039;[[Intelligence_Officer|Intelligence Officers.]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M4 Pattern PMC Armor}}&lt;br /&gt;
[[File:M4_Pattern_PMC_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M4 Pattern PMC Armor|&#039;&#039;&#039;M4 Pattern PMC Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Corporate PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Freelancer Cuirass}}&lt;br /&gt;
[[File:Cuirass.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Freelancer Cuirass|&#039;&#039;&#039;Freelancer Cuirass&#039;&#039;&#039;]]&lt;br /&gt;
|An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UM5 Personal Armor}}&lt;br /&gt;
[[File:UM5_Personal_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#UM5 Personal Armor|&#039;&#039;&#039;UM5 Personal Armor&#039;&#039;&#039;]]&lt;br /&gt;
|The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UH7 Heavy Plated Armor}}&lt;br /&gt;
[[File:UH7_Heavy_Plated_Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#UH7 Heavy Plated Armor|&#039;&#039;&#039;UH7 Heavy Plated Armor&#039;&#039;&#039;]]&lt;br /&gt;
|An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Colonial Militia Hauberk}}&lt;br /&gt;
[[File:Hauberk.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Colonial Militia Hauberk|&#039;&#039;&#039;Colonial Militia Hauberk&#039;&#039;&#039;]]&lt;br /&gt;
|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Colonial Militia Partial Hauberk}}&lt;br /&gt;
[[File:CLF Partial Haurberk.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Colonial Militia Partial Hauberk|&#039;&#039;&#039;Colonial Militia Partial Hauberk&#039;&#039;&#039;]]&lt;br /&gt;
|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Colonial Militia Brace}}&lt;br /&gt;
[[File:CLF Brace.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Colonial Militia Brace|&#039;&#039;&#039;Colonial Militia Brace&#039;&#039;&#039;]]&lt;br /&gt;
|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Colonial Militia Vest}}&lt;br /&gt;
[[File:CLF Vest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Colonial Militia Vest|&#039;&#039;&#039;Colonial Militia Vest&#039;&#039;&#039;]]&lt;br /&gt;
|The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|D2 Armored Vest}}&lt;br /&gt;
[[File:D2_armored_vest.png]]&lt;br /&gt;
&lt;br /&gt;
[[#D2 Armored Vest|&#039;&#039;&#039;D2 Armored Vest&#039;&#039;&#039;]]&lt;br /&gt;
|A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [https://cm-ss13.com/wiki/Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M5X Exoskeleton Armor}}&lt;br /&gt;
[[File:X-13_Apesuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M5X Exoskeleton Armor|&#039;&#039;&#039;M5X Exoskeleton Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Corporate Commandos&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|HEFA Knight Armor}}&lt;br /&gt;
[[File:HEFA Knight Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#HEFA Knight Armor|&#039;&#039;&#039;HEFA Knight Armor&#039;&#039;&#039;]]&lt;br /&gt;
|A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>50RemAndCounting</name></author>
	</entry>
</feed>