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	<updated>2026-04-09T08:05:20Z</updated>
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		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=20213</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=20213"/>
		<updated>2021-06-02T01:24:59Z</updated>

		<summary type="html">&lt;p&gt;Alardun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL / RESEARCH&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Sci.png&lt;br /&gt;
|jobtitle = Researcher&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]]&lt;br /&gt;
|unlock = Three hours as a [[Doctor]].&lt;br /&gt;
|duties = Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades in cooperation with the Ordnance Technicians and discover new chemicals.&lt;br /&gt;
|guides = [[Chemistry | Guide to Chemistry]], [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = You are a civilian, and are not subject to follow military chain of command, but you do work for the USCM.&amp;lt;br&amp;gt;&lt;br /&gt;
You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things.&amp;lt;br&amp;gt;&lt;br /&gt;
Your role involves some roleplaying, but you can perform the function of a regular doctor. Do not hand out things to marines without getting permission from your supervisor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I wish you could understand what we&#039;re trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we&#039;ve ever seen on any world before.&amp;quot;&#039;&#039; ―Dr. Wren, &#039;&#039;Alien Resurrection&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ultimately, your job is to focused around analyzing chemicals, alien blood/liquids, storing alien corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage.&lt;br /&gt;
&lt;br /&gt;
=Chemical Research: Pharmacology=&lt;br /&gt;
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause &#039;&#039;&#039;more harm&#039;&#039;&#039; if they are used together. Consult the [[Chemistry|chemistry guide]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Researching Chemicals==&lt;br /&gt;
As a medical researcher on-board the USS Almayer you&#039;re tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You&#039;ll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of your work will require a resource called &#039;&#039;&#039;Research Credits&#039;&#039;&#039;. These can currently be earned by identifying new chemicals, or given to you by the Corporate Liaison (CL).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Company has provided your laboratory with an &#039;&#039;Advanced X-Ray Fluorescence Scanner&#039;&#039; to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company&#039;s interest in your lab will increase. They might even pay USCM High Command.&lt;br /&gt;
&lt;br /&gt;
===Research Machines===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:XRF.png|64px]]|| Advanced X-Ray Fluorescence Scanner || The A-XRF is an advanced spectrometer that can not only detect what a sample is, but also its chemical composition. It does this by nuking the sample with high energy radiation and detecting the emitted fluorescent x-ray patterns. By comparing this to the database it can identify the unique pattern of a sampled chemical, and the combination of chemicals that make the pattern possible. Although there might be chemicals which composition can&#039;t be fully identified. This means that you must acquire a sample of the unknown chemical first, and scan it with the XRF. Whenever the XRF scans something unknown, it will save that chemical&#039;s emission pattern to its database. &#039;&#039;&#039;Successfully identifying a chemical increases Company interests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samples are inserted using a vial filled with a pure chemical sample. After scanning, the XRF searches its database for any available information on the identified chemical. It is not actually able to figure out the properties of the chemical, that will require testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the A-XRF can read data from the Company&#039;s private chemical database, your clearance level is limited and some information may be classified. Use the &#039;&#039;&#039;Research Data Terminal&#039;&#039;&#039; to purchase higher clearance or get a clearance grant by a corporate official. For example, the [[Corporate Liaison|Corporate Liaison]], however, their power to do this is limited by funding.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemical_Centrifuge.png|64px]]|| Chemical Centrifuge || The centrifuge is a research machine meant to assist working with the A-XRF and vial management. By using centrifugal forces it can separate chemicals from a beaker into a set of vials. To operate, insert any beaker with a mixture of chemicals and a vial box containing any amount of vials. The centrifuge will try to fill the vials with different chemicals from the beaker best possible. It will also label pure vials for you. &lt;br /&gt;
&lt;br /&gt;
Additionally the centrifuge also accepts autoinjectors. To do this, load empty autoinjectors into a vial storage box and insert the box into the centrifuge. The centrifuge will recharge the autoinjectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The centrifuge operates under the following logic:&lt;br /&gt;
* Cycles through reagents in the input beaker starting from the top.&lt;br /&gt;
* Will fill pure vials containing the same reagent or an empty one. Purity of vials is first priority for the purpose of operating the A-XRF.&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; fill multiple vials with the same reagent. &#039;&#039;&#039;Unless the beaker only has a &#039;&#039;single&#039;&#039; reagent, then it will try to fill all as much as possible. This is useful for when filling autoinjectors.&#039;&#039;&#039;&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; transfer reagents from the input beaker if it is within an impure vial inside the box. Use this feature to make impure vials act as filters.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turingdispenser.png|64px]]|| Turing Dispenser || This advanced dispenser is only available to researchers and allows for a level of automation in chem production. While it is relatively complicated to use, it can become a powerful tool in the right hands. Use it to automate the production of advanced research chemicals or complicated drug mixes.&lt;br /&gt;
&lt;br /&gt;
The Turing Dispenser operates by following a set of instructions for what it should be dispensing. These instructions are provided by inserting a vial box, with the vial containing the amount of the chemical you want to dispense. The dispenser reads the vials in order from left to right. The dispenser will run until either: the output beaker is full, all program cycles has finished or a setting is changed while running.  &lt;br /&gt;
&lt;br /&gt;
Unlike the normal dispenser, the Turing Dispenser can directly dispense a wider range of chemicals. It can dispense any chemical the normal dispenser can with the exception of ethanol. In addition to any chemical available from the medical vendor with the exception of oxycodone. It can also directly dispense simple chemical compositions such as Sodium Chloride, Methane and Ammonia. Any other chemical requires the use of the &#039;&#039;Smartlink&#039;&#039; to be dispensed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programs&#039;&#039;&#039;&lt;br /&gt;
The Turing Dispenser has two programs: &#039;&#039;Box&#039;&#039; and &#039;&#039;Memory&#039;&#039;. &#039;&#039;The Box Program&#039;&#039; is the currently inserted vial box, while &#039;&#039;The Memory Program&#039;&#039; is a Box Program that has been saved to the dispenser’s internal memory. The dispenser can run with just one of either program, or with both; in which case the Memory is run before the Box. This allows up to 12 dispensing steps to be configured (as each box can hold 6 vials). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings&#039;&#039;&#039;&lt;br /&gt;
* Program Multiplier: Multiplies the amount of the reagent that’s dispensed on each step. For example, a step with 20 water and a 3x multiplier will dispense 60 units of water.&lt;br /&gt;
* Program Cycles: How many times the full cycle of programs will be run before the dispenser goes to sleep.&lt;br /&gt;
* Autorun: If ON, then the dispenser will run the program automatically when both a vial box and a beaker is inserted.&lt;br /&gt;
* Smartlink: If ON, then the dispenser will check the nearby &#039;&#039;Smartfridge&#039;&#039; for the required chemicals before spending energy to dispense it. Additionally, this allows the dispenser to dispense &#039;&#039;exotic&#039;&#039; chemicals stored in the Smartfridge, making any recipe possible. If the required chemical can not be found and can not be dispensed using energy, then the dispenser will pause the program until the chemical is stored in the Smartfridge. Once available, the program will continue automatically. &#039;&#039;(Beware that, the dispenser will read the Smartfridge from top to bottom and use any beaker or bottle it finds containing the required chemical, even if that container is contaminated. This theoretically allows for more than 12 different chemicals to be dispensed in a cycle.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Researchterminal.png|64px]]|| Research Data Terminal || This terminal found inside the research study allows control of all research assets. It contains the database for all saved research documents, such as A-XRF scans and Synthesis reports. You can read the documents directly from the terminal, or print a copy. Additionally, the current status of research credits can be checked, and used for various functions. Any document can be added to the database by clicking it with a paper in hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Clearance&#039;&#039;&#039;&lt;br /&gt;
Upgrades the current clearance access by one level. Increasing the clearance level this way costs more the higher your clearance. The CL or a colonist (doctors, scientists and colony liasons) with database clearance can scan their ID card here to override the department&#039;s clearance levels for free, but limited by the amount of credits they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transmit&#039;&#039;&#039;&lt;br /&gt;
If you want to pass on your science to the next generation of researchers, you can transmit your findings to the central research database of The Company. This way, other researchers may be able to continue your research, which may be useful if your duty ends early or if you become unable to continue your work for other reasons. But using this function is not free. The more positive properties there are in the chemical, the higher the cost of transmission, while a high number of properties and special rare properties also increase the cost. However, the cost is also lowered by neutral properties and twice as much by negative properties. &#039;&#039;What this function actually does is make the chem spawn in the next round, but with a new name and new recipe. It will also gain a new clearance access, depending on how high the transmission cost was.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publish&#039;&#039;&#039;&lt;br /&gt;
The CMO&#039;s data terminal has the special function of publishing documents. This allows anyone with a HealthMate HUD to view the document remotely. Any paper scanned in the research terminal can be published in this way, even handwritten ones. It is thus a useful method for the CMO to provide precise information to medics on new chemicals that are being distributed in the field, or any other useful documentation. Be sure to ask your CMO to publish your hard work, and for him to announce over medical comms that a new paper has been published.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SynthesisSimulator.png|128px]]|| Synthesis Simulator || This computer uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant. It needs a complete data sheet from an A-XRF scan to function, meaning that all components and properties of the chemical must be known. All simulations requires research credits. Making a chemical &#039;&#039;better&#039;&#039; will result in the OD threshold decreasing by 5 units, while making it &#039;&#039;worse&#039;&#039; will instead increase it (some properties are considered neutral and does not affect the OD threshold). &#039;&#039;Mixing a chemical with another variant of itself will cause it to react back into its original form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amplify&#039;&#039;&#039;&lt;br /&gt;
This function increases the level of the selected property by one. The credit cost increases based on the level of the property. Amplifying a negative property will increase the OD and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppress&#039;&#039;&#039;&lt;br /&gt;
This function is the opposite of Amplify, meaning the level of the property is decreased. The credit cost for this function is always 2. Suppressing a positive property increases the OD threshold and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relate&#039;&#039;&#039;&lt;br /&gt;
The relate function makes it possible to change the actual properties of the chemical. To do this, an A-XRF analysis of a reference chemical must also be inserted. The target and reference property must be of the exact same level for relation to be possible, and the target must have more than one property. The credit cost is equal to the level of the targeted property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Chemical Naming Conventions&#039;&#039;&#039; ====&lt;br /&gt;
When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. &amp;lt;POTENCY&amp;gt; is the level of the property. &lt;br /&gt;
&lt;br /&gt;
The DISABLED rarity means this property can&#039;t appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level.&lt;br /&gt;
&lt;br /&gt;
All effects are applied once per life tick. Life ticks happen once every two seconds.&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ATX}}[[#ATX|ATX]]&lt;br /&gt;
|Antitoxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Accelerates removal of [[#toxin|toxin subtypes]].&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; eye damage.&lt;br /&gt;
|&lt;br /&gt;
* Makes you sleepy.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ACR}}[[#ACR|ACR]]&lt;br /&gt;
|Anticorrosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NGN}}[[#NGN|NGN]]&lt;br /&gt;
|Neogenetic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|REP}}[[#REP|REP]]&lt;br /&gt;
|Repairing&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;ONLY FOR CYBERNETIC LIMBS/ORGANS&#039;&#039;&#039;&lt;br /&gt;
** Heals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
** Heals 2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HMG}}[[#HMG|HMG]]&lt;br /&gt;
|Hemogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Restores &amp;lt;POTENCY&amp;gt; blood.&lt;br /&gt;
* &#039;&#039;&#039;POTENCY OVER 3&#039;&#039;&#039;&lt;br /&gt;
** If blood amount goes over the maximum amount in a human:&lt;br /&gt;
*** Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
*** Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
*** Slows you.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Removes 5*&amp;lt;POTENCY&amp;gt; nutrition.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NST}}[[#NST|NST]]&lt;br /&gt;
|Nervestimulating&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Knockout duration reduced by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Knockdown duration reduced by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Stun duration reduced by 1,5*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;IF POTENCY&amp;gt;2&#039;&#039;&#039;. Reduces the duration of all following effects by 2*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
** Stuttering&lt;br /&gt;
** Confusion&lt;br /&gt;
** Blurry vision&lt;br /&gt;
** Drowsyness&lt;br /&gt;
** Dizziness&lt;br /&gt;
** Jitteriness&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|MST}}[[#MST|MST]]&lt;br /&gt;
|Musclestimulating&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces movement delay by 0,25*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
* Makes you twitch, shiver and blink rapidly.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNK}}[[#PNK|PNK]]&lt;br /&gt;
|Painkilling&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain by 20*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain by 20*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Deals 3 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPP}}[[#HPP|HPP]]&lt;br /&gt;
|Hematopeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0,5*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NPP}}[[#NPP|NPP]]&lt;br /&gt;
|Nephropeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0,5*&amp;lt;POTENCY&amp;gt; kidney damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; kidney damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNP}}[[#PNP|PNP]]&lt;br /&gt;
|Pneumopeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0,5*&amp;lt;POTENCY&amp;gt; lung damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; lung damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OCP}}[[#OCP|OCP]]&lt;br /&gt;
|Oculopeutic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; eye damage.&lt;br /&gt;
* Reduces the remaining duration of blurry vision and blindness by 5*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CDP}}[[#CDP|CDP]]&lt;br /&gt;
|Cardiopeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0,5*&amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Applies a lot of pain.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRP}}[[#NRP|NRP]]&lt;br /&gt;
|Neuropeutic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BNM}}[[#BNM|BNM]]&lt;br /&gt;
|Bonemending&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Mends broken bones one by one.&lt;br /&gt;
* The chest and groin take the longest, then head, then arms and legs, hands and feet are the fastest.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Breaks limbs randomly.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLX}}[[#FLX|FLX]]&lt;br /&gt;
|Fluxing&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* With a 10*&amp;lt;POTENCY&amp;gt;% chance:&lt;br /&gt;
** Removes shrapnel and implants.&lt;br /&gt;
** Also deals 2*&amp;lt;POTENCY&amp;gt; burn damage to prosthetic limbs.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRC}}[[#NRC|NRC]]&lt;br /&gt;
|Neurocrygenic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Stuns and knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;ONLY ON CORPSES&#039;&#039;&#039;&lt;br /&gt;
** Increases the defib timer by 5 seconds *&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Reduces body temperature by 5*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|APS}}[[#APS|APS]]&lt;br /&gt;
|Antiparasitic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Decreases the larva stage counter by &amp;lt;POTENCY&amp;gt;&lt;br /&gt;
* When the larva gets regressed to stage 0:&lt;br /&gt;
** Removes the larva from the host.&lt;br /&gt;
** Deals between 20 and 40 burn damage to the host.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OGS}}[[#OGS|OGS]]&lt;br /&gt;
|Organstabilize&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Prevents the effects of organ damage. Does &#039;&#039;&#039;not&#039;&#039;&#039; actually repair the organs.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EGN}}[[#EGN|EGN]]&lt;br /&gt;
|Electrogenetic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;CANNOT BE INGESTED&#039;&#039;&#039; Use a syringe or injector.&lt;br /&gt;
* Increases defibrillator healing by 4*&amp;lt;POTENCY&amp;gt; brute, burn and toxin damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|DFB}}[[#DFB|DFB]]&lt;br /&gt;
|Defibrillating&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;DEAD ONLY&#039;&#039;&#039;&lt;br /&gt;
** Removes oxygen damage.&lt;br /&gt;
** Tries to defib the body.&lt;br /&gt;
** Combine this with inaprov, painkillers and something that will heal the marine when he is revived.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
* Applies pain.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HDN}}[[#HDN|HDN]]&lt;br /&gt;
|Hyperdensificating&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Prevents bone fractures.&lt;br /&gt;
|&lt;br /&gt;
* Slows you.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRS}}[[#NRS|NRS]]&lt;br /&gt;
|Neuroshielding&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Applies the neurotoxin resistance effect.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AAD}}[[#AAD|AAD]]&lt;br /&gt;
|Antiaddictive&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;POTENCY&amp;gt;4&#039;&#039;&#039;&lt;br /&gt;
** Cures all addictions.&lt;br /&gt;
* &#039;&#039;&#039;Otherwise:&#039;&#039;&#039;&lt;br /&gt;
** Reduces withdrawal and addiction progression by 2*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
** When the addiction progression gets below the potency value, cures the addiction.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FUL}}[[#FUL|FUL]]&lt;br /&gt;
|Fueling&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Fueling Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OXI}}[[#OXI|OXI]]&lt;br /&gt;
|Oxidizing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Oxidizing Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLW}}[[#FLW|FLW]]&lt;br /&gt;
|Flowing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Flowing Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EXP}}[[#EXP|EXP]]&lt;br /&gt;
|Explosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Explosive Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CSL}}[[#CSL|CSL]]&lt;br /&gt;
|Cardiostabilizing&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Slightly reduces pain.&lt;br /&gt;
* Prevents you from taking oxygen damage due to crit.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|&lt;br /&gt;
* Sleeps you.&lt;br /&gt;
* Deals 0,5 heart damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AID}}[[#AID|AID]]&lt;br /&gt;
|Aiding&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Removes disabilities and disfigurements.&lt;br /&gt;
|&lt;br /&gt;
* Confuses you.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OXG}}[[#OXG|OXG]]&lt;br /&gt;
|Oxygenating&lt;br /&gt;
|DISABLED &amp;lt;!--y tho--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
* Removes &amp;lt;POTENCY&amp;gt; [[Chemistry#lexorin|lexorin]] units.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ACG}}[[#ACG|ACG]]&lt;br /&gt;
|Anticarcinogenic&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|}&lt;br /&gt;
===Neutral===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CMB}}[[#CMB|CMB]]&lt;br /&gt;
|Cryometabolizing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;REAGENT DOES NOT WORK AT TEMPERATURES ABOVE 170K&#039;&#039;&#039;&lt;br /&gt;
** Boosts the effect of all other properties in the reagent by 0,5*&amp;lt;POTENCY&amp;gt; levels.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|TMB}}[[#TMB|TMB]]&lt;br /&gt;
|Thanatometabolizing&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;REAGENT ONLY WORKS ON CORPSES&#039;&#039;&#039;&lt;br /&gt;
** Reagent now workes on corpses. &amp;lt;!--I&#039;m almost sad that this clarification is probably needed.--&amp;gt;&lt;br /&gt;
** Caps the effectiveness of all other properties.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EXT}}[[#EXT|EXT]]&lt;br /&gt;
|Excreting&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Rapidly removes all other reagents from the marine&#039;s body.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NTR}}[[#NTR|NTR]]&lt;br /&gt;
|Nutritious&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you less hungry.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|KTG}}[[#KTG|KTG]]&lt;br /&gt;
|Ketogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes &amp;lt;POTENCY&amp;gt; units of [[Chemistry#ethanol|ethanol]] and all it&#039;s [[Drinks#Alcoholic|subtypes]].&lt;br /&gt;
* Makes you hungry.&lt;br /&gt;
|&lt;br /&gt;
* Makes you more hungry.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NIH}}[[#NIH|NIH]]&lt;br /&gt;
|Neuroinhibiting&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Is prevented by [[#NRS|neuroshielding]].&#039;&#039;&#039;&lt;br /&gt;
* Applies near-sightedness.&lt;br /&gt;
* If potency is over 1, applies blindness.&lt;br /&gt;
* If potency is over 2, applies deafness.&lt;br /&gt;
* If potency is over 3, applies muteness.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Makes you nervous.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AOL}}[[#AOL|AOL]]&lt;br /&gt;
|Alcoholic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Is prevented by [[#NRS|neuroshielding]]&#039;&#039;&#039;&lt;br /&gt;
* Makes you drunk. Confusion, sleepyness, etc. All chems that have this are [[Drinks#Alcoholic|subtypes]] of [[Chemistry#ethanol|ethanol]], which also has snowflake code for this. Therefore the effect is way stronger than it should be.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Makes you more drunk.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HLG}}[[#HLG|HLG]]&lt;br /&gt;
|Hallucinogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* If potency &amp;gt; 2&lt;br /&gt;
** Makes you hallucinate.&lt;br /&gt;
** Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* Increases the potency of the previous effects.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|RLX}}[[#RLX|RLX]]&lt;br /&gt;
|Relaxing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you slower by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Makes you slower by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Has a 15*&amp;lt;POTENCY&amp;gt;% chance to knock you out.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPR}}[[#HPR|HPR]]&lt;br /&gt;
|Hyperthermic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Increases body temperature by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* If potency&amp;gt;2: applies pain.&lt;br /&gt;
|&lt;br /&gt;
* Increases body temperature by 4*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Applies pain.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPO}}[[#HPO|HPO]]&lt;br /&gt;
|Hypothermic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces body temperature by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Decreases body temperature by 4*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Sleeps you.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BLD}}[[#BLD|BLD]]&lt;br /&gt;
|Balding&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Liquid baldness.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLF}}[[#FLF|FLF]]&lt;br /&gt;
|Fluffing&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* More hair.&lt;br /&gt;
|&lt;br /&gt;
* 5*&amp;lt;POTENCY&amp;gt;% chance of taking &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ALG}}[[#ALG|ALG]]&lt;br /&gt;
|Allergenic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you sneeze, blink and cough.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EPH}}[[#EPH|EPH]]&lt;br /&gt;
|Euphoric&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Makes you giggle, laugh, smile, etc.&lt;br /&gt;
|&lt;br /&gt;
* 5*&amp;lt;POTENCY&amp;gt;% chance to *collapse&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EME}}[[#EME|EME]]&lt;br /&gt;
|Emetic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;AMOUNT&amp;gt;*&amp;lt;POTENCY&amp;gt;% chance of vomiting.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PST}}[[#PST|PST]]&lt;br /&gt;
|Psychostimulating&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Gives you messages about feeling more focused.&lt;br /&gt;
* Reduces confusion.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AHL}}[[#AHL|AHL]]&lt;br /&gt;
|Antihallucinogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes 5 units of [[Chemistry#spacedrugs|space drugs]] and [[Chemistry#mindbreaker|mindbreaker toxin]].&lt;br /&gt;
* Reduces remaining duration of hallucinations by 10*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OMB}}[[#OMB|OMB]]&lt;br /&gt;
|Hypometabolic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Sets the reagent&#039;s metabolism to &amp;lt;METABOLISM&amp;gt;/(1+0,35*&amp;lt;POTENCY&amp;gt;)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|SDT}}[[#SDT|SDT]]&lt;br /&gt;
|Sedative&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HTR}}[[#HTR|HTR]]&lt;br /&gt;
|Hyperthrottling&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Slows you by 4*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Lets you speak every language.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|VIS}}[[#VIS|VIS]]&lt;br /&gt;
|Viscous&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* -0,025*&amp;lt;POTENCY&amp;gt; fire radius modifier.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|TSL}}[[#TSL|TSL]]&lt;br /&gt;
|Thermostabilizing&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Tries to get your temperature to 310K.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FCS}}[[#FCS|FCS]]&lt;br /&gt;
|Focusing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes &amp;lt;POTENCY&amp;gt; units of [[Chemistry#ethanol|ethanol]] and [[Drinks#Alcoholic|various subtypes]].&lt;br /&gt;
* Reduces stuttering, confusion, sleepyness, etc.&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|UNK}}[[#UNK|UNK]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Used for chems that have weird special snowflake coded effects to give them OD effects.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|}&lt;br /&gt;
===Negative===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPX}}[[#HPX|HPX]]&lt;br /&gt;
|Hypoxemic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|TOX}}[[#TOX|TOX]]&lt;br /&gt;
|Toxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CRS}}[[#CRS|CRS]]&lt;br /&gt;
|Corrosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BCD}}[[#BCD|BCD]]&lt;br /&gt;
|Biocidic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage. &lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNG}}[[#PNG|PNG]]&lt;br /&gt;
|Paining&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Applies 0,5*&amp;lt;POTENCY&amp;gt; pain.&lt;br /&gt;
|&lt;br /&gt;
* Applies &amp;lt;POTENCY&amp;gt; pain.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HML}}[[#HML|HML]]&lt;br /&gt;
|Hemolytic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes 4*&amp;lt;POTENCY&amp;gt; units of blood.&lt;br /&gt;
|&lt;br /&gt;
* Removes 8*&amp;lt;POTENCY&amp;gt; units of blood.&lt;br /&gt;
* Sleeps you.&lt;br /&gt;
* Increases move delay by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt;% oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HMR}}[[#HMR|HMR]]&lt;br /&gt;
|Hemmorrhaging&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* 5*&amp;lt;POTENCY&amp;gt; chance:&lt;br /&gt;
** Causes bleeding in a random limb.&lt;br /&gt;
** Causes internal bleeding in a random limb.&lt;br /&gt;
** Makes you cough up blood.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; damage to a random organ.&lt;br /&gt;
|&lt;br /&gt;
* 20*&amp;lt;POTENCY&amp;gt;% chance:&lt;br /&gt;
** Causes bleeding in a random limb.&lt;br /&gt;
** Causes internal bleeding in a random limb.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CRG}}[[#CRG|CRG]]&lt;br /&gt;
|Carcinogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPT}}[[#HPT|HPT]]&lt;br /&gt;
|Hepatotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NPT}}[[#NPT|NPT]]&lt;br /&gt;
|Nephrotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; kidney damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNT}}[[#PNT|PNT]]&lt;br /&gt;
|Pneumotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; lung damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OCT}}[[#OCT|OCT]]&lt;br /&gt;
|Oculotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; eye damage.&lt;br /&gt;
|&lt;br /&gt;
* Inflicts blindness.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CDT}}[[#CDT|CDT]]&lt;br /&gt;
|Cardiotoxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRT}}[[#NRT|NRT]]&lt;br /&gt;
|Neurotoxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 1,75*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Slowly inficts drowsyness.&lt;br /&gt;
|&lt;br /&gt;
* 15*&amp;lt;POTENCY&amp;gt;% chance to apply neuro.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EMB}}[[#EMB|EMB]]&lt;br /&gt;
|Hypermetabolic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Changes the chem&#039;s metabolism according to the following formula: &amp;lt;BASE_METABOLISM&amp;gt;*(1+0,25*&amp;lt;POTENCY&amp;gt;)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ADT}}[[#ADT|ADT]]&lt;br /&gt;
|Addictive&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Makes you addicted to the chem. Addictions cause hallucinations, slows, stuns, organ damage and take HOURS to go away.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Inflicts nervousness.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HST}}[[#HST|HST]]&lt;br /&gt;
|Hemositic&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Consumes 5*&amp;lt;POTENCY&amp;gt; blood.&lt;br /&gt;
* Increases the chem&#039;s amount by 1.&lt;br /&gt;
|&lt;br /&gt;
* Consumes 10*&amp;lt;POTENCY&amp;gt; blood.&lt;br /&gt;
* Increases the chem&#039;s amount by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Inflicts nervousness.&lt;br /&gt;
|}&lt;br /&gt;
===Special===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BST}}[[#BST|BST]]&lt;br /&gt;
|Boosting&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|&lt;br /&gt;
* Increases the level of all other properties by 1 for every level of itself.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|REG}}[[#REG|REG]]&lt;br /&gt;
|Regulating&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
* Prevents OD.&lt;br /&gt;
|&lt;br /&gt;
* Prevents crit OD.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HGN}}[[#HGN|HGN]]&lt;br /&gt;
|Hypergenetic&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|&lt;br /&gt;
* Heals 0,2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Heals 0,2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|DDI}}[[#DDI|DDI]]&lt;br /&gt;
|DNA disintegrating&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|&lt;br /&gt;
* Deals 10*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
* WY wants this an awful lot, even considering how deadly it is. &amp;lt;!--No precise instructions.--&amp;gt;&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CIP}}[[#CIP|CIP]]&lt;br /&gt;
|Ciphering&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* What every researcher wants to accomplish.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|PCI}}[[#PCI|PCI]]&lt;br /&gt;
|Pred ciphering&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|XMB}}[[#XMB|XMB]]&lt;br /&gt;
|Crossmetabolizing&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* If &amp;lt;POTENCY&amp;gt; is less than 2 this only works on preds.&lt;br /&gt;
* Otherwise works on both preds and humans.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|MYO}}[[#MYO|MYO]]&lt;br /&gt;
|Embryonic&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Larva infection.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|HGN}}[[#HGN|HGN]]&lt;br /&gt;
|Transfroming&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Infects with an otherwise incredibly hard to obtain disease.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|RAV}}[[#RAV|RAV]]&lt;br /&gt;
|Ravening&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Infects with black goo (the zombie virus).&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CUR}}[[#CUR|CUR]]&lt;br /&gt;
|Curing&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* If &amp;lt;POTENCY&amp;gt; is 2 or more, cures diseases.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OMN}}[[#OMN|OMN]]&lt;br /&gt;
|Omnipotent&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Rapidly removes all subtypes of [[Chemistry#generictoxin|generic toxin]].&lt;br /&gt;
* Heals 5*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Heals 5*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Heals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Sets all other damage types to 0.&lt;br /&gt;
* Removes all status effects.&lt;br /&gt;
* Cures all diseases.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|RAD}}[[#RAD|RAD]]&lt;br /&gt;
|Radius&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Increases flamer fuel range by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Increases fire radius for explosives by 0,1*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|INT}}[[#INT|INT]]&lt;br /&gt;
|Intensity&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Increases flamer fuel intensity by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Increases fire intensity for explosives by 0,1*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|DUR}}[[#DUR|DUR]]&lt;br /&gt;
|Duration&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Increases flamer fuel duration by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Increases fire duration for explosives by 0,1*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PTR}}[[#PTR|PTR]]&lt;br /&gt;
|Fire penetrating&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Makes fire pierce fire immunity.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hints===&lt;br /&gt;
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here&#039;s some things to keep in mind:&lt;br /&gt;
* You need 30 units of a chemical for the XRF to work. If you don&#039;t have enough, you might want to save it until you know the recipe. If you scan a chemical with the XRF you will know everything about the chemical&#039;s properties, given enough clearance.&lt;br /&gt;
* Negative properties can also be useful when used with the synthesis simulator to increase the OD threshold.&lt;br /&gt;
* Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab.&lt;br /&gt;
* Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.&lt;br /&gt;
* If you can&#039;t rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.&lt;br /&gt;
* Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution.&lt;br /&gt;
&lt;br /&gt;
==Chemical Distribution==&lt;br /&gt;
While it might be fun to inject a monkey (or coworkers) with your wonder-drug, your ultimate goal should be to distribute it to where it is most needed. You should always seek the CMO&#039;s approval before performing mass distribution, because if an accident happens it will be &#039;&#039;your&#039;&#039; medical license that is threatened otherwise. Below are some suggestions to how to distribute your chemicals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PillBottle.png|64px]]|| Pill bottle || The old classic, but also the slowest in terms of production and ingestion. It&#039;s an efficient way to store a lot of chemical volume, but that&#039;s the only upside, really.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hypospray.png|64px]]|| Hypospray || An experimental high-end chemical injector, used for instant injections. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine. Pairing a hypospray with a vial pouch can be an excellent way for one person to distribute a series of research chemicals in the field.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Customautoinjector.png|64px]]|| Custom Autoinjector || If you have a lot of your experimental chemical on hand, then making custom autoinjectors is a good way to distribute it to the masses. A few boxes with empty autoinjectors can be found in your lab. You can fill a bunch of autoinjectors easily by loading them in a vial storage box and inserting it into the centrifuge for filling.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_harness.png|64px]]|| ACID Harness || &#039;&#039;&#039;A&#039;&#039;&#039;utomated &#039;&#039;&#039;C&#039;&#039;&#039;hemical &#039;&#039;&#039;I&#039;&#039;&#039;ntegrated &#039;&#039;&#039;D&#039;&#039;&#039;elivery Harness. This is the most advanced form of chemical distribution available. Why rely on someone to know when your wonder-drug should be injected and then to actually do it, when you can leave all the work to a computer that does everything for you? The A.C.I.D. will monitor the vitals status for its user constantly, and depending on your configuration, automatically inject the chemical from an internal vial into the user. Additionally the A.C.I.D. will never overdose its user. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the storage slots in the A.C.I.D. can technically be used for anything that would fit in the webbing, the A.C.I.D. specifically requires both a battery and a vial inside the storage slots in order to operate. A high capacity cell battery will last approximately 50 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A couple of harnesses will be available in the test lab, but if you need more then you can one by filling a black or brown vest webbing with the following items and then using a wirecutter on the webbing: hypospray, health analyzer, battery, radio, cables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To configure the A.C.I.D. use a multitool / security access tuner on the webbing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.C.I.D. Core Configuration&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:120;&amp;quot;|Config&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;  width:250;&amp;quot;|Type&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| Injection Amount || Setting || How much to inject at a time. The A.C.I.D. will recheck its user&#039;s condition after 20 seconds for each unit injected to see if the conditions are still true. If it is, then it will proceed to inject again.&lt;br /&gt;
|-&lt;br /&gt;
| Damage Threshold || Setting || How much damage must be present in any &#039;&#039;damage type&#039;&#039; configuration. If no damage type configurations are enabled, this setting is not used. Damage type configurations are each considered their own condition.&lt;br /&gt;
|-&lt;br /&gt;
| AND / OR || Setting || To use AND or OR logic for the configuration. For OR configuration, it injects if any condition becomes true. For AND configuration, it injects only if all conditions are true at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Damage || External brute damage.&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Damage || External burn damage.&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || Damage || Internal toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen || Damage || Internal oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || Damage || Genetic cell damage.&lt;br /&gt;
|-&lt;br /&gt;
| Heart / Liver / Lungs / Kidneys / Brain || Damage || Damage to the respective organ.&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Level || Condition || Whether or not to inject based on vitals type configuration. If this is not enabled, vitals type configurations are ignored.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Condition || Whether or not the user is bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Internal || Condition || Whether or not the user has internal bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Bloodloss || Condition || Whether or not the user has less than 40% blood.&lt;br /&gt;
|-&lt;br /&gt;
| Fracture || Condition || Whether or not the user has a bone fracture.&lt;br /&gt;
|-&lt;br /&gt;
| Splinted || Condition || Whether or not the user is wearing a splint.&lt;br /&gt;
|-&lt;br /&gt;
| Organ damage || Condition || Whether or not an organ has 10 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Organ failure || Condition || Whether or not an organ has 30 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Death || Condition || Whether or not the user is currently dead.&lt;br /&gt;
|-&lt;br /&gt;
| Defibrillation || Condition || Whether or not the user has just been defibrillated.&lt;br /&gt;
|-&lt;br /&gt;
| Concussion || Condition || Whether or not the user has been knocked down or knocked out.&lt;br /&gt;
|-&lt;br /&gt;
| Intoxication || Condition || Whether or not the user is dazed, slowed, confused, drowsy, dizzy or hallucinating.&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Object || Condition || Whether or not the user contain a foreign object.&lt;br /&gt;
|-&lt;br /&gt;
| Optimal || Vitals || User is 100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Nominal || Vitals || User is between 80-100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Low || Vitals || User is between 40-80% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || Vitals || User is between 10-40% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Critical || Vitals || User is between -10-10% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Emergency || Vitals || User is less than -10% healthy, but not dead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Delivery_med.png|64px]]|| Requisitions Delivery Unit || If you want Requisitions to send your chemicals to the surface for you, then you can use this delivery chute to send any item directly down to the Requisitions.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alien Research: Xenology=&lt;br /&gt;
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Aliens. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At its core, Xenology is accomplished by analyzing alien blood and other liquids, storing dead alien bodies in the research containers, and containing a live alien in the research pen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Xenology Blood Research===&lt;br /&gt;
Each alien will have two or more unique liquids/blood samples to collect. To analyze alienblood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge to split up the different samples. Afterwards you can analyze the samples at the XRF Scanner.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Blood properties: ====&lt;br /&gt;
* Acidic Blood - Deals 3 burn damage.&lt;br /&gt;
* Dark Acidic Blood - Deals 6 burn bamage.&lt;br /&gt;
* Pheremone Plasma - Makes you high, &#039;&#039;&#039;fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.&#039;&#039;&#039;&lt;br /&gt;
* Catecholamine Plasma - Deals 4 brute damage, &#039;&#039;&#039;makes you faster&#039;&#039;&#039;.&lt;br /&gt;
* Chitin Plasma - &#039;&#039;&#039;Prevents fractures.&#039;&#039;&#039;&lt;br /&gt;
* Neurotoxin Plasma - Deals 7 brain damage, deals 1 toxin damage, makes you jittery and hallucinate.&lt;br /&gt;
* Anti-Neurotoxin - &#039;&#039;&#039;Neuro-Shielding Level 1, Level 2 make marines immune to Queen spit.&#039;&#039;&#039;&lt;br /&gt;
* Purple Plasma - Deals 2 brute damage.&lt;br /&gt;
* Egg Plasma - Infects with Xeno larva, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
* Royal Plasma - Infects with Xeno larva, makes you addicted, deals 4 brute damage, makes you hallucinate, makes you high, makes you jittery, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Xenology Body and Live Specimen Study===&lt;br /&gt;
You will need the Marines&#039; assistance in securing egg samples, To grow a Xeno, you will need a monkey in a containment cell and an egg, plant the Egg In the containment cell, then wait. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Making Xenos on their own is not useful and is actually be more of a detriment. This might stall the game out, and if the proper precautions were not taken, Xenos may even break out of containment. Not very good.&lt;br /&gt;
&lt;br /&gt;
The better solution is making &#039;&#039;&#039;Corrupted Hive&#039;&#039;&#039;. These are friendly Xenos that can be used to help in combat and ship security.&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
* Clearance Level 3&lt;br /&gt;
* Egg plasma - extracted from Xeno eggs&lt;br /&gt;
* Royal plasma - extracted from an Empress OR can be made by mixing Egg Plasma and Dark Acidic Blood (extracted from a praetorian)&lt;br /&gt;
&lt;br /&gt;
==== Let&#039;s Start Making Xenos ====&lt;br /&gt;
* Make sure you have Level 3 clearance.&lt;br /&gt;
* Scan or re-scan Royal Plasma.&lt;br /&gt;
* Change one unique property of Royal Plasma in the Synthesis Simulator called &#039;&#039;&#039;Cyphering&#039;&#039;&#039;. It will cost 10 points, make sure the receipt doesn&#039;t have Egg Plasma and Dark Acid Blood or it will just make basic Royal Plasma, so just change cheaper properties. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc.&lt;br /&gt;
* Make sure the monkey you are using is connected to a blood supply, such as an IV, as the monkey will lose a lot of blood in this process.&lt;br /&gt;
* Infect monkey with egg or Egg plasma.&lt;br /&gt;
* Inject 5 units of modified Royal Plasma, before larva hatches.&lt;br /&gt;
* Good work! This may take some time before the Corrupted Hive hatches so be patient. Do not try to speed up the process.&lt;br /&gt;
&lt;br /&gt;
=Hydroponics Research=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer&#039;s research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; 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;Machines&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:100;&amp;quot;|&#039;&#039;&#039;Machine:&#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; |[[File:Hydroponicstray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics tray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised tray to grow plants in. You may right-click the tray and select &#039;&#039;&#039;Flush Tray&#039;&#039;&#039; to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant:&lt;br /&gt;
*&#039;&#039;&#039;Green:&#039;&#039;&#039; Plant is ready to be harvested.&lt;br /&gt;
*&#039;&#039;&#039;Red:&#039;&#039;&#039; Plant is unhealthy, old-aged or dead.&lt;br /&gt;
*&#039;&#039;&#039;Orange/Red flash:&#039;&#039;&#039; High amount of weeds or pests.&lt;br /&gt;
*&#039;&#039;&#039;Yellow:&#039;&#039;&#039; Low amounts of nutrients in the tray.&lt;br /&gt;
*&#039;&#039;&#039;Blue:&#039;&#039;&#039; Low amount of water in the tray. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedvendor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MegaSeed Servitor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Vendor that contains the basic seeds needed to get started.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedextractor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Seed extractor &amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Extracts seeds from harvested plants. Insert a plant sample to obtain seeds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Centrifuge.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lysis-isolation Centrifuge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process. &lt;br /&gt;
&lt;br /&gt;
Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic delivery system. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bioballistic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bioballistic delivery system.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Uses data disks with extracted genomes from the Lysis-isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to  positively select your plants. If you modify a sample genome too many times, the genome will decay completely. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Items&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:100;&amp;quot;|&#039;&#039;&#039;Item:&#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; |[[File:Floradisk.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flora data disk &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Data disk for storing plant genes. Used with the lysis-isolation centrifuge and bioballistic delivery system. Can only contain a single gene. Empty data disks can be found in the flora disk boxes inside the hydroponics locker. They can also be stored in the disk cabinet for better organization.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant analyzer &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to analyze plants quickly and get a reading of its general properties.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hoe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mini hoe &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantclipper.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Clippers &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised clipping tool for taking samples off plants. Use this if you want a sample from a plant before maturity, or if you want to harvest without removing the plant completely. Alternatively, other cutting tools may be used.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hatchet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hatchet &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to cut down large plants into smaller parts. Usually wood. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Spade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spade &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to move dirt around. But we don&#039;t have dirt onboard, so it has little purpose right now. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bucket.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bucket &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Its a bucket. Fill it with water and pour it somewhere. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantbag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant bag &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Lets you carry a large amount of plant goods around. Click on a tile to store all the plants on that tile in the bag. Use the bag again to drop everything on another tile. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicsspray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics spray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Functions similarly to a space cleaner spray. Comes with ammonia. You might want to empty it and fill it with your own special mixture. You can spray this on hydroponics trays to add chemicals to them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;How to do Hydroponics Research&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:100;&amp;quot;|&#039;&#039;&#039;Subject:&#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; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Identifying Genes &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you&#039;ve identified the gene. &#039;&#039;&#039;A gene label represents the same trait across all plants&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some traits won&#039;t do much, while others can have drastic effects. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Mutating plants &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals. To mutate a plant, you need to put 60-120u of [[#mutagen|Unstable Mutagen]] in the hydroponics tray that contains the plant you wish to mutate.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Keeping your plants alive &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal. &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;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
[[File:Researcher_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;
= Additional User made information=&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3414-Magnus-Opus-on-Reasearch-by-Cory-Paulson Magnum Opus on Research] by Cory Paulson&lt;/div&gt;</summary>
		<author><name>Alardun</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=17812</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=17812"/>
		<updated>2020-11-26T13:36:33Z</updated>

		<summary type="html">&lt;p&gt;Alardun: &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:Pressurized-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pressurized Reagent Canister Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser.&lt;br /&gt;
|- &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;
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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;
&lt;br /&gt;
== 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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&lt;br /&gt;
== 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;
&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;
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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;
&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;
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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;
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== 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;
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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;
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[[File:Medic_skill_set.png]]&lt;br /&gt;
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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;
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== 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;
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* [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>Alardun</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:Pressurized-pouch.png&amp;diff=17810</id>
		<title>File:Pressurized-pouch.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:Pressurized-pouch.png&amp;diff=17810"/>
		<updated>2020-11-26T13:26:41Z</updated>

		<summary type="html">&lt;p&gt;Alardun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser.&lt;/div&gt;</summary>
		<author><name>Alardun</name></author>
	</entry>
</feed>