<?xml version="1.0"?>
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	<id>https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eod501+wiki</id>
	<title>CM-SS13 - Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eod501+wiki"/>
	<link rel="alternate" type="text/html" href="https://cm-ss13.com/wiki/Special:Contributions/Eod501_wiki"/>
	<updated>2026-04-13T07:54:12Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CO_Factions&amp;diff=25621</id>
		<title>CO Factions</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CO_Factions&amp;diff=25621"/>
		<updated>2023-05-24T02:46:01Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: factions page for kaga&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Magpies%22&amp;diff=25616</id>
		<title>CO Faction: The &quot;Magpies&quot;</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Magpies%22&amp;diff=25616"/>
		<updated>2023-05-24T02:29:25Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: for kaga regarding CO factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP&lt;br /&gt;
== Introduction to Magpies==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
== History ==&lt;br /&gt;
WIP&lt;br /&gt;
== Leadership ==&lt;br /&gt;
WIP&lt;br /&gt;
== Ideology ==&lt;br /&gt;
WIP&lt;br /&gt;
== Relations ==&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Hawks%22&amp;diff=25615</id>
		<title>CO Faction: The &quot;Hawks&quot;</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Hawks%22&amp;diff=25615"/>
		<updated>2023-05-24T02:28:41Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: making page for kaga&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP&lt;br /&gt;
== Introduction to Hawks==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
== History ==&lt;br /&gt;
WIP&lt;br /&gt;
== Leadership ==&lt;br /&gt;
WIP&lt;br /&gt;
== Ideology ==&lt;br /&gt;
WIP&lt;br /&gt;
== Relations ==&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CO_Faction_Doves&amp;diff=25614</id>
		<title>CO Faction Doves</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CO_Faction_Doves&amp;diff=25614"/>
		<updated>2023-05-24T02:27:56Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Eod501 wiki moved page CO Faction Doves to CO Faction: The &amp;quot;Doves&amp;quot;: Kaga wishes it to be renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[CO Faction: The &amp;quot;Doves&amp;quot;]]&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Doves%22&amp;diff=25613</id>
		<title>CO Faction: The &quot;Doves&quot;</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Doves%22&amp;diff=25613"/>
		<updated>2023-05-24T02:27:56Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Eod501 wiki moved page CO Faction Doves to CO Faction: The &amp;quot;Doves&amp;quot;: Kaga wishes it to be renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP&lt;br /&gt;
== Introduction to Doves==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
== History ==&lt;br /&gt;
WIP&lt;br /&gt;
== Leadership ==&lt;br /&gt;
WIP&lt;br /&gt;
== Ideology ==&lt;br /&gt;
WIP&lt;br /&gt;
== Relations ==&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Doves%22&amp;diff=25612</id>
		<title>CO Faction: The &quot;Doves&quot;</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Doves%22&amp;diff=25612"/>
		<updated>2023-05-24T02:24:34Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: for kaga im a retard holy shit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WIP&lt;br /&gt;
== Introduction to Doves==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
== History ==&lt;br /&gt;
WIP&lt;br /&gt;
== Leadership ==&lt;br /&gt;
WIP&lt;br /&gt;
== Ideology ==&lt;br /&gt;
WIP&lt;br /&gt;
== Relations ==&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rank&amp;diff=25386</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rank&amp;diff=25386"/>
		<updated>2023-05-05T17:33:21Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Reverted edits by Eod501 wiki (talk) to last revision by Forest2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Marine Ranks=&lt;br /&gt;
==Ranks and Command==&lt;br /&gt;
While rank is to be respected at all times, during normal operations, command is determined by position. If someone is given conflicting orders, they must give priority to those of their department’s superiors. The Commanding Officer’s authority is absolute and all personnel aboard must defer to his authority with the exception of specially dispatched officials from High Command or other Diplomatically Immune officials. The following section determines whose orders crew members are bound to follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enlisted:&#039;&#039;&#039; Enlisted personnel must obey any lawful order given to them by commissioned officers, with priority given to the CO, XO and those of their department. Additionally, enlisted combat marines must obey the orders of enlisted personnel with higher rank than theirs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Officers:&#039;&#039;&#039; Officers have authority over their own department but must obey the orders of the CO and XO or the person in command of the operation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Civilians:&#039;&#039;&#039; While in the AO(Area of Operation), all civilians must comply with orders given by military personnel. On ship, Civilians are under the direct authority of the Command and Security departments. They must obey their orders, but are not required to obey the orders of any other military personnel unless they are placed in a department, in which case they are also under the authority of all crewmembers of that department. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Succession/Chain of Command==&lt;br /&gt;
Should the Commanding Officer become unfit to command, be it due to absence, SSD, Death, imprisonment or other circumstances, the next person on this list assumes command. The person in command of the operation does not assume their superior’s rank, title or powers such as access changes or ship modification, but other personnel must follow their orders that pertain to directing the operation such as construction or requisitions orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Commanding Officer&lt;br /&gt;
# Executive Officer&lt;br /&gt;
# Chief Engineer&lt;br /&gt;
# Requisitions Officer&lt;br /&gt;
# Chief MP&lt;br /&gt;
# Chief Medical Officer&lt;br /&gt;
# Staff Officer&lt;br /&gt;
# Warden&lt;br /&gt;
# Pilot Officer&lt;br /&gt;
# Senior Enlisted Advisor&lt;br /&gt;
# Military Police&lt;br /&gt;
# Squad Leader (Starts at Alpha and goes through the squads)&lt;br /&gt;
# Nurse&lt;br /&gt;
# Ranking military personnel&lt;br /&gt;
&lt;br /&gt;
==Departments and Ranks ==&lt;br /&gt;
These are the departments which make up the USCM.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background: none; border: none; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
===Command===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 18em; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Commanding Officer]]&lt;br /&gt;
| Major/Lt. Colonel/Colonel (O4/O5/O6)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Executive Officer]]&lt;br /&gt;
| Captain (O3)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Staff Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|}&lt;br /&gt;
| &lt;br /&gt;
=== Auxiliary Support ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 18em; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Intelligence Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilot Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Dropship Crew Chief]]&lt;br /&gt;
| Sergeant (E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicle Crewman]]&lt;br /&gt;
| Corporal (E4)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
=== Squad Marines ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 30em; background: none; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Leader]]&lt;br /&gt;
| Sergeant (E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Radio Telephone Operator]]&lt;br /&gt;
| Corporal (E4)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Specialist]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Smartgunner]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Engineer]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Medic]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Rifleman]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Military Police ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 30em; background: none&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief MP]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Warden]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Military Police]]&lt;br /&gt;
| Sergeant (E5) &lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 15em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank &lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Engineer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Ordnance Technician]]&lt;br /&gt;
| Private First class (E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Maintenance Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Requisitions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 15em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Requisitions Officer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 18em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Medical Officer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Doctor]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Researcher]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Nurse]]&lt;br /&gt;
| Lance Corporal/Sergeant (E3/E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Other ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 18em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Senior Enlisted Advisor]]&lt;br /&gt;
| Gunnery Sergeant-Sergeant Major (E7/E8(E)/E9(E))&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Mess Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporate Liaison]]&lt;br /&gt;
| N/A&lt;br /&gt;
| Civilian&lt;br /&gt;
|-&lt;br /&gt;
| [[Synthetic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==USCM Ranks==&lt;br /&gt;
=== Rank Terminology ===&lt;br /&gt;
{| style=&amp;quot;background: none; border: none; height: 20em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
 ! Paygrade:&lt;br /&gt;
 ! Description:&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; E&amp;lt;/center&amp;gt;&lt;br /&gt;
|Enlisted. E.g. a person who is enlisted into the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;O&amp;lt;/center&amp;gt;&lt;br /&gt;
| Officer. E.g. a person who is commissioned into the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Pv&amp;lt;/center&amp;gt;&lt;br /&gt;
|Member of the Provost Office. E.g. A Provost Inspector.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
 ! Classifications:&lt;br /&gt;
 ! Description:&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;NCO&amp;lt;/center&amp;gt;&lt;br /&gt;
|Non-commissioned officer (any enlisted above Grade 2).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;SNCO&amp;lt;/center&amp;gt;&lt;br /&gt;
|| Senior non-commissioned officer (any enlisted above Grade 5).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Senior Officer&amp;lt;/center&amp;gt;&lt;br /&gt;
|Any officer of Grade 4 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Flag Officer&amp;lt;/center&amp;gt;&lt;br /&gt;
|Any officer above Grade 6&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officers===&lt;br /&gt;
&amp;lt;small&amp;gt;*&#039;&#039;&#039;Note:&#039;&#039;&#039; Members and former members of the CO Council get the honorary title of Lt. Colonel, with the CO Senator getting the honorary title of Colonel. This is only a fluff title in most rounds barring events.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| O10S&lt;br /&gt;
| Commandant of the Marine Corps&lt;br /&gt;
| CMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O10C&lt;br /&gt;
| Assistant Commandant of the Marine Corps&lt;br /&gt;
| ACMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O10&lt;br /&gt;
| General&lt;br /&gt;
| Gen.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O9&lt;br /&gt;
| Lieutenant General&lt;br /&gt;
| LtGen.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O8&lt;br /&gt;
| Major General&lt;br /&gt;
| MajGen&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O7&lt;br /&gt;
| Brigadier General&lt;br /&gt;
| BGen&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O6&lt;br /&gt;
| Colonel&lt;br /&gt;
| Col&lt;br /&gt;
| [https://cm-ss13.com/forums/showthread.php?44-Current-Whitelist-Council-Members CO Senator]&lt;br /&gt;
|-&lt;br /&gt;
| O5&lt;br /&gt;
| Lieutenant Colonel&lt;br /&gt;
| Lt.Col&lt;br /&gt;
| [https://cm-ss13.com/forums/showthread.php?44-Current-Whitelist-Council-Members CO Council]&lt;br /&gt;
|-&lt;br /&gt;
| O4&lt;br /&gt;
| Major&lt;br /&gt;
| Maj&lt;br /&gt;
| [[Commanding_Officer| CO]]&lt;br /&gt;
|-&lt;br /&gt;
| O3&lt;br /&gt;
| Captain&lt;br /&gt;
| CPT&lt;br /&gt;
| [[Executive Officer | XO]]&lt;br /&gt;
|-&lt;br /&gt;
| O2&lt;br /&gt;
| First Lieutenant&lt;br /&gt;
| 1stLT&lt;br /&gt;
| [[Chief Engineer | CE]], [[Chief MP | CMP]], [[Requisitions Officer | RO]], [[Chief Medical Officer | CMO]]&lt;br /&gt;
|-&lt;br /&gt;
| O1&lt;br /&gt;
| Second Lieutenant&lt;br /&gt;
| 2ndLT&lt;br /&gt;
| [[Pilot Officer | PO]], [[Staff Officer | SO]], [[Intelligence Officer | IO]], [[Warden]], [[Doctor]], [[Researcher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| E9C&lt;br /&gt;
| Sergeant Major of the Colonial Marine Corps (SNCO)&lt;br /&gt;
| SMCMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| E9E&lt;br /&gt;
| Sergeant Major (SNCO)&lt;br /&gt;
| SGM&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E9&lt;br /&gt;
| Master Gunnery Sergeant (SNCO)&lt;br /&gt;
| MGySGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E8E&lt;br /&gt;
| First Sergeant (SNCO)&lt;br /&gt;
| 1stSGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E8&lt;br /&gt;
| Master Sergeant (SNCO)&lt;br /&gt;
| MSGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E7&lt;br /&gt;
| Gunnery Sergeant, (SNCO)&lt;br /&gt;
| GySGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E6&lt;br /&gt;
| Staff Sergeant (SNCO)&lt;br /&gt;
| SSGT&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| E5&lt;br /&gt;
| Sergeant (NCO)&lt;br /&gt;
| SGT&lt;br /&gt;
| [[Squad Leader | SL]], [[Nurse]], [[Military Police | MP]]&lt;br /&gt;
|-&lt;br /&gt;
| E4&lt;br /&gt;
| Corporal (NCO)&lt;br /&gt;
| CPL&lt;br /&gt;
| [[Squad Radio Telephone Operator| RTO]], [[Vehicle Crewman | VC]], [[Ordnance Technician | OT]]&lt;br /&gt;
|-&lt;br /&gt;
| E3&lt;br /&gt;
| Lance Corporal&lt;br /&gt;
| LCPL&lt;br /&gt;
| [[Squad Medic | Medic]], [[Squad Engineer | Engineer]], [[Squad Smartgunner | Smartgunner]], [[Squad Specialist | Specialist]], [[Nurse]]&lt;br /&gt;
|-&lt;br /&gt;
| E2&lt;br /&gt;
| Private First Class&lt;br /&gt;
| PFC&lt;br /&gt;
| [[Squad Marine | Standard]], [[Maintenance Technician | MT]], [[Cargo Technician | CT]], [[Mess Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| E1&lt;br /&gt;
| Private&lt;br /&gt;
| PVT&lt;br /&gt;
| [[Squad Marine | Standard]], [[Maintenance Technician | MT]], [[Cargo Technician | CT]], [[Mess Technician]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Provost Office===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| PvCM (O10C)&lt;br /&gt;
| Provost Chief Marshal&lt;br /&gt;
| PCM&lt;br /&gt;
| Provost Chief Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvSM (O7)&lt;br /&gt;
| Brigadier General&lt;br /&gt;
| BGen&lt;br /&gt;
| Provost Sector Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvM (O6)&lt;br /&gt;
| Colonel&lt;br /&gt;
| Col&lt;br /&gt;
| Provost Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvI&lt;br /&gt;
| Inspector&lt;br /&gt;
| Insp&lt;br /&gt;
| Provost Inspector&lt;br /&gt;
|-&lt;br /&gt;
| PvTML, PvA (E6)&lt;br /&gt;
| Staff Sergeant&lt;br /&gt;
| SSgt&lt;br /&gt;
| Provost Team Leader, Provost Advisor&lt;br /&gt;
|-&lt;br /&gt;
| PvE (E5)&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sgt&lt;br /&gt;
| Provost Enforcer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rank&amp;diff=25385</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rank&amp;diff=25385"/>
		<updated>2023-05-05T17:30:17Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: /* Auxiliary Support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Marine Ranks=&lt;br /&gt;
==Ranks and Command==&lt;br /&gt;
While rank is to be respected at all times, during normal operations, command is determined by position. If someone is given conflicting orders, they must give priority to those of their department’s superiors. The Commanding Officer’s authority is absolute and all personnel aboard must defer to his authority with the exception of specially dispatched officials from High Command or other Diplomatically Immune officials. The following section determines whose orders crew members are bound to follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enlisted:&#039;&#039;&#039; Enlisted personnel must obey any lawful order given to them by commissioned officers, with priority given to the CO, XO and those of their department. Additionally, enlisted combat marines must obey the orders of enlisted personnel with higher rank than theirs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Officers:&#039;&#039;&#039; Officers have authority over their own department but must obey the orders of the CO and XO or the person in command of the operation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Civilians:&#039;&#039;&#039; While in the AO(Area of Operation), all civilians must comply with orders given by military personnel. On ship, Civilians are under the direct authority of the Command and Security departments. They must obey their orders, but are not required to obey the orders of any other military personnel unless they are placed in a department, in which case they are also under the authority of all crewmembers of that department. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Succession/Chain of Command==&lt;br /&gt;
Should the Commanding Officer become unfit to command, be it due to absence, SSD, Death, imprisonment or other circumstances, the next person on this list assumes command. The person in command of the operation does not assume their superior’s rank, title or powers such as access changes or ship modification, but other personnel must follow their orders that pertain to directing the operation such as construction or requisitions orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Commanding Officer&lt;br /&gt;
# Executive Officer&lt;br /&gt;
# Chief Engineer&lt;br /&gt;
# Requisitions Officer&lt;br /&gt;
# Chief MP&lt;br /&gt;
# Chief Medical Officer&lt;br /&gt;
# Staff Officer&lt;br /&gt;
# Warden&lt;br /&gt;
# Pilot Officer&lt;br /&gt;
# Senior Enlisted Advisor&lt;br /&gt;
# Military Police&lt;br /&gt;
# Squad Leader (Starts at Alpha and goes through the squads)&lt;br /&gt;
# Nurse&lt;br /&gt;
# Ranking military personnel&lt;br /&gt;
&lt;br /&gt;
==Departments and Ranks ==&lt;br /&gt;
These are the departments which make up the USCM.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background: none; border: none; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
===Command===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 18em; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Commanding Officer]]&lt;br /&gt;
| Major/Lt. Colonel/Colonel (O4/O5/O6)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Executive Officer]]&lt;br /&gt;
| Captain (O3)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Staff Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|}&lt;br /&gt;
| &lt;br /&gt;
=== Auxiliary Support ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 18em; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Intelligence Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilot Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Dropship Crew Chief]]&lt;br /&gt;
| Sergeant (E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Squad Marines ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 30em; background: none; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Leader]]&lt;br /&gt;
| Sergeant (E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Radio Telephone Operator]]&lt;br /&gt;
| Corporal (E4)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Specialist]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Smartgunner]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Engineer]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Medic]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Rifleman]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Military Police ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 30em; background: none&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief MP]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Warden]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Military Police]]&lt;br /&gt;
| Sergeant (E5) &lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 15em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank &lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Engineer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Ordnance Technician]]&lt;br /&gt;
| Private First class (E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Maintenance Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Requisitions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 15em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Requisitions Officer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 18em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Medical Officer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Doctor]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Researcher]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Nurse]]&lt;br /&gt;
| Lance Corporal/Sergeant (E3/E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Other ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 18em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Senior Enlisted Advisor]]&lt;br /&gt;
| Gunnery Sergeant-Sergeant Major (E7/E8(E)/E9(E))&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Mess Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporate Liaison]]&lt;br /&gt;
| N/A&lt;br /&gt;
| Civilian&lt;br /&gt;
|-&lt;br /&gt;
| [[Synthetic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==USCM Ranks==&lt;br /&gt;
=== Rank Terminology ===&lt;br /&gt;
{| style=&amp;quot;background: none; border: none; height: 20em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
 ! Paygrade:&lt;br /&gt;
 ! Description:&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; E&amp;lt;/center&amp;gt;&lt;br /&gt;
|Enlisted. E.g. a person who is enlisted into the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;O&amp;lt;/center&amp;gt;&lt;br /&gt;
| Officer. E.g. a person who is commissioned into the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Pv&amp;lt;/center&amp;gt;&lt;br /&gt;
|Member of the Provost Office. E.g. A Provost Inspector.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
 ! Classifications:&lt;br /&gt;
 ! Description:&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;NCO&amp;lt;/center&amp;gt;&lt;br /&gt;
|Non-commissioned officer (any enlisted above Grade 2).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;SNCO&amp;lt;/center&amp;gt;&lt;br /&gt;
|| Senior non-commissioned officer (any enlisted above Grade 5).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Senior Officer&amp;lt;/center&amp;gt;&lt;br /&gt;
|Any officer of Grade 4 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Flag Officer&amp;lt;/center&amp;gt;&lt;br /&gt;
|Any officer above Grade 6&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officers===&lt;br /&gt;
&amp;lt;small&amp;gt;*&#039;&#039;&#039;Note:&#039;&#039;&#039; Members and former members of the CO Council get the honorary title of Lt. Colonel, with the CO Senator getting the honorary title of Colonel. This is only a fluff title in most rounds barring events.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| O10S&lt;br /&gt;
| Commandant of the Marine Corps&lt;br /&gt;
| CMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O10C&lt;br /&gt;
| Assistant Commandant of the Marine Corps&lt;br /&gt;
| ACMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O10&lt;br /&gt;
| General&lt;br /&gt;
| Gen.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O9&lt;br /&gt;
| Lieutenant General&lt;br /&gt;
| LtGen.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O8&lt;br /&gt;
| Major General&lt;br /&gt;
| MajGen&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O7&lt;br /&gt;
| Brigadier General&lt;br /&gt;
| BGen&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O6&lt;br /&gt;
| Colonel&lt;br /&gt;
| Col&lt;br /&gt;
| [https://cm-ss13.com/forums/showthread.php?44-Current-Whitelist-Council-Members CO Senator]&lt;br /&gt;
|-&lt;br /&gt;
| O5&lt;br /&gt;
| Lieutenant Colonel&lt;br /&gt;
| Lt.Col&lt;br /&gt;
| [https://cm-ss13.com/forums/showthread.php?44-Current-Whitelist-Council-Members CO Council]&lt;br /&gt;
|-&lt;br /&gt;
| O4&lt;br /&gt;
| Major&lt;br /&gt;
| Maj&lt;br /&gt;
| [[Commanding_Officer| CO]]&lt;br /&gt;
|-&lt;br /&gt;
| O3&lt;br /&gt;
| Captain&lt;br /&gt;
| CPT&lt;br /&gt;
| [[Executive Officer | XO]]&lt;br /&gt;
|-&lt;br /&gt;
| O2&lt;br /&gt;
| First Lieutenant&lt;br /&gt;
| 1stLT&lt;br /&gt;
| [[Chief Engineer | CE]], [[Chief MP | CMP]], [[Requisitions Officer | RO]], [[Chief Medical Officer | CMO]]&lt;br /&gt;
|-&lt;br /&gt;
| O1&lt;br /&gt;
| Second Lieutenant&lt;br /&gt;
| 2ndLT&lt;br /&gt;
| [[Pilot Officer | PO]], [[Staff Officer | SO]], [[Intelligence Officer | IO]], [[Warden]], [[Doctor]], [[Researcher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| E9C&lt;br /&gt;
| Sergeant Major of the Colonial Marine Corps (SNCO)&lt;br /&gt;
| SMCMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| E9E&lt;br /&gt;
| Sergeant Major (SNCO)&lt;br /&gt;
| SGM&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E9&lt;br /&gt;
| Master Gunnery Sergeant (SNCO)&lt;br /&gt;
| MGySGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E8E&lt;br /&gt;
| First Sergeant (SNCO)&lt;br /&gt;
| 1stSGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E8&lt;br /&gt;
| Master Sergeant (SNCO)&lt;br /&gt;
| MSGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E7&lt;br /&gt;
| Gunnery Sergeant, (SNCO)&lt;br /&gt;
| GySGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E6&lt;br /&gt;
| Staff Sergeant (SNCO)&lt;br /&gt;
| SSGT&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| E5&lt;br /&gt;
| Sergeant (NCO)&lt;br /&gt;
| SGT&lt;br /&gt;
| [[Squad Leader | SL]], [[Nurse]], [[Military Police | MP]]&lt;br /&gt;
|-&lt;br /&gt;
| E4&lt;br /&gt;
| Corporal (NCO)&lt;br /&gt;
| CPL&lt;br /&gt;
| [[Squad Radio Telephone Operator| RTO]], [[Vehicle Crewman | VC]], [[Ordnance Technician | OT]]&lt;br /&gt;
|-&lt;br /&gt;
| E3&lt;br /&gt;
| Lance Corporal&lt;br /&gt;
| LCPL&lt;br /&gt;
| [[Squad Medic | Medic]], [[Squad Engineer | Engineer]], [[Squad Smartgunner | Smartgunner]], [[Squad Specialist | Specialist]], [[Nurse]]&lt;br /&gt;
|-&lt;br /&gt;
| E2&lt;br /&gt;
| Private First Class&lt;br /&gt;
| PFC&lt;br /&gt;
| [[Squad Marine | Standard]], [[Maintenance Technician | MT]], [[Cargo Technician | CT]], [[Mess Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| E1&lt;br /&gt;
| Private&lt;br /&gt;
| PVT&lt;br /&gt;
| [[Squad Marine | Standard]], [[Maintenance Technician | MT]], [[Cargo Technician | CT]], [[Mess Technician]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Provost Office===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| PvCM (O10C)&lt;br /&gt;
| Provost Chief Marshal&lt;br /&gt;
| PCM&lt;br /&gt;
| Provost Chief Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvSM (O7)&lt;br /&gt;
| Brigadier General&lt;br /&gt;
| BGen&lt;br /&gt;
| Provost Sector Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvM (O6)&lt;br /&gt;
| Colonel&lt;br /&gt;
| Col&lt;br /&gt;
| Provost Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvI&lt;br /&gt;
| Inspector&lt;br /&gt;
| Insp&lt;br /&gt;
| Provost Inspector&lt;br /&gt;
|-&lt;br /&gt;
| PvTML, PvA (E6)&lt;br /&gt;
| Staff Sergeant&lt;br /&gt;
| SSgt&lt;br /&gt;
| Provost Team Leader, Provost Advisor&lt;br /&gt;
|-&lt;br /&gt;
| PvE (E5)&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sgt&lt;br /&gt;
| Provost Enforcer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rank&amp;diff=25384</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rank&amp;diff=25384"/>
		<updated>2023-05-05T17:29:03Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Reverted edits by Eod501 wiki (talk) to last revision by Forest2001&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Marine Ranks=&lt;br /&gt;
==Ranks and Command==&lt;br /&gt;
While rank is to be respected at all times, during normal operations, command is determined by position. If someone is given conflicting orders, they must give priority to those of their department’s superiors. The Commanding Officer’s authority is absolute and all personnel aboard must defer to his authority with the exception of specially dispatched officials from High Command or other Diplomatically Immune officials. The following section determines whose orders crew members are bound to follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enlisted:&#039;&#039;&#039; Enlisted personnel must obey any lawful order given to them by commissioned officers, with priority given to the CO, XO and those of their department. Additionally, enlisted combat marines must obey the orders of enlisted personnel with higher rank than theirs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Officers:&#039;&#039;&#039; Officers have authority over their own department but must obey the orders of the CO and XO or the person in command of the operation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Civilians:&#039;&#039;&#039; While in the AO(Area of Operation), all civilians must comply with orders given by military personnel. On ship, Civilians are under the direct authority of the Command and Security departments. They must obey their orders, but are not required to obey the orders of any other military personnel unless they are placed in a department, in which case they are also under the authority of all crewmembers of that department. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Succession/Chain of Command==&lt;br /&gt;
Should the Commanding Officer become unfit to command, be it due to absence, SSD, Death, imprisonment or other circumstances, the next person on this list assumes command. The person in command of the operation does not assume their superior’s rank, title or powers such as access changes or ship modification, but other personnel must follow their orders that pertain to directing the operation such as construction or requisitions orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Commanding Officer&lt;br /&gt;
# Executive Officer&lt;br /&gt;
# Chief Engineer&lt;br /&gt;
# Requisitions Officer&lt;br /&gt;
# Chief MP&lt;br /&gt;
# Chief Medical Officer&lt;br /&gt;
# Staff Officer&lt;br /&gt;
# Warden&lt;br /&gt;
# Pilot Officer&lt;br /&gt;
# Senior Enlisted Advisor&lt;br /&gt;
# Military Police&lt;br /&gt;
# Squad Leader (Starts at Alpha and goes through the squads)&lt;br /&gt;
# Nurse&lt;br /&gt;
# Ranking military personnel&lt;br /&gt;
&lt;br /&gt;
==Departments and Ranks ==&lt;br /&gt;
These are the departments which make up the USCM.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background: none; border: none; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
===Command===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 18em; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Commanding Officer]]&lt;br /&gt;
| Major/Lt. Colonel/Colonel (O4/O5/O6)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Executive Officer]]&lt;br /&gt;
| Captain (O3)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Staff Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|}&lt;br /&gt;
| &lt;br /&gt;
=== Auxiliary Support ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 18em; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Intelligence Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilot Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Dropship Crew Chief]]&lt;br /&gt;
| Sergeant (E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Vehicle Crewman]]&lt;br /&gt;
| Corporal (E4)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
=== Squad Marines ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 30em; background: none; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Leader]]&lt;br /&gt;
| Sergeant (E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Radio Telephone Operator]]&lt;br /&gt;
| Corporal (E4)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Specialist]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Smartgunner]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Engineer]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Medic]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Rifleman]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Military Police ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 30em; background: none&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief MP]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Warden]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Military Police]]&lt;br /&gt;
| Sergeant (E5) &lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 15em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank &lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Engineer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Ordnance Technician]]&lt;br /&gt;
| Private First class (E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Maintenance Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Requisitions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 15em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Requisitions Officer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 18em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Medical Officer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Doctor]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Researcher]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Nurse]]&lt;br /&gt;
| Lance Corporal/Sergeant (E3/E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Other ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 18em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Senior Enlisted Advisor]]&lt;br /&gt;
| Gunnery Sergeant-Sergeant Major (E7/E8(E)/E9(E))&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Mess Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporate Liaison]]&lt;br /&gt;
| N/A&lt;br /&gt;
| Civilian&lt;br /&gt;
|-&lt;br /&gt;
| [[Synthetic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==USCM Ranks==&lt;br /&gt;
=== Rank Terminology ===&lt;br /&gt;
{| style=&amp;quot;background: none; border: none; height: 20em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
 ! Paygrade:&lt;br /&gt;
 ! Description:&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; E&amp;lt;/center&amp;gt;&lt;br /&gt;
|Enlisted. E.g. a person who is enlisted into the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;O&amp;lt;/center&amp;gt;&lt;br /&gt;
| Officer. E.g. a person who is commissioned into the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Pv&amp;lt;/center&amp;gt;&lt;br /&gt;
|Member of the Provost Office. E.g. A Provost Inspector.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
 ! Classifications:&lt;br /&gt;
 ! Description:&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;NCO&amp;lt;/center&amp;gt;&lt;br /&gt;
|Non-commissioned officer (any enlisted above Grade 2).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;SNCO&amp;lt;/center&amp;gt;&lt;br /&gt;
|| Senior non-commissioned officer (any enlisted above Grade 5).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Senior Officer&amp;lt;/center&amp;gt;&lt;br /&gt;
|Any officer of Grade 4 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Flag Officer&amp;lt;/center&amp;gt;&lt;br /&gt;
|Any officer above Grade 6&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officers===&lt;br /&gt;
&amp;lt;small&amp;gt;*&#039;&#039;&#039;Note:&#039;&#039;&#039; Members and former members of the CO Council get the honorary title of Lt. Colonel, with the CO Senator getting the honorary title of Colonel. This is only a fluff title in most rounds barring events.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| O10S&lt;br /&gt;
| Commandant of the Marine Corps&lt;br /&gt;
| CMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O10C&lt;br /&gt;
| Assistant Commandant of the Marine Corps&lt;br /&gt;
| ACMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O10&lt;br /&gt;
| General&lt;br /&gt;
| Gen.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O9&lt;br /&gt;
| Lieutenant General&lt;br /&gt;
| LtGen.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O8&lt;br /&gt;
| Major General&lt;br /&gt;
| MajGen&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O7&lt;br /&gt;
| Brigadier General&lt;br /&gt;
| BGen&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O6&lt;br /&gt;
| Colonel&lt;br /&gt;
| Col&lt;br /&gt;
| [https://cm-ss13.com/forums/showthread.php?44-Current-Whitelist-Council-Members CO Senator]&lt;br /&gt;
|-&lt;br /&gt;
| O5&lt;br /&gt;
| Lieutenant Colonel&lt;br /&gt;
| Lt.Col&lt;br /&gt;
| [https://cm-ss13.com/forums/showthread.php?44-Current-Whitelist-Council-Members CO Council]&lt;br /&gt;
|-&lt;br /&gt;
| O4&lt;br /&gt;
| Major&lt;br /&gt;
| Maj&lt;br /&gt;
| [[Commanding_Officer| CO]]&lt;br /&gt;
|-&lt;br /&gt;
| O3&lt;br /&gt;
| Captain&lt;br /&gt;
| CPT&lt;br /&gt;
| [[Executive Officer | XO]]&lt;br /&gt;
|-&lt;br /&gt;
| O2&lt;br /&gt;
| First Lieutenant&lt;br /&gt;
| 1stLT&lt;br /&gt;
| [[Chief Engineer | CE]], [[Chief MP | CMP]], [[Requisitions Officer | RO]], [[Chief Medical Officer | CMO]]&lt;br /&gt;
|-&lt;br /&gt;
| O1&lt;br /&gt;
| Second Lieutenant&lt;br /&gt;
| 2ndLT&lt;br /&gt;
| [[Pilot Officer | PO]], [[Staff Officer | SO]], [[Intelligence Officer | IO]], [[Warden]], [[Doctor]], [[Researcher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| E9C&lt;br /&gt;
| Sergeant Major of the Colonial Marine Corps (SNCO)&lt;br /&gt;
| SMCMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| E9E&lt;br /&gt;
| Sergeant Major (SNCO)&lt;br /&gt;
| SGM&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E9&lt;br /&gt;
| Master Gunnery Sergeant (SNCO)&lt;br /&gt;
| MGySGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E8E&lt;br /&gt;
| First Sergeant (SNCO)&lt;br /&gt;
| 1stSGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E8&lt;br /&gt;
| Master Sergeant (SNCO)&lt;br /&gt;
| MSGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E7&lt;br /&gt;
| Gunnery Sergeant, (SNCO)&lt;br /&gt;
| GySGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E6&lt;br /&gt;
| Staff Sergeant (SNCO)&lt;br /&gt;
| SSGT&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| E5&lt;br /&gt;
| Sergeant (NCO)&lt;br /&gt;
| SGT&lt;br /&gt;
| [[Squad Leader | SL]], [[Nurse]], [[Military Police | MP]]&lt;br /&gt;
|-&lt;br /&gt;
| E4&lt;br /&gt;
| Corporal (NCO)&lt;br /&gt;
| CPL&lt;br /&gt;
| [[Squad Radio Telephone Operator| RTO]], [[Vehicle Crewman | VC]], [[Ordnance Technician | OT]]&lt;br /&gt;
|-&lt;br /&gt;
| E3&lt;br /&gt;
| Lance Corporal&lt;br /&gt;
| LCPL&lt;br /&gt;
| [[Squad Medic | Medic]], [[Squad Engineer | Engineer]], [[Squad Smartgunner | Smartgunner]], [[Squad Specialist | Specialist]], [[Nurse]]&lt;br /&gt;
|-&lt;br /&gt;
| E2&lt;br /&gt;
| Private First Class&lt;br /&gt;
| PFC&lt;br /&gt;
| [[Squad Marine | Standard]], [[Maintenance Technician | MT]], [[Cargo Technician | CT]], [[Mess Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| E1&lt;br /&gt;
| Private&lt;br /&gt;
| PVT&lt;br /&gt;
| [[Squad Marine | Standard]], [[Maintenance Technician | MT]], [[Cargo Technician | CT]], [[Mess Technician]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Provost Office===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| PvCM (O10C)&lt;br /&gt;
| Provost Chief Marshal&lt;br /&gt;
| PCM&lt;br /&gt;
| Provost Chief Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvSM (O7)&lt;br /&gt;
| Brigadier General&lt;br /&gt;
| BGen&lt;br /&gt;
| Provost Sector Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvM (O6)&lt;br /&gt;
| Colonel&lt;br /&gt;
| Col&lt;br /&gt;
| Provost Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvI&lt;br /&gt;
| Inspector&lt;br /&gt;
| Insp&lt;br /&gt;
| Provost Inspector&lt;br /&gt;
|-&lt;br /&gt;
| PvTML, PvA (E6)&lt;br /&gt;
| Staff Sergeant&lt;br /&gt;
| SSgt&lt;br /&gt;
| Provost Team Leader, Provost Advisor&lt;br /&gt;
|-&lt;br /&gt;
| PvE (E5)&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sgt&lt;br /&gt;
| Provost Enforcer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Rank&amp;diff=25383</id>
		<title>Rank</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Rank&amp;diff=25383"/>
		<updated>2023-05-05T17:27:54Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: VC no longer exists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Marine Ranks=&lt;br /&gt;
==Ranks and Command==&lt;br /&gt;
While rank is to be respected at all times, during normal operations, command is determined by position. If someone is given conflicting orders, they must give priority to those of their department’s superiors. The Commanding Officer’s authority is absolute and all personnel aboard must defer to his authority with the exception of specially dispatched officials from High Command or other Diplomatically Immune officials. The following section determines whose orders crew members are bound to follow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enlisted:&#039;&#039;&#039; Enlisted personnel must obey any lawful order given to them by commissioned officers, with priority given to the CO, XO and those of their department. Additionally, enlisted combat marines must obey the orders of enlisted personnel with higher rank than theirs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Officers:&#039;&#039;&#039; Officers have authority over their own department but must obey the orders of the CO and XO or the person in command of the operation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Civilians:&#039;&#039;&#039; While in the AO(Area of Operation), all civilians must comply with orders given by military personnel. On ship, Civilians are under the direct authority of the Command and Security departments. They must obey their orders, but are not required to obey the orders of any other military personnel unless they are placed in a department, in which case they are also under the authority of all crewmembers of that department. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Succession/Chain of Command==&lt;br /&gt;
Should the Commanding Officer become unfit to command, be it due to absence, SSD, Death, imprisonment or other circumstances, the next person on this list assumes command. The person in command of the operation does not assume their superior’s rank, title or powers such as access changes or ship modification, but other personnel must follow their orders that pertain to directing the operation such as construction or requisitions orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Commanding Officer&lt;br /&gt;
# Executive Officer&lt;br /&gt;
# Chief Engineer&lt;br /&gt;
# Requisitions Officer&lt;br /&gt;
# Chief MP&lt;br /&gt;
# Chief Medical Officer&lt;br /&gt;
# Staff Officer&lt;br /&gt;
# Warden&lt;br /&gt;
# Pilot Officer&lt;br /&gt;
# Senior Enlisted Advisor&lt;br /&gt;
# Military Police&lt;br /&gt;
# Squad Leader (Starts at Alpha and goes through the squads)&lt;br /&gt;
# Nurse&lt;br /&gt;
# Ranking military personnel&lt;br /&gt;
&lt;br /&gt;
==Departments and Ranks ==&lt;br /&gt;
These are the departments which make up the USCM.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background: none; border: none; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
===Command===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 18em; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Commanding Officer]]&lt;br /&gt;
| Major/Lt. Colonel/Colonel (O4/O5/O6)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Executive Officer]]&lt;br /&gt;
| Captain (O3)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Staff Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|}&lt;br /&gt;
| &lt;br /&gt;
=== Auxiliary Support ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 18em; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! Job&lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Intelligence Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Pilot Officer]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Dropship Crew Chief]]&lt;br /&gt;
| Sergeant (E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| [[Vehicle Crewman]]&lt;br /&gt;
| Corporal (E4)&lt;br /&gt;
| Enlisted&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Squad Marines ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 30em; background: none; background-color: #FFFFFF;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Leader]]&lt;br /&gt;
| Sergeant (E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Radio Telephone Operator]]&lt;br /&gt;
| Corporal (E4)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Specialist]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Smartgunner]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Engineer]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Medic]]&lt;br /&gt;
| Lance Corporal (E3)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Squad Rifleman]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Military Police ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 30em; background: none&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief MP]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Warden]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Military Police]]&lt;br /&gt;
| Sergeant (E5) &lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 15em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank &lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Engineer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Ordnance Technician]]&lt;br /&gt;
| Private First class (E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Maintenance Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Requisitions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;height: 15em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Requisitions Officer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Cargo Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Medical ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 18em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Chief Medical Officer]]&lt;br /&gt;
| First Lieutenant (O2)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Doctor]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Researcher]]&lt;br /&gt;
| Second Lieutenant (O1)&lt;br /&gt;
| Officer&lt;br /&gt;
|-&lt;br /&gt;
| [[Nurse]]&lt;br /&gt;
| Lance Corporal/Sergeant (E3/E5)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
=== Other ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  style=&amp;quot;height: 18em;&amp;quot;&lt;br /&gt;
! style=&amp;quot;height: 4em&amp;quot; | Job &lt;br /&gt;
! Rank&lt;br /&gt;
! Rating&lt;br /&gt;
|-&lt;br /&gt;
| [[Senior Enlisted Advisor]]&lt;br /&gt;
| Gunnery Sergeant-Sergeant Major (E7/E8(E)/E9(E))&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Mess Technician]]&lt;br /&gt;
| Private/Private First Class (E1/E2)&lt;br /&gt;
| Enlisted&lt;br /&gt;
|-&lt;br /&gt;
| [[Corporate Liaison]]&lt;br /&gt;
| N/A&lt;br /&gt;
| Civilian&lt;br /&gt;
|-&lt;br /&gt;
| [[Synthetic]]&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==USCM Ranks==&lt;br /&gt;
=== Rank Terminology ===&lt;br /&gt;
{| style=&amp;quot;background: none; border: none; height: 20em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
 ! Paygrade:&lt;br /&gt;
 ! Description:&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt; E&amp;lt;/center&amp;gt;&lt;br /&gt;
|Enlisted. E.g. a person who is enlisted into the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;O&amp;lt;/center&amp;gt;&lt;br /&gt;
| Officer. E.g. a person who is commissioned into the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Pv&amp;lt;/center&amp;gt;&lt;br /&gt;
|Member of the Provost Office. E.g. A Provost Inspector.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;height:20em&amp;quot;&lt;br /&gt;
 ! Classifications:&lt;br /&gt;
 ! Description:&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;NCO&amp;lt;/center&amp;gt;&lt;br /&gt;
|Non-commissioned officer (any enlisted above Grade 2).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;SNCO&amp;lt;/center&amp;gt;&lt;br /&gt;
|| Senior non-commissioned officer (any enlisted above Grade 5).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Senior Officer&amp;lt;/center&amp;gt;&lt;br /&gt;
|Any officer of Grade 4 or higher.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Flag Officer&amp;lt;/center&amp;gt;&lt;br /&gt;
|Any officer above Grade 6&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Officers===&lt;br /&gt;
&amp;lt;small&amp;gt;*&#039;&#039;&#039;Note:&#039;&#039;&#039; Members and former members of the CO Council get the honorary title of Lt. Colonel, with the CO Senator getting the honorary title of Colonel. This is only a fluff title in most rounds barring events.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| O10S&lt;br /&gt;
| Commandant of the Marine Corps&lt;br /&gt;
| CMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O10C&lt;br /&gt;
| Assistant Commandant of the Marine Corps&lt;br /&gt;
| ACMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O10&lt;br /&gt;
| General&lt;br /&gt;
| Gen.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O9&lt;br /&gt;
| Lieutenant General&lt;br /&gt;
| LtGen.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O8&lt;br /&gt;
| Major General&lt;br /&gt;
| MajGen&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O7&lt;br /&gt;
| Brigadier General&lt;br /&gt;
| BGen&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| O6&lt;br /&gt;
| Colonel&lt;br /&gt;
| Col&lt;br /&gt;
| [https://cm-ss13.com/forums/showthread.php?44-Current-Whitelist-Council-Members CO Senator]&lt;br /&gt;
|-&lt;br /&gt;
| O5&lt;br /&gt;
| Lieutenant Colonel&lt;br /&gt;
| Lt.Col&lt;br /&gt;
| [https://cm-ss13.com/forums/showthread.php?44-Current-Whitelist-Council-Members CO Council]&lt;br /&gt;
|-&lt;br /&gt;
| O4&lt;br /&gt;
| Major&lt;br /&gt;
| Maj&lt;br /&gt;
| [[Commanding_Officer| CO]]&lt;br /&gt;
|-&lt;br /&gt;
| O3&lt;br /&gt;
| Captain&lt;br /&gt;
| CPT&lt;br /&gt;
| [[Executive Officer | XO]]&lt;br /&gt;
|-&lt;br /&gt;
| O2&lt;br /&gt;
| First Lieutenant&lt;br /&gt;
| 1stLT&lt;br /&gt;
| [[Chief Engineer | CE]], [[Chief MP | CMP]], [[Requisitions Officer | RO]], [[Chief Medical Officer | CMO]]&lt;br /&gt;
|-&lt;br /&gt;
| O1&lt;br /&gt;
| Second Lieutenant&lt;br /&gt;
| 2ndLT&lt;br /&gt;
| [[Pilot Officer | PO]], [[Staff Officer | SO]], [[Intelligence Officer | IO]], [[Warden]], [[Doctor]], [[Researcher]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Enlisted===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| E9C&lt;br /&gt;
| Sergeant Major of the Colonial Marine Corps (SNCO)&lt;br /&gt;
| SMCMC&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| E9E&lt;br /&gt;
| Sergeant Major (SNCO)&lt;br /&gt;
| SGM&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E9&lt;br /&gt;
| Master Gunnery Sergeant (SNCO)&lt;br /&gt;
| MGySGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E8E&lt;br /&gt;
| First Sergeant (SNCO)&lt;br /&gt;
| 1stSGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E8&lt;br /&gt;
| Master Sergeant (SNCO)&lt;br /&gt;
| MSGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E7&lt;br /&gt;
| Gunnery Sergeant, (SNCO)&lt;br /&gt;
| GySGT&lt;br /&gt;
| [[Senior Enlisted Advisor | SEA]]&lt;br /&gt;
|-&lt;br /&gt;
| E6&lt;br /&gt;
| Staff Sergeant (SNCO)&lt;br /&gt;
| SSGT&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| E5&lt;br /&gt;
| Sergeant (NCO)&lt;br /&gt;
| SGT&lt;br /&gt;
| [[Squad Leader | SL]], [[Nurse]], [[Military Police | MP]]&lt;br /&gt;
|-&lt;br /&gt;
| E4&lt;br /&gt;
| Corporal (NCO)&lt;br /&gt;
| CPL&lt;br /&gt;
| [[Squad Radio Telephone Operator| RTO]], [[Vehicle Crewman | VC]], [[Ordnance Technician | OT]]&lt;br /&gt;
|-&lt;br /&gt;
| E3&lt;br /&gt;
| Lance Corporal&lt;br /&gt;
| LCPL&lt;br /&gt;
| [[Squad Medic | Medic]], [[Squad Engineer | Engineer]], [[Squad Smartgunner | Smartgunner]], [[Squad Specialist | Specialist]], [[Nurse]]&lt;br /&gt;
|-&lt;br /&gt;
| E2&lt;br /&gt;
| Private First Class&lt;br /&gt;
| PFC&lt;br /&gt;
| [[Squad Marine | Standard]], [[Maintenance Technician | MT]], [[Cargo Technician | CT]], [[Mess Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| E1&lt;br /&gt;
| Private&lt;br /&gt;
| PVT&lt;br /&gt;
| [[Squad Marine | Standard]], [[Maintenance Technician | MT]], [[Cargo Technician | CT]], [[Mess Technician]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Provost Office===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:500px&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Paygrade:&lt;br /&gt;
! Rank Name:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Abbreviation:&lt;br /&gt;
! style=&amp;quot;width:50px;&amp;quot;| Jobs:&lt;br /&gt;
|-&lt;br /&gt;
| PvCM (O10C)&lt;br /&gt;
| Provost Chief Marshal&lt;br /&gt;
| PCM&lt;br /&gt;
| Provost Chief Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvSM (O7)&lt;br /&gt;
| Brigadier General&lt;br /&gt;
| BGen&lt;br /&gt;
| Provost Sector Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvM (O6)&lt;br /&gt;
| Colonel&lt;br /&gt;
| Col&lt;br /&gt;
| Provost Marshal&lt;br /&gt;
|-&lt;br /&gt;
| PvI&lt;br /&gt;
| Inspector&lt;br /&gt;
| Insp&lt;br /&gt;
| Provost Inspector&lt;br /&gt;
|-&lt;br /&gt;
| PvTML, PvA (E6)&lt;br /&gt;
| Staff Sergeant&lt;br /&gt;
| SSgt&lt;br /&gt;
| Provost Team Leader, Provost Advisor&lt;br /&gt;
|-&lt;br /&gt;
| PvE (E5)&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Sgt&lt;br /&gt;
| Provost Enforcer&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:M39_damage_against_armor&amp;diff=25354</id>
		<title>Template:M39 damage against armor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:M39_damage_against_armor&amp;diff=25354"/>
		<updated>2023-04-25T16:08:20Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Fixed typo and removed extended&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Damage versus Armor:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
! Armor Value !! 0 !! 5 !! 10 !! 15 !! 20 !! 25 !! 30 !! 35 !! 40 !! 45 !! 50&lt;br /&gt;
|-&lt;br /&gt;
| Regular || 34|| 34|| 30|| 28|| 21|| 18|| 14|| 11 || 8|| 5|| 3&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- | Extended || 34|| 34|| 30|| 28|| 21|| `18|| 14|| 11 || 8|| 5|| 3&lt;br /&gt;
|-  --&amp;gt;&lt;br /&gt;
| Armor Piercing || 26|| 26|| 26|| 26|| 26|| 26|| 26|| 23|| 21|| 15|| 12&lt;br /&gt;
|-&lt;br /&gt;
| Incendiary || 25|| 25|| 22|| 20|| 15|| 12|| 9|| 6|| 4|| 1|| 0&lt;br /&gt;
|-&lt;br /&gt;
| Cluster || 30|| 30|| 30|| 30|| 30|| 30|| 30|| 30|| 30|| 30|| 30&lt;br /&gt;
|-&lt;br /&gt;
| Wall Piercing || 30|| 30|| 30|| 30|| 30|| 30|| 30|| 30|| 30|| 30|| 30&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || 28|| 28|| 28|| 28|| 28|| 28|| 28|| 25|| 23|| 17|| 14&lt;br /&gt;
|-&lt;br /&gt;
| Light Explosive || 20|| 20|| 20|| 20|| 20|| 18|| 14|| 11|| 8|| 6|| 3&lt;br /&gt;
|}&lt;br /&gt;
[[Category:M39]]&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=25316</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=25316"/>
		<updated>2023-04-18T02:07:16Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Updated&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 = Second Lieutenant&lt;br /&gt;
|superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]]&lt;br /&gt;
|unlock = Five hours as medical roles.&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&#039;re a commissioned officer of the USCM, though you are not in the ship&#039;s chain of command. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. Your role involves a lot of 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, including xenomorph blood, or by gaining 5 points every 10 minutes.&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.&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. Colony CLs can increase clearance for free, Up to a certain level. It also gives you one free research chemical each time you buy clearance to help you with your studies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Disabled for now, Might be re-enabled so keeping this here&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;
--&amp;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. Any time you modify a chemical property of a reagent, Its OD threshold will decrease. &#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.&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. &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;
The Touch column indicates what this chemical will do when inhaled/sprayed upon a human or xenomorph.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- to add new properties, make a new page at Properties/[property name] and fill out the template on the root page Properties --&amp;gt;&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: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Antitoxic}}&lt;br /&gt;
{{:Properties/Anticorrosive}}&lt;br /&gt;
{{:Properties/Neogenetic}}&lt;br /&gt;
{{:Properties/Repairing}}&lt;br /&gt;
{{:Properties/Hemogenic}}&lt;br /&gt;
{{:Properties/Neutralizing}}&lt;br /&gt;
{{:Properties/Disrupting}}&lt;br /&gt;
{{:Properties/Nervestimulating}}&lt;br /&gt;
{{:Properties/Musclestimulating}}&lt;br /&gt;
{{:Properties/Painkilling}}&lt;br /&gt;
{{:Properties/Hematopeutic}}&lt;br /&gt;
{{:Properties/Nephropeutic}}&lt;br /&gt;
{{:Properties/Pneumopeutic}}&lt;br /&gt;
{{:Properties/Oculopeutic}}&lt;br /&gt;
{{:Properties/Cardiopeutic}}&lt;br /&gt;
{{:Properties/Neuropeutic}}&lt;br /&gt;
{{:Properties/Bonemending}}&lt;br /&gt;
{{:Properties/Fluxing}}&lt;br /&gt;
{{:Properties/Neurocrygenic}}&lt;br /&gt;
{{:Properties/Crystallization}}&lt;br /&gt;
{{:Properties/Photosensitive}}&lt;br /&gt;
{{:Properties/Antiparasitic}}&lt;br /&gt;
{{:Properties/Organstabilizing}}&lt;br /&gt;
{{:Properties/Electrogenetic}}&lt;br /&gt;
{{:Properties/Defibrillating}}&lt;br /&gt;
{{:Properties/Hyperdensificating}}&lt;br /&gt;
{{:Properties/Neuroshielding}}&lt;br /&gt;
{{:Properties/Antiaddictive}}&lt;br /&gt;
{{:Properties/Transformative}}&lt;br /&gt;
{{:Properties/Fueling}}&lt;br /&gt;
{{:Properties/Oxidizing}}&lt;br /&gt;
{{:Properties/Flowing}}&lt;br /&gt;
{{:Properties/Explosive}}&lt;br /&gt;
{{:Properties/Cardiostabilizing}}&lt;br /&gt;
{{:Properties/Aiding}}&lt;br /&gt;
{{:Properties/Oxygenating}}&lt;br /&gt;
{{:Properties/Anticarcinogenic}}&lt;br /&gt;
|}&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;
{{:Properties/Cryometabolizing}}&lt;br /&gt;
{{:Properties/Thanatometabolizing}}&lt;br /&gt;
{{:Properties/Excreting}}&lt;br /&gt;
{{:Properties/Nutritious}}&lt;br /&gt;
{{:Properties/Ketogenic}}&lt;br /&gt;
{{:Properties/Neuroinhibiting}}&lt;br /&gt;
{{:Properties/Alcoholic}}&lt;br /&gt;
{{:Properties/Hallucinogenic}}&lt;br /&gt;
{{:Properties/Relaxing}}&lt;br /&gt;
{{:Properties/Hyperthermic}}&lt;br /&gt;
{{:Properties/Hypothermic}}&lt;br /&gt;
{{:Properties/Balding}}&lt;br /&gt;
{{:Properties/Fluffing}}&lt;br /&gt;
{{:Properties/Allergenic}}&lt;br /&gt;
{{:Properties/Euphoric}}&lt;br /&gt;
{{:Properties/Emetic}}&lt;br /&gt;
{{:Properties/Psychostimulating}}&lt;br /&gt;
{{:Properties/Antihallucinogenic}}&lt;br /&gt;
{{:Properties/Hypometabolic}}&lt;br /&gt;
{{:Properties/Sedative}}&lt;br /&gt;
{{:Properties/Hyperthrottling}}&lt;br /&gt;
{{:Properties/Viscous}}&lt;br /&gt;
{{:Properties/Thermostabilizing}}&lt;br /&gt;
{{:Properties/Focusing}}&lt;br /&gt;
{{:Properties/Unknown}}&lt;br /&gt;
|}&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: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Hypoxemic}}&lt;br /&gt;
{{:Properties/Toxic}}&lt;br /&gt;
{{:Properties/Corrosive}}&lt;br /&gt;
{{:Properties/Biocidic}}&lt;br /&gt;
{{:Properties/Intravenous}}&lt;br /&gt;
{{:Properties/Paining}}&lt;br /&gt;
{{:Properties/Hemolytic}}&lt;br /&gt;
{{:Properties/Hemmorrhaging}}&lt;br /&gt;
{{:Properties/Carcinogenic}}&lt;br /&gt;
{{:Properties/Hepatotoxic}}&lt;br /&gt;
{{:Properties/Nephrotoxic}}&lt;br /&gt;
{{:Properties/Pneumotoxic}}&lt;br /&gt;
{{:Properties/Oculotoxic}}&lt;br /&gt;
{{:Properties/Cardiotoxic}}&lt;br /&gt;
{{:Properties/Neurotoxic}}&lt;br /&gt;
{{:Properties/Hypermetabolic}}&lt;br /&gt;
{{:Properties/Addictive}}&lt;br /&gt;
{{:Properties/Hemositic}}&lt;br /&gt;
|}&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: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Boosting}}&lt;br /&gt;
{{:Properties/Regulating}}&lt;br /&gt;
{{:Properties/Hypergenetic}}&lt;br /&gt;
{{:Properties/Fire penetrating}}&lt;br /&gt;
{{:Properties/DNA disintegrating}}&lt;br /&gt;
{{:Properties/Ciphering}}&lt;br /&gt;
{{:Properties/Crossmetabolizing}}&lt;br /&gt;
{{:Properties/Embryonic}}&lt;br /&gt;
{{:Properties/Ravening}}&lt;br /&gt;
{{:Properties/Curing}}&lt;br /&gt;
{{:Properties/Omnipotent}}&lt;br /&gt;
{{:Properties/Radius}}&lt;br /&gt;
{{:Properties/Intensity}}&lt;br /&gt;
{{:Properties/Duration}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Property Combinations===&lt;br /&gt;
You can combine some properties to create special properties, You don&#039;t actually need to do anything to combine them, Just have them both on the same chemical. &lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Properties Required&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#DFB|Defibrilating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#CDP|Cardiopeutic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#TMB|Thanatometabolizing]]&lt;br /&gt;
|[[Researcher#HPX|Hypoxemic]], [[Researcher#CMB|Cryometabolizing]], [[Researcher#NRC|Neurocrygenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HDN|Hyperdensificating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#BNM|Bonemending]], [[Researcher#CRG|Carcinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HTR|Hyperthrottling]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#HLG|Hallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#NRS|Neuroshielding]]&lt;br /&gt;
|[[Researcher#AOL|Alcoholic]], [[Researcher#BLD|Balding]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#AAD|Antiaddictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#AHL|Antihallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#ADT|Addictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#NRT|Neurotoxic]]&lt;br /&gt;
|-&lt;br /&gt;
|Abominations against god and man.&lt;br /&gt;
|[[Researcher#CIP|Ciphering]], [[Researcher#XMB|Crossmetabolizing]]&lt;br /&gt;
|-&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;
* 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;
* You can scan basic chemicals like Peridaxon and Oxycodone for properties like painkilling and organ-stabilizing.&lt;br /&gt;
* Scanning any new chemical without requested clearance will still give you points, including xenomorph blood.&lt;br /&gt;
* There are only 6 chemicals possible in hydroponics, 3 is clearance one and another 3 are clearance two.&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 also can print more of them in Medilathe. 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 make 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 alien blood 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 or the ChemMaster to split them. Afterwards, you can analyze the samples at the XRF Scanner. Each xenomorph has 560 &#039;units&#039; of blood - and it is split equally between whatever chemicals are present. For instance, a runner will have 280 units of catecholamine plasma, and 280 units of acidic blood. A queen will have 112 units of Dark Acidic Blood, 112 units of Pheromone Plasma, 112 units of Chitin Plasma, 112 units of Neurotoxin Plasma, and 112 units of Royal Plasma. Once this is drained, the xenomorph corpse is empty - if it is alive, however, it will slowly regenerate.&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 damage.&lt;br /&gt;
* Pheromone Plasma - Makes you high, &#039;&#039;&#039;fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.&#039;&#039;&#039;&lt;br /&gt;
* Catecholamine Plasma - &#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, Prevents being stunned by all neurotoxin.&#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;
&lt;br /&gt;
&#039;&#039;&#039;HOWEVER,&#039;&#039;&#039; 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 &#039;&#039;&#039;&#039;&#039;potentially&#039;&#039;&#039;&#039;&#039; 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 5X&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 5X clearance.&lt;br /&gt;
* Scan or re-scan Royal Plasma.&lt;br /&gt;
* Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator, called Ciphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc. Level 2, or Corrupt hives, are the only ones that can be made that are friendly.&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. It will also take some time to gestate.&lt;br /&gt;
* Infect monkey with an egg, or by injecting Egg plasma.&lt;br /&gt;
* Inject 5 units of your chemical containing Ciphering 2 before the 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;
=Dropship Upgrade=&lt;br /&gt;
&lt;br /&gt;
You have been provided tools and opportunity to create an upgrade for dropships. This upgrade, when done correctly, allows Pilots to see through their camera with night vision or with increased field of view. This is particularly beneficial for CAS as they can see what they are firing at.&lt;br /&gt;
&lt;br /&gt;
To start making it, you will need to find the property Photosensitive or Crystallization. The first gives night vision, the other gives an increase of view.&lt;br /&gt;
The power of matrix depends on the level of the properties, there can also be only one upgrade at a time, so choose carefully. After you found properties, print the matrix assembly at the autolathe, directly south of the medilathe. Insert the vial with the chemical in the matrix, make sure its full, free of any contaminants and contains the chemical with the said property, &#039;&#039;&#039;you cannot remove the vial after it`s inserted&#039;&#039;&#039; screw the matrix shut and tell a pilot to insert it into his weapons console. You can also insert an empty matrix to reset the upgrades.&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;
{{MarineSkills&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|intel=1&lt;br /&gt;
}}&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>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=25315</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=25315"/>
		<updated>2023-04-18T02:06:40Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: whoever wrote thank you jarek, I am coming for you.&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 = Second Lieutenant&lt;br /&gt;
|superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]]&lt;br /&gt;
|unlock = Five hours as medical roles.&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&#039;re a commissioned officer of the USCM, though you are not in the ship&#039;s chain of command. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. Your role involves a lot of 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, including xenomorph blood, or by gaining 5 points every 10 minutes.&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.&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. Colony CLs can increase clearance for free, Up to a certain level. It also gives you one free research chemical each time you buy clearance to help you with your studies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Disabled for now, Might be re-enabled so keeping this here&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;
--&amp;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. Any time you modify a chemical property of a reagent, Its OD threshold will decrease. &#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.&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. &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;
The Touch column indicates what this chemical will do when inhaled/sprayed upon a human or xenomorph.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- to add new properties, make a new page at Properties/[property name] and fill out the template on the root page Properties --&amp;gt;&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: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Antitoxic}}&lt;br /&gt;
{{:Properties/Anticorrosive}}&lt;br /&gt;
{{:Properties/Neogenetic}}&lt;br /&gt;
{{:Properties/Repairing}}&lt;br /&gt;
{{:Properties/Hemogenic}}&lt;br /&gt;
{{:Properties/Neutralizing}}&lt;br /&gt;
{{:Properties/Disrupting}}&lt;br /&gt;
{{:Properties/Nervestimulating}}&lt;br /&gt;
{{:Properties/Musclestimulating}}&lt;br /&gt;
{{:Properties/Painkilling}}&lt;br /&gt;
{{:Properties/Hematopeutic}}&lt;br /&gt;
{{:Properties/Nephropeutic}}&lt;br /&gt;
{{:Properties/Pneumopeutic}}&lt;br /&gt;
{{:Properties/Oculopeutic}}&lt;br /&gt;
{{:Properties/Cardiopeutic}}&lt;br /&gt;
{{:Properties/Neuropeutic}}&lt;br /&gt;
{{:Properties/Bonemending}}&lt;br /&gt;
{{:Properties/Fluxing}}&lt;br /&gt;
{{:Properties/Neurocrygenic}}&lt;br /&gt;
{{:Properties/Crystallization}}&lt;br /&gt;
{{:Properties/Photosensitive}}&lt;br /&gt;
{{:Properties/Antiparasitic}}&lt;br /&gt;
{{:Properties/Organstabilizing}}&lt;br /&gt;
{{:Properties/Electrogenetic}}&lt;br /&gt;
{{:Properties/Defibrillating}}&lt;br /&gt;
{{:Properties/Hyperdensificating}}&lt;br /&gt;
{{:Properties/Neuroshielding}}&lt;br /&gt;
{{:Properties/Antiaddictive}}&lt;br /&gt;
{{:Properties/Transformative}}&lt;br /&gt;
{{:Properties/Fueling}}&lt;br /&gt;
{{:Properties/Oxidizing}}&lt;br /&gt;
{{:Properties/Flowing}}&lt;br /&gt;
{{:Properties/Explosive}}&lt;br /&gt;
{{:Properties/Cardiostabilizing}}&lt;br /&gt;
{{:Properties/Aiding}}&lt;br /&gt;
{{:Properties/Oxygenating}}&lt;br /&gt;
{{:Properties/Anticarcinogenic}}&lt;br /&gt;
|}&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;
{{:Properties/Cryometabolizing}}&lt;br /&gt;
{{:Properties/Thanatometabolizing}}&lt;br /&gt;
{{:Properties/Excreting}}&lt;br /&gt;
{{:Properties/Nutritious}}&lt;br /&gt;
{{:Properties/Ketogenic}}&lt;br /&gt;
{{:Properties/Neuroinhibiting}}&lt;br /&gt;
{{:Properties/Alcoholic}}&lt;br /&gt;
{{:Properties/Hallucinogenic}}&lt;br /&gt;
{{:Properties/Relaxing}}&lt;br /&gt;
{{:Properties/Hyperthermic}}&lt;br /&gt;
{{:Properties/Hypothermic}}&lt;br /&gt;
{{:Properties/Balding}}&lt;br /&gt;
{{:Properties/Fluffing}}&lt;br /&gt;
{{:Properties/Allergenic}}&lt;br /&gt;
{{:Properties/Euphoric}}&lt;br /&gt;
{{:Properties/Emetic}}&lt;br /&gt;
{{:Properties/Psychostimulating}}&lt;br /&gt;
{{:Properties/Antihallucinogenic}}&lt;br /&gt;
{{:Properties/Hypometabolic}}&lt;br /&gt;
{{:Properties/Sedative}}&lt;br /&gt;
{{:Properties/Hyperthrottling}}&lt;br /&gt;
{{:Properties/Viscous}}&lt;br /&gt;
{{:Properties/Thermostabilizing}}&lt;br /&gt;
{{:Properties/Focusing}}&lt;br /&gt;
{{:Properties/Unknown}}&lt;br /&gt;
|}&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: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Hypoxemic}}&lt;br /&gt;
{{:Properties/Toxic}}&lt;br /&gt;
{{:Properties/Corrosive}}&lt;br /&gt;
{{:Properties/Biocidic}}&lt;br /&gt;
{{:Properties/Intravenous}}&lt;br /&gt;
{{:Properties/Paining}}&lt;br /&gt;
{{:Properties/Hemolytic}}&lt;br /&gt;
{{:Properties/Hemmorrhaging}}&lt;br /&gt;
{{:Properties/Carcinogenic}}&lt;br /&gt;
{{:Properties/Hepatotoxic}}&lt;br /&gt;
{{:Properties/Nephrotoxic}}&lt;br /&gt;
{{:Properties/Pneumotoxic}}&lt;br /&gt;
{{:Properties/Oculotoxic}}&lt;br /&gt;
{{:Properties/Cardiotoxic}}&lt;br /&gt;
{{:Properties/Neurotoxic}}&lt;br /&gt;
{{:Properties/Hypermetabolic}}&lt;br /&gt;
{{:Properties/Addictive}}&lt;br /&gt;
{{:Properties/Hemositic}}&lt;br /&gt;
|}&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: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
! style=&amp;quot;width: 15%; margin: auto;&amp;quot; |Touch&lt;br /&gt;
{{:Properties/Boosting}}&lt;br /&gt;
{{:Properties/Regulating}}&lt;br /&gt;
{{:Properties/Hypergenetic}}&lt;br /&gt;
{{:Properties/Fire penetrating}}&lt;br /&gt;
{{:Properties/DNA disintegrating}}&lt;br /&gt;
{{:Properties/Ciphering}}&lt;br /&gt;
{{:Properties/Crossmetabolizing}}&lt;br /&gt;
{{:Properties/Embryonic}}&lt;br /&gt;
{{:Properties/Ravening}}&lt;br /&gt;
{{:Properties/Curing}}&lt;br /&gt;
{{:Properties/Omnipotent}}&lt;br /&gt;
{{:Properties/Radius}}&lt;br /&gt;
{{:Properties/Intensity}}&lt;br /&gt;
{{:Properties/Duration}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Property Combinations===&lt;br /&gt;
You can combine some properties to create special properties, You don&#039;t actually need to do anything to combine them, Just have them both on the same chemical. &lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Properties Required&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#DFB|Defibrilating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#CDP|Cardiopeutic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#TMB|Thanatometabolizing]]&lt;br /&gt;
|[[Researcher#HPX|Hypoxemic]], [[Researcher#CMB|Cryometabolizing]], [[Researcher#NRC|Neurocrygenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HDN|Hyperdensificating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#BNM|Bonemending]], [[Researcher#CRG|Carcinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HTR|Hyperthrottling]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#HLG|Hallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#NRS|Neuroshielding]]&lt;br /&gt;
|[[Researcher#AOL|Alcoholic]], [[Researcher#BLD|Balding]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#AAD|Antiaddictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#AHL|Antihallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#ADT|Addictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#NRT|Neurotoxic]]&lt;br /&gt;
|-&lt;br /&gt;
|Use this to make a&lt;br /&gt;
|[[Researcher#CIP|Ciphering]], [[Researcher#XMB|Crossmetabolizing]]&lt;br /&gt;
|-&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;
* 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;
* You can scan basic chemicals like Peridaxon and Oxycodone for properties like painkilling and organ-stabilizing.&lt;br /&gt;
* Scanning any new chemical without requested clearance will still give you points, including xenomorph blood.&lt;br /&gt;
* There are only 6 chemicals possible in hydroponics, 3 is clearance one and another 3 are clearance two.&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 also can print more of them in Medilathe. 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 make 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 alien blood 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 or the ChemMaster to split them. Afterwards, you can analyze the samples at the XRF Scanner. Each xenomorph has 560 &#039;units&#039; of blood - and it is split equally between whatever chemicals are present. For instance, a runner will have 280 units of catecholamine plasma, and 280 units of acidic blood. A queen will have 112 units of Dark Acidic Blood, 112 units of Pheromone Plasma, 112 units of Chitin Plasma, 112 units of Neurotoxin Plasma, and 112 units of Royal Plasma. Once this is drained, the xenomorph corpse is empty - if it is alive, however, it will slowly regenerate.&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 damage.&lt;br /&gt;
* Pheromone Plasma - Makes you high, &#039;&#039;&#039;fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.&#039;&#039;&#039;&lt;br /&gt;
* Catecholamine Plasma - &#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, Prevents being stunned by all neurotoxin.&#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;
&lt;br /&gt;
&#039;&#039;&#039;HOWEVER,&#039;&#039;&#039; 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 &#039;&#039;&#039;&#039;&#039;potentially&#039;&#039;&#039;&#039;&#039; 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 5X&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 5X clearance.&lt;br /&gt;
* Scan or re-scan Royal Plasma.&lt;br /&gt;
* Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator, called Ciphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc. Level 2, or Corrupt hives, are the only ones that can be made that are friendly.&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. It will also take some time to gestate.&lt;br /&gt;
* Infect monkey with an egg, or by injecting Egg plasma.&lt;br /&gt;
* Inject 5 units of your chemical containing Ciphering 2 before the 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;
=Dropship Upgrade=&lt;br /&gt;
&lt;br /&gt;
You have been provided tools and opportunity to create an upgrade for dropships. This upgrade, when done correctly, allows Pilots to see through their camera with night vision or with increased field of view. This is particularly beneficial for CAS as they can see what they are firing at.&lt;br /&gt;
&lt;br /&gt;
To start making it, you will need to find the property Photosensitive or Crystallization. The first gives night vision, the other gives an increase of view.&lt;br /&gt;
The power of matrix depends on the level of the properties, there can also be only one upgrade at a time, so choose carefully. After you found properties, print the matrix assembly at the autolathe, directly south of the medilathe. Insert the vial with the chemical in the matrix, make sure its full, free of any contaminants and contains the chemical with the said property, &#039;&#039;&#039;you cannot remove the vial after it`s inserted&#039;&#039;&#039; screw the matrix shut and tell a pilot to insert it into his weapons console. You can also insert an empty matrix to reset the upgrades.&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;
{{MarineSkills&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|intel=1&lt;br /&gt;
}}&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>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=25313</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=25313"/>
		<updated>2023-04-17T19:05:17Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: QC removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
! Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Advanced_first-aid_kit.png]] {{Anchor|Brute}}[[#Brute|Brute]]&lt;br /&gt;
||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chemistry#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Fire_first-aid_kit.png]] {{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chemistry#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chemistry#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Toxinfirstaid.png]] {{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Oxygen_deprivation_first_aid.png]] {{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chemistry#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Radiation_first-aid_kit.png]] {{Anchor|Genetic}}[[#Genetic|Genetic]]&lt;br /&gt;
||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation.&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chemistry#Nutriment|Nutriment]] (food or [[Chemistry#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area and wait for it to fully heal.&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area to stop the bleeding.&lt;br /&gt;
* Waiting for the wound to clot once treated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&amp;lt;!--* [[Chemistry#Bicaridine|Bicaridine overdoses heal IB, but &#039;&#039;&#039;only if all brute damage has been dealt with already.&#039;&#039;&#039;]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chemistry#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chemistry#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chemistry#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect. Additionally, some patients may have an &#039;opiate receptor deficiency&#039; and will only have 75% of the standard painkilling effect - but also only 75% of the overdose effect, barring oxygen damage.&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife by &#039;&#039;&#039;activating&#039;&#039;&#039; it (default hotkey: &amp;quot;&#039;&#039;&#039;Z&#039;&#039;&#039;&amp;quot;).&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] can remove objects, but only if the object in question is deeply embedded or too small to remove with a regular knife.&lt;br /&gt;
* Click on others &#039;&#039;&#039;in help intent and surgery mode active&#039;&#039;&#039; with a knife in hand to remove shrapnel from them. Note that only those with medical skills get access to surgery mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit, pain slowdown or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]] Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WeylandMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
*&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other pill bottles exist but have the same dosage and OD listed in the [[#Autoinjectors | autoinjector]] section. Unless they are custom made from chemistry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit, pain slowdown or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal and external bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chemistry#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chemistry#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| {{Sensormate_Description}} If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item that heals 5 burn damage once applied and fixes it over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Injects 5 units per use. Can be empty or preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected like a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 15 charges and goes yellow when 5 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
||Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use. &lt;br /&gt;
*Bad for performing surgery, but better than nothing&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*Utterly useless for performing surgery&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Portable Surgical Bed}}[[File:FieldSurgicalBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Surgical Bed&#039;&#039;&#039;&lt;br /&gt;
|| A collapsible bed used for field surgery. Functions in the same way as a roller bed but cannot be moved when deployed.&lt;br /&gt;
*Excellent for performing surgery, second only to a proper operating table&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Surgical Line}}[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|| A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cryo.gif]] Cryogenic Chambers || &lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Setting up Cryo &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two [[Chemistry#cryoxadone|Cryoxadone]] small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While [[Chemistry#clonexadone|Clonexadone]] is a fairly efficient medical chem (and [[Chemistry#cryoxadone|Cryoxadone]] to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like [[Chemistry#nutriment|Nutriment]], [[Chemistry#alkysine|Alkysine]], [[Chemistry#imidazoline|Imidazoline]], [[Chemistry#dermaline|Dermaline]] etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sleeper.gif]][[File:Console.gif]] Sleepers || To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]] Advanced Body Scanner || To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AutoDoc.png|32px]] AutoDoc || The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
#CPR can also extend the timer of dead marines that are still revivable. The default time a marine has after death is 5 minutes before becoming clinically declared dead. (Permanent death)&lt;br /&gt;
#If the person you are CPRing is deceased, doing CPR requires 4 seconds and adds 7 seconds to the dead marine&#039;s defibbable status timer. You have to wait between CPR pumps at least 3 seconds or else the CPR fails. If you fail a CPR pump due to pumping too quickly, you must still wait at least the full 3 seconds before you can attempt another successful CPR pump. Failing CPR does not increase the time the person has before they become permanently dead.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Shipside roles such as nurse, doctor, researcher, and CMO, have high medical skill and require only three seconds to CPR. Count to four seconds if you are performing CPR on a deceased marine as one of these roles.&lt;br /&gt;
*Moving will interrupt CPR. Switching hands while the CPR is winding up will *not* interrupt CPR. You can administer medication while performing CPR.&lt;br /&gt;
&lt;br /&gt;
==Procedure for Reviving Non-Breathing Patients[[File:Defibrillator.png]]==&lt;br /&gt;
#Locate non-breathing patient with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Scan the patient with a health analyzer.&lt;br /&gt;
#If the sum of the patient&#039;s brute, burn, oxygen, and toxins damage is less than 200, proceed to strip armor and defibrillate. Recognize that oxygen damage can be ignored if you plan on using epinephrine. Otherwise, apply trauma and burn kits to all untreated parts of the patient&#039;s body. Pro tip: Using your numpad keys allows you to quickly cycle through limbs to decrease the total time required to kit them.&lt;br /&gt;
#Scan the patient again. If the sum of the patient&#039;s summed damage is less than 200, proceed to strip armor and defibrillate. Otherwise, consider performing tend wounds surgery. Remember that tend wounds with surgical line repairs 10 damage every 2 seconds, or 300 damage per minute if uninterrupted. If you can bring their damage under 200 damage with tend wounds before the patient&#039;s revival timer expires, proceed to tend wounds. Otherwise, apply CPR while asking nearby medics and marines to perform CPR on the patient while you perform tend wounds surgery. One marine is enough for CPR. If there are extra medics available ask them to tend wounds along with you. If there are no marines nearby, consider pulling the patient to marines that can perform CPR. Once someone is performing CPR, continue on to tend wounds.&lt;br /&gt;
#Tend wounds (Target an area of the body of the patient that has the highest amount of brute and burn damage. Use surgical line for brute and synthgraft for burns. Hold the surgical line in your hand and click the patient with the help intent and surgery intent enabled). The surgery will repeat until no more burn or brute damage can be resolved upon that limb, upon which you may target another area of the body and repeat. Scan periodically with a health analyzer to keep an eye on the patient&#039;s summed damage. Repeat until you run out of limbs to treat or summed brute and burn damage drop below 200.&lt;br /&gt;
#Strip armor of the patient. (Click-drag the patient to your character and select the armor in their armor slot. Do not move or switch hands until the wind-up has elapsed or stripping will cancel)&lt;br /&gt;
#Apply the defibrillator. Take the defibrillator out of your bag, press Z while the defibrillator is in your active hand to pop the handles out of their housing, and click the patient. If you are successful, after seven seconds of windup chimes the defibrillator will shock your patient and revive them. Do not move while the windup is occurring, or the defibrillation will cancel. While the defibrillator is winding up, you may swap to your other hand and begin feeding the patient pills or applying auto injectors. Repeat defibrillation until the patient has been revived. (Toggling belt mode on your medical belt to remove pills directly from bottles on click or middle clicking to open pill bottles without having them in your hand may help with this).&lt;br /&gt;
#Continue to treat the patient until they are stable.&lt;br /&gt;
#You can also apply necessary medicine BEFORE resuscitation but it will not be metabolized until the patient is living again. (You can give inaprovaline before reviving to stabilize them after they are resuscitated.)&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt, in addition to clearing all oxygen damage on revival. ([12 + 16 brute and 16 burns] healed damage instead of [12 + 4 brute and 4 burns]). Note that epinephrine and inaprovaline are present in revival mixture available in squad medic preparation vendors.&lt;br /&gt;
#If you see a marine with an orange line on your HUD that has a lot of damage when scanned, ask a nearby marine to &amp;quot;CPR!&amp;quot; if any are in the vicinity.&lt;br /&gt;
#And please, don&#039;t ever give up if you see someone with over 200 damage. You can use advanced trauma and burn kits while defibbing with your other hand. You can also inject epinephrine while defibbing. Don&#039;t give up. Keep going. Save that marine!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Revival icons ===&lt;br /&gt;
If the icon has a red square around it when it is still green/yellow/orange, that means the client of the dead player has disconnected. It is still possible for them to come back.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DNR_LightningBolt_Icon.png|128px]]  || The red flatline icon states they have voluntarily opted out of being revived, and or their client has been disconnected. This can also be because the player was banned while they were dead. This is commonly referred to as &amp;quot;DNR, or Do Not Resuscitate, or dead dead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Resuscitation_LightningBolt_Icon.png|128px]]  || The green heart rate icon states they are revivable and have 5 minutes to be resuscitated (assuming no CPR is applied). &lt;br /&gt;
|-&lt;br /&gt;
| [[File:huddeadclose.png|128px]] || The solid yellow heart rate indicates some time has passed since they were last breathing and they are coming closer to becoming unrevivable. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Almostdeadframe1.png|128px]] [[File:Almostdeadframe2.png]] || The flashing orange and red heart rate indicates their defib timer has almost expired. If you see it going from solid yellow to flashing orange and red, it means the marine has exactly 1 minute left unless being CPR&#039;d to increase their defib timer. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Broken_Heart_defib_icon.gif|128px]] || The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:skull_Icon.png|128px]] || The skull icon indicates they are not able to be revived. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*If you receive the message &amp;quot;Their eyes are blank and there are no signs of life&amp;quot; when you check their status (stand adjacent to the subject, right click their sprite, and select Check-status).&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 25% chance of dealing 5 heart damage each time a shock is successfully applied. This is significant, as heart damage between 1 and 10 reduces effective blood volume by 80%, which, in turn, assuming the marine has full blood, will cause 20 oxygen damage on its own. Try to keep the patient alive after first defibrillation to minimize heart damage dealt. If at all possible when reducing damage in preparation for revival, prefer to apply brute and burn kits and suture over repeated defibrillations, as both methods reduce damage at a higher rate than defibrillating and do not incur heart damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when its windup is completed and the shock is applied. There is also a brief delay after activating one before you can use it.&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them. Synthetics need to have their head attached to their torso and have combined total damage below 200 points. Defibs do not repair damage on dead synthetics like they do on humans, you must repair the excess damage first.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
By IV Stand&lt;br /&gt;
*Ensure a blood bag of compatible blood type is loaded into the IV stand. (You can unload a blood bag from an IV stand by clicking on the stand with an empty hand to check its blood bag if it is already loaded. Otherwise, you can load a bag into an IV stand by clicking it while the bag is in your active hand).&lt;br /&gt;
*Move the IV so that it is adjacent to your patient. (control click the IV stand to grab it. Then to move the stand, either move your character to pull the stand behind you or twice-click a tile adjacent to the stand to move the stand to that tile while the hand with the &amp;quot;UP-GRADE&amp;quot; sprite representing your grasp on the IV is active)&lt;br /&gt;
*Insert the IV into your patient&#039;s arm (click-drag the IV stand to your patient. No need to target the arm.)&lt;br /&gt;
*Your patient can move freely in a 7-tile wide square centered on the IV stand with the IV remaining in their arm.&lt;br /&gt;
*When you are satisfied with the amount of blood that has been transferred, remove the IV from the patient&#039;s arm (click-drag the IV stand to your patient again).&lt;br /&gt;
By Syringe&lt;br /&gt;
*Ensure you have a blood bag with blood compatible with the human you are transferring blood to. If it is O- blood, it is safely transfusable to humans with any blood type.&lt;br /&gt;
*Ensure the syringe is empty by verifying the interior of the syringe is colored black and there is green text underneath that says &amp;quot;DRAW&amp;quot;.&lt;br /&gt;
*With the syringe in your active hand, click the blood bag three times to draw 15u of blood. The interior of the syringe will be colored red and there should be orange text underneath that says &amp;quot;INJECT&amp;quot;.&lt;br /&gt;
*With the syringe in your hand click the human you wish to transfer blood to three times to transfer 15u of blood. &#039;&#039;&#039;Ensure harm intent is not enabled. If harm intent is enabled the syringe will break.&#039;&#039;&#039; If the target human is yourself, the blood will be transferred instantly. If the target human is not you, there will be a short windup before the blood will be transferred. You do not need to wait for the windup for the transfer of the first 5u of blood to complete before clicking again to initiate the windup for the transfer of the second and third 5u of blood.&lt;br /&gt;
*Repeat this process until you are satisfied with the amount of blood transferred&lt;br /&gt;
Additional information&lt;br /&gt;
*Alternately you can extract blood from a human if they have the right blood type by hooking them up to an IV with an empty blood pack or by using an empty syringe on them.&lt;br /&gt;
*Even after you&#039;ve transfused blood into your patient, if they have been lacking blood for a while they are likely hungry. Ask them to eat!&lt;br /&gt;
*Not being too hungry enables you to regenerate blood. If you do not have access to blood transfusion or hemogenic iron generating drugs, advise your patient to eat food.&lt;br /&gt;
*Iron has the hemogenic trait, meaning when this reagent is in your system it regenerates blood volume.&lt;br /&gt;
*Sugar reduces a patient&#039;s hunger, enabling them to naturally regenerate blood slowly over time.&lt;br /&gt;
*Iron pills or combination iron-sugar pills are available aboard the Almayer from the pharmacy in medbay lower decks or from the Research pharmacy in medbay upper decks. Take advantage!&lt;br /&gt;
*Remember that in a pinch, hot cocoa also provides nutriments similar to food, and that flasks filled with hot cocoa, MRE&#039;s, protein bars, and vendor meals can all fit compactly into a med kit and are generally available to all roles!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General Tips=&lt;br /&gt;
&amp;lt;!--*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery. --&amp;gt;&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;br /&gt;
&lt;br /&gt;
= Community guides and tutorials =&lt;br /&gt;
[https://www.youtube.com/watch?v=py5JJjGlhO0 Medical Tutorial] - By C4xmaniac, George Franks/Virgil&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=25312</id>
		<title>Synthetic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetic&amp;diff=25312"/>
		<updated>2023-04-17T19:02:41Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: QC removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SYNTHETIC&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Synth.png&lt;br /&gt;
|jobtitle = Synthetic&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|superior = [[Commanding Officer]], the Human crew&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 Synthetic Whitelist].&lt;br /&gt;
|duties = Assist the acting Commander and Marine forces to the best of your abilities. &lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = &lt;br /&gt;
You are a Synthetic! You are held to a higher standard and are required to obey not only the Server Rules but Marine Law &amp;lt;br&amp;gt;&lt;br /&gt;
and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all&amp;lt;br&amp;gt;&lt;br /&gt;
USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and&amp;lt;br&amp;gt;&lt;br /&gt;
specialization possible on-board the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
As the Synthetic you answer to the acting commanding officer. Special circumstances may change this!.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;I may be synthetic, but I&#039;m not stupid.&amp;quot;&#039;&#039; ―Bishop, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
===What is a synthetic?===&lt;br /&gt;
A &#039;&#039;&#039;Synthetic&#039;&#039;&#039; is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren&#039;t affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a &amp;quot;meh&amp;quot; face inside of it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics are usually known as &amp;quot;Working Joes&amp;quot; and have more health and damage resistance then their later counterparts due to the more rugged materials they&#039;re made of, additionally leading to them being slower than newer manufactured models, as well as being insulated. [[#1st_Generation_Skillset|However due to their more robust nature their computing is lacking in some skilled areas]]. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their [[#2nd Generation and 3rd Generation Skillsets|wide array of knowledge and skills.]]&lt;br /&gt;
&lt;br /&gt;
Third generation synthetics are similar to Second generation synthetics mechanics-wise. Unlike the Second generation synthetics however, Third generation synthetics use more advanced synthetic material to allow them to appear more human-like, using regular skin tones of a human person.&lt;br /&gt;
&lt;br /&gt;
===The Role===&lt;br /&gt;
As a synth you&#039;ll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you&#039;ll be required &#039;&#039;&#039;to help others through being a non-combat support role&#039;&#039;&#039;. In regards to self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, &#039;&#039;&#039;not&#039;&#039;&#039; to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
===[[File:Surplus_Vendor.png|64px]] Synthetic Equipment Rack [[File:Surplus_Vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniforms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Uniform:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medical_Scrubs_Green.png]]&lt;br /&gt;
&#039;&#039;&#039;Medical Scrubs, Green&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue green medical scrubs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Old_Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Outdated Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The previous standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthetic_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard-issue synthetic uniform.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Jumpsuit.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A standard-issue Marine uniform, normally only worn by USCM combat personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JoeUniform.png]]&lt;br /&gt;
&#039;&#039;&#039;Working Joe Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A cheap uniform made for Synthetic labor.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Webbings&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Webbings:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Brown_webbing_vest.png]]&lt;br /&gt;
&#039;&#039;&#039;Brown Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Webbing.png]]&lt;br /&gt;
&#039;&#039;&#039;Webbing&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Surgvest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Greenish synthcotton vest purpose made for carrying surgical tools in 12 self-sterilizing pockets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shoes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Shoes:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:White_Shoes.png]]&lt;br /&gt;
&#039;&#039;&#039;White Shoes&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Comfortable white shoes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Helmets&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Expedition_cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Expedition Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|It&#039;s a cap, with flaps. ALMAYER reads across a patch stitched to the front.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hard_Hat.png]]&lt;br /&gt;
&#039;&#039;&#039;Hard Hat (Orange)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Green_Surgical_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Green Surgical Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to keep hair out of your patient during a surgical operation.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Welding_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Welding Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flips down to protect the user from damaging their eyes when welding.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suit&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Suits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hazard_Vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Hazard Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering hazard vest.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue medical labcoat.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Researchers_Labcoat.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Researchers Labcoat&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A labcoat designed for researchers in scientific fields.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synth_IMP_vest.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M3A1 Synthetic Utility Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A suit vest purpose-made for synthetics and based off of the M3 pattern armors, complete with a shoulder-mounted flashlight and a suit storage slot. Provides no protection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gloves&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Gloves:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Latex_Gloves.png]]&lt;br /&gt;
&#039;&#039;&#039;Latex Gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Helps protect against causing infections when performing surgery.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are fire resistant. Now no longer limited to MP personnel!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Backpacks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Backpacks:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Synthpack.png]]&lt;br /&gt;
&#039;&#039;&#039;S-V42 prototype smartpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A joint project between the USCM and W-Y. It is said to be top-class engineering and state of the art technology. Given to USCM deployed Synthetic units and the intended usage involve assisting in battlefield support. WARNING - User is advised to take precautions. Has the storage of a satchel and can be opened like one. Comes in blue, green and tan colors.&lt;br /&gt;
&lt;br /&gt;
*To recharge the backpack, go up to an apc while wearing the backpack and click on the apc in grab intent.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Abilities&lt;br /&gt;
!Description&lt;br /&gt;
!Charge Cost&lt;br /&gt;
|-&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|[[File:Protective Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Protective Form&#039;&#039;&#039;&lt;br /&gt;
|Reduces brute and burn damage taken by 80%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will be unable to attack whilst this ability is active.&#039;&#039;&#039;&lt;br /&gt;
|width=100| 50 Charge&lt;br /&gt;
 |-&lt;br /&gt;
 |width=100|[[File:Immobile Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Immobile Form&#039;&#039;&#039;&lt;br /&gt;
| Immobilses you so that you won&#039;t be pushed about.&lt;br /&gt;
|width=100| 20 Charge&lt;br /&gt;
|-&lt;br /&gt;
 |width=100|[[File:Repair Form.png]]&lt;br /&gt;
&#039;&#039;&#039;Repair Form&#039;&#039;&#039;&lt;br /&gt;
| Repairs a moderate amount of sustained damage.&lt;br /&gt;
|width=100| 100 Charge &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:150px;&amp;quot;|&#039;&#039;&#039;Belts:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig (Full)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_lifesaver_bag.png]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[Marine_Equipment#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Pouch:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Autoinjector-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:const-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A pouch designed to holster construction materials.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:document-pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Document Pouch|&#039;&#039;&#039;Large Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch used to hold documents for safe keeping. This is the large version of the pouch, identical to the one used by the Intelligence Officers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed [[File:NanoMed.png]] on the Almayer and Dropships.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flare-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Large pouch able to hold a wide array of medical supplies.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Medkit-pouch.png|64px]]&lt;br /&gt;
[[Marine_Equipment#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Special issue pouch, able to hold a medkit.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png]]&lt;br /&gt;
[[Marine_Equipment#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Designed to hold all your different types of tools.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Masks&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Mask:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sterile_mask.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sterile Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A mask designed to help prevent the spread of diseases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[File:new auxiliary gear rack.PNG|64px]] Auxiliary Gear Rack  [[File:new auxiliary gear rack.PNG|64px]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Engineering Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Airlock Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of a door.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Entrenching_Tool_Unfolded.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for digging and filling up sandbags, as well as deconstructing them. Can be folded to fit in a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Powercell.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;High Capacity Power Cell&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used for powering various devices that require power. 10,000W.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lightreplacer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Light Replacer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Can be used to instantly replace broken lights with fresh new ones. Limited charges.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Multitool.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Multitool&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to hack doors/vendors along with disabling mines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Circuitboard.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;APC Circuit Board&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used in the construction or maintenance of Area Power Networks (APC).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue engineering welding glasses. Wear on eyes for best effect. (Obtainable from the Synthetic Snowflake Vendor for 12 points)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Welder.gif|64px]]&#039;&#039;&#039;Industrial Blowtorch&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|An industry standard version of the blowtorch. Holds more fuel than the normal versions and functions the same. Contains 40 units of welding fuel.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Supplies&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Medical Supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Burn Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high burn damage.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Adv Trauma Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to treat moderate to high brute damage. Also treats mild infections.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Advanced_first-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:12 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Advanced first aid kit with more complicated medical supplies.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-aid_kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Aid Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic first aid kit with basic medical supplies. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MedEvac Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics can activate the beacon and it can only be used outdoors.&#039;&#039;&#039;). A Collapsed Stretcher can be folded by dragging it onto yourself. &#039;&#039;&#039;You can also attach a body bag or a stasis bag onto the stretcher.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical Splints&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to hold that broken/fractured bone of yours in place so you don&#039;t die.&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. &#039;&#039;&#039;You can attach a body bag or a stasis bag onto a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Used to store critically injured patients.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:PillBottle.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pillbottle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend a pill bottle (16 pills) filled with any one of the following chemicals.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Dexalin&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Peridaxon&lt;br /&gt;
* Tramadol&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autoinjector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point each&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* &#039;&#039;&#039;Dexalin+&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Epinephrine&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Dylovene&lt;br /&gt;
* Inaprovaline&lt;br /&gt;
* Kelotane&lt;br /&gt;
* &#039;&#039;&#039;Oxycodone&#039;&#039;&#039; Costs:2 points&lt;br /&gt;
* Tramadol&lt;br /&gt;
* &#039;&#039;&#039;Tricord&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
See [[Guide_to_Medicine#Defibrillator_Usage|Defibrillator Usage]].&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical_Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#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; | A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:4 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Medical HUD Glasses&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:N/A&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| {{Sensormate_Description}} (Can be obtained from Synthetic Snowflake Vendor for 12 points) (NOTE: As a 3rd Gen Synthetic, you have an in-built medical HUD, so this item isn&#039;t required for you.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Other supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Other supplies:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Motion_Detector.gif|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode). You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Whistle.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Fulton_Device.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fulton Recovery Device&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Space_Cleaner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Space Cleaner&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:2 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A spray bottle of space cleaner. For quickly cleaning the floors of anything that has spilled or died on it. &lt;br /&gt;
Holds 250 units of space cleaner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[File:Experimental_vendor.png|64px]] Experimental Vendor [[File:Experimental_vendor.png|64px]]===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note: You have 45 points to spend on equipment for the operation, via inserting the token from your equipment rack.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Experimental Tools&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;Tool:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width: 825px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Autocompressor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Autocompressor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A device that gives regular compression to the victim&#039;s ribcage, used in case of urgent heart issues. Click a person with it to place it on them.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Backpack_Firefighting_Watertank.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Backpack Firefighting Watertank&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A refrigerated and pressurised backpack tank with an extinguisher nozzle, intended to fight fires and plug hull breaches. Can swap between extinguisher, metal foam launcher and a smaller scale metal foamer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding 5px;&amp;quot; |[[File:B5_Breaching_Hammer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;B5 Breaching Hammer&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls, but looks way too heavy for a human to use. Fits on the back slot like a fire-axe.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact_defib.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Defibrillator&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This particular defibrillator has halved charge capacity compared to the standard emergency defibrillator, but can fit in your pocket. Has 10 charges.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Compact_Nailgun.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Compact Nailgun Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Cannot fire nails offensively due to a lack of a gas seal around the nail, meaning it cannot build up the pressure to fire.  Comes with three magazines - one loaded, and two spare.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Crew_monitor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Crew Monitor&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A tool used to get coordinates to deployed personnel. It was invented after it was found out 3/4 command officers couldn&#039;t read numbers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_meson_googles.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Meson Googles&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An improved but experimental version of the standard issue meson goggles, due to increased complexity these can only be worn by synthetics. Allows for full night vision and viewing of the surroundings. Click it to toggle.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Portadialysis.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Dialysis Machine&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A man-portable dialysis machine, with a small internal battery that can be recharged. Filters out all foreign compounds from the bloodstream of whoever it&#039;s attached to, but also typically ends up removing some blood as well.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Telebaton.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Telescopic Baton&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A compact yet rebalanced personal defense weapon. Can be concealed when folded.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synthetic Functionality===&lt;br /&gt;
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
* Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law. &lt;br /&gt;
* Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don&#039;t conflict with Marine Law.&lt;br /&gt;
*Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)&lt;br /&gt;
&lt;br /&gt;
=== Combat Restrictions ===&lt;br /&gt;
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)&lt;br /&gt;
===[[File:First_Gen_Synth.png]]Colony Synthetic Skillset[[File:First_Gen_Synth.png]]===&lt;br /&gt;
&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=1&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===[[File:Synth.png]]Shipside Synthetic Skillset[[File:Synth.png]]===&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?10-Synthetic-Programming-and-Guidelines Synthetic Programming and Guidelines]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?940-How-to-Become-a-Synthetic Guide to Becoming a Synthetic] by Jakkkk&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?5378-Synthetics-and-You-A-brief-primer Synthetics And You] by 50RemAndCounting&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=25311</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemistry&amp;diff=25311"/>
		<updated>2023-04-17T18:58:06Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: QC remofed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Header&lt;br /&gt;
 |PrimaryColor = #C90000&lt;br /&gt;
 |SecondaryColor = #ffffff&lt;br /&gt;
 |HeaderContent = OOC Note&lt;br /&gt;
 |SubContent = Only [[Doctor|Doctors]], [[Researcher|Researchers]], [[Nurse|Nurses]] and the [[Chief Medical Officer|CMO]] should be messing with chemical substances. [[Squad Medic|Squad Medics]] should be aware of overdose thresholds and medications that cause harm when mixed in a patient.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Tools of the Trade=&lt;br /&gt;
# &#039;&#039;&#039;Chem&#039;&#039;&#039; &#039;&#039;&#039;Dispenser&#039;&#039;&#039;: If you were a marine, this would be your rifle. It dispenses the basic chemicals if a beaker is placed inside. Runs off battery charge which replenishes over time. Has several settings for dispensing chems (5 to 40 units). [[File:ChemLab.png|thumbnail|border|right|Chemistry Lab]]&lt;br /&gt;
# &#039;&#039;&#039;ChemMaster&#039;&#039;&#039;: This machine is used for precise control over the amount of chemicals in a beaker, creating bottles and pills. Once a beaker is placed in, you can move desired amounts of it&#039;s contents to &amp;quot;buffer&amp;quot; by clicking on buttons present next to the name of the chemical. Clicking again while they&#039;re in &amp;quot;buffer&amp;quot; will flush them down disposals, aka they&#039;re lost forever. This setting can be changed by the button located between the beaker and buffer contents, just click it once to change to &amp;quot;transfer to beaker.&amp;quot; A pill bottle can be inserted into the machine to automatically hold created pills. You can insert and empty beaker into the chem master and click &amp;quot;create bottle&amp;quot; several times to get a bunch of 60u containers for free. You can make Phoron pills and dissolve them in your Phoron beaker as the quickest way of removing it from advanced chems.&lt;br /&gt;
# &#039;&#039;&#039;Chemical Storage&#039;&#039;&#039;: Chemical storage. It can hold beakers, bottles, pill bottles, pills, etc etc. Useful for not having your chems all over the floor, but people usually forget to check it when in need of something.&lt;br /&gt;
# &#039;&#039;&#039;Vendor&#039;&#039;&#039;: Holds restockable vials of key reagents, syringes for faster chemical synthesizing.&lt;br /&gt;
# &#039;&#039;&#039;Beakers&#039;&#039;&#039;: Several empty beakers that can be used for various purposes, such as storing mixes for the cryo-cells.&lt;br /&gt;
# &#039;&#039;&#039;Grinder&#039;&#039;&#039;/&#039;&#039;&#039;Juicer&#039;&#039;&#039;: This is used to extract chemicals out of many things. For your uses, it&#039;ll be mostly pills and food. Most commonly used for grinding solid Phoron for your Clonexadone and Peridaxon needs.&lt;br /&gt;
# &#039;&#039;&#039;Boxes of pill bottles&#039;&#039;&#039;: Empty pill bottles to hold up to 16 pills per bottle.&lt;br /&gt;
# &#039;&#039;&#039;Dropper and 2 beakers of Cryoxadone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Equipment !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Beakers and Bottles&#039;&#039;&#039; || &lt;br /&gt;
* Most basic tool of your trade. Right-clicking one can change it&#039;s transfer amount per click. Pills can be dissolved in beakers that already contain something. If you &amp;quot;use&amp;quot; one while holding it in hand, you will put a lid on it, preventing you from splashing it&#039;s contents by clicking on the floor by mistake. &lt;br /&gt;
* They come in bottle/small beaker - 60u, large beaker - 120u, and bluespace beaker - 300u.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dropper&#039;&#039;&#039; || &lt;br /&gt;
* Like beakers, can be right-clicked for transfer amount. Used for moving small amounts of chemicals between other containers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe&#039;&#039;&#039; || &lt;br /&gt;
* Has two modes switched by &amp;quot;using&amp;quot; it - draw and inject. Hold 15u max, draw 5u per click. Can be used to take blood samples and inject them into mass spectometers for analysis. Using it on harm intent will instantly inject a random amount of the chemical inside while dealing minor brute damage and destroying the syringe. Injecting someone else takes a short time of both standing motionless.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Injector&#039;&#039;&#039; || &lt;br /&gt;
* Default ones hold 15u max. Injectors with bigger capacity can be made at the medilathe in research. They can be filled at the centrifuge in research. Pre-loaded injectors cannot be filled with more than their initial amount, for example a dexalin plus autoinjector can hold only 1u no matter how hard you try to refill it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill&#039;&#039;&#039; || &lt;br /&gt;
* 60u max. Takes some time to use on someone, like the syringe. There&#039;s also a tiny delay between swallowing a pill and it&#039;s contents entering your bloodstream, but it&#039;s too little to matter. Can be dissolved in a beaker already containing a solution.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pill Bottle&#039;&#039;&#039; || &lt;br /&gt;
* Holds 16 pills max. Clicking on a tile with pills on it while holding the bottle will pick up all the pills scattered on it. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hypospray&#039;&#039;&#039; || &lt;br /&gt;
* Holds 30 units, comes pre-loaded with tricordrazine. Can be drained and refilled with a syringe or unloaded and loaded with vial. Instantly injects 5u doses.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Syringe Case&#039;&#039;&#039; || &lt;br /&gt;
* Holds three syringes/bottles/injectors.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Labellers and Pens&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
*Labels can be put on most things you can click on. Only one label may be applied to an item. Activate the labeller without entering a label to remove them.&lt;br /&gt;
*Pens replace the name of a chem-master bottle, so instead of bottle (Peridaxon) you get a Peridaxon bottle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Chemical mixes=&lt;br /&gt;
Various common mixes of medical reagents ordered by squad medics. &#039;&#039;&#039;All of these recipes assume that you are using a bluespace beaker.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mix Name !! Vendor and Chem Dispenser !! Chem Dispenser&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|imialky}}[[#imialky|&#039;&#039;&#039;ImiAlky&#039;&#039;&#039; (10u, 5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;IA&#039;&#039;&#039;. Results in 160u of Imidazoline and 80u of Alkysine.&lt;br /&gt;
Overdoses 30u for both reagents (3 pills).&lt;br /&gt;
Used for healing brain damage and eye damage. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; of Dylovene from the Chem Dispenser.&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Chlorine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Nitrogen,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Hydrogen&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Silicon, &#039;&#039;&#039;40u&#039;&#039;&#039; Nitrogen, &#039;&#039;&#039;40u&#039;&#039;&#039; Potassium to make &#039;&#039;&#039;120u&#039;&#039;&#039; of Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Chlorine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Nitrogen,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;80u&#039;&#039;&#039; Hydrogen&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|merabica}}[[#merabica|&#039;&#039;&#039;MeraBica&#039;&#039;&#039; (7.5u, 7.5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;MB&#039;&#039;&#039;. Results in 120u of [[#Meralyne|Meralyne]] and 120u of [[#Bicaridine|Bicaridine]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses on 15u of [[#Meralyne|Meralyne]] and 30u of [[#Bicaridine|Bicaridine]] (2 and 3 pills respectively).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals Brute damage. &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Water,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor. &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Carbon, &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Water,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Sugar&lt;br /&gt;
&lt;br /&gt;
Remove  &#039;&#039;&#039;20u&#039;&#039;&#039; Bicaridine using the ChemMaster to have &#039;&#039;&#039;120u&#039;&#039;&#039; of Bicaridine and &#039;&#039;&#039;120u&#039;&#039;&#039; Meralyne.&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|keloderm}}[[#keloderm|&#039;&#039;&#039;KeloDerm&#039;&#039;&#039; (7.5u, 7.5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;KD&#039;&#039;&#039;. Results in 120u of [[#Kelotane|Kelotane]] and 120u of [[#Dermaline|Dermaline]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses on 30u of [[#Kelotane|Kelotane]] and 15u of [[#Dermaline|Dermaline]] (2 pills).&lt;br /&gt;
&lt;br /&gt;
Rapidly heals burn damage. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Kelotane,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosphorus&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor. &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Carbon, Silicon, Silicon, Oxygen, Phosphorus.&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|tribica}}[[#tribica|&#039;&#039;&#039;TriBica&#039;&#039;&#039; (15u, 15u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;TB&#039;&#039;&#039;. Results in 240u of [[#Bicaridine|Bicaridine]] and 240u of [[#Tricordrazine|Tricordrazine]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses at 30u for both reagents (2 pills).&lt;br /&gt;
&lt;br /&gt;
Heals brute damage at a moderate rate and also slowly heals burns and toxin damage. &lt;br /&gt;
|| &lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Inaprovaline,&lt;br /&gt;
* Add &#039;&#039;&#039;120u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Dylovene&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Inaprovaline,&lt;br /&gt;
* Add &#039;&#039;&#039;120u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
* Add &#039;&#039;&#039;60u&#039;&#039;&#039; of Dylovene&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restock the used bottles back on the Vendor once you are done. This can be done by dragging the bottles in one hand onto the Vendor.&lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Sugar, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Carbon, Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; Nitrogen, Potassium, Silicon&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Sugar, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;30u&#039;&#039;&#039; Carbon, Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;20u&#039;&#039;&#039; Nitrogen, Potassium, Silicon&lt;br /&gt;
&lt;br /&gt;
Split into 8 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|nitrogenwater}}[[#nitrogenwater|&#039;&#039;&#039;NitrogenWater&#039;&#039;&#039; (10u, 10u)]]&lt;br /&gt;
More commonly referred to as &#039;&#039;&#039;NW&#039;&#039;&#039;. Helps deal with [[#Tramadol|Tramadol]] overdoses by reacting with in the body to create [[#Paracetamol|Paracetamol]], which has a higher overdose threshold of &#039;&#039;&#039;60u&#039;&#039;&#039; compared to [[#Tramadol|Tramadol&#039;s]] &#039;&#039;&#039;30u&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Tramadol overdose &#039;&#039;&#039;neutralizer&#039;&#039;&#039;. Does &#039;&#039;&#039;not&#039;&#039;&#039; fix toxin damage caused by the overdose.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This medical reagent has &#039;&#039;&#039;no overdose threshold&#039;&#039;&#039;. It should however be noted that [[#Tramadol|Tramadol]] and [[#Paracetamol|Paracetamol]] are toxic when mixed together. It is advised to double check the patient for high levels of tramadol before using &#039;&#039;&#039;NW&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The effects of NW do not work if there is [[#Inaprovaline|Inaprovaline]] present in the recipient. As [[#Inaprovaline|Inaprovaline]] stops &#039;&#039;&#039;all&#039;&#039;&#039; reactions taking place inside the body.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|| N/A &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; of Nitrogen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; of Water&lt;br /&gt;
&lt;br /&gt;
Split into 4. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|fe}}[[#fe|&#039;&#039;&#039;Iron&#039;&#039;&#039; (15u)]]&lt;br /&gt;
Also known as it&#039;s chemical name of &#039;&#039;&#039;Fe&#039;&#039;&#039;. Adding [[#Sugar|Sugar]] to the mixture does not help restore more blood. [[#Sugar|Sugar]] is nutritious to an extent (NTR 1) but not Hemogenic. Results in 240u of [[#Iron|Iron]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hemogenic level 3 (HMG 3). Restores lost blood faster. &lt;br /&gt;
|| &lt;br /&gt;
N/A &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;240u&#039;&#039;&#039; of [[#Iron|Iron]]&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
{{anchor|ironsugar}}[[#ironsugar|&#039;&#039;&#039;IronSugar (7.5u, 7.5u)&#039;&#039;&#039;]]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Also known as &#039;&#039;&#039;IS&#039;&#039;&#039;. An objectively less effective version of just Iron. Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of Sugar and &#039;&#039;&#039;120u&#039;&#039;&#039; of Iron.&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;30u&#039;&#039;&#039; due to the Iron being present in the reagent. &amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
N/A&lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; of Iron,&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; of Sugar&lt;br /&gt;
&lt;br /&gt;
Split to 16. &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|atd}}[[#atd|&#039;&#039;&#039;AriTricaDylo&#039;&#039;&#039; (5u, 5u, 5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;ATD&#039;&#039;&#039;. Results in &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Arithrazine|Arithrazine]], &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Dylovene|Dylovene]], and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Tricordrazine|Tricordrazine]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Overdoses at &#039;&#039;&#039;15u&#039;&#039;&#039; of [[#Arithrazine|Arithrazine]], &#039;&#039;&#039;30u&#039;&#039;&#039; of both [[#Dylovene|Dylovene]] and [[#Tricordrazine|Tricordrazine]]. (3 and 4 pills respectively).&lt;br /&gt;
&lt;br /&gt;
Potent Toxin damage healer. &lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;180u&#039;&#039;&#039; Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosperous,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Inaprovaline&lt;br /&gt;
&lt;br /&gt;
Remove &#039;&#039;&#039;40u&#039;&#039;&#039; of [[#Tricordrazine|Tricordrazine]] to make &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Arithrazine|Arithrazine]], &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Dylovene|Dylovene]], and &#039;&#039;&#039;80u&#039;&#039;&#039; of [[#Tricordrazine|Tricordrazine]]&lt;br /&gt;
Split into 16 pills. &amp;lt;br&amp;gt;&lt;br /&gt;
||&lt;br /&gt;
*Add &#039;&#039;&#039;55u&#039;&#039;&#039; Silicon, &#039;&#039;&#039;55u&#039;&#039;&#039; Carbon, &#039;&#039;&#039;55u&#039;&#039;&#039; Potasssium to make &#039;&#039;&#039;165u&#039;&#039;&#039; of Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosperous,&lt;br /&gt;
*Add &#039;&#039;&#039;15u&#039;&#039;&#039; Oxygen, &#039;&#039;&#039;15u&#039;&#039;&#039; Sugar, &#039;&#039;&#039;15u&#039;&#039;&#039; Carbon to make &#039;&#039;&#039;45u&#039;&#039;&#039; of Inaprovaline&lt;br /&gt;
 &lt;br /&gt;
Remove &#039;&#039;&#039;5u&#039;&#039;&#039; Dylovene and &#039;&#039;&#039;5u&#039;&#039;&#039; Inaprovaline using the Chemaster to have 80u of [[#Arithrazine|Arithrazine]], 80u of [[#Dylovene|Dylovene]], and 80u of [[#Tricordrazine|Tricordrazine]].&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|dexplus}}[[#dexplus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039; (7.5u)]]&lt;br /&gt;
Also known as &#039;&#039;&#039;Dex+&#039;&#039;&#039;. Results in &#039;&#039;&#039;120u&#039;&#039;&#039; of [[#Dexalin Plus|Dexalin Plus]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Overdoses on 15u of [[#Dexalin Plus|Dexalin Plus]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dexalin Plus instantly removes any initial oxygen damage.&amp;lt;br&amp;gt; &lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Dexalin,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Iron&lt;br /&gt;
&lt;br /&gt;
Split into 16 pills.&lt;br /&gt;
 || &lt;br /&gt;
*Add &#039;&#039;&#039;23u&#039;&#039;&#039; of Phoron (grind a bar up and use a dropper)&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Iron&lt;br /&gt;
&lt;br /&gt;
To fill up a bottle of Dex+, split ONLY the 120u of Dex+ into 16 pills.&amp;lt;br&amp;gt;&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen, Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon, Iron&lt;br /&gt;
&lt;br /&gt;
Repeat the above step for 3 more times.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Description !! Bottle !! Tank&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;UNGA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
UNGA is a mix of commonly used medicines combined into one substance: &amp;quot;UNGA juice&amp;quot;. The final product should be pink once everything is mixed in. &#039;&#039;&#039;UNGA should only be bottled (60u), do not make UNGA pills.&#039;&#039;&#039; &lt;br /&gt;
|| &lt;br /&gt;
OD limits depend on the chemicals in contained in the UNGA juice. The OD limit for this version of UNGA will be &#039;&#039;&#039;15u&#039;&#039;&#039; due to containing Dermaline. It is recommended to add all the medicines in the Bluespace beaker first, then remove certain amounts in the ChemMaster so that every chemical is 12u. This used to make a full bottle (60u) containing equal proportions.&lt;br /&gt;
&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Tricordrazine,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Kelotane,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Dermaline,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Oxycodone,&lt;br /&gt;
*Add &#039;&#039;&#039;12u&#039;&#039;&#039; Meralyne&lt;br /&gt;
|| &lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Bicaridine,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Carbon,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Water,&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; Inaprovaline,&lt;br /&gt;
*Add &#039;&#039;&#039;60u&#039;&#039;&#039; Dylovene,&lt;br /&gt;
*Add &#039;&#039;&#039;160u&#039;&#039;&#039; Kelotane,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Oxygen,&lt;br /&gt;
*Add &#039;&#039;&#039;40u&#039;&#039;&#039; Phosphorus,&lt;br /&gt;
*Add &#039;&#039;&#039;120u&#039;&#039;&#039; Oxycodone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chemicals=&lt;br /&gt;
The amount of a certain chemical in a marine&#039;s blood decreases by its &#039;&#039;&#039;metabolism&#039;&#039;&#039; value every life tick. Life ticks happen once every 2 seconds. The &amp;quot;effect&amp;quot; column contains the chemical&#039;s effects per tick unless stated otherwise.&lt;br /&gt;
The ratio column indicates how much of the chem you get when mixing. For example: a chem with a ratio of 4:4 takes 4 units of its component chemicals to make 4 units of the chemical itself.&lt;br /&gt;
Chems marked with &#039;&#039;&#039;(CATALYST)&#039;&#039;&#039; are not expended during the reaction.&lt;br /&gt;
The &amp;quot;OD&amp;quot; column for some chemicals has two numbers. The first is the threshold for the &amp;quot;normal&amp;quot; OD, the second is for critical OD. The next column &amp;quot;OD effects&amp;quot; contains the consequences of overdosing on this reagent. &#039;&#039;&#039;(C)&#039;&#039;&#039; indicates the effect of a critical overdose.&lt;br /&gt;
&lt;br /&gt;
Cocktails and drinks can be found [[Drinks|here]]. &lt;br /&gt;
&lt;br /&gt;
==Basic==&lt;br /&gt;
Most of these chemicals have little use outside of making more complex ones and can be acquired while on the Almayer from chemical dispensers or via other means. &lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|water}}[[#water|Water]]&lt;br /&gt;
|&lt;br /&gt;
* Gets things wet. &lt;br /&gt;
* Extinguishes fires.&lt;br /&gt;
* Explodes when mixed with [[#potassium|potassium]].&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Water}}&lt;br /&gt;
|3:1&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|holywater}}[[#holywater|Holy Water]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethanol}}[[#ethanol|Ethanol]]&lt;br /&gt;
|&lt;br /&gt;
* Basic alcohol type. [[Drinks#Alcoholic|All other ones]] are a subtype of this.&lt;br /&gt;
* Gets you drunk.&lt;br /&gt;
* Can be used to remove ink from paper.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ALH|ALH]] 4&lt;br /&gt;
* [[Researcher#FUL|FUL]] 3&lt;br /&gt;
* [[Researcher#OXI|OXI]] 3&lt;br /&gt;
* [[Researcher#FLW|FLW]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethanol}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxygen}}[[#oxygen|Oxygen]]&lt;br /&gt;
|&lt;br /&gt;
* Fire.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Oxygen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|copper}}[[#copper|Copper]]&lt;br /&gt;
|&lt;br /&gt;
* Green fire colouring&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Copper}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nitrogen}}[[#nitrogen|Nitrogen]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nitrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hydrogen}}[[#hydrogen|Hydrogen]]&lt;br /&gt;
|&lt;br /&gt;
* Explosives&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Hydrogen}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassium}}[[#potassium|Potassium]]&lt;br /&gt;
|&lt;br /&gt;
* Explodes when mixed with water.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mercury}}[[#mercury|Mercury]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 7 brain damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRT|NRT]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mercury}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
* Deals 12 brain damage per tick&lt;br /&gt;
* Makes you jittery&lt;br /&gt;
* Makes you drowsy&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulfur}}[[#sulfur|Sulfur]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphur}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carbon}}[[#carbon|Carbon]]&lt;br /&gt;
|&lt;br /&gt;
* Chemfire modifier&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Carbon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chlorine}}[[#chlorine|Chlorine]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute and burn damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chlorine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute and burn damage&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute and burn damage&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorine}}[[#fluorine|Fluorine]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Flourine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sodium}}[[#sodium|Sodium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sodium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phosphorus}}[[#phosphorus|Phosphorus]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phosphorus}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lithium}}[[#lithium|Lithium]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
* Makes you less confused and sends messages in chat.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXI|OXI]] 1&lt;br /&gt;
* [[Researcher#PST|PST]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lithium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brain damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you hallucinate&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Nutriment}}[[#nutriment|Nutriment]]&lt;br /&gt;
|&lt;br /&gt;
* Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
* [[#NTR|NTR]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nutriment}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sugar}}[[#sugar|Sugar]]&lt;br /&gt;
|&lt;br /&gt;
* Nutritious. Helps restore lost blood.&lt;br /&gt;
|&lt;br /&gt;
* [[#NTR|NTR]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sugar}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|iron}}[[#iron|Iron]]&lt;br /&gt;
|&lt;br /&gt;
* Restores lost blood&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HMG|HMG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Iron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Applies 6 toxin damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you really hungry&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|gold}}[[#gold|Gold]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Gold}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silver}}[[#silver|Silver]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silver}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|uranium}}[[#uranium|Uranium]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 radiation damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Uranium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|aluminium}}[[#aluminium|Aluminium]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Aluminium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|silicon}}[[#silicon|Silicon]]&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Silicon}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|weldingfuel}}[[#weldingfuel|Welding Fuel]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
* Deals 1 toxin damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#FUL|FUL]] 5&lt;br /&gt;
* [[Researcher#OXI|OXI]] 3&lt;br /&gt;
* [[Researcher#VIS|VIS]] 4&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Welding Fuel}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage per tick&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage per tick&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|phoron}}[[#phoron|Phoron]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier&lt;br /&gt;
* Deals 1 toxin damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Phoron}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|radium}}[[#radium|Radium]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 radiation damage per tick&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Radium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
These chemicals are used for healing damage and generally keeping marines healthy. Some reagents that technically don&#039;t have a tangible gameplay effect but are in the medical chem code are included. (Mainly various antidepressants)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; scope=col class=unsortable |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; scope=col class=unsortable |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; scope=col class=unsortable |Recipe&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; scope=col class=unsortable |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; scope=col class=unsortable |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 1%; margin: auto;&amp;quot; scope=col class=unsortable |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; scope=col class=unsortable |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|inaprovaline}}[[#inaprovaline|Inaprovaline]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents gaining further oxygen damage from being in crit.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CSL|CSL]] 3&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Inaprovaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 60&lt;br /&gt;
* 100&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* Causes Jitter&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0,5 heart damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paracetamol}}[[#paracetamol|Paracetamol]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paracetamol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 60&lt;br /&gt;
* 100&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 2 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ryetalyn}}[[#ryetalyn|Ryetalyn]]&lt;br /&gt;
|&lt;br /&gt;
* Fixes disabilities and disfigurements.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#AID|AID]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ryetalyn}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you confused.&lt;br /&gt;
* Deals 1 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 radiation damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tramadol}}[[#tramadol|Tramadol]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 5&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Tramadol}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 2.5 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 7.5 liver damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|oxycodone}}[[#oxycodone|Oxycodone]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 8&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Oxycodone}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 20&lt;br /&gt;
* 30&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 4 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 liver damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|leporazine}}[[#leporazine|Leporazine]]&lt;br /&gt;
|&lt;br /&gt;
* Attempts to stabilise your temperature.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TSL|TSL]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Leporazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|kelotane}}[[#kelotane|Kelotane]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 2 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ACR|ACR]] 2&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Kelotane}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute and toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute and toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dermaline}}[[#dermaline|Dermaline]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 3 burn damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ACR|ACR]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dermaline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 brute and toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 brute and toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Meralyne}}[[#dermaline|Meralyne]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 3 brute damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Meralyne}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 burn damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 burn and 6 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalin}}[[#dexalin|Dexalin]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs 4 oxygen damage. &amp;lt;!--The code for this shit is weird. It looks like it should remove ALL oxygen damage, like dex+, but it doesn&#039;t. So I used the formula for if it doesn&#039;t.--&amp;gt;&lt;br /&gt;
* Removes 4u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXG|OXG]] 4&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Dexalin}}&lt;br /&gt;
|2,1:1&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dexalinplus}}[[#dexalinplus|Dexalin Plus]]&lt;br /&gt;
|&lt;br /&gt;
* Repairs all oxygen damage instantly.&lt;br /&gt;
* Removes 6u of [[#lexorin|lexorin]] per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OXG|OXG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dexalin Plus}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 toxin damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage per tick.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 12 toxin damage per tick.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|tricordrazine}}[[#tricordrazine|Tricordrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5 brute damage.&lt;br /&gt;
* Heals 0.5 burn damage.&lt;br /&gt;
* Heals 0.5 toxin damage.&lt;br /&gt;
* Heals 0.5 oxygen damage.&lt;br /&gt;
* Removes 1u of &amp;lt;!--[[#generictoxin|generic toxin]] and--&amp;gt; all types of [[#toxin|toxin]].&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 1&lt;br /&gt;
* [[Researcher#ACR|ACR]] 1&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#OXG|OXG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Tricordrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 0.5 burn damage&lt;br /&gt;
* Deals 0.5 brute damage.&lt;br /&gt;
* Deals 0.25 toxin damage.&lt;br /&gt;
* Deals 0.5 Eye damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2.5 brute damage.&lt;br /&gt;
* &amp;quot;(C)&amp;quot; Sleeps you&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dylovene}}[[#dylovene|Dylovene]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 2 toxin damage.&lt;br /&gt;
* Removes 1u of [[#toxin|toxin]] of any type.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker toxin]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]]&lt;br /&gt;
* Reduces the potency of hallucinations and other drug related effects.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ATX|ATX]] 2&lt;br /&gt;
* [[Researcher#AHL|AHL]] 2&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
{{:Chemical/Dylovene}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 eye damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|adminordrazine}}[[#adminordrazine|Adminordrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent&lt;br /&gt;
|&lt;br /&gt;
* Omnipotent 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thwei}}[[#thwei|Thwei]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1,2 brute damage.&lt;br /&gt;
* Heals 1 toxin damage.&lt;br /&gt;
* Heals 1 organ damage.&lt;br /&gt;
* Removes 1u of [[#toxin|toxin]] of any type.&lt;br /&gt;
* Heals all oxygen damage.&lt;br /&gt;
* Removes 6u of [[#lexorin|lexorin]].&lt;br /&gt;
* Heals 6 radiation damage per tick.&lt;br /&gt;
* Repairs bones (splinted/unsplinted in minutes)&lt;br /&gt;
** Chest and groin:  3 / 7&lt;br /&gt;
** Head: 1 / 5&lt;br /&gt;
** Hands and feet: 0,5 / 0,5&lt;br /&gt;
** Arms and legs: 0,5 / 1&lt;br /&gt;
* Rapidly restores lost blood.&lt;br /&gt;
** &#039;&#039;&#039;(HUMAN ONLY)&#039;&#039;&#039; After blood is over maximum starts deals 9 brute, 9 burn and 18 oxygen damage per tick.&lt;br /&gt;
* Fixes disabilities and disfigurements.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]].&lt;br /&gt;
* Weakens drug related effects.&lt;br /&gt;
* Removes 6u of [[#ethanol|ethanol]] and [[Drinks|other alcohol]].&lt;br /&gt;
* Fixes confusion, stuttering, temporary blindness, dizziness, jitteriness and wakes you up.&lt;br /&gt;
* Fixes eye damage.&lt;br /&gt;
* Cures the zombie virus (black goo).&lt;br /&gt;
* Cures a certain other rare disease. &amp;lt;!--As with anti-zed. Not giving a precise explanation--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#XMB|XMB]] 1&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#HMG|HMG]] 9&lt;br /&gt;
* [[Researcher#OXG|OXG]] 6&lt;br /&gt;
* [[Researcher#ACG|ACG]] 6&lt;br /&gt;
* [[Researcher#BNM|BNM]] 6&lt;br /&gt;
* [[Researcher#AID|AID]] 1&lt;br /&gt;
* [[Researcher#AHL|AHL]] 2&lt;br /&gt;
* [[Researcher#FCS|FCS]] 6&lt;br /&gt;
* [[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thwei}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|synaptizine}}[[#synaptizine|Synaptizine]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Weakens stuns and knockdowns.&lt;br /&gt;
* Reduces drug related effects.&lt;br /&gt;
* Removes 5u of [[#mindbreaker|mindbreaker]].&lt;br /&gt;
* Removes 5u of [[#spacedrugs|space drugs]].&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 1&lt;br /&gt;
* [[Researcher#NST|NST]] 1&lt;br /&gt;
* [[Researcher#AHL|AHL]] 1&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Synaptizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 6&lt;br /&gt;
* 10&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 6 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neuraline}}[[#neuraline|Neuraline]]&lt;br /&gt;
|&lt;br /&gt;
* Weakens stuns and knockdowns.&lt;br /&gt;
* Fixes stuttering, blurry vision, confusion, dizziness, jittiriness and drowsyness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NST|NST]] 5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neuraline}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 2&lt;br /&gt;
* 3&lt;br /&gt;
|&lt;br /&gt;
* Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 5 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 15 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|arithrazine}}[[#arithrazine|Arithrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1 toxin damage.&lt;br /&gt;
* Removes 1u of any type of [[#toxin|toxin]].&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Arithrazine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 eye damage.&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|russianred}}[[#russianred|Russian Red]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1 toxin damage.&lt;br /&gt;
* Removes 1u of any type of [[#toxin|toxin]].&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Russian Red}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
* 20&lt;br /&gt;
* 30&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 eye damage.&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Sleeps you.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|alkysine}}[[#alkysine|Alkysine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 6 brain damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRP|NRP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Alkysine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|imidazoline}}[[#imidazoline|Imidazoline]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 2 eye damage.&lt;br /&gt;
* Fixes blurry vision and blindness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OCP|OCP]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Imidazoline}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage.&lt;br /&gt;
* Deals 2 brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|peridaxon}}[[#peridaxon|Peridaxon]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents you from suffering consequences of organ damage.&lt;br /&gt;
* Does &#039;&#039;&#039;NOT&#039;&#039;&#039; fix organs.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#OGS|OGS]] 4&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Peridaxon}}&lt;br /&gt;
|4:2&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|bicaridine}}[[#bicaridine|Bicaridine]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 2&lt;br /&gt;
|&lt;br /&gt;
* Weylandmeds.&lt;br /&gt;
* Recipe:&lt;br /&gt;
{{:Chemical/Bicaridine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 burn damage.&lt;br /&gt;
* If there is &#039;&#039;&#039;NO&#039;&#039;&#039; brute damage present in the patient instantly fixes internal bleeding.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |{{anchor|quickclot}}[[#quickclot|Quickclot]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Temporarily&#039;&#039;&#039; stops all bleeding.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 6 &amp;lt;!--Actual effect handled by blood code--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Quickclot}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 toxin Damage --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|{{anchor|epinephrine}}[[#epinephrine|Epinephrine]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;MUST BE INJECTED. CANNOT TAKE IN PILLS.&#039;&#039;&#039;&lt;br /&gt;
* Increases defibrillator healing by 16 per damage type.&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Makes you move faster.&lt;br /&gt;
* A small amount is consumed on each defib attempt.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 1,5 &amp;lt;!--WHY/ Still asking that to this day-  Niv--&amp;gt;&lt;br /&gt;
* [[Researcher#EGN|EGN]] 4&lt;br /&gt;
* [[Researcher#INV|INV]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Epinephrine}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 10,5&lt;br /&gt;
* 20&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ultrazine}}[[#ultrazine|Ultrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you much faster.&lt;br /&gt;
* Makes you addicted to it.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#MST|MST]] 40&lt;br /&gt;
* [[Researcher#ADT|ADT]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ultrazine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,0167 &amp;lt;!--bruh, Indeed--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* 10,5&lt;br /&gt;
* 20&lt;br /&gt;
|&lt;br /&gt;
* Deals 40 heart damage.&lt;br /&gt;
* Deals 8 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 40 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous. &amp;lt;!--I have no idea what this means--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|stimulant}}[[#stimulant|Stimulant]]&lt;br /&gt;
|&lt;br /&gt;
* Reduces stamina damage by 75%&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Stimulant}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,05&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryoxadone}}[[#cryoxadone|Cryoxadone]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;ONLY FUNCTIONS AT LOW TEMPERATURES. USE A CRYO TUBE.&#039;&#039;&#039; &amp;lt;!--Fun fact: for some reason it has BOTH the cryometabolizing property AND a piece of snowflake code that makes it work at low temperatures. So the effect is better than it should be.--&amp;gt;&lt;br /&gt;
* Heals 3 radiation damage.&lt;br /&gt;
* Heals 3 brute damage.&lt;br /&gt;
* Heals 3 burn damage.&lt;br /&gt;
* Heals 3 toxin damage.&lt;br /&gt;
* Heals 1 oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CMB|CMB]] 2&lt;br /&gt;
* [[Researcher#NGN|NGN]] 1&lt;br /&gt;
* [[Researcher#ACR|ACR]] 1&lt;br /&gt;
* [[Researcher#ATX|ATX]] 1&lt;br /&gt;
* [[Researcher#ACG|ACG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cryoxadone}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|clonexadone}}[[#clonexadone|Clonexadone]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;AS ABOVE&#039;&#039;&#039; &amp;lt;!--Not as above part: no snowflake code here.--&amp;gt;&lt;br /&gt;
* Heals 6 radiation damage.&lt;br /&gt;
* Heals 6 brute damage.&lt;br /&gt;
* Heals 6 burn damage.&lt;br /&gt;
* Heals 6 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CMB|CMB]] 6&lt;br /&gt;
* [[Researcher#NGN|NGN]] 3&lt;br /&gt;
* [[Researcher#ACR|ACR]] 3&lt;br /&gt;
* [[Researcher#ATX|ATX]] 3&lt;br /&gt;
* [[Researcher#ACG|ACG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Clonexadone}}&lt;br /&gt;
|2,1:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|rezadone}}[[#rezadone|Rezadone]]&lt;br /&gt;
|&lt;br /&gt;
* Heals 1 brute damage.&lt;br /&gt;
* Removes disabilities and disfigurements.&lt;br /&gt;
* Heals 2 radiation damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NGN|NGN]] 1&lt;br /&gt;
* [[Researcher#AID|AID]] 3&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
* [[Researcher#ACG|ACG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Rezadone}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 burn damage.&lt;br /&gt;
* Makes you confused.&lt;br /&gt;
* Deals 11 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 13 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 9 radiation damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spaceacillin}}[[#spaceacillin|Spaceacillin]]&lt;br /&gt;
|&lt;br /&gt;
* Cures mundane infections like the flu.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#UNK|UNK]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Spaceacillin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,01&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ethylredoxrazine}}[[#ethylredoxrazine|Ethylredoxrazine]]&lt;br /&gt;
|&lt;br /&gt;
* Removes confusion, drowsyness, stuttering, blurry vision, blindness, dizziness and jitteriness.&lt;br /&gt;
* Removes 3u [[#ethanol|ethanol]] and [[Drinks|other alcohols]] from the body.&lt;br /&gt;
* Reacts with [[#ethanol|ethanol]] to turn into water.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#FCS|FCS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethylredoxrazine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|methylphenidate}}[[#methylphenidate|Methylphenidate]]&lt;br /&gt;
|&lt;br /&gt;
* Gives you messages about your mind becoming clearer.&lt;br /&gt;
* Removes confusion.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Methylphenidate}}&lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|citalopram}}[[#citalopram|Citalopram]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Citalopram}}&lt;br /&gt;
|2:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paroxetine}}[[#paroxetine|Paroxetine]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PST|PST]] 6&lt;br /&gt;
* [[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paroxetine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antized}}[[#antized|Anti-Zed]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents zombies from reviving.&lt;br /&gt;
* Cures the zombie virus.&lt;br /&gt;
* Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CUR|CUR]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Zed}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sterilizine}}[[#sterilizine|Sterilizine]]&lt;br /&gt;
|&lt;br /&gt;
* Sterilizes surfaces. Since we don&#039;t actually need to do that, this has no use outside of RP.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sterilizine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|soporific}}[[#soporific|Soporific]]&lt;br /&gt;
|&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNK|PNK]] 10&lt;br /&gt;
* [[Researcher#SDT|SDT]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Soporific}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 10 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 30 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|vaccine}}[[#vaccine|Vaccine]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents you from catching the virus this is a vaccine against.&lt;br /&gt;
* Cures the zombie virus.&lt;br /&gt;
* Prevents dead zombies from reviving.&lt;br /&gt;
* Cures all other diseases as well.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CUR|CUR]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Vaccine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|antineurotoxin}}[[#antineurotoxin|Anti-Neurotoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Note that &#039;&#039;&#039;technically&#039;&#039;&#039;, as far as the code is concerned, this is a subtype of xeno plasmas.&lt;br /&gt;
* Protects you from [[Sentinel|getting shot with any kind of neuro]].&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRS|NRS]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Anti-Neurotoxin}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 liver damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lipozine}}[[#lipozine|Lipozine]]&lt;br /&gt;
|&lt;br /&gt;
* Causes you to lose fat and makes you hungry&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#KTG|KTG]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lipozine}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0.05&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you even more hungry&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin Damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Toxins and acids==&lt;br /&gt;
Most of these chemicals generally don&#039;t have much use outside of murder.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|generictoxin}}[[#generictoxin|Generic Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Most other chemicals in this table are a subtype of this one.&lt;br /&gt;
* Deals 1 toxin damage every tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Generic Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|toxin}}[[#toxin|Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage every tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Toxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|{{anchor|sdtoxin}}[[#sdtoxin|Toxin (syna+dylo)]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/SDToxin}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|amatoxin}}[[#amatoxin|Amatoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Amatoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mutagen}}[[#mutagen|Unstable Mutagen]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5 radiation damage per tick.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRG|CRG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Unstable Mutagen}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|lexorin}}[[#lexorin|Lexorin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 16 oxygen damage.&lt;br /&gt;
* Deals 1 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 8&lt;br /&gt;
* [[Researcher#BCD|BCD]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Lexorin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 10 brute damage.&lt;br /&gt;
* Deals 8 toxin damage.&lt;br /&gt;
* Deals 40 oxygen damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 44 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 16 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cyanide}}[[#cyanide|Cyanide]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 8 oxygen damage.&lt;br /&gt;
* Puts you to sleep after a while.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 4&lt;br /&gt;
* [[Researcher#SDT|SDT]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cyanide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|minttoxin}}[[#minttoxin|Mint Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mint Toxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|carpotoxin}}[[#carpotoxin|Carpotoxin]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Carpotoxin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|zombiepowder}}[[#zombiepowder|Zombie Powder]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* By the power of snowflake code:&lt;br /&gt;
** Silences you.&lt;br /&gt;
** Makes you seem dead (but not on the medihud, fools the analyzer though).&lt;br /&gt;
** Knocks you down.&lt;br /&gt;
** Deals a shitload of oxygen damage. This kills you instantly.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Zombie Powder}}&lt;br /&gt;
|15:2&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chloralhydrate}}[[#chloralhydrate|Chloral Hydrate]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#SDT|SDT]] 6&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chloral Hydrate}}&lt;br /&gt;
|&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 30 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchloride}}[[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier.&lt;br /&gt;
* Deals 4 oxygen damage.&lt;br /&gt;
* Slows you.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HPX|HPX]] 2&lt;br /&gt;
* [[Researcher#RLX|RLX]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* Deals 10 oxygen damage.&lt;br /&gt;
* Slows you down by a lot.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|potassiumchlorophoride}}[[#potassiumchlorophoride|Potassium Chlorophoride]]&lt;br /&gt;
|&lt;br /&gt;
* Slows you down.&lt;br /&gt;
* Deals 8 oxygen damage.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#RLX|RLX]] 8&lt;br /&gt;
* [[Researcher#HPX|HPX]] 4&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chlorophoride}}&lt;br /&gt;
|3:4&lt;br /&gt;
|0,2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
* Deals 20 oxygen damage.&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
* Slows you down by a lot.&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|beer}}[[#beer|Beer]]&lt;br /&gt;
|&lt;br /&gt;
* Toxic beer.&lt;br /&gt;
* Deals 6 toxin damage per tick.&lt;br /&gt;
* Makes you drunk.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#AOL|AOL]] 2&lt;br /&gt;
* [[Researcher#TOX|TOX]] 6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|0,15&lt;br /&gt;
|&lt;br /&gt;
* 15&lt;br /&gt;
* 25&lt;br /&gt;
|&lt;br /&gt;
* Deals 13 toxin damage.&lt;br /&gt;
* Makes you extremely drunk.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 24 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 liver damage.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|sulphuricacid}}[[#sulphuricacid|Sulphuric Acid]]&lt;br /&gt;
|&lt;br /&gt;
* Has a chance to melt items when poured/sprayed on them. Worn headgear included.&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Deals 1 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
* [[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Sulphuric Acid}}&lt;br /&gt;
|7:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|polytrinicacid}}[[#polytrinicacid|Polytrinic Acid]]&lt;br /&gt;
|&lt;br /&gt;
* As above, but a higher chance to melt.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* Deals 3 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRS|CRS]] 3&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Polytrinic Acid}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|formaldehyde}}[[#formaldehyde|Formaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Deals 0,5 radiation damage.&lt;br /&gt;
* Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
* [[Researcher#CRG|CRG]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Formaldehyde}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|paraformaldehyde}}[[#paraformaldehyde|Paraformaldehyde]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Ingredient for explosives.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Paraformaldehyde}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|impedrezene}}[[#Impedrezene|Impedrezene]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 3,5 brain damage.&lt;br /&gt;
* Slows you down.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRT|NRT]] 2&lt;br /&gt;
* [[Researcher#RLX|RLX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Impedrezene}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 6 brain damage.&lt;br /&gt;
* Makes you sleepier.&lt;br /&gt;
* Slows you down by a lot.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 1 oxygen damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 0,75 heart damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Has a chance to knock you down.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drugs==&lt;br /&gt;
Reagents that get marines high.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|mindbreaker}}[[#mindbreaker|Mindbreaker Toxin]]&lt;br /&gt;
|&lt;br /&gt;
* Literally LSD.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 8&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Mindbreaker Toxin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,1&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacedrugs}}[[#spacedrugs|Space Drugs]]&lt;br /&gt;
|&lt;br /&gt;
* Baby&#039;s first drug.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Drugs}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 2 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|psilocybin}}[[#psilocybin|Psilocybin]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Psilocybin}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|nicotine}}[[#nicotine|Nicotine]]&lt;br /&gt;
|N/A &amp;lt;!--Put it here because even though there&#039;s no ingame effects this is still probably the best category.--&amp;gt;&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nicotine}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Xeno blood and plasma==&lt;br /&gt;
Chemicals acquired from xenos.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|xenoblood}}[[#xenoblood|Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 3 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRS|CRS]] 3&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Acidic Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalxenoblood}}[[#royalxenoblood|Dark Acidic Blood]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 6 burn damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#CRS|CRS]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dark Acidic Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasma}}[[#plasma|Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Base type for all of the following.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|pheromoneplasma}}[[#pheromoneplasma|Pheromone Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Helps you with knockdowns, knockouts and stuns.&lt;br /&gt;
* Fixes stuttering, confusion, blurry vision, drowsyness, dizziness and jitteriness.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HLG|HLG]] 8&lt;br /&gt;
* [[Researcher#NST|NST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Pheromone Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Deals 12 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 burn damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 18 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|chitinplasma}}[[#chitinplasma|Chitin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Prevents fractures.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HDN|HDN]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chitin Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Slows you down.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 3 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|catecholamineplasma}}[[#catecholamineplasma|Catecholamine Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Applies pain.&lt;br /&gt;
* Makes you faster.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#PNG|PNG]] 2&lt;br /&gt;
* [[Researcher#MST|MST]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Catecholamine Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Increased pain.&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
* Deals 6 heart damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 10 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|eggplasma}}[[#eggplasma|Egg Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Infects with a xeno larva.&lt;br /&gt;
* Makes more of itself by draining blood.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#HST|HST]] 4&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Egg Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 80&lt;br /&gt;
* 100&lt;br /&gt;
|&lt;br /&gt;
* Drains blood and replicates itself faster.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|neurotoxinplasma}}[[#neurotoxinplasma|Neurotoxin Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Not to be confused with the [[Drinks#neurotoxin|drink]].&lt;br /&gt;
* Deals 7 brain damage.&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NRT|NRT]] 4&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
* [[Researcher#HLG|HLG]] 6&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Neurotoxin Plasma}}&lt;br /&gt;
|&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 12 brain damage.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you more jittery.&lt;br /&gt;
* Makes you drowsy.&lt;br /&gt;
* Deals 2 toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 6 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Applies the same effect as getting shot with [[Sentinel|neuro]].&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|purpleplasma}}[[#purpleplasma|Purple Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 2 brute damage.&lt;br /&gt;
|&lt;br /&gt;
* [[#BCD|BCD]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Purple Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 8 brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|royalplasma}}[[#royalplasma|Royal Plasma]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you addicted to itself.&lt;br /&gt;
* Deals 4 brute damage.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#BCD|BCD]] 4&lt;br /&gt;
* [[Researcher#ADT|ADT]] 1&lt;br /&gt;
* [[Researcher#HLG|HLG]] 4&lt;br /&gt;
* [[Researcher#CIP|CIP]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Royal Plasma}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,4&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 brain damage.&lt;br /&gt;
* Deals 8 brute damage.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
* Makes you hallucinate more.&lt;br /&gt;
* Makes you more jittery&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 4 brain damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Deals 16 brute damage.&lt;br /&gt;
* &#039;&#039;&#039;(C)&#039;&#039;&#039; Makes you nervous.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This contains reagents that don&#039;t neatly fit into other categories.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 12%; margin: auto;&amp;quot; |Properties&lt;br /&gt;
! style=&amp;quot;margin: auto;&amp;quot; |Acquiring&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Meta- bolism&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |OD effects&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fertilizer}}[[#fertilizer|Fertilizer]]&lt;br /&gt;
|&lt;br /&gt;
* Usable as fertilizer for plants.&lt;br /&gt;
* Deals 0,5 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 0,5&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Fertilizer}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plantbgone}}[[#plantbgone|Plant-B-Gone]]&lt;br /&gt;
|&lt;br /&gt;
* Kills xeno weeds.&lt;br /&gt;
* Kills normal weeds.&lt;br /&gt;
* Harms helpful plants in hydro trays too.&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Plant-B-Gone}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,1&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|smoke}}[[#smoke|Smoke]]&lt;br /&gt;
|&lt;br /&gt;
* Creates smoke&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Smoke}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|flashpowder}}[[#flashpowder|Flash Powder]]&lt;br /&gt;
|&lt;br /&gt;
* Creates a bright light that lasts for a while.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Flash Powder}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blood}}[[#blood|Blood]]&lt;br /&gt;
|&lt;br /&gt;
* Spreads diseases if injected.&lt;br /&gt;
* Restores blood volume when injected into a human.&lt;br /&gt;
** Deals toxin damage if blood type is incorrect. (Just use O-)&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Blood}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|plasticide}}[[#plasticide|Plasticide]]&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
* Turns into plastic when mixed at a 20:10 ratio with [[#sulphuricacid|Sulphuric Acid]].&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|{{:Chemical/Plasticide}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|serotrotium}}[[#serotrotium|Serotrotium]]&lt;br /&gt;
|&lt;br /&gt;
* Makes you sneeze, blink and cough.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#ALG|ALG]] 2&lt;br /&gt;
|{{:Chemical/Serotrotium}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|glycerol}}[[#glycerol|Glycerol]]&lt;br /&gt;
|&lt;br /&gt;
* Used for making nitroglycerin.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Gylcerol}}&lt;br /&gt;
|4:1&lt;br /&gt;
|0,01&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|virusfood}}[[#virusfood|Virus Food]]&lt;br /&gt;
|&lt;br /&gt;
* No pathology on CM. So this is entirely useless.&lt;br /&gt;
* Satiates you.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#NTR|NTR]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Virus Food}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|thermite}}[[#thermite|Thermite]]&lt;br /&gt;
|&lt;br /&gt;
* Fire modifier.&lt;br /&gt;
* Deals 2 burn damage.&lt;br /&gt;
* Can be applied to walls either directly or with a spray bottle and then ignited to melt through them.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#FUL|FUL]] 7&lt;br /&gt;
* [[Researcher#OXI|OXI]] 5&lt;br /&gt;
* [[Researcher#VIS|VIS]] 4&lt;br /&gt;
* [[Researcher#CRS|CRS]] 2&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|spacecleaner}}[[#spacecleaner|Space Cleaner]]&lt;br /&gt;
|&lt;br /&gt;
* Cleans objects when splashed/sprayed on them.&lt;br /&gt;
* Use a spray bottle filled with it to clean a dirty microwave.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Space Cleaner}}&lt;br /&gt;
|3:2&lt;br /&gt;
|0,2&lt;br /&gt;
|&lt;br /&gt;
* 30&lt;br /&gt;
* 50&lt;br /&gt;
|&lt;br /&gt;
* Unless there&#039;s some snowflake code tucked away in a deep dark corner of CM, this has no effects on OD.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|cryptobiolin}}[[#cryptobiolin|Cryptobiolin]]&lt;br /&gt;
|&lt;br /&gt;
* Used for making spaceacillin.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cryptobiolin}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|nanites}}[[#nanites|Nanites]]&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;01010100 01101000 01100101 00100000 01100110 01101100 01100101 01110011 01101000 00100000 01101001 01110011 00100000 01110111 01100101 01100001 01101011 00101110&#039;&#039;&#039;&lt;br /&gt;
** Beep boop, motherfucker.&lt;br /&gt;
*** Copper to counteract.&lt;br /&gt;
* Commented out because this doesn&#039;t actually work. The disease just vanishes after stage 5. Pretty sure this is a bug, since the &amp;quot;object spawner&amp;quot; item spawns on the ground briefly.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking#roburger|Roburgers]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|xenomicrobes}}[[#xenomicrobes|Xenomicrobes]]&lt;br /&gt;
|&lt;br /&gt;
* Commented out, since you can&#039;t get this without admins, and I&#039;d rather keep this whole thing reasonably secret.&lt;br /&gt;
** Takes a LONG time. Be patient.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|fluorosurfactant}}[[#fluorosurfactant|Fluorosurfactant]]&lt;br /&gt;
|&lt;br /&gt;
* Turns into foam when mixed with [[#water|water]] at a 1:1 ratio. &lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Fluorosurfactant}}&lt;br /&gt;
|5:5&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|foamingagent}}[[#foamingagent|Foaming Agent]]&lt;br /&gt;
|&lt;br /&gt;
* Creates metal foam when 1u is mixed with 1u [[#polytrinicacid|polytrinic acid]] and 3u [[#aluminuim|aluminium]] or 3u [[#iron|iron]].&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Foaming Agent}}&lt;br /&gt;
|2:1&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ammonia}}[[#ammonia|Ammonia]]&lt;br /&gt;
|&lt;br /&gt;
* Used for explosives.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ammonia}}&lt;br /&gt;
|4:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|hexamine}}[[#hexamine|Hexamine]]&lt;br /&gt;
|&lt;br /&gt;
* As above.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Hexamine}}&lt;br /&gt;
|5:3&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|ultraglue}}[[#ultraglue|Ultraglue]]&lt;br /&gt;
|&lt;br /&gt;
* Literally does nothing.&lt;br /&gt;
|N/A&lt;br /&gt;
|{{:Chemical/Ultraglue}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|diethylamine}}[[#diethylamine|Diethylamine]]&lt;br /&gt;
|&lt;br /&gt;
* Fertilizer.&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Diethylamine}}&lt;br /&gt;
|2:2&lt;br /&gt;
|0,2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|blackgoo}}[[#blackgoo|Black Goo]]&lt;br /&gt;
|&lt;br /&gt;
* Gives you the zombie virus.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#RAV|RAV]] 1&lt;br /&gt;
|{{:Chemical/Black Goo}}&lt;br /&gt;
|N/A&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|dinitroaniline}}[[#dinitroaniline|Dinitroaniline]]&lt;br /&gt;
|&lt;br /&gt;
* A herbicide and pesticide mixture used in hydroponics &lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* [[Researcher#TOX|TOX]] 1&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Dinitroaniline}}&lt;br /&gt;
|3:3&lt;br /&gt;
|0.2&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Explosives and flammable chems==&lt;br /&gt;
This contains reagents that can be used for making explosives. They may be duplicates of ones already present in one of the previous tables.&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 20%; margin: auto;&amp;quot; |Recipe&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Ratio&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Power&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Falloff&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Intensity&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Radius&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Duration&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Fire colour&lt;br /&gt;
|-&lt;br /&gt;
| [[#water|Water]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Water}}&lt;br /&gt;
| 3:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| -3&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[#oxygen|Oxygen]]&lt;br /&gt;
| {{:Chemical/Oxygen}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,75&lt;br /&gt;
| -0,08&lt;br /&gt;
| 0&lt;br /&gt;
| #58daff (light blue)&lt;br /&gt;
|-&lt;br /&gt;
| [[#copper|Copper]]&lt;br /&gt;
| {{:Chemical/Copper}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| #78be5a (green)&lt;br /&gt;
|-&lt;br /&gt;
| [[#hydrogen|Hydrogen]]&lt;br /&gt;
| {{:Chemical/Hydrogen}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0,15&lt;br /&gt;
| 0&lt;br /&gt;
| -0,5&lt;br /&gt;
| 0,2&lt;br /&gt;
| -0,5&lt;br /&gt;
| #b6f8ff (super light blue)&lt;br /&gt;
|-&lt;br /&gt;
| [[#carbon|Carbon]]&lt;br /&gt;
| {{:Chemical/Carbon}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| #ffd700 (gold)&lt;br /&gt;
|-&lt;br /&gt;
| [[#phosphorus|Phosphorus]]&lt;br /&gt;
| {{:Chemical/Phosphorus}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| -0,12&lt;br /&gt;
| 0,1&lt;br /&gt;
| #ffdba4&lt;br /&gt;
|-&lt;br /&gt;
| [[#lithium|Lithium]]&lt;br /&gt;
| {{:Chemical/Lithium}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,35&lt;br /&gt;
| -0,01&lt;br /&gt;
| -0,1&lt;br /&gt;
| #ff356f (dark pink)&lt;br /&gt;
|-&lt;br /&gt;
| [[#thermite|Thermite]]&lt;br /&gt;
| &lt;br /&gt;
{{:Chemical/Thermite}}&lt;br /&gt;
| 3:3&lt;br /&gt;
| 0,5&lt;br /&gt;
| 1&lt;br /&gt;
| 0,3&lt;br /&gt;
| -0,08&lt;br /&gt;
| 0,9&lt;br /&gt;
| #ffb300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| [[#fuel|Welding Fuel]]&lt;br /&gt;
| {{:Chemical/Welding Fuel}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0,12&lt;br /&gt;
| -0,1&lt;br /&gt;
| 0,1&lt;br /&gt;
| -0,08&lt;br /&gt;
| 0,7&lt;br /&gt;
| #ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| [[#hexamine|Hexamine]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Hexamine}}&lt;br /&gt;
| 5:2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,5&lt;br /&gt;
| #ff9900 (as above)&lt;br /&gt;
|-&lt;br /&gt;
| [[#napalm|Napalm]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Napalm}}&lt;br /&gt;
| 3:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,45&lt;br /&gt;
| 0,06&lt;br /&gt;
| 0,75&lt;br /&gt;
| #D05006 (dark orange)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|clf3}}[[#clf3|CLF3 (Chlorine Trifluoride )]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Chlorine Triflouride}}&lt;br /&gt;
| 4:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1,6&lt;br /&gt;
| -0,08&lt;br /&gt;
| -0,8&lt;br /&gt;
| #ff9300 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| [[#methane|Methane]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Methane}}&lt;br /&gt;
| 5:1&lt;br /&gt;
| 0,15&lt;br /&gt;
| 0&lt;br /&gt;
| -0,35&lt;br /&gt;
| 0,095&lt;br /&gt;
| 0,25&lt;br /&gt;
| #00a5ff (blue)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|ammoniumnitrate}}[[#ammoniumnitrate|Ammonium Nitrate]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ammonium Nitrate}}&lt;br /&gt;
| 2:2&lt;br /&gt;
| 0,4&lt;br /&gt;
| 1,5&lt;br /&gt;
| 0,5&lt;br /&gt;
| 0&lt;br /&gt;
| -0,2&lt;br /&gt;
| #ff9900 (orange)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|anfo}}[[#anfo|Ammonium Nitrate Fuel Oil]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ammonium Nitrate Fuel Oil}}&lt;br /&gt;
| 3:2&lt;br /&gt;
| 1&lt;br /&gt;
| -0,6&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|nitroglycerin}}[[#nitroglycerin|Nitroglycerin]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Nitroglycerin}}&lt;br /&gt;
| 3:2&lt;br /&gt;
| 1&lt;br /&gt;
| -0,5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|cyclonite}}[[#cyclonite|Cyclonite]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Cyclonite}}&lt;br /&gt;
| 2:2&lt;br /&gt;
| 1,5&lt;br /&gt;
| -0,4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|octogen}}[[#octogen|Octogen]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Octogen}}&lt;br /&gt;
| 4:2&lt;br /&gt;
| 2&lt;br /&gt;
| -0,2&lt;br /&gt;
| 0,4&lt;br /&gt;
| -0,02&lt;br /&gt;
| -0,2&lt;br /&gt;
| Orange &amp;lt;!--I have no clue what the exact hex code is. But it looks orange.--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|potassiumhydroxide}}[[#potassiumhydroxide|Potassium Hydroxide]]&lt;br /&gt;
|&lt;br /&gt;
* Explodes INSTANTLY and can&#039;t be stabilized. Don&#039;t use this. It&#039;s garbage.&lt;br /&gt;
{{:Chemical/Potassium Hydroxide}}&lt;br /&gt;
| 2:1&lt;br /&gt;
| 0,5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[#phoron|Phoron]]&lt;br /&gt;
| {{:Chemical/Phoron}}&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,4&lt;br /&gt;
| 0,05&lt;br /&gt;
| -0,8&lt;br /&gt;
| #e01e1e (red)&lt;br /&gt;
|-&lt;br /&gt;
| [[#potassiumchloride|Potassium Chloride]]&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Potassium Chloride}}&lt;br /&gt;
| 2:2&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| #800080 (purple)&lt;br /&gt;
|-&lt;br /&gt;
| {{anchor|salt}}[[#salt|Table Salt]]&lt;br /&gt;
| &lt;br /&gt;
{{:Chemical/Table Salt}}&lt;br /&gt;
| 1:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| #ffff00 (yellow)&lt;br /&gt;
|-&lt;br /&gt;
| [[#ethanol|Ethanol]] and [[Drinks#Alcoholic|subtypes]].&lt;br /&gt;
|&lt;br /&gt;
{{:Chemical/Ethanol}}&lt;br /&gt;
| 9:1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0,2&lt;br /&gt;
| 0,1&lt;br /&gt;
| 0,2&lt;br /&gt;
| #6897f7 (blue)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&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>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25310</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25310"/>
		<updated>2023-04-17T18:53:57Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: QC is removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Tools of the Trade ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Scalpel}}[[#Scalpel|Scalpel]]&#039;&#039;&#039;||Used for cutting through flesh.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039;PICT System[[File:The_PICT System.png|32px]],  Kitchen Knife[[File:Kitchen_Knife.png|32px]], or Glass Shard[[File:Shard.png|32px]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Incision_manager.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Incision Management System}}[[#Incision Management System|Incision Management System]] (IMS)&#039;&#039;&#039;||Used for cutting through flesh, skips bleeder clamping and organ rearranging. Basically acts as a scalpel, hemostat, and retractor in one step during the initial incision. Only functions as a scalpel in steps after the first.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Hemostat}}[[#Hemostat|Hemostat]]&#039;&#039;&#039;||Used to stop bleeding during an operation, or to remove foreign and undesirable objects from a patient&#039;s body.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wirecutters[[File:Wirecutters.png|32px]] if you are going to use it to extract items from the patient or Cable Coil [[File:CableCoils.png|32px]] if you are going to use it to stop the bleeding of a patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Setter}}[[#Bone Setter|Bone Setter]]&#039;&#039;&#039;||Used for setting bones back into place. If used on a bone that is not broken then you will break it.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wrench [[File:Wrench.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Gel}}[[#Bone Gel|Bone Gel]]&#039;&#039;&#039;||Used for repairing broken/shattered bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Screwdriver[[File:Screwdriver.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Retractor}}[[#Retractor|Retractor]]&#039;&#039;&#039;||Used for re-arranging organs, and moving cut ribcages &amp;amp; skulls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Crowbar[[File:Crowbar.png|32px|]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Cautery}}[[#Cautery|Cautery]]&#039;&#039;&#039;||Used for sealing incisions in a patients skin. Burns skin together.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Cigarette[[File:Cig.png|32px]], Lighter[[File:Lighter.png|32px]], or Blowtorch[[File:Welder.gif|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fixovein.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Fix-O-Vein}}[[#Fix-O-Vein|Fix-O-Vein]]&#039;&#039;&#039;||Used for repairing veins and arteries.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Surgical Line[[File:Surgical Line.png|32px]], Cable Coil[[File:CableCoils.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Circular Saw}}[[#Circular Saw|Circular Saw]]&#039;&#039;&#039;||Used for cutting through bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Hatchet[[File:Hatchet.png|32px|]] or Machete[[File:Machete.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Advanced Trauma Kit}}[[#Advanced Trauma Kit|Advanced Trauma Kit]]&#039;&#039;&#039;||Used to patch all organs except for the brain and eyes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Line}}[[#Surgical Line|Surgical Line]]&#039;&#039;&#039;||A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Fix-O-Vein[[File:Fixovein.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Synth Graft}}[[#SynthGraft|Synth Graft]]&#039;&#039;&#039;||A roll of military-grade synthetic gauze, able to tend any burn wound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_PICT System.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|PICT Systerm}}[[#PICT Systerm|PICT Systerm]]&#039;&#039;&#039;||The Precision Incision and Cauterization Tool uses a high-frequency vibrating blade, laser cautery, and suction liquid control system to precisely sever target tissues while preventing all fluid leakage. Despite its troubled development program and horrifying pricetag, outside of complex experimental surgeries it isn&#039;t any better than an ordinary twenty-dollar scalpel and can&#039;t create a full-length incision bloodlessly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Scalpel[[File:1Scalpel.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Drill.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Drill}}[[#Surgical Drill|Surgical Drill]]&#039;&#039;&#039;||You can drill using this item. You dig?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
* Improvised tools generally have a fairly high failure chance starting at about 25%. An improvised PICT will spray blood all over you and your patient, dealing 25 burn damage and some organ damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing for Surgery ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Before you begin to operate, you should make sure you have all the tools you will need. Occasionally a surgeon will accidentally pocket a tool, or a deploying field surgeon will grab tools out of an operating theatre.&lt;br /&gt;
&lt;br /&gt;
Specifically designed surgical tools are the best, but there are a variety of substitutes; some tools can be used outside of their intended role, and others can be replaced with improvised substitutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The equipment on the Almayer is adequate, but sometimes marines will find better tools while deployed. If someone asks if you&#039;d like an Incision Management System, the correct answer is &amp;quot;yes please&amp;quot;.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgical Surface===&lt;br /&gt;
The second requirement is a place to work. Some surgeries can be performed on a standing patient, and it doesn&#039;t matter where you perform them. Most, however, need a decent surface to work on.&lt;br /&gt;
&lt;br /&gt;
The patient doesn&#039;t necessarily need to be buckled - having them on the same tile will do.&lt;br /&gt;
If a surface isn&#039;t ideal, the surgery will take longer - and possibly a lot longer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The ideal surface for surgery is a proper operating table. [[File:Operating_Table.png|32px]] This is designed for surgery and has a built-in anesthetic system for patients buckled to it. &#039;&#039;&#039;This is the only surface that can be used for extracting xenomorph larvae.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The next best thing is a portable surgical bed. [[File:FieldSurgicalBed.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The surfaces that are better than nothing are beds, [[File:Bed.png|32px]] roller beds, [[File:RollerBed.png|32px]] tables, [[File:Table.png|32px]] and window frames. [[File:Window_Frame.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The worst surfaces are floors and Med-Evac stretchers, [[File:Med_Evac_Stretcher.png|32px]] which are not designed for surgery, and trying to work with their fittings in their way is as hard as no surface at all.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Surgery is a painful experience, and patients find it difficult to hold still while feeling someone cut into their flesh, which tends to frustrate everyone involved. There are two ways around this: an unconscious (or dead) patient, or powerful painkillers.&lt;br /&gt;
&lt;br /&gt;
Anesthetic (with tank and mask or using the surgery table&#039;s integrated anesthesia setup) is a simple and reliable way to render your patient unconscious.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* if the patient&#039;s lungs are ruptured, they will occasionally not breath in the anesthetic. Depending on the damage to the lungs, they will either occasionally breath in the anesthetic or it won&#039;t work at all. Therefore, you will have to give the patient the anesthetic via Injection, until his lungs are not ruptured anymore.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Operating Table ====&lt;br /&gt;
If you are using an operating table, place your patient on the table (grab your patient, then click the table with your grabbing hand selected). Then buckle them to it to connect the anaesthetic system (click hold and drag the patient to the operating table). After a short delay, your patient will be under general anaesthetic, which will allow you to operate safely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*The operating table must have an anaesthetic tank attached to be able to put your patient to sleep.&lt;br /&gt;
&lt;br /&gt;
* Click on the surgery table with an anaesthetic tank in hand to insert one.&lt;br /&gt;
&lt;br /&gt;
* Click on the table with an empty hand when no patient is buckled to it to remove an existing one.&lt;br /&gt;
&lt;br /&gt;
* If the tank runs out, simply replace it with a new one.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Anesthetic Tank and Medical Mask ====&lt;br /&gt;
If there is no available operating table then you can make the patient wear an anesthetic tank and medical mask and turn on its internals. Encourage your patient to don and activate the tank and mask themselves, as this is much faster than doing it yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* It is advisable to remove the anesthetic tank and medical mask during the cauterizing step for maximum efficiency; the anesthetic takes a few seconds to wear off.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Painkillers ====&lt;br /&gt;
If you don&#039;t have anesthetic equipment or you just want to save time, you can give your patients [[Chemistry#Oxycodone|Oxycodone]] for quick surgeries without anesthetic  (15-20U recommended). You will need to work quickly, though, as it wears off.&lt;br /&gt;
&lt;br /&gt;
Different surgeries cause different amounts of pain. If Oxycodone isn&#039;t available, some painkillers are much better than none; a mixture of [[Chemistry#Tramadol|Tramadol]], [[Chemistry#Inaprovaline|Inaprovaline]] or [[Chemistry#Paracetamol|Paracetamol]] (Paracetamol and Tramadol are toxic when mixed - do not give them simultaneously) will make them less likely to flinch. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Use your medical scanner to monitor your patient&#039;s painkiller levels and re-dose as necessary. Using painkillers instead of anesthetics can cause distress in the patient (screaming over the radio about getting operated on without anesthetics, standing up and trying to leave or fight back).&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that the preparations are done, you can begin with the actual surgery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeries ==&lt;br /&gt;
Surgeries are simple processes with a series of steps. Once these steps are memorized it should become effortless and routine to perform. Keep in mind that once you have mastery over the basics, it&#039;s a good idea to aim to be as fast and efficient as possible due to the importance of recycling casualties back into the fight, or even preventing them from dying in the case of [[#Foreign Object/Alien Embryo Removal|Foreign Object/Alien Embryo Removal]].&lt;br /&gt;
&lt;br /&gt;
To perform surgery on someone, you must Toggle the Surgery Mode to be On. This can be bound to a hotkey in preferences. [[File:Surgery Button.png|32px]]&lt;br /&gt;
This will toggle the Help-Intent Safety preference, if you didn&#039;t have it already, preventing you from accidentally hurting people with objects when on help intent. You will be forced on to &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top left, &#039;&#039;&#039;1&#039;&#039;&#039;) [[File:Intent-Wheel.gif]], which allows you to perform any surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Only one surgery can be performed on a given aim-location at a time.&lt;br /&gt;
&lt;br /&gt;
* Once you complete a step in a surgery, you must finish the surgery before you can begin a different one.&lt;br /&gt;
&lt;br /&gt;
* Failing or cancelling the first attempted step doesn&#039;t injure the patient unless done deliberately.&lt;br /&gt;
&lt;br /&gt;
* Some steps can be skipped, if the conditions are right, sometimes including the first step.&lt;br /&gt;
&lt;br /&gt;
* If you are in a rush, attempting surgery steps on &amp;lt;span style=&amp;quot;background-color: lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top right, &#039;&#039;&#039;2&#039;&#039;&#039;) [[File:Intent-Wheel.gif]] deliberately fails the step. For a handful of specific steps, this will quickly and violently complete the step at the expense of your patient&#039;s health. Useful when you need to do a critical surgery very quickly, or to save time if you&#039;re certain you know what you&#039;re doing. It isn&#039;t necessary to switch back to Help intent afterwards - that happens automatically.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standing Patients and Self-Surgery ===&lt;br /&gt;
Some surgeries can be performed on a patient who&#039;s standing up. These surgeries aren&#039;t affected by the surface under the patient. These are marked as &#039;&#039;&#039;(STANDING)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed on yourself. As you need to be able to hold tools while you work, this means they have to be able to be performed on a standing patient, since people who&#039;re lying down can&#039;t handle objects. These are marked as &#039;&#039;&#039;(SELF)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* If you&#039;re trying to work on a standing patient and can&#039;t begin a surgery that you know you should be able to, make sure that it doesn&#039;t need them to be lying down.&lt;br /&gt;
&lt;br /&gt;
* Since it&#039;s difficult and awkward to work on your own body, self-surgery takes longer to do.&lt;br /&gt;
&lt;br /&gt;
* You can&#039;t perform surgery on the same arm you&#039;re holding the tool with.&lt;br /&gt;
&lt;br /&gt;
* Self-surgery requires you to use painkillers rather than anesthesia, since it&#039;s hard to work when unconscious.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Required Skills ===&lt;br /&gt;
Your character&#039;s training affects how quickly they can work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed by anyone with any surgical training, but others need a more thorough education.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medics, nurses, and pilot officers all have basic surgical training and can perform simple level 1 surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doctors, chief medical officers, and synthetic units have more skills and can perform level 1 and level 2 surgeries. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may occasionally see Professor DUMMY, the medical mannequin. This is a sophisticated training tool designed to realistically simulate any wound. Real patients are more difficult to perform surgery on - a medic may be able to set Professor DUMMY&#039;s broken ribs, but that doesn&#039;t mean they can do it on a real patient in the field. (You can create an ahelp to ask admins to spawn you in a Professor DUMMY)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Level 1 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Suture wound}}[[#Suture Wound|Suture Wound]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Suture and tend a wound that has brute or burn damage on it. This will heal 10 brute on the targeted area when a surgical line is used, and will heal 10 burn if a synth graft is used. This will loop until half of all damage on the area has been fixed.&lt;br /&gt;
*Tend to the damaged brute wound. [[File:Surgical Line.png|64px|link=|Surgical Line]]&lt;br /&gt;
*Tend to the damaged burn wound. [[File:Synth_Graft.png|64px|link=|Synth Graft]]&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Foreign Object Removal}}[[#Foreign Objectl|Foreign Object]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Removal of unknown objects, such as shrapnel or implants from the body.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Fish out the foreign objects until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Sealing a Stump}}[[#Sealing a Stump|Sealing a Stump]] (Severed Arms and Legs)&lt;br /&gt;
|Sealing a stump where the patient&#039;s arm or leg should have been.&lt;br /&gt;
**Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-ovein]] -&amp;gt;[[File:Surgical Line.png|32px|link=|Surgical Line]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Autopsy}}[[#Autopsy|Autopsy]] (Only on Permanently Dead)&lt;br /&gt;
|Helps find out how the person died. Displays wounds, possible causes, and detected chemicals in the body.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, not a funeral parlor.&#039;&#039;&#039;&lt;br /&gt;
*Aim for the affected area on the deceased using the Hud-target&lt;br /&gt;
*Cut the skin open ([[File:1Scalpel.png|32px|link=|Scalpel]]) (the chest may require two cuts).&lt;br /&gt;
*Use the autopsy scanner to scan the area. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Repeat scalpel and scan procedure for all affected areas. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Right click the autopsy scanner to print out autopsy data. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Close the incision &lt;br /&gt;
|-&lt;br /&gt;
([[File:1Cautery.png|32px|link=|Cautery]]) (optional)&lt;br /&gt;
|{{anchor|Internal Bleeding Surgery}}[[#Internal Bleeding Surgery|Internal Bleeding Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery mends the torn/ripped arteries and veins within the body to stop internal bleeding.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Mend the artery. ([[File:Fixovein.png|32px|link=|Fix-o-Vein]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Level 2 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Alien Embryo Removal}}[[#Alien Embryo Removal|Alien Embryo Removal]]&lt;br /&gt;
|Removal of an alien embryo from the body.&lt;br /&gt;
*&#039;&#039;&#039;This must be performed on an operating table&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Alien embryos will always be in the chest behind the ribcage. Time is of the essence when removing them, and you must complete this surgery as quickly as possible; your patient will die instantly when it finishes gestating, resulting in the birth of an alien larva. Make haste in removing any embryos.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Cut away the larva&#039;s pseudoroots.([[File:The_PICT System.png|32px|link=|PICT System]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use ([[File:1Scalpel.png|32px|link=|Scalpel]]) (very much not recommended, as it deals burn damage to yourself and the patient).&lt;br /&gt;
*Pull out the alien embryo. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use your hands (not recommended).&lt;br /&gt;
*Close the ribcage.([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]]).&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Bone Repair Surgery}}[[#Bone Repair Surgery|Bone Repair Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery is used for mending broken bones and fractures.&lt;br /&gt;
*&#039;&#039;&#039;Note that a repaired bone will rebreak if your patient has more than 50 brute damage.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the bone. ([[File:1Bone-Gel.png|32px|link=|Bone Gel]]-&amp;gt;[[File:1Bone Setter.png|32px|link=|Bone Setter]]) (Use the Health Analyzer to double check)&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Organs Surgery}}[[#Internal Organs Surgery|Internal Organs Surgery]] (Groin, Chest.)&lt;br /&gt;
|Mending broken internal organs such as the heart or appendix. Note that this surgery excludes the eyes and brain as they have their own surgeries respectively.&lt;br /&gt;
*&#039;&#039;&#039;Peridaxon does not heal organ damage. This is the only way to heal organs in the chest and groin.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the biological organ with a Trauma Kit, or the robotic organ with Nanopaste. It loops fixing each damaged organ until none remain.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage if necessary. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Monkey Cube Removal}}[[#Monkey Cube Removal|Monkey Cube Removal]] (Chest.)&lt;br /&gt;
|Removing a monkey cube post-ingestion. This surgery is one of the few that require a surgical drill.&lt;br /&gt;
*&#039;&#039;&#039;The embedded monkey will cause continual organ damage and may even result in the host heartbreaking. Time is of the essence.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Drill open the wall of the stomach. ([[File:Surgical Drill.png|32px|link=|Surgical Drill]])&lt;br /&gt;
*Extract the malformed monkey with a hemostat. ([[File:Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the hole with a cautery. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
*Check for organ damage by using an advanced trauma kit or nanopaste if the organ is robotic.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Eye Surgery}}[[#Eye Surgery|Eye Surgery]] (Eyes.)&lt;br /&gt;
|Mending the eyes to cure blindness and eye damage.&lt;br /&gt;
*&#039;&#039;&#039;Using imidazoline is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
* Mend the eyes. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Brain Damage Surgery}}[[#Brain Damage Surgery|Brain Damage Surgery]] (Head.)&lt;br /&gt;
|Fixing up the brain.&lt;br /&gt;
*&#039;&#039;&#039;Using alkysine is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull.([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair severe brain damage, if any. ([[File:Fixovein.png|32px|link=|Fix-O-Vein]])&lt;br /&gt;
*Extract embedded bone chips until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]]) (Use Health Analyzer to double check)&lt;br /&gt;
*Close the skull. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|{{anchor|Facial Reconstruction Surgery}}[[#Facial Reconstruction Surgery|Facial Reconstruction Surgery]] (Mouth.)&lt;br /&gt;
|This surgery fixes facial deformities caused by severe damage to the head. I.E. &amp;quot;Unknown as (name)&amp;quot; when speaking.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, cosmetic surgery can wait.&#039;&#039;&#039;&lt;br /&gt;
*Fix the facial deformities. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Amputation}}[[#Amputation|Amputation]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|Removal of a limb.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
&lt;br /&gt;
* Use the Incision Management System to sever the muscles.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Sever the muscles using the scalpel. ([[File:1Scalpel.png|32px|link=|Scalpel]])&lt;br /&gt;
&lt;br /&gt;
* (Optional) Cancel the amputation with Fixoven ([[File:Fixovein.png]]) or a surgical line ([[File:Surgical Line.png]])&lt;br /&gt;
&lt;br /&gt;
* Saw through the limb. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Limb Replacement Surgery}}[[#Limb Replacement Surgery|Limb Replacement Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|The replacement of missing limbs with robotic ones. Robot arms and legs are used to replace hands and feet; there is no need to further amputate if that&#039;s all the patient has lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost an organic Limb.&lt;br /&gt;
*Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-o-Vein]]  -&amp;gt; [[File:Surgical Line.png|32px|link=|Surgical Line]]) (Fix-o-vein and surgical line are substitutes for each other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost a robotic limb&lt;br /&gt;
*Saw off the remaining clamps holding the broken prosthetic to the body. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
*Use your hand to take broken prosthetic out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Attach the robotic limb. (Robotic Limb) &lt;br /&gt;
*Tighten the new robotic limb. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; Use your hand (Click on them with help intent)&lt;br /&gt;
*Calibrate the new robotic limb with your hand. (Click on them with help intent)&lt;br /&gt;
*Inform the patient that the robotic limb can be repaired with Blowtorch [[File:Welder.gif|32px]](brute) and Cable coils[[File:CableCoils.png|32px]](burn).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Synthetic Head Re-Attachment Surgery}}[[#Synthetic Head Re-Attachment Surgery|Synthetic Head Re-Attachment Surgery]] (Head.)&lt;br /&gt;
|Re-attaching a decapitated synthetic head.&lt;br /&gt;
*Mend the torn silicone tissue. ([[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Attach the synthetic head.&lt;br /&gt;
*Reconstruct the tissue ([[File:Fixovein.png|32px|link=|Fix-O-Vein]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
*Use a Defibrillator [[File:Defibrillator.png|32px|link=|Defibrillator]] on the synthetic.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note: There isn&#039;t a timer on defibbing a synthetic.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Necrosis Treatment Surgery}}[[#Necrosis Treatment Surgery|Necrosis Treatment Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Necrosis is currently disabled.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|Treating necrosis by cutting away the necrotic tissues and treating the affected area.&lt;br /&gt;
&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Excise necrotic tissue as many times as needed and heal the area.([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Organ Removal/Transplantation Surgery}}[[#Organ Removal/Transplantation Surgery|Organ Removal/Transplantation Surgery]] (Groin, Chest, Head.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Currently disabled and not performable.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Removing an organ from the body and transplanting a new organ.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]).&lt;br /&gt;
*Remove the old organ ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
*Attach the new organ. Use Trauma kit (biological) or Nanopaste (robotic). (New Organ -&amp;gt;[[File:Fixovein.png|link=|Fix-O-Vein]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|link=|Nanopaste]])&lt;br /&gt;
*Close the skull or ribcage if necessary. ([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Autodoc System ==&lt;br /&gt;
&lt;br /&gt;
The Autodoc system is located in the middle of the treatment center and is only usable by the medical staff (and Squad Medics during WO). Note that while the autodoc is an extremely useful machine in medical, it cannot conduct larva removal surgery.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+[[File:AutoDoc.png|32px]] &#039;&#039;&#039;Operating Mode:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Manual:&#039;&#039;&#039;&lt;br /&gt;
|Manual mode will fix everything of the selected surgery type, for example selecting broken bone surgery will fix all broken bones one by one. Note that the autodoc &#039;&#039;&#039;cannot&#039;&#039;&#039; remove larva as, narratively, a removal procedure for this has not yet been programmed.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Manual Surgery List:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Autodoc_manual_list.png]]&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Trauma Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Brute Damage Treatment:&#039;&#039;&#039; Treats and removes brute damage from the patient.&lt;br /&gt;
* &#039;&#039;&#039;Burn Damage Treatment:&#039;&#039;&#039; Treats and removes burn damage from the patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orthopedic Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Broken Bone Surgery:&#039;&#039;&#039; Repairs any broken bones the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Internal Bleeding Surgery:&#039;&#039;&#039; Repairs any internal bleeding the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Shrapnel Removal Surgery:&#039;&#039;&#039; Removes all instances of shrapnel from the patient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organ Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eye Surgery:&#039;&#039;&#039; Treats and repairs eye damage and vision problems.&lt;br /&gt;
* &#039;&#039;&#039;Surgical Organ Treatment:&#039;&#039;&#039; Repairs any damage to organs the patient has other than the eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hematology Treatments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Blood Transfer:&#039;&#039;&#039; Transfers blood into the patient. The autodoc has an internal reservoir of O- blood that it refills as needed.&lt;br /&gt;
* &#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Purges chemicals from the patient&#039;s blood stream; use with toxin damage chelation to treat poisoning and overdoses.&lt;br /&gt;
* &#039;&#039;&#039;Toxin Damage Chelation (Kelation):&#039;&#039;&#039; Removes toxin damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Open Incision:&#039;&#039;&#039; Closes all open surgical incisions on the patient.&lt;br /&gt;
* &#039;&#039;&#039;Facial Surgery:&#039;&#039;&#039; Treats and repairs facial deformities (typically from physical damage) so the patient can be clearly identified and doesn&#039;t look like an unga.&lt;br /&gt;
* &#039;&#039;&#039;Limb Replacement Surgery:&#039;&#039;&#039; Replaces any missing limbs the patient has with robotic prosthetics.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combining Surgeries ==&lt;br /&gt;
&lt;br /&gt;
Very often people will come in with multiple problems at once. For instance, you might have a patient who has a fractured skull, brain damage, and shrapnel in their head. Performing three separate surgeries is very time consuming when other marines may be waiting. It is possible to condense the surgery down to one in such a manner:&lt;br /&gt;
&lt;br /&gt;
* Broken skull, brain damage, and head shrapnel removal surgery&lt;br /&gt;
#Use the Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]) to make an incision.&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut through the skull&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Open up the skull&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Here it gets a bit tricky, use a hemostat repeatedly to pull out bone chips and shrapnel until you get a message that nothing more can be found in the brain. Both types of removal can take several rounds or attempts.&lt;br /&gt;
# [[File:Fixovein.png|link=|Fix-O-Vein]] [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Use the FixOVein and Trauma Kit to repair hematomas and damage to the brain and eyes if necessary&lt;br /&gt;
# Use the Health Analyzer to check that the patient does not have brain damage! If the patient still has brain damage go back and use the hemostat and FixOVein more until the Analyzer shows no brain damage.&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close the skull back up&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Piece together the broken or fractured skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Add bone gel once more&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Seal up the incision&lt;br /&gt;
# Use the Health Analyzer again to see if the patient needs antibiotics or anti-toxins and administer them as needed&lt;br /&gt;
&lt;br /&gt;
What about an infected marine with a broken chest, internal bleeding, and a ruptured lung? Here you&#039;ll want to use medication from the vendors in medbay in order to tackle the problems at hand.&lt;br /&gt;
&lt;br /&gt;
* Alien embryo removal, ruptured lung, and broken chest surgery (with a side of internal bleeding)&lt;br /&gt;
# First use one Dexalin Plus injector to halt suffocation damage from the ruptured lung. While you can stop internal bleeding surgically, Keep a couple of Dex+ injector on hand to keep the patient from dying from the ruptured lung.&lt;br /&gt;
# [[File:1Scalpel.png|link=|Scalpel]] Make an incision quickly&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] &#039;&#039;&#039;Ignore bleeders&#039;&#039;&#039; and rearrange organs. Removing the larva ASAP is the top priority right now&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut open the rib cage&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Separate the rib cage&lt;br /&gt;
# [[File:The_PICT_System.png|link=|PICT System]] Begin cutting out the alien embryo&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Begin pulling out the alien embryo&lt;br /&gt;
# [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Repair the ruptured lungs and any other damaged organs, note that a mechanical heart requires [[File:1Nanopaste.png|link=|Nanopaste]] to fix&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close up the rib cage&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] One application of bone gel for the cut rib cage. Cut rib cages and skulls require one application of bone gel after they&#039;ve been pushed back together.&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Set the broken bones in the chest&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] An application for the set bones. In general remember that fixing a broken bone requires two application of bone gel before the setting it.&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Cauterize the incision, your patient should be recovering nicely now&lt;br /&gt;
# Again, use the Health Analyzer to double-check your work and to dispense dylovene as needed&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Patients can often tell you where they need surgery if an advance scanner is not available.&lt;br /&gt;
* The hemostat step can be saved for later in the surgery or skipped entirely at the cost of your patient losing blood volume. Alternatively, you can use [[#quickclot|Quickclot]] to prevent bleeding when you are in a hurry.&lt;br /&gt;
* Be sure to stand in a spot where you won&#039;t be pushed around. Any movement will violently fail the surgery step you are currently performing. It is recommended for field surgeons to bring a folding chair for this exact reason.&lt;br /&gt;
* The most common type of surgery that a person would need is [[#Bone Repair Surgery|Bone Repair Surgery]] and [[#Internal Organs Surgery|Internal Organs Surgery]]. Be sure to be familiar with the steps.&lt;br /&gt;
* Note that only the [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]] surgery require a high level of anesthetic/painkilling, like what [[#Oxycodone|Oxycodone]] ( [[#PNK|PNK]]  8) or the surgical table provides when hooked up to the patient (provided they have functional lungs). &lt;br /&gt;
* [[#Tramadol|Tramadol]] has enough painkilling ( [[#PNK|PNK]] 5) to perform all other surgeries besides [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]]. Tramadol also lasts longer than [[#Oxycodone|Oxycodone]], leading to less time wasted injecting and more time for performing surgery. Ideal for several broken bone surgeries in a row. Best used in tandem with [[#quickclot|Quickclot]] for extra efficiency whether on the field or in a surgical theatre. &lt;br /&gt;
* Be sure to check if any [[#Tramadol|Tramadol]] is already in the system when performing the initial scan, as it is often used as a painkiller. &lt;br /&gt;
&amp;lt;!--* You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery. --&amp;gt;&lt;br /&gt;
* If you see a broken red heart next to the patient, that means they have heartbreak. The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. When scanned the message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor (or person able to do surgery level 2 or higher) must repair their heart in time before any further revival attempts are under taken. If a doctor (or someone applicable) is not immediately available, perform CPR on the corpse to extend their defib timer until a doctor can perform surgery to repair the heart.&lt;br /&gt;
* Shrapnel is never good as it gives organ damage when received, and deals brute damage (which can also cause further organ damage) when moving with it still inside the body. The most common way to remove shrapnel is to way remove with a knife or other sufficiently sharp object. To do this, activate/click yourself/patient on help intent with knife in hand. Yanking out the object is another option (only if object is externally embedded). To do this, right click the person with shrapnel and click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;. The last option is surgery (only if object is deeply embedded or small to remove).&lt;br /&gt;
* Refer to [https://cm-ss13.com/wiki/Guide_to_Medicine| Guide to Medicine], [https://cm-ss13.com/wiki/Chemistry| Chemistry], or the [https://cm-ss13.com/wiki/Researcher| Researcher] page for further information.&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=25309</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Squad_Leader&amp;diff=25309"/>
		<updated>2023-04-17T18:49:03Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: QC was removed&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 = SL.png&lt;br /&gt;
|jobtitle = Squad Leader [[File:Squad_leader_icon.png]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Sergeant &lt;br /&gt;
|superior = Command Staff&lt;br /&gt;
|unlock = Ten hours as any squad role and Three hours as [[Squad Radio Telephone Operator|Squad RTO]].&lt;br /&gt;
|duties = Lead your team. Follow orders from command.&lt;br /&gt;
|guides = None&lt;br /&gt;
|description= &lt;br /&gt;
You are responsible for the men and women of your squad. Make sure they are on task, working together, and communicating.&amp;lt;br&amp;gt;&lt;br /&gt;
You are also in charge of communicating with command and letting them know about the situation first hand. Keep out of harm&#039;s way.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;All right, sweethearts, what are you waiting for? Breakfast in bed? It&#039;s another glorious day in the Corps. A day in the Marine Corps is like a day on the farm: Every meal&#039;s a banquet. Every paycheck a fortune! Every formation&#039;s a parade! I love the Corps!&amp;quot;&#039;&#039; - Gunnery Sergeant Apone, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the &#039;&#039;&#039;Squad Leader (SL)&#039;&#039;&#039; of one of the main squads aboard the [[USS Almayer]]. You are entrusted with the lives of your soldiers, the men and women you will be fighting with on the frontiers of space, and the battlefields on various stations and colonies. You&#039;re the one &#039;&#039;&#039;keeping your squad together&#039;&#039;&#039;, so do it right. Your role is primarily &#039;&#039;&#039;Leadership&#039;&#039;&#039; and only secondarily combat. You&#039;re practically the only one with a brain down there, so you should do most of the thinking, and let your marines do most of the shooting. Don&#039;t leave your squad leaderless by ramboing into combat and becoming a casualty. It&#039;s important to know when to fall back. Ensure that your squad makes it back in one piece. &lt;br /&gt;
[[File:Apone.png|200px|thumb|right|Gunnery Sergeant Apone. The very definition of a USCM Squad Leader (From &#039;&#039;Aliens&#039;&#039;)]]&lt;br /&gt;
&lt;br /&gt;
Should a Squad Leader go AWOL, KIA, MIA or just not wake up, a member of the squad (usually Specialists or other high-ranking marines) will be chosen by Command to become the &#039;&#039;&#039;Acting Squad Leader (aSL)&#039;&#039;&#039;. They almost have the same abilities as an ordinary Squad Leader; however, the acting squad leaders issue orders ability will be weaker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Duties =&lt;br /&gt;
As the Squad Leader, you need a robust and sophisticated knowledge of fighting a war and protecting your squad, as well as fighting. Manage your squad&#039;s supply lines and make sure your marines make it back in one piece. No one wants another folded flag being sent home so keep as many of them alive as possible.&lt;br /&gt;
&lt;br /&gt;
== Know the Map ==&lt;br /&gt;
For you to survive, you need to know the ins and outs of the battlefield. There are maps of the Area of Operation (AO) located in your Squad Leader vendor. They can be a useful asset when you’re new to the role. It can also be helpful to use the online version of the map.&lt;br /&gt;
&lt;br /&gt;
= Communication =&lt;br /&gt;
Use &#039;&#039;&#039;;&#039;&#039;&#039; for your squad channel and &#039;&#039;&#039;:v&#039;&#039;&#039; for the command channel. Please communicate with command to relay any information. Your &#039;&#039;&#039;[[Staff Officer]]&#039;&#039;&#039; should be able to give you a lot of useful information about your squad&#039;s composition and whereabouts, along with what&#039;s happening with the other squads or aboard the Almayer.  Additionally, you&#039;ll have access to the JTAC channel &#039;&#039;&#039;:j&#039;&#039;&#039;, use this to co-ordinate close air support as well as other supporting elements. You must follow the chain of command, meaning you follow orders from your superiors, meaning the [[Commanding Officer]], [[Executive Officer]], and the SOs all outrank you. You should always follow their orders. This also means that if you&#039;re denied supply from the [[Requisitions Officer]], then you&#039;re denied. If a lieutenant gives you an order, they expect you to follow it.&lt;br /&gt;
&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;
&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]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M11Helm.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M11 Pattern Leader Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A highly durable helmet reserved for squad leaders in the USCM, has a built in camera like all other standard issue Colonial Marine helmets.&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Leader Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{B12 Armor}}&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.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Headset.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Leader Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Standard issue USCM Leader headset which has an inbuilt HUD for the user that displays marine roles.&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;Backpack:&#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:USCM_satchel.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:USCM_infantry_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:L44_M37A2_scabbard.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;L44 M37A2 Scabbard &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors or Some Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&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_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load 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 the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M276 Pattern M39 Holster 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 designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_knife.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Knife 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 specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service. Holds up to 6 throwing knives. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M4A3_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M4A3 Holster 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 has a holster assembly that allows one to carry the M4A3 or the MK88 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster 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 for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pouches&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&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: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. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Contains the following:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
Holds 7 Autoinjectors.&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;
Contains the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:Ointment.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;Pain-stop autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Tricord.png|48px]]&lt;br /&gt;
&#039;&#039;&#039;First-aid autoinjector&#039;&#039;&#039;&lt;br /&gt;
 ||[[File:Gauze.png|56px]]&lt;br /&gt;
&#039;&#039;&#039;Gauze&#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: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:flame-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:sling_pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Shotgun Shell Pouch Description}}&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]]&lt;br /&gt;
&lt;br /&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 6 hold pistol magazines. It is one of the uncommon pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pistol-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sidearm 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;
|}&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:Gasmask.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; |{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat Absorbent Coif&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Heat Absorbent Coif Description}}&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;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[File:Tactical_Binoculars.png|64px]] Automated Equipment Rack[[File:SL.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;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Essential Squad Leader Kit&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:Operations_Map.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Operations Map&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A map of the current operation area so you and other squad leaders can coordinate effectively with the command staff. For you to survive, you need to know the ins and outs of the battlefield. The maps can be a useful asset when you’re new to the role. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:ZipTie_Box.png]][[File:ZipTies.png]]&lt;br /&gt;
&#039;&#039;&#039;Box of Zip-ties&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A box containing 14 one use zip-ties for apprehending disgruntled colonists and loose cannon marines. Found in the Squad Leader Vendor. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Laser Designators&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:c4.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Combat Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Squad Kit&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:M4RA.png |64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M4RA_Battle_Rifle|M4RA Sniper Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A marine kit that gives you an M4RA, along with attachments to go alongside it. Contains the following - &lt;br /&gt;
* M4RA Battle Rifle&lt;br /&gt;
* S8 4x Telescopic Scope&lt;br /&gt;
* Suppressor&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* 2 M4RA Armor Piercing magazines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Flamethrower.png]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Marine_Equipment#M240A1_Incinerator_Unit|Mini Pyro Kit]]&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. Contains the following -&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M2C_HMG.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M2C_Heavy_Machine_Gun|M2C Heavy Machinegun Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the M2C heavy machine gun. It doesn&#039;t come loaded, but it does have spare ammunition. You&#039;ll have to order extras from requisitions. Contains the following -&lt;br /&gt;
* Machinegun Instructional Pamphlet&lt;br /&gt;
* M2C Heavy Machinegun&lt;br /&gt;
* 4 M2C Box Magazines&lt;br /&gt;
* M2C Magazine Storage Belt&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M41ae2.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M41AE2_Heavy_Pulse_Rifle|M41AE2 Heavy Pulse Rifle Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the M41AE2 heavy pulse rifle. You can get additional ammunition at requisitions. Contains the following -&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle&lt;br /&gt;
* M41AE2 Box Magazine&lt;br /&gt;
* M41AE2 Holotarget Box Magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M56D.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M56D_Mounted_Smartgun|M56D Heavy Machinegun Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the M56D heavy machine gun. You&#039;ll need to order resupplies from requisitions or scavenge them on the field. How do they fit all this into a case? Wouldn&#039;t you need a crate? Contains the following -&lt;br /&gt;
* M56D Heavy Machinegun&lt;br /&gt;
* 2 M56D drum magazines&lt;br /&gt;
* M56D Tripod&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Machinegun Instructional Pamphlet&lt;br /&gt;
* M56D Drum Storage Belt&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:M79_grenade_launcher.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#M79_Grenade_Launcher|M79 Grenade Launcher Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the modernized M79 grenade launcher. Comes with 3 baton slugs, 3 hornet shells and 3 star shell grenades. Contains the following -&lt;br /&gt;
* M79 Grenade Launcher&lt;br /&gt;
* 3 Starshell Grenades&lt;br /&gt;
* 3 HIRR Baton Slugs&lt;br /&gt;
* 3 AGM Hornets&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:MOU53.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#MOU53_break_action_shotgun|MOU-53 Shotgun Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the MOU53 shotgun. It does come loaded, but you&#039;ll still have to find ammunition as you go. Contains the following -&lt;br /&gt;
* MOU-53 Shotgun&lt;br /&gt;
* MOU-53 Stock&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM88.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;[[Marine_Equipment#XM88_Heavy_Rifle|XM88 Heavy Rifle Kit]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
A gun case containing the XM88 Heavy Rifle, a prototype weapon designed for use against heavily armored infantry targets and light vehicles. Contains an ammunition belt, two boxes of ammunition, the XS-9 Targeting Relay attachment, and the stock for the rifle.&lt;br /&gt;
* XM88 Heavy Rifle&lt;br /&gt;
* XM88 Stock&lt;br /&gt;
* XS-9 Targeting Relay&lt;br /&gt;
* 2 Boxes of .458 SOCOM&lt;br /&gt;
* XM88 Ammunition Belt&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Const-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Basic Engineering Supplies Kit&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
Basic engineering supplies to allow you to construct fortifications and restore power to areas. Contains the following -&lt;br /&gt;
* Construction Pouch&lt;br /&gt;
* 50 Metal&lt;br /&gt;
* 30 Plasteel&lt;br /&gt;
* 15 Barbed Wire&lt;br /&gt;
* Electronics Pouch&lt;br /&gt;
* 3 High Capacity Batteries&lt;br /&gt;
* 3 APC Circuit Boards&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&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:Whistle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:20 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#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;|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#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;|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4 Pattern Intel Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:30 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Powerloader-Pamphlet.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerloader Certification&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:45 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pamphlet that grants +1 to the powerloader skill, allowing you to use the powerloader.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Largeshell-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large Shotgun Shell Pouch&#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;|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Fulton_Device.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air. There are 20 uses in the stack.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engineering Supplies&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039; &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Insulated_Gloves.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs: 3 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Protects users against electrical shocks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Metal.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Metal x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Stack of ten (10) sheets of metal. Can be constructed into standard Metal Barricades or other misc items. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Plasteel.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasteel x10&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ten (10) sheet stack of plasteel. Used in the construction of durable Plasteel Barricades. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:C4.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plastique Explosive&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but its also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Breaching Charge.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost: 7 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching Charge Description}}  &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sandbag_Empty.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sandbags x25&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds twenty five (25) empty sandbags. Must be filled with dirt (or snow) manually. Dirt not included.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M89_Signal_FlarePack.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M89 Signal Flare Pacl&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A packet of five M89-S Signal Marking Flares. Used for signaling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Tool_Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Cost:10 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Goggles.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 9 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Squad Engineer]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&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;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;
|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;
|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: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:SensorMediHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sensor Medical Hud&#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;| A much older heads-up display that displays the last known biometric data from suit sensors of any given individual. Functions nearly exactly the same as the standard issue Medical Hud except it only works if either you or the other person is wearing a jumpsuit.&lt;br /&gt;
&lt;br /&gt;
Requires at least 1 level in medical.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special 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:M41A-AP-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M41A 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 (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M41A-extended-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M41A 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 sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-AP-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M39 Armor Piercing Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| 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:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA Armor Piercing Magazine&#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;| Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M39-extended-mag.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M39 Extended Magazine&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radio Keys&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Radio Keys:&#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:Engineering_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the engineering channel with :n.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:tactics_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactics Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the tactics channel with :t.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JTAC_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JTAC Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Supply_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Supply Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the supply channel with :u.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Support Equipment/Abilties =&lt;br /&gt;
== Supply Drops and Orbital Bombardment ==&lt;br /&gt;
Squad Leaders have the authorization to call in Supply Drops and Orbital Strikes. Both of these functions can be called in via the usage of &#039;&#039;&#039;Tactical Binoculars&#039;&#039;&#039;. Supply drops allow the squad to resupply in the field by airdropping supply crates, and Orbital strikes enable the Almayers heavy cannons to lock on and fire at the designated position.&lt;br /&gt;
&lt;br /&gt;
===Supply Drop===&lt;br /&gt;
[[File:Supply_Drop_Ready.png|thumb]]&lt;br /&gt;
# Squad Leader uses the Tactical Binoculars to find out the coordinates of a suitable drop site and relay it to the Staff Officer&lt;br /&gt;
# Staff Officer input the coordinates&lt;br /&gt;
# Requisitions Officer moves the crate full of supplies onto the squad&#039;s launch pad, the overwatch &#039;&#039;&#039;Launch Pad Status&#039;&#039;&#039; will then update&lt;br /&gt;
# Staff Officer launches the crate &lt;br /&gt;
# The crate will then be dropped near the coordinates so it&#039;s best to make sure the squad leader set the beacon in an open area&lt;br /&gt;
* Supply drops can penetrate up to glass ceilings (examine the floor tile to see the ceiling type).&lt;br /&gt;
* 5 minute cooldown between launches&lt;br /&gt;
&lt;br /&gt;
===Orbital Bombardment===&lt;br /&gt;
[[File:Orbital_Bombardment_ready.png|thumb]]&lt;br /&gt;
[[File:Ob_blast.png|thumb]]&lt;br /&gt;
# Squad Leader uses the Tactical Binoculars to find out the coordinates for bombardment and relay it to the Staff Officer&lt;br /&gt;
# Staff Officer input the coordinates&lt;br /&gt;
# Staff Officer fires upon the Squad Leader&#039;s request&lt;br /&gt;
* Orbital Beacon can penetrate up to underground (but not deep underground) ceilings (examine the floor tile to see the ceiling type).&lt;br /&gt;
&lt;br /&gt;
When triggered, the Almayer will fire its orbital cannon, after a short delay and target roughly the position of the beacon. It&#039;s very dangerous in roughly a 6 tile radius (13x13) around the beacon itself, depending on the munition in the cannon. It is advised to &#039;&#039;&#039;STAND CLEAR OF THE SIGHT OF IMPACT&#039;&#039;&#039;. The Orbital Cannon will then need to be reloaded by the maintenance technicians with a cooldown so it won&#039;t always be available.&lt;br /&gt;
&lt;br /&gt;
=== Close Air Support ===&lt;br /&gt;
Squad leaders have access to the JTAC channel to co-ordinate with pilots and other support available to them. The pilots have the unique ability to launch fire missions that allow you to co-ordinate a devastating strike against your enemies. To do so, you&#039;ll need to utilize your tactical binoculars on the &#039;&#039;&#039;CAS MARKING MODE&#039;&#039;&#039; (the red laser) and lase a tile (zoom in by using the binoculars and ctrl+click a tile). The pilot will take off and target your laser. You should co-ordinate with your pilot to give a specific direction and offset of the airstrike. Once you confirm the offsets and directions (if any), the pilot will commence bombardment shortly afterwards.&lt;br /&gt;
It is &#039;&#039;&#039;VERY IMPORTANT&#039;&#039;&#039; to keep the laser up for as long as possible in order for the dropship to fully launch the airstrike. Stopping the laser will cancel the airstrike and aborting the fire mission.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Tactics and Fighting =&lt;br /&gt;
== On the frontlines: ==&lt;br /&gt;
Whether it’d be on small skirmishes, large-scale offensives or just the random encounters of hostiles in the AO, you and your squad will need to fend off the invaders or if you’re attacking, eliminating the hostile that is present.  Be sure to put your fireman carry training to use, in order to save squad members in perilous situations. To perform a fireman carry you need to be on grab intent (yellow), then grab your target and upgrade the grab (aggressive grab) and drag their sprite onto yours while on grab intent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Squad organisation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the man that can lead from the front when ever you’re going out on patrol or moving to another location, everyone is going to follow the SL since you are the person leading them so where ever you are going, they better support you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your squad consists of the two to four engineers, two to four medics, one specialist, one smart-gunner and an endless swarm of grunts.&lt;br /&gt;
Where you are the man on the ground giving orders, they will need to follow. You may want some men to cover the rear or the sides of your squad, preventing the enemy from attacking weak points.&lt;br /&gt;
&lt;br /&gt;
=== Fire Teams ===&lt;br /&gt;
&lt;br /&gt;
With the ability to assign fireteams, your squad can be split up into smaller teams to cover more objectives.&lt;br /&gt;
&#039;&#039;&#039;There are currently 2 ways of selecting Fireteams:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;1)&#039;&#039;&#039;&amp;lt;/big&amp;gt;  Examine a marine and at the bottom of the examine tab, click on &#039;&#039;&#039;Manage Fireteams&#039;&#039;&#039;. This menu will pop up:&lt;br /&gt;
&lt;br /&gt;
(You can Shift + Click to examine, if you have hotkeys enabled)&lt;br /&gt;
&lt;br /&gt;
[[File:FT1.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Once someone is already in a Fireteam,  you can either Promote him to Team Leader, or remove him from the Fireteam, simply by examining the player again, click on &#039;&#039;&#039;Manage Fireteams&#039;&#039;&#039;, and those new options will pop up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;2)&#039;&#039;&#039;&amp;lt;/big&amp;gt;  There is another option where you can manage Fireteams simply by clicking in the Squad Leader&#039;s indicator, and once again, a menu will pop up which will show a status for each marine, that you can manually input to individual marines saying if they are MIA / KIA, etc, so that may help command with the logistics.&lt;br /&gt;
&lt;br /&gt;
[[File:FT2.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Fireteams are extremely important to give the squad more maneuverability and organization if you are tasked with multiple objectives.&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fireteam 1 will patrol around the F.O.B.&lt;br /&gt;
&lt;br /&gt;
Fireteam 2 will help repair the power plant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teamleaders are essential when it comes to spliting your squad. They are the ones that lead your fireteams but keep you informed on their location, casualties, status reports, etc and are highly usefull for flanking and supporting maneuvers.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Situational analysis:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When in the heat of battle, you’ll need to assess the current situation, how many hostiles are in the area, who are injured and who isn’t and how much control of the battlefield you have.&lt;br /&gt;
&lt;br /&gt;
Certain situations will require quick judgment and others, a more calculated choice.&lt;br /&gt;
While the marines are fighting for control of the frontlines, you will need to support them in their offensive and make the call on when to push or when to retreat.&lt;br /&gt;
&lt;br /&gt;
Other times will be defending at specific locations, and whether it’d be in entrances or at the FOB, you’ll need to devise a plan of action. Will your squad flank from a different location and fight your way from another angle, possibly forcing the enemy away from the defender’s position?&lt;br /&gt;
Or will you gather your men to hold your ground until a relief force arrives?&lt;br /&gt;
&lt;br /&gt;
Every decision you make has a cost to it; whether it’s lives or time, you will have casualties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Corridors and tight spaces:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every so often your commanding officer will task you with searching areas where you may find it challenging to retreat from. This is especially evident in tight spaces. Cave systems and narrow corridors are a gamble to investigate. This is due to possible guerrilla fighters lurking in the darkness or behind corners and suddenly BAM, it’s an ambush, and your entire squad is wiped off the face of the sector.&lt;br /&gt;
&lt;br /&gt;
To deal with situations like these, there are very few practical solutions to use. You can’t predict an ambush from occurring, but you can send scouts ahead of your position to “test the waters.”  Squad leaders will know this is suicide, but you must protect the lives of your squad members and to bring as many of them home.&lt;br /&gt;
&lt;br /&gt;
Although a cowardly way of preventing an ambush is to run at the first sight of danger. This only applies to patrolling and scouting objectives. You’ll have most of your marines hopefully back in one piece, but the downside is that the enemy might reinforce the unsecured position and you’ve gathered little to no intelligence on the sector you were tasked with scouting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assaulting the enemy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the possibility of having your squad, accompanied by other troops, to bring the battle to the enemy’s doorstep, you will need to fight alongside your marines. Although how you will fight is primarily up to you, many squad leaders prefer a more aggressive stance with an active role in combat as to some passive squad leaders, directing the battle behind the frontlines and supporting them with supplies and other essentials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Aggressive stance:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What many squad leaders tend to do is join the marines in the fighting at the frontlines, although there’s nothing wrong with it, you’re more likely to die from direct conflict with an enemy. Although your firepower of issuing orbital strikes and inspiring leadership will bolster the marines to act, you are putting yourself in harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
You’ll be fighting with the main force of the marines, gunning down enemy contacts as well as directly supporting your squad. Exploit weak points in the enemies defenses and advance with your men to push the enemy to eliminate the threat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Passive stance:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With your marines on the frontlines, you are behind them or close to them to observe the battle and issue orders when necessary.  You will primarily deploy supply beacons to re-supply the marines and mainly your support class marines. Although this means that you’ll need to rely on one of your marines to issue an orbital strike as well as the loss of another gun on the field.&lt;br /&gt;
&lt;br /&gt;
You’ll primarily watch the battle unfold, seeing from a safe distance and calling them back when your marines are either too deep in the hot zone or pointing out gaps in the offensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sacrifices&#039;&#039;&#039;&lt;br /&gt;
No one wants to sacrifice good men and women for a cause that may be unjust and fruitless. But sacrifices must be made to save the lives of the many. As a leader, the decision weighs on your shoulders for quick decision making, and some of them will cost lives. The needs of the many outweigh the needs of the few. You will have to make the tough calls that will leave some of your marines to their doom to save the rest of the squad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Defending the F.O.B:&#039;&#039;&#039;&lt;br /&gt;
If hostile forces defeat your offensive and launch a counterattack against your defenses, prepare for the worst.  Expect most of the enemies forces to invade, this is the battle that determines the outcome of the next few moments, whether it’d be retreating to the ship or another marine offensive. Expect siege units and other supporting enemies to attack as well as the bulk of the enemies forces.&lt;br /&gt;
&lt;br /&gt;
Depending if your engineers and other squad engineers have fortified the F.O.B or not, it will either hinder or help you defend the area.&lt;br /&gt;
&lt;br /&gt;
How the enemy will fight depends on what siege units they have.&lt;br /&gt;
&lt;br /&gt;
They will either bombard you or directly attack through hit and run means.&lt;br /&gt;
And you will need to respond to these dangers in an appropriate way.&lt;br /&gt;
&lt;br /&gt;
= Abilities: Orders =&lt;br /&gt;
Orders are a timed active ability that characters trained in leadership can activate. The duration of the ability is related to how high the characters leadership skill is, an example being that the commanders order will last longer than a squad leads. The intensification of the ability is also determined by the leadership skill, the higher it is the more intense the orders effects are on surrounding players. Note that these abilities do not stack and that the abilities cover your visual view range and no further. To choose an order to activate go into the IC tab in the top right then select &amp;quot;Issue Order&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Orders:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Move.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Move!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased mobility and chance to dodge projectiles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Hold.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hold!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased resistance to pain and combat wounds.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;[[File:Issue_Orders-Focus.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Focus!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increased gun accuracy and effective range.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Your Skillset =&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=2&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&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;
= Guides =&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16628 Regular/Operation squad management thingies] by Kesserline&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16154 Leadership phenomenon : Squad Cohesion] by Kesserline&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16264 Some Psychology and Management as a SL] by Kesserline&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=16424 Tactics on the field : some tips] by Kesserline&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?1805-Rigga-s-SL-guide-Part-2-Electric-Boogaloo: Rigga&#039;s SL guide: Part 2 Electric Boogaloo] By Swagbag&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Good luck, your squad depends on your decisions during the mission.&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=25308</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=25308"/>
		<updated>2023-04-17T18:45:47Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Updating to reflect QC removal&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 Hospital Corpsman [[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 = 1 hour as medical roles and 1 hour as squad roles.&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 Hospital Corpsman&#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 Hospital Corpsman, 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 Hospital Corpsmen 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;
|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:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Corpsman Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Corpsman fatigues, only worn by USCM Corpsmen.&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;| {{M10 Pattern Marine Helmet}}&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-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&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;|{{M3 Medium Armor}}&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 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&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 corpsman 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 corpsmen. 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 Corpsman 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 corpsmen. 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_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load 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 the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern General Pistol Holster 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 has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&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 corpsmen. This contains most of the auto-injectors and healing equipment a Corpsman 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M39 Holster 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 designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster 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 for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F flare gun holster 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 for the M82F flare gun.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 Grenade 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 designed to carry bulk quantities of M40 series of Grenades.&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: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 7 Autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-Responder-Tactical-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field corpsmen. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&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;
|- &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;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Large-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sling_pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Keeps a single item attached to a strap, Can contain either an etool or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
&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;
&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;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:shell-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
&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;
|- &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;
3 Options are available to pick:&lt;br /&gt;
&lt;br /&gt;
* Bicaridine.&lt;br /&gt;
* Kelotane.&lt;br /&gt;
* Revival Mix. Contains Inapprovaline, Peridaxon and epinephrine. &lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:vial-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay. Filled with empty vials.&lt;br /&gt;
&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|}&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;
|-&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&lt;br /&gt;
|-&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;
&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:Gasmask.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; |{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Heat Absorbent Coif Description}}&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: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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix brute damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Synth Graft&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix burn damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&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;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
&lt;br /&gt;
|-&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; | Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only corpsmen (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
|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 corpsman - 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Field 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 brute damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
&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 burn damage. Heals 12 brute damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
&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;
Contains the following:&lt;br /&gt;
* 1 Tricordrazine Autoinjector&lt;br /&gt;
* 3 Advanced Trauma Kits&lt;br /&gt;
* 2 Advanced Burn Kits&lt;br /&gt;
* 1 Stack of Splints&lt;br /&gt;
&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: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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Autoinjectors&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;
|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;
&amp;lt;!-- |[[File:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]] --&amp;gt;&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pill Bottles&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;width: 10%&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;width: 90%&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;
&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;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Utilities&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: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 corpsmen - 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;| {{Sensormate_Description}}&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;
|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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 9 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Squad Engineer]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&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;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: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:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA 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;Restricted Firearms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = VP78 Pistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Smartpistol Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = SU-6 Smartpistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{HPR Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M41AE2 Heavy Pulse Rifle&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Extra Items:&#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:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4 Pattern Intel Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#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;|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#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;|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#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;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&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;&amp;lt;br&amp;gt; Costs:6points&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#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;|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Whistle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Goggles.png|64px]]&lt;br /&gt;
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&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radio Keys&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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{| 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;Ammunition:&#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;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Engineering_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the engineering channel with :n.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:tactics_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactics Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the tactics channel with :t.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JTAC_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JTAC Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Supply_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Supply Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the supply channel with :u.&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 Hospital Corpsman == &lt;br /&gt;
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As the &#039;&#039;&#039;Squad Hospital Corpsman&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are evaced to shipside Medbay should be stabilized. By you.&lt;br /&gt;
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Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
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As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Squad Hospital Corpsman Equipment ==&lt;br /&gt;
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As the &#039;&#039;&#039;Squad Hospital Corpsman&#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 Corpsman, and all three other squads will be getting two Squad Corpsmen, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
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After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main part for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
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There are 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;
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The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you will still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. Combat Medic, as some say.&lt;br /&gt;
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For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
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* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. Though it is ultimately a preference thing, it is highly recommended you start out with a satchel unless you know what you&#039;re doing. Having to take off your backpack constantly can slow down your work massively, and the satchel is more than capable of allowing you to heal and revive marines very efficiently.&lt;br /&gt;
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* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
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* Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, as the two belts already comes loaded with, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form&#039; For the backpack or satchel, put at least two defibrillators, your surgical line and synth graft, and one roller bed in. Optionally, pack more first aid kits and stasis bags.&lt;br /&gt;
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* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
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* Next, you will actually need to start considering your weapon loadout. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like, and can mount an angled grip to greatly reduce the delay before you can wield it.. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs. &lt;br /&gt;
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* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo.&lt;br /&gt;
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* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
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* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
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* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
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== Squad Hospital Corpsman Tactics ==&lt;br /&gt;
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As the &#039;&#039;&#039;Squad Hospital Corpsman&#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 Corpsman. 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 Corpsmen, 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 Corpsman, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
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== Common Field Triage Procedure ==&lt;br /&gt;
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Triage is the last and most important topic for a Squad Corpsman to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
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The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out of the spot are deceased, unrevivable teammates. They are gone, that is all.&lt;br /&gt;
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In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
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Dead patients that can still be defibrillated are an urgent case. From the last point of death, you only have a few minutes before they permanently pass away. If you were brought such a patient, he may have died a mere dozen seconds ago, or a few precious minutes might have already been spent recovering him, as such, it&#039;s critical to be rapid and minimize the time before first shock, at least to renew the patient&#039;s death timer before it is too late.&lt;br /&gt;
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Triage procedure usually goes as follow:&lt;br /&gt;
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* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location.&lt;br /&gt;
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* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
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* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is flashing &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;red&#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. If the heart rate icon is a constant  &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; then some time has passed since the patient has died but at least a minute remains until permanent death.&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, suture and try to apply as many as possible. Then apply suture/surgical graft until you run out of wounds to suture/graft or you go below 200 damage. 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 and Tricordazine. 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. &lt;br /&gt;
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* If the patient is in critical health, and especially near death, immediately inaprovaline and peridoxin 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. Immediately pull them to a safe area and preform an internal bleed mending surgery. If they are suffering from low blood administer MREs and wait blood should slowly replenish while nutriment is high.&lt;br /&gt;
&amp;lt;!--* 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.To bicardine overdose to work, patient must have zero brute damage otherwise bicardine overdose method will not work, resulting massive amount blood lost. As marines never wait to heal fully or currectly at active combat, its best give one or two quickclot pill. ( do not administer more then two pill, result will be quickclot overdose and patient will take brute damage. 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. Alternatively as a corpsman you can use syringe to transfer blood between marines. A marine can donate up to %15 of his blood without damaging himself. Before transfer be sure to check its correct blood type. --&amp;gt;&lt;br /&gt;
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* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
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* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
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* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
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* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
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* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
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* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
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== Squad Hospital Corpsman 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 Corpsman 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;
&lt;br /&gt;
* Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don&#039;t forget to use your roller beds!&lt;br /&gt;
&lt;br /&gt;
* You can drop the defib and use both of your hands, this will not stop the defib process. Do note that if you walk away from the defib it will stop. Around 2-3 titles.&lt;br /&gt;
&lt;br /&gt;
== Med-Evacs ==&lt;br /&gt;
&#039;&#039;&#039;Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To accomplish a successful med-evac of an injured marine you&#039;ll need the med-evac stretcher and a willing Pilot Officer, after you have found both of these you can start with the below steps:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that a marine cannot be med-evaced from in places where ceilings are metal or underground, it has to either be outside or in places where there are glass ceilings.&#039;&#039;&#039; (Examine the tile to look at the ceilings)&lt;br /&gt;
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.&lt;br /&gt;
*Right click the stretcher and select &amp;quot;Activate Medevac&amp;quot; then wait.&lt;br /&gt;
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.&lt;br /&gt;
*If everything is successful the pilot will have winched up the injured marine and you can collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Squad Hospital Corpsman Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sources and Reading ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?5137-Braindead-Guide-to-Medic Braindead Guide to Medic] (Blunt but simple to read and understand. Highly recommended for both beginner and advanced squad medics. If you&#039;re struggling to increase your efficiency as a medic, this guide will help a lot.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic Another simple medic guide, appropriate for those completely new to CM&#039;s medical system.]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=25307</id>
		<title>Hospital Corpsman</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hospital_Corpsman&amp;diff=25307"/>
		<updated>2023-04-17T18:35:47Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: QC is removed&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 Hospital Corpsman [[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 = 1 hour as medical roles and 1 hour as squad roles.&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 Hospital Corpsman&#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 Hospital Corpsman, 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 Hospital Corpsmen 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;
|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:jumpsuit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;USCM Corpsman Fatigues&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard-issue Corpsman fatigues, only worn by USCM Corpsmen.&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;| {{M10 Pattern Marine Helmet}}&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-L Pattern Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3-L Pattern Light Armor}}&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;|{{M3 Medium Armor}}&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 EOD Pattern Heavy Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M3 EOD Armor}}&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 corpsman 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 corpsmen. 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 Corpsman 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 corpsmen. 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_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern Ammo Load 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 the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern General Pistol Holster 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 has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&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 corpsmen. This contains most of the auto-injectors and healing equipment a Corpsman 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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M39_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M39 Holster 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 designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued. &lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M44_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M44 Holster 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 for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M82F_flare_gun_holster_rig.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M82F flare gun holster 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 for the M82F flare gun.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shotgun_belt.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M276_pattern_M40_HEDP.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M276 Pattern M40 Grenade 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 designed to carry bulk quantities of M40 series of Grenades.&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: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 7 Autoinjectors.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:First-Responder-Tactical-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field corpsmen. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Aid-pouch.png|64px]]&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;
|- &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;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Large-gen-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Sling_pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Keeps a single item attached to a strap, Can contain either an etool or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
&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;
&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;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:shell-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
&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;
|- &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;
3 Options are available to pick:&lt;br /&gt;
&lt;br /&gt;
* Bicaridine.&lt;br /&gt;
* Kelotane.&lt;br /&gt;
* Revival Mix. Contains Inapprovaline, Peridaxon and epinephrine. &lt;br /&gt;
&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;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:vial-pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay. Filled with empty vials.&lt;br /&gt;
&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|}&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;
|-&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:Black_webbing_vest.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Black Webbing Vest&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.&lt;br /&gt;
&lt;br /&gt;
|-&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;
&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:Gasmask.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; |{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Heat_absorbent_coif.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat absorbent coif&#039;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Heat Absorbent Coif Description}}&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: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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix brute damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Synth Graft&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Used to fix burn damage&lt;br /&gt;
* Can be used on deceased patients&lt;br /&gt;
* Can only heal half of damage inflicted&lt;br /&gt;
* Heals limb based on target area&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;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
&lt;br /&gt;
|-&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; | Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only corpsmen (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
|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 corpsman - 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Field 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 brute damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
&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 burn damage. Heals 12 brute damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
&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;
Contains the following:&lt;br /&gt;
* 1 Tricordrazine Autoinjector&lt;br /&gt;
* 3 Advanced Trauma Kits&lt;br /&gt;
* 2 Advanced Burn Kits&lt;br /&gt;
* 1 Stack of Splints&lt;br /&gt;
&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: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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Autoinjectors&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;
|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;
&amp;lt;!-- |[[File:Quickclot.png]]&lt;br /&gt;
[[#Quickclot|Quickclot]] --&amp;gt;&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pill Bottles&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;width: 10%&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;width: 90%&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;
&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;
* &#039;&#039;&#039;Tramadol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Medical Utilities&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: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 corpsmen - 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;| {{Sensormate_Description}}&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;
|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;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:G18-Utility-Pouch.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:15 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| |A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HEDP]] high explosive grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hedp_packet&lt;br /&gt;
|Title = M40 HEDP High Explosive Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HIDP]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hidp_packet&lt;br /&gt;
|Title = M40 HIDP Incendiary Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HPDP]] white phosphorus grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hpdp_packet&lt;br /&gt;
|Title = M40 HPDP White Phosphorus Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|HSDP]] smoke grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 9 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hsdp_packet&lt;br /&gt;
|Title = M40 HSDP Smoke Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-F]] airburst grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Frag Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|AGM-I]] incendiary grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = agm_incendiary_airburst_packet&lt;br /&gt;
|Title = M74 AGM-Incendiary Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains four [[Marine Equipment#USCM Weapons|AGM-H]] hornet grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = hornet_packet&lt;br /&gt;
|Title = M74 AGM-Hornet Airburst Packet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Contains three [[Marine Equipment#USCM Weapons|claymores]]. Can also be acquired via [[Requisitions]] or asking a [[Squad Engineer]] if they have spare.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 20 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = M20_mine_box&lt;br /&gt;
|Title = M20 Mine Box&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;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: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:M4RA-AP-mag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M4RA 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;Restricted Firearms&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{VP78 Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 8 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = VP78 Pistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{Smartpistol Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 12 Points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = SU-6 Smartpistol&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{HPR Guncase}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costs 18 points.&#039;&#039;&#039;&lt;br /&gt;
|Icon = weaponcase&lt;br /&gt;
|Title = M41AE2 Heavy Pulse Rifle&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Utilities&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Extra Items:&#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:B12_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B12 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:XM4 Pattern Intel Armor.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M4 Pattern Armor&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:28 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finder&#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;|A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laser Designator&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Tactical Binocular Different Modes:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangefinder Mode:&#039;&#039;&#039;  After Ctrl + Clicking the desired target a green laser will appear after which that tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for &#039;&#039;&#039;Mortars&#039;&#039;&#039; and &#039;&#039;&#039;Orbital Bombardments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CAS Mode:&#039;&#039;&#039; After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target. &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Large General Pouch&#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;|A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:largemag-pouch.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;&amp;lt;br&amp;gt;Costs:6 points&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:flame-pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fuel Tank Strap Pouch&#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;|Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks&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;&amp;lt;br&amp;gt; Costs:6points&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;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#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;|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Machete_pouch.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;H6B pattern M2132 machete scabbard&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Mini_Extinguisher.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:8 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Tracker Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Whistle.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whistle&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|[[File:Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Welding Goggles&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:3 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A pair of Welding Goggles. Goes on the eyes slot.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Radio Keys&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Note:You have 45 points to spend on additional items.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Ammunition:&#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:Engineering_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Engineering Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the engineering channel with :n.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:tactics_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Tactics Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the tactics channel with :t.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:JTAC_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JTAC Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Supply_key.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Supply Radio Encryption Key&#039;&#039;&#039;&amp;lt;br&amp;gt; Costs:5 points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An encryption key for a radio headset, Allowing you to access the supply channel with :u.&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
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== Duties of the Squad Hospital Corpsman == &lt;br /&gt;
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As the &#039;&#039;&#039;Squad Hospital Corpsman&#039;&#039;&#039;, you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s will be taking care of advanced medical procedures like surgery and advanced treatments, you will be on the field, taking care of wounds and casualties as they come in, sometimes quite literally. The patients that are evaced to shipside Medbay should be stabilized. By you.&lt;br /&gt;
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Anything from Marines with minor wounds and pain, to dead people in need of emergency defibrillation will be directed to you, ideally, or more likely you will be summoned to them. While you might hope that wounds will be coming in steadily, with easily identifiable and isolated cases, odds are that battle will yield far more messy cases, requiring rapid and efficient analysis and treatment.&lt;br /&gt;
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As such, you will need to learn to equip yourself properly for the mission, prepare your triage during pre-deployment and upon landing, triage wounds and casualties as they arrive or occur, and know when to send back to the fight, medevac, or simply give up on someone.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Squad Hospital Corpsman Equipment ==&lt;br /&gt;
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As the &#039;&#039;&#039;Squad Hospital Corpsman&#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 Corpsman, and all three other squads will be getting two Squad Corpsmen, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.&lt;br /&gt;
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After waking up from cryosleep and getting yourself some food, it&#039;s time to head into Preparation. Ignore the main part for now, and head into your special Medical Preparation Room. There, you will find all the supplies you will need.&lt;br /&gt;
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There are 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;
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The second, albeit still obvious thing to know about your loadout is that &#039;&#039;&#039;you will still be carrying a weapon&#039;&#039;&#039;. Carrying a weapon means carrying ammunition for said weapon, because no conflict will be resolved with only one load of ammunition. As such, you have to juggle slots between your healing gear and your fighting gear. Combat Medic, as some say.&lt;br /&gt;
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For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :&lt;br /&gt;
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* Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. Though it is ultimately a preference thing, it is highly recommended you start out with a satchel unless you know what you&#039;re doing. Having to take off your backpack constantly can slow down your work massively, and the satchel is more than capable of allowing you to heal and revive marines very efficiently.&lt;br /&gt;
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* Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can&#039;t (or won&#039;t) use a backpack/satchel.&lt;br /&gt;
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* Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, as the two belts already comes loaded with, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won&#039;t find those in pill form&#039; For the backpack or satchel, put at least two defibrillators, your surgical line and synth graft, and one roller bed in. Optionally, pack more first aid kits and stasis bags.&lt;br /&gt;
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* Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it&#039;s a wise idea to place additional spare ammo in your armor slots.&lt;br /&gt;
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* Next, you will actually need to start considering your weapon loadout. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like, and can mount an angled grip to greatly reduce the delay before you can wield it.. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs. &lt;br /&gt;
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* Having a gun is nice, but having spare ammunition is even better. Fill up whatever spare inventory slots you have left with spare ammo.&lt;br /&gt;
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* It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you&#039;re doing. You should also not weigh yourself down with flares, let the Privates light the way for you.&lt;br /&gt;
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* One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits can run out very quickly on the field, so balance it carefully.&lt;br /&gt;
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* At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.&lt;br /&gt;
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== Squad Hospital Corpsman Tactics ==&lt;br /&gt;
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As the &#039;&#039;&#039;Squad Hospital Corpsman&#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 Corpsman. 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 Corpsmen, 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 Corpsman, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don&#039;t hesitate to pull your gun and answer on the spot. More often than not, you will be killed if no-one else can assist immediately and you don&#039;t react in time. Help yourself and others will help you.&lt;br /&gt;
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== Common Field Triage Procedure ==&lt;br /&gt;
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Triage is the last and most important topic for a Squad Corpsman to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.&lt;br /&gt;
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The actual triage procedure is long and thorough, but it can easily be compressed as cases are ruled out. The only cases that can be thrown out of the spot are deceased, unrevivable teammates. They are gone, that is all.&lt;br /&gt;
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In an emergency, you may medevac anyone who is too wounded to receive treatment, especially if other casualties are piling up. Stasis bags can also be used to delay treatment on serious wounds. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.&lt;br /&gt;
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Dead patients that can still be defibrillated are an urgent case. From the last point of death, you only have a few minutes before they permanently pass away. If you were brought such a patient, he may have died a mere dozen seconds ago, or a few precious minutes might have already been spent recovering him, as such, it&#039;s critical to be rapid and minimize the time before first shock, at least to renew the patient&#039;s death timer before it is too late.&lt;br /&gt;
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Triage procedure usually goes as follow:&lt;br /&gt;
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* If the patient is currently stationed in or very close to a hazard, such as active fighting, a fire, a pool of acid, danger close to artillery or CAS strike, or some other form of imminent and obvious danger, immediately interrupt treatment until danger has passed or patient has been moved to a safe location.&lt;br /&gt;
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* Identify the teammate in distress, probably via their health readout on HUD being at yellow or lower, or them actively calling out for you. Use the health analyzer to identify what is wrong with them.&lt;br /&gt;
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* If the patient is deceased but can still be defibrillated (&amp;lt;span style=&amp;quot;color:#24db08&amp;quot;&amp;gt;&#039;&#039;&#039;green&#039;&#039;&#039;&amp;lt;/span&amp;gt; heart rate icon on HUD, instead of skull), apply defibrillation procedure below. If patient is permanently deceased (skull icon on medical HUD) or Do Not Revive (&amp;lt;span style=&amp;quot;color:#db1e1e&amp;quot;&amp;gt;&#039;&#039;&#039;red&#039;&#039;&#039;&amp;lt;/span&amp;gt; flatline icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable. If the heart rate icon on the medical HUD is flashing &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;red&#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. If the heart rate icon is a constant  &amp;lt;span style=&amp;quot;color:#f57842&amp;quot;&amp;gt;&#039;&#039;&#039;orange&#039;&#039;&#039;&amp;lt;/span&amp;gt; then some time has passed since the patient has died but at least a minute remains until permanent death.&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, suture and try to apply as many as possible. Then apply suture/surgical graft until you run out of wounds to suture/graft or you go below 200 damage. 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 inaprovaline and peridoxin 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.To bicardine overdose to work, patient must have zero brute damage otherwise bicardine overdose method will not work, resulting massive amount blood lost. As marines never wait to heal fully or currectly at active combat, its best give one or two quickclot pill. ( do not administer more then two pill, result will be quickclot overdose and patient will take brute damage. 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. Alternatively as a corpsman you can use syringe to transfer blood between marines. A marine can donate up to %15 of his blood without damaging himself. Before transfer be sure to check its correct blood type.&lt;br /&gt;
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* If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. If the patient is not actually missing blood on the health scanner readout, it is almost certainly internal organ damage, administer Peridaxon. Peridaxon doses need to be renewed every few minutes to prevent further internal organ damage. &#039;&#039;&#039;Patient will need to medevac in the event of heavy internal organ damage, especially serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.&lt;br /&gt;
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* If the patient has massive amounts of brute and burn damage, locate limbs with particularly heavy damage on your health scan and patch them up using the appropriate advanced medical kit. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.&lt;br /&gt;
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* If the patient is suffering from major toxin damage, check for chemical OD. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.&lt;br /&gt;
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* If the patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.&lt;br /&gt;
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* If the scanner reveals fractures with an identifiable location, or a fracture is indicated while one limb very clearly centralizes most or all of the brute damage on the body, apply a splint to the location. Additionally, patient may indicate correct limb if conscious. &#039;&#039;&#039;Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patients discretion on when they want to evac. Splints will easily be torn and broken in any additional fighting, limiting combat effectiveness.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is above critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.&lt;br /&gt;
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* If the patient is missing a limb, make sure they&#039;re aware. &#039;&#039;&#039;Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.&#039;&#039;&#039;&lt;br /&gt;
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* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac, especially if oxygen damage does not exceed 22 points.&lt;br /&gt;
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== Squad Hospital Corpsman 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 Corpsman 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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* You can drop the defib and use both of your hands, this will not stop the defib process. Do note that if you walk away from the defib it will stop. Around 2-3 titles.&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;
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&#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;
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== Squad Hospital Corpsman Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
}}&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;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4877-Allakai-s-Guide-to-Not-Be-a-Bad-Medic Allakai&#039;s Medic 101] (Good for a more in-depth explanation of all the medic&#039;s items and to compare your loadout ideas with other experienced players.)&lt;br /&gt;
&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?4748-A-simple-guide-to-help-you-be-a-better-and-more-effective-combat-medic Another simple medic guide, appropriate for those completely new to CM&#039;s medical system.]&lt;br /&gt;
&lt;br /&gt;
* [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=25306</id>
		<title>Military Police</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=25306"/>
		<updated>2023-04-17T18:33:18Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: QC is gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = MilitaryPolice.png &lt;br /&gt;
|jobtitle = Military Police&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Sergeant&lt;br /&gt;
|superior = Command Officers, [[Chief MP]], [[Warden]] and [[Marine Law]]&lt;br /&gt;
|unlock = Ten hours as Squad Roles.&lt;br /&gt;
|duties = Enforce Marine Law. Detain Criminals. Keep Shipside Personnel Safe.&lt;br /&gt;
|guides = [[Marine Law]], [[Rules|Server Rules]], [[Rank]]&lt;br /&gt;
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to do so may result in a job ban or server ban.&amp;lt;br&amp;gt;&lt;br /&gt;
Your primary job is to maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you are tasked with the security of high-ranking personnel, including the command staff. Keep them safe!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The difference between a normal policeman and a military policeman, is that a military policeman deals with trained killers&#039;&#039;&amp;quot; - Anonymous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DISCLAIMER: Keep in Mind that both [[Marine Law]], [[Rules|Server Rules]], [[Rank]] occasionally change, meaning parts of this guide can then be out of date. If this guide ever contradicts what is being said in one of those three pages, notify the Wiki Maintainer and follow what is said in those pages.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Military Police Officer&#039;&#039;&#039;, your primary duty is &#039;&#039;&#039;to obey and enforce [[Marine Law]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MPs are held to a very high standard of conduct because you are the source of in-character discipline as well as the server&#039;s first line of defense against out-of-character infractions. You are bound to Marine Law as Server Rules meaning if you break any laws in Marine Law you risk being punished outside of &amp;quot;In Character&amp;quot;, meaning you may be Job banned or even outright banned due to your actions.&lt;br /&gt;
&lt;br /&gt;
Enforcing Marine Law may be a hard task due to Marines being up to no good and refusing to come quietly. But fear not, you are equipped with state of the art Non-Lethal Weaponry that can keep a marine down for the time you need to get them cuffed and transported to the brig.&lt;br /&gt;
&lt;br /&gt;
When it comes to Marine Law matters, you are always to listen to the CMP above all else as long as it does not interfere with Marine Law or Server Rules. The only one higher than the CMP in marine law is the CO and High Command. If you are ever in doubt, Ahelp the Situation and Ask before proceeding. This can save a lot of hassle and is a good tip you should keep in mind. You should never act against the Commanding Officer or Chief MP without a very good IC reason. Your job is to keep the ship safe and enforce marine law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unless Authorized by the CMP or aCO you are NEVER to use lethal force against a Suspect.&#039;&#039;&#039; - See [[Marine Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Patrolling &amp;amp; Investigations=&lt;br /&gt;
When beginning your shift, your first task is generally to get geared up and report to the checkpoints, req or briefing as per your CMP&#039;s orders. The briefing can be a delicate time and can get out of hand very quickly, be diplomatic, and always remember you are outnumbered.&lt;br /&gt;
Once the marines have gone down it&#039;s time to patrol the ship unless told otherwise, check all rooms of the ship you never know what you might find or who you might find. &lt;br /&gt;
&lt;br /&gt;
==Access Privileges==&lt;br /&gt;
As MP you have access to most places onboard the ship, but there are certain places you do not have access to such as upper medbay. This is for various reasons such as gameplay, but if you have a proper RP reason you may request the aCO to give you access to the specific area that is needed from the ID Computer in CiC or Briefing if it is for an extended amount of time such as to be stationed as a guard by the Containment cells in upper medbay.&lt;br /&gt;
&lt;br /&gt;
If it is just a search on a person or area, follow the procedure listed in Marine Law here: [[Marine_Law#Search_Procedure|Search Procedure]]&lt;br /&gt;
&lt;br /&gt;
Due to MP&#039;s having access to almost all places onboard the ship you will often be called to help out CT&#039;s, Doctors, or OT&#039;s even for various reasons, but make sure you always prioritize between requests. A doctor that needs access to a prep room since a marine has died there comes before an OT needing access to fix a light another place.&lt;br /&gt;
&lt;br /&gt;
List of Areas MP&#039;s can&#039;t access:&lt;br /&gt;
* Any specialized prep room (Spec, engineer, medic, smartgunner and squad leader.)&lt;br /&gt;
* Upper research&lt;br /&gt;
* Morgue&lt;br /&gt;
* Research containment&lt;br /&gt;
* Chemistry Laboratory LVL1&lt;br /&gt;
* Medical lockers&lt;br /&gt;
&lt;br /&gt;
=Application of the law=&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
[[Marine_Law#Detainment_and_Brig_Procedures|Detainment and Brig Procedures]] should always be followed meaning you do every step as stated in no particular order. If a prisoner harms himself or tries to break the window, you can temporarily cuff him to the bed, run to Perma and grab a Straightjacket. The Straightjacket will remain on for the duration of the timer until the prisoner is released.&lt;br /&gt;
&lt;br /&gt;
As a Military Policeman, you are assigned to the protection of USCM prisoners as well as POW (Prisoners of War) held in the Brig. Remember, you&#039;re not a &#039;no-mercy&#039; type of officer from the early wars and should treat Prisoners by Marine Law. &lt;br /&gt;
&lt;br /&gt;
Once a prisoner is appropriately sentenced you are to make sure they are provided their [[Marine Law#Prisoner Rights| basic rights]] which CANNOT be denied, such as Medical treatment, food, etc ... except for in extreme situations with approval from the Chief Military Police Officer or the Commanding Officer.&lt;br /&gt;
&lt;br /&gt;
=== NJP&#039;s ===&lt;br /&gt;
As per [[Marine Law]] for crimes with a sentence equal to or lower than 10 minutes, the arresting MP, Chief MP or the Commanding Officer may administer a Non-Judicial Punishment instead of a brig sentence. NJPs may only be issued to those they outrank. You must still update the records, and if they do not complete the NJP, you may add 10 minutes to the sentence. NJPs may only be as long as the punishment would be, and no longer.&lt;br /&gt;
&lt;br /&gt;
Possible NJP suggestions:&lt;br /&gt;
* Clean up briefing/req/lounge&lt;br /&gt;
* Mopping floors&lt;br /&gt;
* Push-ups or laps &lt;br /&gt;
* Writing an apology letter&lt;br /&gt;
&lt;br /&gt;
==Survivors== &lt;br /&gt;
You may not always be informed when someone comes aboard, but when found or informed this can be a good outline of things you should do to cover your bases.  &amp;lt;br /&amp;gt;1. Secure any weapons. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current [[Marine Law]] &amp;lt;br /&amp;gt;2. If done in the brig you can do a quick scan of them in the brig medbay if they weren&#039;t first checked out or treated when they arrived. &amp;lt;br /&amp;gt;3. Update their ID to colonist or passenger at the ID computer in the CIC or the one near briefing. In addition to this, survivors can also be enlisted into the USCM as a private, with the permission of the Commanding Officer. Once completed you can print the access report for the CMP or use it for the next step. &amp;lt;br /&amp;gt;4. Add the survivor to the ship security records and &#039;&#039;&#039;optionally&#039;&#039;&#039; remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front-facing and side facing sprite to also add to the records. &amp;lt;br /&amp;gt;5. The CL, CO, CMP or researcher may want to RP with them. Contact them! &amp;lt;br/&amp;gt;5. If the aCO allows them to assume a role in one of the departments, you can update the ID to reflect the change. &lt;br /&gt;
* Armed survivors in the CIC is a big danger to the command staff and operations; they should be intercepted before they can gain access.&lt;br /&gt;
* Colonial marshalls are not from the Marshal provost office and do not receive immunity. Ahelp when unsure!&lt;br /&gt;
* Survivors cannot keep their weapons while on the ship if at a green alert level.&lt;br /&gt;
* You cannot take fingerprints from someone wearing gloves.&lt;br /&gt;
&lt;br /&gt;
== Updating ID&#039;s or demotions ==&lt;br /&gt;
To demote or add someone to the crew. Try to use the ID they are wearing as opposed to creating a new ID from a blank card. &amp;lt;br /&amp;gt;1. Take their ID and enter it into the Target Identity slot on the ID computer&amp;lt;br /&amp;gt;2. Enter your ID into the Authorized Identify slot&amp;lt;br /&amp;gt;3. Under the assignment section, you can set someone to a job, and it will automatically assign the appropriate privileges to the ID or remove them in a demotion. &amp;lt;br/&amp;gt;4. Alternatively, you can manually change accesses by adding or subtracting areas of access.&lt;br /&gt;
* If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a [[File:Unknown.png]] on the security HUD &lt;br /&gt;
* ID cards without &amp;quot;USS Almayer Identification&amp;quot; checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies!&lt;br /&gt;
* Survivors cannot be given combat, police, command roles or assignments in departments they don&#039;t have skills in.&lt;br /&gt;
* Custom roles can be assigned such as Janitor, Pastor, Chef, Receptionist, etc.. &lt;br /&gt;
* At this time REQ or Command positions are not assignable by MP&#039;s.&lt;br /&gt;
&lt;br /&gt;
=Your Workspace=&lt;br /&gt;
The Brig is located West (fore) of Briefing and can be accessed through the numerous doors on each side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Brig map.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Brig is likely where you will spend a lot of time as MP. The Chief MP&#039;s office is in the north checkpoint and contains a fax machine, records console, and a camera console plus the CMP&#039;s bunks.&lt;br /&gt;
&lt;br /&gt;
To the south (or port) of the office is the brig itself. It contains the brig cells with timers, you can also find the general work area there, which includes some vendors, the Evidence room, some general gear, and the forensic computer. The infirmary where prisoners can be treated is located next to the general work area. The holding cells, the execution room, and the isolation cells or as its also known; perma. It is located in the main part of the brig.&lt;br /&gt;
&lt;br /&gt;
The Execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have his/her life ended and in the corner of the room: a blindfold, pack of cigarettes and a lighter. In the bottom right corner, there is a locker. The locker itself can only be opened by the CMO/CO. Inside the locker lies the lethal injection in both syringe and autoinjector forms. The lethal injection procedure is made up of a cocktail of dangerous drugs. For the procedure of Execution, please see [[Marine_Law#Executions|Marine Law - Executions]].&lt;br /&gt;
&lt;br /&gt;
The Perma section has two lockers for the prisoner&#039;s gear and is equipped with the standard radio headset, prisoner orange jumpsuit, and orange boots. The perma cells vary a bit between each other but have a few things in common like flash&#039;s Mounted in the cells and blast shield doors that can be brought down. Next to the Isolation cells in perma is where you find some straightjackets and muzzles for bad-tempered prisoners.&lt;br /&gt;
=== Armory and Security Lockers===&lt;br /&gt;
&lt;br /&gt;
The Armory and Security lockers, located in the south checkpoint contains six lockers in the armory and the security lockers outside. The lockers in the armory are bulletproof and only open on Red Alert, but can be opened manually by the CMP or the XO/CO.&lt;br /&gt;
&lt;br /&gt;
[[File:Ss13_MP_armory.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sidearm Lockers:&#039;&#039;&#039;&lt;br /&gt;
* M4A3 Service Pistol&#039;s&lt;br /&gt;
* M4A3 Magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riot Control Lockers:&#039;&#039;&#039;&lt;br /&gt;
* Box of Flashbangs&lt;br /&gt;
* Box of M66 Tear Gas Grenades&lt;br /&gt;
* M81 Riot Grenade Launchers&lt;br /&gt;
* Gas Masks&lt;br /&gt;
* M37A2 Shotguns&lt;br /&gt;
* Shotgun Bean Bag Shells&lt;br /&gt;
* M5 Riot Armor and Helmet&lt;br /&gt;
* Riot Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun Lockers:&#039;&#039;&#039;&lt;br /&gt;
* Mk221 Tactical Shotguns&lt;br /&gt;
* Box of Shotgun Slug Shells&lt;br /&gt;
* Box of Shotgun Buckshot Shells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Lockers&#039;&#039;&#039;&lt;br /&gt;
* A spare uniform set with a headset and armor&lt;br /&gt;
* Flashlight&lt;br /&gt;
* SecHud&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Taser&lt;br /&gt;
* Stun Baton&lt;br /&gt;
* Flash&lt;br /&gt;
* Handcuffs&lt;br /&gt;
* Medium General Pouch&lt;br /&gt;
* Security Backpack&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
Being an MP is not an easy job. You are responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfill your duties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fax Machine:&#039;&#039;&#039; This is used for contacting High Command. Primarily used to ask permission to remove the acting Commanding Officer from their position, it may also be used to inform High Command of unusual circumstances and receive instructions on how to proceed and when in doubt of the CMP&#039;s action you can report it through the fax machine. Make sure you send a properly formatted Fax. It makes it both easier to read and looks more quite a lot more professional. You can find the proper format to use and a lot of other goodies in our [[Guide_to_Paperwork|Paperwork Guide]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Records Console:&#039;&#039;&#039; You can find this console in the general brig area, at security checkpoints, and the CMP&#039;s office. It is used to review and update records and as such is one of your most essential tools. Use it to make sure people have their status (arrest, released, incarcerated, or none) as well as any crimes they may have committed up to date. Status and comments may also be edited by examining someone if you have a secHUD on. To identify fingerprints found on your forensic scanner, click the console with your scanner in hand to place it in, and then print out the results. &#039;&#039;&#039;Note: Removing your ID does not log you out. It is imperative you don&#039;t leave a computer logged in especially in high traffic areas such as the CIC Entrance. The logs will show as if you made the changes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Camera Console:&#039;&#039;&#039; There&#039;s one of these in the brig and a few more scattered around the ship in checkpoints and other workstations. The Console allows you to see through any camera in the USS Almayer, and it&#039;s useful to find or follow fleeing suspects as well as to keep an eye on shipside operations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Recharger:&#039;&#039;&#039; There is one in the brig and a few in Medbay. They can charge up stuff that runs on electricity. Some of the Equipment it can charge is: Stun baton, Flash.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pepper spray refiller:&#039;&#039;&#039; Located in the brig armory and locker room, can be used to refill pepper spray.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUDGlasses:&#039;&#039;&#039; Wearing these glasses will show jobs onboard the Almayer, someone not on the crew-list or not wearing ID.&amp;lt;br /&amp;gt;[[File:Unknown.png]] Unknown &amp;lt;br /&amp;gt; [[File:Wanted.png]] Arrest - Examine them to find out why they are wanted.&amp;lt;br /&amp;gt; [[File:Incarcerated.png]] Incarcerated - This can be an indication of a prisoner that has broken out, call this in and check it out!&amp;lt;br /&amp;gt;[[File:Released.png]] Released - Keep an eye on these in case they continue their mischief.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MP tools:&#039;&#039;&#039; You have access to a variety of items such as flashes, handcuffs, and tasers to help you control and subdue hostiles.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniform&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:MP_Beret.png]]&lt;br /&gt;
&#039;&#039;&#039;MP Beret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A hat typically worn by the field-officers of the USCM. Only available to MP&#039;s. This one has a unique red color to designate MP personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ball-cap worn by the more casual of the USCM&#039;s Military Police. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_Helmet_MP.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Peaked_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A peaked cap worn by the USCM&#039;s Military Police. Something about it reminds you of an event you once read about in a history book. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Generic_Headset.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM MP Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| This headset is used by marine military police members, it has a secured channel for military law enforcement that cannot be access to anyone else. Channels are as follows: &amp;quot;;&amp;quot;- Ship general comms &amp;quot;:p&amp;quot; - Military Police and &amp;quot;:v&amp;quot; Command Radio.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:HUDsunglasses.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;HUD Sunglasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Displays criminal status and protects from blinding flashes.&lt;br /&gt;
* Shift+Click to examine someone and update their criminal status, view records or enter comments about the person. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM MP Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue MP uniform, only worn by USCM MP personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_backpack.png]]&lt;br /&gt;
&#039;&#039;&#039;Security Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue of a Security Backpack, only worn by USCM MP personnel.&lt;br /&gt;
* Holds 9 slots but cannot be accessed from your back, must be in your hand. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_Satchel.png]]&lt;br /&gt;
&#039;&#039;&#039;Security Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue of a Security Satchel, only worn by USCM MP personnel.&lt;br /&gt;
* Holds 7 slots but can be accessed from your back. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shoulder_Holster.png]]&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;| Can hold ether a sidearm or a disabler. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M2 Pattern MP Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks. Contains two slots for cigarettes, lighters, pens, magazines or shells!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are limited to MP Personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Belt.png]]&lt;br /&gt;
&#039;&#039;&#039;M276 pattern military police 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 filled with an array of small pouches, meant to carry non-lethal equipment, ammo and restraints.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations. Comes pre-loaded with a combat knife inside.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Non-Lethals&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Taser.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Disabler&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An updated version of a 100 year old design, this is an advanced stun device capable of firing bolts of ionized electricity. Used for nonlethal takedowns.&lt;br /&gt;
* The Disabler can shoot through glass windows and glass panes. This is a feature not a bug. Use it to catch henchmen unaware.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Stunbaton.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Stun-Baton&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A replacement of the old police baton for the 22nd century. It is a stun baton for incapacitating people with.&lt;br /&gt;
* To activate and deactivate the stunbaton press Z or Click on it. &lt;br /&gt;
* Use Harm Intent to do lethal Damage. Disarm and Help Intent for Non-Lethal Prodding.&lt;br /&gt;
* Non-MP&#039;s that try to pick up a Stun Baton gets stunned.&lt;br /&gt;
* Stun Batons can be charged in a Recharger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File: Flash.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can be used to flash people, stunning them with a bright light.&lt;br /&gt;
* Press Z to flash all around you in a 3x3 radius. Very good for when you are Surrounded&lt;br /&gt;
* HUDSunglasses and certain things that cover your eyes protect from the Flash.&lt;br /&gt;
* Can be Charged in a Recharger.&lt;br /&gt;
* Bulb can break &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pepperspray.png|64PX]]&lt;br /&gt;
&#039;&#039;&#039;Pepper Spray&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Manufactured by UhangInc, used to blind and down an opponent quickly.&lt;br /&gt;
* Comes with the safety activated&lt;br /&gt;
* Can be refilled at any pepper spray refiller.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Box of flashbangs.png]][[File: Flashbang.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flashbangs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flashbangs work wonders to take down groups of people. &lt;br /&gt;
* Flashbangs work throught both Sound and the Flash itself.&lt;br /&gt;
* Flashbangs got a Fixed timer on roughly 4 seconds.&lt;br /&gt;
* Standing to close to a Flashbang going off will stun you even with Eye protection.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lethals&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:M4A3_Variants.gif]]&lt;br /&gt;
[[Marine Equipment#M4A3 Service Pistol| &#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 9 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in the &#039;&#039;&#039;Sidearm storage locker&#039;&#039;&#039;, along with spare magazines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[Marine Equipment#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A unique company made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in the &#039;&#039;&#039;Shotgun storage locker&#039;&#039;&#039;, comes pre-loaded with shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Riot Gear&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:MP_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Gasmask.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Gas Mask}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Riot Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M5 Riot Control Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Riot_shield.png]]&lt;br /&gt;
&#039;&#039;&#039;Riot Shield&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A shield adept at blocking blunt objects from connecting with the torso of the shield wielder. Can block bullets as well and has a chance to block pounces.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M81 Riot GL.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A grenade launcher that can only fire Tear Gas grenades. Work wonders to block off entrances and work as pepperspray.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M66 Tear Gas Grenade box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Tear gas grenades&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Filled with M66 Tear Gas grenades. They are filled with pepperspray and cover roughly  a 5x5 area in a star shape almost like boiler gas does. They can be thrown by hand or launched from the M81 Riot GL. When used with the latter, they activate faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[Marine Equipment#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump-Shotgun (For bean bags)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Users should still keep in mind that the M37A2 must be pumped after every shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Riot Control storage&#039;&#039;&#039;, comes pre-loaded with bean bag shells.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Beanbag_box.png]]&lt;br /&gt;
&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in a &#039;&#039;&#039;Riot Control storage&#039;&#039;&#039;. Holds 25 shells.&lt;br /&gt;
* On unarmored marines and if fired Point Blank Bean bags can do Lethal Damage.&lt;br /&gt;
* Marines might mistake you for firing Slugs when using Bean bags. Keep this in mind as you can be shot due to that.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Brig tools&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&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:Straight_jacket.png]]&lt;br /&gt;
&#039;&#039;&#039;Straight Jacket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A suit that completely restrains the wearer, Can not be resisted out of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Blindfold.png]]&lt;br /&gt;
&#039;&#039;&#039;Blindfolds&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Covers the eyes, preventing sight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Muzzle.png]]&lt;br /&gt;
&#039;&#039;&#039;Muzzle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Muffles and Prevents any speech from the wearer.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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:Marine_law.png]]&lt;br /&gt;
&#039;&#039;&#039;Marine Law&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A set of Strict laws and guidelines for keeping law and order on military vessels.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:ZipTie_Box.png]][[File:Handcuffs.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| These are used to secure people for their safety and yours. Reusable and stronger than zip ties but also larger to carry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:ZipTie_Box.png]][[File:ZipTies.png]]&lt;br /&gt;
&#039;&#039;&#039;Zip Cuffs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Zip Cuffs are half the size but have less strength and are one time use. Also cuffs your target faster than regular handcuffs. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Handheld_radio.png]]&lt;br /&gt;
&#039;&#039;&#039;Station Bounced Radio&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Good to carry in case of emergency loss of power or communications.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&lt;br /&gt;
&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment with a screwdriver.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Evidence_bag.png]]&lt;br /&gt;
&#039;&#039;&#039;Evidence bags&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A specialized bag, meant for an evidence of a crime.&lt;br /&gt;
* Click the bag and drag to the item you want to insert.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Universal_recorder.png]]&lt;br /&gt;
&#039;&#039;&#039;Universal recorder&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback. Good for appeals or witness statements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hand_labeler.png]]&lt;br /&gt;
&#039;&#039;&#039;Hand Labeller&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can label evidence bags or any other item if you wish.&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]]&lt;br /&gt;
&#039;&#039;&#039;First-aid kit&#039;&#039;&#039;&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;
* The scanner can be used to detect SSD, intoxication, burns, brute damage, etc...&lt;br /&gt;
* Bandages for bleeding or brute damage and ointment for burns.&lt;br /&gt;
* 2 easy to use Autoinjectors for first aid as well as one to stabilize. Can be refilled at NanoMeds if you don&#039;t want to find new ones.&lt;br /&gt;
* A stack of splints to hold any broken bones in place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Forensic_scanner.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Forensic Scanner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can be used to identify the prints left behind at a crime scene, such as the breaking of a window. Can be plugged into the security records console to match those prints to a person.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jurisdictional Automated System==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Annotation 2020-07-08 232601.png|400px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A new helpful tool has been installed in the brig, the ever fine Jurisdictional Management System. You may be asking yourself, how do I use this machine? It is all quite simple, and by following this easy guide you will master it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firstly&#039;&#039;&#039;, open the machine by clicking on it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondly&#039;&#039;&#039;, you will then be prompted with TWO options: Import Report; where you can Insert an existing Security Incident Report Paper, and then New Report; where you can create a new report. Select New Report for now. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirdly&#039;&#039;&#039;, you will be brought to a page with various options. You can select the Criminal, Incident Summary, Charges, Witnesses, and Evidence. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Annotation 2020-07-08 230053 (2).png|400px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fourthly&#039;&#039;&#039;, input your info:&lt;br /&gt;
* Take the prisoners ID and click on the criminal option, this will set them as the perpetrator. &lt;br /&gt;
* Next write out the incident under incident summary, just describe what happened. This is basically the event that justified an arrest.&lt;br /&gt;
* Then select the crimes option to apply charges. Once selected you can choose from Minor, Major, Capital, and Additional Crimes. &lt;br /&gt;
* Same as selecting the criminal you can additionally add a witness to the report by taking their ID and clicking on the witness option; also you can add notes about the witness afterwards. &lt;br /&gt;
* Finally import evidence, take any item involved and click on the evidence option. This will enter it in your report; you can also add notes on the evidence if desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lastly&#039;&#039;&#039;, hit Export Incident and a piece of paper will pop out. Grab the paper and bring it over to any of the Brig Cell Displays on the wall adjacent to the sliding glass doors south of you. Insert the paper into the display, select the report, and then start the timer. &lt;br /&gt;
&lt;br /&gt;
CONGRATULATIONS, now you know how to use the Jurisdictional Automated System.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|police=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&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;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25305</id>
		<title>Template:SURGERY TOOLS INCISION</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25305"/>
		<updated>2023-04-17T02:22:52Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: adding templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Cautery - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Laser Scalpel - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cigarette - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lighter - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Welding Tool - 160%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_BONE_MEND&amp;diff=25304</id>
		<title>Template:SURGERY TOOLS BONE MEND</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_BONE_MEND&amp;diff=25304"/>
		<updated>2023-04-17T02:22:11Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: EOD wants to explode, final template added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Bone Gel - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Screwdriver - 120%&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_PRY_ENCASED&amp;diff=25303</id>
		<title>Template:SURGERY TOOLS PRY ENCASED</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_PRY_ENCASED&amp;diff=25303"/>
		<updated>2023-04-17T02:21:16Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Retractor - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Crowbar - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Jack - 160%&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_SEVER_BONE&amp;diff=25302</id>
		<title>Template:SURGERY TOOLS SEVER BONE</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_SEVER_BONE&amp;diff=25302"/>
		<updated>2023-04-17T02:20:30Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: adding templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Circular Saw - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fireaxe - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Machete - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Hatchet - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cleaver - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
M5 Bayonet - 160%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_MEND_BLOODVESSEL&amp;diff=25301</id>
		<title>Template:SURGERY TOOLS MEND BLOODVESSEL</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_MEND_BLOODVESSEL&amp;diff=25301"/>
		<updated>2023-04-17T02:19:15Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: adding templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Fix O Vein - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Surgical Line - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Cable Coil - 160%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Headband - 180%&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_PRY_DELICATE&amp;diff=25300</id>
		<title>Template:SURGERY TOOLS PRY DELICATE</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_PRY_DELICATE&amp;diff=25300"/>
		<updated>2023-04-17T02:17:55Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: adding templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Retractor - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Hemostat - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fork - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Wirecutters - 160%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_PINCH&amp;diff=25299</id>
		<title>Template:SURGERY TOOLS PINCH</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_PINCH&amp;diff=25299"/>
		<updated>2023-04-17T02:15:20Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: addingg templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Hemostat - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Wirecutters - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fork - 180%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_CAUTERIZE&amp;diff=25297</id>
		<title>Template:SURGERY TOOLS CAUTERIZE</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_CAUTERIZE&amp;diff=25297"/>
		<updated>2023-04-17T02:11:11Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: adding templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&lt;br /&gt;
 |width=100|&lt;br /&gt;
Scalpel: - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMS - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Laser Scalpel - 100%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PICT - 120%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
M5 Bayonet - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kitchen Knife - 140%&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glass Shard - 180%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25294</id>
		<title>Template:SURGERY TOOLS INCISION</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25294"/>
		<updated>2023-04-17T02:04:31Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Surgery Tools Incision:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&lt;br /&gt;
Scalpel: - 100% [relevent png]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
IMS - 100% [relevent png]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Laser Scalpel - 100% [relevent png]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
PICT - 120% [relevent png]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
M5 Bayonet - 140% [relevent png]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Kitchen Knife - 140% [relevent png]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Glass Shard - 180% [relevent png]&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25293</id>
		<title>Template:SURGERY TOOLS INCISION</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:SURGERY_TOOLS_INCISION&amp;diff=25293"/>
		<updated>2023-04-17T02:00:17Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: for beagle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Surgery Tools Incision:&#039;&#039;&#039;&lt;br /&gt;
 |width=100|&#039;&#039;&#039;Recoil Wielded&#039;&#039;&#039;: 0.1&lt;br /&gt;
SURGERY TOOLS INCISION&lt;br /&gt;
Scalpel - 100% [relevent png]&lt;br /&gt;
-br&lt;br /&gt;
IMS - 100% [relevent png]&lt;br /&gt;
Laser Scalpel - 100% [relevent png]&lt;br /&gt;
PICT - 120% [relevent png]&lt;br /&gt;
M5 Bayonet - 140% [relevent png]&lt;br /&gt;
Kitchen Knife - 140% [relevent png]&lt;br /&gt;
Glass Shard - 180% [relevent png]&lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Surgerystoolsghetto&amp;diff=25292</id>
		<title>Template:Surgerystoolsghetto</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Surgerystoolsghetto&amp;diff=25292"/>
		<updated>2023-04-17T01:55:53Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: just something that will help me later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SURGERY_TOOLS_INCISION:&lt;br /&gt;
Scalpel - 100%&lt;br /&gt;
IMS - 100%&lt;br /&gt;
Laser Scalpel - 100%&lt;br /&gt;
PICT - 120%&lt;br /&gt;
M5 Bayonet - 140%&lt;br /&gt;
Kitchen Knife - 140%&lt;br /&gt;
Glass Shard - 180%&lt;br /&gt;
&lt;br /&gt;
SURGERY_TOOLS_CAUTERIZE:&lt;br /&gt;
Cautery - 100%&lt;br /&gt;
Laser Scalpel - 100%&lt;br /&gt;
Cigarette - 120%&lt;br /&gt;
Lighter - 120%&lt;br /&gt;
Welding Tool - 160%&lt;br /&gt;
&lt;br /&gt;
SURGERY_TOOLS_PINCH:&lt;br /&gt;
Hemostat - 100%&lt;br /&gt;
Wirecutters - 120%&lt;br /&gt;
Fork - 180%&lt;br /&gt;
&lt;br /&gt;
SURGERY_TOOLS_PRY_DELICATE:&lt;br /&gt;
Retractor - 100%&lt;br /&gt;
Hemostat - 120%&lt;br /&gt;
Fork - 140%&lt;br /&gt;
Wirecutters - 160%&lt;br /&gt;
&lt;br /&gt;
SURGERY_TOOLS_MEND_BLOODVESSEL:&lt;br /&gt;
Fix O Vein - 100%&lt;br /&gt;
Surgical Line - 140%&lt;br /&gt;
Cable Coil - 160%&lt;br /&gt;
Headband - 180%&lt;br /&gt;
&lt;br /&gt;
SURGERY_TOOLS_SEVER_BONE:&lt;br /&gt;
Circular Saw - 100%&lt;br /&gt;
Fireaxe - 120%&lt;br /&gt;
Machete - 120%&lt;br /&gt;
Hatchet - 140%&lt;br /&gt;
Cleaver - 140%&lt;br /&gt;
M5 Bayonet - 160%&lt;br /&gt;
&lt;br /&gt;
SURGERY_TOOLS_PRY_ENCASED:&lt;br /&gt;
Retractor - 100%&lt;br /&gt;
Crowbar - 140%&lt;br /&gt;
Maintenance Jack - 160%&lt;br /&gt;
&lt;br /&gt;
SURGERY_TOOLS_BONE_MEND:&lt;br /&gt;
Bone Gel - 100%&lt;br /&gt;
Screwdriver - 120%&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25291</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25291"/>
		<updated>2023-04-16T23:58:21Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Updated to reflect a nerf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Tools of the Trade ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Scalpel}}[[#Scalpel|Scalpel]]&#039;&#039;&#039;||Used for cutting through flesh.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039;PICT System[[File:The_PICT System.png|32px]],  Kitchen Knife[[File:Kitchen_Knife.png|32px]], or Glass Shard[[File:Shard.png|32px]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Incision_manager.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Incision Management System}}[[#Incision Management System|Incision Management System]] (IMS)&#039;&#039;&#039;||Used for cutting through flesh, skips bleeder clamping and organ rearranging. Basically acts as a scalpel, hemostat, and retractor in one step during the initial incision. Only functions as a scalpel in steps after the first.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Hemostat}}[[#Hemostat|Hemostat]]&#039;&#039;&#039;||Used to stop bleeding during an operation, or to remove foreign and undesirable objects from a patient&#039;s body.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wirecutters[[File:Wirecutters.png|32px]] if you are going to use it to extract items from the patient or Cable Coil [[File:CableCoils.png|32px]] if you are going to use it to stop the bleeding of a patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Setter}}[[#Bone Setter|Bone Setter]]&#039;&#039;&#039;||Used for setting bones back into place. If used on a bone that is not broken then you will break it.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wrench [[File:Wrench.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Gel}}[[#Bone Gel|Bone Gel]]&#039;&#039;&#039;||Used for repairing broken/shattered bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Screwdriver[[File:Screwdriver.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Retractor}}[[#Retractor|Retractor]]&#039;&#039;&#039;||Used for re-arranging organs, and moving cut ribcages &amp;amp; skulls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Crowbar[[File:Crowbar.png|32px|]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Cautery}}[[#Cautery|Cautery]]&#039;&#039;&#039;||Used for sealing incisions in a patients skin. Burns skin together.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Cigarette[[File:Cig.png|32px]], Lighter[[File:Lighter.png|32px]], or Blowtorch[[File:Welder.gif|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fixovein.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Fix-O-Vein}}[[#Fix-O-Vein|Fix-O-Vein]]&#039;&#039;&#039;||Used for repairing veins and arteries.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Surgical Line[[File:Surgical Line.png|32px]], Cable Coil[[File:CableCoils.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Circular Saw}}[[#Circular Saw|Circular Saw]]&#039;&#039;&#039;||Used for cutting through bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Hatchet[[File:Hatchet.png|32px|]] or Machete[[File:Machete.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Advanced Trauma Kit}}[[#Advanced Trauma Kit|Advanced Trauma Kit]]&#039;&#039;&#039;||Used to patch all organs except for the brain and eyes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Line}}[[#Surgical Line|Surgical Line]]&#039;&#039;&#039;||A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Fix-O-Vein[[File:Fixovein.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Synth Graft}}[[#SynthGraft|Synth Graft]]&#039;&#039;&#039;||A roll of military-grade synthetic gauze, able to tend any burn wound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_PICT System.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|PICT Systerm}}[[#PICT Systerm|PICT Systerm]]&#039;&#039;&#039;||The Precision Incision and Cauterization Tool uses a high-frequency vibrating blade, laser cautery, and suction liquid control system to precisely sever target tissues while preventing all fluid leakage. Despite its troubled development program and horrifying pricetag, outside of complex experimental surgeries it isn&#039;t any better than an ordinary twenty-dollar scalpel and can&#039;t create a full-length incision bloodlessly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Scalpel[[File:1Scalpel.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Drill.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Drill}}[[#Surgical Drill|Surgical Drill]]&#039;&#039;&#039;||You can drill using this item. You dig?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
* Improvised tools generally have a fairly high failure chance starting at about 25%. An improvised PICT will spray blood all over you and your patient, dealing 25 burn damage and some organ damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing for Surgery ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Before you begin to operate, you should make sure you have all the tools you will need. Occasionally a surgeon will accidentally pocket a tool, or a deploying field surgeon will grab tools out of an operating theatre.&lt;br /&gt;
&lt;br /&gt;
Specifically designed surgical tools are the best, but there are a variety of substitutes; some tools can be used outside of their intended role, and others can be replaced with improvised substitutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The equipment on the Almayer is adequate, but sometimes marines will find better tools while deployed. If someone asks if you&#039;d like an Incision Management System, the correct answer is &amp;quot;yes please&amp;quot;.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgical Surface===&lt;br /&gt;
The second requirement is a place to work. Some surgeries can be performed on a standing patient, and it doesn&#039;t matter where you perform them. Most, however, need a decent surface to work on.&lt;br /&gt;
&lt;br /&gt;
The patient doesn&#039;t necessarily need to be buckled - having them on the same tile will do.&lt;br /&gt;
If a surface isn&#039;t ideal, the surgery will take longer - and possibly a lot longer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The ideal surface for surgery is a proper operating table. [[File:Operating_Table.png|32px]] This is designed for surgery and has a built-in anesthetic system for patients buckled to it. &#039;&#039;&#039;This is the only surface that can be used for extracting xenomorph larvae.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The next best thing is a portable surgical bed. [[File:FieldSurgicalBed.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The surfaces that are better than nothing are beds, [[File:Bed.png|32px]] roller beds, [[File:RollerBed.png|32px]] tables, [[File:Table.png|32px]] and window frames. [[File:Window_Frame.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The worst surfaces are floors and Med-Evac stretchers, [[File:Med_Evac_Stretcher.png|32px]] which are not designed for surgery, and trying to work with their fittings in their way is as hard as no surface at all.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Surgery is a painful experience, and patients find it difficult to hold still while feeling someone cut into their flesh, which tends to frustrate everyone involved. There are two ways around this: an unconscious (or dead) patient, or powerful painkillers.&lt;br /&gt;
&lt;br /&gt;
Anesthetic (with tank and mask or using the surgery table&#039;s integrated anesthesia setup) is a simple and reliable way to render your patient unconscious.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* if the patient&#039;s lungs are ruptured, they will occasionally not breath in the anesthetic. Depending on the damage to the lungs, they will either occasionally breath in the anesthetic or it won&#039;t work at all. Therefore, you will have to give the patient the anesthetic via Injection, until his lungs are not ruptured anymore.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Operating Table ====&lt;br /&gt;
If you are using an operating table, place your patient on the table (grab your patient, then click the table with your grabbing hand selected). Then buckle them to it to connect the anaesthetic system (click hold and drag the patient to the operating table). After a short delay, your patient will be under general anaesthetic, which will allow you to operate safely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*The operating table must have an anaesthetic tank attached to be able to put your patient to sleep.&lt;br /&gt;
&lt;br /&gt;
* Click on the surgery table with an anaesthetic tank in hand to insert one.&lt;br /&gt;
&lt;br /&gt;
* Click on the table with an empty hand when no patient is buckled to it to remove an existing one.&lt;br /&gt;
&lt;br /&gt;
* If the tank runs out, simply replace it with a new one.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Anesthetic Tank and Medical Mask ====&lt;br /&gt;
If there is no available operating table then you can make the patient wear an anesthetic tank and medical mask and turn on its internals. Encourage your patient to don and activate the tank and mask themselves, as this is much faster than doing it yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* It is advisable to remove the anesthetic tank and medical mask during the cauterizing step for maximum efficiency; the anesthetic takes a few seconds to wear off.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Painkillers ====&lt;br /&gt;
If you don&#039;t have anesthetic equipment or you just want to save time, you can give your patients [[Chemistry#Oxycodone|Oxycodone]] for quick surgeries without anesthetic  (15-20U recommended). You will need to work quickly, though, as it wears off.&lt;br /&gt;
&lt;br /&gt;
Different surgeries cause different amounts of pain. If Oxycodone isn&#039;t available, some painkillers are much better than none; a mixture of [[Chemistry#Tramadol|Tramadol]], [[Chemistry#Inaprovaline|Inaprovaline]] or [[Chemistry#Paracetamol|Paracetamol]] (Paracetamol and Tramadol are toxic when mixed - do not give them simultaneously) will make them less likely to flinch. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Use your medical scanner to monitor your patient&#039;s painkiller levels and re-dose as necessary. Using painkillers instead of anesthetics can cause distress in the patient (screaming over the radio about getting operated on without anesthetics, standing up and trying to leave or fight back).&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that the preparations are done, you can begin with the actual surgery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeries ==&lt;br /&gt;
Surgeries are simple processes with a series of steps. Once these steps are memorized it should become effortless and routine to perform. Keep in mind that once you have mastery over the basics, it&#039;s a good idea to aim to be as fast and efficient as possible due to the importance of recycling casualties back into the fight, or even preventing them from dying in the case of [[#Foreign Object/Alien Embryo Removal|Foreign Object/Alien Embryo Removal]].&lt;br /&gt;
&lt;br /&gt;
To perform surgery on someone, you must Toggle the Surgery Mode to be On. This can be bound to a hotkey in preferences. [[File:Surgery Button.png|32px]]&lt;br /&gt;
This will toggle the Help-Intent Safety preference, if you didn&#039;t have it already, preventing you from accidentally hurting people with objects when on help intent. You will be forced on to &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top left, &#039;&#039;&#039;1&#039;&#039;&#039;) [[File:Intent-Wheel.gif]], which allows you to perform any surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Only one surgery can be performed on a given aim-location at a time.&lt;br /&gt;
&lt;br /&gt;
* Once you complete a step in a surgery, you must finish the surgery before you can begin a different one.&lt;br /&gt;
&lt;br /&gt;
* Failing or cancelling the first attempted step doesn&#039;t injure the patient unless done deliberately.&lt;br /&gt;
&lt;br /&gt;
* Some steps can be skipped, if the conditions are right, sometimes including the first step.&lt;br /&gt;
&lt;br /&gt;
* If you are in a rush, attempting surgery steps on &amp;lt;span style=&amp;quot;background-color: lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top right, &#039;&#039;&#039;2&#039;&#039;&#039;) [[File:Intent-Wheel.gif]] deliberately fails the step. For a handful of specific steps, this will quickly and violently complete the step at the expense of your patient&#039;s health. Useful when you need to do a critical surgery very quickly, or to save time if you&#039;re certain you know what you&#039;re doing. It isn&#039;t necessary to switch back to Help intent afterwards - that happens automatically.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standing Patients and Self-Surgery ===&lt;br /&gt;
Some surgeries can be performed on a patient who&#039;s standing up. These surgeries aren&#039;t affected by the surface under the patient. These are marked as &#039;&#039;&#039;(STANDING)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed on yourself. As you need to be able to hold tools while you work, this means they have to be able to be performed on a standing patient, since people who&#039;re lying down can&#039;t handle objects. These are marked as &#039;&#039;&#039;(SELF)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* If you&#039;re trying to work on a standing patient and can&#039;t begin a surgery that you know you should be able to, make sure that it doesn&#039;t need them to be lying down.&lt;br /&gt;
&lt;br /&gt;
* Since it&#039;s difficult and awkward to work on your own body, self-surgery takes longer to do.&lt;br /&gt;
&lt;br /&gt;
* You can&#039;t perform surgery on the same arm you&#039;re holding the tool with.&lt;br /&gt;
&lt;br /&gt;
* Self-surgery requires you to use painkillers rather than anesthesia, since it&#039;s hard to work when unconscious.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Required Skills ===&lt;br /&gt;
Your character&#039;s training affects how quickly they can work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed by anyone with any surgical training, but others need a more thorough education.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medics, nurses, and pilot officers all have basic surgical training and can perform simple level 1 surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doctors, chief medical officers, and synthetic units have more skills and can perform level 1 and level 2 surgeries. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may occasionally see Professor DUMMY, the medical mannequin. This is a sophisticated training tool designed to realistically simulate any wound. Real patients are more difficult to perform surgery on - a medic may be able to set Professor DUMMY&#039;s broken ribs, but that doesn&#039;t mean they can do it on a real patient in the field. (You can create an ahelp to ask admins to spawn you in a Professor DUMMY)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Level 1 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Suture wound}}[[#Suture Wound|Suture Wound]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Suture and tend a wound that has brute or burn damage on it. This will heal 10 brute on the targeted area when a surgical line is used, and will heal 10 burn if a synth graft is used. This will loop until half of all damage on the area has been fixed.&lt;br /&gt;
*Tend to the damaged brute wound. [[File:Surgical Line.png|64px|link=|Surgical Line]]&lt;br /&gt;
*Tend to the damaged burn wound. [[File:Synth_Graft.png|64px|link=|Synth Graft]]&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Foreign Object Removal}}[[#Foreign Objectl|Foreign Object]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Removal of unknown objects, such as shrapnel or implants from the body.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Fish out the foreign objects until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Sealing a Stump}}[[#Sealing a Stump|Sealing a Stump]] (Severed Arms and Legs)&lt;br /&gt;
|Sealing a stump where the patient&#039;s arm or leg should have been.&lt;br /&gt;
**Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-ovein]] -&amp;gt;[[File:Surgical Line.png|32px|link=|Surgical Line]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Autopsy}}[[#Autopsy|Autopsy]] (Only on Permanently Dead)&lt;br /&gt;
|Helps find out how the person died. Displays wounds, possible causes, and detected chemicals in the body.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, not a funeral parlor.&#039;&#039;&#039;&lt;br /&gt;
*Aim for the affected area on the deceased using the Hud-target&lt;br /&gt;
*Cut the skin open ([[File:1Scalpel.png|32px|link=|Scalpel]]) (the chest may require two cuts).&lt;br /&gt;
*Use the autopsy scanner to scan the area. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Repeat scalpel and scan procedure for all affected areas. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Right click the autopsy scanner to print out autopsy data. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Close the incision &lt;br /&gt;
|-&lt;br /&gt;
([[File:1Cautery.png|32px|link=|Cautery]]) (optional)&lt;br /&gt;
|{{anchor|Internal Bleeding Surgery}}[[#Internal Bleeding Surgery|Internal Bleeding Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery mends the torn/ripped arteries and veins within the body to stop internal bleeding.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Mend the artery. ([[File:Fixovein.png|32px|link=|Fix-o-Vein]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Level 2 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Alien Embryo Removal}}[[#Alien Embryo Removal|Alien Embryo Removal]]&lt;br /&gt;
|Removal of an alien embryo from the body.&lt;br /&gt;
*&#039;&#039;&#039;This must be performed on an operating table&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Alien embryos will always be in the chest behind the ribcage. Time is of the essence when removing them, and you must complete this surgery as quickly as possible; your patient will die instantly when it finishes gestating, resulting in the birth of an alien larva. Make haste in removing any embryos.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Cut away the larva&#039;s pseudoroots.([[File:The_PICT System.png|32px|link=|PICT System]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use ([[File:1Scalpel.png|32px|link=|Scalpel]]) (very much not recommended, as it deals burn damage to yourself and the patient).&lt;br /&gt;
*Pull out the alien embryo. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use your hands (not recommended).&lt;br /&gt;
*Close the ribcage.([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]]).&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Bone Repair Surgery}}[[#Bone Repair Surgery|Bone Repair Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery is used for mending broken bones and fractures.&lt;br /&gt;
*&#039;&#039;&#039;Note that a repaired bone will rebreak if your patient has more than 50 brute damage.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the bone. ([[File:1Bone-Gel.png|32px|link=|Bone Gel]]-&amp;gt;[[File:1Bone Setter.png|32px|link=|Bone Setter]]) (Use the Health Analyzer to double check)&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Organs Surgery}}[[#Internal Organs Surgery|Internal Organs Surgery]] (Groin, Chest.)&lt;br /&gt;
|Mending broken internal organs such as the heart or appendix. Note that this surgery excludes the eyes and brain as they have their own surgeries respectively.&lt;br /&gt;
*&#039;&#039;&#039;Peridaxon does not heal organ damage. This is the only way to heal organs in the chest and groin.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the biological organ with a Trauma Kit, or the robotic organ with Nanopaste. It loops fixing each damaged organ until none remain.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage if necessary. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Monkey Cube Removal}}[[#Monkey Cube Removal|Monkey Cube Removal]] (Chest.)&lt;br /&gt;
|Removing a monkey cube post-ingestion. This surgery is one of the few that require a surgical drill.&lt;br /&gt;
*&#039;&#039;&#039;The embedded monkey will cause continual organ damage and may even result in the host heartbreaking. Time is of the essence.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Drill open the wall of the stomach. ([[File:Surgical Drill.png|32px|link=|Surgical Drill]])&lt;br /&gt;
*Extract the malformed monkey with a hemostat. ([[File:Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the hole with a cautery. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
*Check for organ damage by using an advanced trauma kit or nanopaste if the organ is robotic.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Eye Surgery}}[[#Eye Surgery|Eye Surgery]] (Eyes.)&lt;br /&gt;
|Mending the eyes to cure blindness and eye damage.&lt;br /&gt;
*&#039;&#039;&#039;Using imidazoline is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
* Mend the eyes. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Brain Damage Surgery}}[[#Brain Damage Surgery|Brain Damage Surgery]] (Head.)&lt;br /&gt;
|Fixing up the brain.&lt;br /&gt;
*&#039;&#039;&#039;Using alkysine is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull.([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair severe brain damage, if any. ([[File:Fixovein.png|32px|link=|Fix-O-Vein]])&lt;br /&gt;
*Extract embedded bone chips until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]]) (Use Health Analyzer to double check)&lt;br /&gt;
*Close the skull. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|{{anchor|Facial Reconstruction Surgery}}[[#Facial Reconstruction Surgery|Facial Reconstruction Surgery]] (Mouth.)&lt;br /&gt;
|This surgery fixes facial deformities caused by severe damage to the head. I.E. &amp;quot;Unknown as (name)&amp;quot; when speaking.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, cosmetic surgery can wait.&#039;&#039;&#039;&lt;br /&gt;
*Fix the facial deformities. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Amputation}}[[#Amputation|Amputation]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|Removal of a limb.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
&lt;br /&gt;
* Use the Incision Management System to sever the muscles.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Sever the muscles using the scalpel. ([[File:1Scalpel.png|32px|link=|Scalpel]])&lt;br /&gt;
&lt;br /&gt;
* (Optional) Cancel the amputation with Fixoven ([[File:Fixovein.png]]) or a surgical line ([[File:Surgical Line.png]])&lt;br /&gt;
&lt;br /&gt;
* Saw through the limb. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Limb Replacement Surgery}}[[#Limb Replacement Surgery|Limb Replacement Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|The replacement of missing limbs with robotic ones. Robot arms and legs are used to replace hands and feet; there is no need to further amputate if that&#039;s all the patient has lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost an organic Limb.&lt;br /&gt;
*Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-o-Vein]]  -&amp;gt; [[File:Surgical Line.png|32px|link=|Surgical Line]]) (Fix-o-vein and surgical line are substitutes for each other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost a robotic limb&lt;br /&gt;
*Saw off the remaining clamps holding the broken prosthetic to the body. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
*Use your hand to take broken prosthetic out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Attach the robotic limb. (Robotic Limb) &lt;br /&gt;
*Tighten the new robotic limb. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; Use your hand (Click on them with help intent)&lt;br /&gt;
*Calibrate the new robotic limb with your hand. (Click on them with help intent)&lt;br /&gt;
*Inform the patient that the robotic limb can be repaired with Blowtorch [[File:Welder.gif|32px]](brute) and Cable coils[[File:CableCoils.png|32px]](burn).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Synthetic Head Re-Attachment Surgery}}[[#Synthetic Head Re-Attachment Surgery|Synthetic Head Re-Attachment Surgery]] (Head.)&lt;br /&gt;
|Re-attaching a decapitated synthetic head.&lt;br /&gt;
*Mend the torn silicone tissue. ([[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Attach the synthetic head.&lt;br /&gt;
*Reconstruct the tissue ([[File:Fixovein.png|32px|link=|Fix-O-Vein]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
*Use a Defibrillator [[File:Defibrillator.png|32px|link=|Defibrillator]] on the synthetic.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note: There isn&#039;t a timer on defibbing a synthetic.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Necrosis Treatment Surgery}}[[#Necrosis Treatment Surgery|Necrosis Treatment Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Necrosis is currently disabled.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|Treating necrosis by cutting away the necrotic tissues and treating the affected area.&lt;br /&gt;
&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Excise necrotic tissue as many times as needed and heal the area.([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Organ Removal/Transplantation Surgery}}[[#Organ Removal/Transplantation Surgery|Organ Removal/Transplantation Surgery]] (Groin, Chest, Head.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Currently disabled and not performable.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Removing an organ from the body and transplanting a new organ.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]).&lt;br /&gt;
*Remove the old organ ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
*Attach the new organ. Use Trauma kit (biological) or Nanopaste (robotic). (New Organ -&amp;gt;[[File:Fixovein.png|link=|Fix-O-Vein]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|link=|Nanopaste]])&lt;br /&gt;
*Close the skull or ribcage if necessary. ([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Autodoc System ==&lt;br /&gt;
&lt;br /&gt;
The Autodoc system is located in the middle of the treatment center and is only usable by the medical staff (and Squad Medics during WO). Note that while the autodoc is an extremely useful machine in medical, it cannot conduct larva removal surgery.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+[[File:AutoDoc.png|32px]] &#039;&#039;&#039;Operating Mode:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Manual:&#039;&#039;&#039;&lt;br /&gt;
|Manual mode will fix everything of the selected surgery type, for example selecting broken bone surgery will fix all broken bones one by one. Note that the autodoc &#039;&#039;&#039;cannot&#039;&#039;&#039; remove larva as, narratively, a removal procedure for this has not yet been programmed.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Manual Surgery List:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Autodoc_manual_list.png]]&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Trauma Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Brute Damage Treatment:&#039;&#039;&#039; Treats and removes brute damage from the patient.&lt;br /&gt;
* &#039;&#039;&#039;Burn Damage Treatment:&#039;&#039;&#039; Treats and removes burn damage from the patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orthopedic Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Broken Bone Surgery:&#039;&#039;&#039; Repairs any broken bones the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Internal Bleeding Surgery:&#039;&#039;&#039; Repairs any internal bleeding the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Shrapnel Removal Surgery:&#039;&#039;&#039; Removes all instances of shrapnel from the patient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organ Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eye Surgery:&#039;&#039;&#039; Treats and repairs eye damage and vision problems.&lt;br /&gt;
* &#039;&#039;&#039;Surgical Organ Treatment:&#039;&#039;&#039; Repairs any damage to organs the patient has other than the eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hematology Treatments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Blood Transfer:&#039;&#039;&#039; Transfers blood into the patient. The autodoc has an internal reservoir of O- blood that it refills as needed.&lt;br /&gt;
* &#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Purges chemicals from the patient&#039;s blood stream; use with toxin damage chelation to treat poisoning and overdoses.&lt;br /&gt;
* &#039;&#039;&#039;Toxin Damage Chelation (Kelation):&#039;&#039;&#039; Removes toxin damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Open Incision:&#039;&#039;&#039; Closes all open surgical incisions on the patient.&lt;br /&gt;
* &#039;&#039;&#039;Facial Surgery:&#039;&#039;&#039; Treats and repairs facial deformities (typically from physical damage) so the patient can be clearly identified and doesn&#039;t look like an unga.&lt;br /&gt;
* &#039;&#039;&#039;Limb Replacement Surgery:&#039;&#039;&#039; Replaces any missing limbs the patient has with robotic prosthetics.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combining Surgeries ==&lt;br /&gt;
&lt;br /&gt;
Very often people will come in with multiple problems at once. For instance, you might have a patient who has a fractured skull, brain damage, and shrapnel in their head. Performing three separate surgeries is very time consuming when other marines may be waiting. It is possible to condense the surgery down to one in such a manner:&lt;br /&gt;
&lt;br /&gt;
* Broken skull, brain damage, and head shrapnel removal surgery&lt;br /&gt;
#Use the Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]) to make an incision.&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut through the skull&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Open up the skull&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Here it gets a bit tricky, use a hemostat repeatedly to pull out bone chips and shrapnel until you get a message that nothing more can be found in the brain. Both types of removal can take several rounds or attempts.&lt;br /&gt;
# [[File:Fixovein.png|link=|Fix-O-Vein]] [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Use the FixOVein and Trauma Kit to repair hematomas and damage to the brain and eyes if necessary&lt;br /&gt;
# Use the Health Analyzer to check that the patient does not have brain damage! If the patient still has brain damage go back and use the hemostat and FixOVein more until the Analyzer shows no brain damage.&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close the skull back up&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Piece together the broken or fractured skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Add bone gel once more&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Seal up the incision&lt;br /&gt;
# Use the Health Analyzer again to see if the patient needs antibiotics or anti-toxins and administer them as needed&lt;br /&gt;
&lt;br /&gt;
What about an infected marine with a broken chest, internal bleeding, and a ruptured lung? Here you&#039;ll want to use medication from the vendors in medbay in order to tackle the problems at hand.&lt;br /&gt;
&lt;br /&gt;
* Alien embryo removal, ruptured lung, and broken chest surgery (with a side of internal bleeding)&lt;br /&gt;
# First use one Quick-clot and one Dexalin Plus injectors to stop internal bleeding and to halt suffocation damage from the ruptured lung. While you can stop internal bleeding surgically, in the vast majority of cases a quick jab with Quick-clot is preferable. Keep a couple of Dex+ injector on hand to keep the patient from dying from the ruptured lung.&lt;br /&gt;
# [[File:1Scalpel.png|link=|Scalpel]] Make an incision quickly&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] &#039;&#039;&#039;Ignore bleeders&#039;&#039;&#039; and rearrange organs. Removing the larva ASAP is the top priority right now&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut open the rib cage&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Separate the rib cage&lt;br /&gt;
# [[File:The_PICT_System.png|link=|PICT System]] Begin cutting out the alien embryo&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Begin pulling out the alien embryo&lt;br /&gt;
# [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Repair the ruptured lungs and any other damaged organs, note that a mechanical heart requires [[File:1Nanopaste.png|link=|Nanopaste]] to fix&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close up the rib cage&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] One application of bone gel for the cut rib cage. Cut rib cages and skulls require one application of bone gel after they&#039;ve been pushed back together.&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Set the broken bones in the chest&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] An application for the set bones. In general remember that fixing a broken bone requires two application of bone gel before the setting it.&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Cauterize the incision, your patient should be recovering nicely now&lt;br /&gt;
# Again, use the Health Analyzer to double-check your work and to dispense dylovene as needed&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Patients can often tell you where they need surgery if an advance scanner is not available.&lt;br /&gt;
* The hemostat step can be saved for later in the surgery or skipped entirely at the cost of your patient losing blood volume. Alternatively, you can use [[#quickclot|Quickclot]] to prevent bleeding when you are in a hurry.&lt;br /&gt;
* Be sure to stand in a spot where you won&#039;t be pushed around. Any movement will violently fail the surgery step you are currently performing. It is recommended for field surgeons to bring a folding chair for this exact reason.&lt;br /&gt;
* The most common type of surgery that a person would need is [[#Bone Repair Surgery|Bone Repair Surgery]] and [[#Internal Organs Surgery|Internal Organs Surgery]]. Be sure to be familiar with the steps.&lt;br /&gt;
* Note that only the [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]] surgery require a high level of anesthetic/painkilling, like what [[#Oxycodone|Oxycodone]] ( [[#PNK|PNK]]  8) or the surgical table provides when hooked up to the patient (provided they have functional lungs). &lt;br /&gt;
* [[#Tramadol|Tramadol]] has enough painkilling ( [[#PNK|PNK]] 5) to perform all other surgeries besides [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]]. Tramadol also lasts longer than [[#Oxycodone|Oxycodone]], leading to less time wasted injecting and more time for performing surgery. Ideal for several broken bone surgeries in a row. Best used in tandem with [[#quickclot|Quickclot]] for extra efficiency whether on the field or in a surgical theatre. &lt;br /&gt;
* Be sure to check if any [[#Tramadol|Tramadol]] is already in the system when performing the initial scan, as it is often used as a painkiller. &lt;br /&gt;
&amp;lt;!--* You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery. --&amp;gt;&lt;br /&gt;
* If you see a broken red heart next to the patient, that means they have heartbreak. The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. When scanned the message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor (or person able to do surgery level 2 or higher) must repair their heart in time before any further revival attempts are under taken. If a doctor (or someone applicable) is not immediately available, perform CPR on the corpse to extend their defib timer until a doctor can perform surgery to repair the heart.&lt;br /&gt;
* Shrapnel is never good as it gives organ damage when received, and deals brute damage (which can also cause further organ damage) when moving with it still inside the body. The most common way to remove shrapnel is to way remove with a knife or other sufficiently sharp object. To do this, activate/click yourself/patient on help intent with knife in hand. Yanking out the object is another option (only if object is externally embedded). To do this, right click the person with shrapnel and click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;. The last option is surgery (only if object is deeply embedded or small to remove).&lt;br /&gt;
* Refer to [https://cm-ss13.com/wiki/Guide_to_Medicine| Guide to Medicine], [https://cm-ss13.com/wiki/Chemistry| Chemistry], or the [https://cm-ss13.com/wiki/Researcher| Researcher] page for further information.&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Survivor&amp;diff=25290</id>
		<title>Survivor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Survivor&amp;diff=25290"/>
		<updated>2023-04-16T16:30:26Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Updated to reflect modern ruling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MISC&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = Survivor.png&lt;br /&gt;
|jobtitle = Survivor&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Yourself&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|duties = Survive whenever possible by yourself or with other survivors.&lt;br /&gt;
|unlock = 5 hours as [[Squad Marine]], 5 hours as [[Squad Medic]] and 5 hours as [[Squad Engineer]].&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=14533 Xywenx00&#039;s Survivor Guide]&lt;br /&gt;
|description = You are a survivor of the attack on a corporate facility. You worked or lived in the colony/station, and managed to avoid the alien attacks... until now.&amp;lt;br&amp;gt;You are fully aware of the alien threat and are able to use this knowledge as you see fit.&amp;lt;br&amp;gt;You are NOT aware of the marines or their intentions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Hudson! This little girl survived longer than that with no weapons and no training&#039;&#039;.&amp;quot; ―Ripley to Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;&#039;&#039; worked on a corporate facility, but after a routine excavation or diabolical experimentation, [[Aliens|strange creatures]] were awakened and began systematically hunting and capturing the populace. After sending a distress signal, the Administration went dark, you were left alone, afraid, and in the dark. Your job now is &#039;&#039;&#039;to survive until help arrives.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Your Knowledge =====&lt;br /&gt;
As expected to survive against the Alien infestation firsthand, a survivor is allowed to have somewhat additional level of information, these being:&lt;br /&gt;
&lt;br /&gt;
* You &#039;&#039;&#039;do&#039;&#039;&#039; know what happened to the colony/station and their Alien presence there (You get to make the story here!).&lt;br /&gt;
* You &#039;&#039;&#039;may or may not&#039;&#039;&#039; know that there may be other potential survivors with you.&lt;br /&gt;
* You &#039;&#039;&#039;do not&#039;&#039;&#039; know the Marines are coming to the planet/station, their intentions, their personnel or their equipment, but you &#039;&#039;&#039;do&#039;&#039;&#039; know a distress signal was sent out.&lt;br /&gt;
&lt;br /&gt;
==== Your Goal ====&lt;br /&gt;
&lt;br /&gt;
As a Survivor your main goal is to &#039;&#039;&#039;survive&#039;&#039;&#039; against the Alien infestation that has affected the colony/station you are on. This is a difficult task that is next to impossible, but plausible. &lt;br /&gt;
&lt;br /&gt;
=====Tactics=====&lt;br /&gt;
&lt;br /&gt;
As a Survivor your best bet is to group up with others and hunker down in a secluded area with minimal openings, that can be well fortified. You need to gather materials and supplies very quickly. Time is your friend, the longer you take, the lower your odds of survival are. &lt;br /&gt;
&lt;br /&gt;
Some basic points to increase your chances are:&lt;br /&gt;
&lt;br /&gt;
* Group up with any others in the area, the more people you are with, the more likely you are to survive.&lt;br /&gt;
* You should grab a medical dispenser and drag it back to a powered area to grab meds for yourself and others. &lt;br /&gt;
* Getting power up is a very helpful tool for yourself in the long run; it gives you light, charges APC’s, and powers doors. &lt;br /&gt;
* Gather weapons and ammo from any security department on the colony. Carry backpacks to create a stockpile/surplus of ammo. &lt;br /&gt;
* The engineering department is a helpful place for TWO reasons: Power and Materials. &lt;br /&gt;
* When all hope is lost, remember, the locker is your best friend. Sometimes it can hide you in the most desperate times. &lt;br /&gt;
* Always shock doors and be sure to collect Insulated Gloves. &lt;br /&gt;
&lt;br /&gt;
[[File:Locker.png|25px]] [[File:Annotation 2020-07-31 121208.png|50px]] [[File:Annotation 2020-07-31 122108.png|40px]]&lt;br /&gt;
&lt;br /&gt;
=====Fortifying an Area=====&lt;br /&gt;
&lt;br /&gt;
Finally when you decide to hold out and secure an area it should follow two schools of thought: how manageable it is, and how accessible it is. &lt;br /&gt;
&lt;br /&gt;
When you choose an area it should be hidden and sectioned off from the key areas of the map. It should consist of an easy escape route and at least two entrances. It should be minimal and have a few fallback locations. &lt;br /&gt;
&lt;br /&gt;
Your area should be easily securable. Doors should always be shocked and barricades need to be put up at a steady pace. Windows need to be your FIRST priority to secure, walls second. Runner and Lurkers will constantly harass you, be quick with your work. Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roleplay Possibilities ====&lt;br /&gt;
As a Survivor, you have many roleplay possibilities, you start with a random role that anyone would find in a map as well as a random roleplay background to start with, but remember to act within the knowledge of whatever archetype you decide to come up with! Some roles are:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Standard Colonist&lt;br /&gt;
* Colonial Marshal&lt;br /&gt;
* Security Member&lt;br /&gt;
* Chef&lt;br /&gt;
* Archaeologist&lt;br /&gt;
* Colony Engineer&lt;br /&gt;
* Colony Doctor&lt;br /&gt;
* Colony Chaplain&lt;br /&gt;
* Scientist&lt;br /&gt;
* Salesman&lt;br /&gt;
* Prisoner&lt;br /&gt;
* Gang Leader&lt;br /&gt;
* Trucker&lt;br /&gt;
* Miner&lt;br /&gt;
* Amnesiac&lt;br /&gt;
* Weyland-Yutani Colony Liaison&lt;br /&gt;
* Generation 1 synthetic (If whitelisted)&lt;br /&gt;
* FORECON Commanding Officer (If whitelisted on Chances Claim - LV-522)&lt;br /&gt;
&lt;br /&gt;
===== FORECON Commanding Officer =====&lt;br /&gt;
If you have the Commanding Officer whitelist, and the map is LV-522 Chances Claim, you are able to spawn as the FORECON CO. You adhere to the rules regarding your whitelist, alongside some additional ones. Henceforth, FORECON CO will be referred too as the &#039;recovered CO&#039;.&lt;br /&gt;
&lt;br /&gt;
#  The recovered CO does not have any CO privileges other than arrest immunity. Battlefield Executions should only be used in self defense or on FORECON marines. The recovered CO does not have to announce Battlefield Executions of FORECON marines but should state their reasoning as able.&lt;br /&gt;
# The recovered CO is not in the Almayer chain of command or the line of succession. The Almayer aCO may ask the the recovered CO to take command. If the recovered CO is asked to take over and willing then the recovered CO gains all CO privileges. If an XO or CO wakes up then the XO or CO take over command and the recovered CO loses the gained CO privileges. Additionally, an XO, as aCO, may ask a recovered CO to take command or continue commanding upon waking from cryo.&lt;br /&gt;
# The recovered CO is allowed to staff the CIC if the Almayer&#039;s CO wishes to deploy; however this should only be done with the consent of the CO survivor, and if the Almayer XO is unavailable, incapacitated, or otherwise incapable of handling the CIC.&lt;br /&gt;
# The recovered CO may deploy or not at will as long as they are not under obligation of rule 2 or 3.&lt;br /&gt;
&lt;br /&gt;
Additionally, you spawn with the standard CO .454 Mateba, and have access to all of the conventional skills of a USCMC Commanding Officer. For more information, please check the [[Commanding Officer]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; While you are fearful or shellshocked from the aftermath of the Alien invasion, [https://cm-ss13.com/forums/showthread.php?3705-Hostile-Survivors-are-no-longer-permitted-11-6-19 you are NOT permitted to be hostile to the USCM and W-Y nor pretend you are friendly and betray them afterward]. You CAN be hostile towards the USCM but not other survivors if you are [[the Colonial Liberation Front]] you still cannot pretend to be friendly and betray later.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Your Skillset====&lt;br /&gt;
Due to how the survivor&#039;s skillset is randomized upon their given backstory, they won&#039;t have a skillset table like the other jobs.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the [http://cm-ss13.com/wiki/The_Skill_System skill system, here].&lt;br /&gt;
&lt;br /&gt;
==== Additional Information ====&lt;br /&gt;
* Survivors lack USCM ID cards, meaning that you wont be able to access doors in the Almayer, if you do make it to the ship, ask somebody who can give you a proper ID card.&lt;br /&gt;
* You only start with a shotgun to defend yourself against aliens, but it&#039;s recommended to get other weapons that are scattered across the map, even if only to buy you time to escape once again. You can also find boxes of slugs and buckshot randomly scattered around the map, but don&#039;t rely on this.&lt;br /&gt;
* You also start with a crowbar, survival pouch, 60 sheets of metal, and a loaded tool pouch. The crowbar will be useful for getting through the many unpowered airlocks around the colony and the metal sheets is useful for creating essential barricades.&lt;br /&gt;
* Sticking with other survivors can greatly increase your chance of survival.&lt;br /&gt;
* Find a station-bounced radio, one can usually be found in the Engineering areas. This will let you contact other survivors, and maybe be overheard by the marines.&lt;br /&gt;
* The [[Guide_to_Engineering|Engineering Guide]] in general will be useful for securing/powering an area with your tools and metal, should you choose not to try and hide in a locker.&lt;br /&gt;
* Use a screwdriver on your flashlight to turn it into a Rail Flashlight which is brighter than a regular flashlight and attach it to your shotgun.&lt;br /&gt;
* At the start of a round, every second is important and time is not your friend. Move as fast as you can to gather supplies, barricade, or find other survivors while the Alien threat is still all just larva.&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=25212</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=25212"/>
		<updated>2023-04-13T17:33:50Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: IB OD cure no longer exists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
! Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Advanced_first-aid_kit.png]] {{Anchor|Brute}}[[#Brute|Brute]]&lt;br /&gt;
||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chemistry#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Fire_first-aid_kit.png]] {{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chemistry#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chemistry#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Toxinfirstaid.png]] {{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Oxygen_deprivation_first_aid.png]] {{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chemistry#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Radiation_first-aid_kit.png]] {{Anchor|Genetic}}[[#Genetic|Genetic]]&lt;br /&gt;
||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation.&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chemistry#Nutriment|Nutriment]] (food or [[Chemistry#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area and wait for it to fully heal.&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area to stop the bleeding.&lt;br /&gt;
* Waiting for the wound to clot once treated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chemistry#Quick Clot|Quick Clot &#039;&#039;&#039;does not heal the effects of internal bleeding&#039;&#039;&#039;, but it stops the negative symptoms of internal bleeding from worsening.]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&amp;lt;!--* [[Chemistry#Bicaridine|Bicaridine overdoses heal IB, but &#039;&#039;&#039;only if all brute damage has been dealt with already.&#039;&#039;&#039;]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chemistry#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chemistry#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chemistry#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect. Additionally, some patients may have an &#039;opiate receptor deficiency&#039; and will only have 75% of the standard painkilling effect - but also only 75% of the overdose effect, barring oxygen damage.&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife by &#039;&#039;&#039;activating&#039;&#039;&#039; it (default hotkey: &amp;quot;&#039;&#039;&#039;Z&#039;&#039;&#039;&amp;quot;).&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] can remove objects, but only if the object in question is deeply embedded or too small to remove with a regular knife.&lt;br /&gt;
* Click on others &#039;&#039;&#039;in help intent and surgery mode active&#039;&#039;&#039; with a knife in hand to remove shrapnel from them. Note that only those with medical skills get access to surgery mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit, pain slowdown or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]] Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WeylandMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
*&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other pill bottles exist but have the same dosage and OD listed in the [[#Autoinjectors | autoinjector]] section. Unless they are custom made from chemistry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit, pain slowdown or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal and external bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chemistry#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chemistry#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| {{Sensormate_Description}} If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item that heals 5 burn damage once applied and fixes it over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Injects 5 units per use. Can be empty or preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected like a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 15 charges and goes yellow when 5 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
||Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use. &lt;br /&gt;
*Bad for performing surgery, but better than nothing&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*Utterly useless for performing surgery&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Portable Surgical Bed}}[[File:FieldSurgicalBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Surgical Bed&#039;&#039;&#039;&lt;br /&gt;
|| A collapsible bed used for field surgery. Functions in the same way as a roller bed but cannot be moved when deployed.&lt;br /&gt;
*Excellent for performing surgery, second only to a proper operating table&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Surgical Line}}[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|| A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cryo.gif]] Cryogenic Chambers || &lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Setting up Cryo &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two [[Chemistry#cryoxadone|Cryoxadone]] small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While [[Chemistry#clonexadone|Clonexadone]] is a fairly efficient medical chem (and [[Chemistry#cryoxadone|Cryoxadone]] to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like [[Chemistry#nutriment|Nutriment]], [[Chemistry#alkysine|Alkysine]], [[Chemistry#imidazoline|Imidazoline]], [[Chemistry#dermaline|Dermaline]] etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sleeper.gif]][[File:Console.gif]] Sleepers || To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]] Advanced Body Scanner || To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AutoDoc.png|32px]] AutoDoc || The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
#CPR can also extend the timer of dead marines that are still revivable. The default time a marine has after death is 5 minutes before becoming clinically declared dead. (Permanent death)&lt;br /&gt;
#If the person you are CPRing is deceased, doing CPR requires 4 seconds and adds 7 seconds to the dead marine&#039;s defibbable status timer. You have to wait between CPR pumps at least 3 seconds or else the CPR fails. If you fail a CPR pump due to pumping too quickly, you must still wait at least the full 3 seconds before you can attempt another successful CPR pump. Failing CPR does not increase the time the person has before they become permanently dead.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Shipside roles such as nurse, doctor, researcher, and CMO, have high medical skill and require only three seconds to CPR. Count to four seconds if you are performing CPR on a deceased marine as one of these roles.&lt;br /&gt;
*Moving will interrupt CPR. Switching hands while the CPR is winding up will *not* interrupt CPR. You can administer medication while performing CPR.&lt;br /&gt;
&lt;br /&gt;
==Procedure for Reviving Non-Breathing Patients[[File:Defibrillator.png]]==&lt;br /&gt;
#Locate non-breathing patient with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Scan the patient with a health analyzer.&lt;br /&gt;
#If the sum of the patient&#039;s brute, burn, oxygen, and toxins damage is less than 200, proceed to strip armor and defibrillate. Recognize that oxygen damage can be ignored if you plan on using epinephrine. Otherwise, apply trauma and burn kits to all untreated parts of the patient&#039;s body. Pro tip: Using your numpad keys allows you to quickly cycle through limbs to decrease the total time required to kit them.&lt;br /&gt;
#Scan the patient again. If the sum of the patient&#039;s summed damage is less than 200, proceed to strip armor and defibrillate. Otherwise, consider performing tend wounds surgery. Remember that tend wounds with surgical line repairs 10 damage every 2 seconds, or 300 damage per minute if uninterrupted. If you can bring their damage under 200 damage with tend wounds before the patient&#039;s revival timer expires, proceed to tend wounds. Otherwise, apply CPR while asking nearby medics and marines to perform CPR on the patient while you perform tend wounds surgery. One marine is enough for CPR. If there are extra medics available ask them to tend wounds along with you. If there are no marines nearby, consider pulling the patient to marines that can perform CPR. Once someone is performing CPR, continue on to tend wounds.&lt;br /&gt;
#Tend wounds (Target an area of the body of the patient that has the highest amount of brute and burn damage. Use surgical line for brute and synthgraft for burns. Hold the surgical line in your hand and click the patient with the help intent and surgery intent enabled). The surgery will repeat until no more burn or brute damage can be resolved upon that limb, upon which you may target another area of the body and repeat. Scan periodically with a health analyzer to keep an eye on the patient&#039;s summed damage. Repeat until you run out of limbs to treat or summed brute and burn damage drop below 200.&lt;br /&gt;
#Strip armor of the patient. (Click-drag the patient to your character and select the armor in their armor slot. Do not move or switch hands until the wind-up has elapsed or stripping will cancel)&lt;br /&gt;
#Apply the defibrillator. Take the defibrillator out of your bag, press Z while the defibrillator is in your active hand to pop the handles out of their housing, and click the patient. If you are successful, after seven seconds of windup chimes the defibrillator will shock your patient and revive them. Do not move while the windup is occurring, or the defibrillation will cancel. While the defibrillator is winding up, you may swap to your other hand and begin feeding the patient pills or applying auto injectors. Repeat defibrillation until the patient has been revived. (Toggling belt mode on your medical belt to remove pills directly from bottles on click or middle clicking to open pill bottles without having them in your hand may help with this).&lt;br /&gt;
#Continue to treat the patient until they are stable.&lt;br /&gt;
#You can also apply necessary medicine BEFORE resuscitation but it will not be metabolized until the patient is living again. (You can give inaprovaline before reviving to stabilize them after they are resuscitated.)&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt, in addition to clearing all oxygen damage on revival. ([12 + 16 brute and 16 burns] healed damage instead of [12 + 4 brute and 4 burns]). Note that epinephrine and inaprovaline are present in revival mixture available in squad medic preparation vendors.&lt;br /&gt;
#If you see a marine with an orange line on your HUD that has a lot of damage when scanned, ask a nearby marine to &amp;quot;CPR!&amp;quot; if any are in the vicinity.&lt;br /&gt;
#And please, don&#039;t ever give up if you see someone with over 200 damage. You can use advanced trauma and burn kits while defibbing with your other hand. You can also inject epinephrine while defibbing. Don&#039;t give up. Keep going. Save that marine!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Revival icons ===&lt;br /&gt;
If the icon has a red square around it when it is still green/yellow/orange, that means the client of the dead player has disconnected. It is still possible for them to come back.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DNR_LightningBolt_Icon.png|128px]]  || The red flatline icon states they have voluntarily opted out of being revived, and or their client has been disconnected. This can also be because the player was banned while they were dead. This is commonly referred to as &amp;quot;DNR, or Do Not Resuscitate, or dead dead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Resuscitation_LightningBolt_Icon.png|128px]]  || The green heart rate icon states they are revivable and have 5 minutes to be resuscitated (assuming no CPR is applied). &lt;br /&gt;
|-&lt;br /&gt;
| [[File:huddeadclose.png|128px]] || The solid yellow heart rate indicates some time has passed since they were last breathing and they are coming closer to becoming unrevivable. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Almostdeadframe1.png|128px]] [[File:Almostdeadframe2.png]] || The flashing orange and red heart rate indicates their defib timer has almost expired. If you see it going from solid yellow to flashing orange and red, it means the marine has exactly 1 minute left unless being CPR&#039;d to increase their defib timer. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Broken_Heart_defib_icon.gif|128px]] || The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:skull_Icon.png|128px]] || The skull icon indicates they are not able to be revived. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*If you receive the message &amp;quot;Their eyes are blank and there are no signs of life&amp;quot; when you check their status (stand adjacent to the subject, right click their sprite, and select Check-status).&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 25% chance of dealing 5 heart damage each time a shock is successfully applied. This is significant, as heart damage between 1 and 10 reduces effective blood volume by 80%, which, in turn, assuming the marine has full blood, will cause 20 oxygen damage on its own. Try to keep the patient alive after first defibrillation to minimize heart damage dealt. If at all possible when reducing damage in preparation for revival, prefer to apply brute and burn kits and suture over repeated defibrillations, as both methods reduce damage at a higher rate than defibrillating and do not incur heart damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when its windup is completed and the shock is applied. There is also a brief delay after activating one before you can use it.&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them. Synthetics need to have their head attached to their torso and have combined total damage below 200 points. Defibs do not repair damage on dead synthetics like they do on humans, you must repair the excess damage first.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
By IV Stand&lt;br /&gt;
*Ensure a blood bag of compatible blood type is loaded into the IV stand. (You can unload a blood bag from an IV stand by clicking on the stand with an empty hand to check its blood bag if it is already loaded. Otherwise, you can load a bag into an IV stand by clicking it while the bag is in your active hand).&lt;br /&gt;
*Move the IV so that it is adjacent to your patient. (control click the IV stand to grab it. Then to move the stand, either move your character to pull the stand behind you or twice-click a tile adjacent to the stand to move the stand to that tile while the hand with the &amp;quot;UP-GRADE&amp;quot; sprite representing your grasp on the IV is active)&lt;br /&gt;
*Insert the IV into your patient&#039;s arm (click-drag the IV stand to your patient. No need to target the arm.)&lt;br /&gt;
*Your patient can move freely in a 7-tile wide square centered on the IV stand with the IV remaining in their arm.&lt;br /&gt;
*When you are satisfied with the amount of blood that has been transferred, remove the IV from the patient&#039;s arm (click-drag the IV stand to your patient again).&lt;br /&gt;
By Syringe&lt;br /&gt;
*Ensure you have a blood bag with blood compatible with the human you are transferring blood to. If it is O- blood, it is safely transfusable to humans with any blood type.&lt;br /&gt;
*Ensure the syringe is empty by verifying the interior of the syringe is colored black and there is green text underneath that says &amp;quot;DRAW&amp;quot;.&lt;br /&gt;
*With the syringe in your active hand, click the blood bag three times to draw 15u of blood. The interior of the syringe will be colored red and there should be orange text underneath that says &amp;quot;INJECT&amp;quot;.&lt;br /&gt;
*With the syringe in your hand click the human you wish to transfer blood to three times to transfer 15u of blood. &#039;&#039;&#039;Ensure harm intent is not enabled. If harm intent is enabled the syringe will break.&#039;&#039;&#039; If the target human is yourself, the blood will be transferred instantly. If the target human is not you, there will be a short windup before the blood will be transferred. You do not need to wait for the windup for the transfer of the first 5u of blood to complete before clicking again to initiate the windup for the transfer of the second and third 5u of blood.&lt;br /&gt;
*Repeat this process until you are satisfied with the amount of blood transferred&lt;br /&gt;
Additional information&lt;br /&gt;
*Alternately you can extract blood from a human if they have the right blood type by hooking them up to an IV with an empty blood pack or by using an empty syringe on them.&lt;br /&gt;
*Even after you&#039;ve transfused blood into your patient, if they have been lacking blood for a while they are likely hungry. Ask them to eat!&lt;br /&gt;
*Not being too hungry enables you to regenerate blood. If you do not have access to blood transfusion or hemogenic iron generating drugs, advise your patient to eat food.&lt;br /&gt;
*Iron has the hemogenic trait, meaning when this reagent is in your system it regenerates blood volume.&lt;br /&gt;
*Sugar reduces a patient&#039;s hunger, enabling them to naturally regenerate blood slowly over time.&lt;br /&gt;
*Iron pills or combination iron-sugar pills are available aboard the Almayer from the pharmacy in medbay lower decks or from the Research pharmacy in medbay upper decks. Take advantage!&lt;br /&gt;
*Remember that in a pinch, hot cocoa also provides nutriments similar to food, and that flasks filled with hot cocoa, MRE&#039;s, protein bars, and vendor meals can all fit compactly into a med kit and are generally available to all roles!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General Tips=&lt;br /&gt;
&amp;lt;!--*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery. --&amp;gt;&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;br /&gt;
&lt;br /&gt;
= Community guides and tutorials =&lt;br /&gt;
[https://www.youtube.com/watch?v=py5JJjGlhO0 Medical Tutorial] - By C4xmaniac, George Franks/Virgil&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=25211</id>
		<title>Nurse</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=25211"/>
		<updated>2023-04-13T17:29:39Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: IB OD cure  removed&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&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Nurse.png&lt;br /&gt;
|jobtitle = Almayer Nurse&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Sergeant&lt;br /&gt;
|superior = Chief Medical Officer&lt;br /&gt;
|unlock = None.&lt;br /&gt;
|duties = Maintain Medbay, assist the Doctors, conduct Chemistry, and ensure that the patients are organized and healed for Surgery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine],  [https://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
|description = &lt;br /&gt;
You are tasked with keeping the marines healthy and strong, through the form of basic drugs and medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
You are quite advanced when it comes to medication and treatment. If you do not know what you are doing, adminhelp so a mentor can assist you.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Be nice to the Nurses. They keep the doctors from accidentally killing you.&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;― A  Random Patient&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Nurse is in charge of overseeing that each and every patient has been prepped and healed enough for their visit to the Doctor. Your goal is to assist wherever needed in Medbay and provide helping hands to anyone who needs it. Much like a real Nurse, however with additional tasks. &lt;br /&gt;
&lt;br /&gt;
=== Duties ===&lt;br /&gt;
&lt;br /&gt;
Like I said before, you are essentially a tad above a Squad Medic. You get access to do little more than them, but less than a Doctor. You will find yourself double checking patients that are sent up, prioritizing treatments, getting Marines ready for more advanced First Aid. You can do things such as: &lt;br /&gt;
&lt;br /&gt;
* Perform Chemistry duties.&lt;br /&gt;
*Use the Cryo Tubes.&lt;br /&gt;
*Provide First Aid. &lt;br /&gt;
*Give Medications (Pills). &lt;br /&gt;
*Transfer Blood. &lt;br /&gt;
*Assign Holo Tags.&lt;br /&gt;
*Provide aid in Triage. &lt;br /&gt;
*Treat basic Wounds and Infections.&lt;br /&gt;
*Move patients from the Dropships to Medbay.&lt;br /&gt;
*Move bodies to the Morgue.&lt;br /&gt;
*And Assist Doctors wherever needed.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
As a Nurse you have access to the exact same equipment that any Doctor or Medic has. However, does this mean you can use some advanced tools, no. &lt;br /&gt;
&lt;br /&gt;
What can I use?&lt;br /&gt;
As a Nurse you can use:&lt;br /&gt;
&lt;br /&gt;
*Cryogenic Tubes.&lt;br /&gt;
*Chemistry Dispensers. &lt;br /&gt;
*IV Drips. &lt;br /&gt;
*Defibrillators. &lt;br /&gt;
*Any Autoinjector and Pill Bottle. &lt;br /&gt;
*Advanced Trauma Kits and Burn Kits. &lt;br /&gt;
*Health Scanners&lt;br /&gt;
*[[Surgery#The_Autodoc_System|Autodocs.]]&lt;br /&gt;
*and Body Scanners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you can see from this basic list, you can use all the same equipment as a medic and almost as much as a Doctor. So what is the difference from Doctor and Nurse? The answer is that the Nurse role is meant to be an interim training role for newer players who don&#039;t want the stress of [[Squad Medic]] or the more advanced procedures of a [[Doctor]]. &lt;br /&gt;
&lt;br /&gt;
Essentially, what can I not do?&lt;br /&gt;
You cannot: &lt;br /&gt;
&lt;br /&gt;
*Perform level two Surgery.&lt;br /&gt;
*Conduct Research.&lt;br /&gt;
&lt;br /&gt;
== Rank Structure ==&lt;br /&gt;
&lt;br /&gt;
While in Medbay their is no Military Ranking like the Marines, you do still have orders to follow. As a Nurse you will find yourself listening to Doctors mostly, as they will be the ones working closest to you. However, the CMO will be there to give you direction on what course of action they prefer most. &lt;br /&gt;
&lt;br /&gt;
So in the end the [[Chief Medical Officer]] has complete control of the department and final say on everything that takes place within it.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
&lt;br /&gt;
As soon as you wake up from Cryo bay you should head down to Medbay. This is located to the East of the Hangar and West of the Brig. Upon arrival you should gather your things as quick as possible, you have around 20ish minutes until the department will become flooded. &lt;br /&gt;
&lt;br /&gt;
So first thing you should do is wander into the medical storage room to the bottom left corner of Medbay. There you will be able to grab any gear that you need for your day. Once said is done you can make yourself useful by either performing Chemistry for Squad Medics or making a Cryo mix for the Cryogenic Cells, you can also prep the operating rooms for the Doctors, and perhaps sanitize the area. You should ensure that all of Medbay is prepped, because in 20 minutes it will most likely be hectic. How you spend your round is up to you, as a trainer/beginner role not much should be expected, just read up on your guides and you will succeed. &lt;br /&gt;
&lt;br /&gt;
*Medical Hud&#039;s. &lt;br /&gt;
*Splints&lt;br /&gt;
*Lifesaver Belts.&lt;br /&gt;
*Emergency Defibrillators.&lt;br /&gt;
*Advanced First Aid Kits. &lt;br /&gt;
*Latex Gloves and Sterile Masks. &lt;br /&gt;
*Health Scanners. &lt;br /&gt;
*Blood Dispensers. &lt;br /&gt;
*Personal Closets. &lt;br /&gt;
*And Medical Dispensers. &lt;br /&gt;
&lt;br /&gt;
Essentially everything stated above you can find in the storage room. &lt;br /&gt;
&lt;br /&gt;
(Refer yourself to the Medical Equipment, which can be found here [[Guide to Medicine]])&lt;br /&gt;
&lt;br /&gt;
=== What should I grab? ===&lt;br /&gt;
&lt;br /&gt;
Each person might choose something different. However it is mainly what you are comfortable with. Since you will be operating in Medbay the whole operation you have access to a plethora of supplies at your will. So will you have to cram like a medic, no. &lt;br /&gt;
&lt;br /&gt;
I will be going through each slot and what is the optimal decision for each:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head&#039;&#039;&#039; - For this slot a basic a scrub hat will do, you do not want your hair getting into the patients, do you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; - The mask slot is a great place to for a sterile mask, not only does it help stop the spread of infection and disease, but also looks very professional. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes&#039;&#039;&#039; - If you have anything other than a Med Hud here, stop. A Medical Hud will allow you to visibly see whether or not a patient is dying or stable; as well as if they have holo tags assigned to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ears&#039;&#039;&#039; - Obviously your Department Radio, this allows you to communicate with the Medics and Doctors more efficiently. ((:m to speak over med comms))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undershirt/Uniform&#039;&#039;&#039; - For this slot I recommend wearing your basic scrubs, which now come in various colours!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overshirt&#039;&#039;&#039; - Not much can go here other than a lab coat, with a coat you gain access to two more slots to add anything you wish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gloves&#039;&#039;&#039; - Sterility is the best choice, so latex gloves would be the best option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoes&#039;&#039;&#039; - Running shoes or sneakers will help you move quickly from patient to patient. White shoes should be avoided unless you want blood all over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID&#039;&#039;&#039; - Holds your ID, allows you to gain entry to your department. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belt&#039;&#039;&#039; - This is by far the most important, here I would recommend the Lifesaver Belt. The belt can hold more objects and is the personal choice of nearly anyone in the medical field. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Back&#039;&#039;&#039; - This is honestly a personal choice, the satchel allows more quick methods of grabbing objects, but the backpack can hold more at the cost of time. Essentially you can either be a portable pharmacy, or be a fast treatment. The choice is yours. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pouches&#039;&#039;&#039; - I suggest placing your Health Scanner in one pouch, and the other occupied with a medical pouch, inside said pouch I usually place autoinjectors for a fast treatment if needed.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
Being a Nurse you will be always on your feet, moving from place to place you should always be on the lookout, because in a matter of seconds you could have seven critical patients wandering into Medbay with missing limbs or overdoses. &lt;br /&gt;
&lt;br /&gt;
What are some tips?&lt;br /&gt;
&lt;br /&gt;
*Remember you are just a beginner, don&#039;t expect to be great of the bat. Take your time and enjoy yourself. &lt;br /&gt;
**(Be sure to read all the guides and fully understand them)&lt;br /&gt;
*If Doctors are swamped performing manual surgery, you can use the Autodocs to get critical surgeries performed (Excluding larval infection)&lt;br /&gt;
*Organise patients from worst condition to least, this way when the Doctor can finally aid them he doesn&#039;t leave the dying guy in the back. &lt;br /&gt;
*Put infected patients into stasis bags, this will help slow down the chest bursting. &lt;br /&gt;
*Always close any bleeding or open wounds, this can lead to blood loss and infection. &lt;br /&gt;
*Inject Marines with Epinephrine when Defibbing, this increases their chances, get nearby people to perform CPR to slow the death timer. &lt;br /&gt;
*If you successfully Defib and the patient dies it resets the death timer. If you have lots of near dead people, give them a quick zap to give more time. &lt;br /&gt;
*If you run out of meds in your autoinjectors you can refill them at med vendors. &lt;br /&gt;
&amp;lt;!--*Overdosing a person on 3 Bicardine Pills and Offsetting with 1 Kelotane can heal Internal Bleeding. --&amp;gt; The Cryocell also heals IB. &lt;br /&gt;
*Always try to make advanced pills, ImiAlky, Keloderm, Tribica, etc. These can be really helpful in stressful situations. &lt;br /&gt;
*Double check all treated patients at the body scanner, sometimes Doctors miss things. &lt;br /&gt;
*If a patient is low on blood you can feed them Iron pills.&lt;br /&gt;
&lt;br /&gt;
=== Guidance === &lt;br /&gt;
Don&#039;t leave patients waiting in Medbay, pull them into triage, give meds and form a line. As a Nurse this will be your main job, to organize and admit new patients to Medbay. By organizing patients and providing basic treatment, you reduce the work that has to be done for the Doctor; making their life generally better.&lt;br /&gt;
&lt;br /&gt;
Moving dead bodies to the Morgue will earn yourself a gold sticker, not only does the CMO appreciate this but so does everyone in Medbay. Also moving Xenomorph corpses outside of Research is helpful, this way the Research team doesn&#039;t have to run downstairs to get them. &lt;br /&gt;
&lt;br /&gt;
Always listen for the sound of a Dropship landing, you should always expect a boat load of injured Marines to come limping out. Be ready at the side with a roller bed for fast movement. &lt;br /&gt;
&lt;br /&gt;
=== Communication === &lt;br /&gt;
Talk with the Medics and Doctors over comms, ask how the groundside operation is, what are the losses, etc. This can give you a good sense of what to expect during your shift. Listen over Medical comms for MEDEVAC requests, this lets you know if critical patients are inbound and require assistance. Talk with Doctors over comms about an influx of patients, who is the most important, who has the worst injuries, what forms of treatment are needed. Communication is key.&lt;br /&gt;
&lt;br /&gt;
== Your Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=1&lt;br /&gt;
}}&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;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?1463-Doctor-101 All out Doctor Guide]&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=25210</id>
		<title>Nurse</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Nurse&amp;diff=25210"/>
		<updated>2023-04-13T17:28:22Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Added a clarification&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&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Nurse.png&lt;br /&gt;
|jobtitle = Almayer Nurse&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|rank = Sergeant&lt;br /&gt;
|superior = Chief Medical Officer&lt;br /&gt;
|unlock = None.&lt;br /&gt;
|duties = Maintain Medbay, assist the Doctors, conduct Chemistry, and ensure that the patients are organized and healed for Surgery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine],  [https://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
|description = &lt;br /&gt;
You are tasked with keeping the marines healthy and strong, through the form of basic drugs and medical treatment.&amp;lt;br&amp;gt;&lt;br /&gt;
You are quite advanced when it comes to medication and treatment. If you do not know what you are doing, adminhelp so a mentor can assist you.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Be nice to the Nurses. They keep the doctors from accidentally killing you.&amp;quot;&#039;&#039;&amp;lt;br /&amp;gt;― A  Random Patient&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The Nurse is in charge of overseeing that each and every patient has been prepped and healed enough for their visit to the Doctor. Your goal is to assist wherever needed in Medbay and provide helping hands to anyone who needs it. Much like a real Nurse, however with additional tasks. &lt;br /&gt;
&lt;br /&gt;
=== Duties ===&lt;br /&gt;
&lt;br /&gt;
Like I said before, you are essentially a tad above a Squad Medic. You get access to do little more than them, but less than a Doctor. You will find yourself double checking patients that are sent up, prioritizing treatments, getting Marines ready for more advanced First Aid. You can do things such as: &lt;br /&gt;
&lt;br /&gt;
* Perform Chemistry duties.&lt;br /&gt;
*Use the Cryo Tubes.&lt;br /&gt;
*Provide First Aid. &lt;br /&gt;
*Give Medications (Pills). &lt;br /&gt;
*Transfer Blood. &lt;br /&gt;
*Assign Holo Tags.&lt;br /&gt;
*Provide aid in Triage. &lt;br /&gt;
*Treat basic Wounds and Infections.&lt;br /&gt;
*Move patients from the Dropships to Medbay.&lt;br /&gt;
*Move bodies to the Morgue.&lt;br /&gt;
*And Assist Doctors wherever needed.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
As a Nurse you have access to the exact same equipment that any Doctor or Medic has. However, does this mean you can use some advanced tools, no. &lt;br /&gt;
&lt;br /&gt;
What can I use?&lt;br /&gt;
As a Nurse you can use:&lt;br /&gt;
&lt;br /&gt;
*Cryogenic Tubes.&lt;br /&gt;
*Chemistry Dispensers. &lt;br /&gt;
*IV Drips. &lt;br /&gt;
*Defibrillators. &lt;br /&gt;
*Any Autoinjector and Pill Bottle. &lt;br /&gt;
*Advanced Trauma Kits and Burn Kits. &lt;br /&gt;
*Health Scanners&lt;br /&gt;
*[[Surgery#The_Autodoc_System|Autodocs.]]&lt;br /&gt;
*and Body Scanners. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So as you can see from this basic list, you can use all the same equipment as a medic and almost as much as a Doctor. So what is the difference from Doctor and Nurse? The answer is that the Nurse role is meant to be an interim training role for newer players who don&#039;t want the stress of [[Squad Medic]] or the more advanced procedures of a [[Doctor]]. &lt;br /&gt;
&lt;br /&gt;
Essentially, what can I not do?&lt;br /&gt;
You cannot: &lt;br /&gt;
&lt;br /&gt;
*Perform level two Surgery.&lt;br /&gt;
*Conduct Research.&lt;br /&gt;
&lt;br /&gt;
== Rank Structure ==&lt;br /&gt;
&lt;br /&gt;
While in Medbay their is no Military Ranking like the Marines, you do still have orders to follow. As a Nurse you will find yourself listening to Doctors mostly, as they will be the ones working closest to you. However, the CMO will be there to give you direction on what course of action they prefer most. &lt;br /&gt;
&lt;br /&gt;
So in the end the [[Chief Medical Officer]] has complete control of the department and final say on everything that takes place within it.&lt;br /&gt;
&lt;br /&gt;
== Getting Started == &lt;br /&gt;
&lt;br /&gt;
As soon as you wake up from Cryo bay you should head down to Medbay. This is located to the East of the Hangar and West of the Brig. Upon arrival you should gather your things as quick as possible, you have around 20ish minutes until the department will become flooded. &lt;br /&gt;
&lt;br /&gt;
So first thing you should do is wander into the medical storage room to the bottom left corner of Medbay. There you will be able to grab any gear that you need for your day. Once said is done you can make yourself useful by either performing Chemistry for Squad Medics or making a Cryo mix for the Cryogenic Cells, you can also prep the operating rooms for the Doctors, and perhaps sanitize the area. You should ensure that all of Medbay is prepped, because in 20 minutes it will most likely be hectic. How you spend your round is up to you, as a trainer/beginner role not much should be expected, just read up on your guides and you will succeed. &lt;br /&gt;
&lt;br /&gt;
*Medical Hud&#039;s. &lt;br /&gt;
*Splints&lt;br /&gt;
*Lifesaver Belts.&lt;br /&gt;
*Emergency Defibrillators.&lt;br /&gt;
*Advanced First Aid Kits. &lt;br /&gt;
*Latex Gloves and Sterile Masks. &lt;br /&gt;
*Health Scanners. &lt;br /&gt;
*Blood Dispensers. &lt;br /&gt;
*Personal Closets. &lt;br /&gt;
*And Medical Dispensers. &lt;br /&gt;
&lt;br /&gt;
Essentially everything stated above you can find in the storage room. &lt;br /&gt;
&lt;br /&gt;
(Refer yourself to the Medical Equipment, which can be found here [[Guide to Medicine]])&lt;br /&gt;
&lt;br /&gt;
=== What should I grab? ===&lt;br /&gt;
&lt;br /&gt;
Each person might choose something different. However it is mainly what you are comfortable with. Since you will be operating in Medbay the whole operation you have access to a plethora of supplies at your will. So will you have to cram like a medic, no. &lt;br /&gt;
&lt;br /&gt;
I will be going through each slot and what is the optimal decision for each:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head&#039;&#039;&#039; - For this slot a basic a scrub hat will do, you do not want your hair getting into the patients, do you?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039; - The mask slot is a great place to for a sterile mask, not only does it help stop the spread of infection and disease, but also looks very professional. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyes&#039;&#039;&#039; - If you have anything other than a Med Hud here, stop. A Medical Hud will allow you to visibly see whether or not a patient is dying or stable; as well as if they have holo tags assigned to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ears&#039;&#039;&#039; - Obviously your Department Radio, this allows you to communicate with the Medics and Doctors more efficiently. ((:m to speak over med comms))&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undershirt/Uniform&#039;&#039;&#039; - For this slot I recommend wearing your basic scrubs, which now come in various colours!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overshirt&#039;&#039;&#039; - Not much can go here other than a lab coat, with a coat you gain access to two more slots to add anything you wish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gloves&#039;&#039;&#039; - Sterility is the best choice, so latex gloves would be the best option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shoes&#039;&#039;&#039; - Running shoes or sneakers will help you move quickly from patient to patient. White shoes should be avoided unless you want blood all over them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ID&#039;&#039;&#039; - Holds your ID, allows you to gain entry to your department. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Belt&#039;&#039;&#039; - This is by far the most important, here I would recommend the Lifesaver Belt. The belt can hold more objects and is the personal choice of nearly anyone in the medical field. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Back&#039;&#039;&#039; - This is honestly a personal choice, the satchel allows more quick methods of grabbing objects, but the backpack can hold more at the cost of time. Essentially you can either be a portable pharmacy, or be a fast treatment. The choice is yours. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pouches&#039;&#039;&#039; - I suggest placing your Health Scanner in one pouch, and the other occupied with a medical pouch, inside said pouch I usually place autoinjectors for a fast treatment if needed.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
&lt;br /&gt;
Being a Nurse you will be always on your feet, moving from place to place you should always be on the lookout, because in a matter of seconds you could have seven critical patients wandering into Medbay with missing limbs or overdoses. &lt;br /&gt;
&lt;br /&gt;
What are some tips?&lt;br /&gt;
&lt;br /&gt;
*Remember you are just a beginner, don&#039;t expect to be great of the bat. Take your time and enjoy yourself. &lt;br /&gt;
**(Be sure to read all the guides and fully understand them)&lt;br /&gt;
*If Doctors are swamped performing manual surgery, you can use the Autodocs to get critical surgeries performed (Excluding larval infection)&lt;br /&gt;
*Organise patients from worst condition to least, this way when the Doctor can finally aid them he doesn&#039;t leave the dying guy in the back. &lt;br /&gt;
*Put infected patients into stasis bags, this will help slow down the chest bursting. &lt;br /&gt;
*Always close any bleeding or open wounds, this can lead to blood loss and infection. &lt;br /&gt;
*Inject Marines with Epinephrine when Defibbing, this increases their chances, get nearby people to perform CPR to slow the death timer. &lt;br /&gt;
*If you successfully Defib and the patient dies it resets the death timer. If you have lots of near dead people, give them a quick zap to give more time. &lt;br /&gt;
*If you run out of meds in your autoinjectors you can refill them at med vendors. &lt;br /&gt;
*Overdosing a person on 3 Bicardine Pills and Offsetting with 1 Kelotane can heal Internal Bleeding. The Cryocell also heals IB. &lt;br /&gt;
*Always try to make advanced pills, ImiAlky, Keloderm, Tribica, etc. These can be really helpful in stressful situations. &lt;br /&gt;
*Double check all treated patients at the body scanner, sometimes Doctors miss things. &lt;br /&gt;
*If a patient is low on blood you can feed them Iron pills.&lt;br /&gt;
&lt;br /&gt;
=== Guidance === &lt;br /&gt;
Don&#039;t leave patients waiting in Medbay, pull them into triage, give meds and form a line. As a Nurse this will be your main job, to organize and admit new patients to Medbay. By organizing patients and providing basic treatment, you reduce the work that has to be done for the Doctor; making their life generally better.&lt;br /&gt;
&lt;br /&gt;
Moving dead bodies to the Morgue will earn yourself a gold sticker, not only does the CMO appreciate this but so does everyone in Medbay. Also moving Xenomorph corpses outside of Research is helpful, this way the Research team doesn&#039;t have to run downstairs to get them. &lt;br /&gt;
&lt;br /&gt;
Always listen for the sound of a Dropship landing, you should always expect a boat load of injured Marines to come limping out. Be ready at the side with a roller bed for fast movement. &lt;br /&gt;
&lt;br /&gt;
=== Communication === &lt;br /&gt;
Talk with the Medics and Doctors over comms, ask how the groundside operation is, what are the losses, etc. This can give you a good sense of what to expect during your shift. Listen over Medical comms for MEDEVAC requests, this lets you know if critical patients are inbound and require assistance. Talk with Doctors over comms about an influx of patients, who is the most important, who has the worst injuries, what forms of treatment are needed. Communication is key.&lt;br /&gt;
&lt;br /&gt;
== Your Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance=1&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=1&lt;br /&gt;
}}&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;
== Guides ==&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?1463-Doctor-101 All out Doctor Guide]&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25209</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25209"/>
		<updated>2023-04-13T17:23:04Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Bic OD no longer exists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Tools of the Trade ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Scalpel}}[[#Scalpel|Scalpel]]&#039;&#039;&#039;||Used for cutting through flesh.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039;PICT System[[File:The_PICT System.png|32px]],  Kitchen Knife[[File:Kitchen_Knife.png|32px]], or Glass Shard[[File:Shard.png|32px]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Incision_manager.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Incision Management System}}[[#Incision Management System|Incision Management System]] (IMS)&#039;&#039;&#039;||Used for cutting through flesh, skips bleeder clamping and organ rearranging. Basically acts as a scalpel, hemostat, and retractor in one step during the initial incision. Only functions as a scalpel in steps after the first.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Hemostat}}[[#Hemostat|Hemostat]]&#039;&#039;&#039;||Used to stop bleeding during an operation, or to remove foreign and undesirable objects from a patient&#039;s body.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wirecutters[[File:Wirecutters.png|32px]] if you are going to use it to extract items from the patient or Cable Coil [[File:CableCoils.png|32px]] if you are going to use it to stop the bleeding of a patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Setter}}[[#Bone Setter|Bone Setter]]&#039;&#039;&#039;||Used for setting bones back into place. If used on a bone that is not broken then you will break it.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wrench [[File:Wrench.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Gel}}[[#Bone Gel|Bone Gel]]&#039;&#039;&#039;||Used for repairing broken/shattered bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Screwdriver[[File:Screwdriver.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Retractor}}[[#Retractor|Retractor]]&#039;&#039;&#039;||Used for re-arranging organs, and moving cut ribcages &amp;amp; skulls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Crowbar[[File:Crowbar.png|32px|]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Cautery}}[[#Cautery|Cautery]]&#039;&#039;&#039;||Used for sealing incisions in a patients skin. Burns skin together.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Cigarette[[File:Cig.png|32px]], Lighter[[File:Lighter.png|32px]], or Blowtorch[[File:Welder.gif|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fixovein.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Fix-O-Vein}}[[#Fix-O-Vein|Fix-O-Vein]]&#039;&#039;&#039;||Used for repairing veins and arteries.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Surgical Line[[File:Surgical Line.png|32px]], Cable Coil[[File:CableCoils.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Circular Saw}}[[#Circular Saw|Circular Saw]]&#039;&#039;&#039;||Used for cutting through bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Hatchet[[File:Hatchet.png|32px|]] or Machete[[File:Machete.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Advanced Trauma Kit}}[[#Advanced Trauma Kit|Advanced Trauma Kit]]&#039;&#039;&#039;||Used to patch all organs except for the brain and eyes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Line}}[[#Surgical Line|Surgical Line]]&#039;&#039;&#039;||A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Fix-O-Vein[[File:Fixovein.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Synth Graft}}[[#SynthGraft|Synth Graft]]&#039;&#039;&#039;||A roll of military-grade synthetic gauze, able to tend any burn wound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_PICT System.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|PICT Systerm}}[[#PICT Systerm|PICT Systerm]]&#039;&#039;&#039;||The Precision Incision and Cauterization Tool uses a high-frequency vibrating blade, laser cautery, and suction liquid control system to precisely sever target tissues while preventing all fluid leakage. Despite its troubled development program and horrifying pricetag, outside of complex experimental surgeries it isn&#039;t any better than an ordinary twenty-dollar scalpel and can&#039;t create a full-length incision bloodlessly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Scalpel[[File:1Scalpel.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Drill.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Drill}}[[#Surgical Drill|Surgical Drill]]&#039;&#039;&#039;||You can drill using this item. You dig?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
* Improvised tools generally have a fairly high failure chance starting at about 25%. An improvised PICT will spray blood all over you and your patient, dealing 25 burn damage and some organ damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing for Surgery ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Before you begin to operate, you should make sure you have all the tools you will need. Occasionally a surgeon will accidentally pocket a tool, or a deploying field surgeon will grab tools out of an operating theatre.&lt;br /&gt;
&lt;br /&gt;
Specifically designed surgical tools are the best, but there are a variety of substitutes; some tools can be used outside of their intended role, and others can be replaced with improvised substitutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The equipment on the Almayer is adequate, but sometimes marines will find better tools while deployed. If someone asks if you&#039;d like an Incision Management System, the correct answer is &amp;quot;yes please&amp;quot;.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgical Surface===&lt;br /&gt;
The second requirement is a place to work. Some surgeries can be performed on a standing patient, and it doesn&#039;t matter where you perform them. Most, however, need a decent surface to work on.&lt;br /&gt;
&lt;br /&gt;
The patient doesn&#039;t necessarily need to be buckled - having them on the same tile will do.&lt;br /&gt;
If a surface isn&#039;t ideal, the surgery will take longer - and possibly a lot longer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The ideal surface for surgery is a proper operating table. [[File:Operating_Table.png|32px]] This is designed for surgery and has a built-in anesthetic system for patients buckled to it. &#039;&#039;&#039;This is the only surface that can be used for extracting xenomorph larvae.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The next best thing is a portable surgical bed. [[File:FieldSurgicalBed.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The surfaces that are better than nothing are beds, [[File:Bed.png|32px]] roller beds, [[File:RollerBed.png|32px]] tables, [[File:Table.png|32px]] and window frames. [[File:Window_Frame.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The worst surfaces are floors and Med-Evac stretchers, [[File:Med_Evac_Stretcher.png|32px]] which are not designed for surgery, and trying to work with their fittings in their way is as hard as no surface at all.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Surgery is a painful experience, and patients find it difficult to hold still while feeling someone cut into their flesh, which tends to frustrate everyone involved. There are two ways around this: an unconscious (or dead) patient, or powerful painkillers.&lt;br /&gt;
&lt;br /&gt;
Anesthetic (with tank and mask or using the surgery table&#039;s integrated anesthesia setup) is a simple and reliable way to render your patient unconscious.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* if the patient&#039;s lungs are ruptured, they will occasionally not breath in the anesthetic. Depending on the damage to the lungs, they will either occasionally breath in the anesthetic or it won&#039;t work at all. Therefore, you will have to give the patient the anesthetic via Injection, until his lungs are not ruptured anymore.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Operating Table ====&lt;br /&gt;
If you are using an operating table, place your patient on the table (grab your patient, then click the table with your grabbing hand selected). Then buckle them to it to connect the anaesthetic system (click hold and drag the patient to the operating table). After a short delay, your patient will be under general anaesthetic, which will allow you to operate safely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*The operating table must have an anaesthetic tank attached to be able to put your patient to sleep.&lt;br /&gt;
&lt;br /&gt;
* Click on the surgery table with an anaesthetic tank in hand to insert one.&lt;br /&gt;
&lt;br /&gt;
* Click on the table with an empty hand when no patient is buckled to it to remove an existing one.&lt;br /&gt;
&lt;br /&gt;
* If the tank runs out, simply replace it with a new one.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Anesthetic Tank and Medical Mask ====&lt;br /&gt;
If there is no available operating table then you can make the patient wear an anesthetic tank and medical mask and turn on its internals. Encourage your patient to don and activate the tank and mask themselves, as this is much faster than doing it yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* It is advisable to remove the anesthetic tank and medical mask during the cauterizing step for maximum efficiency; the anesthetic takes a few seconds to wear off.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Painkillers ====&lt;br /&gt;
If you don&#039;t have anesthetic equipment or you just want to save time, you can give your patients [[Chemistry#Oxycodone|Oxycodone]] for quick surgeries without anesthetic  (15-20U recommended). You will need to work quickly, though, as it wears off.&lt;br /&gt;
&lt;br /&gt;
Different surgeries cause different amounts of pain. If Oxycodone isn&#039;t available, some painkillers are much better than none; a mixture of [[Chemistry#Tramadol|Tramadol]], [[Chemistry#Inaprovaline|Inaprovaline]] or [[Chemistry#Paracetamol|Paracetamol]] (Paracetamol and Tramadol are toxic when mixed - do not give them simultaneously) will make them less likely to flinch. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Use your medical scanner to monitor your patient&#039;s painkiller levels and re-dose as necessary. Using painkillers instead of anesthetics can cause distress in the patient (screaming over the radio about getting operated on without anesthetics, standing up and trying to leave or fight back).&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that the preparations are done, you can begin with the actual surgery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeries ==&lt;br /&gt;
Surgeries are simple processes with a series of steps. Once these steps are memorized it should become effortless and routine to perform. Keep in mind that once you have mastery over the basics, it&#039;s a good idea to aim to be as fast and efficient as possible due to the importance of recycling casualties back into the fight, or even preventing them from dying in the case of [[#Foreign Object/Alien Embryo Removal|Foreign Object/Alien Embryo Removal]].&lt;br /&gt;
&lt;br /&gt;
To perform surgery on someone, you must Toggle the Surgery Mode to be On. This can be bound to a hotkey in preferences. [[File:Surgery Button.png|32px]]&lt;br /&gt;
This will toggle the Help-Intent Safety preference, if you didn&#039;t have it already, preventing you from accidentally hurting people with objects when on help intent. You will be forced on to &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top left, &#039;&#039;&#039;1&#039;&#039;&#039;) [[File:Intent-Wheel.gif]], which allows you to perform any surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Only one surgery can be performed on a given aim-location at a time.&lt;br /&gt;
&lt;br /&gt;
* Once you complete a step in a surgery, you must finish the surgery before you can begin a different one.&lt;br /&gt;
&lt;br /&gt;
* Failing or cancelling the first attempted step doesn&#039;t injure the patient unless done deliberately.&lt;br /&gt;
&lt;br /&gt;
* Some steps can be skipped, if the conditions are right, sometimes including the first step.&lt;br /&gt;
&lt;br /&gt;
* If you are in a rush, attempting surgery steps on &amp;lt;span style=&amp;quot;background-color: lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top right, &#039;&#039;&#039;2&#039;&#039;&#039;) [[File:Intent-Wheel.gif]] deliberately fails the step. For a handful of specific steps, this will quickly and violently complete the step at the expense of your patient&#039;s health. Useful when you need to do a critical surgery very quickly, or to save time if you&#039;re certain you know what you&#039;re doing. It isn&#039;t necessary to switch back to Help intent afterwards - that happens automatically.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standing Patients and Self-Surgery ===&lt;br /&gt;
Some surgeries can be performed on a patient who&#039;s standing up. These surgeries aren&#039;t affected by the surface under the patient. These are marked as &#039;&#039;&#039;(STANDING)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed on yourself. As you need to be able to hold tools while you work, this means they have to be able to be performed on a standing patient, since people who&#039;re lying down can&#039;t handle objects. These are marked as &#039;&#039;&#039;(SELF)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* If you&#039;re trying to work on a standing patient and can&#039;t begin a surgery that you know you should be able to, make sure that it doesn&#039;t need them to be lying down.&lt;br /&gt;
&lt;br /&gt;
* Since it&#039;s difficult and awkward to work on your own body, self-surgery takes longer to do.&lt;br /&gt;
&lt;br /&gt;
* You can&#039;t perform surgery on the same arm you&#039;re holding the tool with.&lt;br /&gt;
&lt;br /&gt;
* Self-surgery requires you to use painkillers rather than anesthesia, since it&#039;s hard to work when unconscious.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Required Skills ===&lt;br /&gt;
Your character&#039;s training affects how quickly they can work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed by anyone with any surgical training, but others need a more thorough education.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medics, nurses, and pilot officers all have basic surgical training and can perform simple level 1 surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doctors, chief medical officers, and synthetic units have more skills and can perform level 1 and level 2 surgeries. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may occasionally see Professor DUMMY, the medical mannequin. This is a sophisticated training tool designed to realistically simulate any wound. Real patients are more difficult to perform surgery on - a medic may be able to set Professor DUMMY&#039;s broken ribs, but that doesn&#039;t mean they can do it on a real patient in the field. (You can create an ahelp to ask admins to spawn you in a Professor DUMMY)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Level 1 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Suture wound}}[[#Suture Wound|Suture Wound]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Suture and tend a wound that has brute or burn damage on it. This will heal 10 brute on the targeted area when a surgical line is used, and will heal 10 burn if a synth graft is used. This will loop until all damage on the area has been fixed.&lt;br /&gt;
*Tend to the damaged brute wound. [[File:Surgical Line.png|64px|link=|Surgical Line]]&lt;br /&gt;
*Tend to the damaged burn wound. [[File:Synth_Graft.png|64px|link=|Synth Graft]]&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Foreign Object Removal}}[[#Foreign Objectl|Foreign Object]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Removal of unknown objects, such as shrapnel or implants from the body.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Fish out the foreign objects until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Sealing a Stump}}[[#Sealing a Stump|Sealing a Stump]] (Severed Arms and Legs)&lt;br /&gt;
|Sealing a stump where the patient&#039;s arm or leg should have been.&lt;br /&gt;
**Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-ovein]] -&amp;gt;[[File:Surgical Line.png|32px|link=|Surgical Line]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Autopsy}}[[#Autopsy|Autopsy]] (Only on Permanently Dead)&lt;br /&gt;
|Helps find out how the person died. Displays wounds, possible causes, and detected chemicals in the body.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, not a funeral parlor.&#039;&#039;&#039;&lt;br /&gt;
*Aim for the affected area on the deceased using the Hud-target&lt;br /&gt;
*Cut the skin open ([[File:1Scalpel.png|32px|link=|Scalpel]]) (the chest may require two cuts).&lt;br /&gt;
*Use the autopsy scanner to scan the area. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Repeat scalpel and scan procedure for all affected areas. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Right click the autopsy scanner to print out autopsy data. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Close the incision &lt;br /&gt;
|-&lt;br /&gt;
([[File:1Cautery.png|32px|link=|Cautery]]) (optional)&lt;br /&gt;
|{{anchor|Internal Bleeding Surgery}}[[#Internal Bleeding Surgery|Internal Bleeding Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery mends the torn/ripped arteries and veins within the body to stop internal bleeding.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Mend the artery. ([[File:Fixovein.png|32px|link=|Fix-o-Vein]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Level 2 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Alien Embryo Removal}}[[#Alien Embryo Removal|Alien Embryo Removal]]&lt;br /&gt;
|Removal of an alien embryo from the body.&lt;br /&gt;
*&#039;&#039;&#039;This must be performed on an operating table&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Alien embryos will always be in the chest behind the ribcage. Time is of the essence when removing them, and you must complete this surgery as quickly as possible; your patient will die instantly when it finishes gestating, resulting in the birth of an alien larva. Make haste in removing any embryos.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Cut away the larva&#039;s pseudoroots.([[File:The_PICT System.png|32px|link=|PICT System]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use ([[File:1Scalpel.png|32px|link=|Scalpel]]) (very much not recommended, as it deals burn damage to yourself and the patient).&lt;br /&gt;
*Pull out the alien embryo. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use your hands (not recommended).&lt;br /&gt;
*Close the ribcage.([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]]).&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Bone Repair Surgery}}[[#Bone Repair Surgery|Bone Repair Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery is used for mending broken bones and fractures.&lt;br /&gt;
*&#039;&#039;&#039;Note that a repaired bone will rebreak if your patient has more than 50 brute damage.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the bone. ([[File:1Bone-Gel.png|32px|link=|Bone Gel]]-&amp;gt;[[File:1Bone Setter.png|32px|link=|Bone Setter]]) (Use the Health Analyzer to double check)&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Organs Surgery}}[[#Internal Organs Surgery|Internal Organs Surgery]] (Groin, Chest.)&lt;br /&gt;
|Mending broken internal organs such as the heart or appendix. Note that this surgery excludes the eyes and brain as they have their own surgeries respectively.&lt;br /&gt;
*&#039;&#039;&#039;Peridaxon does not heal organ damage. This is the only way to heal organs in the chest and groin.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the biological organ with a Trauma Kit, or the robotic organ with Nanopaste. It loops fixing each damaged organ until none remain.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage if necessary. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Monkey Cube Removal}}[[#Monkey Cube Removal|Monkey Cube Removal]] (Chest.)&lt;br /&gt;
|Removing a monkey cube post-ingestion. This surgery is one of the few that require a surgical drill.&lt;br /&gt;
*&#039;&#039;&#039;The embedded monkey will cause continual organ damage and may even result in the host heartbreaking. Time is of the essence.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Drill open the wall of the stomach. ([[File:Surgical Drill.png|32px|link=|Surgical Drill]])&lt;br /&gt;
*Extract the malformed monkey with a hemostat. ([[File:Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the hole with a cautery. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
*Check for organ damage by using an advanced trauma kit or nanopaste if the organ is robotic.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Eye Surgery}}[[#Eye Surgery|Eye Surgery]] (Eyes.)&lt;br /&gt;
|Mending the eyes to cure blindness and eye damage.&lt;br /&gt;
*&#039;&#039;&#039;Using imidazoline is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
* Mend the eyes. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Brain Damage Surgery}}[[#Brain Damage Surgery|Brain Damage Surgery]] (Head.)&lt;br /&gt;
|Fixing up the brain.&lt;br /&gt;
*&#039;&#039;&#039;Using alkysine is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull.([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair severe brain damage, if any. ([[File:Fixovein.png|32px|link=|Fix-O-Vein]])&lt;br /&gt;
*Extract embedded bone chips until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]]) (Use Health Analyzer to double check)&lt;br /&gt;
*Close the skull. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|{{anchor|Facial Reconstruction Surgery}}[[#Facial Reconstruction Surgery|Facial Reconstruction Surgery]] (Mouth.)&lt;br /&gt;
|This surgery fixes facial deformities caused by severe damage to the head. I.E. &amp;quot;Unknown as (name)&amp;quot; when speaking.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, cosmetic surgery can wait.&#039;&#039;&#039;&lt;br /&gt;
*Fix the facial deformities. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Amputation}}[[#Amputation|Amputation]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|Removal of a limb.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
&lt;br /&gt;
* Use the Incision Management System to sever the muscles.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Sever the muscles using the scalpel. ([[File:1Scalpel.png|32px|link=|Scalpel]])&lt;br /&gt;
&lt;br /&gt;
* (Optional) Cancel the amputation with Fixoven ([[File:Fixovein.png]]) or a surgical line ([[File:Surgical Line.png]])&lt;br /&gt;
&lt;br /&gt;
* Saw through the limb. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Limb Replacement Surgery}}[[#Limb Replacement Surgery|Limb Replacement Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|The replacement of missing limbs with robotic ones. Robot arms and legs are used to replace hands and feet; there is no need to further amputate if that&#039;s all the patient has lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost an organic Limb.&lt;br /&gt;
*Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-o-Vein]]  -&amp;gt; [[File:Surgical Line.png|32px|link=|Surgical Line]]) (Fix-o-vein and surgical line are substitutes for each other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost a robotic limb&lt;br /&gt;
*Saw off the remaining clamps holding the broken prosthetic to the body. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
*Use your hand to take broken prosthetic out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Attach the robotic limb. (Robotic Limb) &lt;br /&gt;
*Tighten the new robotic limb. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; Use your hand (Click on them with help intent)&lt;br /&gt;
*Calibrate the new robotic limb with your hand. (Click on them with help intent)&lt;br /&gt;
*Inform the patient that the robotic limb can be repaired with Blowtorch [[File:Welder.gif|32px]](brute) and Cable coils[[File:CableCoils.png|32px]](burn).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Synthetic Head Re-Attachment Surgery}}[[#Synthetic Head Re-Attachment Surgery|Synthetic Head Re-Attachment Surgery]] (Head.)&lt;br /&gt;
|Re-attaching a decapitated synthetic head.&lt;br /&gt;
*Mend the torn silicone tissue. ([[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Attach the synthetic head.&lt;br /&gt;
*Reconstruct the tissue ([[File:Fixovein.png|32px|link=|Fix-O-Vein]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
*Use a Defibrillator [[File:Defibrillator.png|32px|link=|Defibrillator]] on the synthetic.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note: There isn&#039;t a timer on defibbing a synthetic.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Necrosis Treatment Surgery}}[[#Necrosis Treatment Surgery|Necrosis Treatment Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Necrosis is currently disabled.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|Treating necrosis by cutting away the necrotic tissues and treating the affected area.&lt;br /&gt;
&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Excise necrotic tissue as many times as needed and heal the area.([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Organ Removal/Transplantation Surgery}}[[#Organ Removal/Transplantation Surgery|Organ Removal/Transplantation Surgery]] (Groin, Chest, Head.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Currently disabled and not performable.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Removing an organ from the body and transplanting a new organ.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]).&lt;br /&gt;
*Remove the old organ ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
*Attach the new organ. Use Trauma kit (biological) or Nanopaste (robotic). (New Organ -&amp;gt;[[File:Fixovein.png|link=|Fix-O-Vein]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|link=|Nanopaste]])&lt;br /&gt;
*Close the skull or ribcage if necessary. ([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Autodoc System ==&lt;br /&gt;
&lt;br /&gt;
The Autodoc system is located in the middle of the treatment center and is only usable by the medical staff (and Squad Medics during WO). Note that while the autodoc is an extremely useful machine in medical, it cannot conduct larva removal surgery.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+[[File:AutoDoc.png|32px]] &#039;&#039;&#039;Operating Mode:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Manual:&#039;&#039;&#039;&lt;br /&gt;
|Manual mode will fix everything of the selected surgery type, for example selecting broken bone surgery will fix all broken bones one by one. Note that the autodoc &#039;&#039;&#039;cannot&#039;&#039;&#039; remove larva as, narratively, a removal procedure for this has not yet been programmed.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Manual Surgery List:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Autodoc_manual_list.png]]&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Trauma Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Brute Damage Treatment:&#039;&#039;&#039; Treats and removes brute damage from the patient.&lt;br /&gt;
* &#039;&#039;&#039;Burn Damage Treatment:&#039;&#039;&#039; Treats and removes burn damage from the patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orthopedic Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Broken Bone Surgery:&#039;&#039;&#039; Repairs any broken bones the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Internal Bleeding Surgery:&#039;&#039;&#039; Repairs any internal bleeding the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Shrapnel Removal Surgery:&#039;&#039;&#039; Removes all instances of shrapnel from the patient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organ Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eye Surgery:&#039;&#039;&#039; Treats and repairs eye damage and vision problems.&lt;br /&gt;
* &#039;&#039;&#039;Surgical Organ Treatment:&#039;&#039;&#039; Repairs any damage to organs the patient has other than the eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hematology Treatments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Blood Transfer:&#039;&#039;&#039; Transfers blood into the patient. The autodoc has an internal reservoir of O- blood that it refills as needed.&lt;br /&gt;
* &#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Purges chemicals from the patient&#039;s blood stream; use with toxin damage chelation to treat poisoning and overdoses.&lt;br /&gt;
* &#039;&#039;&#039;Toxin Damage Chelation (Kelation):&#039;&#039;&#039; Removes toxin damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Open Incision:&#039;&#039;&#039; Closes all open surgical incisions on the patient.&lt;br /&gt;
* &#039;&#039;&#039;Facial Surgery:&#039;&#039;&#039; Treats and repairs facial deformities (typically from physical damage) so the patient can be clearly identified and doesn&#039;t look like an unga.&lt;br /&gt;
* &#039;&#039;&#039;Limb Replacement Surgery:&#039;&#039;&#039; Replaces any missing limbs the patient has with robotic prosthetics.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combining Surgeries ==&lt;br /&gt;
&lt;br /&gt;
Very often people will come in with multiple problems at once. For instance, you might have a patient who has a fractured skull, brain damage, and shrapnel in their head. Performing three separate surgeries is very time consuming when other marines may be waiting. It is possible to condense the surgery down to one in such a manner:&lt;br /&gt;
&lt;br /&gt;
* Broken skull, brain damage, and head shrapnel removal surgery&lt;br /&gt;
#Use the Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]) to make an incision.&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut through the skull&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Open up the skull&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Here it gets a bit tricky, use a hemostat repeatedly to pull out bone chips and shrapnel until you get a message that nothing more can be found in the brain. Both types of removal can take several rounds or attempts.&lt;br /&gt;
# [[File:Fixovein.png|link=|Fix-O-Vein]] [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Use the FixOVein and Trauma Kit to repair hematomas and damage to the brain and eyes if necessary&lt;br /&gt;
# Use the Health Analyzer to check that the patient does not have brain damage! If the patient still has brain damage go back and use the hemostat and FixOVein more until the Analyzer shows no brain damage.&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close the skull back up&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Piece together the broken or fractured skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Add bone gel once more&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Seal up the incision&lt;br /&gt;
# Use the Health Analyzer again to see if the patient needs antibiotics or anti-toxins and administer them as needed&lt;br /&gt;
&lt;br /&gt;
What about an infected marine with a broken chest, internal bleeding, and a ruptured lung? Here you&#039;ll want to use medication from the vendors in medbay in order to tackle the problems at hand.&lt;br /&gt;
&lt;br /&gt;
* Alien embryo removal, ruptured lung, and broken chest surgery (with a side of internal bleeding)&lt;br /&gt;
# First use one Quick-clot and one Dexalin Plus injectors to stop internal bleeding and to halt suffocation damage from the ruptured lung. While you can stop internal bleeding surgically, in the vast majority of cases a quick jab with Quick-clot is preferable. Keep a couple of Dex+ injector on hand to keep the patient from dying from the ruptured lung.&lt;br /&gt;
# [[File:1Scalpel.png|link=|Scalpel]] Make an incision quickly&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] &#039;&#039;&#039;Ignore bleeders&#039;&#039;&#039; and rearrange organs. Removing the larva ASAP is the top priority right now&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut open the rib cage&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Separate the rib cage&lt;br /&gt;
# [[File:The_PICT_System.png|link=|PICT System]] Begin cutting out the alien embryo&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Begin pulling out the alien embryo&lt;br /&gt;
# [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Repair the ruptured lungs and any other damaged organs, note that a mechanical heart requires [[File:1Nanopaste.png|link=|Nanopaste]] to fix&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close up the rib cage&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] One application of bone gel for the cut rib cage. Cut rib cages and skulls require one application of bone gel after they&#039;ve been pushed back together.&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Set the broken bones in the chest&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] An application for the set bones. In general remember that fixing a broken bone requires two application of bone gel before the setting it.&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Cauterize the incision, your patient should be recovering nicely now&lt;br /&gt;
# Again, use the Health Analyzer to double-check your work and to dispense dylovene as needed&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Patients can often tell you where they need surgery if an advance scanner is not available.&lt;br /&gt;
* The hemostat step can be saved for later in the surgery or skipped entirely at the cost of your patient losing blood volume. Alternatively, you can use [[#quickclot|Quickclot]] to prevent bleeding when you are in a hurry.&lt;br /&gt;
* Be sure to stand in a spot where you won&#039;t be pushed around. Any movement will violently fail the surgery step you are currently performing. It is recommended for field surgeons to bring a folding chair for this exact reason.&lt;br /&gt;
* The most common type of surgery that a person would need is [[#Bone Repair Surgery|Bone Repair Surgery]] and [[#Internal Organs Surgery|Internal Organs Surgery]]. Be sure to be familiar with the steps.&lt;br /&gt;
* Note that only the [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]] surgery require a high level of anesthetic/painkilling, like what [[#Oxycodone|Oxycodone]] ( [[#PNK|PNK]]  8) or the surgical table provides when hooked up to the patient (provided they have functional lungs). &lt;br /&gt;
* [[#Tramadol|Tramadol]] has enough painkilling ( [[#PNK|PNK]] 5) to perform all other surgeries besides [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]]. Tramadol also lasts longer than [[#Oxycodone|Oxycodone]], leading to less time wasted injecting and more time for performing surgery. Ideal for several broken bone surgeries in a row. Best used in tandem with [[#quickclot|Quickclot]] for extra efficiency whether on the field or in a surgical theatre. &lt;br /&gt;
* Be sure to check if any [[#Tramadol|Tramadol]] is already in the system when performing the initial scan, as it is often used as a painkiller. &lt;br /&gt;
&amp;lt;!--* You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery. --&amp;gt;&lt;br /&gt;
* If you see a broken red heart next to the patient, that means they have heartbreak. The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. When scanned the message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor (or person able to do surgery level 2 or higher) must repair their heart in time before any further revival attempts are under taken. If a doctor (or someone applicable) is not immediately available, perform CPR on the corpse to extend their defib timer until a doctor can perform surgery to repair the heart.&lt;br /&gt;
* Shrapnel is never good as it gives organ damage when received, and deals brute damage (which can also cause further organ damage) when moving with it still inside the body. The most common way to remove shrapnel is to way remove with a knife or other sufficiently sharp object. To do this, activate/click yourself/patient on help intent with knife in hand. Yanking out the object is another option (only if object is externally embedded). To do this, right click the person with shrapnel and click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;. The last option is surgery (only if object is deeply embedded or small to remove).&lt;br /&gt;
* Refer to [https://cm-ss13.com/wiki/Guide_to_Medicine| Guide to Medicine], [https://cm-ss13.com/wiki/Chemistry| Chemistry], or the [https://cm-ss13.com/wiki/Researcher| Researcher] page for further information.&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25208</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25208"/>
		<updated>2023-04-13T17:19:25Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: IB surgery is level one now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Tools of the Trade ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Scalpel}}[[#Scalpel|Scalpel]]&#039;&#039;&#039;||Used for cutting through flesh.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039;PICT System[[File:The_PICT System.png|32px]],  Kitchen Knife[[File:Kitchen_Knife.png|32px]], or Glass Shard[[File:Shard.png|32px]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Incision_manager.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Incision Management System}}[[#Incision Management System|Incision Management System]] (IMS)&#039;&#039;&#039;||Used for cutting through flesh, skips bleeder clamping and organ rearranging. Basically acts as a scalpel, hemostat, and retractor in one step during the initial incision. Only functions as a scalpel in steps after the first.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Hemostat}}[[#Hemostat|Hemostat]]&#039;&#039;&#039;||Used to stop bleeding during an operation, or to remove foreign and undesirable objects from a patient&#039;s body.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wirecutters[[File:Wirecutters.png|32px]] if you are going to use it to extract items from the patient or Cable Coil [[File:CableCoils.png|32px]] if you are going to use it to stop the bleeding of a patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Setter}}[[#Bone Setter|Bone Setter]]&#039;&#039;&#039;||Used for setting bones back into place. If used on a bone that is not broken then you will break it.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wrench [[File:Wrench.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Gel}}[[#Bone Gel|Bone Gel]]&#039;&#039;&#039;||Used for repairing broken/shattered bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Screwdriver[[File:Screwdriver.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Retractor}}[[#Retractor|Retractor]]&#039;&#039;&#039;||Used for re-arranging organs, and moving cut ribcages &amp;amp; skulls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Crowbar[[File:Crowbar.png|32px|]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Cautery}}[[#Cautery|Cautery]]&#039;&#039;&#039;||Used for sealing incisions in a patients skin. Burns skin together.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Cigarette[[File:Cig.png|32px]], Lighter[[File:Lighter.png|32px]], or Blowtorch[[File:Welder.gif|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fixovein.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Fix-O-Vein}}[[#Fix-O-Vein|Fix-O-Vein]]&#039;&#039;&#039;||Used for repairing veins and arteries.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Surgical Line[[File:Surgical Line.png|32px]], Cable Coil[[File:CableCoils.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Circular Saw}}[[#Circular Saw|Circular Saw]]&#039;&#039;&#039;||Used for cutting through bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Hatchet[[File:Hatchet.png|32px|]] or Machete[[File:Machete.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Advanced Trauma Kit}}[[#Advanced Trauma Kit|Advanced Trauma Kit]]&#039;&#039;&#039;||Used to patch all organs except for the brain and eyes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Line}}[[#Surgical Line|Surgical Line]]&#039;&#039;&#039;||A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Fix-O-Vein[[File:Fixovein.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Synth Graft}}[[#SynthGraft|Synth Graft]]&#039;&#039;&#039;||A roll of military-grade synthetic gauze, able to tend any burn wound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_PICT System.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|PICT Systerm}}[[#PICT Systerm|PICT Systerm]]&#039;&#039;&#039;||The Precision Incision and Cauterization Tool uses a high-frequency vibrating blade, laser cautery, and suction liquid control system to precisely sever target tissues while preventing all fluid leakage. Despite its troubled development program and horrifying pricetag, outside of complex experimental surgeries it isn&#039;t any better than an ordinary twenty-dollar scalpel and can&#039;t create a full-length incision bloodlessly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Scalpel[[File:1Scalpel.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Drill.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Drill}}[[#Surgical Drill|Surgical Drill]]&#039;&#039;&#039;||You can drill using this item. You dig?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
* Improvised tools generally have a fairly high failure chance starting at about 25%. An improvised PICT will spray blood all over you and your patient, dealing 25 burn damage and some organ damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing for Surgery ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Before you begin to operate, you should make sure you have all the tools you will need. Occasionally a surgeon will accidentally pocket a tool, or a deploying field surgeon will grab tools out of an operating theatre.&lt;br /&gt;
&lt;br /&gt;
Specifically designed surgical tools are the best, but there are a variety of substitutes; some tools can be used outside of their intended role, and others can be replaced with improvised substitutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The equipment on the Almayer is adequate, but sometimes marines will find better tools while deployed. If someone asks if you&#039;d like an Incision Management System, the correct answer is &amp;quot;yes please&amp;quot;.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgical Surface===&lt;br /&gt;
The second requirement is a place to work. Some surgeries can be performed on a standing patient, and it doesn&#039;t matter where you perform them. Most, however, need a decent surface to work on.&lt;br /&gt;
&lt;br /&gt;
The patient doesn&#039;t necessarily need to be buckled - having them on the same tile will do.&lt;br /&gt;
If a surface isn&#039;t ideal, the surgery will take longer - and possibly a lot longer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The ideal surface for surgery is a proper operating table. [[File:Operating_Table.png|32px]] This is designed for surgery and has a built-in anesthetic system for patients buckled to it. &#039;&#039;&#039;This is the only surface that can be used for extracting xenomorph larvae.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The next best thing is a portable surgical bed. [[File:FieldSurgicalBed.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The surfaces that are better than nothing are beds, [[File:Bed.png|32px]] roller beds, [[File:RollerBed.png|32px]] tables, [[File:Table.png|32px]] and window frames. [[File:Window_Frame.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The worst surfaces are floors and Med-Evac stretchers, [[File:Med_Evac_Stretcher.png|32px]] which are not designed for surgery, and trying to work with their fittings in their way is as hard as no surface at all.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Surgery is a painful experience, and patients find it difficult to hold still while feeling someone cut into their flesh, which tends to frustrate everyone involved. There are two ways around this: an unconscious (or dead) patient, or powerful painkillers.&lt;br /&gt;
&lt;br /&gt;
Anesthetic (with tank and mask or using the surgery table&#039;s integrated anesthesia setup) is a simple and reliable way to render your patient unconscious.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* if the patient&#039;s lungs are ruptured, they will occasionally not breath in the anesthetic. Depending on the damage to the lungs, they will either occasionally breath in the anesthetic or it won&#039;t work at all. Therefore, you will have to give the patient the anesthetic via Injection, until his lungs are not ruptured anymore.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Operating Table ====&lt;br /&gt;
If you are using an operating table, place your patient on the table (grab your patient, then click the table with your grabbing hand selected). Then buckle them to it to connect the anaesthetic system (click hold and drag the patient to the operating table). After a short delay, your patient will be under general anaesthetic, which will allow you to operate safely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*The operating table must have an anaesthetic tank attached to be able to put your patient to sleep.&lt;br /&gt;
&lt;br /&gt;
* Click on the surgery table with an anaesthetic tank in hand to insert one.&lt;br /&gt;
&lt;br /&gt;
* Click on the table with an empty hand when no patient is buckled to it to remove an existing one.&lt;br /&gt;
&lt;br /&gt;
* If the tank runs out, simply replace it with a new one.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Anesthetic Tank and Medical Mask ====&lt;br /&gt;
If there is no available operating table then you can make the patient wear an anesthetic tank and medical mask and turn on its internals. Encourage your patient to don and activate the tank and mask themselves, as this is much faster than doing it yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* It is advisable to remove the anesthetic tank and medical mask during the cauterizing step for maximum efficiency; the anesthetic takes a few seconds to wear off.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Painkillers ====&lt;br /&gt;
If you don&#039;t have anesthetic equipment or you just want to save time, you can give your patients [[Chemistry#Oxycodone|Oxycodone]] for quick surgeries without anesthetic  (15-20U recommended). You will need to work quickly, though, as it wears off.&lt;br /&gt;
&lt;br /&gt;
Different surgeries cause different amounts of pain. If Oxycodone isn&#039;t available, some painkillers are much better than none; a mixture of [[Chemistry#Tramadol|Tramadol]], [[Chemistry#Inaprovaline|Inaprovaline]] or [[Chemistry#Paracetamol|Paracetamol]] (Paracetamol and Tramadol are toxic when mixed - do not give them simultaneously) will make them less likely to flinch. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Use your medical scanner to monitor your patient&#039;s painkiller levels and re-dose as necessary. Using painkillers instead of anesthetics can cause distress in the patient (screaming over the radio about getting operated on without anesthetics, standing up and trying to leave or fight back).&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that the preparations are done, you can begin with the actual surgery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeries ==&lt;br /&gt;
Surgeries are simple processes with a series of steps. Once these steps are memorized it should become effortless and routine to perform. Keep in mind that once you have mastery over the basics, it&#039;s a good idea to aim to be as fast and efficient as possible due to the importance of recycling casualties back into the fight, or even preventing them from dying in the case of [[#Foreign Object/Alien Embryo Removal|Foreign Object/Alien Embryo Removal]].&lt;br /&gt;
&lt;br /&gt;
To perform surgery on someone, you must Toggle the Surgery Mode to be On. This can be bound to a hotkey in preferences. [[File:Surgery Button.png|32px]]&lt;br /&gt;
This will toggle the Help-Intent Safety preference, if you didn&#039;t have it already, preventing you from accidentally hurting people with objects when on help intent. You will be forced on to &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top left, &#039;&#039;&#039;1&#039;&#039;&#039;) [[File:Intent-Wheel.gif]], which allows you to perform any surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Only one surgery can be performed on a given aim-location at a time.&lt;br /&gt;
&lt;br /&gt;
* Once you complete a step in a surgery, you must finish the surgery before you can begin a different one.&lt;br /&gt;
&lt;br /&gt;
* Failing or cancelling the first attempted step doesn&#039;t injure the patient unless done deliberately.&lt;br /&gt;
&lt;br /&gt;
* Some steps can be skipped, if the conditions are right, sometimes including the first step.&lt;br /&gt;
&lt;br /&gt;
* If you are in a rush, attempting surgery steps on &amp;lt;span style=&amp;quot;background-color: lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top right, &#039;&#039;&#039;2&#039;&#039;&#039;) [[File:Intent-Wheel.gif]] deliberately fails the step. For a handful of specific steps, this will quickly and violently complete the step at the expense of your patient&#039;s health. Useful when you need to do a critical surgery very quickly, or to save time if you&#039;re certain you know what you&#039;re doing. It isn&#039;t necessary to switch back to Help intent afterwards - that happens automatically.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standing Patients and Self-Surgery ===&lt;br /&gt;
Some surgeries can be performed on a patient who&#039;s standing up. These surgeries aren&#039;t affected by the surface under the patient. These are marked as &#039;&#039;&#039;(STANDING)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed on yourself. As you need to be able to hold tools while you work, this means they have to be able to be performed on a standing patient, since people who&#039;re lying down can&#039;t handle objects. These are marked as &#039;&#039;&#039;(SELF)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* If you&#039;re trying to work on a standing patient and can&#039;t begin a surgery that you know you should be able to, make sure that it doesn&#039;t need them to be lying down.&lt;br /&gt;
&lt;br /&gt;
* Since it&#039;s difficult and awkward to work on your own body, self-surgery takes longer to do.&lt;br /&gt;
&lt;br /&gt;
* You can&#039;t perform surgery on the same arm you&#039;re holding the tool with.&lt;br /&gt;
&lt;br /&gt;
* Self-surgery requires you to use painkillers rather than anesthesia, since it&#039;s hard to work when unconscious.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Required Skills ===&lt;br /&gt;
Your character&#039;s training affects how quickly they can work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed by anyone with any surgical training, but others need a more thorough education.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medics, nurses, and pilot officers all have basic surgical training and can perform simple level 1 surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doctors, chief medical officers, and synthetic units have more skills and can perform level 1 and level 2 surgeries. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may occasionally see Professor DUMMY, the medical mannequin. This is a sophisticated training tool designed to realistically simulate any wound. Real patients are more difficult to perform surgery on - a medic may be able to set Professor DUMMY&#039;s broken ribs, but that doesn&#039;t mean they can do it on a real patient in the field. (You can create an ahelp to ask admins to spawn you in a Professor DUMMY)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Level 1 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Suture wound}}[[#Suture Wound|Suture Wound]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Suture and tend a wound that has brute or burn damage on it. This will heal 10 brute on the targeted area when a surgical line is used, and will heal 10 burn if a synth graft is used. This will loop until all damage on the area has been fixed.&lt;br /&gt;
*Tend to the damaged brute wound. [[File:Surgical Line.png|64px|link=|Surgical Line]]&lt;br /&gt;
*Tend to the damaged burn wound. [[File:Synth_Graft.png|64px|link=|Synth Graft]]&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Foreign Object Removal}}[[#Foreign Objectl|Foreign Object]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Removal of unknown objects, such as shrapnel or implants from the body.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Fish out the foreign objects until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Sealing a Stump}}[[#Sealing a Stump|Sealing a Stump]] (Severed Arms and Legs)&lt;br /&gt;
|Sealing a stump where the patient&#039;s arm or leg should have been.&lt;br /&gt;
**Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-ovein]] -&amp;gt;[[File:Surgical Line.png|32px|link=|Surgical Line]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Autopsy}}[[#Autopsy|Autopsy]] (Only on Permanently Dead)&lt;br /&gt;
|Helps find out how the person died. Displays wounds, possible causes, and detected chemicals in the body.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, not a funeral parlor.&#039;&#039;&#039;&lt;br /&gt;
*Aim for the affected area on the deceased using the Hud-target&lt;br /&gt;
*Cut the skin open ([[File:1Scalpel.png|32px|link=|Scalpel]]) (the chest may require two cuts).&lt;br /&gt;
*Use the autopsy scanner to scan the area. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Repeat scalpel and scan procedure for all affected areas. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Right click the autopsy scanner to print out autopsy data. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Close the incision &lt;br /&gt;
|-&lt;br /&gt;
([[File:1Cautery.png|32px|link=|Cautery]]) (optional)&lt;br /&gt;
|{{anchor|Internal Bleeding Surgery}}[[#Internal Bleeding Surgery|Internal Bleeding Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery mends the torn/ripped arteries and veins within the body to stop internal bleeding.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Mend the artery. ([[File:Fixovein.png|32px|link=|Fix-o-Vein]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Level 2 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Alien Embryo Removal}}[[#Alien Embryo Removal|Alien Embryo Removal]]&lt;br /&gt;
|Removal of an alien embryo from the body.&lt;br /&gt;
*&#039;&#039;&#039;This must be performed on an operating table&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Alien embryos will always be in the chest behind the ribcage. Time is of the essence when removing them, and you must complete this surgery as quickly as possible; your patient will die instantly when it finishes gestating, resulting in the birth of an alien larva. Make haste in removing any embryos.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Cut away the larva&#039;s pseudoroots.([[File:The_PICT System.png|32px|link=|PICT System]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use ([[File:1Scalpel.png|32px|link=|Scalpel]]) (very much not recommended, as it deals burn damage to yourself and the patient).&lt;br /&gt;
*Pull out the alien embryo. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use your hands (not recommended).&lt;br /&gt;
*Close the ribcage.([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]]).&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Bone Repair Surgery}}[[#Bone Repair Surgery|Bone Repair Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery is used for mending broken bones and fractures.&lt;br /&gt;
*&#039;&#039;&#039;Note that a repaired bone will rebreak if your patient has more than 50 brute damage.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the bone. ([[File:1Bone-Gel.png|32px|link=|Bone Gel]]-&amp;gt;[[File:1Bone Setter.png|32px|link=|Bone Setter]]) (Use the Health Analyzer to double check)&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Organs Surgery}}[[#Internal Organs Surgery|Internal Organs Surgery]] (Groin, Chest.)&lt;br /&gt;
|Mending broken internal organs such as the heart or appendix. Note that this surgery excludes the eyes and brain as they have their own surgeries respectively.&lt;br /&gt;
*&#039;&#039;&#039;Peridaxon does not heal organ damage. This is the only way to heal organs in the chest and groin.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the biological organ with a Trauma Kit, or the robotic organ with Nanopaste. It loops fixing each damaged organ until none remain.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage if necessary. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Monkey Cube Removal}}[[#Monkey Cube Removal|Monkey Cube Removal]] (Chest.)&lt;br /&gt;
|Removing a monkey cube post-ingestion. This surgery is one of the few that require a surgical drill.&lt;br /&gt;
*&#039;&#039;&#039;The embedded monkey will cause continual organ damage and may even result in the host heartbreaking. Time is of the essence.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Drill open the wall of the stomach. ([[File:Surgical Drill.png|32px|link=|Surgical Drill]])&lt;br /&gt;
*Extract the malformed monkey with a hemostat. ([[File:Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the hole with a cautery. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
*Check for organ damage by using an advanced trauma kit or nanopaste if the organ is robotic.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Eye Surgery}}[[#Eye Surgery|Eye Surgery]] (Eyes.)&lt;br /&gt;
|Mending the eyes to cure blindness and eye damage.&lt;br /&gt;
*&#039;&#039;&#039;Using imidazoline is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
* Mend the eyes. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Brain Damage Surgery}}[[#Brain Damage Surgery|Brain Damage Surgery]] (Head.)&lt;br /&gt;
|Fixing up the brain.&lt;br /&gt;
*&#039;&#039;&#039;Using alkysine is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull.([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair severe brain damage, if any. ([[File:Fixovein.png|32px|link=|Fix-O-Vein]])&lt;br /&gt;
*Extract embedded bone chips until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]]) (Use Health Analyzer to double check)&lt;br /&gt;
*Close the skull. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|{{anchor|Facial Reconstruction Surgery}}[[#Facial Reconstruction Surgery|Facial Reconstruction Surgery]] (Mouth.)&lt;br /&gt;
|This surgery fixes facial deformities caused by severe damage to the head. I.E. &amp;quot;Unknown as (name)&amp;quot; when speaking.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, cosmetic surgery can wait.&#039;&#039;&#039;&lt;br /&gt;
*Fix the facial deformities. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Amputation}}[[#Amputation|Amputation]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|Removal of a limb.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
&lt;br /&gt;
* Use the Incision Management System to sever the muscles.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Sever the muscles using the scalpel. ([[File:1Scalpel.png|32px|link=|Scalpel]])&lt;br /&gt;
&lt;br /&gt;
* (Optional) Cancel the amputation with Fixoven ([[File:Fixovein.png]]) or a surgical line ([[File:Surgical Line.png]])&lt;br /&gt;
&lt;br /&gt;
* Saw through the limb. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Limb Replacement Surgery}}[[#Limb Replacement Surgery|Limb Replacement Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|The replacement of missing limbs with robotic ones. Robot arms and legs are used to replace hands and feet; there is no need to further amputate if that&#039;s all the patient has lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost an organic Limb.&lt;br /&gt;
*Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-o-Vein]]  -&amp;gt; [[File:Surgical Line.png|32px|link=|Surgical Line]]) (Fix-o-vein and surgical line are substitutes for each other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost a robotic limb&lt;br /&gt;
*Saw off the remaining clamps holding the broken prosthetic to the body. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
*Use your hand to take broken prosthetic out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Attach the robotic limb. (Robotic Limb) &lt;br /&gt;
*Tighten the new robotic limb. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; Use your hand (Click on them with help intent)&lt;br /&gt;
*Calibrate the new robotic limb with your hand. (Click on them with help intent)&lt;br /&gt;
*Inform the patient that the robotic limb can be repaired with Blowtorch [[File:Welder.gif|32px]](brute) and Cable coils[[File:CableCoils.png|32px]](burn).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Synthetic Head Re-Attachment Surgery}}[[#Synthetic Head Re-Attachment Surgery|Synthetic Head Re-Attachment Surgery]] (Head.)&lt;br /&gt;
|Re-attaching a decapitated synthetic head.&lt;br /&gt;
*Mend the torn silicone tissue. ([[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Attach the synthetic head.&lt;br /&gt;
*Reconstruct the tissue ([[File:Fixovein.png|32px|link=|Fix-O-Vein]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
*Use a Defibrillator [[File:Defibrillator.png|32px|link=|Defibrillator]] on the synthetic.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note: There isn&#039;t a timer on defibbing a synthetic.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Necrosis Treatment Surgery}}[[#Necrosis Treatment Surgery|Necrosis Treatment Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Necrosis is currently disabled.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|Treating necrosis by cutting away the necrotic tissues and treating the affected area.&lt;br /&gt;
&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Excise necrotic tissue as many times as needed and heal the area.([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Organ Removal/Transplantation Surgery}}[[#Organ Removal/Transplantation Surgery|Organ Removal/Transplantation Surgery]] (Groin, Chest, Head.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Currently disabled and not performable.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Removing an organ from the body and transplanting a new organ.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]).&lt;br /&gt;
*Remove the old organ ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
*Attach the new organ. Use Trauma kit (biological) or Nanopaste (robotic). (New Organ -&amp;gt;[[File:Fixovein.png|link=|Fix-O-Vein]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|link=|Nanopaste]])&lt;br /&gt;
*Close the skull or ribcage if necessary. ([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Autodoc System ==&lt;br /&gt;
&lt;br /&gt;
The Autodoc system is located in the middle of the treatment center and is only usable by the medical staff (and Squad Medics during WO). Note that while the autodoc is an extremely useful machine in medical, it cannot conduct larva removal surgery.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+[[File:AutoDoc.png|32px]] &#039;&#039;&#039;Operating Mode:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Manual:&#039;&#039;&#039;&lt;br /&gt;
|Manual mode will fix everything of the selected surgery type, for example selecting broken bone surgery will fix all broken bones one by one. Note that the autodoc &#039;&#039;&#039;cannot&#039;&#039;&#039; remove larva as, narratively, a removal procedure for this has not yet been programmed.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Manual Surgery List:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Autodoc_manual_list.png]]&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Trauma Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Brute Damage Treatment:&#039;&#039;&#039; Treats and removes brute damage from the patient.&lt;br /&gt;
* &#039;&#039;&#039;Burn Damage Treatment:&#039;&#039;&#039; Treats and removes burn damage from the patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orthopedic Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Broken Bone Surgery:&#039;&#039;&#039; Repairs any broken bones the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Internal Bleeding Surgery:&#039;&#039;&#039; Repairs any internal bleeding the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Shrapnel Removal Surgery:&#039;&#039;&#039; Removes all instances of shrapnel from the patient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organ Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eye Surgery:&#039;&#039;&#039; Treats and repairs eye damage and vision problems.&lt;br /&gt;
* &#039;&#039;&#039;Surgical Organ Treatment:&#039;&#039;&#039; Repairs any damage to organs the patient has other than the eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hematology Treatments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Blood Transfer:&#039;&#039;&#039; Transfers blood into the patient. The autodoc has an internal reservoir of O- blood that it refills as needed.&lt;br /&gt;
* &#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Purges chemicals from the patient&#039;s blood stream; use with toxin damage chelation to treat poisoning and overdoses.&lt;br /&gt;
* &#039;&#039;&#039;Toxin Damage Chelation (Kelation):&#039;&#039;&#039; Removes toxin damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Open Incision:&#039;&#039;&#039; Closes all open surgical incisions on the patient.&lt;br /&gt;
* &#039;&#039;&#039;Facial Surgery:&#039;&#039;&#039; Treats and repairs facial deformities (typically from physical damage) so the patient can be clearly identified and doesn&#039;t look like an unga.&lt;br /&gt;
* &#039;&#039;&#039;Limb Replacement Surgery:&#039;&#039;&#039; Replaces any missing limbs the patient has with robotic prosthetics.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combining Surgeries ==&lt;br /&gt;
&lt;br /&gt;
Very often people will come in with multiple problems at once. For instance, you might have a patient who has a fractured skull, brain damage, and shrapnel in their head. Performing three separate surgeries is very time consuming when other marines may be waiting. It is possible to condense the surgery down to one in such a manner:&lt;br /&gt;
&lt;br /&gt;
* Broken skull, brain damage, and head shrapnel removal surgery&lt;br /&gt;
#Use the Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]) to make an incision.&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut through the skull&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Open up the skull&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Here it gets a bit tricky, use a hemostat repeatedly to pull out bone chips and shrapnel until you get a message that nothing more can be found in the brain. Both types of removal can take several rounds or attempts.&lt;br /&gt;
# [[File:Fixovein.png|link=|Fix-O-Vein]] [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Use the FixOVein and Trauma Kit to repair hematomas and damage to the brain and eyes if necessary&lt;br /&gt;
# Use the Health Analyzer to check that the patient does not have brain damage! If the patient still has brain damage go back and use the hemostat and FixOVein more until the Analyzer shows no brain damage.&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close the skull back up&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Piece together the broken or fractured skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Add bone gel once more&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Seal up the incision&lt;br /&gt;
# Use the Health Analyzer again to see if the patient needs antibiotics or anti-toxins and administer them as needed&lt;br /&gt;
&lt;br /&gt;
What about an infected marine with a broken chest, internal bleeding, and a ruptured lung? Here you&#039;ll want to use medication from the vendors in medbay in order to tackle the problems at hand.&lt;br /&gt;
&lt;br /&gt;
* Alien embryo removal, ruptured lung, and broken chest surgery (with a side of internal bleeding)&lt;br /&gt;
# First use one Quick-clot and one Dexalin Plus injectors to stop internal bleeding and to halt suffocation damage from the ruptured lung. While you can stop internal bleeding surgically, in the vast majority of cases a quick jab with Quick-clot is preferable. Keep a couple of Dex+ injector on hand to keep the patient from dying from the ruptured lung.&lt;br /&gt;
# [[File:1Scalpel.png|link=|Scalpel]] Make an incision quickly&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] &#039;&#039;&#039;Ignore bleeders&#039;&#039;&#039; and rearrange organs. Removing the larva ASAP is the top priority right now&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut open the rib cage&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Separate the rib cage&lt;br /&gt;
# [[File:The_PICT_System.png|link=|PICT System]] Begin cutting out the alien embryo&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Begin pulling out the alien embryo&lt;br /&gt;
# [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Repair the ruptured lungs and any other damaged organs, note that a mechanical heart requires [[File:1Nanopaste.png|link=|Nanopaste]] to fix&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close up the rib cage&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] One application of bone gel for the cut rib cage. Cut rib cages and skulls require one application of bone gel after they&#039;ve been pushed back together.&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Set the broken bones in the chest&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] An application for the set bones. In general remember that fixing a broken bone requires two application of bone gel before the setting it.&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Cauterize the incision, your patient should be recovering nicely now&lt;br /&gt;
# Again, use the Health Analyzer to double-check your work and to dispense dylovene as needed&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Patients can often tell you where they need surgery if an advance scanner is not available.&lt;br /&gt;
* The hemostat step can be saved for later in the surgery or skipped entirely at the cost of your patient losing blood volume. Alternatively, you can use [[#quickclot|Quickclot]] to prevent bleeding when you are in a hurry.&lt;br /&gt;
* Be sure to stand in a spot where you won&#039;t be pushed around. Any movement will violently fail the surgery step you are currently performing. It is recommended for field surgeons to bring a folding chair for this exact reason.&lt;br /&gt;
* The most common type of surgery that a person would need is [[#Bone Repair Surgery|Bone Repair Surgery]] and [[#Internal Organs Surgery|Internal Organs Surgery]]. Be sure to be familiar with the steps.&lt;br /&gt;
* Note that only the [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]] surgery require a high level of anesthetic/painkilling, like what [[#Oxycodone|Oxycodone]] ( [[#PNK|PNK]]  8) or the surgical table provides when hooked up to the patient (provided they have functional lungs). &lt;br /&gt;
* [[#Tramadol|Tramadol]] has enough painkilling ( [[#PNK|PNK]] 5) to perform all other surgeries besides [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]]. Tramadol also lasts longer than [[#Oxycodone|Oxycodone]], leading to less time wasted injecting and more time for performing surgery. Ideal for several broken bone surgeries in a row. Best used in tandem with [[#quickclot|Quickclot]] for extra efficiency whether on the field or in a surgical theatre. &lt;br /&gt;
* Be sure to check if any [[#Tramadol|Tramadol]] is already in the system when performing the initial scan, as it is often used as a painkiller. &lt;br /&gt;
* You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
* If you see a broken red heart next to the patient, that means they have heartbreak. The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. When scanned the message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor (or person able to do surgery level 2 or higher) must repair their heart in time before any further revival attempts are under taken. If a doctor (or someone applicable) is not immediately available, perform CPR on the corpse to extend their defib timer until a doctor can perform surgery to repair the heart.&lt;br /&gt;
* Shrapnel is never good as it gives organ damage when received, and deals brute damage (which can also cause further organ damage) when moving with it still inside the body. The most common way to remove shrapnel is to way remove with a knife or other sufficiently sharp object. To do this, activate/click yourself/patient on help intent with knife in hand. Yanking out the object is another option (only if object is externally embedded). To do this, right click the person with shrapnel and click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;. The last option is surgery (only if object is deeply embedded or small to remove).&lt;br /&gt;
* Refer to [https://cm-ss13.com/wiki/Guide_to_Medicine| Guide to Medicine], [https://cm-ss13.com/wiki/Chemistry| Chemistry], or the [https://cm-ss13.com/wiki/Researcher| Researcher] page for further information.&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25207</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Surgery&amp;diff=25207"/>
		<updated>2023-04-13T17:17:55Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: IB is level one now medics and nurses can do it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Tools of the Trade ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tool&lt;br /&gt;
!Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Scalpel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Scalpel}}[[#Scalpel|Scalpel]]&#039;&#039;&#039;||Used for cutting through flesh.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039;PICT System[[File:The_PICT System.png|32px]],  Kitchen Knife[[File:Kitchen_Knife.png|32px]], or Glass Shard[[File:Shard.png|32px]].&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Incision_manager.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Incision Management System}}[[#Incision Management System|Incision Management System]] (IMS)&#039;&#039;&#039;||Used for cutting through flesh, skips bleeder clamping and organ rearranging. Basically acts as a scalpel, hemostat, and retractor in one step during the initial incision. Only functions as a scalpel in steps after the first.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Hemostat.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Hemostat}}[[#Hemostat|Hemostat]]&#039;&#039;&#039;||Used to stop bleeding during an operation, or to remove foreign and undesirable objects from a patient&#039;s body.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wirecutters[[File:Wirecutters.png|32px]] if you are going to use it to extract items from the patient or Cable Coil [[File:CableCoils.png|32px]] if you are going to use it to stop the bleeding of a patient.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone Setter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Setter}}[[#Bone Setter|Bone Setter]]&#039;&#039;&#039;||Used for setting bones back into place. If used on a bone that is not broken then you will break it.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Wrench [[File:Wrench.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Bone-Gel.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Bone Gel}}[[#Bone Gel|Bone Gel]]&#039;&#039;&#039;||Used for repairing broken/shattered bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Screwdriver[[File:Screwdriver.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Retractor.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Retractor}}[[#Retractor|Retractor]]&#039;&#039;&#039;||Used for re-arranging organs, and moving cut ribcages &amp;amp; skulls.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Crowbar[[File:Crowbar.png|32px|]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Cautery.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Cautery}}[[#Cautery|Cautery]]&#039;&#039;&#039;||Used for sealing incisions in a patients skin. Burns skin together.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Cigarette[[File:Cig.png|32px]], Lighter[[File:Lighter.png|32px]], or Blowtorch[[File:Welder.gif|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Fixovein.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Fix-O-Vein}}[[#Fix-O-Vein|Fix-O-Vein]]&#039;&#039;&#039;||Used for repairing veins and arteries.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Surgical Line[[File:Surgical Line.png|32px]], Cable Coil[[File:CableCoils.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:1Saw.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Circular Saw}}[[#Circular Saw|Circular Saw]]&#039;&#039;&#039;||Used for cutting through bones.&amp;lt;br&amp;gt;&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Hatchet[[File:Hatchet.png|32px|]] or Machete[[File:Machete.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Advanced Trauma Kit}}[[#Advanced Trauma Kit|Advanced Trauma Kit]]&#039;&#039;&#039;||Used to patch all organs except for the brain and eyes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Line}}[[#Surgical Line|Surgical Line]]&#039;&#039;&#039;||A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Fix-O-Vein[[File:Fixovein.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Synth_Graft.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Synth Graft}}[[#SynthGraft|Synth Graft]]&#039;&#039;&#039;||A roll of military-grade synthetic gauze, able to tend any burn wound.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:The_PICT System.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|PICT Systerm}}[[#PICT Systerm|PICT Systerm]]&#039;&#039;&#039;||The Precision Incision and Cauterization Tool uses a high-frequency vibrating blade, laser cautery, and suction liquid control system to precisely sever target tissues while preventing all fluid leakage. Despite its troubled development program and horrifying pricetag, outside of complex experimental surgeries it isn&#039;t any better than an ordinary twenty-dollar scalpel and can&#039;t create a full-length incision bloodlessly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Equivalents:&#039;&#039;&#039; Scalpel[[File:1Scalpel.png|32px]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Surgical Drill.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;{{anchor|Surgical Drill}}[[#Surgical Drill|Surgical Drill]]&#039;&#039;&#039;||You can drill using this item. You dig?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
* Improvised tools generally have a fairly high failure chance starting at about 25%. An improvised PICT will spray blood all over you and your patient, dealing 25 burn damage and some organ damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing for Surgery ==&lt;br /&gt;
=== Tools ===&lt;br /&gt;
Before you begin to operate, you should make sure you have all the tools you will need. Occasionally a surgeon will accidentally pocket a tool, or a deploying field surgeon will grab tools out of an operating theatre.&lt;br /&gt;
&lt;br /&gt;
Specifically designed surgical tools are the best, but there are a variety of substitutes; some tools can be used outside of their intended role, and others can be replaced with improvised substitutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The equipment on the Almayer is adequate, but sometimes marines will find better tools while deployed. If someone asks if you&#039;d like an Incision Management System, the correct answer is &amp;quot;yes please&amp;quot;.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Surgical Surface===&lt;br /&gt;
The second requirement is a place to work. Some surgeries can be performed on a standing patient, and it doesn&#039;t matter where you perform them. Most, however, need a decent surface to work on.&lt;br /&gt;
&lt;br /&gt;
The patient doesn&#039;t necessarily need to be buckled - having them on the same tile will do.&lt;br /&gt;
If a surface isn&#039;t ideal, the surgery will take longer - and possibly a lot longer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* The ideal surface for surgery is a proper operating table. [[File:Operating_Table.png|32px]] This is designed for surgery and has a built-in anesthetic system for patients buckled to it. &#039;&#039;&#039;This is the only surface that can be used for extracting xenomorph larvae.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The next best thing is a portable surgical bed. [[File:FieldSurgicalBed.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The surfaces that are better than nothing are beds, [[File:Bed.png|32px]] roller beds, [[File:RollerBed.png|32px]] tables, [[File:Table.png|32px]] and window frames. [[File:Window_Frame.png|32px]]&lt;br /&gt;
&lt;br /&gt;
* The worst surfaces are floors and Med-Evac stretchers, [[File:Med_Evac_Stretcher.png|32px]] which are not designed for surgery, and trying to work with their fittings in their way is as hard as no surface at all.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anesthetic ===&lt;br /&gt;
Surgery is a painful experience, and patients find it difficult to hold still while feeling someone cut into their flesh, which tends to frustrate everyone involved. There are two ways around this: an unconscious (or dead) patient, or powerful painkillers.&lt;br /&gt;
&lt;br /&gt;
Anesthetic (with tank and mask or using the surgery table&#039;s integrated anesthesia setup) is a simple and reliable way to render your patient unconscious.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* if the patient&#039;s lungs are ruptured, they will occasionally not breath in the anesthetic. Depending on the damage to the lungs, they will either occasionally breath in the anesthetic or it won&#039;t work at all. Therefore, you will have to give the patient the anesthetic via Injection, until his lungs are not ruptured anymore.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Operating Table ====&lt;br /&gt;
If you are using an operating table, place your patient on the table (grab your patient, then click the table with your grabbing hand selected). Then buckle them to it to connect the anaesthetic system (click hold and drag the patient to the operating table). After a short delay, your patient will be under general anaesthetic, which will allow you to operate safely.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*The operating table must have an anaesthetic tank attached to be able to put your patient to sleep.&lt;br /&gt;
&lt;br /&gt;
* Click on the surgery table with an anaesthetic tank in hand to insert one.&lt;br /&gt;
&lt;br /&gt;
* Click on the table with an empty hand when no patient is buckled to it to remove an existing one.&lt;br /&gt;
&lt;br /&gt;
* If the tank runs out, simply replace it with a new one.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Anesthetic Tank and Medical Mask ====&lt;br /&gt;
If there is no available operating table then you can make the patient wear an anesthetic tank and medical mask and turn on its internals. Encourage your patient to don and activate the tank and mask themselves, as this is much faster than doing it yourself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* It is advisable to remove the anesthetic tank and medical mask during the cauterizing step for maximum efficiency; the anesthetic takes a few seconds to wear off.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Painkillers ====&lt;br /&gt;
If you don&#039;t have anesthetic equipment or you just want to save time, you can give your patients [[Chemistry#Oxycodone|Oxycodone]] for quick surgeries without anesthetic  (15-20U recommended). You will need to work quickly, though, as it wears off.&lt;br /&gt;
&lt;br /&gt;
Different surgeries cause different amounts of pain. If Oxycodone isn&#039;t available, some painkillers are much better than none; a mixture of [[Chemistry#Tramadol|Tramadol]], [[Chemistry#Inaprovaline|Inaprovaline]] or [[Chemistry#Paracetamol|Paracetamol]] (Paracetamol and Tramadol are toxic when mixed - do not give them simultaneously) will make them less likely to flinch. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Use your medical scanner to monitor your patient&#039;s painkiller levels and re-dose as necessary. Using painkillers instead of anesthetics can cause distress in the patient (screaming over the radio about getting operated on without anesthetics, standing up and trying to leave or fight back).&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that the preparations are done, you can begin with the actual surgery.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Surgeries ==&lt;br /&gt;
Surgeries are simple processes with a series of steps. Once these steps are memorized it should become effortless and routine to perform. Keep in mind that once you have mastery over the basics, it&#039;s a good idea to aim to be as fast and efficient as possible due to the importance of recycling casualties back into the fight, or even preventing them from dying in the case of [[#Foreign Object/Alien Embryo Removal|Foreign Object/Alien Embryo Removal]].&lt;br /&gt;
&lt;br /&gt;
To perform surgery on someone, you must Toggle the Surgery Mode to be On. This can be bound to a hotkey in preferences. [[File:Surgery Button.png|32px]]&lt;br /&gt;
This will toggle the Help-Intent Safety preference, if you didn&#039;t have it already, preventing you from accidentally hurting people with objects when on help intent. You will be forced on to &amp;lt;span style=&amp;quot;background-color: lightgreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Help&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top left, &#039;&#039;&#039;1&#039;&#039;&#039;) [[File:Intent-Wheel.gif]], which allows you to perform any surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Only one surgery can be performed on a given aim-location at a time.&lt;br /&gt;
&lt;br /&gt;
* Once you complete a step in a surgery, you must finish the surgery before you can begin a different one.&lt;br /&gt;
&lt;br /&gt;
* Failing or cancelling the first attempted step doesn&#039;t injure the patient unless done deliberately.&lt;br /&gt;
&lt;br /&gt;
* Some steps can be skipped, if the conditions are right, sometimes including the first step.&lt;br /&gt;
&lt;br /&gt;
* If you are in a rush, attempting surgery steps on &amp;lt;span style=&amp;quot;background-color: lightblue;&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm&#039;&#039;&#039;&amp;lt;/span&amp;gt; intent (top right, &#039;&#039;&#039;2&#039;&#039;&#039;) [[File:Intent-Wheel.gif]] deliberately fails the step. For a handful of specific steps, this will quickly and violently complete the step at the expense of your patient&#039;s health. Useful when you need to do a critical surgery very quickly, or to save time if you&#039;re certain you know what you&#039;re doing. It isn&#039;t necessary to switch back to Help intent afterwards - that happens automatically.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standing Patients and Self-Surgery ===&lt;br /&gt;
Some surgeries can be performed on a patient who&#039;s standing up. These surgeries aren&#039;t affected by the surface under the patient. These are marked as &#039;&#039;&#039;(STANDING)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed on yourself. As you need to be able to hold tools while you work, this means they have to be able to be performed on a standing patient, since people who&#039;re lying down can&#039;t handle objects. These are marked as &#039;&#039;&#039;(SELF)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* If you&#039;re trying to work on a standing patient and can&#039;t begin a surgery that you know you should be able to, make sure that it doesn&#039;t need them to be lying down.&lt;br /&gt;
&lt;br /&gt;
* Since it&#039;s difficult and awkward to work on your own body, self-surgery takes longer to do.&lt;br /&gt;
&lt;br /&gt;
* You can&#039;t perform surgery on the same arm you&#039;re holding the tool with.&lt;br /&gt;
&lt;br /&gt;
* Self-surgery requires you to use painkillers rather than anesthesia, since it&#039;s hard to work when unconscious.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Required Skills ===&lt;br /&gt;
Your character&#039;s training affects how quickly they can work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some surgeries can be performed by anyone with any surgical training, but others need a more thorough education.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medics, nurses, and pilot officers all have basic surgical training and can perform simple level 1 surgeries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doctors, chief medical officers, and synthetic units have more skills and can perform level 1 and level 2 surgeries. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You may occasionally see Professor DUMMY, the medical mannequin. This is a sophisticated training tool designed to realistically simulate any wound. Real patients are more difficult to perform surgery on - a medic may be able to set Professor DUMMY&#039;s broken ribs, but that doesn&#039;t mean they can do it on a real patient in the field. (You can create an ahelp to ask admins to spawn you in a Professor DUMMY)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Level 1 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Suture wound}}[[#Suture Wound|Suture Wound]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Suture and tend a wound that has brute or burn damage on it. This will heal 10 brute on the targeted area when a surgical line is used, and will heal 10 burn if a synth graft is used. This will loop until all damage on the area has been fixed.&lt;br /&gt;
*Tend to the damaged brute wound. [[File:Surgical Line.png|64px|link=|Surgical Line]]&lt;br /&gt;
*Tend to the damaged burn wound. [[File:Synth_Graft.png|64px|link=|Synth Graft]]&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Foreign Object Removal}}[[#Foreign Objectl|Foreign Object]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|Removal of unknown objects, such as shrapnel or implants from the body.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Fish out the foreign objects until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Sealing a Stump}}[[#Sealing a Stump|Sealing a Stump]] (Severed Arms and Legs)&lt;br /&gt;
|Sealing a stump where the patient&#039;s arm or leg should have been.&lt;br /&gt;
**Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-ovein]] -&amp;gt;[[File:Surgical Line.png|32px|link=|Surgical Line]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Autopsy}}[[#Autopsy|Autopsy]] (Only on Permanently Dead)&lt;br /&gt;
|Helps find out how the person died. Displays wounds, possible causes, and detected chemicals in the body.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, not a funeral parlor.&#039;&#039;&#039;&lt;br /&gt;
*Aim for the affected area on the deceased using the Hud-target&lt;br /&gt;
*Cut the skin open ([[File:1Scalpel.png|32px|link=|Scalpel]]) (the chest may require two cuts).&lt;br /&gt;
*Use the autopsy scanner to scan the area. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Repeat scalpel and scan procedure for all affected areas. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Right click the autopsy scanner to print out autopsy data. ([[File: Autopsy_scanner.png|32px]])&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]]) (optional)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Level 2 Surgeries ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Surgery:&lt;br /&gt;
!Description:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Alien Embryo Removal}}[[#Alien Embryo Removal|Alien Embryo Removal]]&lt;br /&gt;
|Removal of an alien embryo from the body.&lt;br /&gt;
*&#039;&#039;&#039;This must be performed on an operating table&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Alien embryos will always be in the chest behind the ribcage. Time is of the essence when removing them, and you must complete this surgery as quickly as possible; your patient will die instantly when it finishes gestating, resulting in the birth of an alien larva. Make haste in removing any embryos.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Cut away the larva&#039;s pseudoroots.([[File:The_PICT System.png|32px|link=|PICT System]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use ([[File:1Scalpel.png|32px|link=|Scalpel]]) (very much not recommended, as it deals burn damage to yourself and the patient).&lt;br /&gt;
*Pull out the alien embryo. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; use your hands (not recommended).&lt;br /&gt;
*Close the ribcage.([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]]).&lt;br /&gt;
*Close the incision ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Bone Repair Surgery}}[[#Bone Repair Surgery|Bone Repair Surgery]] (Everywhere except mouth/eyes.)&lt;br /&gt;
|This surgery is used for mending broken bones and fractures.&lt;br /&gt;
*&#039;&#039;&#039;Note that a repaired bone will rebreak if your patient has more than 50 brute damage.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the bone. ([[File:1Bone-Gel.png|32px|link=|Bone Gel]]-&amp;gt;[[File:1Bone Setter.png|32px|link=|Bone Setter]]) (Use the Health Analyzer to double check)&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Internal Organs Surgery}}[[#Internal Organs Surgery|Internal Organs Surgery]] (Groin, Chest.)&lt;br /&gt;
|Mending broken internal organs such as the heart or appendix. Note that this surgery excludes the eyes and brain as they have their own surgeries respectively.&lt;br /&gt;
*&#039;&#039;&#039;Peridaxon does not heal organ damage. This is the only way to heal organs in the chest and groin.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage if necessary. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair the biological organ with a Trauma Kit, or the robotic organ with Nanopaste. It loops fixing each damaged organ until none remain.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage if necessary. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Monkey Cube Removal}}[[#Monkey Cube Removal|Monkey Cube Removal]] (Chest.)&lt;br /&gt;
|Removing a monkey cube post-ingestion. This surgery is one of the few that require a surgical drill.&lt;br /&gt;
*&#039;&#039;&#039;The embedded monkey will cause continual organ damage and may even result in the host heartbreaking. Time is of the essence.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the ribcage. ([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Drill open the wall of the stomach. ([[File:Surgical Drill.png|32px|link=|Surgical Drill]])&lt;br /&gt;
*Extract the malformed monkey with a hemostat. ([[File:Hemostat.png|32px|link=|Hemostat]])&lt;br /&gt;
*Close the hole with a cautery. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
*Check for organ damage by using an advanced trauma kit or nanopaste if the organ is robotic.([[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|32px|link=|Nanopaste]])&lt;br /&gt;
*Close the ribcage. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Eye Surgery}}[[#Eye Surgery|Eye Surgery]] (Eyes.)&lt;br /&gt;
|Mending the eyes to cure blindness and eye damage.&lt;br /&gt;
*&#039;&#039;&#039;Using imidazoline is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
* Mend the eyes. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Brain Damage Surgery}}[[#Brain Damage Surgery|Brain Damage Surgery]] (Head.)&lt;br /&gt;
|Fixing up the brain.&lt;br /&gt;
*&#039;&#039;&#039;Using alkysine is usually faster than this surgery.&#039;&#039;&#039;&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Open the skull.([[File:1Saw.png|32px|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Repair severe brain damage, if any. ([[File:Fixovein.png|32px|link=|Fix-O-Vein]])&lt;br /&gt;
*Extract embedded bone chips until they are all removed. ([[File:1Hemostat.png|32px|link=|Hemostat]]) (Use Health Analyzer to double check)&lt;br /&gt;
*Close the skull. ([[File:1Retractor.png|32px|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|32px|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|{{anchor|Facial Reconstruction Surgery}}[[#Facial Reconstruction Surgery|Facial Reconstruction Surgery]] (Mouth.)&lt;br /&gt;
|This surgery fixes facial deformities caused by severe damage to the head. I.E. &amp;quot;Unknown as (name)&amp;quot; when speaking.&lt;br /&gt;
*&#039;&#039;&#039;This surgery is of minimal priority and should only be done if you have literally nothing better to do. This is a combat operation, cosmetic surgery can wait.&#039;&#039;&#039;&lt;br /&gt;
*Fix the facial deformities. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|32px|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Amputation}}[[#Amputation|Amputation]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|Removal of a limb.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
&lt;br /&gt;
* Use the Incision Management System to sever the muscles.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Sever the muscles using the scalpel. ([[File:1Scalpel.png|32px|link=|Scalpel]])&lt;br /&gt;
&lt;br /&gt;
* (Optional) Cancel the amputation with Fixoven ([[File:Fixovein.png]]) or a surgical line ([[File:Surgical Line.png]])&lt;br /&gt;
&lt;br /&gt;
* Saw through the limb. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Limb Replacement Surgery}}[[#Limb Replacement Surgery|Limb Replacement Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
|The replacement of missing limbs with robotic ones. Robot arms and legs are used to replace hands and feet; there is no need to further amputate if that&#039;s all the patient has lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost an organic Limb.&lt;br /&gt;
*Seal the stump. ([[File:1Scalpel.png|32px|link=|Scalpel]]-&amp;gt;[[File:Fixovein.png|32px|link=|Fix-o-Vein]]  -&amp;gt; [[File:Surgical Line.png|32px|link=|Surgical Line]]) (Fix-o-vein and surgical line are substitutes for each other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve lost a robotic limb&lt;br /&gt;
*Saw off the remaining clamps holding the broken prosthetic to the body. ([[File:1Saw.png|32px|link=|Bone Saw]])&lt;br /&gt;
*Use your hand to take broken prosthetic out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Attach the robotic limb. (Robotic Limb) &lt;br /&gt;
*Tighten the new robotic limb. ([[File:1Hemostat.png|32px|link=|Hemostat]]) &#039;&#039;&#039;OR&#039;&#039;&#039; Use your hand (Click on them with help intent)&lt;br /&gt;
*Calibrate the new robotic limb with your hand. (Click on them with help intent)&lt;br /&gt;
*Inform the patient that the robotic limb can be repaired with Blowtorch [[File:Welder.gif|32px]](brute) and Cable coils[[File:CableCoils.png|32px]](burn).&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Synthetic Head Re-Attachment Surgery}}[[#Synthetic Head Re-Attachment Surgery|Synthetic Head Re-Attachment Surgery]] (Head.)&lt;br /&gt;
|Re-attaching a decapitated synthetic head.&lt;br /&gt;
*Mend the torn silicone tissue. ([[File:1Retractor.png|32px|link=|Retractor]])&lt;br /&gt;
*Attach the synthetic head.&lt;br /&gt;
*Reconstruct the tissue ([[File:Fixovein.png|32px|link=|Fix-O-Vein]]-&amp;gt;[[File:1Cautery.png|32px|link=|Cautery]]).&lt;br /&gt;
*Use a Defibrillator [[File:Defibrillator.png|32px|link=|Defibrillator]] on the synthetic.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;Note: There isn&#039;t a timer on defibbing a synthetic.&#039;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Necrosis Treatment Surgery}}[[#Necrosis Treatment Surgery|Necrosis Treatment Surgery]] (Limbs: Legs, Arms, Hands, Feet.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Necrosis is currently disabled.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|Treating necrosis by cutting away the necrotic tissues and treating the affected area.&lt;br /&gt;
&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|32px|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Excise necrotic tissue as many times as needed and heal the area.([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|Organ Removal/Transplantation Surgery}}[[#Organ Removal/Transplantation Surgery|Organ Removal/Transplantation Surgery]] (Groin, Chest, Head.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Currently disabled and not performable.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|Removing an organ from the body and transplanting a new organ.&lt;br /&gt;
*Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; Open the incision. ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]])&lt;br /&gt;
*Open the skull or ribcage if necessary. ([[File:1Saw.png|link=|Bone Saw]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]).&lt;br /&gt;
*Remove the old organ ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]])&lt;br /&gt;
*Attach the new organ. Use Trauma kit (biological) or Nanopaste (robotic). (New Organ -&amp;gt;[[File:Fixovein.png|link=|Fix-O-Vein]]-&amp;gt;[[File:Advtraumakit.png|32px|link=|Advanced Trauma Kit]]/[[File:1Nanopaste.png|link=|Nanopaste]])&lt;br /&gt;
*Close the skull or ribcage if necessary. ([[File:1Retractor.png|link=|Retractor]]-&amp;gt;[[File:1Bone-Gel.png|link|Bone Gel]])&lt;br /&gt;
*Close the incision. ([[File:1Cautery.png|link=|Cautery]])&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Autodoc System ==&lt;br /&gt;
&lt;br /&gt;
The Autodoc system is located in the middle of the treatment center and is only usable by the medical staff (and Squad Medics during WO). Note that while the autodoc is an extremely useful machine in medical, it cannot conduct larva removal surgery.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+[[File:AutoDoc.png|32px]] &#039;&#039;&#039;Operating Mode:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Manual:&#039;&#039;&#039;&lt;br /&gt;
|Manual mode will fix everything of the selected surgery type, for example selecting broken bone surgery will fix all broken bones one by one. Note that the autodoc &#039;&#039;&#039;cannot&#039;&#039;&#039; remove larva as, narratively, a removal procedure for this has not yet been programmed.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Manual Surgery List:&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Autodoc_manual_list.png]]&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Trauma Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Brute Damage Treatment:&#039;&#039;&#039; Treats and removes brute damage from the patient.&lt;br /&gt;
* &#039;&#039;&#039;Burn Damage Treatment:&#039;&#039;&#039; Treats and removes burn damage from the patient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orthopedic Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Broken Bone Surgery:&#039;&#039;&#039; Repairs any broken bones the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Internal Bleeding Surgery:&#039;&#039;&#039; Repairs any internal bleeding the patient has.&lt;br /&gt;
* &#039;&#039;&#039;Shrapnel Removal Surgery:&#039;&#039;&#039; Removes all instances of shrapnel from the patient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Organ Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eye Surgery:&#039;&#039;&#039; Treats and repairs eye damage and vision problems.&lt;br /&gt;
* &#039;&#039;&#039;Surgical Organ Treatment:&#039;&#039;&#039; Repairs any damage to organs the patient has other than the eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hematology Treatments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Blood Transfer:&#039;&#039;&#039; Transfers blood into the patient. The autodoc has an internal reservoir of O- blood that it refills as needed.&lt;br /&gt;
* &#039;&#039;&#039;Dialysis:&#039;&#039;&#039; Purges chemicals from the patient&#039;s blood stream; use with toxin damage chelation to treat poisoning and overdoses.&lt;br /&gt;
* &#039;&#039;&#039;Toxin Damage Chelation (Kelation):&#039;&#039;&#039; Removes toxin damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Surgeries&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Close Open Incision:&#039;&#039;&#039; Closes all open surgical incisions on the patient.&lt;br /&gt;
* &#039;&#039;&#039;Facial Surgery:&#039;&#039;&#039; Treats and repairs facial deformities (typically from physical damage) so the patient can be clearly identified and doesn&#039;t look like an unga.&lt;br /&gt;
* &#039;&#039;&#039;Limb Replacement Surgery:&#039;&#039;&#039; Replaces any missing limbs the patient has with robotic prosthetics.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Combining Surgeries ==&lt;br /&gt;
&lt;br /&gt;
Very often people will come in with multiple problems at once. For instance, you might have a patient who has a fractured skull, brain damage, and shrapnel in their head. Performing three separate surgeries is very time consuming when other marines may be waiting. It is possible to condense the surgery down to one in such a manner:&lt;br /&gt;
&lt;br /&gt;
* Broken skull, brain damage, and head shrapnel removal surgery&lt;br /&gt;
#Use the Incision Management System.  [[File:1Incision_manager.png|32px|link=|Incision Management System]] &#039;&#039;&#039;OR&#039;&#039;&#039; ([[File:1Scalpel.png|link=|Scalpel]]-&amp;gt;[[File:1Hemostat.png|link=|Hemostat]]-&amp;gt;[[File:1Retractor.png|link=|Retractor]]) to make an incision.&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut through the skull&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Open up the skull&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Here it gets a bit tricky, use a hemostat repeatedly to pull out bone chips and shrapnel until you get a message that nothing more can be found in the brain. Both types of removal can take several rounds or attempts.&lt;br /&gt;
# [[File:Fixovein.png|link=|Fix-O-Vein]] [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Use the FixOVein and Trauma Kit to repair hematomas and damage to the brain and eyes if necessary&lt;br /&gt;
# Use the Health Analyzer to check that the patient does not have brain damage! If the patient still has brain damage go back and use the hemostat and FixOVein more until the Analyzer shows no brain damage.&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close the skull back up&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Use bone gel on the damaged bones in the skull&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Piece together the broken or fractured skull&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] Add bone gel once more&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Seal up the incision&lt;br /&gt;
# Use the Health Analyzer again to see if the patient needs antibiotics or anti-toxins and administer them as needed&lt;br /&gt;
&lt;br /&gt;
What about an infected marine with a broken chest, internal bleeding, and a ruptured lung? Here you&#039;ll want to use medication from the vendors in medbay in order to tackle the problems at hand.&lt;br /&gt;
&lt;br /&gt;
* Alien embryo removal, ruptured lung, and broken chest surgery (with a side of internal bleeding)&lt;br /&gt;
# First use one Quick-clot and one Dexalin Plus injectors to stop internal bleeding and to halt suffocation damage from the ruptured lung. While you can stop internal bleeding surgically, in the vast majority of cases a quick jab with Quick-clot is preferable. Keep a couple of Dex+ injector on hand to keep the patient from dying from the ruptured lung.&lt;br /&gt;
# [[File:1Scalpel.png|link=|Scalpel]] Make an incision quickly&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] &#039;&#039;&#039;Ignore bleeders&#039;&#039;&#039; and rearrange organs. Removing the larva ASAP is the top priority right now&lt;br /&gt;
# [[File:1Saw.png|link=|Bone Saw]] Cut open the rib cage&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Separate the rib cage&lt;br /&gt;
# [[File:The_PICT_System.png|link=|PICT System]] Begin cutting out the alien embryo&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] Begin pulling out the alien embryo&lt;br /&gt;
# [[File:Advtraumakit.png|link=|Advanced Trauma Kit]] Repair the ruptured lungs and any other damaged organs, note that a mechanical heart requires [[File:1Nanopaste.png|link=|Nanopaste]] to fix&lt;br /&gt;
# [[File:1Hemostat.png|link=|Hemostat]] &#039;&#039;Now&#039;&#039; stem the bleeders with the hemostat&lt;br /&gt;
# [[File:1Retractor.png|link=|Retractor]] Close up the rib cage&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] One application of bone gel for the cut rib cage. Cut rib cages and skulls require one application of bone gel after they&#039;ve been pushed back together.&lt;br /&gt;
# [[File:1Bone Setter.png|link=|Bone Setter]] Set the broken bones in the chest&lt;br /&gt;
# [[File:1Bone-Gel.png|link=|Bone Gel]] An application for the set bones. In general remember that fixing a broken bone requires two application of bone gel before the setting it.&lt;br /&gt;
# [[File:1Cautery.png|link=|Cautery]] Cauterize the incision, your patient should be recovering nicely now&lt;br /&gt;
# Again, use the Health Analyzer to double-check your work and to dispense dylovene as needed&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Patients can often tell you where they need surgery if an advance scanner is not available.&lt;br /&gt;
* The hemostat step can be saved for later in the surgery or skipped entirely at the cost of your patient losing blood volume. Alternatively, you can use [[#quickclot|Quickclot]] to prevent bleeding when you are in a hurry.&lt;br /&gt;
* Be sure to stand in a spot where you won&#039;t be pushed around. Any movement will violently fail the surgery step you are currently performing. It is recommended for field surgeons to bring a folding chair for this exact reason.&lt;br /&gt;
* The most common type of surgery that a person would need is [[#Bone Repair Surgery|Bone Repair Surgery]] and [[#Internal Organs Surgery|Internal Organs Surgery]]. Be sure to be familiar with the steps.&lt;br /&gt;
* Note that only the [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]] surgery require a high level of anesthetic/painkilling, like what [[#Oxycodone|Oxycodone]] ( [[#PNK|PNK]]  8) or the surgical table provides when hooked up to the patient (provided they have functional lungs). &lt;br /&gt;
* [[#Tramadol|Tramadol]] has enough painkilling ( [[#PNK|PNK]] 5) to perform all other surgeries besides [[#Sealing a Stump|Sealing a Stump]] surgery and [[#Alien Embryo Removal|Alien Embryo Removal]]. Tramadol also lasts longer than [[#Oxycodone|Oxycodone]], leading to less time wasted injecting and more time for performing surgery. Ideal for several broken bone surgeries in a row. Best used in tandem with [[#quickclot|Quickclot]] for extra efficiency whether on the field or in a surgical theatre. &lt;br /&gt;
* Be sure to check if any [[#Tramadol|Tramadol]] is already in the system when performing the initial scan, as it is often used as a painkiller. &lt;br /&gt;
* You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
* If you see a broken red heart next to the patient, that means they have heartbreak. The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. When scanned the message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor (or person able to do surgery level 2 or higher) must repair their heart in time before any further revival attempts are under taken. If a doctor (or someone applicable) is not immediately available, perform CPR on the corpse to extend their defib timer until a doctor can perform surgery to repair the heart.&lt;br /&gt;
* Shrapnel is never good as it gives organ damage when received, and deals brute damage (which can also cause further organ damage) when moving with it still inside the body. The most common way to remove shrapnel is to way remove with a knife or other sufficiently sharp object. To do this, activate/click yourself/patient on help intent with knife in hand. Yanking out the object is another option (only if object is externally embedded). To do this, right click the person with shrapnel and click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;. The last option is surgery (only if object is deeply embedded or small to remove).&lt;br /&gt;
* Refer to [https://cm-ss13.com/wiki/Guide_to_Medicine| Guide to Medicine], [https://cm-ss13.com/wiki/Chemistry| Chemistry], or the [https://cm-ss13.com/wiki/Researcher| Researcher] page for further information.&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=25206</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Medicine&amp;diff=25206"/>
		<updated>2023-04-13T17:15:41Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: /* Other Medical Conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=General Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
! Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Advanced_first-aid_kit.png]] {{Anchor|Brute}}[[#Brute|Brute]]&lt;br /&gt;
||&lt;br /&gt;
*Damaged body parts&lt;br /&gt;
*#Possibility of [[#Bleeding|bleeding]]&lt;br /&gt;
&lt;br /&gt;
*#Possibility of [[#Fractures|breaking bones]]&lt;br /&gt;
*#Small chance of getting [[#Organ Damage|organ damage]]&lt;br /&gt;
*#*[[#Eye|Eye]]&lt;br /&gt;
*#*[[#Brain|Brain]]&lt;br /&gt;
*#*[[#Heart|Heart]]&lt;br /&gt;
*#*[[#Lung|Lung]]&lt;br /&gt;
*#*[[#Liver|Liver]]&lt;br /&gt;
*#*[[#Kidney|Kidney]]&lt;br /&gt;
*Moderate amount of [[#Pain|pain]]&lt;br /&gt;
|| &lt;br /&gt;
*Gunfire&lt;br /&gt;
*Melee combat&lt;br /&gt;
*Explosives&lt;br /&gt;
*Peridaxon OD&lt;br /&gt;
*Quickclot OD&lt;br /&gt;
||&lt;br /&gt;
*[[#Gauze|Roll of gauze]]&lt;br /&gt;
*[[#Advanced trauma kit|Advanced trauma kit]]&lt;br /&gt;
*[[Chemistry#Bicaridine|Bicaridine]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Fire_first-aid_kit.png]] {{Anchor|Burn}}[[#Burn|Burn]]||&lt;br /&gt;
* Burned body parts&lt;br /&gt;
* Large amount of [[#Pain|pain]]&lt;br /&gt;
||&lt;br /&gt;
*Fire&lt;br /&gt;
*Acid (example: xenomorph acid, unfiltered water on Trijent Dam)&lt;br /&gt;
*Electrocution&lt;br /&gt;
*Extreme Cold (example: snowstorms and bodies of water on Sorokyne Strata)&lt;br /&gt;
||&lt;br /&gt;
*[[#Ointment|Ointment]]&lt;br /&gt;
*[[#Advanced burn kit|Advanced burn kit]]&lt;br /&gt;
*[[Chemistry#Kelotane|Kelotane]]&lt;br /&gt;
*[[Chemistry#Dermaline|Dermaline]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Toxinfirstaid.png]] {{Anchor|Toxins}}[[#Toxins|Toxins]]||&lt;br /&gt;
*Periodical throwing up, followed up by being briefly stunned&lt;br /&gt;
*Nausea and dizziness&lt;br /&gt;
*Very large amounts of [[#Pain|pain]]&lt;br /&gt;
*Organ damage (if extremely high)&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
*Poisons/toxins&lt;br /&gt;
*Overdose of medicine (not every kind of overdose causes this)&lt;br /&gt;
*Heavy-extreme [[#Blood Loss|blood loss]]&lt;br /&gt;
*Chestbursting&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Liver|Liver]]&lt;br /&gt;
**[[#Kidney|Kidneys]]&lt;br /&gt;
*Digesting things that should not be digested (Poison, Alcohol)&lt;br /&gt;
&lt;br /&gt;
*[[#Cryotubes|Cryotubes]] with no cryomix&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dylovene|Dylovene]]&lt;br /&gt;
*[[Chemistry#Tricordrazine|Tricordrazine]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Oxygen_deprivation_first_aid.png]] {{Anchor|Suffocation}}[[#Suffocation|Suffocation]]||&lt;br /&gt;
*Gasping and/or coughing up blood&lt;br /&gt;
*Passing out at 50 damage&lt;br /&gt;
||&lt;br /&gt;
*Organ damage&lt;br /&gt;
**[[#Lung|Lung]]&lt;br /&gt;
**[[#Heart|Heart]]&lt;br /&gt;
*[[#Blood Loss|Blood loss]]&lt;br /&gt;
*[[#Hard Crit|Dying]]&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Dexalin|Dexalin]]&lt;br /&gt;
*[[Chemistry#Dexalin Plus|Dexalin+]]&lt;br /&gt;
*[[Chemistry#Inaprovaline|Inaprovaline]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery (if organs are damaged)]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Radiation_first-aid_kit.png]] {{Anchor|Genetic}}[[#Genetic|Genetic]]&lt;br /&gt;
||&lt;br /&gt;
*Being unable to use limbs if the damage&#039;s too high&lt;br /&gt;
*Lowered overall health&lt;br /&gt;
||&lt;br /&gt;
* Radiation.&lt;br /&gt;
||&lt;br /&gt;
*[[Chemistry#Ryetalyn|Ryetalyn]]&lt;br /&gt;
*[[#Cryogenic Chambers|Cryotube]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Organ Damage===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Damage Type:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Brain}}[[#Brain|Brain]]||&lt;br /&gt;
*Dropping items out of your hands and resting randomly, rare random erratic movements&lt;br /&gt;
*Headaches&lt;br /&gt;
*Impaired vision&lt;br /&gt;
*Has no further effects, even beyond 100 damage&lt;br /&gt;
**Reads on the health analyzer as &#039;Patient is braindead&#039;.&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Tricordrazine overdose&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Alkysine|Alkysine]]&lt;br /&gt;
*[[Surgery#Brain Damage Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Eye}}[[#Eye|Eye]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*Blindness&lt;br /&gt;
|&lt;br /&gt;
*[[#Brute|Brute]] head trauma&lt;br /&gt;
*Welding without eye protection&lt;br /&gt;
*Screwdriver to the eyes&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Imidazoline|Imidazoline]]&lt;br /&gt;
*[[Surgery#Eye Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Heart}}[[#Heart|Heart]]||&lt;br /&gt;
*Lowers effective [[#Blood Loss|blood level]] of the body, causing, at 100% blood:&lt;br /&gt;
**Small amount of [[#Suffocation|oxygen damage]] capped around 21, when heart is damaged&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] until around 50, at 10 damage&lt;br /&gt;
***Rate of [[#Suffocation|oxygen damage]] slows significantly, but does not stop, after 50 damage&lt;br /&gt;
**Rapid amount of [[#Suffocation|oxygen damage]] and [[#Toxins|toxin damage]] and an inability to be revived, at 30 damage&lt;br /&gt;
***Also known as [[#Defibrillator icons|heartbreak]].&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*[[#Defibrillator Usage|Defibrillation attempts]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of heart damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Lung}}[[#Lung|Lung]]||&lt;br /&gt;
*Reads as &#039;ruptured&#039; on scanners&lt;br /&gt;
*Fast accumulation of [[#Suffocation|oxygen damage]] until death&lt;br /&gt;
*Coughing up blood&lt;br /&gt;
*Inability to breathe anesthetic during surgery (Use Oxycodone or Suxamorycin as anesthetic instead)&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of lung damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Liver}}[[#Liver|Liver]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
*Alchohol and poison metabolises slower, and alchohol deals [[#Toxins|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] chest&lt;br /&gt;
*Armor piercing damage to the chest&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the chest&lt;br /&gt;
*Alcohol poisoning&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of liver damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kidney}}[[#Kidney|Kidney]]||&lt;br /&gt;
*Accumulation of [[#Toxins|toxin damage]] dependent upon amount of damage&lt;br /&gt;
|&lt;br /&gt;
*Moving with an unsplinted [[#Fractures|fractured]] groin&lt;br /&gt;
*Armor piercing damage to the groin&lt;br /&gt;
*Random chance upon receiving extreme [[#Brute|brute damage]] to the groin&lt;br /&gt;
*Extreme [[#Toxin|toxin damage]]&lt;br /&gt;
|&lt;br /&gt;
*[[Chemistry#Peridaxon|Peridaxon (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of kidney damage)]]&lt;br /&gt;
*[[Surgery#Internal Organs Surgery|Surgery]]&lt;br /&gt;
 |}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Medical Conditions==&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable sortable&amp;quot;&lt;br /&gt;
!Medical Condition:&lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Symptoms: &lt;br /&gt;
! class = &amp;quot;unsortable&amp;quot;|Possible cause: &lt;br /&gt;
!class = &amp;quot;unsortable&amp;quot;|Treatment: &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fractures}}[[#Fractures|Fractures]]||&lt;br /&gt;
*Moderate amount of pain&lt;br /&gt;
*Dropping items out of your hands randomly (arm or hand)&lt;br /&gt;
*Notable slowdown (leg or foot)&lt;br /&gt;
*Organ damage in fractured region upon unsplinted movement (head, chest, and groin)&lt;br /&gt;
**&#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
***[[#Eye|Eye]]&lt;br /&gt;
***[[#Brain|Brain]]&lt;br /&gt;
**&#039;&#039;&#039;Chest&#039;&#039;&#039;&lt;br /&gt;
***[[#Heart|Heart]]&lt;br /&gt;
***[[#Lung|Lung]]&lt;br /&gt;
***[[#Liver|Liver]]&lt;br /&gt;
**&#039;&#039;&#039;Groin&#039;&#039;&#039;&lt;br /&gt;
***[[#Kidney|Kidney]]&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]]&lt;br /&gt;
**Approximately over 25 brute damage for limbs&lt;br /&gt;
**Approximately over 50 brute damage for head, chest, and groin&lt;br /&gt;
||&lt;br /&gt;
*[[#Splints|Splints (Does not heal, &#039;&#039;&#039;ONLY&#039;&#039;&#039; stops negative effects of broken bones)]]&lt;br /&gt;
*[[Surgery#Bone Repair Surgery|Surgery]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Blood Loss}}[[#Blood Loss|Blood Loss]]||&lt;br /&gt;
*Blurry vision&lt;br /&gt;
*[[#Suffocation|Oxygen damage]] capped around 21 (low blood)&lt;br /&gt;
**Gives the message &#039;You feel dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Suffocation|oxygen damage]] until death (critical blood)&lt;br /&gt;
**Gives the message &#039;You feel extremely dizzy/woozy/faint&#039;&lt;br /&gt;
*Fast buildup of [[#Toxins|toxin damage]] until death (critical blood)&lt;br /&gt;
||&lt;br /&gt;
* [[#Bleeding|Bleeding]]&lt;br /&gt;
* [[#Internal Bleeding|Internal Bleeding]]&lt;br /&gt;
* Blood extraction&lt;br /&gt;
||&lt;br /&gt;
* Blood refill via [[#IV Drip|IV drip]] (preferably O- blood)&lt;br /&gt;
* Iron&lt;br /&gt;
* [[Chemistry#Nutriment|Nutriment]] (food or [[Chemistry#Sugar|sugar]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bleeding}}[[#Bleeding|Bleeding]]||&lt;br /&gt;
* [[#Blood Loss|Loss of blood]] depending on the severity of the wound&lt;br /&gt;
**A cut with 5 [[#Brute|brute damage]] isn&#039;t worth bothering with, but a gash of 70 [[#Brute|brute damage]] will cause a lot of [[#Blood Loss|blood loss]]&lt;br /&gt;
||&lt;br /&gt;
* Certain sources of [[#Brute|brute damage]], such as knives&lt;br /&gt;
||&lt;br /&gt;
* [[#Advanced Trauma Kit|Advanced trauma kits]] to affected area and wait for it to fully heal.&lt;br /&gt;
* [[#Gauze|Roll of gauze]] to affected area to stop the bleeding.&lt;br /&gt;
* Waiting for the wound to clot once treated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Internal Bleeding}}[[#Internal Bleeding|Internal Bleeding]]||&lt;br /&gt;
*[[#Blood Loss|Loss of blood]] that worsens over time&lt;br /&gt;
||&lt;br /&gt;
* Random chance upon receiving extreme [[#Brute|brute damage]]&lt;br /&gt;
* Armor piercing attacks&lt;br /&gt;
||&lt;br /&gt;
* [[Chemistry#Quick Clot|Quick Clot &#039;&#039;&#039;does not heal the effects of internal bleeding&#039;&#039;&#039;, but it stops the negative symptoms of internal bleeding from worsening.]]&lt;br /&gt;
* [[Surgery#Internal Bleeding Surgery|Surgery]]&lt;br /&gt;
&amp;lt;!--* [[Chemistry#Bicaridine|Bicaridine overdoses heal IB, but &#039;&#039;&#039;only if all brute damage has been dealt with already.&#039;&#039;&#039;]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain}}[[#Pain|Pain]]||&lt;br /&gt;
*Slowness dependent on level of pain&lt;br /&gt;
*Blurry vision and stuttering past distressing pain&lt;br /&gt;
*Occasional knockdown in severe pain and stun in horrible pain&lt;br /&gt;
*Minor [[#Suffocation|suffocation damage]] in severe and horrible pain&lt;br /&gt;
*Changes to character icon on right side of HUD&lt;br /&gt;
*#[[File:Pain_Tier_0.png]] - No pain&lt;br /&gt;
*#[[File:Pain_Tier_1.png]] - Mild pain&lt;br /&gt;
*#[[File:Pain_Tier_2.png]] - Discomforting pain&lt;br /&gt;
*#[[File:Pain_Tier_3.png]] - Moderate pain&lt;br /&gt;
*#[[File:Pain_Tier_4.png]] - Distressing pain&lt;br /&gt;
*#[[File:Pain_Tier_5.png]] - Severe pain (softcrit)&lt;br /&gt;
*#[[File:Pain_Tier_6.png]] - Horrible pain (paincrit)&lt;br /&gt;
||&lt;br /&gt;
* [[#Damage Types|Damage]]&lt;br /&gt;
** Note: [[#Toxins|&#039;&#039;&#039;Toxin damage&#039;&#039;&#039;]] causes the most pain, [[#Burn|&#039;&#039;&#039;Burn&#039;&#039;&#039;]] damage causes the second most pain, and [[#Suffocation|&#039;&#039;&#039;Oxygen damage]] causes no pain.&lt;br /&gt;
* [[#Fractures|Fractures]]&lt;br /&gt;
* Stun batons&lt;br /&gt;
* Pepper spray&lt;br /&gt;
* Tear gas&lt;br /&gt;
||&lt;br /&gt;
* Painkillers&lt;br /&gt;
**In order from most powerful to weakest:&lt;br /&gt;
**#[[Chemistry#Oxycodone|Oxycodone]]&lt;br /&gt;
**#[[Chemistry#Tramadol|Tramadol]]&lt;br /&gt;
**#[[Chemistry#Paracetamol|Paracetamol]]&lt;br /&gt;
**Overdosing on a painkiller will double the effect. Additionally, some patients may have an &#039;opiate receptor deficiency&#039; and will only have 75% of the standard painkilling effect - but also only 75% of the overdose effect, barring oxygen damage.&lt;br /&gt;
* Using [[#Splints|splints]] on [[#Fractures|fractures]]&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Hard Crit}}[[#Hard Crit|Hard Crit]]||&lt;br /&gt;
*Unconsciousness&lt;br /&gt;
*[[#Suffocation|Oxygen damage]]&lt;br /&gt;
*Change to character icon on right side of HUD&lt;br /&gt;
**[[File:Pain_Tier_6.png]]&lt;br /&gt;
||&lt;br /&gt;
* Accumulating an extreme amount of damage&lt;br /&gt;
||&lt;br /&gt;
* Treating [[#Damage Types|damage]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Missing Limb/Decapitation}}[[#Missing Limb/Decapitation|Missing Limb/Decapitation]]||&lt;br /&gt;
*Massive amount of pain&lt;br /&gt;
*Inability to use a hand (arm or hand)&lt;br /&gt;
*Severe slowdown (leg or foot)&lt;br /&gt;
*Instant death (head) and braindeath (humans only)&lt;br /&gt;
||&lt;br /&gt;
* Extreme [[#Brute|brute damage]] for limbs and head (head only applies users without helmets unless the user is attacking with very sharp weapons).&lt;br /&gt;
* [[Surgery#Amputation|Amputation]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Limb Replacement Surgery|Surgery]]&lt;br /&gt;
** [[Surgery#Synthetic Head Re-Attachment Surgery|Head-reattachment]] (for synthetic units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Shrapnel and Foreign Objects}}[[#Shrapnel and Foreign Object|Shrapnel and Foreign Objects]]||&lt;br /&gt;
*[[#Organ Damage|Organ damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon reception&lt;br /&gt;
*[[#Brute|Brute damage]] upon unsplinted movement&lt;br /&gt;
||&lt;br /&gt;
* Gunfire&lt;br /&gt;
* Thrown sharp objects&lt;br /&gt;
||&lt;br /&gt;
*Yanking out an object (Only if object is externally embedded)&lt;br /&gt;
#Right click person&lt;br /&gt;
#Click &#039;&#039;&#039;Yank out object&#039;&#039;&#039;&lt;br /&gt;
*Remove with a knife by &#039;&#039;&#039;activating&#039;&#039;&#039; it (default hotkey: &amp;quot;&#039;&#039;&#039;Z&#039;&#039;&#039;&amp;quot;).&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] can remove objects, but only if the object in question is deeply embedded or too small to remove with a regular knife.&lt;br /&gt;
* Click on others &#039;&#039;&#039;in help intent and surgery mode active&#039;&#039;&#039; with a knife in hand to remove shrapnel from them. Note that only those with medical skills get access to surgery mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Alien Infection}}[[#Alien Infection|Alien Infection]]||&lt;br /&gt;
*Development of [[Larva|Alien larva]]&lt;br /&gt;
*Uncontrollable shaking near or upon [[Aliens|larva&#039;s]] full development&lt;br /&gt;
*Sore throats&lt;br /&gt;
*Coughing&lt;br /&gt;
*Sneezing&lt;br /&gt;
*Mucus generation&lt;br /&gt;
||&lt;br /&gt;
* Infection via an alien egg, [[Carrier|carrier]], [[Carrier|carrier hugger trap]], [[Drone|drone]], [[Queen|queen]], or [[Hivelord|hivelord]]&lt;br /&gt;
||&lt;br /&gt;
*[[Surgery#Foreign Object/Alien Embryo Removal|Surgery]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
===Autoinjectors===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
Most auto injectors have 3 uses in each of them. Each injection will induce half of the overdose threshold of their chemical, so be cautious when injecting more than their overdose limits.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Autoinjector Type:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Emergency Auto-injector}}[[File:Emergency_Auto_injector.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Auto-injector&#039;&#039;&#039;&lt;br /&gt;
|An auto-injector loaded with a special cocktail of chemicals, to be used in a life-threatening situations. Contains 29 units of [[Chemistry#Bicaridine|bicaridine]], 29 units of [[Chemistry#Kelotane|kelotane]] and 19 units of [[Chemistry#Oxycodone|oxycodone]].&lt;br /&gt;
| 77 units&lt;br /&gt;
| Additional chemicals listed in its contents.&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Bicaridine Autoinjector}}[[File:Bicaridine.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Brute|brute damage]], faster than [[#Tricordrazine Autoinjector|tricordrazine]]. Overdose causes [[#Burn|burn damage]] first, and then [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tramadol Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Tramadol&#039;&#039;&#039;]]&lt;br /&gt;
|Standard issue painkiller of moderate strength, used to keep marines from paincrit, pain slowdown or whining about broken bones. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Pain-Stop Autoinjector}}[[File:Tramadol_Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tramadol|&#039;&#039;&#039;Pain-Stop&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tramadol Autoinjector|Tramadol autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Toxin|toxin damage]]. &lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Tricordrazine Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Toxin|toxin]], [[#Burn|burn]], [[#Brute|brute]] and [[#Suffocation|oxy damage]], albeit quite slowly. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|First-Aid Autoinjector}}[[File:Tricord.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Tricordrazine|&#039;&#039;&#039;First-Aid&#039;&#039;&#039;]]&lt;br /&gt;
|A version of the [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] that can be used by everyone. Found in First-Aid pouches and NanoMed dispensers. Overdose causes [[#Brain|brain]], [[#Toxin|toxin]], [[#Burn|burn]], and [[#Brute|brute damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dexalin+ Autoinjector}}[[File:Dexalin.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dexalin Plus|&#039;&#039;&#039;Dexalin+&#039;&#039;&#039;]]&lt;br /&gt;
|Instantly heals all [[#Suffocation|respiration damage]]. Overdose causes [[#Toxin|toxin damage]].&lt;br /&gt;
| 1 unit&lt;br /&gt;
| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Kelotane Autoinjector}}[[File:Kelotane.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]&lt;br /&gt;
|Heals [[#Burn|burn damage]]. Overdose causes [[#Brute|brute]] and [[#Toxin|toxin damage]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Dylovene Autoinjector}}[[File:Dylovene.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]&lt;br /&gt;
||Heals [[#Toxin|toxin damage]] Overdose causes [[#Eye|blindness]].&lt;br /&gt;
| 15 units&lt;br /&gt;
| 30 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Quickclot Autoinjector}}[[File:Quickclot.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Quick Clot|&#039;&#039;&#039;Quick Clot&#039;&#039;&#039;]]&lt;br /&gt;
||Stops all bleeding but does not repair it, surgery is still required for internal bleeding after use. Overdose causes quick death due to [[#Brute|brute]], [[#Burn|burn]] and [[#Toxin|toxin damage]].&lt;br /&gt;
|| 10 units&lt;br /&gt;
|| 15 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Inaprovaline Autoinjector}}[[File:Inaprovaline.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]&lt;br /&gt;
|Stabilizes critical patients, slowing down their [[#Suffocation|oxygen damage]] buildup. Also acts like a weak painkiller. Overdose causes heart damage.&lt;br /&gt;
| 15 units&lt;br /&gt;
| 60 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Adrenaline Autoinjector}}[[File:Epinephrine-Injector.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Epinephrine|&#039;&#039;&#039;Epinephrine&#039;&#039;&#039;]]&lt;br /&gt;
|An autoinjector loaded with 10 units of Epinephrine, better known as Adrenaline, a nerve stimulant useful in restarting the heart.&lt;br /&gt;
| 10 units&lt;br /&gt;
| +10 units&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxycodone Autoinjector}}[[File:Oxycodone.png|64px]]&amp;lt;br&amp;gt;[[Chemistry#Oxycodone|&#039;&#039;&#039;Oxycodone&#039;&#039;&#039;]]&lt;br /&gt;
|Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Very useful as anesthetic as well. Overdose causes hallucinations and [[#Toxin|toxin damage]].&lt;br /&gt;
| 10 units&lt;br /&gt;
| 20 units&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember that you can restock your autoinjectors, so don&#039;t just throw them away. Put them back into your belt instead, they can be refilled at the WeylandMed vendors - just click on them to refill the injector if you have access to them. They don&#039;t need to be empty in order to be refilled - simply left click the vendor with a non-full injector in your active hand.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pill Bottles[[File:PillBottle.png|64px]]===&lt;br /&gt;
*&#039;&#039;&#039;You can hover over a pill bottle and see at a glance what chemicals the pill bottle contains by looking at the bottom left of your game window or by remembering the color code the pill bottle has.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pill bottles from vendors and lifesaver bags have a fixed color for the pill bottles and pills every round. However, if a pill bottle comes from chemistry, you will need to refer to both the label name for the pill bottle and the examined contents of the pills inside.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Other pill bottles exist but have the same dosage and OD listed in the [[#Autoinjectors | autoinjector]] section. Unless they are custom made from chemistry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
!Dosage:&lt;br /&gt;
!Overdose:&lt;br /&gt;
|-&lt;br /&gt;
|Tramadol&lt;br /&gt;
||Standard issue painkiller of moderate strength, used to keep marines from paincrit, pain slowdown or whining about broken bones. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Peridaxon&lt;br /&gt;
||Stops most symptoms from Organ damage but does not fix them. Available from marine medical vendors. Overdose causes brute damage.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
|-&lt;br /&gt;
|Dexalin&lt;br /&gt;
||Removes oxygen damage at a moderate rate. Overdose causes toxin damage.&lt;br /&gt;
||15 Units&lt;br /&gt;
||30 Units&lt;br /&gt;
|-&lt;br /&gt;
|Russian Red&lt;br /&gt;
||Removes radiation and causes Brute damage every cycle. (Note: currently disabled and should not appear during normal gameplay.)&lt;br /&gt;
||10 Units&lt;br /&gt;
||10 Units&lt;br /&gt;
|-&lt;br /&gt;
|Quick Clot&lt;br /&gt;
||Temporarily halts internal and external bleeding.&lt;br /&gt;
||10 Units&lt;br /&gt;
||15 Units&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;Note: Dosages are for pills found in MarineMed vendors, medics&#039; Automated Equipment Racks, [[Marine Equipment#M276 Pattern Lifesaver Bag|Lifesaver Bags]], and the [[Requisitions#Medical crate|Requisitions medical crate]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First Aid Kits===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!|What it contains:&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Basic first aid kit}}[[File:Firstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Basic first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analyzer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*1 [[#First-aid Autoinjector|First-aid autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
*1 [[#Gauze|Rolls of gauze]] [[File:Gauze.png|32px]]&lt;br /&gt;
*1 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Advanced first aid kit}}[[File:Advfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Tricordrazine Autoinjector|Tricordrazine autoinjector]] [[File:Tricord.png|32px]]&lt;br /&gt;
*3 [[#Advanced Trauma Kit|Advanced trauma kits]] [[File:Advtraumakit.png|32px]]&lt;br /&gt;
*2 [[#Advanced Burn Kit|Advanced burn kits]] [[File:Advburnkit.png|32px]]&lt;br /&gt;
*[[#Splints|Splints]] [[File:Splint.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Fire first aid kit}}[[File:Firefirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[#Ointment|Ointments]] [[File:Ointment.png|32px]]&lt;br /&gt;
*3 [[#Kelotane Autoinjector|Kelotane Autoinjector]] [[File:Kelotane.png|32px]]&lt;br /&gt;
*1 [[#Pain-stop Autoinjector|Pain-stop Autoinjector]] [[File:Tramadol_Injector.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Oxygen deprivation first aid kit}}[[File:Oxyfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Oxygen deprivation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*2 [[Chemistry#Dexalin|Dexalin]] pills (15 units)&lt;br /&gt;
*3 [[#Dexalin+ Autoinjector|Dexalin+ autoinjector]] [[File:Dexalin.png|32px]]&lt;br /&gt;
*1 [[#Inaprovaline Autoinjector|Inaprovaline Autoinjector]] [[File:Inaprovaline.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Toxin first aid kit}}[[File:Toxinfirstaid.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Toxin first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*1 [[#Health Analzyer|Health analyzer]] [[File:Healthanalyzer.png|32px]]&lt;br /&gt;
*3 [[#Dylovene Autoinjector|Dylovene Autoinjector]] [[File:Dylovene.png|32px]]&lt;br /&gt;
*3 [[Chemistry#Dylovene|Dylovene]] pills (15 units)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{Anchor|Radiation first aid kit}}[[File:radiation first-aid kit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Radiation first aid kit&#039;&#039;&#039;||&lt;br /&gt;
*4 Russian Red pills&lt;br /&gt;
*2 [[#Bicaridine Autoinjector|Bicaridine autoinjectors]] [[File:Bicaridine.png|32px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item:&lt;br /&gt;
!What it does:&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Health Analyzer}}[[File:Healthanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;&lt;br /&gt;
||Basic tool of every single medic - this miraculous item allows you to see the patient&#039;s status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won&#039;t show you which bones are broken unless it&#039;s a limb. Don&#039;t leave your home without it.  You can also scan a patient&#039;s vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.&lt;br /&gt;
*You can swap between two hud modes by right clicking the health analyzer and selecting &#039;&#039;&#039;&amp;quot;Switch Hud&amp;quot;&#039;&#039;&#039;. The default mode displays the analyzers results in a pop up window, the second hud mode displays the results in the chat.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|HealthMate HUD}}[[File:MedicHud.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;HealthMate HUD&#039;&#039;&#039;&lt;br /&gt;
|| {{Sensormate_Description}} If there is no health bar it means that the patient is at 100% health. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as &#039;wanted&#039; with security HUD glasses). &#039;&#039;&#039;Scan reports are stored in the patient&#039;s medical records once viewed in the scanner console, when you wear a HealthMate HUD you can view their latest scan report by examining them.&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Gauze}}[[File:Gauze.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Gauze&#039;&#039;&#039;&lt;br /&gt;
||Basic gauze used to stop the bleeding and fix brute trauma over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Ointment}}[[File:Ointment.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ointment&#039;&#039;&#039;&lt;br /&gt;
||Basic burn treatment item that heals 5 burn damage once applied and fixes it over time.&lt;br /&gt;
&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Trauma Kit}}[[File:Advtraumakit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;&lt;br /&gt;
||Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Advanced Burn Kit}}[[File:Advburnkit.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;&lt;br /&gt;
|| Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the burn kit depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Splints}}[[File:Splint.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Splints&#039;&#039;&#039;&lt;br /&gt;
||Used to hold that broken/fractured bone of yours in place so you don&#039;t die. The time spent of using the splints depends of one&#039;s medical skill.&lt;br /&gt;
*Restockable to NanoMed[[File:NanoMed.png]] (drag it to the NanoMed)&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Hypospray}}[[File:Hypospray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hypospray&#039;&#039;&#039;&lt;br /&gt;
|| An experimental high-end chemical injector, used for instant injections. Holds 30 units. Injects 5 units per use. Can be empty or preloaded with Tricordrazine. Can dissolve pills into. Can be unlocked using a screwdriver or the &#039;Unlock Hypospray&#039; verb, to allow the vial capsule to be ejected like a magazine.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Emergency Defibrillator}}[[File:Defibrillator.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Emergency Defibrillator&#039;&#039;&#039;&lt;br /&gt;
|| Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)&lt;br /&gt;
*Starts with 15 charges and goes yellow when 5 charges are left. The availability of the defibrillator&#039;s usage depends of one&#039;s medical skill.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Stasis Bag}}[[File:StasisBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Stasis Bag&#039;&#039;&#039;&lt;br /&gt;
||Used to store critically injured patients. &lt;br /&gt;
*Slows larva growth. &lt;br /&gt;
*Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.&lt;br /&gt;
*Prevents blood loss while the patients are inside&lt;br /&gt;
*Prevents internal bleeding from progressing as long as they are left inside.&lt;br /&gt;
*Halts metabolisation of chemicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Body Bag}}[[File:BodyBag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Body Bag&#039;&#039;&#039;&lt;br /&gt;
|| Used to store your recently dead comrades.&lt;br /&gt;
*If you use a pen on a body bag you can name the body bag and on the body bag sprite a dogtag will appear. (Useful for naming the body bag so players know who&#039;s inside it.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Can be buckled to a roller bed for faster transportation.&#039;&#039;&#039;&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s closed and not occupied&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe}}[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe&#039;&#039;&#039;&lt;br /&gt;
|| Used to inject marines and other personnel with ungodly chemicals, or as a ghetto IV drip. Can instantly inject (At the cost of some brute damage, and a broken syringe.) if used on harm intent.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Syringe Case}}[[File:SyringeCase.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Syringe Case&#039;&#039;&#039;&lt;br /&gt;
|| Used to store syringes and syringe bottles. Contains 3 slots.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Roller Bed}}[[File:RollerBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Roller Bed&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use. &lt;br /&gt;
*Bad for performing surgery, but better than nothing&lt;br /&gt;
*You can attach a body bag or a stasis bag onto a roller bed for faster transportation&lt;br /&gt;
*To fold it, drag it to yourself when not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Med Evac Stretcher}}[[File:Med_Evac_Stretcher.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Med Evac Stretcher&#039;&#039;&#039;&lt;br /&gt;
|| Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click &amp;quot;Activate Medevac&amp;quot;. &#039;&#039;&#039;Only medics (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).&#039;&#039;&#039;).&lt;br /&gt;
*Utterly useless for performing surgery&lt;br /&gt;
*You can attach a body bag or a stasis bag onto the stretcher&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Portable Surgical Bed}}[[File:FieldSurgicalBed.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Portable Surgical Bed&#039;&#039;&#039;&lt;br /&gt;
|| A collapsible bed used for field surgery. Functions in the same way as a roller bed but cannot be moved when deployed.&lt;br /&gt;
*Excellent for performing surgery, second only to a proper operating table&lt;br /&gt;
*To fold it, drag it to yourself when it&#039;s not occupied &lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|IV Drip}}[[File:IVdrip.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;IV Drip&#039;&#039;&#039;&lt;br /&gt;
|| Allows you to inject blood into a patient or extract blood from them to do a blood transfusion.&lt;br /&gt;
*Can be fitted with a beaker to inject chemical solutions automatically.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Blood Bag}}[[File:BloodPack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Blood Bag&#039;&#039;&#039;&lt;br /&gt;
|| Holds blood inside of it. Make sure [[#Blood Compatibility|the blood type&#039;s compatible]] with the recipient.&lt;br /&gt;
|-&lt;br /&gt;
||{{Anchor|Surgical Line}}[[File:Surgical Line.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Surgical Line&#039;&#039;&#039;&lt;br /&gt;
|| A roll of military-grade surgical line, able to seamlessly seal and tend any wound. Also works as a robust fishing line for maritime deployments.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Contraptions=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cryo.gif]] Cryogenic Chambers || &lt;br /&gt;
*Used for putting critical patients into stasis and treating patients with genetic damage. Be sure to check periodically to see if the chambers need to be restocked with chemicals and if your patient is sufficiently healed. The tubes will auto-eject patients once they&#039;re completely healed.&lt;br /&gt;
&lt;br /&gt;
*The extreme cold of the cryotube will give patients a slight (single-digit) amount of burn damage.&lt;br /&gt;
&lt;br /&gt;
* Cryogenic chambers will halt the development of alien larva/embryos. You can use one of these just like you could use a stasis bag if you cannot immediately tend to a patient with a larva.&lt;br /&gt;
&lt;br /&gt;
*Additionally they prevent blood loss while the patients are inside&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Setting up Cryo &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
#Take a nearby [[File:Beaker.png]] beaker filled with appropriate medicine, for example the two [[Chemistry#cryoxadone|Cryoxadone]] small beakers in the Chemistry Station, then click on the cryo cell to load the beaker in.&lt;br /&gt;
#Set the cryotube to On.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While [[Chemistry#clonexadone|Clonexadone]] is a fairly efficient medical chem (and [[Chemistry#cryoxadone|Cryoxadone]] to a much lesser extent), consider using a larger, 120u beaker, and adding additional useful chems, like [[Chemistry#nutriment|Nutriment]], [[Chemistry#alkysine|Alkysine]], [[Chemistry#imidazoline|Imidazoline]], [[Chemistry#dermaline|Dermaline]] etc. to heal even more types of damage (or to simply stack healing effects with Cryoxadone/Clonexadone) at once, beyond what the standard cryotube chemicals can do.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sleeper.gif]][[File:Console.gif]] Sleepers || To put a patient inside the sleeper use grab intent and click on the patient then the sleeper. To take out the patient right click the sleeper then click Eject Occupant.&lt;br /&gt;
*Sleepers are used to administer medication and perform dialysis.&lt;br /&gt;
&lt;br /&gt;
*The sleepers will not stabilize critical patients, though they can be used to administer inaprovaline.&lt;br /&gt;
&lt;br /&gt;
*Dialysis: Once the patient is inside, click &#039;Start Dialysis&#039;. Dialysis filters out blood, having the bonus of pulling out chemicals. This treatment should be used when you believe someone to be overdosing or to be poisoned. The beaker inside the sleeper will fill with the blood and eventually you will need to empty it. To retrieve the beaker, right-click on the sleeper and click &#039;eject beaker&#039;. Dialysis can cause a patient to suffer from severe blood loss if the patient is left in too long.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Advbodyscanner.gif]][[File:Advbodyscanner_console.gif]] Advanced Body Scanner || To put a patient inside the body scanner use grab intent and click on the patient then the body scanner. To take out the patient right click the body scanner then click Eject Occupant. &lt;br /&gt;
*The Body scanner is mainly used to locate broken bones, organ damage, shrapnel, and any unwanted guests in your stomach.&lt;br /&gt;
&lt;br /&gt;
*Use the console to interact with the body scanner, this allows you to print out a report to send along with the patient to surgery which will help the surgeon. Additionally, there will be a scan report that is attached to the person you&#039;ve scanned when you examine them.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AutoDoc.png|32px]] AutoDoc || The AutoDoc is an extremely useful machine in medical that can automatically fix a marine with any number of injuries, just be aware that it cannot perform larva removal. To learn more about the AutoDoc and it&#039;s features head [[Surgery#The_Autodoc_System|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Medical Procedures=&lt;br /&gt;
==CPR==&lt;br /&gt;
CPR will keep someone in hard crit (&amp;gt;150 damage) alive by reducing their oxy damage. If you notice a marine or other personnel gasping and on the floor, they may require CPR, otherwise, they will reach 200 damage in total and suffocate.&lt;br /&gt;
#First you&#039;ll want to set your intent to help.&lt;br /&gt;
#Make sure you aren&#039;t wearing a mask.&lt;br /&gt;
#Have an empty hand.&lt;br /&gt;
#Click on the gasping injured player.&lt;br /&gt;
#If you start shaking them, they don&#039;t have enough oxygen damage to permit the use of CPR.&lt;br /&gt;
#Once you start doing CPR keep doing it until you can get them to a safe location or to a medic.&lt;br /&gt;
#CPR can also extend the timer of dead marines that are still revivable. The default time a marine has after death is 5 minutes before becoming clinically declared dead. (Permanent death)&lt;br /&gt;
#If the person you are CPRing is deceased, doing CPR requires 4 seconds and adds 7 seconds to the dead marine&#039;s defibbable status timer. You have to wait between CPR pumps at least 3 seconds or else the CPR fails. If you fail a CPR pump due to pumping too quickly, you must still wait at least the full 3 seconds before you can attempt another successful CPR pump. Failing CPR does not increase the time the person has before they become permanently dead.&lt;br /&gt;
&lt;br /&gt;
Pro tip you can grab them in one hand and do CPR with the other.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Shipside roles such as nurse, doctor, researcher, and CMO, have high medical skill and require only three seconds to CPR. Count to four seconds if you are performing CPR on a deceased marine as one of these roles.&lt;br /&gt;
*Moving will interrupt CPR. Switching hands while the CPR is winding up will *not* interrupt CPR. You can administer medication while performing CPR.&lt;br /&gt;
&lt;br /&gt;
==Procedure for Reviving Non-Breathing Patients[[File:Defibrillator.png]]==&lt;br /&gt;
#Locate non-breathing patient with a green/orange heart rate icon next to their health bar (Only visible if wearing the healthmate HUD). [[File:Resuscitation_LightningBolt_Icon.png|64px]] &lt;br /&gt;
#Scan the patient with a health analyzer.&lt;br /&gt;
#If the sum of the patient&#039;s brute, burn, oxygen, and toxins damage is less than 200, proceed to strip armor and defibrillate. Recognize that oxygen damage can be ignored if you plan on using epinephrine. Otherwise, apply trauma and burn kits to all untreated parts of the patient&#039;s body. Pro tip: Using your numpad keys allows you to quickly cycle through limbs to decrease the total time required to kit them.&lt;br /&gt;
#Scan the patient again. If the sum of the patient&#039;s summed damage is less than 200, proceed to strip armor and defibrillate. Otherwise, consider performing tend wounds surgery. Remember that tend wounds with surgical line repairs 10 damage every 2 seconds, or 300 damage per minute if uninterrupted. If you can bring their damage under 200 damage with tend wounds before the patient&#039;s revival timer expires, proceed to tend wounds. Otherwise, apply CPR while asking nearby medics and marines to perform CPR on the patient while you perform tend wounds surgery. One marine is enough for CPR. If there are extra medics available ask them to tend wounds along with you. If there are no marines nearby, consider pulling the patient to marines that can perform CPR. Once someone is performing CPR, continue on to tend wounds.&lt;br /&gt;
#Tend wounds (Target an area of the body of the patient that has the highest amount of brute and burn damage. Use surgical line for brute and synthgraft for burns. Hold the surgical line in your hand and click the patient with the help intent and surgery intent enabled). The surgery will repeat until no more burn or brute damage can be resolved upon that limb, upon which you may target another area of the body and repeat. Scan periodically with a health analyzer to keep an eye on the patient&#039;s summed damage. Repeat until you run out of limbs to treat or summed brute and burn damage drop below 200.&lt;br /&gt;
#Strip armor of the patient. (Click-drag the patient to your character and select the armor in their armor slot. Do not move or switch hands until the wind-up has elapsed or stripping will cancel)&lt;br /&gt;
#Apply the defibrillator. Take the defibrillator out of your bag, press Z while the defibrillator is in your active hand to pop the handles out of their housing, and click the patient. If you are successful, after seven seconds of windup chimes the defibrillator will shock your patient and revive them. Do not move while the windup is occurring, or the defibrillation will cancel. While the defibrillator is winding up, you may swap to your other hand and begin feeding the patient pills or applying auto injectors. Repeat defibrillation until the patient has been revived. (Toggling belt mode on your medical belt to remove pills directly from bottles on click or middle clicking to open pill bottles without having them in your hand may help with this).&lt;br /&gt;
#Continue to treat the patient until they are stable.&lt;br /&gt;
#You can also apply necessary medicine BEFORE resuscitation but it will not be metabolized until the patient is living again. (You can give inaprovaline before reviving to stabilize them after they are resuscitated.)&lt;br /&gt;
#&#039;&#039;&#039;RECOMMENDED:&#039;&#039;&#039; If available, inject epinephrine (use Hypospray/Syringe) into the patient before defibrillating. This will greatly enhance the amount you heal per each attempt, in addition to clearing all oxygen damage on revival. ([12 + 16 brute and 16 burns] healed damage instead of [12 + 4 brute and 4 burns]). Note that epinephrine and inaprovaline are present in revival mixture available in squad medic preparation vendors.&lt;br /&gt;
#If you see a marine with an orange line on your HUD that has a lot of damage when scanned, ask a nearby marine to &amp;quot;CPR!&amp;quot; if any are in the vicinity.&lt;br /&gt;
#And please, don&#039;t ever give up if you see someone with over 200 damage. You can use advanced trauma and burn kits while defibbing with your other hand. You can also inject epinephrine while defibbing. Don&#039;t give up. Keep going. Save that marine!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Revival icons ===&lt;br /&gt;
If the icon has a red square around it when it is still green/yellow/orange, that means the client of the dead player has disconnected. It is still possible for them to come back.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Icon !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:DNR_LightningBolt_Icon.png|128px]]  || The red flatline icon states they have voluntarily opted out of being revived, and or their client has been disconnected. This can also be because the player was banned while they were dead. This is commonly referred to as &amp;quot;DNR, or Do Not Resuscitate, or dead dead&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Resuscitation_LightningBolt_Icon.png|128px]]  || The green heart rate icon states they are revivable and have 5 minutes to be resuscitated (assuming no CPR is applied). &lt;br /&gt;
|-&lt;br /&gt;
| [[File:huddeadclose.png|128px]] || The solid yellow heart rate indicates some time has passed since they were last breathing and they are coming closer to becoming unrevivable. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Almostdeadframe1.png|128px]] [[File:Almostdeadframe2.png]] || The flashing orange and red heart rate indicates their defib timer has almost expired. If you see it going from solid yellow to flashing orange and red, it means the marine has exactly 1 minute left unless being CPR&#039;d to increase their defib timer. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Broken_Heart_defib_icon.gif|128px]] || The broken heart indicates that the patient&#039;s heart has suffered too much trauma for revival attempts. This is known as heartbreak. The message will say: &amp;quot;Patient&#039;s general condition does not allow reviving.&amp;quot; To fix this, a doctor must repair their heart in time before any further revival attempts are under taken. If a doctor is not immediately available, peform CPR on the corpse to extend their defib timer until a doctor can peform surgery to repair the heart. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:skull_Icon.png|128px]] || The skull icon indicates they are not able to be revived. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lost Causes===&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t try to defib any of the following corpses:&#039;&#039;&#039;&lt;br /&gt;
*Chestbursted personnel [[File:Bursted_marine.png]]&lt;br /&gt;
*Decapitated personnel [[File:Decapped_marine.png]]&lt;br /&gt;
*If you receive the message &amp;quot;Patient is braindead&amp;quot; or &amp;quot;Patient is DNR&amp;quot; from the [[#Emergency Defibrillator|defibrillator]] when you try to defib them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*If you receive the message &amp;quot;Their eyes are blank and there are no signs of life&amp;quot; when you check their status (stand adjacent to the subject, right click their sprite, and select Check-status).&lt;br /&gt;
&lt;br /&gt;
===Defibrillator Tips===&lt;br /&gt;
*&#039;&#039;&#039;If someone is brought back to life with a defib then die immediately afterwards, their death timer is reset.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defibrillators have a 25% chance of dealing 5 heart damage each time a shock is successfully applied. This is significant, as heart damage between 1 and 10 reduces effective blood volume by 80%, which, in turn, assuming the marine has full blood, will cause 20 oxygen damage on its own. Try to keep the patient alive after first defibrillation to minimize heart damage dealt. If at all possible when reducing damage in preparation for revival, prefer to apply brute and burn kits and suture over repeated defibrillations, as both methods reduce damage at a higher rate than defibrillating and do not incur heart damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Your patients won&#039;t get their items back on by themselves the majority of the time. If you can, redress them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Switching hands while using a defibrillator will &#039;&#039;NOT CANCEL&#039;&#039; its use. You&#039;re able to operate the defibrillator while using another item in your off hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Performing CPR on a patient will extend the defib time if done no often than once every 10 seconds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The only time a defibrillator loses charge is when its windup is completed and the shock is applied. There is also a brief delay after activating one before you can use it.&lt;br /&gt;
&lt;br /&gt;
*If &amp;quot;Vitals signs are weak&amp;quot; is displayed it means that their combined brute/burn damage is over 200, keep using the defibrillator to lower that damage if you&#039;ve already applied trauma and burn kits.&lt;br /&gt;
&lt;br /&gt;
*Alternatively, it means that they&#039;ve left their body and won&#039;t return if the combined damage is now below 200. Examine the corpse and if it says &amp;quot;Soul is departed&amp;quot; then give them ten to twenty seconds before defibbing again. If you get it again, then the player doesn&#039;t want to be revived.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic Maintenance== &lt;br /&gt;
*To revive a dead synthetic use a defib on them. Synthetics need to have their head attached to their torso and have combined total damage below 200 points. Defibs do not repair damage on dead synthetics like they do on humans, you must repair the excess damage first.&lt;br /&gt;
*To fix brute damage on a synths body use a blowtorch on help intent.&lt;br /&gt;
*To fix burn damage on a synths body use cable coil.&lt;br /&gt;
*To fix heart/brain damage, apply nanopaste to that bodypart (head/chest)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overdose Treatment==&lt;br /&gt;
===Dialysis===&lt;br /&gt;
&lt;br /&gt;
#Put your patient into a sleeper. [[File:Sleeper.gif]][[File:Console.gif]]&lt;br /&gt;
#Make sure it has a non-full, preferably empty beaker inside of it.&lt;br /&gt;
#Select &amp;quot;Start dialysis&amp;quot; option below the injections and wait few moments.&lt;br /&gt;
#Eject the patient and scan him just to notice his blood&#039;s clean.&lt;br /&gt;
Keep in mind that dialysis is a process that takes time, the chems won&#039;t flush out immediately.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Blood Transfusions==&lt;br /&gt;
By IV Stand&lt;br /&gt;
*Ensure a blood bag of compatible blood type is loaded into the IV stand. (You can unload a blood bag from an IV stand by clicking on the stand with an empty hand to check its blood bag if it is already loaded. Otherwise, you can load a bag into an IV stand by clicking it while the bag is in your active hand).&lt;br /&gt;
*Move the IV so that it is adjacent to your patient. (control click the IV stand to grab it. Then to move the stand, either move your character to pull the stand behind you or twice-click a tile adjacent to the stand to move the stand to that tile while the hand with the &amp;quot;UP-GRADE&amp;quot; sprite representing your grasp on the IV is active)&lt;br /&gt;
*Insert the IV into your patient&#039;s arm (click-drag the IV stand to your patient. No need to target the arm.)&lt;br /&gt;
*Your patient can move freely in a 7-tile wide square centered on the IV stand with the IV remaining in their arm.&lt;br /&gt;
*When you are satisfied with the amount of blood that has been transferred, remove the IV from the patient&#039;s arm (click-drag the IV stand to your patient again).&lt;br /&gt;
By Syringe&lt;br /&gt;
*Ensure you have a blood bag with blood compatible with the human you are transferring blood to. If it is O- blood, it is safely transfusable to humans with any blood type.&lt;br /&gt;
*Ensure the syringe is empty by verifying the interior of the syringe is colored black and there is green text underneath that says &amp;quot;DRAW&amp;quot;.&lt;br /&gt;
*With the syringe in your active hand, click the blood bag three times to draw 15u of blood. The interior of the syringe will be colored red and there should be orange text underneath that says &amp;quot;INJECT&amp;quot;.&lt;br /&gt;
*With the syringe in your hand click the human you wish to transfer blood to three times to transfer 15u of blood. &#039;&#039;&#039;Ensure harm intent is not enabled. If harm intent is enabled the syringe will break.&#039;&#039;&#039; If the target human is yourself, the blood will be transferred instantly. If the target human is not you, there will be a short windup before the blood will be transferred. You do not need to wait for the windup for the transfer of the first 5u of blood to complete before clicking again to initiate the windup for the transfer of the second and third 5u of blood.&lt;br /&gt;
*Repeat this process until you are satisfied with the amount of blood transferred&lt;br /&gt;
Additional information&lt;br /&gt;
*Alternately you can extract blood from a human if they have the right blood type by hooking them up to an IV with an empty blood pack or by using an empty syringe on them.&lt;br /&gt;
*Even after you&#039;ve transfused blood into your patient, if they have been lacking blood for a while they are likely hungry. Ask them to eat!&lt;br /&gt;
*Not being too hungry enables you to regenerate blood. If you do not have access to blood transfusion or hemogenic iron generating drugs, advise your patient to eat food.&lt;br /&gt;
*Iron has the hemogenic trait, meaning when this reagent is in your system it regenerates blood volume.&lt;br /&gt;
*Sugar reduces a patient&#039;s hunger, enabling them to naturally regenerate blood slowly over time.&lt;br /&gt;
*Iron pills or combination iron-sugar pills are available aboard the Almayer from the pharmacy in medbay lower decks or from the Research pharmacy in medbay upper decks. Take advantage!&lt;br /&gt;
*Remember that in a pinch, hot cocoa also provides nutriments similar to food, and that flasks filled with hot cocoa, MRE&#039;s, protein bars, and vendor meals can all fit compactly into a med kit and are generally available to all roles!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Blood Compatibility===&lt;br /&gt;
[[File:Bloodtypes_table.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=General Tips=&lt;br /&gt;
*You can heal internal bleeding with bicaridine overdose if the patient does not have any brute damage. This will not work if the patient has brute damage, the bicardine OD will first heal all of patient&#039;s brute damage before beginning to heal internal bleeding. If used, administer kelotane to the patient to counter the burn damage done by the overdose, and kit any damaged body parts to ensure brute damage is at 0. Inform the patient they have IB, and that you are overdosing them on bicaridine. The patient will take toxin damage and will require dylovene if the overdose is over 45 units, so be careful. If the patient has an exceedingly high amount of brute damage, administer quick clot and evacuate them for surgery.&lt;br /&gt;
*The cryo cells loaded with cyroxadone can slowly heal internal bleeding, depending on the severity of it. Clonexadone heals internal bleeding as well, but faster.&lt;br /&gt;
&lt;br /&gt;
= Community guides and tutorials =&lt;br /&gt;
[https://www.youtube.com/watch?v=py5JJjGlhO0 Medical Tutorial] - By C4xmaniac, George Franks/Virgil&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CO_history&amp;diff=25184</id>
		<title>CO history</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CO_history&amp;diff=25184"/>
		<updated>2023-04-06T22:59:17Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Added someone remind me to update later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
The Commanding Officer of the USS Almayer often varies between rounds, which each round taking place within its own universe of events.&lt;br /&gt;
&lt;br /&gt;
While certain historical events remain consistent throughout each round, as listed in the timeline (link to timeline), as the Commanding Officer of a round you may choose certain historical elements to represent, both within a round and for your character in general.&lt;br /&gt;
&lt;br /&gt;
Lore exists to provide a consistent background to improve the game&#039;s immersion and potential for roleplaying. As a result, certain aspects of a CO&#039;s History may be reflected within the actual gameplay of a round, whether behaviorally or mechanically. This wiki page serves as a reference for possible options and any related mechanical effects of CO History.&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=25183</id>
		<title>Commanding Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Commanding_Officer&amp;diff=25183"/>
		<updated>2023-04-06T22:57:47Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Updated by order of CO council please ping me on the discord im EOD501 if this is wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Commander.png&lt;br /&gt;
|jobtitle = Commanding Officer&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = Major / Lieutenant Colonel (CO Council) / Colonel (CO Senator) &lt;br /&gt;
|superior = [[Marine Law]], USCM High Command&lt;br /&gt;
|unlock = [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 Commanding Officer Whitelist].&lt;br /&gt;
|duties = Lead your company and complete the mission.&lt;br /&gt;
|guides = [[Marine Law]] ; [[Commanding Officer Code of Conduct]]&lt;br /&gt;
|description = You are the Commanding Officer of the USS Almayer and the Commanding Officer of the operation. Your goal is to lead the Marines on their mission as well as protect and command the ship and her crew. Your job involves heavy roleplay and requires you to behave like a high-ranking officer and to stay in character at all times. As the Commanding Officer your only superior is High Command itself. You must abide by the [[Commanding_Officer_Code_of_Conduct|Commanding Officer&#039;s Code of Conduct]]. Failure to do so may result in punitive action against you..&amp;lt;br&amp;gt;Godspeed, Major !&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;How many drops is this for you, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Thirty-eight. Simulated.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;How many combat drops?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Uh, two... Including this one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
― Ripley, Lt. Gorman and Pvt. Vasquez, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--You are the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; of the [[USS Almayer]]. You have been tasked with the mission to investigate an automated distress beacon from a Weyland-Yutani Colony. Your mission is to command the Marines to conduct a Search and Rescue and to eradicate the hostiles on the colony. --&amp;gt; &lt;br /&gt;
=Your History=&lt;br /&gt;
During a typical round, the [[USS Almayer]] has been tasked with investigating an automated distress beacon from a colony in the Neroid Sector. Your mission is to command the Marines during a Search and Rescue operation, as well as eradicate any hostiles on the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the events of a typical round of Colonial Marines, you are a recently-assigned Commanding Officer of the USS Almayer as of August 25, 2182, for less than an year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether you were the previous Executive Officer of the [[USS Almayer]], a disgraced officer assigned to a backwater transport, or the most recent unfortunate &#039;shoe-in for what some might&#039; consider a cursed position; for whatever reason you are now in charge of the lives of everyone onboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good luck.&lt;br /&gt;
=Your Personnel=&lt;br /&gt;
&lt;br /&gt;
As Commanding Officer, your most significant tools are not weapons, but the leadership and all military structure under your command:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Command staff&#039;&#039;&#039;: These are the direct successors of the command if you are away and have the primary mission of helping the squads down below. They operate by using the overwatch consoles to support the squads and by micromanaging them so you won&#039;t have to concentrate on four squads at the same time&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Marines&#039;&#039;&#039;: you have four squads under your command, each formed by 1 &#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Medic|Squad Medics]]&#039;&#039;&#039;, 2 to 4 &#039;&#039;&#039;[[Squad Engineer|Squad Engineers]]&#039;&#039;&#039;, 1 &#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039;, 1 well equipped &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, 2 Squad &#039;&#039;&#039;[[Squad Radio Telephone Operator| Radio Telephone Operators]]&#039;&#039;&#039; and numerous &#039;&#039;&#039;[[Standard Marine|Standard Marines]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Military Police&#039;&#039;&#039;: A handful of &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; and their leader, the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039; that answer directly to you. They are assigned the duty to perform arrests on those that break [[Marine Law]] and to protect you and your crew from any hostile threats.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medical staff&#039;&#039;&#039;: Surgeons, researchers and nurses, their tasks include providing extensive medical assistance aboard the Almayer or in the FOB, creating custom medicine for deploying corpsmen on request, and researching and developing potentially very powerful new medicine, stimulants or lethal chemicals. They are led by a &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039; and composed of &#039;&#039;&#039;[[Doctor|Doctors]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039;: The shipside engineers&#039; primary concern will be fabricating custom explosives for your grunts, squad engineers and squad specialists, loading the Orbital Bombardment Cannon, then fixing any broken thing on Almayer. It&#039;s important to note that you can authorize the &#039;&#039;&#039;[[Ordnance Technician]] and [[Maintenance_Technician|Maintenance Technicians]]&#039;&#039;&#039; to go down planetside to assist in the construction of the FOB and/or the distribution of their custom explosives should it be absolutely necessary, &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supply&#039;&#039;&#039;: Supply is an important part of the Almayer. They provide weapons, equipment, supplies, medicine, chemicals for your Ordnance Technicians, and ammo for your ship and marines. You should always have direct contact with the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039; to coordinate supply drops and what to order. Make sure to be explicit and direct on what you order and for which squads.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synthetic&#039;&#039;&#039;: A stronger version of a human, made from silicone and science, they&#039;re programmed to assist the Almayer in various supporting tasks and are not meant for combat situations. Remember, they completely understand Marine Law and never break it, so as long as your orders are sensible and do not contradict Marine Law, they will be followed through with efficiency &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&#039;&#039;&#039;The Vehicle Crew&#039;&#039;&#039;: One of the most versatile assets fielded by the USCM, having competent &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewman]]&#039;&#039;&#039; can turn the tide of any battle. The APC, depending on the module outfitted, can transport small, crack strike teams to critical locations quickly, evacuate casualties from the frontline and even restore them to full fighting condition without ever needing to return to the Almayer medbay or provide frontline overwatch for a single squad and offer light direct fire support. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You also have the incredibly useful &#039;&#039;&#039;communications console&#039;&#039;&#039;, with the various abilities of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Making a general announcement&#039;&#039;&#039;: a general announcement will be heard by all marines that are awake. It&#039;s highly useful for making sure all marines are aware of any updated orders and the general situation of the battle, aka whether or not an area has been lost or gained or if an area is being flanked or surrounded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sending a message to USCM High Command&#039;&#039;&#039;: Even the boss has a boss. Sometimes in times of need, you need to contact the High Command to ask for their support or to inform them of something important. This system is used only for emergencies, for less pressing matters, you have a fax machine within your private office.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Send a distress signal&#039;&#039;&#039;: Sending a signal will spawn a crew of [[Responders]], this can only be activated during a Delta Alert Scenario such as a hostile boarding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Setting Primary Landing Zone&#039;&#039;&#039;: Allows you to select a primary landing zone, if one isn&#039;t chosen 25 minutes into the round the primary LZ is defaulted as LZ one. Setting a primary landing zone means that the other landing zone computer cannot be hijacked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiate the Almayer&#039;s escape pods&#039;&#039;&#039;: When everything goes haywire, you can always use this option to attempt to preserve the lives of your Marines and escape like a coward. The escape pods will take 10 minutes to launch. Note that you can only occupy three people inside the pod; otherwise, the pod&#039;s thrusters will blow up due to overload capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Award Medal&#039;&#039;&#039;: Commanding Officers can award medals for various marines for their heroic acts. See [[Commanding Officer#Medals|below]] for more information.&lt;br /&gt;
&lt;br /&gt;
= Your Equipment = &lt;br /&gt;
As the Commanding Officer, you have access to a few unique items to set you apart from the rank and file. &lt;br /&gt;
&lt;br /&gt;
You spawn with either a special issue [[Marine_Equipment#Mateba Autorevolver Special|Mateba]], an extremely powerful auto-revolver, or a [[Marine_Equipment#Vintage Desert Eagle|Desert Eagle]], both powerful enough to knock a Human off their feet. The Commanding Officer also has access to two special prototype weapons the &#039;&#039;&#039;[[Marine_Equipment#M46C Pulse Rifle|M46C Pulse Rifle]]&#039;&#039;&#039; and the M56C Cavalier Smartgun both of which can be found in the Commanding Officers Vendor. Additionally, you have your &#039;&#039;&#039;[[Marine_Equipment#Command Tablet|Command Tablet]]&#039;&#039;&#039; which is a portable communication console on the go. It can be found in a wall locker north of the CIC bubble. Finally, you spawn with a pair of laser designators.&lt;br /&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;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#4D86B2; width:130px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#4D86B2;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:CO_SG.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M56C &#039;Cavalier&#039; Smartgun&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The actual firearm in the 4-piece M56C Smartgun system. Back order only. Besides a more robust weapons casing, an ID lock system and a fancy paintjob, the gun&#039;s performance is identical to the standard-issue M56B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M56 Smartgun Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M46C.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the Commanding Officer. This rifle is capable of firing 5-rounds in one burst. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;, or with the IFF action button at the top. It is compatible to both M41A MK1 and M41A MK2 magazines. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Consolidated}}&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;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Cotablet.png]]The Command Tablet[[File:Cotablet.png]] ==&lt;br /&gt;
&lt;br /&gt;
The command tablet currently has five available functions to its user. These five functions are the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Make an Announcement&#039;&#039;&#039; - Allows the commander to issue announcements away from CIC.&lt;br /&gt;
#&#039;&#039;&#039;Award a medal&#039;&#039;&#039; - [[#Medals| Allows the commander to issue medals away from CIC]].&lt;br /&gt;
#&#039;&#039;&#039;Tactical Map&#039;&#039;&#039; - [[Staff_Officer#Tactical_Map|Allows the commander to see a tactical map of the current operation]].&lt;br /&gt;
#&#039;&#039;&#039;Initiate Emergency Evacuation&#039;&#039;&#039; - Triggers the emergency evacuation, only available on red alert &lt;br /&gt;
#&#039;&#039;&#039;Send a Distress Beacon&#039;&#039;&#039; - Sends an SOS signal from the Almayer that can be received by [[Responders]], only available on red alert&lt;br /&gt;
&lt;br /&gt;
= Provisions = &lt;br /&gt;
As the Commanding Officer of the USS Almayer, you have special provisions the typical Commissioned Officer or Enlisted Personnel do not possess, these include:&lt;br /&gt;
#Battlefield Execute personnel under your command if they have committed crimes that threaten other Marine Personnel, the ship or the operation.&lt;br /&gt;
# Pardon personnel who have committed Major or Minor crimes from the brig.&lt;br /&gt;
#Demote personnel who have committed Major crimes to a junior position in their department &lt;br /&gt;
#Deputise Command Staff or the synthetic to perform arrests if Military Police are not avaliable.&lt;br /&gt;
More Information can be found on [[Marine_Law#Commanding_Officer_Provisions|CO Provisions]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Expectations = &lt;br /&gt;
All Commanding Officers of the USCM are expected to abide by the [[Commanding_Officer_Code_of_Conduct|Code Of Conduct]] and [[Marine_Law|Marine Law]] failure to meet these expectations can result in being detained by the Almayers Military Police or a possible demotion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mutinies=&lt;br /&gt;
&#039;&#039;&#039;Mutinies&#039;&#039;&#039; can happen for many reasons, but it&#039;s mostly due to the marines not liking something you did. this could be for a multitude of reasons. Whatever the case may be, you have two options of handling it. Conceding to their demands and stepping down or fighting them off.&lt;br /&gt;
&lt;br /&gt;
Taking on the mutiny head-on can be scary at first but remember that you&#039;ve got an always loyal crew of MPs and possibly CIC staff, and an easily defendable location. You&#039;ll be able to funnel them in and hopefully taser them down, arresting them in progress. If it comes to guns, you&#039;ll be ready to fight them off if the mutiny is relatively small.&lt;br /&gt;
&lt;br /&gt;
Of course, the best course of action is to prevent the mutiny outright. Make sure you treat your marines right, and they&#039;ll treat you right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities: Orders=&lt;br /&gt;
{{Issue-Orders}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Medals=&lt;br /&gt;
&lt;br /&gt;
To show that a member of the Almayer&#039;s crew has gone above and beyond during the mission you can log into the communications computer and use it to submit an award. This award then appears after the round, and it will also print-out an actual award that can be pinned onto the deserving Marine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Medal System&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal Name !! Medal Sprite !! When is it Awarded !! Example&lt;br /&gt;
|-&lt;br /&gt;
| Medal Of Valor || [[File:medal of valor.PNG|500px]] || A silver medal awarded for acts of exceptional valor. Normally given to those who outstand themselves from the ranks, either it be in Leadership skills or actions crucial to the mission success. || For actions above and beyond the call of duty, and exhibiting exceptional courage, extraordinary decisiveness and presence of mind, or an unusual swiftness of action, regardless of his or her personal safety, in an attempt to save and protect human life against a hostile, boarding alien force. &lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion &amp;quot;Falling Falcons&amp;quot;, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Distinguished Conduct || [[File:medal of distinguished Conduct.PNG|500px]] || A bronze medal awarded for distinguished conduct. Whilst a great honor, this is the most basic award given by the USCM. || For distinguished, gallant and good conduct in the field. &lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Medal of Exceptional Heroism || [[File:medal of exceptional heroism.PNG|500px]] || An extremely rare golden medal awarded only by the USCM. To receive such a medal is the highest honor and as such, very few exist. || For conspicuous gallantry and intrepidity at the risk of their life above and beyond the call of duty against an opposing force. Normally received for actions that surpass the Call of Duty.&lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|-&lt;br /&gt;
| Bronze Heart Medal || [[File:bronze heart medal.PNG|500px]] || A bronze heart-shaped medal awarded for sacrifice. It is often awarded posthumously or for severe injury in the line of duty. || &lt;br /&gt;
Awarded for being wounded or killed while serving with the United States Colonial Marines on Solaris Ridge in the name of the U.S President or U.A Security Council on or after April 1st, 2101. &lt;br /&gt;
Issued by Major XX 8/25/2182. USS Almayer; 2nd Company, 2nd Battalion “Falling Falcons”, 4th Brigade, 4th United States Colonial Marine Division.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Credits to: Vispain (Cassius &#039;Santa&#039; Klaus), Greg Lauffer (Snooper44), and Enyonggg (Cha Jin-Wook) &amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Edited by Moderator Hunk1 (Jason &#039;Goliath&#039; Williams) in order to add official ruling approved by Commanding Officer&#039;s Council.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Tech Tree=&lt;br /&gt;
&lt;br /&gt;
You can access the techtree by using the consoles in the Combat Information center - both are near the overwatch consoles.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; width:60%&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Tech:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#84987A;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1.png]]&lt;br /&gt;
[[#Tech Tier 1|&#039;&#039;&#039;Tech Tier 1&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the first tier of the tech tree, usually is already unlocked at operation start. Tier 1 techs include: an increase in dropship fabricator points and an increase in the requisition budget.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Free (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1 dropship.png]]&lt;br /&gt;
[[#Dropship Budget Increase|&#039;&#039;&#039;Dropship Budget Increase&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 1 tech supplies 2500 points to the dropship fabricator. (For what they can fabricate with these points see [[Pilot_Officer#Dropship_Part_Fabricator|the dropship fabricator list in the PO&#039;s page.]])&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;12 (+1 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; |[[File:Tech tier1 dropship.png]]&lt;br /&gt;
[[#Requisitions Budget Increase|&#039;&#039;&#039;Requisitions Budget Increase&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; |This tier 1 tech supplies (roughly) 10,000 requisition points for every 30 marines as it varies depending on marine count during an operation. For what it can buy see [https://cm-ss13.com/wiki/Requisitions#Supply_Crates|the supply crates buy list in the requisitions page.]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 4px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;15 (+1 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2.png]]&lt;br /&gt;
[[#Tech Tier 2|&#039;&#039;&#039;Tech Tier 2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the second tier of the tech tree. The only tier 2 techs are for  resupplying any and all OB warheads.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;5 (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead inc.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - Incendiary|&#039;&#039;&#039;Additional OB Projectiles - Incendiary&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with an incendiary orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead cluster.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - Cluster|&#039;&#039;&#039;Additional OB Projectiles - Cluster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with a cluster orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech tier2 warhead he.png]]&lt;br /&gt;
[[#Additonal OB Projectiles - HE|&#039;&#039;&#039;Additional OB Projectiles - HE&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This tier 2 tech supplies the USS Almayer with a high explosive orbital cannon warhead.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+2 every purchase)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Tech Tier3.png]]&lt;br /&gt;
[[#Tech Tier 3|&#039;&#039;&#039;Tech Tier 3&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Enables the third tier of the tech tree. The only tier 3 techs are for awakening additional marines out of cryogenics.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;5 (one time purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Cryorines.png]]&lt;br /&gt;
[[#Wake up Additional Troops|&#039;&#039;&#039;Wake up Additional Troops&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Wakes up additional troops to fight any threat. Includes a squad leader, combat technicians, corpsmen, and riflemen, scaling off population and number of ghosts who said yes.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;10 (+5 per purchase)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=3&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=1&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=The Third Fleet=&lt;br /&gt;
&lt;br /&gt;
[[The Third Fleet|The Third Fleet]]&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=4631 Marine Combat Guide (General Tactics and Strategies)]&lt;br /&gt;
* [http://cm-ss13.com/viewtopic.php?f=135&amp;amp;t=11342 Commanding Officer Discussion Thread (Tactics, tips, and tricks)]&lt;br /&gt;
*[https://cm-ss13.com/wiki/CO_Council_Rulings Commanding Officer Council Rulings and Clarifications]&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Facehugger&amp;diff=25172</id>
		<title>Facehugger</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Facehugger&amp;diff=25172"/>
		<updated>2023-04-05T18:09:33Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Updating to have a clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{XenoPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|tiertype = ALIEN - TIER 0&lt;br /&gt;
|imagebgcolor = #DDAADD&lt;br /&gt;
|img = Alien-Larva.png&lt;br /&gt;
|castetitle = Facehugger&lt;br /&gt;
|evolves_from = N/A&lt;br /&gt;
|evolves_to = N/A&lt;br /&gt;
|role = Formed from an Egg Morpher, the Facehugger can crawl around the battlefield and hug unsuspecting hosts.&lt;br /&gt;
|guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
== General Information ==&lt;br /&gt;
The simple Facehugger  is the weakest of all Xenomorphs having 35 HP and slowly loosing health while off weeds. It’s primary function is to infect new hosts with its ambush abilities or working in conjunction with other Xenomorphs. While fast it is extremely fragile and unable take more then one or two shots from a marines rifle.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Playing Hugger ==&lt;br /&gt;
Playing a Facehugger is all about ambushing. It has the ability to hide under tables and other objects using the hide ability which can be toggled in the top left similar to runner or larva. To infect a marine be one tile away and pounce(or click on their sprite) on them being any further will simply knock the marine down and stun them for a few seconds which can be useful for infecting. It is worth noting that pounce takes a few seconds to wind up leaving you vulnerable to missing your target so it’s best to use on downed to slow targets. Upon infecting your respawn timer will be reset allowing you to respawn again. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; width=150|Abilities:&lt;br /&gt;
! style=&amp;quot;background-color:#CCB6D6;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Xeno_Rest.png]]&amp;lt;br&amp;gt;Rest&lt;br /&gt;
|Used to rest and get up. Aliens heal faster when resting on weeds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hide.png]]&amp;lt;br&amp;gt;Hide&lt;br /&gt;
|Hide under objects. Pouncing will cancel your Hiding.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pounce.png]]&amp;lt;br&amp;gt;Pounce&lt;br /&gt;
|Pounce at a target, forcing the victim to the ground for a very brief period of time, and causing them to drop held items in the process. Can be used without a target for the purpose of enhancing your mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown: 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Facehugger Stats ==&lt;br /&gt;
{{XenoSkills&lt;br /&gt;
|meleelow=0&lt;br /&gt;
|meleehigh=0&lt;br /&gt;
|plasmaregen=0&lt;br /&gt;
|explosiveresist=0&lt;br /&gt;
|health=0&lt;br /&gt;
|speed=0&lt;br /&gt;
}}&lt;br /&gt;
You can learn more about alien stats [[Xenomorph Stats|here]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Alien Castes]]&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=25105</id>
		<title>Military Police</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=25105"/>
		<updated>2023-04-02T17:36:20Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: No longer april first&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = MilitaryPolice.png &lt;br /&gt;
|jobtitle = Military Police&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Sergeant&lt;br /&gt;
|superior = Command Officers, [[Chief MP]], [[Warden]] and [[Marine Law]]&lt;br /&gt;
|unlock = Ten hours as Squad Roles.&lt;br /&gt;
|duties = Enforce Marine Law. Detain Criminals. Keep Shipside Personnel Safe.&lt;br /&gt;
|guides = [[Marine Law]], [[Rules|Server Rules]], [[Rank]]&lt;br /&gt;
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to do so may result in a job ban or server ban.&amp;lt;br&amp;gt;&lt;br /&gt;
Your primary job is to maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you are tasked with the security of high-ranking personnel, including the command staff. Keep them safe!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The difference between a normal policeman and a military policeman, is that a military policeman deals with trained killers&#039;&#039;&amp;quot; - Anonymous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DISCLAIMER: Keep in Mind that both [[Marine Law]], [[Rules|Server Rules]], [[Rank]] occasionally change, meaning parts of this guide can then be out of date. If this guide ever contradicts what is being said in one of those three pages, notify the Wiki Maintainer and follow what is said in those pages.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Military Police Officer&#039;&#039;&#039;, your primary duty is &#039;&#039;&#039;to obey and enforce [[Marine Law]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MPs are held to a very high standard of conduct because you are the source of in-character discipline as well as the server&#039;s first line of defense against out-of-character infractions. You are bound to Marine Law as Server Rules meaning if you break any laws in Marine Law you risk being punished outside of &amp;quot;In Character&amp;quot;, meaning you may be Job banned or even outright banned due to your actions.&lt;br /&gt;
&lt;br /&gt;
Enforcing Marine Law may be a hard task due to Marines being up to no good and refusing to come quietly. But fear not, you are equipped with state of the art Non-Lethal Weaponry that can keep a marine down for the time you need to get them cuffed and transported to the brig.&lt;br /&gt;
&lt;br /&gt;
When it comes to Marine Law matters, you are always to listen to the CMP above all else as long as it does not interfere with Marine Law or Server Rules. The only one higher than the CMP in marine law is the CO and High Command. If you are ever in doubt, Ahelp the Situation and Ask before proceeding. This can save a lot of hassle and is a good tip you should keep in mind. You should never act against the Commanding Officer or Chief MP without a very good IC reason. Your job is to keep the ship safe and enforce marine law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unless Authorized by the CMP or aCO you are NEVER to use lethal force against a Suspect.&#039;&#039;&#039; - See [[Marine Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Patrolling &amp;amp; Investigations=&lt;br /&gt;
When beginning your shift, your first task is generally to get geared up and report to the checkpoints, req or briefing as per your CMP&#039;s orders. The briefing can be a delicate time and can get out of hand very quickly, be diplomatic, and always remember you are outnumbered.&lt;br /&gt;
Once the marines have gone down it&#039;s time to patrol the ship unless told otherwise, check all rooms of the ship you never know what you might find or who you might find. &lt;br /&gt;
&lt;br /&gt;
==Access Privileges==&lt;br /&gt;
As MP you have access to most places onboard the ship, but there are certain places you do not have access to such as upper medbay. This is for various reasons such as gameplay, but if you have a proper RP reason you may request the aCO to give you access to the specific area that is needed from the ID Computer in CiC or Briefing if it is for an extended amount of time such as to be stationed as a guard by the Containment cells in upper medbay.&lt;br /&gt;
&lt;br /&gt;
If it is just a search on a person or area, follow the procedure listed in Marine Law here: [[Marine_Law#Search_Procedure|Search Procedure]]&lt;br /&gt;
&lt;br /&gt;
Due to MP&#039;s having access to almost all places onboard the ship you will often be called to help out CT&#039;s, Doctors, or OT&#039;s even for various reasons, but make sure you always prioritize between requests. A doctor that needs access to a prep room since a marine has died there comes before an OT needing access to fix a light another place.&lt;br /&gt;
&lt;br /&gt;
List of Areas MP&#039;s can&#039;t access:&lt;br /&gt;
* Any specialized prep room (Spec, engineer, medic, smartgunner and squad leader.)&lt;br /&gt;
* Upper research&lt;br /&gt;
* Morgue&lt;br /&gt;
* Research containment&lt;br /&gt;
* Chemistry Laboratory LVL1&lt;br /&gt;
* Medical lockers&lt;br /&gt;
&lt;br /&gt;
=Application of the law=&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
[[Marine_Law#Detainment_and_Brig_Procedures|Detainment and Brig Procedures]] should always be followed meaning you do every step as stated in no particular order. If a prisoner harms himself or tries to break the window, you can temporarily cuff him to the bed, run to Perma and grab a Straightjacket. The Straightjacket will remain on for the duration of the timer until the prisoner is released.&lt;br /&gt;
&lt;br /&gt;
As a Military Policeman, you are assigned to the protection of USCM prisoners as well as POW (Prisoners of War) held in the Brig. Remember, you&#039;re not a &#039;no-mercy&#039; type of officer from the early wars and should treat Prisoners by Marine Law. &lt;br /&gt;
&lt;br /&gt;
Once a prisoner is appropriately sentenced you are to make sure they are provided their [[Marine Law#Prisoner Rights| basic rights]] which CANNOT be denied, such as Medical treatment, food, etc ... except for in extreme situations with approval from the Chief Military Police Officer or the Commanding Officer.&lt;br /&gt;
&lt;br /&gt;
=== NJP&#039;s ===&lt;br /&gt;
As per [[Marine Law]] for crimes with a sentence equal to or lower than 10 minutes, the arresting MP, Chief MP or the Commanding Officer may administer a Non-Judicial Punishment instead of a brig sentence. NJPs may only be issued to those they outrank. You must still update the records, and if they do not complete the NJP, you may add 10 minutes to the sentence. NJPs may only be as long as the punishment would be, and no longer.&lt;br /&gt;
&lt;br /&gt;
Possible NJP suggestions:&lt;br /&gt;
* Clean up briefing/req/lounge&lt;br /&gt;
* Mopping floors&lt;br /&gt;
* Push-ups or laps &lt;br /&gt;
* Writing an apology letter&lt;br /&gt;
&lt;br /&gt;
==Survivors== &lt;br /&gt;
You may not always be informed when someone comes aboard, but when found or informed this can be a good outline of things you should do to cover your bases.  &amp;lt;br /&amp;gt;1. Secure any weapons. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current [[Marine Law]] &amp;lt;br /&amp;gt;2. If done in the brig you can do a quick scan of them in the brig medbay if they weren&#039;t first checked out or treated when they arrived. &amp;lt;br /&amp;gt;3. Update their ID to colonist or passenger at the ID computer in the CIC or the one near briefing. In addition to this, survivors can also be enlisted into the USCM as a private, with the permission of the Commanding Officer. Once completed you can print the access report for the CMP or use it for the next step. &amp;lt;br /&amp;gt;4. Add the survivor to the ship security records and &#039;&#039;&#039;optionally&#039;&#039;&#039; remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front-facing and side facing sprite to also add to the records. &amp;lt;br /&amp;gt;5. The CL, CO, CMP or researcher may want to RP with them. Contact them! &amp;lt;br/&amp;gt;5. If the aCO allows them to assume a role in one of the departments, you can update the ID to reflect the change. &lt;br /&gt;
* Armed survivors in the CIC is a big danger to the command staff and operations; they should be intercepted before they can gain access.&lt;br /&gt;
* Colonial marshalls are not from the Marshal provost office and do not receive immunity. Ahelp when unsure!&lt;br /&gt;
* Survivors cannot keep their weapons while on the ship if at a green alert level.&lt;br /&gt;
* You cannot take fingerprints from someone wearing gloves.&lt;br /&gt;
&lt;br /&gt;
== Updating ID&#039;s or demotions ==&lt;br /&gt;
To demote or add someone to the crew. Try to use the ID they are wearing as opposed to creating a new ID from a blank card. &amp;lt;br /&amp;gt;1. Take their ID and enter it into the Target Identity slot on the ID computer&amp;lt;br /&amp;gt;2. Enter your ID into the Authorized Identify slot&amp;lt;br /&amp;gt;3. Under the assignment section, you can set someone to a job, and it will automatically assign the appropriate privileges to the ID or remove them in a demotion. &amp;lt;br/&amp;gt;4. Alternatively, you can manually change accesses by adding or subtracting areas of access.&lt;br /&gt;
* If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a [[File:Unknown.png]] on the security HUD &lt;br /&gt;
* ID cards without &amp;quot;USS Almayer Identification&amp;quot; checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies!&lt;br /&gt;
* Survivors cannot be given combat, police, command roles or assignments in departments they don&#039;t have skills in.&lt;br /&gt;
* Custom roles can be assigned such as Janitor, Pastor, Chef, Receptionist, etc.. &lt;br /&gt;
* At this time REQ or Command positions are not assignable by MP&#039;s.&lt;br /&gt;
&lt;br /&gt;
=Your Workspace=&lt;br /&gt;
The Brig is located West (fore) of Briefing and can be accessed through the numerous doors on each side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Brig map.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Brig is likely where you will spend a lot of time as MP. The Chief MP&#039;s office is in the north checkpoint and contains a fax machine, records console, and a camera console plus the CMP&#039;s bunks.&lt;br /&gt;
&lt;br /&gt;
To the south (or port) of the office is the brig itself. It contains the brig cells with timers, you can also find the general work area there, which includes some vendors, the Evidence room, some general gear, and the forensic computer. The infirmary where prisoners can be treated is located next to the general work area. The holding cells, the execution room, and the isolation cells or as its also known; perma. It is located in the main part of the brig.&lt;br /&gt;
&lt;br /&gt;
The Execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have his/her life ended and in the corner of the room: a blindfold, pack of cigarettes and a lighter. In the bottom right corner, there is a locker. The locker itself can only be opened by the CMO/CO. Inside the locker lies the lethal injection in both syringe and autoinjector forms. The lethal injection procedure is made up by an overdose of QuickClot. For the procedure of Execution, please see [[Marine_Law#Executions|Marine Law - Executions]].&lt;br /&gt;
&lt;br /&gt;
The Perma section has two lockers for the prisoner&#039;s gear and is equipped with the standard radio headset, prisoner orange jumpsuit, and orange boots. The perma cells vary a bit between each other but have a few things in common like flash&#039;s Mounted in the cells and blast shield doors that can be brought down. Next to the Isolation cells in perma is where you find some straightjackets and muzzles for bad-tempered prisoners.&lt;br /&gt;
=== Armory and Security Lockers===&lt;br /&gt;
&lt;br /&gt;
The Armory and Security lockers, located in the south checkpoint contains six lockers in the armory and the security lockers outside. The lockers in the armory are bulletproof and only open on Red Alert, but can be opened manually by the CMP or the XO/CO.&lt;br /&gt;
&lt;br /&gt;
[[File:Ss13_MP_armory.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sidearm Lockers:&#039;&#039;&#039;&lt;br /&gt;
* M4A3 Service Pistol&#039;s&lt;br /&gt;
* M4A3 Magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riot Control Lockers:&#039;&#039;&#039;&lt;br /&gt;
* Box of Flashbangs&lt;br /&gt;
* Box of M66 Tear Gas Grenades&lt;br /&gt;
* M81 Riot Grenade Launchers&lt;br /&gt;
* Gas Masks&lt;br /&gt;
* M37A2 Shotguns&lt;br /&gt;
* Shotgun Bean Bag Shells&lt;br /&gt;
* M5 Riot Armor and Helmet&lt;br /&gt;
* Riot Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun Lockers:&#039;&#039;&#039;&lt;br /&gt;
* Mk221 Tactical Shotguns&lt;br /&gt;
* Box of Shotgun Slug Shells&lt;br /&gt;
* Box of Shotgun Buckshot Shells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Lockers&#039;&#039;&#039;&lt;br /&gt;
* A spare uniform set with a headset and armor&lt;br /&gt;
* Flashlight&lt;br /&gt;
* SecHud&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Taser&lt;br /&gt;
* Stun Baton&lt;br /&gt;
* Flash&lt;br /&gt;
* Handcuffs&lt;br /&gt;
* Medium General Pouch&lt;br /&gt;
* Security Backpack&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
Being an MP is not an easy job. You are responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfill your duties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fax Machine:&#039;&#039;&#039; This is used for contacting High Command. Primarily used to ask permission to remove the acting Commanding Officer from their position, it may also be used to inform High Command of unusual circumstances and receive instructions on how to proceed and when in doubt of the CMP&#039;s action you can report it through the fax machine. Make sure you send a properly formatted Fax. It makes it both easier to read and looks more quite a lot more professional. You can find the proper format to use and a lot of other goodies in our [[Guide_to_Paperwork|Paperwork Guide]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Records Console:&#039;&#039;&#039; You can find this console in the general brig area, at security checkpoints, and the CMP&#039;s office. It is used to review and update records and as such is one of your most essential tools. Use it to make sure people have their status (arrest, released, incarcerated, or none) as well as any crimes they may have committed up to date. Status and comments may also be edited by examining someone if you have a secHUD on. To identify fingerprints found on your forensic scanner, click the console with your scanner in hand to place it in, and then print out the results. &#039;&#039;&#039;Note: Removing your ID does not log you out. It is imperative you don&#039;t leave a computer logged in especially in high traffic areas such as the CIC Entrance. The logs will show as if you made the changes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Camera Console:&#039;&#039;&#039; There&#039;s one of these in the brig and a few more scattered around the ship in checkpoints and other workstations. The Console allows you to see through any camera in the USS Almayer, and it&#039;s useful to find or follow fleeing suspects as well as to keep an eye on shipside operations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Recharger:&#039;&#039;&#039; There is one in the brig and a few in Medbay. They can charge up stuff that runs on electricity. Some of the Equipment it can charge is: Stun baton, Flash.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pepper spray refiller:&#039;&#039;&#039; Located in the brig armory and locker room, can be used to refill pepper spray.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUDGlasses:&#039;&#039;&#039; Wearing these glasses will show jobs onboard the Almayer, someone not on the crew-list or not wearing ID.&amp;lt;br /&amp;gt;[[File:Unknown.png]] Unknown &amp;lt;br /&amp;gt; [[File:Wanted.png]] Arrest - Examine them to find out why they are wanted.&amp;lt;br /&amp;gt; [[File:Incarcerated.png]] Incarcerated - This can be an indication of a prisoner that has broken out, call this in and check it out!&amp;lt;br /&amp;gt;[[File:Released.png]] Released - Keep an eye on these in case they continue their mischief.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MP tools:&#039;&#039;&#039; You have access to a variety of items such as flashes, handcuffs, and tasers to help you control and subdue hostiles.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniform&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:MP_Beret.png]]&lt;br /&gt;
&#039;&#039;&#039;MP Beret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A hat typically worn by the field-officers of the USCM. Only available to MP&#039;s. This one has a unique red color to designate MP personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ball-cap worn by the more casual of the USCM&#039;s Military Police. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_Helmet_MP.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Peaked_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A peaked cap worn by the USCM&#039;s Military Police. Something about it reminds you of an event you once read about in a history book. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Generic_Headset.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM MP Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| This headset is used by marine military police members, it has a secured channel for military law enforcement that cannot be access to anyone else. Channels are as follows: &amp;quot;;&amp;quot;- Ship general comms &amp;quot;:p&amp;quot; - Military Police and &amp;quot;:v&amp;quot; Command Radio.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:HUDsunglasses.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;HUD Sunglasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Displays criminal status and protects from blinding flashes.&lt;br /&gt;
* Shift+Click to examine someone and update their criminal status, view records or enter comments about the person. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM MP Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue MP uniform, only worn by USCM MP personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_backpack.png]]&lt;br /&gt;
&#039;&#039;&#039;Security Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue of a Security Backpack, only worn by USCM MP personnel.&lt;br /&gt;
* Holds 9 slots but cannot be accessed from your back, must be in your hand. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_Satchel.png]]&lt;br /&gt;
&#039;&#039;&#039;Security Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue of a Security Satchel, only worn by USCM MP personnel.&lt;br /&gt;
* Holds 7 slots but can be accessed from your back. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shoulder_Holster.png]]&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;| Can hold ether a sidearm or a disabler. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M2 Pattern MP Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks. Contains two slots for cigarettes, lighters, pens, magazines or shells!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are limited to MP Personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Belt.png]]&lt;br /&gt;
&#039;&#039;&#039;M276 pattern military police 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 filled with an array of small pouches, meant to carry non-lethal equipment, ammo and restraints.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations. Comes pre-loaded with a combat knife inside.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Non-Lethals&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Taser.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Disabler&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An updated version of a 100 year old design, this is an advanced stun device capable of firing bolts of ionized electricity. Used for nonlethal takedowns.&lt;br /&gt;
* The Disabler can shoot through glass windows and glass panes. This is a feature not a bug. Use it to catch henchmen unaware.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Stunbaton.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Stun-Baton&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A replacement of the old police baton for the 22nd century. It is a stun baton for incapacitating people with.&lt;br /&gt;
* To activate and deactivate the stunbaton press Z or Click on it. &lt;br /&gt;
* Use Harm Intent to do lethal Damage. Disarm and Help Intent for Non-Lethal Prodding.&lt;br /&gt;
* Non-MP&#039;s that try to pick up a Stun Baton gets stunned.&lt;br /&gt;
* Stun Batons can be charged in a Recharger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File: Flash.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can be used to flash people, stunning them with a bright light.&lt;br /&gt;
* Press Z to flash all around you in a 3x3 radius. Very good for when you are Surrounded&lt;br /&gt;
* HUDSunglasses and certain things that cover your eyes protect from the Flash.&lt;br /&gt;
* Can be Charged in a Recharger.&lt;br /&gt;
* Bulb can break &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pepperspray.png|64PX]]&lt;br /&gt;
&#039;&#039;&#039;Pepper Spray&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Manufactured by UhangInc, used to blind and down an opponent quickly. Pepperspray can only be blocked if you have something covering both eyes and mouth like a Gas Mask or wearing both Surgeon Mask plus Glasses.&lt;br /&gt;
* Comes with the safety activated&lt;br /&gt;
* Can be refilled at any pepper spray refiller.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Box of flashbangs.png]][[File: Flashbang.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flashbangs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flashbangs work wonders to take down groups of people. &lt;br /&gt;
* Flashbangs work throught both Sound and the Flash itself.&lt;br /&gt;
* Flashbangs got a Fixed timer on roughly 4 seconds.&lt;br /&gt;
* Standing to close to a Flashbang going off will stun you even with Eye protection.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lethals&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:M4A3_Variants.gif]]&lt;br /&gt;
[[Marine Equipment#M4A3 Service Pistol| &#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 9 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in the &#039;&#039;&#039;Sidearm storage locker&#039;&#039;&#039;, along with spare magazines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[Marine Equipment#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A unique company made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in the &#039;&#039;&#039;Shotgun storage locker&#039;&#039;&#039;, comes pre-loaded with shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Riot Gear&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:MP_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Gasmask.png|64px]]&lt;br /&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. Filters harmful (Tear) gases from the air.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Riot Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M5 Riot Control Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Riot_shield.png]]&lt;br /&gt;
&#039;&#039;&#039;Riot Shield&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A shield adept at blocking blunt objects from connecting with the torso of the shield wielder. Can block bullets as well and has a chance to block pounces.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M81 Riot GL.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A grenade launcher that can only fire Tear Gas grenades. Work wonders to block off entrances and work as pepperspray.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M66 Tear Gas Grenade box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Tear gas grenades&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Filled with M66 Tear Gas grenades. They are filled with pepperspray and cover roughly  a 5x5 area in a star shape almost like boiler gas does. They can be thrown by hand or launched from the M81 Riot GL. When used with the latter, they activate faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[Marine Equipment#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump-Shotgun (For bean bags)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Users should still keep in mind that the M37A2 must be pumped after every shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Riot Control storage&#039;&#039;&#039;, comes pre-loaded with bean bag shells.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Beanbag_box.png]]&lt;br /&gt;
&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in a &#039;&#039;&#039;Riot Control storage&#039;&#039;&#039;. Holds 25 shells.&lt;br /&gt;
* On unarmored marines and if fired Point Blank Bean bags can do Lethal Damage.&lt;br /&gt;
* Marines might mistake you for firing Slugs when using Bean bags. Keep this in mind as you can be shot due to that.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Brig tools&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&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:Straight_jacket.png]]&lt;br /&gt;
&#039;&#039;&#039;Straight Jacket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A suit that completely restrains the wearer, Can not be resisted out of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Blindfold.png]]&lt;br /&gt;
&#039;&#039;&#039;Blindfolds&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Covers the eyes, preventing sight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Muzzle.png]]&lt;br /&gt;
&#039;&#039;&#039;Muzzle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Muffles and Prevents any speech from the wearer.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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:Marine_law.png]]&lt;br /&gt;
&#039;&#039;&#039;Marine Law&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A set of Strict laws and guidelines for keeping law and order on military vessels.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:ZipTie_Box.png]][[File:Handcuffs.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| These are used to secure people for their safety and yours. Reusable and stronger than zip ties but also larger to carry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:ZipTie_Box.png]][[File:ZipTies.png]]&lt;br /&gt;
&#039;&#039;&#039;Zip Cuffs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Zip Cuffs are half the size but have less strength and are one time use. Also cuffs your target faster than regular handcuffs. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Handheld_radio.png]]&lt;br /&gt;
&#039;&#039;&#039;Station Bounced Radio&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Good to carry in case of emergency loss of power or communications.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&lt;br /&gt;
&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment with a screwdriver.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Evidence_bag.png]]&lt;br /&gt;
&#039;&#039;&#039;Evidence bags&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A specialized bag, meant for an evidence of a crime.&lt;br /&gt;
* Click the bag and drag to the item you want to insert.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Universal_recorder.png]]&lt;br /&gt;
&#039;&#039;&#039;Universal recorder&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback. Good for appeals or witness statements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hand_labeler.png]]&lt;br /&gt;
&#039;&#039;&#039;Hand Labeller&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can label evidence bags or any other item if you wish.&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]]&lt;br /&gt;
&#039;&#039;&#039;First-aid kit&#039;&#039;&#039;&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;
* The scanner can be used to detect SSD, intoxication, burns, brute damage, etc...&lt;br /&gt;
* Bandages for bleeding or brute damage and ointment for burns.&lt;br /&gt;
* 2 easy to use Autoinjectors for first aid as well as one to stabilize. Can be refilled at NanoMeds if you don&#039;t want to find new ones.&lt;br /&gt;
* A stack of splints to hold any broken bones in place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Forensic_scanner.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Forensic Scanner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can be used to identify the prints left behind at a crime scene, such as the breaking of a window. Can be plugged into the security records console to match those prints to a person.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jurisdictional Automated System==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Annotation 2020-07-08 232601.png|400px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A new helpful tool has been installed in the brig, the ever fine Jurisdictional Management System. You may be asking yourself, how do I use this machine? It is all quite simple, and by following this easy guide you will master it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firstly&#039;&#039;&#039;, open the machine by clicking on it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondly&#039;&#039;&#039;, you will then be prompted with TWO options: Import Report; where you can Insert an existing Security Incident Report Paper, and then New Report; where you can create a new report. Select New Report for now. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirdly&#039;&#039;&#039;, you will be brought to a page with various options. You can select the Criminal, Incident Summary, Charges, Witnesses, and Evidence. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Annotation 2020-07-08 230053 (2).png|400px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fourthly&#039;&#039;&#039;, input your info:&lt;br /&gt;
* Take the prisoners ID and click on the criminal option, this will set them as the perpetrator. &lt;br /&gt;
* Next write out the incident under incident summary, just describe what happened. This is basically the event that justified an arrest.&lt;br /&gt;
* Then select the crimes option to apply charges. Once selected you can choose from Minor, Major, Capital, and Additional Crimes. &lt;br /&gt;
* Same as selecting the criminal you can additionally add a witness to the report by taking their ID and clicking on the witness option; also you can add notes about the witness afterwards. &lt;br /&gt;
* Finally import evidence, take any item involved and click on the evidence option. This will enter it in your report; you can also add notes on the evidence if desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lastly&#039;&#039;&#039;, hit Export Incident and a piece of paper will pop out. Grab the paper and bring it over to any of the Brig Cell Displays on the wall adjacent to the sliding glass doors south of you. Insert the paper into the display, select the report, and then start the timer. &lt;br /&gt;
&lt;br /&gt;
CONGRATULATIONS, now you know how to use the Jurisdictional Automated System.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|police=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&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;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warden&amp;diff=25104</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warden&amp;diff=25104"/>
		<updated>2023-04-02T17:34:31Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: No longer april first&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = Warden.png&lt;br /&gt;
|jobtitle = Military Warden&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Second Lieutenant &lt;br /&gt;
|superior = Command Officers, [[Chief MP]] and [[Marine Law]]&lt;br /&gt;
|unlock = Five hours as Military Police.&lt;br /&gt;
|duties = Maintain the brig, do bookkeeping, and crack down on crime.&lt;br /&gt;
|guides = [[Marine Law]], [[Rules|Server Rules]], [[Rank]], [[Military Police]] &lt;br /&gt;
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to do so may result in a job ban or server ban.&amp;lt;br&amp;gt;&lt;br /&gt;
Your primary job is to maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you are tasked with the mainting security records and overwatching any prisoners in Brig.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Sleep good tonight, I&#039;ll keep your nightmares in their cells&#039;&#039;&amp;quot; - some Corrections Officer&lt;br /&gt;
__TOC__&lt;br /&gt;
== Duties == &lt;br /&gt;
-----&lt;br /&gt;
As the Warden you differentiate from the CMP; while the CMP runs the entirety of the Security department, think of yourself as a second in command. You have say over what happens within the Brig. &lt;br /&gt;
&lt;br /&gt;
During your round this will most likely be where you spend your time, here you will make yourself busy by:&lt;br /&gt;
&lt;br /&gt;
*Bookkeeping&lt;br /&gt;
*Updating Records&lt;br /&gt;
*Applying Charges with the automated system.&lt;br /&gt;
*Watching over Prisoners while they are confined.&lt;br /&gt;
*Seeing over executions with the CMP.  &lt;br /&gt;
*Ensuring protocols are followed&lt;br /&gt;
*Monitoring the MP staff.&lt;br /&gt;
*Running Dispatch for the MP&#039;s&lt;br /&gt;
&lt;br /&gt;
Essentially you are the head honcho when it comes to the brig, you know everything about it. When it comes to prisoners no one watches them more like a hawk. Expect to be the ones the MP&#039;s rely on most, they will most likely dump off the suspect make you apply the charges, strip them, throw them in the cell, and supervise them. &lt;br /&gt;
&lt;br /&gt;
Additionally, if find yourself working in the department with lower numbers you can conduct patrols like any other MP. However, this should only be executed if the department is understaffed, since your primary objectives are to supervise the brig and its procedures. &#039;&#039;&#039;You are not allowed to deploy groundside&#039;&#039;&#039; you are the Warden, just like the [[Chief MP]] you should never be groundside; if caught you can suffer punishments. &lt;br /&gt;
&lt;br /&gt;
Think of yourself as a mere stepping stone between CMP and MP, you can learn more advanced functions of the brig and not have the stress of CMP. You can assist the CMP in making crucial decisions. Think of yourself more as their assistant, you take care of the behind the scenes functions. You ensure that timers are set, records are set, and that prisoners are treated accordingly. &lt;br /&gt;
&lt;br /&gt;
== Supervisors and your Authority == &lt;br /&gt;
-----&lt;br /&gt;
Your supervisor is obviously the CMP, they have final say over everything that occurs within the department. However if you were to find yourself without a CMP you can be appointed the acting head of the Military Police department, then you can give out orders and ensure that the MP&#039;s are following their tasks, do Appeals, and almost anything the CMP can do&lt;br /&gt;
&lt;br /&gt;
Of course you not only listen to the CMP but the Commanding Officer, anything the Captain says, you listen to it. &lt;br /&gt;
&lt;br /&gt;
=== What can I do? ===&lt;br /&gt;
-----&lt;br /&gt;
As the Warden you get access to a plethora of things, such as:&lt;br /&gt;
&lt;br /&gt;
*Conducting Appeals (If made the aCMP by a Commander). &lt;br /&gt;
*Granting Executions with the XO or CO&#039;s permission as aCMP. &lt;br /&gt;
*Opening the Armories.&lt;br /&gt;
*Giving directives to the MP&#039;s&lt;br /&gt;
*Maintaining the records.&lt;br /&gt;
*Setting Alert Levels. &lt;br /&gt;
&lt;br /&gt;
So as you can tell you get access to many things that the CMP would be able to do, however this doesn&#039;t mean that you should. If you have a CMP present you do not have the ability to allow executions unless made the acting CMP, or order around everyone to an extent. You are meant to maintain the brig, and ensure that security operations run smoothly.&lt;br /&gt;
&lt;br /&gt;
== Workspace ==&lt;br /&gt;
-----&lt;br /&gt;
As said numerous times, your main work area will be the Brig, however if low on MP staff you can conduct patrols shipside.&lt;br /&gt;
&lt;br /&gt;
[[File:Brig map.png]]&lt;br /&gt;
Here you will spend most of your time dealing with Prisoner Processing, and watching over them from the Cellblock. This is your kingdom, become familiar with it. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CMP&#039;s Office&amp;quot; is located to the North of the brig, just near the hallway shutters. There is a fax machine if needed, as well as a record console and camera console. You shouldn&#039;t be spending much time here.&lt;br /&gt;
&lt;br /&gt;
The brig itself contains several different areas. To the North West is the shutter control. Their is two &amp;quot;Control Points&amp;quot; just adjacent to one another. In-between both is the actual brig access to the East. &lt;br /&gt;
&lt;br /&gt;
The largest room itself is the &amp;quot;Staff Room&amp;quot;, not much is done here besides eating or observation of inmates. &lt;br /&gt;
&lt;br /&gt;
Just to the north is the &amp;quot;Execution Room&amp;quot;, it has an observation theatre just west of it. In this room two forms of executions are allowed: Lethal Injection if the CMO is available, and Firing Squad, which is the most common form. &lt;br /&gt;
&lt;br /&gt;
Just West of the Staff Room is the &amp;quot;Armory&amp;quot;, this is not the biggest however. A far larger Armory lies just south of the Brig, on the Port side. &lt;br /&gt;
&lt;br /&gt;
The Southern portion of the Brig is the &amp;quot;Common Room&amp;quot;, here prisoners can find ways to entertain themselves and mingle amongst either. &#039;&#039;&#039;Remember&#039;&#039;&#039; this is a right for prisoners to have access. &lt;br /&gt;
&lt;br /&gt;
Connected to the Common Room to the West is the actual &amp;quot;Holding Cells/Cell Block&amp;quot;. Here is where the prisoners are stripped down into appropriate clothing and booked for their crimes. &lt;br /&gt;
&lt;br /&gt;
Westward of the Cell Block is the &amp;quot;First Aid Station&amp;quot;, instead of dragging Injured prisoners to medbay; get a Doctor to assist them here. &#039;&#039;&#039;Remember&#039;&#039;&#039; their timer is paused every time they are out of the cell. &lt;br /&gt;
&lt;br /&gt;
North of the First Aid Station is the &amp;quot;Interrogation Room&amp;quot;, as the name implies you question suspects of whatever crime was committed. &lt;br /&gt;
&lt;br /&gt;
Just North of the Interrogation Room is the &amp;quot;Evidence Storage&amp;quot;, here you store any evidence used in a crime or for a pending investigation. You have secure lockers if needed. &lt;br /&gt;
&lt;br /&gt;
Now the central area around all of this is the &amp;quot;Processing Center&amp;quot;. Here you will take prisoners ID&#039;s and use the [https://cm-ss13.com/wiki/Military_Police#Jurisdictional_Automated_System Jurisdictional Automated System] to book criminals into the slammer. Next to this device is a Records Console and Filing Cabinet to hold Personnel Records. &lt;br /&gt;
&lt;br /&gt;
North of the Processing Center is the &amp;quot;Permanent Confinement Cells&amp;quot;. These are specifically designed for Inmates who have performed a Capital Crime and or waiting for an Execution. &lt;br /&gt;
&lt;br /&gt;
Lastly, West of the Permanent Confinement area is the Brig &amp;quot;Cryosleep Bay&amp;quot;. Here SSD prisoners or Officer may be secured away for a goodnights sleep. &#039;&#039;&#039;Always&#039;&#039;&#039; secure items off prisoners before putting them in the Cryo bay.&lt;br /&gt;
&lt;br /&gt;
== Prisoner Processing ==&lt;br /&gt;
-----&lt;br /&gt;
As the Warden this is your best skill. When an MP arrives to the brig you should secure the suspect in cuffs and proceed to follow the [https://cm-ss13.com/wiki/Marine_Law#Detainment_and_Brig_Procedures Detainment and Brig Procedures]&lt;br /&gt;
&lt;br /&gt;
You should ask the MP what crimes has the person committed. Then open up the JAS and input all the necessary info for the report. Take the prisoner over to the Cell and secure everything they have on them, following [https://cm-ss13.com/wiki/Marine_Law#Prisoner_Rights Prisoner Rights] of course. &lt;br /&gt;
&lt;br /&gt;
Once the suspect has been changed and secured to the bed, take their report, put it into the cells display and activate the timer. Once said is done open up the back room access and observe the behavior until their time is up. &lt;br /&gt;
&lt;br /&gt;
Remind the prisoner that they have the [https://cm-ss13.com/wiki/Marine_Law#Right_to_appeal Right to Appeal] and conduct it in a timely manner. &lt;br /&gt;
&lt;br /&gt;
Rinse and Repeat.&lt;br /&gt;
&lt;br /&gt;
=== Unruly Prisoners ===&lt;br /&gt;
-----&lt;br /&gt;
Should a Prisoner be disruptive in the brig, damaging the brig, harming staff, etc. You have three different routes to take to deal with them: &lt;br /&gt;
# Add a Disorderly Conduct in Confinement charge to their timer.&lt;br /&gt;
# Close off access to the Common Room.&lt;br /&gt;
# Restrain the person to their room with a Straight Jacket.&lt;br /&gt;
&lt;br /&gt;
All of these options are the most optimal to deal with disruptive Marines. However it is up to you on how to deal with them.&lt;br /&gt;
&lt;br /&gt;
== Your Tools == &lt;br /&gt;
-----&lt;br /&gt;
As the Warden you have a huge inventory of tools to assist you during the Operation. Such tools are: &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Jurisdictional Automated Brig Management System &#039;&#039;&#039; is your best tool, it is what you are best at. This device allows you to quickly and effectively place the needed charges on all Lawbreakers. If you are unsure on how to use it, please refer to the [https://cm-ss13.com/wiki/Military_Police#Jurisdictional_Automated_System Operating Guide]&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Records Console&#039;&#039;&#039; is another key device of yours. It allows you to search all staff on the ships personal records. You can alter their status, see past crimes, add notes, and their current job. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Camera Console&#039;&#039;&#039; is your way of catching people in the act, you can view almost every location on the ship from your chair. You can sit back and guide MP&#039;s on chases, manhunts, or provide dispatch. Always be on the watch!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Duty Belt&#039;&#039;&#039;. Just like the rest of the MP department, you have access to the same criminal stopping gadgets: Flashes, Tasers, Stunbatons, Flashbangs, etc. Use your arsenal to show off your iron fist against crime. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MP Staff&#039;&#039;&#039;. As the Warden you can communicate far better. Speak with your MP&#039;s, organize patrols, manhunts, etc. They are at your disposal.&lt;br /&gt;
&lt;br /&gt;
== Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|police=2&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&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;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marines&amp;diff=25050</id>
		<title>Marines</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marines&amp;diff=25050"/>
		<updated>2023-03-31T17:57:39Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Revert later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&#039;&#039;&amp;quot;These Colonial Marines are some tough hombres, and they&#039;re packing state-of-the-art firepower. Nothing they can&#039;t handle... Right, Lieutenant?&amp;quot;&#039;&#039;&lt;br /&gt;
- Burke to Lieutenant Gorman. &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You awake from cryostasis in your Standard Military CS Uniform, yawning as you stretch out the rigidness that can come from staying in one position for so long. You look around, noticing you’re aboard the faithful vessel with its dreary grey walls, the [[USS Almayer]]. You shake your head briefly and look around, watching as the other marines follow the same routine and march outside the sleeping quarters. Following your fellow comrades to the preparation rooms to gear up and head to briefing, you ponder what kind of grunt work they’re shoving you into you to this time…&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you’ve signed up for the &#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;, eh? Well, lucky for you, we’re able to give you just about every single smudge of information that you should’ve learned in your basic training courses! Don’t worry, we all (apparently) forget sometimes! Just use this handy-dandy guide below, and you’ll be able to know all the dumb sh*t you should’ve known already!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a less serious take on this page (and a how not to play guide), go [[User:Troika|here]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See [[Template:Marines]] for instructions on how to add a new job.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
The &#039;&#039;&#039;Command&#039;&#039;&#039; Department is the &amp;quot;Brains&amp;quot; of the USS Almayer, leading and coordinating the squads and the other support staff of the ship to fight and win against the Aliens. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Commander.png|64px|link=Commanding Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = The entire USS Almayer is under your control. Lead your company and complete the mission in a victory for the USCM! &amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=3 here] to go to the application form.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:XO.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = 2nd in Command of the Almayer. Execute the orders the Commanding Officer gives you. Fill in for the CO if needed. Manage the Staff Officers at your disposal.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:BridgeOfficer.png|64px|link=Staff Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Staff Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Execute the Executive Officer&#039;s orders. Manage the Overwatch consoles to keep the squads in functioning condition.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SEA.png|64px|link=Senior_Enlisted_Advisor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Senior Enlisted Advisor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Advise and train inexperienced crew members and marines alike. Bark out orders to new privates to get geared.&amp;lt;br&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039;  Uniquely for mentors &amp;amp; Staff Apply [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=8 Here]&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Auxiliary Support ==&lt;br /&gt;
The Auxiliary support personnel are tasked with supporting the marines either by providing support through firepower or other means.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Pilot.png|64px|link=Pilot Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Pilot Officer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 Pilot Officers maximum&lt;br /&gt;
| description = Transport troops via the dropship or provide close air support and medevac. Make sure no invaders get onto your assigned Dropship.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines &lt;br /&gt;
| name = [[File:DropshipCrewChief.png|64px|link=Dropship Crew Chief]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Dropship Crew Chief]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 DCCs maximum&lt;br /&gt;
| description = Assist the pilot officer and maintain the ship&#039;s dropship as well as the dropship&#039;s wounded.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;!--| {{Marines --&amp;gt;&lt;br /&gt;
&amp;lt;!-- | name = [[File:Vehicle-Crewman.png|64px|link=Vehicle Crewman]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Vehicle Crewman]]&#039;&#039;&#039;&amp;lt;br&amp;gt;2 Crewmen maximum&lt;br /&gt;
| description = Operate the M577 Armored Personnel Carrier, and provide the deployed troops with vehicular support during the operation.&amp;lt;br&amp;gt;&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}} --&amp;gt;&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:IntelOfficer.png|64px|link=Intelligence Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Intelligence Officer]]&#039;&#039;&#039;&amp;lt;br&amp;gt;3 IOs maximum&lt;br /&gt;
| description = Recover intelligence objects from groundside, process, and gain tech points to support the operation by OB warhead, dropship points or requisition supply.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Police==&lt;br /&gt;
The &#039;&#039;&#039;Military Police&#039;&#039;&#039; is one of the main supports of the command staff, they ensue that the [[Marine Law]] is followed on the ship, they do this by arresting and detaining rogue marines in the brig of the Almayer. The MPs also protect the command in the case of a mutiny.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File: ClownPlaceholder.png &amp;lt;!--WarrantOfficer.png --&amp;gt;|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039;&lt;br /&gt;
| description = Command the Military Police. Uphold and Enforce Marine Law.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File: ClownPlaceholder.png &amp;lt;!--Warden.png --&amp;gt;|64px|link=Warden]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Warden]]&#039;&#039;&#039;&lt;br /&gt;
| description = Guard the brig and assist in processing unruly marines. Uphold and Enforce Marine Law.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File: ClownPlaceholder.png &amp;lt;!--MilitaryPolice.png--&amp;gt;|64px|link=Military Police]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; &lt;br /&gt;
| description = Uphold and Enforce Marine Law. Detain anyone not following Marine Law. Defend the ship from invaders. Keep the crew of the Almayer safe. Protect your doughnut stash.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Marine==&lt;br /&gt;
The &#039;&#039;&#039;Ground Troops&#039;&#039;&#039; of the Colonial Marines are enlisted into the service. They form the main fighting body of the Almayer and are sent planetside to fight all kinds of dangers throughout the Neroid Sector. They are divided between four squads &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Alpha&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#DAA520&amp;quot;&amp;gt;&#039;&#039;&#039;Bravo&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;Charlie&#039;&#039;&#039;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Delta&#039;&#039;&#039;&amp;lt;/span&amp;gt; each squad has a Squad Leader, they also have five support roles to help during the fight planetside: A Specialist with special equipment, a Smartgunner with IFF tracking, a Medic with the equipment and know-how to help injured Marines, the Engineer to build or demolish constructions and lastly the standards, the main fighting body against the aliens, noted for having low intelligence.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:SL.png|64px|link=Squad Leader]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Leader]]&#039;&#039;&#039; [[File:Squad_leader_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Leader of one of the four marine squads. Give your squad objectives and follow orders from Command. Keep your squad in one piece.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:IntelOfficer.png|64px|link=Squad Radio Telephone Operator]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Radio Telephone Operator]]&#039;&#039;&#039; [[File:RTO_Icon.png]]&amp;lt;br&amp;gt;2 per squad&lt;br /&gt;
| description = Has access to the radio backpack which can be used to communicate with CIC or other phones even without a telecomms tower. Is the second in command of the squad if the SL is down.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Gl_spec.png|64px|link=Squad Specialist]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Specialist]]&#039;&#039;&#039; [[File:Squad_specialist_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Has access to heavier more powerful weaponry and equipment to their disposal. Combat professional, lead the squad if needed.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_SG.png|64px|link=Squad Smartgunner]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Smartgunner]]&#039;&#039;&#039; [[File:Smartgunner_icon.png]]&amp;lt;br&amp;gt;1 per squad&lt;br /&gt;
| description = Has the M56 Smartgun at their disposal. Support your Squad with heavy weaponry and give the enemy suppressing fire.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Medic.png|64px|link=Squad Medic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Medic]]&#039;&#039;&#039; [[File:Squad_medic_icon.png]]&amp;lt;br&amp;gt;2 minimum &amp;amp; 4 maximum per squad&lt;br /&gt;
| description = 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;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Squad_Engie.png|64px|link=Squad Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Engineer]]&#039;&#039;&#039; [[File:Squad_engineer_icon.png]]&amp;lt;br&amp;gt;2 minimum &amp;amp; 3 maximum per squad&lt;br /&gt;
| description = Build or remove fortifications. Establish and maintain FOB and Power. Gain access to blocked off areas.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:USCM_Standard_Marine.png|64px|link=Squad Marine]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Squad Marine]]&#039;&#039;&#039;&amp;lt;br&amp;gt;Unlimited&lt;br /&gt;
| description = Follow orders from those above you. Do your job and shoot when you&#039;re needed to shoot. Don&#039;t die in the process.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
The &#039;&#039;&#039;Engineering&#039;&#039;&#039; Department is one of the most important roles to support the use of the Almayer, they are responsible for setting up the engine and repairing any damage on the Almayer.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CE.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee engineering and telecomms. Manage the MTs at your disposal. Keep the ship in functioning condition.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:OrdTech.png|64px|link=Ordnance_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Ordnance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Develop experimental explosive ordnance for the marines to use. &amp;lt;!--Make sure the Almayer&#039;s Fusion reactor and atmospherics are set up and working correctly. --&amp;gt; Repair any damage done to the Almayer and its dropships. &amp;lt;!--Help the Vehicle Crewman to repair and retrofit the Tank. --&amp;gt; Maintain the Almayer&#039;s Orbital Cannon and provide heavy artillery support. Do janitorial duties.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MaintTech.png|64px|link=Maintenance_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Maintenance Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Make sure the Almayer&#039;s Fusion reactor and atmospherics are set up and working correctly. Repair any damage done to the Almayer and its dropships. Maintain the Almayer&#039;s Orbital Cannon and provide heavy artillery support. Do janitorial duties.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Medical / Research==&lt;br /&gt;
The &#039;&#039;&#039;Medical&#039;&#039;&#039; department is a very critical for the success of the marines, they heal injured marines when their local squad medic can&#039;t fix them and perform surgeries for particularly bad cases. The researcher is a special role with the job of developing special equipment for the marines. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#2175d9;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CMO.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee Medbay, Research, and Chemistry. Manage your medical crew. Advise the Command staff on matters of health and wellness of the marine force.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MD.png|64px|link=Doctor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Doctor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Treat all patients that come into medbay. Transfer injured marines from the hanger to medbay. Perform surgery if needed.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Nurse.png|64px|link=Nurse]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Nurse]]&#039;&#039;&#039;&lt;br /&gt;
| description = Aid the doctors and medics in providing aid to the wounded. Produce chemicals&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Sci.png|64px|link=Researcher]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Researcher]]&#039;&#039;&#039;&lt;br /&gt;
| description = Conduct research on what is sent to you. Create and analyze new chemicals, tools and objects.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Supply==&lt;br /&gt;
The &#039;&#039;&#039;Supply&#039;&#039;&#039; Department is a smaller support department, their main job is to make sure to send more equipment to the marines via supply drop or via dropship, they also distribute attachments on the Almayer.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:RO.png|64px|link=Requisitions Officer]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;&lt;br /&gt;
| description = Oversee the cargo area of the ship. Supply the marines with attachments. Order in supplies on the cargo ship for the marines or Almayer staff.&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CargoTech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Cargo Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Assist the Requisitions Officer. Move supplies if needs be.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:MessSergeant(True).png|64px|link=Mess_Technician]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Mess Technician]]&#039;&#039;&#039;&lt;br /&gt;
| description = Prepare food for the marines and shipside crewmembers.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Synthetic==&lt;br /&gt;
The &#039;&#039;&#039;Synthetic&#039;&#039;&#039; role is unique as the player takes control over a non-human robotic synthetic. Stronger, faster and more powerful than the average human, synthetics, however, are held back by restricting laws and rules that govern their actions.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#CB4BDA;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Synth.png|64px|link=Synthetic]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Synthetic]]&#039;&#039;&#039;&lt;br /&gt;
| description =  Assist the crew of the USS Almayer in any and all applicable tasks. Additionally, they can spawn as working Joe synthetics as survivors.&amp;lt;br /&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Currently the job is whitelisted, click [https://cm-ss13.com/forums/forms.php?do=form&amp;amp;fid=5 here] to go to the application form.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-USCM Jobs==&lt;br /&gt;
These roles are not members of the United States Colonial Marines. The Liaison and the Correspondent are the only ones that take part of the Almayer while the Survivor is a colony job and the mercenaries are an Emergency Response Team.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=200|Job&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#9ACD32;&amp;quot; width=100|Difficulty&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:CorpLiason.png|64px|link=Corporate Liaison]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Corporate Liaison]]&#039;&#039;&#039;&lt;br /&gt;
| description = Be the direct line of communication between the Almayer and Weyland-Yutani by sending faxes. Make sure the interests of the Weyland-Yutani are retained.&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Combat_Correspondent.png|64px|link=Combat Correspondent]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Combat Correspondent]]&#039;&#039;&#039;&lt;br /&gt;
| description = Report on the various on goings of the operation to the public&lt;br /&gt;
 | difficulty = &#039;&#039;&#039;Easy&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:Survivor.png|64px|link=Survivor]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Survivor]]&#039;&#039;&#039;&lt;br /&gt;
| description = Survive the infestation at the colony.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Very Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
| name = [[File:PMC-Standard.png|64px|link=Responders]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Responders]]&#039;&#039;&#039;&lt;br /&gt;
| description = Answer the distress call and help the marines... or make their lives worse.&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Hard&#039;&#039;&#039;}}&lt;br /&gt;
{{Marines&lt;br /&gt;
|  name = [[File:Cultist.png|64px|link=Alien Cultists]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Alien Cultists]]&#039;&#039;&#039;&lt;br /&gt;
| description = Infect marines, serve the hive, praise the Queen!&lt;br /&gt;
| difficulty = &#039;&#039;&#039;Medium&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Playtime Medals==&lt;br /&gt;
&lt;br /&gt;
As you play more of a specific role you will gain medals that you can simply put on your armor or flex about the twenty space vietnams you have been through. The amount of time needed per medal is as follows:&lt;br /&gt;
&lt;br /&gt;
*Bronze: 10 hours&lt;br /&gt;
*Silver: 25 hours&lt;br /&gt;
*Gold:  70 hours&lt;br /&gt;
*Platinum: 175 hours&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Warden&amp;diff=25049</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Warden&amp;diff=25049"/>
		<updated>2023-03-31T17:47:54Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: revert tommorow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = &amp;lt;!--Warden.png --&amp;gt; ClownPlaceholder.png&lt;br /&gt;
|jobtitle = Military Warden&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Second Lieutenant &lt;br /&gt;
|superior = Command Officers, [[Chief MP]] and [[Marine Law]]&lt;br /&gt;
|unlock = Five hours as Military Police.&lt;br /&gt;
|duties = Maintain the brig, do bookkeeping, and crack down on crime.&lt;br /&gt;
|guides = [[Marine Law]], [[Rules|Server Rules]], [[Rank]], [[Military Police]] &lt;br /&gt;
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to do so may result in a job ban or server ban.&amp;lt;br&amp;gt;&lt;br /&gt;
Your primary job is to maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you are tasked with the mainting security records and overwatching any prisoners in Brig.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Sleep good tonight, I&#039;ll keep your nightmares in their cells&#039;&#039;&amp;quot; - some Corrections Officer&lt;br /&gt;
__TOC__&lt;br /&gt;
== Duties == &lt;br /&gt;
-----&lt;br /&gt;
As the Warden you differentiate from the CMP; while the CMP runs the entirety of the Security department, think of yourself as a second in command. You have say over what happens within the Brig. &lt;br /&gt;
&lt;br /&gt;
During your round this will most likely be where you spend your time, here you will make yourself busy by:&lt;br /&gt;
&lt;br /&gt;
*Bookkeeping&lt;br /&gt;
*Updating Records&lt;br /&gt;
*Applying Charges with the automated system.&lt;br /&gt;
*Watching over Prisoners while they are confined.&lt;br /&gt;
*Seeing over executions with the CMP.  &lt;br /&gt;
*Ensuring protocols are followed&lt;br /&gt;
*Monitoring the MP staff.&lt;br /&gt;
*Running Dispatch for the MP&#039;s&lt;br /&gt;
&lt;br /&gt;
Essentially you are the head honcho when it comes to the brig, you know everything about it. When it comes to prisoners no one watches them more like a hawk. Expect to be the ones the MP&#039;s rely on most, they will most likely dump off the suspect make you apply the charges, strip them, throw them in the cell, and supervise them. &lt;br /&gt;
&lt;br /&gt;
Additionally, if find yourself working in the department with lower numbers you can conduct patrols like any other MP. However, this should only be executed if the department is understaffed, since your primary objectives are to supervise the brig and its procedures. &#039;&#039;&#039;You are not allowed to deploy groundside&#039;&#039;&#039; you are the Warden, just like the [[Chief MP]] you should never be groundside; if caught you can suffer punishments. &lt;br /&gt;
&lt;br /&gt;
Think of yourself as a mere stepping stone between CMP and MP, you can learn more advanced functions of the brig and not have the stress of CMP. You can assist the CMP in making crucial decisions. Think of yourself more as their assistant, you take care of the behind the scenes functions. You ensure that timers are set, records are set, and that prisoners are treated accordingly. &lt;br /&gt;
&lt;br /&gt;
== Supervisors and your Authority == &lt;br /&gt;
-----&lt;br /&gt;
Your supervisor is obviously the CMP, they have final say over everything that occurs within the department. However if you were to find yourself without a CMP you can be appointed the acting head of the Military Police department, then you can give out orders and ensure that the MP&#039;s are following their tasks, do Appeals, and almost anything the CMP can do&lt;br /&gt;
&lt;br /&gt;
Of course you not only listen to the CMP but the Commanding Officer, anything the Captain says, you listen to it. &lt;br /&gt;
&lt;br /&gt;
=== What can I do? ===&lt;br /&gt;
-----&lt;br /&gt;
As the Warden you get access to a plethora of things, such as:&lt;br /&gt;
&lt;br /&gt;
*Conducting Appeals (If made the aCMP by a Commander). &lt;br /&gt;
*Granting Executions with the XO or CO&#039;s permission as aCMP. &lt;br /&gt;
*Opening the Armories.&lt;br /&gt;
*Giving directives to the MP&#039;s&lt;br /&gt;
*Maintaining the records.&lt;br /&gt;
*Setting Alert Levels. &lt;br /&gt;
&lt;br /&gt;
So as you can tell you get access to many things that the CMP would be able to do, however this doesn&#039;t mean that you should. If you have a CMP present you do not have the ability to allow executions unless made the acting CMP, or order around everyone to an extent. You are meant to maintain the brig, and ensure that security operations run smoothly.&lt;br /&gt;
&lt;br /&gt;
== Workspace ==&lt;br /&gt;
-----&lt;br /&gt;
As said numerous times, your main work area will be the Brig, however if low on MP staff you can conduct patrols shipside.&lt;br /&gt;
&lt;br /&gt;
[[File:Brig map.png]]&lt;br /&gt;
Here you will spend most of your time dealing with Prisoner Processing, and watching over them from the Cellblock. This is your kingdom, become familiar with it. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CMP&#039;s Office&amp;quot; is located to the North of the brig, just near the hallway shutters. There is a fax machine if needed, as well as a record console and camera console. You shouldn&#039;t be spending much time here.&lt;br /&gt;
&lt;br /&gt;
The brig itself contains several different areas. To the North West is the shutter control. Their is two &amp;quot;Control Points&amp;quot; just adjacent to one another. In-between both is the actual brig access to the East. &lt;br /&gt;
&lt;br /&gt;
The largest room itself is the &amp;quot;Staff Room&amp;quot;, not much is done here besides eating or observation of inmates. &lt;br /&gt;
&lt;br /&gt;
Just to the north is the &amp;quot;Execution Room&amp;quot;, it has an observation theatre just west of it. In this room two forms of executions are allowed: Lethal Injection if the CMO is available, and Firing Squad, which is the most common form. &lt;br /&gt;
&lt;br /&gt;
Just West of the Staff Room is the &amp;quot;Armory&amp;quot;, this is not the biggest however. A far larger Armory lies just south of the Brig, on the Port side. &lt;br /&gt;
&lt;br /&gt;
The Southern portion of the Brig is the &amp;quot;Common Room&amp;quot;, here prisoners can find ways to entertain themselves and mingle amongst either. &#039;&#039;&#039;Remember&#039;&#039;&#039; this is a right for prisoners to have access. &lt;br /&gt;
&lt;br /&gt;
Connected to the Common Room to the West is the actual &amp;quot;Holding Cells/Cell Block&amp;quot;. Here is where the prisoners are stripped down into appropriate clothing and booked for their crimes. &lt;br /&gt;
&lt;br /&gt;
Westward of the Cell Block is the &amp;quot;First Aid Station&amp;quot;, instead of dragging Injured prisoners to medbay; get a Doctor to assist them here. &#039;&#039;&#039;Remember&#039;&#039;&#039; their timer is paused every time they are out of the cell. &lt;br /&gt;
&lt;br /&gt;
North of the First Aid Station is the &amp;quot;Interrogation Room&amp;quot;, as the name implies you question suspects of whatever crime was committed. &lt;br /&gt;
&lt;br /&gt;
Just North of the Interrogation Room is the &amp;quot;Evidence Storage&amp;quot;, here you store any evidence used in a crime or for a pending investigation. You have secure lockers if needed. &lt;br /&gt;
&lt;br /&gt;
Now the central area around all of this is the &amp;quot;Processing Center&amp;quot;. Here you will take prisoners ID&#039;s and use the [https://cm-ss13.com/wiki/Military_Police#Jurisdictional_Automated_System Jurisdictional Automated System] to book criminals into the slammer. Next to this device is a Records Console and Filing Cabinet to hold Personnel Records. &lt;br /&gt;
&lt;br /&gt;
North of the Processing Center is the &amp;quot;Permanent Confinement Cells&amp;quot;. These are specifically designed for Inmates who have performed a Capital Crime and or waiting for an Execution. &lt;br /&gt;
&lt;br /&gt;
Lastly, West of the Permanent Confinement area is the Brig &amp;quot;Cryosleep Bay&amp;quot;. Here SSD prisoners or Officer may be secured away for a goodnights sleep. &#039;&#039;&#039;Always&#039;&#039;&#039; secure items off prisoners before putting them in the Cryo bay.&lt;br /&gt;
&lt;br /&gt;
== Prisoner Processing ==&lt;br /&gt;
-----&lt;br /&gt;
As the Warden this is your best skill. When an MP arrives to the brig you should secure the suspect in cuffs and proceed to follow the [https://cm-ss13.com/wiki/Marine_Law#Detainment_and_Brig_Procedures Detainment and Brig Procedures]&lt;br /&gt;
&lt;br /&gt;
You should ask the MP what crimes has the person committed. Then open up the JAS and input all the necessary info for the report. Take the prisoner over to the Cell and secure everything they have on them, following [https://cm-ss13.com/wiki/Marine_Law#Prisoner_Rights Prisoner Rights] of course. &lt;br /&gt;
&lt;br /&gt;
Once the suspect has been changed and secured to the bed, take their report, put it into the cells display and activate the timer. Once said is done open up the back room access and observe the behavior until their time is up. &lt;br /&gt;
&lt;br /&gt;
Remind the prisoner that they have the [https://cm-ss13.com/wiki/Marine_Law#Right_to_appeal Right to Appeal] and conduct it in a timely manner. &lt;br /&gt;
&lt;br /&gt;
Rinse and Repeat.&lt;br /&gt;
&lt;br /&gt;
=== Unruly Prisoners ===&lt;br /&gt;
-----&lt;br /&gt;
Should a Prisoner be disruptive in the brig, damaging the brig, harming staff, etc. You have three different routes to take to deal with them: &lt;br /&gt;
# Add a Disorderly Conduct in Confinement charge to their timer.&lt;br /&gt;
# Close off access to the Common Room.&lt;br /&gt;
# Restrain the person to their room with a Straight Jacket.&lt;br /&gt;
&lt;br /&gt;
All of these options are the most optimal to deal with disruptive Marines. However it is up to you on how to deal with them.&lt;br /&gt;
&lt;br /&gt;
== Your Tools == &lt;br /&gt;
-----&lt;br /&gt;
As the Warden you have a huge inventory of tools to assist you during the Operation. Such tools are: &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Jurisdictional Automated Brig Management System &#039;&#039;&#039; is your best tool, it is what you are best at. This device allows you to quickly and effectively place the needed charges on all Lawbreakers. If you are unsure on how to use it, please refer to the [https://cm-ss13.com/wiki/Military_Police#Jurisdictional_Automated_System Operating Guide]&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;Records Console&#039;&#039;&#039; is another key device of yours. It allows you to search all staff on the ships personal records. You can alter their status, see past crimes, add notes, and their current job. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Camera Console&#039;&#039;&#039; is your way of catching people in the act, you can view almost every location on the ship from your chair. You can sit back and guide MP&#039;s on chases, manhunts, or provide dispatch. Always be on the watch!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Duty Belt&#039;&#039;&#039;. Just like the rest of the MP department, you have access to the same criminal stopping gadgets: Flashes, Tasers, Stunbatons, Flashbangs, etc. Use your arsenal to show off your iron fist against crime. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MP Staff&#039;&#039;&#039;. As the Warden you can communicate far better. Speak with your MP&#039;s, organize patrols, manhunts, etc. They are at your disposal.&lt;br /&gt;
&lt;br /&gt;
== Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=1&lt;br /&gt;
|medical=1&lt;br /&gt;
|police=2&lt;br /&gt;
}}&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;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=25048</id>
		<title>Military Police</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Police&amp;diff=25048"/>
		<updated>2023-03-31T17:46:48Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: Remind me to revert tomorrow. Happy April first&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = &amp;lt;!-- MilitaryPolice.png --&amp;gt;ClownPlaceholder.png&lt;br /&gt;
|jobtitle = Military Police&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Sergeant&lt;br /&gt;
|superior = Command Officers, [[Chief MP]], [[Warden]] and [[Marine Law]]&lt;br /&gt;
|unlock = Ten hours as Squad Roles.&lt;br /&gt;
|duties = Enforce Marine Law. Detain Criminals. Keep Shipside Personnel Safe.&lt;br /&gt;
|guides = [[Marine Law]], [[Rules|Server Rules]], [[Rank]]&lt;br /&gt;
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to do so may result in a job ban or server ban.&amp;lt;br&amp;gt;&lt;br /&gt;
Your primary job is to maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, you are tasked with the security of high-ranking personnel, including the command staff. Keep them safe!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The difference between a normal policeman and a military policeman, is that a military policeman deals with trained killers&#039;&#039;&amp;quot; - Anonymous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DISCLAIMER: Keep in Mind that both [[Marine Law]], [[Rules|Server Rules]], [[Rank]] occasionally change, meaning parts of this guide can then be out of date. If this guide ever contradicts what is being said in one of those three pages, notify the Wiki Maintainer and follow what is said in those pages.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Military Police Officer&#039;&#039;&#039;, your primary duty is &#039;&#039;&#039;to obey and enforce [[Marine Law]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MPs are held to a very high standard of conduct because you are the source of in-character discipline as well as the server&#039;s first line of defense against out-of-character infractions. You are bound to Marine Law as Server Rules meaning if you break any laws in Marine Law you risk being punished outside of &amp;quot;In Character&amp;quot;, meaning you may be Job banned or even outright banned due to your actions.&lt;br /&gt;
&lt;br /&gt;
Enforcing Marine Law may be a hard task due to Marines being up to no good and refusing to come quietly. But fear not, you are equipped with state of the art Non-Lethal Weaponry that can keep a marine down for the time you need to get them cuffed and transported to the brig.&lt;br /&gt;
&lt;br /&gt;
When it comes to Marine Law matters, you are always to listen to the CMP above all else as long as it does not interfere with Marine Law or Server Rules. The only one higher than the CMP in marine law is the CO and High Command. If you are ever in doubt, Ahelp the Situation and Ask before proceeding. This can save a lot of hassle and is a good tip you should keep in mind. You should never act against the Commanding Officer or Chief MP without a very good IC reason. Your job is to keep the ship safe and enforce marine law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unless Authorized by the CMP or aCO you are NEVER to use lethal force against a Suspect.&#039;&#039;&#039; - See [[Marine Law]] for more information.&lt;br /&gt;
&lt;br /&gt;
=Patrolling &amp;amp; Investigations=&lt;br /&gt;
When beginning your shift, your first task is generally to get geared up and report to the checkpoints, req or briefing as per your CMP&#039;s orders. The briefing can be a delicate time and can get out of hand very quickly, be diplomatic, and always remember you are outnumbered.&lt;br /&gt;
Once the marines have gone down it&#039;s time to patrol the ship unless told otherwise, check all rooms of the ship you never know what you might find or who you might find. &lt;br /&gt;
&lt;br /&gt;
==Access Privileges==&lt;br /&gt;
As MP you have access to most places onboard the ship, but there are certain places you do not have access to such as upper medbay. This is for various reasons such as gameplay, but if you have a proper RP reason you may request the aCO to give you access to the specific area that is needed from the ID Computer in CiC or Briefing if it is for an extended amount of time such as to be stationed as a guard by the Containment cells in upper medbay.&lt;br /&gt;
&lt;br /&gt;
If it is just a search on a person or area, follow the procedure listed in Marine Law here: [[Marine_Law#Search_Procedure|Search Procedure]]&lt;br /&gt;
&lt;br /&gt;
Due to MP&#039;s having access to almost all places onboard the ship you will often be called to help out CT&#039;s, Doctors, or OT&#039;s even for various reasons, but make sure you always prioritize between requests. A doctor that needs access to a prep room since a marine has died there comes before an OT needing access to fix a light another place.&lt;br /&gt;
&lt;br /&gt;
List of Areas MP&#039;s can&#039;t access:&lt;br /&gt;
* Any specialized prep room (Spec, engineer, medic, smartgunner and squad leader.)&lt;br /&gt;
* Upper research&lt;br /&gt;
* Morgue&lt;br /&gt;
* Research containment&lt;br /&gt;
* Chemistry Laboratory LVL1&lt;br /&gt;
* Medical lockers&lt;br /&gt;
&lt;br /&gt;
=Application of the law=&lt;br /&gt;
&lt;br /&gt;
== Prisoners ==&lt;br /&gt;
[[Marine_Law#Detainment_and_Brig_Procedures|Detainment and Brig Procedures]] should always be followed meaning you do every step as stated in no particular order. If a prisoner harms himself or tries to break the window, you can temporarily cuff him to the bed, run to Perma and grab a Straightjacket. The Straightjacket will remain on for the duration of the timer until the prisoner is released.&lt;br /&gt;
&lt;br /&gt;
As a Military Policeman, you are assigned to the protection of USCM prisoners as well as POW (Prisoners of War) held in the Brig. Remember, you&#039;re not a &#039;no-mercy&#039; type of officer from the early wars and should treat Prisoners by Marine Law. &lt;br /&gt;
&lt;br /&gt;
Once a prisoner is appropriately sentenced you are to make sure they are provided their [[Marine Law#Prisoner Rights| basic rights]] which CANNOT be denied, such as Medical treatment, food, etc ... except for in extreme situations with approval from the Chief Military Police Officer or the Commanding Officer.&lt;br /&gt;
&lt;br /&gt;
=== NJP&#039;s ===&lt;br /&gt;
As per [[Marine Law]] for crimes with a sentence equal to or lower than 10 minutes, the arresting MP, Chief MP or the Commanding Officer may administer a Non-Judicial Punishment instead of a brig sentence. NJPs may only be issued to those they outrank. You must still update the records, and if they do not complete the NJP, you may add 10 minutes to the sentence. NJPs may only be as long as the punishment would be, and no longer.&lt;br /&gt;
&lt;br /&gt;
Possible NJP suggestions:&lt;br /&gt;
* Clean up briefing/req/lounge&lt;br /&gt;
* Mopping floors&lt;br /&gt;
* Push-ups or laps &lt;br /&gt;
* Writing an apology letter&lt;br /&gt;
&lt;br /&gt;
==Survivors== &lt;br /&gt;
You may not always be informed when someone comes aboard, but when found or informed this can be a good outline of things you should do to cover your bases.  &amp;lt;br /&amp;gt;1. Secure any weapons. This is preferably done in the brig or another secure area. Ensure all bags, belts, boots and any other container on their persons is checked for items in contravention of current [[Marine Law]] &amp;lt;br /&amp;gt;2. If done in the brig you can do a quick scan of them in the brig medbay if they weren&#039;t first checked out or treated when they arrived. &amp;lt;br /&amp;gt;3. Update their ID to colonist or passenger at the ID computer in the CIC or the one near briefing. In addition to this, survivors can also be enlisted into the USCM as a private, with the permission of the Commanding Officer. Once completed you can print the access report for the CMP or use it for the next step. &amp;lt;br /&amp;gt;4. Add the survivor to the ship security records and &#039;&#039;&#039;optionally&#039;&#039;&#039; remove their gloves and take prints from the survivor with a forensic scanner for future investigations. Take a photo of their front-facing and side facing sprite to also add to the records. &amp;lt;br /&amp;gt;5. The CL, CO, CMP or researcher may want to RP with them. Contact them! &amp;lt;br/&amp;gt;5. If the aCO allows them to assume a role in one of the departments, you can update the ID to reflect the change. &lt;br /&gt;
* Armed survivors in the CIC is a big danger to the command staff and operations; they should be intercepted before they can gain access.&lt;br /&gt;
* Colonial marshalls are not from the Marshal provost office and do not receive immunity. Ahelp when unsure!&lt;br /&gt;
* Survivors cannot keep their weapons while on the ship if at a green alert level.&lt;br /&gt;
* You cannot take fingerprints from someone wearing gloves.&lt;br /&gt;
&lt;br /&gt;
== Updating ID&#039;s or demotions ==&lt;br /&gt;
To demote or add someone to the crew. Try to use the ID they are wearing as opposed to creating a new ID from a blank card. &amp;lt;br /&amp;gt;1. Take their ID and enter it into the Target Identity slot on the ID computer&amp;lt;br /&amp;gt;2. Enter your ID into the Authorized Identify slot&amp;lt;br /&amp;gt;3. Under the assignment section, you can set someone to a job, and it will automatically assign the appropriate privileges to the ID or remove them in a demotion. &amp;lt;br/&amp;gt;4. Alternatively, you can manually change accesses by adding or subtracting areas of access.&lt;br /&gt;
* If you do not change the assignment or use a custom assignment on a colonist ID they will continue to display a [[File:Unknown.png]] on the security HUD &lt;br /&gt;
* ID cards without &amp;quot;USS Almayer Identification&amp;quot; checked will detonate claymores and be engaged by sentries. It must always be checked on friendlies!&lt;br /&gt;
* Survivors cannot be given combat, police, command roles or assignments in departments they don&#039;t have skills in.&lt;br /&gt;
* Custom roles can be assigned such as Janitor, Pastor, Chef, Receptionist, etc.. &lt;br /&gt;
* At this time REQ or Command positions are not assignable by MP&#039;s.&lt;br /&gt;
&lt;br /&gt;
=Your Workspace=&lt;br /&gt;
The Brig is located West (fore) of Briefing and can be accessed through the numerous doors on each side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Brig map.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Brig is likely where you will spend a lot of time as MP. The Chief MP&#039;s office is in the north checkpoint and contains a fax machine, records console, and a camera console plus the CMP&#039;s bunks.&lt;br /&gt;
&lt;br /&gt;
To the south (or port) of the office is the brig itself. It contains the brig cells with timers, you can also find the general work area there, which includes some vendors, the Evidence room, some general gear, and the forensic computer. The infirmary where prisoners can be treated is located next to the general work area. The holding cells, the execution room, and the isolation cells or as its also known; perma. It is located in the main part of the brig.&lt;br /&gt;
&lt;br /&gt;
The Execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have his/her life ended and in the corner of the room: a blindfold, pack of cigarettes and a lighter. In the bottom right corner, there is a locker. The locker itself can only be opened by the CMO/CO. Inside the locker lies the lethal injection in both syringe and autoinjector forms. The lethal injection procedure is made up by an overdose of QuickClot. For the procedure of Execution, please see [[Marine_Law#Executions|Marine Law - Executions]].&lt;br /&gt;
&lt;br /&gt;
The Perma section has two lockers for the prisoner&#039;s gear and is equipped with the standard radio headset, prisoner orange jumpsuit, and orange boots. The perma cells vary a bit between each other but have a few things in common like flash&#039;s Mounted in the cells and blast shield doors that can be brought down. Next to the Isolation cells in perma is where you find some straightjackets and muzzles for bad-tempered prisoners.&lt;br /&gt;
=== Armory and Security Lockers===&lt;br /&gt;
&lt;br /&gt;
The Armory and Security lockers, located in the south checkpoint contains six lockers in the armory and the security lockers outside. The lockers in the armory are bulletproof and only open on Red Alert, but can be opened manually by the CMP or the XO/CO.&lt;br /&gt;
&lt;br /&gt;
[[File:Ss13_MP_armory.png]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sidearm Lockers:&#039;&#039;&#039;&lt;br /&gt;
* M4A3 Service Pistol&#039;s&lt;br /&gt;
* M4A3 Magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riot Control Lockers:&#039;&#039;&#039;&lt;br /&gt;
* Box of Flashbangs&lt;br /&gt;
* Box of M66 Tear Gas Grenades&lt;br /&gt;
* M81 Riot Grenade Launchers&lt;br /&gt;
* Gas Masks&lt;br /&gt;
* M37A2 Shotguns&lt;br /&gt;
* Shotgun Bean Bag Shells&lt;br /&gt;
* M5 Riot Armor and Helmet&lt;br /&gt;
* Riot Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotgun Lockers:&#039;&#039;&#039;&lt;br /&gt;
* Mk221 Tactical Shotguns&lt;br /&gt;
* Box of Shotgun Slug Shells&lt;br /&gt;
* Box of Shotgun Buckshot Shells&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP Lockers&#039;&#039;&#039;&lt;br /&gt;
* A spare uniform set with a headset and armor&lt;br /&gt;
* Flashlight&lt;br /&gt;
* SecHud&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Taser&lt;br /&gt;
* Stun Baton&lt;br /&gt;
* Flash&lt;br /&gt;
* Handcuffs&lt;br /&gt;
* Medium General Pouch&lt;br /&gt;
* Security Backpack&lt;br /&gt;
&lt;br /&gt;
=Your Tools=&lt;br /&gt;
Being an MP is not an easy job. You are responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfill your duties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fax Machine:&#039;&#039;&#039; This is used for contacting High Command. Primarily used to ask permission to remove the acting Commanding Officer from their position, it may also be used to inform High Command of unusual circumstances and receive instructions on how to proceed and when in doubt of the CMP&#039;s action you can report it through the fax machine. Make sure you send a properly formatted Fax. It makes it both easier to read and looks more quite a lot more professional. You can find the proper format to use and a lot of other goodies in our [[Guide_to_Paperwork|Paperwork Guide]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Records Console:&#039;&#039;&#039; You can find this console in the general brig area, at security checkpoints, and the CMP&#039;s office. It is used to review and update records and as such is one of your most essential tools. Use it to make sure people have their status (arrest, released, incarcerated, or none) as well as any crimes they may have committed up to date. Status and comments may also be edited by examining someone if you have a secHUD on. To identify fingerprints found on your forensic scanner, click the console with your scanner in hand to place it in, and then print out the results. &#039;&#039;&#039;Note: Removing your ID does not log you out. It is imperative you don&#039;t leave a computer logged in especially in high traffic areas such as the CIC Entrance. The logs will show as if you made the changes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Camera Console:&#039;&#039;&#039; There&#039;s one of these in the brig and a few more scattered around the ship in checkpoints and other workstations. The Console allows you to see through any camera in the USS Almayer, and it&#039;s useful to find or follow fleeing suspects as well as to keep an eye on shipside operations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Recharger:&#039;&#039;&#039; There is one in the brig and a few in Medbay. They can charge up stuff that runs on electricity. Some of the Equipment it can charge is: Stun baton, Flash.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pepper spray refiller:&#039;&#039;&#039; Located in the brig armory and locker room, can be used to refill pepper spray.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;HUDGlasses:&#039;&#039;&#039; Wearing these glasses will show jobs onboard the Almayer, someone not on the crew-list or not wearing ID.&amp;lt;br /&amp;gt;[[File:Unknown.png]] Unknown &amp;lt;br /&amp;gt; [[File:Wanted.png]] Arrest - Examine them to find out why they are wanted.&amp;lt;br /&amp;gt; [[File:Incarcerated.png]] Incarcerated - This can be an indication of a prisoner that has broken out, call this in and check it out!&amp;lt;br /&amp;gt;[[File:Released.png]] Released - Keep an eye on these in case they continue their mischief.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MP tools:&#039;&#039;&#039; You have access to a variety of items such as flashes, handcuffs, and tasers to help you control and subdue hostiles.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Uniform&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:MP_Beret.png]]&lt;br /&gt;
&#039;&#039;&#039;MP Beret&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A hat typically worn by the field-officers of the USCM. Only available to MP&#039;s. This one has a unique red color to designate MP personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A ball-cap worn by the more casual of the USCM&#039;s Military Police. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M10_Helmet_MP.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A special variant of the M10 Pattern Helmet worn by the Military Police of the USCM. Whether you&#039;re facing a crime syndicate or a mutiny, this bucket will keep your brains intact. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Peaked_Cap.png]]&lt;br /&gt;
&#039;&#039;&#039;Military Police Cap&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A peaked cap worn by the USCM&#039;s Military Police. Something about it reminds you of an event you once read about in a history book. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Generic_Headset.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM MP Headset&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| This headset is used by marine military police members, it has a secured channel for military law enforcement that cannot be access to anyone else. Channels are as follows: &amp;quot;;&amp;quot;- Ship general comms &amp;quot;:p&amp;quot; - Military Police and &amp;quot;:v&amp;quot; Command Radio.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:HUDsunglasses.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;HUD Sunglasses&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Displays criminal status and protects from blinding flashes.&lt;br /&gt;
* Shift+Click to examine someone and update their criminal status, view records or enter comments about the person. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_Uniform.png]]&lt;br /&gt;
&#039;&#039;&#039;USCM MP Uniform&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue MP uniform, only worn by USCM MP personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_backpack.png]]&lt;br /&gt;
&#039;&#039;&#039;Security Backpack&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue of a Security Backpack, only worn by USCM MP personnel.&lt;br /&gt;
* Holds 9 slots but cannot be accessed from your back, must be in your hand. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP_Satchel.png]]&lt;br /&gt;
&#039;&#039;&#039;Security Satchel&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A standard-issue of a Security Satchel, only worn by USCM MP personnel.&lt;br /&gt;
* Holds 7 slots but can be accessed from your back. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Shoulder_Holster.png]]&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;| Can hold ether a sidearm or a disabler. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2_Pattern_Personal_Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M2 Pattern MP Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks. Contains two slots for cigarettes, lighters, pens, magazines or shells!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Black_Gloves.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Black gloves&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A pair of black gloves. Helps with not leaving fingerprints and are limited to MP Personnel.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:MP_Belt.png]]&lt;br /&gt;
&#039;&#039;&#039;M276 pattern military police 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 filled with an array of small pouches, meant to carry non-lethal equipment, ammo and restraints.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Boots.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;USCM Combat Boots&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Standard issue combat boots used by the USCM for combat situations. Comes pre-loaded with a combat knife inside.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Non-Lethals&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;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Taser.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Disabler&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An updated version of a 100 year old design, this is an advanced stun device capable of firing bolts of ionized electricity. Used for nonlethal takedowns.&lt;br /&gt;
* The Disabler can shoot through glass windows and glass panes. This is a feature not a bug. Use it to catch henchmen unaware.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Stunbaton.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Stun-Baton&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A replacement of the old police baton for the 22nd century. It is a stun baton for incapacitating people with.&lt;br /&gt;
* To activate and deactivate the stunbaton press Z or Click on it. &lt;br /&gt;
* Use Harm Intent to do lethal Damage. Disarm and Help Intent for Non-Lethal Prodding.&lt;br /&gt;
* Non-MP&#039;s that try to pick up a Stun Baton gets stunned.&lt;br /&gt;
* Stun Batons can be charged in a Recharger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File: Flash.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flash&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Can be used to flash people, stunning them with a bright light.&lt;br /&gt;
* Press Z to flash all around you in a 3x3 radius. Very good for when you are Surrounded&lt;br /&gt;
* HUDSunglasses and certain things that cover your eyes protect from the Flash.&lt;br /&gt;
* Can be Charged in a Recharger.&lt;br /&gt;
* Bulb can break &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Pepperspray.png|64PX]]&lt;br /&gt;
&#039;&#039;&#039;Pepper Spray&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Manufactured by UhangInc, used to blind and down an opponent quickly. Pepperspray can only be blocked if you have something covering both eyes and mouth like a Gas Mask or wearing both Surgeon Mask plus Glasses.&lt;br /&gt;
* Comes with the safety activated&lt;br /&gt;
* Can be refilled at any pepper spray refiller.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Box of flashbangs.png]][[File: Flashbang.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Flashbangs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Flashbangs work wonders to take down groups of people. &lt;br /&gt;
* Flashbangs work throught both Sound and the Flash itself.&lt;br /&gt;
* Flashbangs got a Fixed timer on roughly 4 seconds.&lt;br /&gt;
* Standing to close to a Flashbang going off will stun you even with Eye protection.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lethals&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:M4A3_Variants.gif]]&lt;br /&gt;
[[Marine Equipment#M4A3 Service Pistol| &#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| The M4A3 Service Pistol is a reliable fallback weapon that uses 9mm handgun ammunition in a 9 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in the &#039;&#039;&#039;Sidearm storage locker&#039;&#039;&#039;, along with spare magazines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[Marine Equipment#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A unique company made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in the &#039;&#039;&#039;Shotgun storage locker&#039;&#039;&#039;, comes pre-loaded with shotgun slugs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Riot Gear&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:MP_Helmet.png]]&lt;br /&gt;
&#039;&#039;&#039;Riot Helmet&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Gasmask.png|64px]]&lt;br /&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. Filters harmful (Tear) gases from the air.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Riot Armour.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M5 Riot Control Armor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Riot_shield.png]]&lt;br /&gt;
&#039;&#039;&#039;Riot Shield&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A shield adept at blocking blunt objects from connecting with the torso of the shield wielder. Can block bullets as well and has a chance to block pounces.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M81 Riot GL.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A grenade launcher that can only fire Tear Gas grenades. Work wonders to block off entrances and work as pepperspray.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M66 Tear Gas Grenade box.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Tear gas grenades&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Filled with M66 Tear Gas grenades. They are filled with pepperspray and cover roughly  a 5x5 area in a star shape almost like boiler gas does. They can be thrown by hand or launched from the M81 Riot GL. When used with the latter, they activate faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[Marine Equipment#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump-Shotgun (For bean bags)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| An Armat Battlefield Systems Shotgun utilized by USCM Marines. This weapon is powerful in close quarters combat and is capable of killing even the strongest of hostile targets. Users should still keep in mind that the M37A2 must be pumped after every shot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Riot Control storage&#039;&#039;&#039;, comes pre-loaded with bean bag shells.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Beanbag_box.png]]&lt;br /&gt;
&#039;&#039;&#039;Beanbag Slugs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Single Slug Projectile. Will cause pain to any human targets it hits, used for non-lethal takedowns. Only found in a &#039;&#039;&#039;Riot Control storage&#039;&#039;&#039;. Holds 25 shells.&lt;br /&gt;
* On unarmored marines and if fired Point Blank Bean bags can do Lethal Damage.&lt;br /&gt;
* Marines might mistake you for firing Slugs when using Bean bags. Keep this in mind as you can be shot due to that.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Brig tools&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:800px;&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:Straight_jacket.png]]&lt;br /&gt;
&#039;&#039;&#039;Straight Jacket&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A suit that completely restrains the wearer, Can not be resisted out of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Blindfold.png]]&lt;br /&gt;
&#039;&#039;&#039;Blindfolds&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Covers the eyes, preventing sight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Muzzle.png]]&lt;br /&gt;
&#039;&#039;&#039;Muzzle&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|Muffles and Prevents any speech from the wearer.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;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:Marine_law.png]]&lt;br /&gt;
&#039;&#039;&#039;Marine Law&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|A set of Strict laws and guidelines for keeping law and order on military vessels.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:ZipTie_Box.png]][[File:Handcuffs.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| These are used to secure people for their safety and yours. Reusable and stronger than zip ties but also larger to carry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:ZipTie_Box.png]][[File:ZipTies.png]]&lt;br /&gt;
&#039;&#039;&#039;Zip Cuffs&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Zip Cuffs are half the size but have less strength and are one time use. Also cuffs your target faster than regular handcuffs. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Handheld_radio.png]]&lt;br /&gt;
&#039;&#039;&#039;Station Bounced Radio&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| Good to carry in case of emergency loss of power or communications.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Flashlight.png]]&lt;br /&gt;
&#039;&#039;&#039;Flashlight&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| It&#039;s a flashlight, can be held, thrown or turned into a Rail Flashlight attachment with a screwdriver.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Evidence_bag.png]]&lt;br /&gt;
&#039;&#039;&#039;Evidence bags&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A specialized bag, meant for an evidence of a crime.&lt;br /&gt;
* Click the bag and drag to the item you want to insert.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Universal_recorder.png]]&lt;br /&gt;
&#039;&#039;&#039;Universal recorder&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback. Good for appeals or witness statements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Hand_labeler.png]]&lt;br /&gt;
&#039;&#039;&#039;Hand Labeller&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can label evidence bags or any other item if you wish.&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]]&lt;br /&gt;
&#039;&#039;&#039;First-aid kit&#039;&#039;&#039;&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;
* The scanner can be used to detect SSD, intoxication, burns, brute damage, etc...&lt;br /&gt;
* Bandages for bleeding or brute damage and ointment for burns.&lt;br /&gt;
* 2 easy to use Autoinjectors for first aid as well as one to stabilize. Can be refilled at NanoMeds if you don&#039;t want to find new ones.&lt;br /&gt;
* A stack of splints to hold any broken bones in place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| [[File:Forensic_scanner.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Forensic Scanner&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A device that can be used to identify the prints left behind at a crime scene, such as the breaking of a window. Can be plugged into the security records console to match those prints to a person.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jurisdictional Automated System==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Annotation 2020-07-08 232601.png|400px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A new helpful tool has been installed in the brig, the ever fine Jurisdictional Management System. You may be asking yourself, how do I use this machine? It is all quite simple, and by following this easy guide you will master it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firstly&#039;&#039;&#039;, open the machine by clicking on it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondly&#039;&#039;&#039;, you will then be prompted with TWO options: Import Report; where you can Insert an existing Security Incident Report Paper, and then New Report; where you can create a new report. Select New Report for now. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirdly&#039;&#039;&#039;, you will be brought to a page with various options. You can select the Criminal, Incident Summary, Charges, Witnesses, and Evidence. &lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Annotation 2020-07-08 230053 (2).png|400px]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fourthly&#039;&#039;&#039;, input your info:&lt;br /&gt;
* Take the prisoners ID and click on the criminal option, this will set them as the perpetrator. &lt;br /&gt;
* Next write out the incident under incident summary, just describe what happened. This is basically the event that justified an arrest.&lt;br /&gt;
* Then select the crimes option to apply charges. Once selected you can choose from Minor, Major, Capital, and Additional Crimes. &lt;br /&gt;
* Same as selecting the criminal you can additionally add a witness to the report by taking their ID and clicking on the witness option; also you can add notes about the witness afterwards. &lt;br /&gt;
* Finally import evidence, take any item involved and click on the evidence option. This will enter it in your report; you can also add notes on the evidence if desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lastly&#039;&#039;&#039;, hit Export Incident and a piece of paper will pop out. Grab the paper and bring it over to any of the Brig Cell Displays on the wall adjacent to the sliding glass doors south of you. Insert the paper into the display, select the report, and then start the timer. &lt;br /&gt;
&lt;br /&gt;
CONGRATULATIONS, now you know how to use the Jurisdictional Automated System.&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|police=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
}}&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;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_MP&amp;diff=25047</id>
		<title>Chief MP</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_MP&amp;diff=25047"/>
		<updated>2023-03-31T17:42:42Z</updated>

		<summary type="html">&lt;p&gt;Eod501 wiki: For April fools remind me to revert in two days.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = red&lt;br /&gt;
|img = &amp;lt;!--WarrantOfficer.png --&amp;gt;ClownPlaceholder.png&lt;br /&gt;
|jobtitle = Chief MP&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|rank = First Lieutenant&lt;br /&gt;
|superior = [[Marine Law]], Command Staff, High Command&lt;br /&gt;
|unlock = Ten hours as [[Military Police]] and five hours as command roles.&lt;br /&gt;
|duties = Administrate the brig. Coordinate the MPs. Ensure Marine Law is properly enforced. Keep the ship and crew safe.&lt;br /&gt;
|guides = [[Marine Law]], [http://cm-ss13.com/wiki/Rules Server Rules], [[Rank]]&lt;br /&gt;
|description = You are held by a higher standard and are required to obey not only the server rules but the Marine Law.&amp;lt;br&amp;gt;Failure to do so may result in a job ban or server ban.&amp;lt;br&amp;gt;You lead the Military Police, ensure your officers maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!&amp;lt;br&amp;gt;In addition, you are tasked with the security of high-ranking personnel, including the command staff. Keep them safe! &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Dura Lex, Sed Lex&#039;&#039;&amp;quot; (&amp;quot;The law is harsh, but it is the law&amp;quot;) - Ancient Roman proverb&lt;br /&gt;
&lt;br /&gt;
=Duties=&lt;br /&gt;
As the &#039;&#039;&#039;Chief MP&#039;&#039;&#039;, your main duty is to &#039;&#039;&#039;ensure Marine Law is being properly enforced&#039;&#039;&#039;. You are the second to the final authority on Marine Law aboard the ship, but with that authority comes responsibility. You&#039;re responsible for ensuring all prisoners are safe, given proper sentencing and that their rights are not violated. You may perform arrests yourself if needed, but you shouldn&#039;t be running about investigating crimes and chasing perps. You&#039;re much more valuable at the brig, coordinating and ensuring no breaches of procedure occur, leave the grunt work to the grunts.&lt;br /&gt;
&lt;br /&gt;
You should ensure that all records are properly updated with timers, crimes, and status, that no prisoner rights are violated and that all prisoners get a fair hearing on their appeals. You may lower sentences for crimes set by your MPs if they exceed the minimum timer if you believe the circumstances warrant it. Remember, your job is to uphold justice, not be an evil tyrant. You are also able to authorize prisoners with timers equal to or higher than sixty minutes be moved to permanent confinement.&lt;br /&gt;
&lt;br /&gt;
You are also one of the two people (the other being the acting Commander) who can authorize lethal force against dangerous suspects as well as the one who must agree with the acting Commander to an execution procedure so that it may be carried out.&lt;br /&gt;
&lt;br /&gt;
=Supervisors: The CoC and you=&lt;br /&gt;
The [[Commanding Officer]] has the final say on Marine Law aboard the ship, but that does not mean they can do whatever you want. First off, you and the Commanding Officer are bound to Marine Law. This means no one can break it, and while you may have some leeway in enforcing it you should not let serious crimes go unpunished, lest you invoke the wrath of those above. By this very same token, you are bound to follow the orders of High Command. They are the ultimate authority in the USCM and have control over everything in the Corps, even overriding the Commanding Officer&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
As for Almayer Command, your relationship is rather more complicated. The Commanding Officer will have the final say on the enforcement of Marine Law on the ship. This means that you can&#039;t override the Commanding Officer in situations such as appeals or which charges or times are to be applied to a prisoner. However, Command Officers are still your superiors, and while they may normally be unable to order you to go clean the restrooms, you still have to heed their orders on matters not related to Marine Law such as ship security, so if potential hostiles are on board and the Commanding Officer wants an MP guarding medbay they have to do it so long as this doesn&#039;t contravene Marine Law (for instance, if you&#039;re the only MP and there are prisoners in the brig).&lt;br /&gt;
&lt;br /&gt;
Finally, bear in mind that you cannot arrest the Commanding Officer unless you have permission from High Command, so if they commit a crime and you want to arrest them you&#039;ll have to use your fax machine and wait for a response.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note: You may arrest the Executive Officer if he is the aCO without previously ask permission from High Command, but it is highly recommended you contact High Command after you perform the arrest with a detailed description of the accused sentence and charges.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Your Workspace=&lt;br /&gt;
The Brig is likely where you will spend most of your time as CMP. In your office, you can find your locker which has some MP tools and spare gear, paper and a pen, a fax machine, a records console, and a camera console. You will find your office North of the brig, West to the Northern Security Checkpoint. Once inside the brig, at the very southwest, there are the normal cells while in the North-West you will find the perma cells. The central brig is a place when all MP personnel may discuss topics, etc and North of it there is the evidence room, while in the South, there is a small infirmary for quick analysis and wounded treatment ( You will want to call a Doctor to the brig in case something like this happens, to keep the prisoner contained while receiving medical treatment ). In the very North-East of the brig, there is the Execution Chamber where you will spend the last moments of your life in case you are non-MP personnel or someone that does not have access to that area.&lt;br /&gt;
&lt;br /&gt;
=Your tools=&lt;br /&gt;
Being the Chief MP is not an easy job. You are ultimately responsible for the security and law of the ship. Luckily, you have plenty of tools at your disposal to help you fulfill your duties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MPs:&#039;&#039;&#039; Your most important tool are the MPs serving under you. Their job is to perform the dirty work for you: conduct investigations, search areas, chase suspects and arrest lawbreakers. Like any tool, it is important to keep it in good working order, so you should be monitoring them to ensure they&#039;re doing their job correctly and in a timely manner and that they don&#039;t break procedure. An excellent tool in the wrong hands won&#039;t do much good, and a true master can make excellent works even with mediocre tools.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fax Machine:&#039;&#039;&#039; This is used for contacting High Command. Primarily used to ask permission to remove the acting Commander from their position, it may also be used to inform High Command of unusual circumstances and receive instructions on how to proceed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Records Console:&#039;&#039;&#039; You can find this console both in your office as well as in the general brig area. It is used to review and update records and as such is one of your most important tools. Use it to make sure people have their status (arrest, released, incarcerated or none) as well as any crimes they may have committed up to date. Status and comments may also be edited by examining someone if you have a secHUD on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Camera Console:&#039;&#039;&#039; There&#039;s one of these in your office and a few more scattered around the ship in checkpoints and other work stations. This allows you to see through any camera in the USS Almayer, and it&#039;s useful to find or follow fleeing suspects as well as to keep an eye on your MPs while they&#039;re performing their jobs outside the brig.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MP tools:&#039;&#039;&#039; Like normal MPs, you have access to a variety of items such as flashes, handcuffs and tasers to help you control and subdue hostiles. You shouldn&#039;t need to use this often as your MPs should be doing most of the dirty work for you while you administrate them.&lt;br /&gt;
&lt;br /&gt;
=Appeals=&lt;br /&gt;
All prisoners have the right to an appeal. Appeals are hearings meant to determine guilt or innocence for the listed crimes of a prisoner. They are not meant to be pardons for crimes committed and prisoners should not be pardoned of any crimes they have committed (unless you&#039;re releasing them to defend the ship in an extreme circumstance as outlined in Marine Law).&lt;br /&gt;
&lt;br /&gt;
Appeals may be conducted by either you or the acting Commanding Officer. While you may override their decision, in the interest of fairness you should allow the Commanding Officer to perform the appeal if you were involved in the arrest of the prisoner in question. You may want to use the recorders found in the brig to record appeals for record-keeping.&lt;br /&gt;
&lt;br /&gt;
When a prisoner requests an appeal, you should first hear their side of the story. You should also contact the MP who performed the arrest, any potential victims and available witnesses and hear them out. Review physical evidence such as forensic records if they exist. After that, put it all together and determine whether the prisoner was innocent or guilty and inform them of the verdict. If they&#039;re innocent, remove the time for the crimes they were found innocent of from their timer. If they&#039;re guilty, leave the timer as it is. Remember that they must still serve the timer for any crimes they&#039;re found guilty of, so if they resisted arrest over a crime they were later found innocent of, they must still serve the time for resisting arrest.&lt;br /&gt;
&lt;br /&gt;
If the [[Commanding Officer]] is the accused, you should gather all evidence you can get your hands on, and inform High Command via Fax. If deemed Innocent, the Commanding Officer may be subject to a prevarication charge and may be arrested &#039;&#039;&#039;WITH&#039;&#039;&#039; authorization from High Command.&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|police=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=1&lt;br /&gt;
}}&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;/div&gt;</summary>
		<author><name>Eod501 wiki</name></author>
	</entry>
</feed>