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User:Nanu308: Difference between revisions

163 editsJoined 4 June 2018
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MEDIC REWORK


{{JobPageHeader
|headerbgcolor = grey
|headerfontcolor = white
|stafftype = MARINE
|imagebgcolor = lightgrey
|img = Medic.png
|jobtitle = Squad Medic [[File:Squad_medic_icon.png]]
|difficulty = Hard
|superior = Squad Leader
|duties = Treat Marines, Follow your Squad Leader,
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine]
}}
''"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.''
''At least I got off the morphine." -  Clemens, Alien³''
== Duties of the Squad Medic ==
As the '''Squad Medic''', you are '''your squad's main source of first aid and battlefield triage'''. While Marines usually try to keep themselves out of harm'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's side, only pain and death await.
'''As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and often even the entire Marine force, will rely on you to stay in fighting condition and perform medical procedures correctly and rapidly. You will probably mess up your first few deployments, patients will die in your hands, casualties will overwhelm you, supplies will get misplaced or dropped, and hostiles will get the jump on you and eliminate you, but practice makes perfect. If needed, consult this guide again or adminhelp if any doubts arise, and remember that all Squad Medics started somewhere.'''
''Remember to check out the [[Guide to Medicine]] for a more in-depth look on how the medicine you're administering actually works, and in case you're stumped by a casualty.''
<center>
==[[File:Surplus_Vendor.png|64px]] Automated Closet [[File:Surplus_Vendor.png|64px]]==
</center>
<tabs>
<tab name="Standard Equipment">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Medic_Fatigues.png]]<br>'''USCM Medic Fatigues'''
|style="border: 2px solid black; padding: 5px;" |Standard-issue Medic fatigues, only worn by USCM Medics. Starts with a webbing clipped onto it.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Boots.png|64px]]<br>'''USCM Combat Boots'''
|style="border: 2px solid black; padding: 5px;"| Standard issue combat boots used by the USCM for combat situations.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M10_pattern_marine_helmet.png|64px]]<br>'''M10 Pattern Marine Helmet'''
|style="border: 2px solid black; padding: 5px;"| Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.
|-
|style="border: 2px solid black; padding: 5px;"|[[File:M3_Pattern_Personal_Armor.png|64px]]
'''M3 Pattern Marine Armor'''
|style="border: 2px solid black; padding: 5px;"|Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Gloves.png|64px]]<br>'''USCM Combat Gloves'''
|style="border: 2px solid black; padding: 5px;"| Standard issue marine tactical gloves.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Headset.png|64px]]<br>'''USCM Headset'''
|style="border: 2px solid black; padding: 5px;"| Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the 'Medical' comms channel.
* Use ";" for Scuad channel.
* Use ":m" for Medical channel.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:MedicHud.png|64px]]<br>'''Medical HUD Glasses'''
|style="border: 2px solid black; padding: 5px;"| When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.
* The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses).
* '''Scan reports are stored in the patient'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.'''
|}
</tab>
<tab name="Belts">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Belt:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_lifesaver_bag.png|64px]]<br>'''M276 Pattern Lifesaver Bag'''
|style="border: 2px solid black; padding: 5px;"|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.
I will Unfuck this later somehow hopefully
<center>
{| style="width:800px; border: 2px solid black;" 
|-
|style="width:125px;|
*[[File:Improvised_Firebomb.png]]name of thing
|style="width:125px;|
*[[File:Improvised_Firebomb.png]]writing and paint skill
|style="width:125px;|
*[[File:Improvised_Firebomb.png]]truly astounding
|-
|style="width:125px;|
*[[File:Improvised_Firebomb.png]]name of thing
|style="width:125px;|
*[[File:Improvised_Firebomb.png]]writing and paint skill
|style="width:125px;|
*[[File:Improvised_Firebomb.png]]truly astounding
|-
|style="background-color:#ffffff;|
*[[File:Improvised_Firebomb.png]]another name
|style="background-color:#ffffff;|
*[[File:Improvised_Firebomb.png]]here comes another
|style="background-color:#ffffff;|
*[[File:Improvised_Firebomb.png]]im pro yes
|-
|style="background-color:#ffffff;|
*[[File:Improvised_Firebomb.png]]another name
|style="background-color:#ffffff;|
*[[File:Improvised_Firebomb.png]]here comes another
|style="background-color:#ffffff;|
*[[File:Improvised_Firebomb.png]]im pro yes
|}
</center>
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M276_pattern_medical_storage_rig.png|64px]]<br>'''M276 Pattern Medical Storage Rig'''
|style="border: 2px solid black; padding: 5px;"|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.
|}
</tab>
<tab name="Pouches">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Pouch:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Medic-pouch.png|64px]]<br>'''Medical Pouch'''
|style="border: 2px solid black; padding: 5px;" | Large pouch able to hold a wide array of medical supplies.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Medkit-pouch.png|64px]]<br>'''Medkit Pouch'''
|style="border: 2px solid black; padding: 5px;"| Special issue pouch, able to hold a medkit.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Autoinjector-pouch.png|64px]]<br>'''Autoinjector Pouch'''
|style="border: 2px solid black; padding: 5px;"| A Large pouch dedicated to holding autoinjectors. Holds 4 Autoinjectors.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Medmag-pouch.png|64px]]<br>'''Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"| Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Holds 2 slots.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Medium-gen-pouch.png|64px]]<br>'''Medium General Pouch'''
|style="border: 2px solid black; padding: 5px;"| A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Flare-pouch.png|64px]]<br>'''Flare Pouch'''
|style="border: 2px solid black; padding: 5px;"| Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Aid-pouch.png|64px]]<br>'''First Aid Pouch'''
|style="border: 2px solid black; padding: 5px;"| 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.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Pistol-mag-pouch-large.png|64px]]<br>'''Large Pistol Magazine Pouch'''
|style="border: 2px solid black; padding: 5px;"| Pouch able to hold pistol magazines.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Pistol-pouch.png|64px]]<br>'''Pistol Pouch'''
|style="border: 2px solid black; padding: 5px;"| A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
</tab>
<tab name="Masks">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Mask:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Gas_mask.png|64px]]<br>'''Gas Mask'''
|style="border: 2px solid black; padding: 5px;" |A face-covering mask that can be connected to an air supply. Filters harmful gases from the air. Impairs the vision of the user to only see a few tiles in each direction.
|}
</tab>
</tabs>
<center>
==[[File:Advanced_first-aid_kit.png|64px]] Automated Equipment Rack [[File:Medic.png|64px]]==
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.</center>
<tabs>
<tab name="Essential Medical Set">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Med_Evac_Stretcher.png|64px]]<br>'''Med Evac Stretcher'''
|style="border: 2px solid black; padding: 5px;" | 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 "Activate Medevac". '''Only medics can activate the beacon and it can only be used outdoors.'''). A Collapsed Stretcher can be folded by dragging it onto yourself. '''You can also attach a body bag or a stasis bag onto the stretcher.'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Healthanalyzer.png]]<br>'''HF2 Health Analyser'''
|style="border: 2px solid black; padding: 5px;" | Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones. Keep in mind that this toy won't show you which bones are broken unless it's a limb. Don't leave your home without it. You can also scan a patient's vitals through a stasis bag by just clicking on the stasis bag with the analyzer in hand.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Advanced_first-aid_kit.png|64px]]<br>'''Advance First Aid Kit'''
|style="border: 2px solid black; padding: 5px;" | 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.
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Defibrillator.png|64px]]<br>'''Defibrillator'''
|style="border: 2px solid black; padding: 5px;" | Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)
|-
|style="border: 2px solid black; padding: 5px;" |[[File:StasisBag.png|64px]]<br>'''Stasis Bag'''
|style="border: 2px solid black; padding: 5px;" | Used to store critically injured patients.
* Slows larva growth.
* 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.
* Prevents blood loss while the patients are inside
* Prevents internal bleeding from progressing as long as they are left inside.
* Can be buckled to a roller bed for faster transportation.
* To fold it, drag it to yourself when it's closed and not occupied
|}
</tab>
<tab name="Equipment Rack: Medical Supplies">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Equipment:'''
! style="background-color:#A9A9A9;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:Splint.png|64px]]<br>'''Medical Splints'''
|style="border: 2px solid black; padding: 5px;" | Used to hold that broken/fractured bone of yours in place so you don't die.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Advtraumakit.png|64px]]<br>'''Adv Trauma Kit'''
|style="border: 2px solid black; padding: 5px;"| Used to treat moderate to high brute damage. Also treats mild infections.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Advburnkit.png|64px]]<br>'''Adv Burn Kit'''
|style="border: 2px solid black; padding: 5px;"| Used to treat moderate to high burn damage.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:RollerBed.png|64px]]<br>'''Roller Bed'''
|style="border: 2px solid black; padding: 5px;"| 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. '''You can attach a body bag or a stasis bag onto a roller bed for faster transportation.'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:First-aid_kit.png|64px]]<br>'''First Aid Kit'''
|style="border: 2px solid black; padding: 5px;"| Basic first aid kit with basic medical supplies.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Advanced_first-aid_kit.png|64px]]<br>'''Advanced First Aid Kit'''
|style="border: 2px solid black; padding: 5px;"| Advanced first aid kit with more complicated medical supplies.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:StasisBag.png|64px]]<br>'''Stasis Bag'''
|style="border: 2px solid black; padding: 5px;"| Used to store critically injured patients.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:PillBottle.png|64px]]<br>'''Pillbottle'''
|style="border: 2px solid black; padding: 5px;"| Can vend a pill bottle filled with any one of the following chemicals.
* Quickclot
* Bicaridine
* Kelotane
* Dylovene
* Dexalin
* Tramadol
* Inaprovalin
* Peridaxon
* Spaceacillin
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Bicaridine.png|64px]]<br>'''Autoinjector'''
|style="border: 2px solid black; padding: 5px;"| Can vend a autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.
* Inaprovaline
* Bicaridine
* Kelotane
* Dylovene
* '''Dexalin+'''
* Quickclot
* '''Oxycodone'''
* '''Tricord'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Healthanalyzer.png|64px]]<br>'''Health Analyzer'''
|style="border: 2px solid black; padding: 5px;"| Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:MedicHud.png|64px]]<br>'''Medical HUD Glasses'''
|style="border: 2px solid black; padding: 5px;"| When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator.
|}
</tab>
<tab name="Special Ammunition">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:130px;"|'''Magazine:'''
! style="background-color:#A9A9A9; width: 825px;"|'''Description:'''
|-
|style="border: 2px solid black; padding: 5px;" |[[File:M4A3-AP-mag.png|64px]]<br>'''M4A3 Armor Piercing Magazine'''
|style="border: 2px solid black; padding: 5px;" |Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M4A3mag.png|64px]]<br>'''M4A3 Extended Magazine'''
|style="border: 2px solid black; padding: 5px;"| Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M41A-AP-mag.png|64px]]<br>'''M41A Armor Piercing Magazine'''
|style="border: 2px solid black; padding: 5px;"| Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M41Amag.png|64px]]<br>'''M41A Extended Magazine'''
|style="border: 2px solid black; padding: 5px;"| Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M39-AP-mag.png|64px]]<br>'''M39 Armor Piercing Magazine'''
|style="border: 2px solid black; padding: 5px;"| Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
|-
|style="border: 2px solid black; padding: 5px;"| [[File:M39mag.png|64px]]<br>'''M39 Extended Magazine'''
|style="border: 2px solid black; padding: 5px;"| Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
|}
</tab>
<tab name="Gun Attachments">
{| style="border: 2px solid black; class="mw-collapsible"
! style="background-color:#A9A9A9; width:150px;"|'''Attachment:'''
! style="background-color:#A9A9A9; width:450px;"|'''Benefits:'''
! style="background-color:#A9A9A9; width:450px;"|'''Drawbacks:'''
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Smg_Stock.png|64px]]<br>'''Submachinegun Stock'''
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
*Slightly increases accuracy
*Slightly decreases recoil
*Slightly increases weapon melee damage
|}
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Slightly reduces bullet spread
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Greatly reduces bullet spread
*Slight reduction of accuracy penalty when moving
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
* Moderate wield delay
|}
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* Increases weapon size
* Slightly decreases firing speed
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Reddot.png|64px]]<br>'''Red-Dot Sight'''
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Wielded:'''
|
*Greatly increases accuracy
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
*Slightly increases accuracy
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Slight decrease in accuracy for moving.
|}
|-
|style="border: 2px solid black; padding: 5px;"| [[File:Laser_sight.png|64px]]<br>'''Laser Sight'''
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Weilded:'''
|
* Slightly increases accuracy
|}
{| border="1"
|+ style="text-align:left;"|'''One Handed:'''
|
* Greatly increases accuracy
* Greatly reduces bullet spread
* Slight reduction of accuracy penalty when moving
|}
|style="border: 2px solid black; padding: 5px;"|
{| border="1"
|+ style="text-align:left;"|'''Both:'''
|
* None
|}
|}
</tab>
</tabs>
== Squad Medic Equipment ==
As the '''Squad Medic''', your loadout is one that determines how many patients you'll treat. Having an effective loadout is key to handling any wounded or dead coming your way, and as long as you split up your workload you will have no problems managing casualties.
The key to a good medic loadout is having ample supplies while not having a cumbersome setup.
* Choosing between a backpack and a satchel is your first decision. A backpack can hold more than a Satchel but is more cumbersome.
* Next, choose your belt item. The combat lifesaver belt provides three rows of small and tiny item storage, such as pill bottles and trauma kits, whereas the medical rig has two rows, but lets you pack defibs and larger items into the rig.
* Your medical belt will already contain pill bottles, splints, and kits. There will also be auto injectors. For the most part, you can dump all auto injectors and replace them with extra kits, and with pill bottles of high demand: Kelotane, Bicard and Tramadol. If you have a medical rig, you can put defibs into it, allowing you to have more space in your satchel or backpack.
* Finish up your medical loadout. You will want a HF2 Health Analyzer somewhere accessible. Your webbing and armour slots are able to hold stasis bags, pill bottles, ammo, and other items. Each slot of space you have counts, Use it.
* As a Medic its recomended you pick a gun for defensive measures. A shotgun or a Rifle are normally the best choises.
== Common Field Triage Procedure ==
Triage is the last and most important topic for a Squad Medic to master. You might have the gear, you might be deployed with your squad, and you might have managed to extract a casualty to a safe location to begin treatment, but knowing who to treat first is the most important part of being a medic.
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.
In an emergency, you may stasis bag wounded who would die other wise, and fix them when everyone else is stabilized. As a rule of thumb, anyone who is able to be defibbed, and you don't know when they died should be treated with trauma and burn kits, not pills, and then defibbed first. If they instantly die, you have five more minutes to work on them. It is important to only use kits on them, as the extra time applying pills may result in them going brain dead. Pills can be given after a successful defib, whether they die or not. 
Triage procedure usually goes as follow, but this is just an example, you can do triage however you see fit and depending on the situation:
* If the wounded are close to a hazard, it would be wise to move them back.
* 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.
* If the patient is deceased but can still be defibrillated (thunder icon on HUD, instead of a skull), apply defibrillation procedure below. If the patient is permanently deceased (skull icon on medical HUD), ignore, signify that the patient is a goner if other Marines insist. They may not know their comrade is unrevivable.
** Drag the patient to a safe spot, apply health analyzer and evaluate the 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.
** Take out your defibrillator and take out the pads. Remove the Armor or Exo suit on the patient. If the patient is under 200 damage, immediately apply pads, repeat until the patient is revived unless the person remains DNR, then go back to normal triage procedures.
** If a patient is over 200 damage, rapidly pull out advanced kits and try to apply as many as possible to lower damage amounts. Once done, apply defibrillator up until damage is under 200, plus one application for safety.
* '''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. An exception to this is quick clot. It ODs at 15 units so don't inject the patient with it if they have 5 units or more.'''
* If the patient is near death, administer an Inaprovaline pill to stabilize the patient and fight the oxy damage building up from the pain.
* If the patient has internal bleeding, or high amounts of general bleeding (not bloodloss alone), administer a shot of Quick Clot. This will need to be renewed in a few minutes if the patient has IB. '''Patient will need to medevac in the event of internal bleeding, especially if blood levels are already getting low.'''
* If the patient is suffering from blood loss below 60% they take heavy oxygen and toxin damage increase their blood levels and then defib them. 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. '''Patient will need to medevac in the event of heavy internal organ damage, especially if the patient is suffering from severe symptoms.'''
* If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits.
* 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.
* If the patient is suffering from major toxin damage, check for chemical OD. Then, administer Dylovene. Additionally, administer Peridaxon, as this kind of damage is usually due to, or causes, damage to the liver and kidneys. Toxin damage is slow to heal.
* 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. '''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.'''
* If the patient is unconscious, unable to get up, stutters or complains of pain, and his health is not below critical, administer a pill of Tramadol, or a shot of Oxycodone. Both may be administered without causing issues.
* If the patient is missing a limb they should normally Evac.
* If the patient is showing an [[Guide_to_Medicine#Infection| infection]] apply an advanced trauma kit; supposing that the infection persists administer spaceacillin. If necrosis has appeared on your patient med-evac them so they can receive treatment from a doctor.
== Squad Medic Tips and Tricks ==
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* '''Nobody is perfect. You don't have to perform at peak efficiency. Go at your own pace and have fun. Being a Squad Medic should never feel like a chore you'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'''
* '''Remember that you can restock your autoinjectors, so don'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 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.
* Macros can help make your life easier. Give and pull roller-bed can help speed up handing out medicine and making it easier to snag a wounded marine then running for your life.
* Stacking different medicines with the same effect is critical to rapidly heal squad mates. Bicaridine stacks with Tricordazine. Kelotane stacks with Tricordazine and Dermaline.
* If you find a Marine with relatively minor damage coming to get your help, avoid administering pills. Instead, patch their wounds with kits. If they insist, give them a Tramadol pill to suck on while they heal up.
* When in doubt, Tramadol always works. Don't hesitate to hand those out, even a bit of burn damage can cause a person to be near pain crit.
* 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.
== Med-Evacs ==
To accomplish a successful med-evac of an injured marine you'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:
'''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.''' (Examine the tile to look at the ceilings)
*Deploy the medical stretcher ([[File:Med_Evac_Stretcher.png|32px]]) and strap in the injured marine.
*Right click the stretcher and select "Activate Medevac" then wait.
*Inform the Pilot over either the medical radio or your squad radio that the medevac is ready to go.
*If everything is successful the pilot will have winched up the injured marine and you can go back to treating more wounded.
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== Squad Medic Skillset ==
[[File:Medic_skill_set.png]]
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
== Sources and Reading ==
* [http://cm-ss13.com/viewtopic.php?f=135&t=7843 Miserable Medic's Sharing Tips] (A great reading tips from veteran CM players!)
* [http://cm-ss13.com/viewtopic.php?f=64&t=12852 Medic Loadout sharing thread] (Good to see other players loadouts to see what you might change about yours.)
* [http://cm-ss13.com/viewtopic.php?f=94&t=11218 Defibrillator Guide!]
* [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)

Latest revision as of 19:56, 2 May 2020