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(→‎Groundside Deployment: Minor grammatical fix, link additions, as well as adding that CMOs may retroactively approve groundside deployment for doctors, and may also approve the short-term deployment of researchers.)
 
(25 intermediate revisions by 15 users not shown)
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|jobtitle = Chief Medical Officer
|jobtitle = Chief Medical Officer
|difficulty = Hard
|difficulty = Hard
|superior = Commanding Officer / Executive Officer
|rank = Second Lieutenant / First Lieutenant
|superior = [[Commanding Officer]] / [[Executive Officer]]
|unlock = Ten hours as medical roles.
|duties = Oversee the Medical/Science Department. Heal people to full recovery.
|duties = Oversee the Medical/Science Department. Heal people to full recovery.
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine], [https://cm-ss13.com/wiki/Surgery Surgery], [http://cm-ss13.com/wiki/Chem_Guide Guide to Chemistry]
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine], [https://cm-ss13.com/wiki/Surgery Surgery], [http://cm-ss13.com/wiki/Chemistry Guide to Chemistry]
|description = You have final authority over the medical department, medications, and treatments.<br>
Make sure that the doctors and nurses are doing their jobs and keeping the marines healthy and strong.
}}
}}
===Introduction===
The '''Chief Medical Officer (CMO)''' is '''responsible for the overall health of ALL staff''' on the [[USS Almayer]]. That means you should be in medical at all times, ensuring patients get treated so they can go out to get hurt again. Your job also includes overseeing the research department, which is usually [[Researcher|some researcher]] working on...  Nothing!
<br>
<br>
<br>
<br>
You also have some limited authority over the [[Squad Medic|Combat Medics]], as you have absolute say (except in the case of the [[Commanding Officer]] and [[Executive Officer]]) over all medical procedures on and off of the Almayer.
<br>
=Introduction=
The '''Chief Medical Officer (CMO)''' is '''responsible for the overall health of ALL staff''' of the [[USS Almayer]]. That means you should be in medical at all times, ensuring patients get treated so they can go out to get hurt or die again. Your job also includes overseeing the research department, which is usually [[Researcher|some researcher]] working on some sort of chemical!
<br>
<br>
You also have some limited authority over the [[Hospital Corpsman]], as you have absolute say (except if the [[Commanding Officer]], XO or aCO overrules you) over all medical procedures on and off of the Almayer.
<br>
<br>
<br>
<br>
Upon mission start you'll find yourself in the medical department in the centre of the ship. Report for duty on the command channel '''(:v)''' and then ask for the medical personnel to report in on the medical channel '''(:m)''' so you can gauge your workforce and effectively distribute them tasks.
Upon mission start you'll find yourself in the medical department in the center of the ship. Report for duty on the command channel '''<big>:v</big>''' and then ask for the medical personnel to report in on the medical channel '''<big>:m</big>''' so you can gauge your workforce and effectively distribute them tasks. Perform a medical briefing to detail to your subordinates what the current area the Almayer is visiting, any special conditions you or the area presents, and many more. Uninformed staff is ineffective staff. Let them know what they need to know.
<br>
<br>
<br>
<br>
====Communication====
== Communication ==
When playing as the CMO you'll want to keep in contact with the medics (Note that they can get a medical radio key for their headset so they should have access to the medical channel) asking if they require any medical supplies. Make sure the pilots or medics are telling you when wounded are coming up (as the medevac system can bring back two wounded every few minutes and they can come up on the alamo) so you can have a [[Doctor|doctor]] on standby in the Hangar to intercept and quickly get injured to the Medical Bay for efficient treatment. If you find that the operating theatres and autodoc aren't enough and that you need to conduct more surgeries, then you can ask Requisitions to order you a surgery crate and conduct your surgery on a roller bed.
When playing as the CMO you'll want to keep in contact with the medics (Note that they have a medical radio key for their headset, so they should have access to the medical channel) asking if they require any medical supplies. Make sure the pilots or medics are telling you when wounded are coming up (as the medevac system can bring back two wounded every few minutes on the dropships) so you can have a [[Doctor|doctor]] or a [[Nurse|nurse]] on standby in the Hangar to intercept and quickly get injured to the Medical Bay for efficient treatment. Remember that surgical beds and the surgical webbing are '''unreplaceable''' and that they should be safely put away when not in use.
<br>
<br>
<br>
<br>
== Groundside Deployment ==
As the CMO you are given the option to deploy up to 3/4ths of your medical staff to the FOB and other secure locations in the AO. It is recommended that at least one [[Doctor|doctor]] be sent down for field surgery which can help greatly with groundside operations. However, remember that you are not allowed to deploy them to the FOB or other secure areas until '''second drop''' when the dropship leaves and comes back after briefing. The marines during this time will (hopefully) secure the FOB to ensure safety of your subordinates at the LZ. Ensure that the FOB is secure before allowing deployment, as not doing so counts as [[Marine Law|Neglect of Duty]] (NoD) and breaks [[Standard Operating Procedure]] (SOP). All your medical staff, while part of the USCMC as Second Lieutenants, are not battle ready or trained marines. Be sure to help them get ready for deployment to ensure they get marines treated as soon as possible. If they deploy without permission from you, you are authorized to send a [[Military Police]] Officer to arrest and escort them back to the ship for processing, though you may also choose to retroactively approve their deployment.
You may also approve the deployment of [[Researcher|researchers]] in the rare event that they request to do so, usually for the purposes of retrieving intelligence or valuable assets from the FOB that the [[Intelligence Officer|Intelligence Officers]] have not sent up for whatever reason. These researchers, when deploying, are subject to the same rules for deployment as doctors (cannot leave the FOB/safety, must request permission prior to deployment, etc.), and ideally should not be staying inside the FOB to assume the duties of a groundside doctor, but rather, deployed researchers should only get what they need and return shipside as soon as possible. In emergency situations, however, deployed researchers may be allowed to assist with medical treatment groundside '''ONLY''' for the duration of the crisis.


<br>


==== Duties ====
= Duties =
Here is a basic list of your duties:
Here is a basic list of your duties:
* Treating injured marines
* Treating injured marines
* Overseeing the Medbay
* Overseeing the Medical Department
* Overseeing the Almayer Doctors and Researcher
* Overseeing the Research and Development Department
* Overseeing the Almayer Doctors, Researchers, and Nurses
* Advising the Commander on matters of Health and Wellness
* Advising the Commander on matters of Health and Wellness
* Ensure the safety of any deploying medical staff
* Monitor the health and safety of all staff of the ship
* Process guests and visitors
* Beg the Intelligence Officers for more chemicals for research to analyze, research grants, and research documents.
* Secure any and all unusual fauna and flora not previously known to be present in the area of operation for further study.
<br>
<br>
== Interacting with Guests ==
Sometimes the Almayer receives guests. Whether that be colonists from a planet they are visiting, Provost Inspectors doing an inspection, or PMCs from the Weyland-Yutani Corporation and many more, you have to do your best to make sure they stay healthy and alive during their time on the ship. This section will detail the safest way of interacting with them. These will be the most common types of people you'll find out there. There's still plenty of fish in space, so remember that this guide is not all encompassing. Use your own judgement if you feel this advice is not sufficient for the situation at hand.
=== Dealing with Colonists ===
Usually conditions on the colonies are worse than those of the core worlds. It is best to make sure they are completely healthy upon their arrival and departure. Due to current reports of CLF uprisings and general instability and danger of the colonies in this outer sector, the colonists are more likely to be less cooperative with the USCM. Medbay is no exception to this.
*'''Corporate Colonists''' - From low ranking executives to entire colony managers. These people are often quite particular with how they are treated. Prioritize treating them first. Proceed with caution. Wouldn't want them filing a class action lawsuit against your department for accidentally giving them more medication than necessary to cover for mistakes you and your team makes.
*'''Regular Colonists''' - Distrustful but are often neutral to the USCM. They often work dangerous jobs that nobody else would take due to either new opportunities or the money involved. Ensure they get proper medical treatment as soon as possible.
*'''Colonial Marshalls or PMCs''' - Get ready for fights between them and the onboard Military Police. While uncommon, it is an inevitable scenario that will occur due to the different working culture of both parties involved. Be sure to give them proper time to talk, to help them get used to being on a large military vessel.
=== Dealing with Provost Inspectors ===
You've been preparing for this day since the day you were hired. It is time to test you and your subordinates' skills and how well you actually run Medbay. Here are a few key bullet points to remember during the inspection.
*'''Medbay must be clean''' - Medbay is a place where people are often being dragged in bloody, dirty, and dying. Be sure that every single square tile of medbay is sterile. You do not want to be caught lacking by the Inspectors. Nothing must be left on the floor, and tables should look neat and tidy.
*'''Automated Storage must be stocked with medicine''' - They will check how well stocked Medbay is, and this is a common place they start. Always make sure that there is at least '''5 or more different''' non-vendable pillbottles inside the vendor at all times. Recipes for these can be found in the Chemistry guide.
*'''Store and move bodies''' - It shouldn't even have to be a reminder but do not leave any corpses outside of or inside of Medbay. Get them transferred to the morgue or Research containment cells as soon as possible. It is a common sight to see Medbays overwhelmed with dozens upon dozens of corpses due to nobody ever being bothered to move them.
*'''No used needles, injectors, and random floor pills''' - A common sight, and one that will get you in trouble. It is against marine law to have medical supplies not in any secure containers (medkits, syringe containers, boxes staff prep room, storage room). This is the most tedious and most important one to remember, as this is what makes or breaks Medbay Provost inspections.
*'''No unauthorized modifications to Medbay''' - The Medbay is created the way it is for a reason. Any modifications not approved by CIC will be deducted from your final score accordingly.
=== Dealing with Weyland-Yutani Personnel ===
Weyland-Yutani corporation supplies almost everything you have on the ship. This a commonly known fact, but sometimes your research department or medical department will encounter something that could effect everyone else greatly.
==== The Corporate Liaison ====
The Corporate Liaison is there to be able to best represent the interests of W-Y. Remember that whenever you or your subordinates interact with them. Wouldn't want one doctor going rouge and beating the CL to death, for instance. That would be bad for business. Maintain a close relation with the CL to ensure that relations won't sour.
==== PMCs (Private Military Contractors) ====
PMCs can range from standard grunts in dashing white armor, to almost terminator-like Corporate Commandos sent to do special missions. You most often see them bodyguarding the Liaison, or arriving in a dropship as additional support troops ordered by the CL. There are many ways for you to encounter these people, but here are 2 of the most probable things that could happen:
====== Asset Extraction ======
W-Y has many motivations usually kept top secret. While not a bad thing, it can often lead to situations when people that are left in the dark act in ways  not preferable otherwise. One of these "acts" is Asset Extraction. Where a PMC squad is sent in to secure some corporate assets either wherever the Almayer is visiting or on the Almayer itself. Their targets are often high profile, and are important to the longevity of W-Y. It is advised to process them quickly and let them work, unless they start disrupting shipside Medbay activities. Then you may begin to intervene.
====== Chemical Retrieval ======
Sometimes a special chemical with a special chemical property will be found by the researchers. Be on the lookout for [[#DDI|DDI]] or DNA disintegrating. It should be obvious from the name alone what it does, and needs no further explanation. W-Y will automatically send PMCs to respond to obtain the formula and a sample of the chemical. Before the PMCs do arrive, already start getting ready for them to get there. This is the most simple way to get ready:
<br>
'''1. Inform the CO, XO, CMP, and CL about the newly discovered chemical. This can be done either through <big>:v</big> (Command Comms) or <big>:m</big> (MedSci Comms).'''
<br>
'''2. Get researchers to make copies of the chemical as well as copies of its formula'''
<br>
''''3. Await for the PMC/s arrival'''
<br>
'''4. Process them just like any other guests and escort them to research'''
<br>
'''5. Hand over the chemical sample (at least 30u or more) and copies of the formula'''
<br>
'''6. Ensure the PMC/s depart safely'''
<br>
<br>
While special circumstances may change this, this is the standard procedure in how to deal with PMC arrival for Chemical Retrieval. Always refer to any orders that the XO, aCO, or CO will make during this time.
<br>
<br>
<br>
<br>
==== Tools ====
= Medbay Supplies =
To accomplish your task, High Command has supplied you with the latest and greatest in corporate medical technology!
To accomplish your task, High Command has supplied you and your subordinates with the latest and greatest in corporate medical technology!
In Medical, you should be able to find:
In the medical department of the ship, you should be able to find:
* Two cryogenic cells.
* Three cryogenic cells.
* A Chemistry department.
* Two chemistry departments (1 in the northwest of Lower Medbay and 1 southwest of research).
* Four operating theatres, with a fifth upstairs in the morgue that is meant for autopsies.  
* A Medbay Reception Room located in the center of Lower Medbay.
* An Autodoc.
* A Medbay Staff Preperation room in Lower Medbay.
* One sleepers.
* Four operating theatres in Lower Medbay, with a fifth in Upper Medbay in the morgue that is meant for autopsies.  
* Three body scanners.
* Two autodoc medical systems.
* A handful defibrillators.
* A room with 6 Cryosleep pods.
* A ton of medical kits!
* Four dialysis machines.
* Four body scanners.
* Several charged defibrillators, and three rechargers.
* A single Portable Dialysis Machine in the Lower Medbay Storage Room.
* A single surgical webbing Lower Medbay Storage Room.
* A single empty pressurized reagent canister in the Lower Medbay Storage Room Wall Compartment.
* A USCM medical field tent for deploying surgeons.
* Many medical kits.
* 4 Blood Vendors.
* 5 Weymed Vendors.
* 3 First Aid Vendors.
* A single crewmate health tracker in the Lower Medbay
* 3 Wheel Chairs in Lower Medbay.
* Several IV drips scattered all throughout Lower Medbay.
* Several miscellaneous supplies inside of the treatment area in the east side of Lower Medbay.
* A bunch of other supplies which can be vended from the medical vendors.
* A bunch of other supplies which can be vended from the medical vendors.
 
<br>
===Your Skillset===
<br>
[[File:CMO_skillset.png]]
==Your Skillset==
{{MarineSkills
|endurance=1
|leadership=2
|medical=3
|surgery=2
|research=1
|police=1
|jtac=3
|intel=1
|fireman=1
}}


To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].
<br>
<br>


===Additional Reading===
==Additional Reading==
*[http://cm-ss13.com/viewtopic.php?f=94&t=10868 The Medbay Commandments]
*[http://cm-ss13.com/viewtopic.php?f=94&t=10868 The Medbay Commandments]

Latest revision as of 08:48, 28 October 2024

MEDICAL / COMMAND
CMO.png
Chief Medical Officer
Difficulty: Hard
Supervisors: Commanding Officer / Executive Officer
Rank: Second Lieutenant / First Lieutenant
Duties: Oversee the Medical/Science Department. Heal people to full recovery.
Guides: Guide to Medicine, Surgery, Guide to Chemistry
Unlock Requirements: Ten hours as medical roles.
Detailed Description:
|__________|
You have final authority over the medical department, medications, and treatments.
Make sure that the doctors and nurses are doing their jobs and keeping the marines healthy and strong.
|__________|





Introduction

The Chief Medical Officer (CMO) is responsible for the overall health of ALL staff of the USS Almayer. That means you should be in medical at all times, ensuring patients get treated so they can go out to get hurt or die again. Your job also includes overseeing the research department, which is usually some researcher working on some sort of chemical!

You also have some limited authority over the Hospital Corpsman, as you have absolute say (except if the Commanding Officer, XO or aCO overrules you) over all medical procedures on and off of the Almayer.

Upon mission start you'll find yourself in the medical department in the center of the ship. Report for duty on the command channel :v and then ask for the medical personnel to report in on the medical channel :m so you can gauge your workforce and effectively distribute them tasks. Perform a medical briefing to detail to your subordinates what the current area the Almayer is visiting, any special conditions you or the area presents, and many more. Uninformed staff is ineffective staff. Let them know what they need to know.

Communication

When playing as the CMO you'll want to keep in contact with the medics (Note that they have a medical radio key for their headset, so they should have access to the medical channel) asking if they require any medical supplies. Make sure the pilots or medics are telling you when wounded are coming up (as the medevac system can bring back two wounded every few minutes on the dropships) so you can have a doctor or a nurse on standby in the Hangar to intercept and quickly get injured to the Medical Bay for efficient treatment. Remember that surgical beds and the surgical webbing are unreplaceable and that they should be safely put away when not in use.

Groundside Deployment

As the CMO you are given the option to deploy up to 3/4ths of your medical staff to the FOB and other secure locations in the AO. It is recommended that at least one doctor be sent down for field surgery which can help greatly with groundside operations. However, remember that you are not allowed to deploy them to the FOB or other secure areas until second drop when the dropship leaves and comes back after briefing. The marines during this time will (hopefully) secure the FOB to ensure safety of your subordinates at the LZ. Ensure that the FOB is secure before allowing deployment, as not doing so counts as Neglect of Duty (NoD) and breaks Standard Operating Procedure (SOP). All your medical staff, while part of the USCMC as Second Lieutenants, are not battle ready or trained marines. Be sure to help them get ready for deployment to ensure they get marines treated as soon as possible. If they deploy without permission from you, you are authorized to send a Military Police Officer to arrest and escort them back to the ship for processing, though you may also choose to retroactively approve their deployment.

You may also approve the deployment of researchers in the rare event that they request to do so, usually for the purposes of retrieving intelligence or valuable assets from the FOB that the Intelligence Officers have not sent up for whatever reason. These researchers, when deploying, are subject to the same rules for deployment as doctors (cannot leave the FOB/safety, must request permission prior to deployment, etc.), and ideally should not be staying inside the FOB to assume the duties of a groundside doctor, but rather, deployed researchers should only get what they need and return shipside as soon as possible. In emergency situations, however, deployed researchers may be allowed to assist with medical treatment groundside ONLY for the duration of the crisis.


Duties

Here is a basic list of your duties:

  • Treating injured marines
  • Overseeing the Medical Department
  • Overseeing the Research and Development Department
  • Overseeing the Almayer Doctors, Researchers, and Nurses
  • Advising the Commander on matters of Health and Wellness
  • Ensure the safety of any deploying medical staff
  • Monitor the health and safety of all staff of the ship
  • Process guests and visitors
  • Beg the Intelligence Officers for more chemicals for research to analyze, research grants, and research documents.
  • Secure any and all unusual fauna and flora not previously known to be present in the area of operation for further study.



Interacting with Guests

Sometimes the Almayer receives guests. Whether that be colonists from a planet they are visiting, Provost Inspectors doing an inspection, or PMCs from the Weyland-Yutani Corporation and many more, you have to do your best to make sure they stay healthy and alive during their time on the ship. This section will detail the safest way of interacting with them. These will be the most common types of people you'll find out there. There's still plenty of fish in space, so remember that this guide is not all encompassing. Use your own judgement if you feel this advice is not sufficient for the situation at hand.

Dealing with Colonists

Usually conditions on the colonies are worse than those of the core worlds. It is best to make sure they are completely healthy upon their arrival and departure. Due to current reports of CLF uprisings and general instability and danger of the colonies in this outer sector, the colonists are more likely to be less cooperative with the USCM. Medbay is no exception to this.

  • Corporate Colonists - From low ranking executives to entire colony managers. These people are often quite particular with how they are treated. Prioritize treating them first. Proceed with caution. Wouldn't want them filing a class action lawsuit against your department for accidentally giving them more medication than necessary to cover for mistakes you and your team makes.
  • Regular Colonists - Distrustful but are often neutral to the USCM. They often work dangerous jobs that nobody else would take due to either new opportunities or the money involved. Ensure they get proper medical treatment as soon as possible.
  • Colonial Marshalls or PMCs - Get ready for fights between them and the onboard Military Police. While uncommon, it is an inevitable scenario that will occur due to the different working culture of both parties involved. Be sure to give them proper time to talk, to help them get used to being on a large military vessel.

Dealing with Provost Inspectors

You've been preparing for this day since the day you were hired. It is time to test you and your subordinates' skills and how well you actually run Medbay. Here are a few key bullet points to remember during the inspection.

  • Medbay must be clean - Medbay is a place where people are often being dragged in bloody, dirty, and dying. Be sure that every single square tile of medbay is sterile. You do not want to be caught lacking by the Inspectors. Nothing must be left on the floor, and tables should look neat and tidy.
  • Automated Storage must be stocked with medicine - They will check how well stocked Medbay is, and this is a common place they start. Always make sure that there is at least 5 or more different non-vendable pillbottles inside the vendor at all times. Recipes for these can be found in the Chemistry guide.
  • Store and move bodies - It shouldn't even have to be a reminder but do not leave any corpses outside of or inside of Medbay. Get them transferred to the morgue or Research containment cells as soon as possible. It is a common sight to see Medbays overwhelmed with dozens upon dozens of corpses due to nobody ever being bothered to move them.
  • No used needles, injectors, and random floor pills - A common sight, and one that will get you in trouble. It is against marine law to have medical supplies not in any secure containers (medkits, syringe containers, boxes staff prep room, storage room). This is the most tedious and most important one to remember, as this is what makes or breaks Medbay Provost inspections.
  • No unauthorized modifications to Medbay - The Medbay is created the way it is for a reason. Any modifications not approved by CIC will be deducted from your final score accordingly.

Dealing with Weyland-Yutani Personnel

Weyland-Yutani corporation supplies almost everything you have on the ship. This a commonly known fact, but sometimes your research department or medical department will encounter something that could effect everyone else greatly.

The Corporate Liaison

The Corporate Liaison is there to be able to best represent the interests of W-Y. Remember that whenever you or your subordinates interact with them. Wouldn't want one doctor going rouge and beating the CL to death, for instance. That would be bad for business. Maintain a close relation with the CL to ensure that relations won't sour.

PMCs (Private Military Contractors)

PMCs can range from standard grunts in dashing white armor, to almost terminator-like Corporate Commandos sent to do special missions. You most often see them bodyguarding the Liaison, or arriving in a dropship as additional support troops ordered by the CL. There are many ways for you to encounter these people, but here are 2 of the most probable things that could happen:

Asset Extraction

W-Y has many motivations usually kept top secret. While not a bad thing, it can often lead to situations when people that are left in the dark act in ways not preferable otherwise. One of these "acts" is Asset Extraction. Where a PMC squad is sent in to secure some corporate assets either wherever the Almayer is visiting or on the Almayer itself. Their targets are often high profile, and are important to the longevity of W-Y. It is advised to process them quickly and let them work, unless they start disrupting shipside Medbay activities. Then you may begin to intervene.

Chemical Retrieval

Sometimes a special chemical with a special chemical property will be found by the researchers. Be on the lookout for DDI or DNA disintegrating. It should be obvious from the name alone what it does, and needs no further explanation. W-Y will automatically send PMCs to respond to obtain the formula and a sample of the chemical. Before the PMCs do arrive, already start getting ready for them to get there. This is the most simple way to get ready:
1. Inform the CO, XO, CMP, and CL about the newly discovered chemical. This can be done either through :v (Command Comms) or :m (MedSci Comms).
2. Get researchers to make copies of the chemical as well as copies of its formula
'3. Await for the PMC/s arrival
4. Process them just like any other guests and escort them to research
5. Hand over the chemical sample (at least 30u or more) and copies of the formula
6. Ensure the PMC/s depart safely

While special circumstances may change this, this is the standard procedure in how to deal with PMC arrival for Chemical Retrieval. Always refer to any orders that the XO, aCO, or CO will make during this time.

Medbay Supplies

To accomplish your task, High Command has supplied you and your subordinates with the latest and greatest in corporate medical technology! In the medical department of the ship, you should be able to find:

  • Three cryogenic cells.
  • Two chemistry departments (1 in the northwest of Lower Medbay and 1 southwest of research).
  • A Medbay Reception Room located in the center of Lower Medbay.
  • A Medbay Staff Preperation room in Lower Medbay.
  • Four operating theatres in Lower Medbay, with a fifth in Upper Medbay in the morgue that is meant for autopsies.
  • Two autodoc medical systems.
  • A room with 6 Cryosleep pods.
  • Four dialysis machines.
  • Four body scanners.
  • Several charged defibrillators, and three rechargers.
  • A single Portable Dialysis Machine in the Lower Medbay Storage Room.
  • A single surgical webbing Lower Medbay Storage Room.
  • A single empty pressurized reagent canister in the Lower Medbay Storage Room Wall Compartment.
  • A USCM medical field tent for deploying surgeons.
  • Many medical kits.
  • 4 Blood Vendors.
  • 5 Weymed Vendors.
  • 3 First Aid Vendors.
  • A single crewmate health tracker in the Lower Medbay
  • 3 Wheel Chairs in Lower Medbay.
  • Several IV drips scattered all throughout Lower Medbay.
  • Several miscellaneous supplies inside of the treatment area in the east side of Lower Medbay.
  • A bunch of other supplies which can be vended from the medical vendors.



Your Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



To find out about how the skill system works head over to the skills system page.

Additional Reading