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|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. | |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. | ||
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] | |guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine] | ||
|description = You must tend the wounds of your squad mates and make sure they are healthy and active. You may not be a fully-fledged doctor, but you stand between life and death when it matters | |description = You must tend the wounds of your squad mates and make sure they are healthy and active.<br>You may not be a fully-fledged doctor, but you stand between life and death when it matters. | ||
}} | }} | ||
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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. | * 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 (<span style="color:#24db08">'''green'''</span> 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 (<span style="color:#db1e1e">'''red'''</span> 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 <span style="color:#f57842 | * If the patient is deceased but can still be defibrillated (<span style="color:#24db08">'''green'''</span> 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 (<span style="color:#db1e1e">'''red'''</span> 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 <span style="color:#f57842 | ||
Revision as of 12:00, 14 September 2019
Difficulty: Hard Supervisors: Squad Leader Rank: Not defined 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. Guides: Guide to Medicine Unlock Requirements: Not available. Detailed Description: You must tend the wounds of your squad mates and make sure they are healthy and active. You may not be a fully-fledged doctor, but you stand between life and death when it matters. |__________| |
"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
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 here.
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.
Automated Closet
Mask: | Description: |
---|---|
File:Gas mask.png Gas Mask |
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. |
Sterile Mask |
A sterile mask designed to help prevent the spread of diseases. |
Automated Equipment Rack
Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.Equipment: | Description: |
---|---|
Med Evac Stretcher |
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. |
HF2 Health Analyser |
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. |
Advance First Aid Kit |
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. |
Defibrillator |
Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)
See Defibrillator Usage. |
Stasis Bag |
Used to store critically injured patients.
|
Duties of the Squad Medic
As the Squad Medic, you are probably the one person that will be making sure people stay alive and healthy. Since Doctors 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.
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.
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.
Squad Medic Equipment
As the Squad Medic, your loadout is perhaps one of the most decisive factors in wherever or not you will be able to keep the situation under control, or succumb more or less literally as the rest of your squad falls apart. While your work load will potentially be split with another Squad Medic, and all three other squads will be getting two Squad Medics, you should fully expect to carry your part. Rarely are there too many Medics on the field, especially once casualties take their toll.
After waking up from cryosleep and getting yourself some food, it'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.
There are no actual secrets to a Medic's loadout. Most of the time, it is determined by what one is comfortable with. However, there is a simple directing line to your entire loadout. 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.
The second, albeit still obvious thing to know about your loadout is that you will still be carrying a weapon. 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.
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :
- Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry many more bulky items, such as advanced medical kits, stasis bags, folded roller beds or defibrillators. However, you must take off your backpack to go through it. A satchel is more portable and can be browsed on the fly, but might limit the number of bulky items you can carry. It is generally more of a preference thing, so make a choice between inventory space and ease of access
- Next, choose your belt item. Many Squad Medics swear by the Combat Lifesaver Belt, and it is definitely appealing. The medical storage rig is also a viable alternative, however both have different storage styles, so you will need to experiment to find what works best for you. Go ahead and grab one, then empty it.
- Now, we must decide what you will actually put in your backpack and belt. A recommended, simple loadout for the belt is one of every pill bottle, minus Russian Red, plus autoinjectors of Oxycodone, Tricordazine and Dexalin Plus, as you won't find those in pill form. For the backpack or satchel, put at least one stasis bag, one defibrillator, and one advanced first aid kit in. If you have more space, double up that loadout.
- Finish up your medical loadout. You will want a HF2 Health Analyser in your medical pouch for ease of access. Another interesting idea is to fill your armor with one autoinjector of Oxycodone and one autoinjector of Tricordazine. This will be used as emergency aid if you are wounded, to allow you to stay in the fight or flee.
- Next, you will actually need to start considering your weapon loadout. After recent changes, all weapons can be fired with one hand, however, it will have penalties for doing so. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like. This makes the M39 sub-machine gun, the M37A2 Pump Action Shotgun , and the M41A Pulse Rifle all equal and viable choices to take. The M39 sub-machine gun has increased move speed while wielding in two hands, the M41A Pulse Rifle has slower speed, higher damage and is more accurate. The M37A2 Pump Action Shotgun is brutally effective at close range with buckshot, and is a potent tool at range to stun with slugs.
- Having a gun is nice, but having spare ammunition is even better. A simple loadout for five magazines of ammunition plus one loaded magazine is one magazine pouch and one webbing. Fill to the brim with magazines of your desired weapon.
- It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. You should also not weigh yourself down with flares, let the Privates light the way for you.
- One tactic to optimize backpack space is to empty first aid kits and fill them with more supplies. Do note however that medical kits run out very quickly on the field, so balance it carefully.
- At this point, you may leave to join the Requisitions queue and Briefing. Feel free to swing by Medbay before deployment to get extra goods.
Squad Medic Tactics
As the Squad Medic, 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.
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.
Depending on how mobile the fighting is, you might have the opportunity to settle down and create a small medevac zone for frontline combatants. In the best of cases, this area will also be barricaded and defended adequately, and in extreme cases you might even have medical gear and vendors on-site. This is the rather ideal scenario of a FOB Medic. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way.
However, more often than not your squad will insist on pushing forwards, or more worryingly, backwards, sometimes at a moment'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'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't stand will need to be hurried back to the nearest FOB, after some first aid.
If you find yourself lost, or within the presence of another squad, don't hesitate to stick with them and help out. Assuming that they still have their own Squad Medics, you will probably want to find and assist your squad again, but don't put yourself in extreme danger trying to run back to your squad alone.
As a Squad Medic, you can fight, although it is frankly not desirable for you to head to the frontlines. There are probably many more Privates eager to take your spot and unload their modded rifles at the enemy, while you could be treating people. However, if you are attacked in the backline, don'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't react in time.
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 if you stand helpless in front of it and fail to execute proper procedure, that will all have been for nothing.
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 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.
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's critical to be rapid and minimize the time before first shock, at least to renew the patient's death timer before it is too late.
Triage procedure usually goes as follow:
- 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.
- 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 (green 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 (red 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 <span style="color:#f57842