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Revision as of 04:17, 9 June 2017
Difficulty: Hard Supervisors: Squad Leader Rank: Not defined Duties: Stabilise and keep your squad alive Guides: Guide to Medicine Unlock Requirements: Not available. Detailed Description: Not defined |__________| |
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. [pause] At least I got off the morphine. - Clemens, Alien³
As a Squad Medic, you are the fine line between dying on the battlefield and living to fight another day. With many tools at your disposal, you'll come to fix every non-surgical problem that might arise in a marine, and get them back in fighting condition or back to the Almayer to be fixed up.
As a Squad Medic, you will be placed under a lot of stress. Your entire squad, and perhaps others, will rely on you to stay in fighting condition. You WILL mess up your first few games, but practice makes perfect. If needed, consult this guide or use an ahelp if any doubts arise.
The Basics of Close Quarters Quick Clotting
As a medic, you'll have several jobs. Fixing up wounded, stabilizing critical, and reviving the recently dead. The only thing you'll know how to do ICly is apply autoinjectors, identify what pill does what, and using your emergency defibrillator to revive the recently dead. In order to be an effective medic on the battle field, you'll want to be able to perform the following things:
- Apply mediciation, healing, and revives quickly whilst in the backlines of a battle.
- Perform effective triage, and heal those who need it the most first.
- Know when to tell a marine he is no longer combat effective, and should head topside.
- Working cooperatively with your fellow medics, via the medical channel. (:m)
- Know when it isn't worth to save someone, and when it is worth it.
Knowing these things, we need the equipment needed to effectively apply these practices, which leads us into our next section of the wiki. Bringing a Combat Lifesaver Belt (CLB) that you can effectively use is the most important thing as a medic, as there is no "best" loadout for a medic.
And this, is my Combat Lifesaver Belt
All right, you primitive boots, listen up! See this? This... is my Combat Lifesaver Belt! - [continuing nonchalantly] - It's a seven slotted, triple rowed W-Y Fanny pack.. W-Y's top of the line. You can find this in the Combat Medic Dispenser. That's right, this sweet baby was made in an off-beat Rimworld. Retails for about $3021.95 USD. It's got leather straps, light red fabric, and a easy to open button latch. That's right... shop smart: shop W-Y... Ya got that?!
As a medic, you'll be wanting to take a few things in general: Pills, autoinjectors, advanced brute and burn kits. How many take is up to you, but you should at least have the very basics:
These are generally the things you want to have at the very least. How much of each is up to you, as it is your own personal loadout. To start your own personal loadout, you'll want to empty your bag of the supplies it starts with. At the very least, you'll want 3-9 Quickclot Autoinjectors to deal with Internal Bleeding. And if you wish to pack extra supplies into your backpack, you can throw in some Advanced First-Aid Kits . In addition to all of this, there are several items you'll want to wear on your person:
- Medic Jumpsuit and Helmet [SUIT AND HEAD SLOT]
These are what you should generally have on you as a combat medic. For a weapon, it's entirely personal preference as to what you'll take. A shotgun is a close range weapon which is perfect for fending off harassing xenos, and is good to scare them away. At the end of the day, it's up to you as to what you'll be taking.
Damage Types
Damage Type: | Symptoms: | Possible cause: | Treatment: |
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Brute |
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Burn |
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Toxins |
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Suffocation |
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Genetic Damage |
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Brain Damage |
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Eye Damage |
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Chemicals
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.
General Medico Tips and Tricks
- DYLOVENE and INAPROVALINE mix to produce TRICORDAZINE. If a patient is given these two drugs, they may combine to negate the treatment or cause an overdose.
- If someone has anything less than 15 damage on one part just bandage, ointment, slap the ass. Don't waste any TRICORDAZINE on something minor. The only chemicals you shouldn't pass on using is DEXALINE and DYLOVENE, because you can't put a brute patch on toxin damage.
- Remember that pain's both a concept and a threat to the Marines. Always shove a pill of tramadol or two down a patient's throat after treating their injuries.
- Stay behind marines during combat. Your job is to heal people, not lead the breach into a nest. If someone receives any injury, no matter how small, treat it how you can! Even a tiny amount of burn damage can paincrit someone after awhile, and can lead to infections. It's best to check for scrapes when they arise and bandage them.
Sources and Reading
- Miserable Medic's Sharing Tips (A great reading tips from veteran CM players!)