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Hospital Corpsman: Difference between revisions

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|superior = Squad Leader
|superior = Squad Leader
|duties = Stabilise and keep your squad alive
|duties = Stabilise and keep your squad alive
|guides = [http://www.colonial-marines.com/wiki/Guide_to_Medicine Guide to Medicine]
|guides = This one, [http://www.colonial-marines.com/wiki/Guide_to_Medicine Guide to Medicine]
}}
}}



Revision as of 04:57, 9 June 2017

MARINE
Medic.png
Combat Medic
Difficulty: Hard
Supervisors: Squad Leader
Rank: Not defined
Duties: Stabilise and keep your squad alive
Guides: This one, 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.png 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 Combatmedicbelt.png


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:

  • Quick Clot Autoinjectors Quickclot.png
  • Advanced Trauma Kits Advtraumakit.png
  • Advanced Burn Kits Advburnkit.png
  • Pills for all damage types: Bicard, Kelotane, Dexalin, and Dylovene/Tricord PillBottle.png Tricord.png
  • Splints for reducing bone pain and damage Splint.png
  • Dex+ for quickly reducing oxygen damage Dexalin.png
  • Painkillers: Tramadol and or Oxycodone PillBottle.png Oxycodone.png

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.png 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 Advfirstaid.png. In addition to all of this, there are several items you'll want to wear on your person:

  • Medical HUD [EYE SLOT] MedicHud.png
  • Health Analyzer [POCKET/BACKPACK] Healthanalyzer.png
  • Roller Bed [BACKPACK] RollerBed.png
  • Webbing [ON YOUR SUIT] Webbing.png
  • 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:
Brute
  • Damaged body parts.
  1. Possibility of bleeding.
  2. Possibility of infection.
  3. Possibility of breaking bones.
  4. Small chance of getting organ damage.
  • Moderate amount of pain
  • Gunfire
  • Melee combat
  • Explosives
  • Depressurization
  • Quickclot
  • Roll of gauze
  • Advanced trauma kit
  • Bicaridine
  • Tricordrazine
  • Cryotube
Burn
  • Burned body parts
  • Huge amount of pain
  • Fire
  • Acid
  • Electrocution
  • Extreme Cold
  • Ointment
  • Advanced burn kit
  • Kelotane
  • Dermaline
  • Tricordrazine
  • Cryotube
Toxins
  • Throwing up once in a while
  • Nausea and dizziness
  • Moderate amount of pain
  • Overdose of medicine
  • Organ damage
  • Digesting things that should not be digested (Poison, Alcohol)
  • Stage 2-3 Infections
  • Cryotubes with no cryomix
  • Mismatching blood types
  • Extremely low blood amount
  • Dylovene
  • Tricordrazine
  • Peridaxon (if organs are damaged)
  • Cryotube
Suffocation
  • Gasping and/or coughing up blood
  • Passing out
  • Collapsed lung
  • Damaged heart
  • Blood loss
  • Literally no air
  • Dexalin
  • Dexalin+
  • Inaprovaline
  • Peridaxon (if organs are damaged)
  • Cryotube
Genetic Damage
  • Being unable to use limbs if the damage's too high
  • Lowered overall health
  • Being in a stasis bag
  • Ryetalyn
  • Cryotube
Brain Damage
  • Dropping items out of your hands randomly
  • Massive headache
  • Impaired vision
  • Brute head trauma
  • Tricordrazine overdose
  • Peridaxon
  • Surgery
Eye Damage
  • Blurry vision
  • Blindness
  • Brute head trauma
  • Welding without eye protection
  • Peridaxon
  • Imidazoline
  • Surgery

Chemicals

Autoinjector Type: What it does: Overdose: What it looks like:
Bicaridine Heals brute damage, faster than tricordrazine. Overdose causes toxin damage. 30 units Bicaridine.png
Tricordrazine Heals toxin, burn, brute and oxy damage, albeit quite slowly. Overdose causes brain damage. 30 units Tricord.png
Dexalin+ Instantly heals all respiration damage. Overdose causes toxin damage. 15 units Dexalin.png
Kelotane Heals burn damage. Overdose causes toxin damage. 30 units Kelotane.png
Dylovene Heals toxin damage, and wakes up unconscious people. Overdose causes blindness. 30 units Dylovene.png
Quick Clot Externalizes internal bleeding, make sure to bandage the wound after applying this. Overdose causes quick death due to toxin damage. 4 units Quickclot.png
Inaprovaline Stabilizes critical patients, slowing down their oxygen damage buildup. Also acts like a weak painkiller. Overdose causes toxin damage. 60 units Clonefix.png
Oxycodone Very robust painkiller, practically making all of your pain go away - metabolizes fairly quickly, though. Overdose causes hallucinations and toxin damage. 20 units Oxycodone.png
Anesthetic Soporific in an injector, causing people to fall asleep almost instantly. Overdose causes toxin damage. 15 units Anesthetic.png

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


  • DO NOT USE MORE THAN ONE QUICKCLOT INJECTOR ON SOMEONE. THEY WILL DIE.


  • Nobody's perfect. You don't have to perform at peak efficiency as a medic. Go at your own pace and have fun. Being a medic should NEVER feel like a chore you're obligated to do.


  • If you feel like your life is at risk, ask a standard marine to protect you. More often than not, they'll 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.
  • You can stack medicine for a rapid healing such as bicaridine, tricordrazine for brute or tricordrazine, kelotane, and dermaline for burns.


  • 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.


  • If a marine is defibbed and then they die immediately, their death timer is reset so use this time wisely.


  • 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