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User:El Defaultio: Difference between revisions

148 editsJoined 4 June 2017
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Tophatpenguin is a donkpocket
{{JobPageHeader
=Tools of the Trade=
|headerbgcolor = grey
{| style="border: 2px solid black;
|headerfontcolor = white
! style="background-color:orange;"|Tool
|stafftype = MARINE
! style="background-color:orange;"|Function
|imagebgcolor = lightgrey
|-
|img = Medic.png
|style="border: 2px solid black;|[[File:Screwdriver.png]]<br>'''Screwdriver'''
|jobtitle = Squad Medic [[File:Squad_medic_icon.png]]
|style="border: 2px solid black;|Used for securing and unsecuring sentries, Also used to open panels on vendors and doors.
|difficulty = Hard
|-
|superior = Squad Leader
|style="border: 2px solid black;|[[File:Welder.gif]]<br>'''Blowtorch'''
|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.
|style="border: 2px solid black;|Used for cutting through walls and fixing sentries. Has 20 units of fuel inside.
|guides = [http://www.colonial-marines.com/wiki/Guide_to_Medicine Guide to Medicine]
|-
}}
|style="border: 2px solid black;|[[File:Crowbar.png]]<br>'''Crowbar'''
|style="border: 2px solid black;|Used for Opening unpowered doors and displacing girders so you can move them.
|-
|style="border: 2px solid black;|[[File:Wrench.png]]<br>'''Wrench'''
|style="border: 2px solid black;|Used to rotate sentries, disassemble certain objects, unsecure and secure vendors and girders.
|-
|style="border: 2px solid black;|[[File:CableCoils.png]]<br>'''Cable coil'''
|style="border: 2px solid black;|Used for fixing robotics and placing wire on the ground.
|-
|style="border: 2px solid black;|[[File:Multitool.png]]<br>'''Multitool'''
|style="border: 2px solid black;|Used to hack doors and vendors, or for disarming mines.  
|-
|style="border: 2px solid black;|[[File:Wirecutters.png]]<br>'''Wirecutters'''
|style="border: 2px solid black;|Used for cutting cable coil on the ground, and for cutting wires and mending wires in doors.
|-
|style="border: 2px solid black;|[[File:Lightreplacer.png]]<br>'''Light Replacer'''
|style="border: 2px solid black;|Used to replace lights quickly. Feed with glass to refill.
|-
|style="border: 2px solid black;|[[File:T-Ray_Scanner.png]]<br>'''T-Ray Scanner'''
|style="border: 2px solid black;|A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes.
|-
|}


=The Basics=
''"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.''
=== Power Duty ===
To setup power, you'll want to locate the geothermal generators [[File:Geothermal.png|32px]] and assess the damage. Depending on the sprite, the generator will need different steps:


''At least I got off the morphine." -  Clemens, Alien³''


[[File:Geothermal_Destroyed.png]] = [[File:Welder.gif|link=|Welder]] -> [[File:Wirecutters.png|link=|Wirecutters]] -> [[File:Wrench.png|link=|Wrench]]


[[File:Geothermal_Broken.png]] = [[File:Wirecutters.png|link=|Wirecutters]] -> [[File:Wrench.png|link=|Wrench]]
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.


[[File:Geothermal_Damaged.png]] = [[File:Wrench.png|link=|Wrench]]


'''Note that you can also examine a geothermal generator to see what tool is required for the next step.'''
'''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.'''




=== APC Maintenance===
''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.''
If the APC hasn't been blown up or destroyed during a gunfight always check the apcs wires by unscrewing the apc frame and click on the apc with your wirecutters, if the wires come up with a mend option, mend the wires with the wirecutters. (Click on mend while holding wirecutters in your active hand.) If someone blew up the apc or blasted it into another dimension follow the steps below.




So, someone decided to throw a grenade next to the APC or you just arrived to a broken APC and your SL has tasked you with fixing it whilst the squad holds off the incoming xeno tide. No need to panic as this section will get you to quickly repair that APC.
== Duties of the Squad Medic ==
#First you'll want to whack off the cover; to do this just hit  the APC with any sort of weapon, generally a combat knife is good for this.
#Take out the battery (Power cell) in the APC once the cover is off with an empty hand.
#Use a screwdriver on the APC.
#Use wirecutters on the APC.
#Use a crowbar on the APC.
#Build an APC frame from 2 metal sheets then click on the APC with the APC frame in hand.
#Use wires (Cable Coil) on the APC.
#Click on the APC with a power control module in hand.
#Use a screwdriver on the APC.
#Place a new battery (Power cell) in the APC. (Just click on the APC with the battery in hand.)
#Use a crowbar on the APC.
#Open up the APC pop up window once you've completed all previous steps and turn on the breaker.
<br />
<br />


==SMES Setup==
SMES units are used to store power, and then output it to the colony. If you setup power without setting the SMES units, power will not be stored and be wasted. There are two kinds of SMES units to be setup:
<br />
<br />
Shipside:
While shipside, there will be a total of five SMES units to setup, with one optional one near requisitions, three on the lower floor and two on the upper floor. For the ship, you'll want to tinker with the settings to get the most optimal setup. One simple rule is to make sure the charge is higher than the output, and that all SMES units are equal. You'll want to use the power monitoring computers to see how much to allocate per SMES
<br />
<br />
Planetside:
On the planet, the generators will provide enough power to be set to max charge and to less output. It won't need fine tuning like the Almayer's systems, as long as it's above 100,000 watts for output on each SMES.


=Hacking=
As the '''Squad Medic''', you are probably the one person that will be making sure people stay alive and healthy. Since [[Doctor]]s 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.
==Doors==
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Wires:
! style="background-color:#A9A9A9;" |Description:
|-
|The door bolts look down||Means that the bolts are currently down, and you will be unable to open the door. Pulsing this wire will open or lower it.
|-
|The door bolt lights are off|| Indicates when bolts are up or down. Off means you won't be able to tell it's bolted
|-
|The test light is off||The power wire. There are two of these. If the test light is off, you can crowbar it open.
|-
|The AI control allowed light||Allows control for the AI. Functionally useless in CM
|-
|The Check Wiring light||No use.
|-
|The Check Timing Mechanism light||How fast the door closes. If it's on, it will close instantly, crushing people under it.
|-
|}
==Vendors==
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Wires:
! style="background-color:#A9A9A9;" |Description:
|-
|Orange Light||Electricity wire. If this is on, whenever the vendor is used it will shock the user.
|-
|Red Light||Firing wire. If this this on, it will launch the contents of the vendor at nearby people.
|-
|Green Light||Contraband wire. Turning this wire on means non-standard gear will be avaliable.
|-
|Purple Light||Access wire. Turning this wire off changes it to a yellow light, making it so anyone can dispense the contacts.
|-
|}
=FOB Defences=
==Defensive Equipment==
{| class="wikitable"
! style="background-color:#A9A9A9;" width=150|Defensive Equipment:
! style="background-color:#A9A9A9;" |Description:
|-
![[File:SentryGun.png|64px]]<br>Sentry Gun
|The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer's systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine laws as they lay down supressing fire. Comes with various options, such as 360 degree mode, burst fire, and the ability to take control of it. Has 300 bullets.




{| border="1" class="mw-collapsible mw-collapsed"
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.
|+ style="text-align:left;"|'''Additional Information (Construction and Other Functions):'''
| '''How To Construct It:'''
* Construct Turret Frame with Plasteel,
* Wrench it,
* Apply Cable,  
* Add Turret Piece,  
* Add Turret Sensor,  
* Apply Metal,
* Weld it,
* Add bigger battery if needed.
* Click on the sentry with an empty hand to turn it on.


'''Maintenance:'''
* Use a welder to repair a damaged sentry.
* If the sentry is knocked over click on it with an empty hand to right it.


'''Other Functions:'''
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.
* Rotate with wrench
<br><br>
* Turn off the sentry then use a screwdriver on the sentry to unsecure it and thus make it movable.
|}
|-
![[File:M56D.png|64px]]<br>M56D Mounted Smartgun
|These engineer-only mounted smartguns are the heavy lifters of the Colonial Marines. The M56D can hold up to 700 tungsten rounds that cause high damage to the target upon hit due to their increased armour penetration. The tracking system of a standard smartgun is non-functional on the M56D. '''Note that this does not have IFF tracking built into it, so you will hit friendlies with it.'''


== Squad Medic Equipment ==


{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Additional Information (Construction and Other Functions):'''
| '''How To Construct It:'''
* Click on the mount once it's in your hand,
* Wrench it,
* Mount the Gun,
* Screwdriver it,
* Apply Ammo Drum.


'''Maintenance:'''
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.
* Use a welder to repair it.


'''Combat:'''
* To toggle burst fire, ''ctrl-click'' the M56d before you man it, after this when you next hop on you'll use burst fire.


'''Other Functions:'''
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.
* Rotate with wrench
* Deconstruct with screwdriver.
|}


|-
|[[File:M20_mine_box.png|64px]]<br>'''M20 Mine Box'''
||A secure box holding anti-personnel proximity mines. There are 4 M20 Claymore anti-personnel mines per mine box.


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.'''


{| border="1" class="mw-collapsible mw-collapsed"
|+ style="text-align:left;"|'''Additional Information (Deployment and Deactivation):'''
| '''How To Deploy A Mine:'''
* Take a M20 mine out of the box and keep it in your active hand,
* Stand on top of the tile you want to place the mine on,
* Face the tile you want the mine to detect enemies on,
* Click on the mine in your active hand once you are facing the correct way,
* After a few seconds you'll have the mine placed and armed on your tile.
'''Keep in mind that any mob that enters the mine's tile, or the tiles it's facing, living or dead, will cause the mine to detonate, unless they have an appropriate ID, an example being that the crew of the USS Almayer won't set off armed mines.'''


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.


'''How To Deactivate Mines:'''
* Use a multitool on the deployed mine.
|}
|}


==Fortifications of the Trade==
For now, go ahead and put on all the stuff in the locker. Now, here are some headers to simplify your first loadout :
----
{| class="wikitable"
!Image
!Name
!Material Needed
!Function
|-
|[[File:WoodenBarricade.png]]||Wood Barricade||Wood||Used for a hasty defence against aliens. Mostly seen prespawned.
|-
|[[File:Metal_Barricade.png]]||Metal Barricade||Metal||Used for areas that will be under constant attack. Can be repaired with a blow torch.
|-
|[[File:Sandbag_Full.png]]||Sandbags||Sandbags||Used for making directional defences, multiple can be applied to a tile. Needs to be filled up with empty sandbags and an entrenching tool. 25 in a filled stack.
|-
|[[File:Plasteel_barricade.png]]||Plasteel Barricade||Plasteel||Used to allow passage by closing it, and providing heavy protection. Can be repaired with a blow torch
|-
|[[File:Barbed_Wire.png|32px]]||Barbed Wire||Metal||Used to make barricades and sandbags stronger, and making it so they can't be ran or climbed over. Also damages any thing that attacks it.
|-
|[[File:Wall.png]]||Wall||Metal|||Used to fully block off an area.
|}
=FOB Construction Quick Tips=
==Barricade Placement==


{| style="border: 2px solid black;
* 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
! style="background-color:orange;"|Barricade Placement
! style="background-color:orange;"|Description
|-
|style="border: 2px solid black;|[[File:WIKIFOB.png|thumb|left]]
|style="border: 2px solid black;|
<span style="color:darkred">'''This is an example of what not to do when constructing a defensive position.'''</span>


In the picture on the left you'll see that the xenomorphs are able to hit the barricade without being shot due to it's forward position and as such the xeno will be able to break through and kill that marine with ease.
* 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.
|-
|style="border: 2px solid black;|[[File:WIKIFOB2.png|thumb|right]]
|style="border: 2px solid black;|
<span style="color:darkgreen">'''This is an example of what you should do when constructing a defensive position.'''</span>


To rectify the above barricade placement errors you'll want to move the barricades back one tile like the photo on the left. By moving the barricades back this will allow you to shoot xenomorphs who are attacking them.  
* 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 one of your pockets 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 (thunder icon on HUD, instead of skull), apply defibrillation procedure below. If 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 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 any suit on the patient. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, 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 and Tricordazine. Do not give a new dose until they run out to prevent overdoses. Overdoses are usually always extremely damaging or even lethal.'''
 
* If the patient is in critical health, and especially near death, immediately administer a shot of Dexalin Plus, or a Dexalin pill, preferably both. Then, administer an Inaprovaline pill to stabilize the patient as much as possible (do not administer Inaprovaline if the patient has significant toxin damage)
 
* If the patient has internal bleeding, or ridiculous amounts of general bleeding (not bloodloss alone), administer a shot of Quick Clot. This will need to be renewed in a few minutes. '''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 major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin and Dylovene. 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 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. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.
 
* 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 patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.
 
* 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. '''Patient may need to medevac in the event of a bone fracture, 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, account in diagnosis. '''Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.'''
 
* If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac
 
* If patient is showing an infection, administer Spaceacillin.
 
== Squad Medic Tips and Tricks ==
 
 
* '''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 can't remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in containers.
 
* 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.
 
* Mixing Dylovene and Inaprovaline generates Tricordazine. Be careful when healing critical patients with toxin damage. Do note however that this reaction can be caused on purpose to create and apply Tricordazine with one pill of each, just be careful not to overdose your patient. Practice makes perfect.
 
* 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.
 
* Do not underestimate the damage infections can cause. Always tend to wounds if you can.
 
 
== 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.
<br>
<br>
<br>
<br>
==Barbed Wire==
[[File:Barbed_Wire.png]]'''Barbed wire is a string of sharp metal that will harm and prevent xenos from pouncing over barricades once attached.
<br>
{| style="border: 2px solid black;
! style="background-color:orange;"|Barbed Wire Tactics
! style="background-color:orange;"|Description
|-
|style="border: 2px solid black;|[[File:barbedwirenone.png|thumb|left]]
|style="border: 2px solid black;| In the picture you'll see that the engineer was killed due to the xeno being able to pounce over the barricade.
|-
|style="border: 2px solid black;|[[File:barbedwireyes.png|thumb|left]]
|style="border: 2px solid black;|
Due to the engineer placing barbed wire onto the barricades the xenomorph was unable to jump over.
|}
<br>
<br>
==FOB Space==
{| style="border: 2px solid black;
! style="background-color:orange;"|How To: Fob Space
! style="background-color:orange;"|Description
|-
|style="border: 2px solid black;|[[File:BadFOBspace.png|thumb|left]]
|style="border: 2px solid black;|
<span style="color:darkred">'''This is an example of what not to do when constructing a defensive position.'''</span>


In the picture you'll see that the FOB has very little space for the marines to move around in which will lead to:
== Squad Medic Skillset ==
*Friendly fire.
 
*Shuffling of positions.
 
*Preventing wounded marines from entering.
[[File:Medic_skill_set.png]]
*Hindering the movement of supplies.
 
|-
To find out about how the skill system works head over to the [http://www.colonial-marines.com/wiki/The_Skill_System skills system page].
|style="border: 2px solid black;|[[File:Goodmovement.png|195px|thumb|left]]
|style="border: 2px solid black;|
<span style="color:darkgreen">'''This is an example of what you should do when constructing a defensive position.'''</span>


In the picture you'll see that the FOB has ample space to move which means:
*The reduction of friendly fire.
*Less shuffling of positions.
*Ease of access for wounded traffic.
*Free movement of supplies.
|}
<br>
<br>
==Fixing Breaches in Defences==
{| style="border: 2px solid black;
! style="background-color:orange;"|Fixing Defensive Breaches
! style="background-color:orange;"|Description
|-
|style="border: 2px solid black;|[[File:Bad breaches.png|200px|thumb|left]]
|style="border: 2px solid black;|
<span style="color:darkred">'''This is an example of what not to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span>


In the picture you'll see that this is a highly dangerous and ineffective way to fix the breach in a defensive line if hostiles are nearby. This will let you get slashed up by an alien running up willy nilly, and will give you less time to react if multiple xenos decide to push the defensive line.
== Sources and Reading ==


|-
|style="border: 2px solid black;|[[File:FIXINGBREACHES.png|200px|thumb|left]]
|style="border: 2px solid black;|
<span style="color:green">'''This is an example of what to do when attempting to fix a breach in the defensive line with hostiles nearby.'''</span>


In the picture you'll see that it shows the optimal way of repairing a breach in your defences if xenos are nearby.  
* [http://www.colonial-marines.com/viewtopic.php?f=135&t=7843 Miserable Medic's Sharing Tips] (A great reading tips from veteran CM players!)
<br>
<br>
'''To perform this fixing manoeuvre, you'll want to:'''
*Build a barricade a few tiles back,
*Screwdriver the freshly built barricade,
*Wrench it, to allow it to be moved,
*Pull the barricade ''(Ctrl + Click or open up the right click menu)'' and then pull it to the tile below you ''(By clicking on the tile)'', and then finally the breached tile as demonstrated in the photo.
<br>
This will force the xenomorphs to run into the FOB to attack you, and put themselves at risk of death due to being in the FOB. This method takes much more time than the above one, however, the safety gained from doing it is worth it's weight in attachments ten times over. If there are no hostiles at all, building it in the normal manner is perfectly acceptable.
|}
<br>
<br>


==Misc. FOB tips==
* [http://www.colonial-marines.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.)
{| style="border: 2px solid black;
! style="background-color:orange;"|Fob Tips
! style="background-color:orange;"|Description
|-
|style="border: 2px solid black;|[[File:windows.png|187px|thumb|left]]
|style="border: 2px solid black;|
In the picture you'll see that it demostrates that windows, even if reinforced, are not an acceptable replacement for a line of all-american steel barricades.
<br>
'''Windows as a defence:'''
*Provide no firing lines
*Are Weak


'''In summary, avoid using them as a defence.'''
* [http://www.colonial-marines.com/viewtopic.php?f=94&t=11218 Defibrillator Guide!]


|-
* [http://www.colonial-marines.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)
|style="border: 2px solid black;|[[File:Repairingbarricades.png|thumb|left]]
|style="border: 2px solid black;|
Barricades will end up damaged due to the ravages of war and incompetence, and if it isn't horribly damaged, you'll be able to use a blowtorch on it to repair it. This works on metal and plasteel barricades.Note that if a barricade is too damaged you will be unable to fix it.
<br>
<br>
'''Each time you repair a barricade it will consume one unit of welder fuel.'''
|}
<br>
<br>

Revision as of 12:09, 29 May 2018

MARINE
Medic.png
Squad Medic Squad medic icon.png
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:
|__________|
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.

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.


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 one of your pockets 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 (thunder icon on HUD, instead of skull), apply defibrillation procedure below. If 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 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 any suit on the patient. If patient is under 200 damage, immediately apply pads, repeat at least three times, or until the patient is revived, 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 and Tricordazine. Do not give a new dose until they run out to prevent overdoses. Overdoses are usually always extremely damaging or even lethal.
  • If the patient is in critical health, and especially near death, immediately administer a shot of Dexalin Plus, or a Dexalin pill, preferably both. Then, administer an Inaprovaline pill to stabilize the patient as much as possible (do not administer Inaprovaline if the patient has significant toxin damage)
  • If the patient has internal bleeding, or ridiculous amounts of general bleeding (not bloodloss alone), administer a shot of Quick Clot. This will need to be renewed in a few minutes. 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 major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin and Dylovene. 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 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. Additionally, administer Bicaridine for Brute damage, and Kelotane or Dermaline for Burn damage. If available, Tricordazine can be administered for both types of damage.
  • 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 patient has minor to medium brute or burn damage, administer kits to any untreated limb, plus one pill matching the damage type.
  • 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. Patient may need to medevac in the event of a bone fracture, 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, account in diagnosis. Patient will need to medevac in the event of a missing limb. A combat ready Marine needs two arms, two hands, two legs and two feet.
  • If the patient has small amount of oxygen damage, check blood levels. If blood levels are near full, administer Dexalin or Peridaxon. This is probably minor heart damage. This should not require a medevac
  • If patient is showing an infection, administer Spaceacillin.

Squad Medic Tips and Tricks

  • 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 can't remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in containers.
  • 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.
  • Mixing Dylovene and Inaprovaline generates Tricordazine. Be careful when healing critical patients with toxin damage. Do note however that this reaction can be caused on purpose to create and apply Tricordazine with one pill of each, just be careful not to overdose your patient. Practice makes perfect.
  • 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.
  • Do not underestimate the damage infections can cause. Always tend to wounds if you can.


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 (Med Evac Stretcher.png) 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.



Squad Medic Skillset

Medic skill set.png

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


Sources and Reading

  • Guide to Medicine (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)