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In an emergency, you may stasis bag wounded who would die other wise, and fix them when everyone else is stabilized. As a rule of thumb, anyone who is able to be defibbed, and you don't know when they died should be treated with trauma and burn kits, not pills, and then defibbed first. If they instantly die, you have five more minutes to work on them. It is important to only use kits on them, as the extra time applying pills may result in them going brain dead. Pills can be given after a successful defib, whether they die or not. | In an emergency, you may stasis bag wounded who would die other wise, and fix them when everyone else is stabilized. As a rule of thumb, anyone who is able to be defibbed, and you don't know when they died should be treated with trauma and burn kits, not pills, and then defibbed first. If they instantly die, you have five more minutes to work on them. It is important to only use kits on them, as the extra time applying pills may result in them going brain dead. Pills can be given after a successful defib, whether they die or not. '''Keep in mind that chemicals won't process(tick) while in a deceased marine. For chemicals to process the patient has to be alive.''' | ||
Revision as of 01:16, 23 January 2019
MEDIC REWORK
Difficulty: Hard Supervisors: Squad Leader Rank: Not defined Duties: Treat Marines, Follow your Squad Leader, 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
Duties of the Squad Medic
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 somewhere.
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: |
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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. |
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.
For the Overdose Limits and Dosage of Each Pill / Autoinjector. Visit the Guide to Medicine.
Squad Medic Equipment
As the Squad Medic, your loadout is one that determines how many patients you'll treat. Having an effective loadout is key to handling any wounded or dead coming your way, and as long as you split up your workload you will have no problems managing casualties.
The key to a good medic loadout is having ample supplies while not having a cumbersome setup.
- Choosing between a backpack and a satchel is your first decision. A backpack can hold more than a Satchel but is more cumbersome.
- Next, choose your belt item. The combat lifesaver belt provides three rows of small and tiny item storage, such as pill bottles and trauma kits, whereas the medical rig has two rows, but lets you pack defibs and larger items into the rig.
- Your medical belt will already contain pill bottles, splints, and kits. There will also be auto injectors. For the most part, you can dump all auto injectors and replace them with extra kits, and with pill bottles of high demand: Kelotane, Bicard and Tramadol. If you have a medical rig, you can put defibs into it, allowing you to have more space in your satchel or backpack.
- Finish up your medical loadout. You will want a HF2 Health Analyzer somewhere accessible. Your webbing and armour slots are able to hold stasis bags, pill bottles, ammo, and other items. Each slot of space you have counts, Use it.
- As a Medic its recomended you pick a gun for defensive measures. A shotgun or a Rifle are normally the best choises.
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 knowing who to treat first is the most important part of being a medic.
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 stasis bag wounded who would die other wise, and fix them when everyone else is stabilized. As a rule of thumb, anyone who is able to be defibbed, and you don't know when they died should be treated with trauma and burn kits, not pills, and then defibbed first. If they instantly die, you have five more minutes to work on them. It is important to only use kits on them, as the extra time applying pills may result in them going brain dead. Pills can be given after a successful defib, whether they die or not. Keep in mind that chemicals won't process(tick) while in a deceased marine. For chemicals to process the patient has to be alive.
Triage procedure usually goes as follow, but this is just an example, you can do triage however you see fit and depending on the situation:
- If the wounded are close to a hazard, it would be wise to move them back.
- 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 a skull), apply defibrillation procedure below. If the 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 the 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 the Armor or Exo suit on the patient. If the patient is under 200 damage, immediately apply pads, repeat until the patient is revived unless the person remains DNR, 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, Tricordazine and Quick Clot. Do not give a new dose until they run out to prevent overdoses. Most medicines overdose at 30 units. An exception to this is quick clot. It ODs at 15 units so don't inject the patient with it if they have 5 units or more.
- If the patient is near death, administer an Inaprovaline pill to stabilize the patient and fight the oxy damage building up from the pain.
- If the patient has internal bleeding, or high amounts of general bleeding (not bloodloss alone), administer a shot of Quick Clot. This will need to be renewed in a few minutes if the patient has IB. 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 blood loss below 60% they take heavy oxygen and toxin damage increase their blood levels and then defib them. 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 the 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.
- 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 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. Patients may need to medevac in the event of a bone fracture, though this depends on the area it has occurred in, an arm or hand broken but splinted can be left to the patient's discretion on when they want to evac. 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 they should normally Evac.
- If the patient is showing an infection apply an advanced trauma kit; supposing that the infection persists administer spaceacillin. If necrosis has appeared on your patient med-evac them so they can receive treatment from a doctor.
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 () 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 Tips and Tricks
Tips and Tricks, use these to get even better. |
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* 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
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Squad Medic Skillset
To find out about how the skill system works head over to the skills system page.
Sources and Reading
- Miserable Medic's Sharing Tips (A great reading tips from veteran CM players!)
- Medic Loadout sharing thread (Good to see other players loadouts to see what you might change about yours.)
- Guide to Medicine (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)