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|style="border: 2px solid black; padding: 5px;" |[[File:Gas_mask.png|64px]]<br>'''Gas Mask''' | |style="border: 2px solid black; padding: 5px;" |[[File:Gas_mask.png|64px]]<br>'''Gas Mask''' | ||
|style="border: 2px solid black; padding: 5px;" |A face-covering mask that can be connected to an air supply. It | |style="border: 2px solid black; padding: 5px;" |A face-covering mask that can be connected to an air supply. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards. | ||
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|style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat absorbent coif'''' | |style="border: 2px solid black; padding: 5px;" |[[File:Heat_absorbent_coif.png|64px]]<br>'''Heat absorbent coif'''' |
Revision as of 17:48, 27 September 2022
Difficulty: Hard Supervisors: Squad Leader Rank: Lance Corporal 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: 1 hour as medical roles and 1 hour as squad roles. 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 Hospital Corpsman, 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 Hospital Corpsman, 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 and/or the forum guides linked below whenever you require and mentorhelp if any doubts arise, and remember that all Squad Hospital Corpsmen 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
Pouch: | Description: |
---|---|
Autoinjector Pouch |
A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors. |
First Responder Tactical Pouch |
Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field corpsmen. Found inside the ColMarTech automated armaments vendor in their mini-medical kits. |
First Aid Pouch |
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships. |
Flare Pouch |
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.
|
Large General Pouch |
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
|
Sling Pouch |
Keeps a single item attached to a strap, Can contain either an etool or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.
|
Large Pistol Magazine Pouch |
Pouch able to hold pistol magazines.
|
Magazine Pouch |
Uncommon issue pouch that can hold three magazines and/or handfuls of shotgun shells. Issued to Medics and Engineers. It is also one of the pouch options of the ColMarTech Automated Closet and is found in the ColMarTech automated armaments vendor in Requisitions. Contains 3 slots. |
Shotgun Shell Pouch |
A shotgun shell pouch. It can contain handfuls of shells, or bullets if you choose to for some reason.
It is one of the pouch options of the ColMarTech Automated Closet. Contains 5 slots. |
Medical Pouch |
Large pouch able to hold a wide array of medical supplies. |
Medkit Pouch |
Special issue pouch, able to hold a medkit. |
Pressurized Reagent Canister Pouch |
A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser.
3 Options are available to pick:
|
Pistol Pouch |
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
|
Vial Pouch |
A pouch for carrying glass vials. Can be found in the medical doctor's lockers in medbay. Filled with empty vials.
Contains 6 slots. |
Mask: | Description: |
---|---|
File:Gas mask.png Gas Mask |
A face-covering mask that can be connected to an air supply. It provides a small amount of head and face resistance against melee and explosive damage. With a fairly high degree of protection against biohazards. |
Heat absorbent coif' |
A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It's a good idea to bring down a few spares in a backpack for those that might've forgot theirs. Spawns at the Automated Closet as Standard Equipment if the map is Sorokyne Strata or Corsat. Otherwise available at the Surplus Uniform Vendor. |
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: |
---|---|
Stasis Bag |
Used to store critically injured patients.
|
Surgical Line |
Used to fix brute damage
|
Synth Graft |
Used to fix burn damage
|
Roller Bed |
Allows you to quickly transport injured marines and other personnel across the battlefield. Can be folded up when not in use.
|
Med Evac Stretcher |
Used to airlift patients to a supporting dropship. Functions in the same way as a roller bed but cannot be moved when deployed. To activate the med evac beacon on the stretcher (Right click the stretcher then click "Activate Medevac". Only corpsmen (or marine personnel with equal or higher medical skill) can activate the beacon and it can only be used outdoors or if the ceiling is glass (examine the tile to check.).).
|
HF2 Health Analyser |
Basic tool of every single corpsman - 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. |
Equipment: | Description: | ||||||||
---|---|---|---|---|---|---|---|---|---|
Autoinjector Costs:1 point each |
Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.
|
Equipment: | Description: |
---|---|
Health Analyzer Costs:4 points |
Basic tool of every single corpsmen - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones. |
Medical HUD Glasses Costs:4 points |
When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator. |
Roller Bed Costs:4 points |
Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. You can attach a body bag or a stasis bag onto a roller bed for faster transportation. |
Stasis Bag Costs:6 points |
Used to store critically injured patients. |
G8-A General Utility Pouch Costs:15 points |
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the ColMarTech automated armaments vendor in Requisitions. They can hold 3 items. |
Weapon: | Description: |
---|---|
Contains three HEDP high explosive grenades.
Costs 18 points. | |
Contains three HIDP incendiary grenades.
Costs 18 points. | |
Contains three HPDP white phosphorus grenades.
Costs 18 points. | |
Contains three HSDP smoke grenades.
Costs 9 points. | |
Contains three AGM-F airburst grenades.
Costs 20 points. | |
Contains three AGM-I incendiary grenades.
Costs 20 points. | |
Contains four AGM-H hornet grenades.
Costs 20 points. | |
Contains three claymores. Can also be acquired via Requisitions or asking a Squad Engineer if they have spare.
Costs 20 points. |
Extra Items: | Description: | |
---|---|---|
B12 Pattern Armor |
A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.
| |
M4 Pattern Armor |
A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.
| |
Range Finder |
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile's Longitude and Latitude coordinates will be displayed in a pop up menu | |
Laser Designator |
A pair of binoculars, with a laser targeting function. It is used to mark an area for CAS or a mortar target to the targeted location. Has a targeting ID for CAS to identify which laser is which. Ctrl + Click a turf to target something. Ctrl + Click designator to stop lasing. Alt + Click designator to switch modes.
| |
Large General Pouch |
A general purpose pouch used to carry more small items and also magazines. Contains 3 slots. | |
Large Magazine Pouch |
Special issue pouch that can hold up to four magazines and/or handfuls of shotgun shells. Issued to Squad Leaders and Specialists. It is one of the pouch options of the ColMarTech Automated Closet and can be ordered by Requisitions.
Contains 4 slots. | |
Fuel Tank Strap Pouch |
Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks | |
Shoulder Holster |
A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. | |
H5 Pattern M2132 Machete Scabbard |
A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor. | |
H6B pattern M2132 machete scabbard |
A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. | |
Mini Extinguisher |
A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher. | |
Motion Detector |
The Motion Detector highlights anything not wearing an ID that is on your screen and a few tiles off screen. For example, if an alien is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or Z (in hotkey mode).
| |
Whistle |
A whistle, usually reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it's in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot. | |
Welding Goggles |
A pair of Welding Goggles. Goes on the eyes slot. |
Ammunition: | Description: |
---|---|
Engineering Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the engineering channel with :n. |
Tactics Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the tactics channel with :t. |
JTAC Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the JTAC channel with :j. |
Supply Radio Encryption Key Costs:5 points |
An encryption key for a radio headset, Allowing you to access the supply channel with :u. |
Duties of the Squad Hospital Corpsman
As the Squad Hospital Corpsman, 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 Hospital Corpsman Equipment
As the Squad Hospital Corpsman, 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 Corpsman, and all three other squads will be getting two Squad Corpsmen, 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 only a few caveats to a Medic's loadout. Most of the time, it is determined by what one is the most comfortable handling with, in order to be as effective as one can be in the field. 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. Though it is ultimately a preference thing, it is highly recommended you start out with a satchel unless you know what you're doing. Having to take off your backpack constantly can slow down your work massively, and the satchel is more than capable of allowing you to heal and revive marines very efficiently.
- Next, choose your belt item. The Lifesaver belt is the premier belt choice, and you cannot go wrong with picking it. The gray Medical Storage Rig is a viable alternative as well, however you will be severely limited in how much medicine you can carry in comparison to the Lifesaver belt. The main advantage of it is its ability to store defibrillators and roller beds, which the Lifesaver cannot. Added together with its ability to store pistol magazines and shotgun shell bundles, the Medical Storage Rig is best used when you can't (or won't) use a backpack/satchel.
- 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, as the two belts already comes loaded with, 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 two defibrillators, your surgical line and synth graft, and one roller bed in. Optionally, pack more first aid kits and stasis bags.
- Finish up your medical loadout. You will want a HF2 Health Analyser somewhere readily accessible at all times - try storing it in your webbing, your belt or backpack, experiment with which works the best for you. If you have extra space left over, it's a wise idea to place additional spare ammo in your armor slots.
- Next, you will actually need to start considering your weapon loadout. Each weapon can be wielded in two hands to have better accuracy, less recoil and the like, and can mount an angled grip to greatly reduce the delay before you can wield it.. 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. Fill up whatever spare inventory slots you have left with spare ammo.
- It is usually not recommended to carry a sidearm, unless you really want to deploy without a main weapon. As a medic, you should be focusing on using weapons almost exclusively for self-defence, but you will assuredly not be able to put a dent in anything with a smartpistol, so stick with primary weapons unless you know what you're doing. 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 can run out very quickly on the field, so balance it carefully.
- At this point, you may leave to join the Requisitions queue if you require extra attachments and non-medical gear and Briefing. Do not forget to visit the medbay chemistry station for the always useful custom chems, like ImiAlky and Iron. Check the guides linked down at the bottom of the page on suggestions which custom medicines to request from the doctors and how to best optimize your loadout.
Squad Hospital Corpsman Tactics
As the Squad Hospital Corpsman, 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 Corpsman. Should you be in this situation, take advantage of it to heal safely and efficiently, and hope the battle keeps progressing the right way. Keep your eyes open for any backline harrasers trying to get in and kill you, and ask a squad engineer or a synthetic to salvage and repair a medical vendor from the colony's medbay.
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 Corpsmen, 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 Corpsman, 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. Help yourself and others will help you.
Common Field Triage Procedure
Triage is the last and most important topic for a Squad Corpsman 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. Medevacs are very slow or could even be unreachable most of the time, so avoid medevacing marines unless you have no form of healing their ailment - this includes first and foremost patients with larval infection, dead and heartbroken patients and massive overdose cases. Use your judgement and use stasis bags sparingly.
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 flashing orange and red, revive them ASAP, they have less than a minute before permanently dying. If the heart rate icon is a constant orange then some time has passed since the patient has died but at least a minute remains until permanent death.
- 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 the armor on the patient, leave the uniform on. 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, suture and try to apply as many as possible. Then apply suture/surgical graft until you run out of wounds to suture/graft or you go below 200 damage. If possible, apply Epinephrine. Once done, apply defibrillator up until damage is under 200, plus one application for safety. Note that while the patient is dead, the effect of further chemicals will not be consumed by his organism with the exception of Epinephrine, therefore giving the patient chemicals to lower his brute / burn damage, will not work while they are still dead. It is still useful to administer said meds into them before reviving them (IF you have enough time) in order to let said chemicals start working as soon as the patient is revived and to further reduce the patient's recovery time.
- 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 and are usually always extremely damaging or even lethal so if a patient has 15 units already in their blood, don't give them any more. 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 in critical health, and especially near death, immediately inaprovaline and peridoxin pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.
- If the patient has internal bleeding, administer 3 doses of bicardine until the patient is overdosed on it (patient should have at least 30 units and no more than 50 units of bicardine in their system), then administer a single pill of Kelotane to prevent your patient from suffering burn damage as a result from the Bicardine overdose.To bicardine overdose to work, patient must have zero brute damage otherwise bicardine overdose method will not work, resulting massive amount blood lost. As marines never wait to heal fully or currectly at active combat, its best give one or two quickclot pill. ( do not administer more then two pill, result will be quickclot overdose and patient will take brute damage. If the patient has lost a large amount of blood in general, administer them a single pill of Iron (Obtainable only from Medbay doctors, optimally containing 15 units per pill.), then feed them food if you have any to spare (or take their MRE) to speed up blood recovery. Alternatively as a corpsman you can use syringe to transfer blood between marines. A marine can donate up to %15 of his blood without damaging himself. Before transfer be sure to check its correct blood type.
- If the patient is suffering from major blood loss symptoms (heavy oxygen and toxin damage), administer Dexalin or Dexalin Plus after doing the above. 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 serious lung or heart damage, as both will have a near-instantenous, fatal effect on the marine the moment Peridaxon wears off.
- If the patient has bleeding limbs, patch them as rapidly as possible using advanced trauma kits. Remember that you can use the numpad on your keyboard to quickly aim at specific bodyparts.
- 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. If the overdose is severe, stasis bag them and medevac them for a dyalysis at the Alamyer medbay. If not, administer Dylovene. Alternatively, add a dose of Peridaxon as well if the patient is not overdosed, as toxin damage buildup is often tied to liver and kidney damage.
- 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. 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 patients 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 above 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, make sure they're aware. 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, especially if oxygen damage does not exceed 22 points.
Squad Hospital Corpsman 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 Corpsman 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 they are FULLY empty, you may also refill them by simply left clicking the vendor with injector in hand on Help intent.
- Though they can be used for it, avoid using stasis bags for marines with internal bleeding or those who are just generally wounded and in crit or pain crit. The only two situations where you can never go wrong with using stasis bags are for slowing larval growth and severe overdose cases. Use your judgement - your fellow marines don't appreciate being stuck inside a stasis bag they can't get out of in case of emergency unless they absolutely need to.
- If you can't remember on the fly which pill bottle is which, SHIFT+Click to examine them, even while they are in your belt or other containers.
- You can remove very small bits of shrapnel from others with a knife. You must click them with it in your hand on help intent in order to remove the shrapnel. (Note: this only works when you have help intent safety toggled on.)
- 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. You can give items to marines by clicking them with the middle mouse button with item in your hand. A macro like pull roller-bed can help speed up patient transport and recovery.
- Stacking different medicines with the same effect will help you heal marines even faster. Bicardine is commonly stacked with Tricordrazine to heal brute damage as TriBica pills. Kelotane is stacked with Dermaline to heal burn damage rapidly as KeloDerm pills. Tricordazine heals burn and toxin damage as well, and can stack with Kelotane, Dermaline and Dylovene respectively.
- After activating your defibrillator on a dead marine, you can freely switch your active hand, drop the defibrillator or even place it back into your satchel without interrupting the defibrillation. Use this time to administer pills and splints (Or even begin treating another patient, if you have multiple dead marines at your feet).
- 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 or administer them (left click them on Help intent with pill in hand to feed them it!) 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 end up causing 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 if necessary.
- Open, bleeding wounds cause bloodloss. Though many squad marines usually pack some basic bandages with them, applying advanced trauma kits to them is a significantly more effective option, as it won't just stop bleeding like a bandage, but heal some of the damage as well. Small-to-medium amounts of oxygen damage are characteristical of bloodloss, which your health analyzer will warn you about. Administer a dose of Iron to the marine or remind them to eat some food.
- Always make sure to pull revivable Marines out of harms way and danger close. Most casualties happen around the front lines or when the FOB is under heavy attack. Try to avoid administering life-saving treatments and defibrilation too close around the front of combat, you make yourself an easy target for enemies. Pull them behind your squad mates and/or into a secure barricaded area before tending to them! Don't forget to use your roller beds!
Med-Evacs
Important: a Med-Evac does not necessarily mean having to winch up a patient all the way to the Almayer medbay via the medevac stretcher. More often than not, there is an able and willing doctor who will deploy to the FOB and be available for field surgery. This is perfectly safe to do and is just as effective as regular medbay surgery, so always make sure to ask if there is a deployed field surgeon before considering doing this.
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 collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.
Squad Hospital Corpsman Skillset
To find out about how the skill system works head over to the skills system page.
Sources and Reading
- Braindead Guide to Medic (Blunt but simple to read and understand. Highly recommended for both beginner and advanced squad medics. If you're struggling to increase your efficiency as a medic, this guide will help a lot.)
- Allakai's Medic 101 (Good for a more in-depth explanation of all the medic's items and to compare your loadout ideas with other experienced players.)
- Guide to Medicine (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)