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Hospital Corpsman

From CM-SS13 - Wiki
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.

Surplus Vendor.png Automated Closet Surplus Vendor.png

Equipment: Description:
Medic Fatigues.png
USCM Medic Fatigues
Standard-issue Medic fatigues, only worn by USCM Medics. Starts with a webbing clipped onto it.
Boots.png
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
M10 pattern marine helmet.png
M10 Pattern Marine Helmet
Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad's actions from aboard the Almayer.


Addendum: "Donator" Helmets, while looking unique are essentially a custom M10 Helmet.

Headset.png
USCM Headset
Standard issue USCM headset which has an inbuilt HUD for the user that displays marine roles. This headset also has access to the 'Medical' comms channel.
MedicHud.png
Medical HUD Glasses
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. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses). Scan reports are stored in the patient's medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.
MRE.png

MRE

Standard issue USCM brand Meal Ready-to-Eat, property of the US Colonial Marines. Meant to be consumed in the field, and has an expiration that is at least two decades past your combat life expectancy.
Armor: Description:
M3 light armor.png

M3 Light Armor

Specialized Light Armor used by the USCM, complete with a shoulder-mounted flashlight. While it provides less protection from physical trauma, it provides more mobility to the user.
M3 Pattern Personal Armor.png

M3 Pattern Marine Armor

Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted flashlight for night-time combat.
M3 heavy armor.png

M3 Heavy Armor

Specialized Heavy Armor used by the USCM, complete with a shoulder-mounted flashlight. It further protects the user by covering more areas of the body and has tougher material which makes the user withstand more hits, but it takes out most of the user's mobility.
Gloves: Description:
Gloves.png

USCM Combat Gloves

Standard issue marine tactical gloves. Protects the hands from some damage.
Latex Gloves.png

Latex Gloves

Sterile latex gloves. Best used to not cause infections.
Backpacks: Description:
Medic satchel.png

USCM medical satchel

A heavy-duty satchel used by USCM medics. It sacrifices capacity for usability. A small patch is sown to the top flap.
USCM Medic Backpack.png

USCM Medic Backpack

A standard-issue backpack worn by USCM medics. Holds more than the satchel but must be taken off the back to be opened.
Belt: Description:
M276 pattern lifesaver bag.png
M276 Pattern Lifesaver Bag
The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the auto-injectors and healing equipment a Medic can use.
M276 pattern medical storage rig.png
M276 Pattern Medical Storage Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.
Pouch: Description:
Medic-pouch.png
Medical Pouch
Large pouch able to hold a wide array of medical supplies.
Medkit-pouch.png
Medkit Pouch
Special issue pouch, able to hold a medkit.
Autoinjector-pouch.png
Autoinjector Pouch
A Large pouch dedicated to holding autoinjectors. Holds 4 Autoinjectors.
Medmag-pouch.png
Magazine Pouch
Uncommon issue pouch that can hold two magazines and/or handfuls of shotgun shells. Holds 2 slots.
Medium-gen-pouch.png
Medium General Pouch
A general purpose pouch used to carry more small items and also magazines. Contains 2 slots.
Flare-pouch.png
Flare Pouch
Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack.
Aid-pouch.png
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 NanoMed.png on the Almayer and Dropships.
Pistol-mag-pouch-large.png
Large Pistol Magazine Pouch
Pouch able to hold pistol magazines.
Pistol-pouch.png
Pistol Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.
Accessories: Description:
Webbing.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.
Brown webbing vest.png
Brown Webbing Vest
Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Black webbing vest.png
Black Webbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands. Holds 5 small sized items.
Mask: Description:
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.
Sterile mask.png
Sterile Mask
A sterile mask designed to help prevent the spread of diseases.


ColMarTech Automated Equipment Rack.png Automated Equipment Rack ColMarTech Automated Equipment Rack.png

Each Equipment Rack starts with 45 points for you to spend on additional items for your deployment. These are all listed below.
Equipment: Description:
Med Evac Stretcher.png
Med Evac Stretcher
Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click "Activate Medevac". Only medics can activate the beacon and it can only be used outdoors.). A Collapsed Stretcher can be folded by dragging it onto yourself. You can also attach a body bag or a stasis bag onto the stretcher.
Healthanalyzer.png
HF2 Health Analyser
Basic tool of every single medic - 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.
Advanced first-aid kit.png
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.png
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 Guide_to_Medicine#Defibrillator_Usage.

StasisBag.png
Stasis Bag
Used to store critically injured patients.
  • Slows larva growth.
  • Patients can be scanned without opening the bag and be put into advanced scanners and onto operating tables without opening the bag.To do this, grab the stasis bag then click on the advanced scanner/operating table to deploy the patient.
  • Prevents blood loss while the patients are inside
  • Prevents internal bleeding from progressing as long as they are left inside.
  • Can be buckled to a roller bed for faster transportation.
  • To fold it, drag it to yourself when it's closed and not occupied
Equipment: Description:
Advburnkit.png
Adv Burn Kit
Costs:2 points
Used to treat moderate to high burn damage.
Advtraumakit.png
Adv Trauma Kit
Costs:2 points
Used to treat moderate to high brute damage. Also treats mild infections.
Advanced first-aid kit.png
Advanced First Aid Kit
Costs:12 points
Advanced first aid kit with more complicated medical supplies.
Splint.png
Medical Splints
Costs:1 point
Used to hold that broken/fractured bone of yours in place so you don't die.
RollerBed.png
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.
StasisBag.png
Stasis Bag
Costs:6 points
Used to store critically injured patients.
First-aid kit.png
First Aid Kit
Costs:6 points
Basic first aid kit with basic medical supplies.
PillBottle.png
Pillbottle
Costs:4 points each
Can vend a pill bottle (16 pills) filled with any one of the following chemicals.
  • Bicaridine
  • Dexalin
  • Dylovene
  • Inaprovaline
  • Kelotane
  • Peridaxon
  • Quickclot
  • Spaceacillin
  • Tramadol


Bicaridine.png
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.
  • Bicaridine
  • Dexalin+
  • Dylovene
  • Inaprovaline
  • Kelotane
  • Oxycodone Costs:2 points
  • Quickclot
  • Tricord
Healthanalyzer.png
Health Analyzer
Costs:4 points
Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones.
MedicHud.png
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.
Magazine: Description:
M39-AP-mag.png
M39 Armor Piercing Magazine
Costs:6 points
Holds forty eight (48) 10x20mm AP rounds. Has better armor penetration, but lower overall damage.
M39-extended-mag.png
M39 Extended Magazine
Costs:6 points
Holds seventy two (72) 10x20mm rounds. Holds more ammunition than the standard magazines.
M40 HEDP.png

M40 HEDP Grenade
Costs:9 points

Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 3-5 seconds.

Both the Demolition Specialist and Heavy Grenadier Specialist has these grenades in their vendors at round start. More can be ordered in Cargo.

M50 HEFA.png

M40 HEFA Grenade
Costs:9 points

Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicenter of the explosion. Capable being loaded in the M92 launcher, or thrown by hand.
M4A3 extended mag.png
M4A3 Extended Magazine
Holds twenty two (22) 9mm pistol rounds. Holds more ammunition than the standard magazines.
M4A3-AP-mag.png
M4A3 Armor Piercing Magazine
Holds twelve (12) 9mm pistol rounds. Has better armor penetration, but lower overall damage.
M41A-AP-mag.png
M41A Armor Piercing Magazine
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage.
M41A-extended-mag.png
M41A Extended Magazine
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines.
L41A extended mag.png
L42A Extended Magazine
Costs:6 points
Holds thirty five (35) 10x20mm rounds. Holds more ammunition than the standard magazines.
L41A AP mag.png
L42A Armor Piercing Magazine
Costs:6 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
SU6 Smart Pistol Magazine.png
SU6 Smart Pistol Magazine
Costs:9 points
Holds fifteen (15) rounds. Has specially made bullets for IFF capabilities.
Attachment: Benefits: Drawbacks:
Angled Grip.png
Angled Grip
Costs:10 points


Wielded:
  • Majorly decreased wield delay
  • Slightly decreased recoil
  • Slightly increases accuracy
  • Slightly decreased bullet spread


One Handed:
  • Slightly decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
Extended barrel.png
Extended Barrel
Costs:10 points


Wielded:
  • Moderately increases accuracy
Both:
  • Slightly decreases damage
Gyro.pngGryoscopic Stabilizer
Costs:10 points


Wielded:
  • Slightly reduces bullet spread
One Handed:
  • Majorly reduces bullet spread
  • Moderately increases accuracy
  • Greatly reduces the accuracy penalty for moving.
Both:
  • Moderately reduces burst spread
Both:
  • Moderately decreased firing speed
L41ACstock.png
L42A-MK1 Synthetic Stock
Costs:10 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving
Wielded:
  • None
One Handed:
  • Moderately decreases accuracy
  • Moderately increases recoil
  • Greatly increases bullet spread
Laser sight.png
Laser Sight
Costs:10 points
Wielded:
  • Slightly increases accuracy
One Handed:
  • Slightly increases accuracy
  • Moderately reduces bullet spread
  • Slight reduction of accuracy penalty when moving
Both:
  • None
Undershot.png
U7 Underbarrel Shotgun
Costs:10 points
Both:
  • Adds the ability to fire three semi-auto buckshot rounds
  • Reloadable with additional buckshot
  • Toggled by using Activate Weapon Attachment Activate-Weapon-Attachment.png


Both:
  • The short barrel reduces the ammo's effectiveness
  • Slightly reduced accuracy compared to an actual shotgun
  • Slightly reduced knockdown/stun effect compared to an actual shotgun
  • Slightly reduced accuracy when firing compared to an actual shotgun
  • Moderately reduced damage compared to an actual shotgun
M37 stock.png
Shotgun Stock
Costs:10 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage
Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
M41astock.png
M41A Skeleton Stock
Costs:10 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
  • Slightly decreases firing speed
Quickfire.png
Quickfire Adapater
Costs:10 points
Both:
  • Moderately increases firing speed
Both:
  • Moderately decreases accuracy
  • Decreases burst-fire shots by 1 (from 3 or 4)
  • Moderately increases spread
Recoil compensator.png
Recoil Compensator
Costs:10 points
Wielded:
  • Greatly reduces recoil
One Handed:
  • Moderately reduces recoil
Both:
  • Moderately increases accuracy
Both:
  • Moderately decreases damage
Reddot.png
Red Dot Sight
Costs:10 points
Wielded:
  • Greatly increases accuracy
One Handed:
  • Slightly increases accuracy
One Handed:
  • Slight decrease in accuracy for moving.
Smg Stock.png
Submachinegun Stock
Costs:10 points
Wielded:
  • Moderately increases accuracy
  • Moderately reduces recoil
  • Greatly reduces bullet spread
  • Slight reduction of the accuracy penalty when moving


Both:
  • Slightly increases weapon melee damage


Wielded:
  • Major wield delay
  • Slightly decreases movement speed.
One Handed:
  • Moderately decreases accuracy
  • Greatly increases bullet spread
  • Moderately increases recoil
Both:
  • Increases weapon size
Supressor.png
Suppressor
Costs:10 points
Wielded:
  • Slightly increases accuracy
Both:
  • Greatly decreases firing sound
  • Removes muzzle flashes
  • Removes firing messages
  • Slightly decreases recoil
  • Slightly decreases bullet spread
Both:
  • Slightly decreases damage
Forwardgrip.png
Vertical Grip
Costs:10 points


Wielded:
  • Moderately increases accuracy
  • Slightly decreases recoil
  • Slightly decreased bullet spread
Both:
  • Moderately reduces burst spread
Wielded:
  • Slightly decreases movement speed
One Handed:
  • Moderately decreases accuracy
  • Slightly increased bullet spread
Both:
  • Increased weapon size
  • Slight increase of the accuracy penalty when moving

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 your medical pouch 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, 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 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. 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 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 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.


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 will not work within a patients body.
  • 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.
  • 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 or deep into a safe space before tending to them!

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)