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Hospital Corpsman

From CM-SS13 - Wiki
MARINE
Medic.png
Hospital Corpsman Squad medic icon.png
Difficulty: Hard
Supervisors: Squad Leader
Rank: Private First Class [Under 10hrs] / Lance Corporal [10hrs] / Corporal [70hrs]
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 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 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 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.

Surplus Vendor.png Automated Closet Surplus Vendor.png

Equipment: Description:
Boots.png
USCM Combat Boots
Standard issue combat boots used by the USCM for combat situations.
Jumpsuit.png
USCM Corpsman Fatigues
Standard-issue Corpsman fatigues, only worn by USCM Corpsmen.
Squad Gloves.gif

USCM Combat Gloves

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

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 10

Armor Internal Damage = 20

Armor Bio = 20

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 green heart rate 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-L Pattern Armor

A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.
Stats:

Armor Melee = 15

Armor Bullet = 15

Armor Bomb = 20

Armor Internal Damage = 10

Armor Bio = 25

Armor Slowdown = 0.35

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 directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.


Addendum: "Donator" Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.

Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 20

Armor Slowdown = 0.55

M3 heavy armor.png

M3 EOD Pattern Heavy Armor

A heavier version of the standard M3 pattern armor, the armor is primarily designed to withstand ballistic, explosive, and internal damage, with the drawback of increased bulk and thus reduced movement speed, alongside little additional protection from standard blunt force impacts and none from biological threats.
Extended Lore:

This configuration of the iconic armor was developed during the Canton War in 2160 between the UPP and USCM - Designed in response to a need for higher protection for ComTechs assigned as EODs during the conflict, this is the pinnacle of protection for your average marine. The shoulders and kneepads have both been expanded upon heavily, covering up the arteries on each limb. A special spall liner was developed for this suit, with the same technology being used in the M70 Flak Jacket being developed at the same time.

Stats:

Armor Melee = 25

Armor Bullet = 35

Armor Bomb = 35

Armor Internal Damage = 25

Armor Bio = 20

Armor Slowdown = 0.75

Backpacks: Description:
Medic satchel.png

USCM corpsman satchel

A heavy-duty satchel used by USCM corpsmen. It has less capacity than the backpack, but can be opened and accessed at any time. A small patch is sown to the top flap.
USCM Medic Backpack.png

USCM Corpsman Backpack

A standard-issue backpack worn by USCM corpsmen. Holds more than the satchel but must be taken off your back to be opened.
Belt: Description:
M276 Pattern Ammo Load Rig.png
M276 Pattern Ammo Load Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. Holds 5 various magazines.
M276 Pattern Ammo Load Rig.png
M276 Pattern General Pistol Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.
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 corpsmen. This contains most of the auto-injectors and healing equipment a Corpsman 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. Note that this rig can additionally hold a roller bed and defibrillator.
M276 pattern M39 holster rig.png
M276 Pattern M39 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn't a very common sight and is only specially issued.
M276 pattern M44 holster rig.png
M276 Pattern M44 Holster Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.
M276 pattern M82F flare gun holster rig.png
M276 Pattern M82F flare gun holster rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.
Shotgun belt.png
Shotgun Shell Load Rig
An ammunition belt designed to hold shotgun shells or individual bullets. Holds 10 handfuls of shells.
M276 pattern M40 HEDP.png
M276 Pattern M40 Grenade Rig
The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry bulk quantities of M40 series of Grenades.
Pouch: Description:
Autoinjector-pouch.png
Autoinjector Pouch
A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors.
First-Responder-Tactical-Pouch.png
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.
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.
Flare-pouch.png
Flare Pouch
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack.


Large-gen-pouch.png
Large General Pouch
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.


Sling pouch.png
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.


Pistol-mag-pouch-large.png
Large Pistol Magazine Pouch
Pouch able to hold pistol magazines.


Medmag-pouch.png
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.
Shell-pouch.png
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.

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.
Pressurized-pouch.png
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:

  • Bicaridine.
  • Kelotane.
  • Revival Mix. Contains Inapprovaline, Peridaxon and epinephrine.
Pistol-pouch.png
Pistol Pouch
A holster to carry pistols, typically a standard issue M4A3 handgun, or 88M4 Pistol.


Vial-pouch.png
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.

Accessories: Description:
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.
Shoulder Holster.png

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.
Webbing.png
Webbing
Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.
Mask: Description:
Gasmask.png
Gas Mask
Gas masks are available in ColMarTech Automated Closets for all marines. Does not protect the head in anyway.
Heat absorbent coif.png
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.

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:
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
Surgical Line.png
Surgical Line
Used to fix brute damage
  • Can be used on deceased patients
  • Can only heal half of damage inflicted
  • Heals limb based on target area
  • Acts as a substitute Fix-O-Vein and cautery for internal bleeding surgeries in the field
Synth Graft.png
Synth Graft
Used to fix burn damage
  • Can be used on deceased patients
  • Can only heal half of damage inflicted
  • Heals limb based on target area
RollerBed.png
Roller Bed
Allows you to quickly transport injured marines and other personnel across the battlefield. Provides an ideal platform for field surgery. Can be folded up when not in use.
  • You can attach a body bag or a stasis bag onto a roller bed for faster transportation
  • To fold it, drag it to yourself when not occupied
Med Evac Stretcher.png
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.).).
  • You can attach a body bag or a stasis bag onto the stretcher
  • To fold it, drag it to yourself when it's not occupied
Healthanalyzer.png
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.
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 Defibrillator Usage.

BloodPack.png
Blood Bag
Two Blood Bags are provided. Holds universal blood inside, can be used to give a Marine with low blood a transfusion in the field, click the Marine to begin the transfusion, click again to stop it. Once started, anyone can hold the bag.
Equipment: Description:
Advburnkit.png
Adv Burn Kit
Costs:2 points
Used to treat moderate to high burn damage. Heals 12 burn damage once applied and fixes it over time. The time spent of using the trauma kit and efficiency depends of one's medical skill.
Advtraumakit.png
Adv Trauma Kit
Costs:2 points
Used to treat moderate to high brute damage. Heals 12 brute damage once applied and fixes it over time. The time spent of using the trauma kit depends of one's medical skill.
Splint.png
Medical Splints
Costs:1 point
Used to hold that broken/fractured bone of yours in place so you don't die.
Gauze.png
Gauze
Costs:1 point
Some sterile gauze to warp around bloody stumps and lacerations.
Ointment.png
Ointment
Costs:1 point
Used to treat burns, infected wounds, and relieve itching in unusual places.
Equipment: Description:
Advanced first-aid kit.png
Advanced First Aid Kit
Costs:12 points
Advanced first aid kit with more complicated medical supplies.

Contains the following:

  • 1 Tricordrazine Autoinjector
  • 3 Advanced Trauma Kits
  • 2 Advanced Burn Kits
  • 1 Stack of Splints
First-aid kit.png
First Aid Kit
Costs:5 points
Basic first aid kit with basic medical supplies.
Fire first-aid kit.png
Fire First Aid Kit
Costs:6 points
For when the dropship ammo storage spontaneously burns down.
Toxinfirstaid.png
Toxin First Aid Kit
Costs:6 points
Used to treat when you have a high amount of toxins in your body
Oxygen deprivation first aid.png
Oxygen First Aid Kit
Costs:6 points
A box full of reoxygenating goodies.
Radiation first-aid kit.png
Radiation First Aid Kit
Costs:6 points
Contains treatment for radiation exposure.
Equipment: Description:
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.png

Bicaridine

Dexalin.png

Dexalin+

Epinephrine-Injector.png

Epinephrine
Costs:2 Points

Inaprovaline.png

Inaprovaline

Kelotane.png

Kelotane

Oxycodone.png

Oxycodone
Costs:2 Points

Tramadol.png

Tramadol

Tricord.png

Tricord

Equipment: Description:
PillBottle.png
Pillbottle
Costs:5 points each
Can vend a pill bottle (16 pills) filled with any one of the following chemicals. Recommended ones are in bold.
  • Bicaridine
  • Dexalin
  • Dylovene
  • Inaprovaline
  • Kelotane
  • Peridaxon
  • Tramadol
Equipment: Description:
Healthanalyzer.png
Health Analyzer
Costs:4 points
The 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.
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.
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. Roller beds are also used to perform internal bleeding surgery, as the procedure is much quicker (and therefore safer) when the patient is strapped to one rather than left lying on the ground.
StasisBag.png
Stasis Bag
Costs:6 points
Used to store critically injured patients.
Pressurized-pouch.png
Pressurized Reagent Canister Pouch (EMPTY)
Costs:3 points
Used to refill custom injectors and can also store one. May be refilled with a reagent tank or a chemical dispenser. Starts empty.
G18-Utility-Pouch.png
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.
RefillTank.png
Smart Refill Tank
Costs:6 points
Used to refill empty autoinjectors.
Note:You have 45 points to spend on additional items.
Weapon: Description:
Hedp packet.png

M40 HEDP High Explosive Packet

Contains three HEDP high explosive grenades.

Costs 18 points.

Hidp packet.png

M40 HIDP Incendiary Packet

Contains three HIDP incendiary grenades.

Costs 18 points.

Hpdp packet.png

M40 HPDP White Phosphorus Packet

Contains three HPDP white phosphorus grenades.

Costs 18 points.

Hsdp packet.png

M40 HSDP Smoke Packet

Contains three HSDP smoke grenades.

Costs 9 points.

Agm airburst packet.png

M74 AGM-Frag Airburst Packet

Contains three AGM-F airburst grenades.

Costs 20 points.

Agm incendiary airburst packet.png

M74 AGM-Incendiary Airburst Packet

Contains three AGM-I incendiary grenades.

Costs 20 points.

Agm incendiary airburst packet.png

M74 AGM-Smoke Airburst Packet

Contains three AGM-H hornet grenades.

Costs 10 points.

Hornet packet.png

M74 AGM-Hornet Airburst Packet

Contains four AGM-H hornet grenades.

Costs 20 points.

M20 mine box.png

M20 Mine Box

Contains five claymores. Can also be acquired via Requisitions or asking a Combat Technician if they have spare.

Costs 20 points.

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.
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.
M4RA-AP-mag.png
M4RA Armor Piercing Magazine
Costs:6 points
Holds twenty (20) 10x20mm rounds. Has better armor penetration, but lower overall damage.
Note:You have 45 points to spend on additional items.
Weapon: Description:
Weaponcase.png

VP78 Pistol

A restricted weapon case containing the VP-78, A massive, formidable automatic handgun chambered in 9mm squash-head rounds.
Vp78.png

VP-78 Pistol

VP78 Magazine.png

VP-78 Magazine (9mm)

VP78 Magazine.png

VP-78 Magazine (9mm)

Costs 8 points.

Weaponcase.png

SU-6 Smartpistol

A restricted weapon case containing the SU-6 Smartpistol, an IFF-based sidearm currently undergoing field testing in the Colonial Marines.
Smartpistol.png

SU-6 Smartpistol

SU6 Smart Pistol Magazine.png

SU-6 Smartpistol Magazine

SU6 Smart Pistol Magazine.png

SU-6 Smartpistol Magazine

M276 pattern SU-6 Smart pistol holster rig.png

M276 Pattern SU-6 Smart Pistol Holster Rig

Costs 12 Points.

Weaponcase.png

M41AE2 Heavy Pulse Rifle

A restricted weapon case containing the M41AE2 Heavy Pulse Rifle, A large squad support weapon capable of laying down sustained supressing fire from a mounted position.
M41ae2.png

M41AE2 Heavy Pulse Riflel

M41AE2 Magazine.png

M41AE2 Ammo Box

M41AE2 holo magazine.png

M41AE2 Holo-Targeting Ammo Box

Costs 18 points.

Note:You have 45 points to spend on additional items.
Extra Items: Description:
B12 Pattern Personal Armour.png

B12 Pattern Armor
Costs:28 points

A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.
Stats:

Armor Melee = 25

Armor Bullet = 20

Armor Bomb = 20

Armor Internal Damage = 25

Armor Bio = 25

Armor Slowdown = 0.55

XM4 Pattern Intel Armor.png

M4 Pattern Armor
Costs:28 points

A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches.
Stats:

Armor Melee = 20

Armor Bullet = 20

Armor Bomb = 15

Armor Internal Damage = 20

Armor Bio = 25

Armor Slowdown = 0.55

Range Finders.png

Range Finder
Costs:6 points

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
Tactical Binoculars.png

Laser Designator
Costs:8 points

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.
Tactical Binocular Different Modes:
  • Rangefinder Mode: After Ctrl + Clicking the desired target a green laser will appear after which that tile's Longitude and Latitude coordinates will be displayed in a pop up menu. Coordinates used for Mortars and Orbital Bombardments
  • CAS Mode: After Ctrl + Clicking the desired target a red laser will appear from which any pilot doing a flyby mission can select this mark as a CAS target.
Large-gen-pouch.png

Large General Pouch
Costs:6 points

A general purpose pouch used to carry more small items and also magazines. Contains 3 slots.
Largemag-pouch.png

Large Magazine Pouch
Costs:6 points

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.

Largeshell-pouch.png

Large Shotgun Shell Pouch
Costs:6 points

It can contain more handfuls of shells, or bullets if you choose to for some reason. Contains 7 slots.
Flame-pouch.png

Fuel Tank Strap Pouch
Costs:4 points

Two rings straps that loop around M240 variety napalm tanks. Handle with care. Holds 2 Flamer Tanks
Shoulder Holster.png

Shoulder Holster
Costs:6points

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.png

H5 Pattern M2132 Machete Scabbard
Costs:6 points

A large leather scabbard used to carry an M2132 machete. It can be strapped to the back or the armor. Comes with a machete.
Machete pouch.png

H6B pattern M2132 machete scabbard
Costs:8 points

A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot. Comes with a machete
Mini Extinguisher.png

Mini Extinguisher
Costs:3 points

A portable fire extinguisher, highly useful for saving inventory space compared to the traditional extinguisher.
Motion Detector.gif

Motion Detector
Costs:8 points

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).


Motion Tracker Range Modes:
You can cycle through two different range modes, Long Range and Short Range by right clicking the motion detector and then clicking on Toggle Range Mode.
  • Long Range: The motion detector will detect movement on your whole screen and further at a slow rate.
  • Short Range: The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.
Whistle.png

Whistle
Costs:3 points

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.
Goggles.png

Welding Goggles
Costs:3 points

A pair of Welding Goggles. Goes on the eyes slot.
Note:You have 45 points to spend on additional items.
Ammunition: Description:
Engineering key.png
Engineering Radio Encryption Key
Costs:3 points
An encryption key for a radio headset, Allowing you to access the engineering channel with :n.
Tactics key.png
Tactics Radio Encryption Key
Costs:3 points
An encryption key for a radio headset, Allowing you to access the tactics channel with :t.
JTAC key.png
JTAC Radio Encryption Key
Costs:3 points
An encryption key for a radio headset, Allowing you to access the JTAC channel with :j.
Supply key.png
Supply Radio Encryption Key
Costs:3 points
An encryption key for a radio headset, Allowing you to access the supply channel with :u.

Duties of the Hospital Corpsman

As the 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 forced to be evacuated to the shipside Medbay should be stabilized beforehand 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.

Hospital Corpsman Equipment

As the Hospital Corpsman, your loadout is 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 workload will potentially be split with another Corpsman, and all three other squads will be getting two Hospital 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 area 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 should 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. A 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 :

  • You get one free webbing choice as a Corpsman. It is recommended that you select a brown/black webbing vest, these provide you with five small inventory slots, perfect for holding small medical items (analyzer, blood bags, suture/synth) as well as shotgun ammo shells. Alternatively you could select a standard webbing, which holds three medium items, to hold gun magazines.
  • You have a wide array of pouches to select from, and you can pick two of them. The First Responder Tactical Pouch lets you carry a wide array of standard medical items and can be strong in a pinch, the Sling Pouch lets you hold one large item (such as a Defibrillator) and acts as a magnetic harness, meaning the item will be automatically returned to the pouch when dropped. A magazine/shell pouch is good for ammo storage. The Pressurized Reagent Cannisters deserve special mention as they come filled with a large amount of a basic healing chemical that automatically refills the pre-attached injector it comes with; each generally has enough slots to provide up to forty uses before needing a reload. Any of these pouches are worth considering.
  • Choosing between a backpack and a satchel is your first important decision. A backpack is able to carry seven large items, whereas a Satchel can only carry five large items. However, to access the contents of a backpack you must either take it off your back or select the backpack while it's on your back and wait several seconds to access it. A satchel on the other hand allows you to access it immediately with no delay or extra juggling of items. The satchel is a more advanced item to use due to the more limited storage space, thus the Backpack may be recommended to a new player due to its greater storage space.
  • 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, you must decide what to put in your belt and bag. A recommended, simple loadout for both belts is one of every pill bottle in addition to an extra Bicaridine, Kelotane and Tramadol pill bottle, as the two belts already comes loaded with one each, 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. Alternatively, you can place your surgical line/synth graft/bed in your armor or webbing slots.
  • 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. Almost every Marine weapon is viable to consider. 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. A shotgun user may consider taking a shotgun shell pouch, conversely a rifle user may use a magazine pouch.
  • 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.

Hospital Corpsman Tactics

A dead corpsman is a useless 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 harassers trying to get in and kill you, and ask a combat technician 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 Hospital 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 Hospital 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 Hospital 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 on the spot are deceased, unrevivable teammates. They are permanently gone.


Patients can be divided into three types. The walking wounded, those in critical damage and those who are deceased. People who are still walking should usually be the lowest priority for healing, as they may be able to attend to their own wounds. Your current circumstances will dictate whether you should prioritise someone who is in critical and those who are dead. People who are dead are on a limited five-minute timer until they become unrevivable, but it will take time for them to be brought back on their feed, conversely people in critical can be more quickly brought back to their feet and start fighting. Generally, you should focus on stabilising those in critical (innaprovaline and a basic healing chem will keep them alive) while reviving the dead, however if you are in an urgent frontline combat scenario it may prove smarter to heal the critically wounded so they can immediately get back into the fight.


The exception to this is if someone is on the verge of being unrevivable, denoted by their revive ICON on their hud flashing red. These patients, above all else, should be revived as soon as possible to ensure they can continue to contribute to the operation.


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.


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 and Tricordazine. 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.
  • If the patient is in critical health and especially near death, immediately administer a inaprovaline and peridaxon pill to stabilize the patient as quickly as possible. Then, proceed to heal the patient as normal.
  • If the patient has internal bleeding, immediately pull them to a safe area and perform internal bleeding surgery. The normal way to do this as a hospital corpsman is to use substitute tools in place of a full surgical kit:
    • Once yourself and the patient are in a safe location, have them lie down (either on the ground or, if possible, on a roller bed RollerBed.png).
    • (Optional) Hook up a blood bag to your patient and hold it in a free hand throughout the procedure.
    • Administer tramadol or oxycodone to keep the pain of the operation at manageable levels. This prevents your surgery steps from failing due to the patient flinching. Remember that pills take a few seconds to metabolise, so you may need to delay starting the procedure slightly.
    • Open an incision and widen it using your boot knife twice in a row (Autowiki-M5 'Night Raider' bayonet.png > Autowiki-M5 'Night Raider' bayonet.png).
    • Repair the internal bleeding using your surgical line (Surgical Line.png).
    • Suture the incision closed using your surgical line again (Surgical Line.png).
    • Bandage any residual brute trauma from the operation and, if not already done, hook up a blood bag if blood levels are still low.
  • Low blood levels can be alleviated through high nutriment or Iron pills. Patients with low but not critical levels of blood (80-90%) should be advised to eat an MRE to help offset the effects.
  • 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.

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 Hospital 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. You may also refill them by simply left clicking the vendor with an 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!
  • You can drop the defib and use both of your hands, this will not stop the defib process. Do note that if you walk away from the defib it will stop. Around 2-3 titles.

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 (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 collect the stretcher (click and drag it onto yourself to pick it up) and go back to treating more wounded.



Hospital Corpsman Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



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

Sources and Reading

  • Comprehensive Corpsman Guide (Up-to-date comprehensive guide, provides an explanation on almost every skill system and item a Corpsman will face, also provides additional tips and strategies. Highly recommended for beginner and veteran corpsmen.)
  • Braindead Guide to Medic (OUT-OF-DATE: This guide is an old one, but it provides blunt and simple to read tips. Highly recommended for both beginner and advanced hospital corpsman. If you're struggling to increase your efficiency as a medic, this guide will help a lot.)
  • Allakai's Medic 101 (OUT-OF-DATE: Good for a more in-depth explanation of all the medic's items and to compare your loadout ideas with other experienced players.)
  • A Simple Guide (OUT-OF-DATE: Another simple medic guide, appropriate for those completely new to CM's medical system.)
  • Guide to Medicine (Highly recommended you have this open if you struggle with remembering which pills and autoinjectors do what)