TGMC:Squad Corpsman: различия между версиями
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* Go to your medical preps, and head to corpsman '''GHMME''' Automated Closet | * Go to your medical preps, and head to corpsman '''GHMME''' Automated Closet | ||
* Take necessary undersuit, armor, etc. | ** Take necessary undersuit, armor, etc. | ||
* Take '''Lifesaver Belt'''. This is large pill bottle storage you '''WILL''' need. | ** Take '''Lifesaver Belt'''. This is large pill bottle storage you '''WILL''' need. | ||
* Take two medical pouches. Autoinjector and Medkit ones are recommended. | ** Take two medical pouches. Autoinjector and Medkit ones are recommended. | ||
* Turn to '''MarineMed''' in the same room. You don't have all the pills you want yet. | * Turn to '''MarineMed''' in the same room. You don't have all the pills you want yet. | ||
* Take '''Alkysine''' and '''Imidazone''' pills. Those you give to people with brain damage. | ** Take '''Alkysine''' and '''Imidazone''' pills. Those you give to people with brain damage. | ||
* Take '''Hypervene'''. This you give when people have OD or Neurotoxin in their blood. | ** Take '''Hypervene'''. This you give when people have OD or Neurotoxin in their blood. | ||
* Turn to '''NEXUS''' Automated Medical Equipment Rack. | * Turn to '''NEXUS''' Automated Medical Equipment Rack. | ||
* Take essential kit there. It is described below. | ** Take essential kit there. It is described below. | ||
* Choose stuff you want from '''NEXUS.''' | ** Choose stuff you want from '''NEXUS.''' | ||
* It is recommended you take '''Meralyne, Dermaline, Nanoblood.''' | ** It is recommended you take '''Meralyne, Dermaline, Nanoblood.''' | ||
* It is also recommended you take several ''' | ** It is also recommended you take several '''Peridaxon+''' and '''QuickClot+''' autoinjectors, they are very cheap but rare. | ||
* Equip Med HUD. | * Equip Med HUD. | ||
* Go to ship's medbay, and '''install medical beacon.''' | * Go to ship's medbay, and '''install medical beacon.''' | ||
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** Use HF2 analyser on a marine. Access the damage. | ** Use HF2 analyser on a marine. Access the damage. | ||
** Read the red words at the bottom of the window. | ** Read the red words at the bottom of the window. | ||
** Hypervene if you see toxins in blood | ** Hypervene if you see toxins in blood, or overdose (OD) | ||
** Inaprovaline if person has red blinking health bar (crit). Always do that, Ina is good. | ** Inaprovaline if person has red blinking health bar (crit). Always do that, Ina is good. | ||
** Bicardine + Meralyne for brute | ** Bicardine + Meralyne for brute | ||
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** If situation is critical, evac him. Then return to this page or [[TGMC:Guide to medicine|'''Guide to medicine''']] and figure out what was wrong. | ** If situation is critical, evac him. Then return to this page or [[TGMC:Guide to medicine|'''Guide to medicine''']] and figure out what was wrong. | ||
** If not, try to be patient and cool. You got it. | ** If not, try to be patient and cool. You got it. | ||
** In both cases, OOC and | ** In both cases, OOC and Mentor help are your friends. | ||
* Listen to the marines, and especially Corpsmen, around you | * Listen to the marines, and especially Corpsmen, around you | ||
Версия от 19:25, 21 февраля 2022
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
SUPPORT MARINE | |
Squad Corpsman |
Access: Squad Corpsman Equipment Room, Squad Room Difficulty: Hard Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours) Class: Marines Supervisors: Squad Leader Duties: Keep your squad alive, send seriously wounded back to the ship. Guides: Guide to medicine, Guide to Defibrillation Quote:Hey look, buddy. I'm a Corpsman. That means I solve problems. Not like problems "What is an operation", 'cause that would fall within the purview of your conundrums of philosophy. I solve medical problems. For instance, how am I gonna stop some big mean Mother-Queen tearing all the marines apart? The answer? Use MeraDerm. And if that don't work? Use more MeraDerm. |
Introduction
The Corpsman are the frontline medics of the TGMC. After going through 7-9 weeks in Recruit Training Command Great Lakes, then 19 FREAKING WEEKS in Hospital Corps “A” School in Fort Sam Houston at San Antonio, Texas, and who the freak knows how long for Field Medical Service School in either Camp Lejeune, NC, or Pendleton, CA, you are FINALLY attached to TerraGov Marine Corps. No matter what anyone says about your Navy background, you are a MARINE!
Utilizing the latest in Nanotrasen technology which is also the lowest bidder, you're equipped to treat almost every type of damage, keeping marines in the fight, medevacing them to safety, or even bringing them back to life if they've been killed.
Your job
You are the Corpsman. You are a marine who has both firearm and medical skills, and a critically important asset to any marine force.
You are there with one main goal:
Keep your squad going
Which means:
- Keep the marines alive and healthy
- Treat those heavily injured
- Revive those recently dead
- Evac marines whom you cannot treat
- Evac marines who need too much time to treat
- Be at the front, but not on the front. Cover your squadmates, but do not expose yourself - who will rescue you?
- Don't forget to pay attention to your surroundings. Do not lag behind the squad with that one poor fella.
The role of Corpsman is very difficult but equally rewarding, and every marine knows they wouldn't last long without you. You are first and foremost a medic. The fight is your secondary responsibility. But you are still a marine and will often encounter flankers, harassers, or an entire assault force bearing down on your position. Do not be surprise that you will be doing care under fire, which you have learned in your TCCC course (Tactical Combat Casualty Care). This balancing act of managing casualties while protecting your rear-lines, or being able to support a push with backup firepower, is one all Corpsmen must master. One who masters this is the One True Corpsman.
Playing the Corpsman for the first time
Compared to a marine, you have two main differences - your loadout, and your in-combat actions.
Loadout for your not-yet-a-corpse corpsman
Also read Guide to medicine
- Go to your medical preps, and head to corpsman GHMME Automated Closet
- Take necessary undersuit, armor, etc.
- Take Lifesaver Belt. This is large pill bottle storage you WILL need.
- Take two medical pouches. Autoinjector and Medkit ones are recommended.
- Turn to MarineMed in the same room. You don't have all the pills you want yet.
- Take Alkysine and Imidazone pills. Those you give to people with brain damage.
- Take Hypervene. This you give when people have OD or Neurotoxin in their blood.
- Turn to NEXUS Automated Medical Equipment Rack.
- Take essential kit there. It is described below.
- Choose stuff you want from NEXUS.
- It is recommended you take Meralyne, Dermaline, Nanoblood.
- It is also recommended you take several Peridaxon+ and QuickClot+ autoinjectors, they are very cheap but rare.
- Equip Med HUD.
- Go to ship's medbay, and install medical beacon.
- Take medevac bed in your hand, and link it to the beacon by clicking.
- FUCKING LINK IT.
And you're done.
Your short and intensive life
- Follow your squad
- Really, follow, don't stay on FOB
- Heal those people who you see are significantly damaged
- Stay at the back
- Heal the marines
- Use HF2 analyser on a marine. Access the damage.
- Read the red words at the bottom of the window.
- Hypervene if you see toxins in blood, or overdose (OD)
- Inaprovaline if person has red blinking health bar (crit). Always do that, Ina is good.
- Bicardine + Meralyne for brute
- Kelotane + Dermaline for burn
- Tricordazine heals everything, and is very nice overall
- Dylovene for toxins
- Dexaline for oxygen damage
- Oxy damage = something else is wrong.
- Low blood - use Nanoblood. Only one inject at a time.
- If not - use Peridaxon+. Only one inject at a time.
- Splint broken limbs
- If the person has white sparks near the health bar - give Alkysine and Imidazone.
- If you're not sure what's wrong with a person:
- If situation is critical, evac him. Then return to this page or Guide to medicine and figure out what was wrong.
- If not, try to be patient and cool. You got it.
- In both cases, OOC and Mentor help are your friends.
- Listen to the marines, and especially Corpsmen, around you
In-depth explanation to everything is below.
NEXUS Automated Medical Equipment Rack
Item: | Desc.: |
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Your bread and butter. Visually see how much damage and damage stage a wounded marine is in. | |
Файл:Cryobag.png |
Mostly freezes a person's biology while in the bag, holding off the effects of organ damage, facehugger infection, and toxins. |
Файл:Defib 3.gif |
Raises the dead if they're below 200 total damage, or heals them a bit if they are. Only works within five minutes of death. |
Файл:DMCA health analyzer.png |
Gives a readout of all damage and other ailments the target is suffering from, except organ damage. |
Файл:Medevacbedfolded.png |
Teleports a patient on it to the linked Medevac beacon, with a cooldown of a few minutes. Click-drag someone on the same tile to attach them to it. |
Link it to a Medevac stretcher and deploy it somewhere powered, usually the ship Medbay. | |
Файл:Rollerbedfolded.png |
Click-drag a patient onto to this to drag them while moving at full speed. Make sure you grab the bed, and not the patient. |
Файл:Hypo.png |
Instantly injects a target with 5 units of its contents, with a 60 unit capacity. This one will come loaded with Oxycodone. |
64px |
A box with three essential pill bottles, both types of medical kits, a health scanner, and splints. Can't be put in anything, but it's a convenient carrying case.
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You're allowed 45 points. Choose wisely.
Item: | Desc.: |
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64px |
placeholder
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Your Gear
Файл:Medicbag.png Medic Backpack
The backpack you start with has a defibrillator charger attached to it, and a power cell for the charger. Useful if your defib unit runs out of charge. Click-drag your defib to your backpack to recharge it. Examine the backpack to check how much battery charge it still has left. Has more space to hold supplies than the medic satchel, but is much slower to access unless you're holding it.
Файл:Medicbelt.png Lifesaver Belt
The belt you get from your equipment vendor comes with a variety of pill bottles, some splints and trauma/burn kits, and a couple injectors with useful chems. The guide to medicine will tell you what items treat what, and your health scanner will also tell you what medicine to use.
Файл:DMCA health analyzer.png Health Scanner
Your health scanner will show you whatever injuries a person has. At the bottom of the pop-out window, you will get advice for what steps you should take to heal the person you've scanned. Certain injuries will require a body scanner to locate, and will often require surgery to fix.
Файл:Rollerbedfolded.png Roller Bed
Roller beds are very useful for getting wounded marines out of danger before treating them. You can drag an unfolded roller bed onto your sprite to re-fold it. Sleeping on one of these heals a small amount of cellular damage, and it can also be used as a makeshift surgical bed. As a Corpsman, doing this will probably cause necrosis.
Файл:Medevacbedfolded.png Medevac Stretcher
Similar to roller beds, you can put a wounded marine in a medevac bed that's linked to a beacon and teleport the person in the bed to your linked beacon. Do not forget to link your medevac bed to your medevac beacon! Activate it before getting on to medevac yourself, if things are that desperate.
Medevac Beacon
Links up to a medevac bed. Use it in your hand where you want the beacon placed, then use the medevac bed on the beacon once it's on the ground. The beacon needs to be placed in a powered area. Do not forget to link your medevac bed to your medevac beacon!
Файл:Hypo.png Hypospray
The hypospray can be used to quickly inject chemicals into people. When you activate it in your hand, you can set how many units you want it to inject, fill it with any pill or bottle, or you can choose to flush the contents to be replaced with other reagents. When taken from the essential kit, contains 60 units of Oxycodone. Bought hyposprays come empty.
Файл:Cryobag.png Stasis Bag
Stasis bags will slow down bleeding, internal bleeding, larva growth, and keep critically injured people alive for long amounts of time. Might cause some genetic damage later down the line. Health scanners will work through the bag, but you'll need to open it for most treatment.
Файл:Defib 3.gif Defibrillator
Brings recently killed people back into the living world. If someone has an electricity icon on them, they can be saved. Needs to be recharged after a repeated use, the sprite will give a rough estimate of how much charge is left: green, yellow, and red. As long as you have medical training, defibbing someone will heal damage; the more advanced your medical skill, the more it heals. As a Corpsman, you'll heal 8 damage of all types with each shock. "Real" doctors will heal 16, Squad Leaders will heal 4.
Doing your job
For more information, see Guide to medicine
Once you put on your Medical HUD, you will see a health bar over anyone who is hurt. Using your medical scanner on them will tell you how much damage they have, and other info such as any bone fractures or trauma. If you don't know what to treat them with, check the guide to medicine or follow the advice at the bottom of the popout window. Remember to set up your medevac beacon before you leave the ship! Link your medevac bed to your beacon by clicking on the beacon with the medevac bed in your active hand, then set the beacon in the ship's medbay by activating the beacon in your active hand. This sets the beacon on the floor, allowing you to medevac patients who may need surgery. Medevacing prompts an alert on the Medical radio channel as well as producing an audible sound from the beacon, so don't worry about surprising medbay staff.
You'll mainly be treating brute damage, burns, bone fractures, and pain. For basic damages such as brute and burn, simply feed them the relevant pills:
Bicaridine (red pill bottle) for brute
Kelotane (yellow pill bottle) for burns
Tramadol (white pill bottle) as a painkiller.
Each of the pills can heal up to 75 points of their respective damage. You may treat bleeding by applying a bandage or an advanced trauma kit on the specified limbs, though you should always be using advanced trauma kits as much as possible as it heals more. You may also treat burns with the advanced burn kit. In general, you should save your kits for damages of over 70-80 per limb, or if the limb is starting to get infected. If the limb is fractured, use a splint on the specified limb. Don't forget to give anyone wounded a Tramadol (white pill bottle) as painkiller. Be careful when administering Oxycodone as a painkiller. Though it may be the most powerful painkiller as it renders pain basically non-existent, it inflicts toxin damage while in their system. Do NOT give someone medicine if someone else is already treating them. You'll probably, and most likely, overdose them. Using trauma and burn kits is fine; if you target a limb already healed by someone else, you won't waste uses.
When dealing with oxygen damage, there are several causes that may be the reason. First, check if their blood level is below 80%. Having low blood levels deal oxygen damage at a steady rate, and this can stack up very rapidly and is quite lethal. In which case, you may give them Nanoblood (if you have it), or feed them food, as nutrition steadily regenerates blood. The fastest way to regain blood is through IV drips loaded with O- blood bags if it is available, though mostly only Medical Officers use it. It may also be organ damage in the form of a damaged heart or lungs. Should it be the case, you have Peridaxon Plus autoinjectors for use to treat organ damage. Only inject once! A Peridaxon Plus autoinjector has 3 uses, and more than 1 injection in a short period of time is lethal. The treatment will cause toxin damage (mostly negated by other chemicals in the injector) and leave the patient with long-term cellular damage. If the patient is rapidly suffocating and dying from oxygen loss, use Dexalin (blue pill bottle) to slow down the buildup of oxygen damage, and Dexalin Plus (blue autoinjector) to heal all oxygen damage in one go. Normal Peridaxon will stop oxygen damage from accumulating unless the organ damage is extreme, but it won't fix the problem.
When it comes to Toxin damage, the only way to treat it is through chemicals. As much as possible, you want to keep toxin damage at zero. Constantly increasing toxin damage indicates liver damage, and enough toxin damage can cause marines to puke in the middle of combat, stunning them for an excruciating long while. Use Dylovene (green pill bottle) to treat toxin damage. Note that Dylovene stops stamina regeneration, so it can actually be worse than nothing in some cases. Tricordrazine is a safer, but much slower, alternative. In the case of a marine with constantly increasing toxin damage, use Peridaxon Plus to heal their liver, or Peridaxon to buy time.
Cellular damage is unique, and it's only inflicted on marines who have been psy-drained while dead or who have been given certain high-powered medication. It can be healed slowly by sleeping on a bed, including a roller bed, or much more effectively by the cryogenics tube in the ship's Medbay. You won't see this damage directly listed, it'll be extra total damage unaccounted for by the four main types.
There are two organs Peridaxon Plus can't fix, which are the brain and the eyes. In the case of brain damage, feed the patient with Alkysine, if you have it on hand. If a marine can't see, then use Imidazoline.
For Internal Bleeding, there are several ways of handling this as a medic. The most straightforward way is feeding the patient with Quick Clot (lime green pill bottle) and medevacing them to medbay for surgery. However, Quick Clot Plus autoinjectors are also a choice. It heals Internal Bleeding in one injection, but it stuns the patient, and is only recommended to be used in the FOB, or in secure areas where you're sure there won't be hostiles. Like Peridaxon Plus, it will cause cellular damage. The most crude method is through Bicaridine overdose which does heal Internal Bleeding, though slowly, and it deals burn damage. This is generally safer than Quick Clot Plus, though - Kelotane will negate the burn damage.
What to do if someone overdoses
If some idiot (you) ends up overdosing someone on a chemical, you should use Hypervene to purge any chems from their body. Hypervene is available in pill and autoinjector forms. You'll also want to heal the toxin damage with Dylovene, if the overdose inflicted it. In some cases (Bicaridine as mentioned above, and Spaceacillin against necrosis) an overdose might be beneficial, however.
Dealing with the recently deceased
If you see someone who's dead and has a lightning symbol next to them, they can be saved. If there's a skull next to them, it's too late to help them. If the lightning symbol is yellow they have just died and you have some time. If it's orange, you're starting to run out of time. If it's red, they're about to die! Using your defibs on them will either bring them back to life or reset how much time you have to save them. There is a more detailed guide to this, but the basics are:
- Remove any armor covering the chest.
- Check the lighting symbol to see how much time you have. Yellow means more than 3 minutes, Orange means more than a minute, and Red means you only have a minute left.
- See how much damage they have. They won't come back to life if they have over 200 total brute/burn damage.
- Give them treatment for whatever damage they took. Use advanced trauma and advanced burn kits to bring the damage down as much as possible, then feed them Inaprovaline (purple pill bottle), which instantly heals 30% of their brute and burn damage. Consider not doing this if there's any risk the patient will get dragged off, or the Inaprovaline will additionally keep them alive in crit as they're dragged half a mile away from anyone who could recover their body.
- Make sure the defibrillator is ready for defibbing by activating it in your hand, then click on the dead patient to revive them.
- Feed them the relevant pills to heal the rest of their damage.
If a marine has more damage than you can heal with kits, or a significant amount of toxin damage, repeatedly defibrillating them will slowly heal all damage types. Only Marines with some level of medical training will do this, a normal Squad Marine can only revive, so get them to do CPR to buy more time instead. In addition, marines who have more than 500 total brute/burn damage are an expensive endeavor to revive on the field. It is generally better to medevac them for medbay to fix with sutures and their superior defibrillator skill.
When to send people back
Sometimes people will have life-threatening problems that you can't fix in the field. If they can't walk back, you should either put them on a roller bed and bring them back to the dropship, or use a medevac bed if you don't have time.
If someone has:
- Internal bleeding - Give them quickclot and send them back for surgery.
- Bone Fractures - Splint the wounded area. They might need surgery later, but in most cases they can still fight. If no location is indicated, it's either the head, groin, or torso. How to tell? The affected part won't disappear from the scanner even when otherwise healed. The splint will need to be re-applied if the wounded area takes too much damage, depending on the medical skill of the person that applied the splint.
- Been Infected by a facehugger - Send them back for surgery. If you're far away a stasis bag will keep them alive longer.
- Embedded objects - Use your tweezers on them. You might have to try multiple limbs. This has the same message as being infected and as having expensive Researcher implants, so consider asking your patient first before tearing out their stealth field generator.
- Low blood - Use Nanoblood, if you have it, or have them go back for more blood. If there's food around feeding them can also work.
Tips
- Don't try to treat anyone who can't run if you're in danger. Put them on a roller bed and get somewhere safer first.
- You can buy more hyposprays in your vendor, and you can mix different chemicals in them and change how much is applied. If you know what you're doing, it can help a lot.
- Meralyne and Dermaline are advanced counterparts of Bicaridine and Kelotane, respectively. They heal double the amount of damage per tick, but they have a lower overdose limit of 10 units. Combining Meralyne with Bicaridine and Dermaline with Kelotane is a potent trick to rapidly get marines back on their feet.
- You can fireman carry downed Marines by grabbing them, then clicking on yourself. Slower than a roller bed, but you can hold a person in one hand and drag a roller bed with the other.
- Lollipops (and cigarettes) can be used to microdose certain chemicals, granting the full healing effect while using less at once. Note that this also applies to the negative effects; a Russian Red lollipop will make you near-immortal but still constantly rack up cellular damage. Using an autoinjector or hypospray on a lollipop will inject a single dose. If the amount's too low, nothing will happen.
- Technically, you don't need welding goggles as long as you have Imidazoline.
- You aren't a proper doctor, but you know enough about both surgery and medicine to keep the Medbay functioning if there's no doctors around (or if they've been decapitated). Surgery steps will take about twice as long as a doctor, but you're still several times faster than untrained soldiers. You also can operate the Autodoc perfectly, unlike non-medical personnel, letting you free people from the purgatory of Automatic Mode.
Treatment priority
In a hectic situation, you're going to need to be able to discern who needs treatment immediately as a snap judgement and focus on who needs your help more. The first rule of performing your duty of care is to not panic. Take a deep breath and try to remember this rule of thumb as to who needs you more:
- The recently dead
- Xeno hosts
- Those in critical condition
- Immobile patients
- Everyone else
The recently dead are on a hard timer and the longer you leave them, the more likely that timer will have expired and making them permanently dead, no matter what everyone else's problem is - they're unlikely to be in as much need as they do. You can identify the recently dead by the lightning bolt symbol that your health HUD assigns them. Xeno hosts can afford to wait but they're on a timer as well and if it expires - you now have a larva to deal with, and a marine with massive organ damage. In a triage situation, stabilisation matters first, once people are out of the danger zone - you can focus on the underlying causes. Don't be afraid to conscript marines as nurses to tend to the wounded if you absolutely need a hand.
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Officer, Researcher | |
Marines | Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon-Based | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Baneling, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |