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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.
GHMME Automated Closet
Item: | Desc.: |
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A backpack item that allows you to carry more things in bulk. | |
A backpack item that allows you to carry more things in bulk. |
Item: | Desc.: |
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Extra pouches that you can clip to your uniform. | |
Extra pouches that you can clip to your uniform. | |
Extra pouches that you can clip to your uniform. | |
Pistol Holster that you can clip to your uniform. |
Item: | Desc.: | ||||||
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A belt designed for ease of use by the average Doctor.
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A belt with fewer medical supplies, but the capability of holding Larger medical items.
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A belt designed for ease of use by the average Doctor.
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Pouch: | Desc: |
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A pouch used to hold advanced Autoinjectors. Has eight slots. | |
A pouch used to hold Medical items. Has seven slots. |
NOTE: The exoskeleton can only have one storage module attached at a time.
Module: | Desc: |
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A Storage Module designed to clip onto Jaeger module compatible armor. | |
A Storage Module designed to clip onto Jaeger module compatible armor. | |
A Storage Module designed to clip onto Jaeger module compatible armor. | |
A Storage Module designed to clip onto Jaeger module compatible armor. | |
A Storage Module designed to clip onto Jaeger module compatible armor. |
NOTE: Only one Armor Module can be attached at a time.
Module: | Desc: | ||||||
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When attached, this system provides resistance to environmental hazards such as Gases and Acid. Comes with the Mark 1 Mimir Armor Resistance and Helmet Systems. Will impact mobility. | |||||||
When attached, this system provides resistance to conventional weaponry, including Bullets and Lasers. Comes with the Hod Accident Prevention Plating and Helmet Systems. Will impact mobility. | |||||||
When attached, this system provides protection against all sources of damage. Comes with the Mark 1 Tyr Armor Reinforcement and Helmet Systems. Will definitely impact mobility. | |||||||
Increases the power output of the Attached Armor's mounted flashlight. Slows you down slightly. | |||||||
A module that enhances the strength of reagents in the body. Requires unique blood gathered from living Xenomorphs to function. This substance needs to be gathered using the unique Harvester Melee Weapons. It can also medically scan you.
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A Unique Armor Module that when attached gives you a Recharging Shield, but lowers the protection of your armor. Will impact mobility. |
Item: | Desc.: |
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A gas mask that helps filter out harmful gasses. | |
A gas mask that helps filter out harmful gasses. Looks a bit more tactical. | |
A gas mask that helps filter out harmful gasses. Looks a lot more tactical. | |
A coif that protects you from extreme cold conditions. | |
Heats or cools down air as you breath it, protecting you from extreme conditions. |
Doing your job
For more information, see Guide to medicine and Hypospray guide
Treating damage
Once you put on your Medical HUD glasses, you will see a health bar over anyone who is hurt. Using your HF2 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, follow the advice at the bottom of the popout window, and make sure to check this page and Guide to medicine.
Do NOT give someone medicine if someone else is already treating them. You'll most likely overdose them.
There are several important parts of the analysis:
- Raw damage
- Info on each limb
- Broken limbs, infections
- Reagents in blood
- Other status effects
- Blood level
- Med advice
Treating Critical patients
If the marine falls down, and their health blinks red, they are in Crit.
Give them Inaprovaline immediately - this will heal 30% of their damage.
Then proceed along.
Checking the state
Your priorities to check are:- They are not dying from suffocation (blue damage).
- If they are, use Dexalin+
- They are not having toxins, or overdoses
- If they are, use Hypervene.
- They are not dying from toxins (150+ toxin damage)
- If they are, use Dylovene and Tricordazine, and evac.
- If they die with 200+ toxins, the marine cannot be revived.
Treating raw damage
In most cases, simply feed them the relevant pills:
- Tricordrazine (green bottle) for any damage type
- Bicaridine (red bottle) or Meralyne for brute
- Kelotane (yellow bottle) or Dermaline for burns
- Dylovene (green bottle) for toxins
- Dexalin (blue bottle) for oxygen
- Tramadol (gray bottle) as a painkiller
Additionally, you should use membranes (green and brown) to heavily injured limbs to speed up the process and save chems.
Each of the pills of Bica/Kelo/Mera/Derm can heal up to 75 points of their respective damage, and up to 60 for Trica which heals all types.
Cellular damage is mainly treated by the cryo 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.
Removing status effects
You may treat bleeding by applying a bandage or an advanced trauma kit. But it will go away anyway, if you heal the marine.
If the limb is fractured, use a splint on the specified limb. If you do not know where the fracture is, several ways to guess:
- If limb has 0 damage but still shows on the scanner, it has a fracture.
- Most heavily damaged limb is likely to have the fracture.
- You can ask the marine, where he feels his bones broken.
- If scanner says possible fracture on chest, groin, head and bottom text says "fracture detected, advanced scanner required", it is NOT arm/leg.
- If limb says possible fracture on chest, groin, head, but there is no bottom text saying advanced scanner required, it is a false positive and there is no fracture
If a person has an infection, administer 2 doses of Spaceacilin.
If the person has white sparks near the healthbar, they are either
- Have brain damage. Give them Alkysine and Imidazone. Surgery is not required.
- Have stamina damage. Give oxycodone or synaptizine, but it will go away anyway.
- Note that some chems also give stamina damage, like Dylovene or Peri+.
- Under heavy pain. HF2 will tell you this by saying "oxycodone recommended". Give them oxycodone or tramadol.
Oxygen damage
When dealing with oxygen damage, there are several causes that may be the reason.
- Dexalin Plus (blue autoinjector) to instantly remove all oxy damage. Does not prevent new damage.
- Dexalin (blue bottle) and Inaprovaline (purple bottle) to reduce buildup.
- Check if their blood level is below 90%. Having low blood levels deal oxygen damage at a steady rate, and this can be quite lethal. Give them Nanoblood, use Isotonic Autoinjectors, feed them. The fastest way is through IV drips loaded with O- blood bags if it is available.
- It may also be damaged heart or lungs. Use Peridaxon+ autoinjectors for use to treat organ damage. Only inject once! More than 1 injection in a short period of time is lethal. The treatment will give long-term cellular damage (5), and staggers the marine, but it is worth it.
- Peridaxon will stop the effects for few munites, but it won't fix the problem. If you can't fix him, evac the marine.
Toxin damage
When it comes to Toxin damage, the only way to treat it is through chemicals. Use Dylovene and Tricordrazine (green bottles) to treat toxin damage. Note that Dylovene stops stamina regeneration. You can also make Hyronalin in the chemistry lab. Constantly increasing toxin damage indicates liver damage. Use Peridaxon Plus to heal their liver, or Peridaxon to buy time.
Internal Bleeding
There are several ways of handling this. Similar to Peri+, there are
- QuickClot+ autoinjectors. They treat the IB well, but give 5 cellular damage and staggers the marine.
- Using 2 injects at once will overdose the marine, but OD effects are not very scary, and the total effect would be as of 4 injects (100 heals). Try this.
- Quick Clot to buy time and evac.
- Bicaridine overdose (more than 30u) which does heal Internal Bleeding, though very slowly (0.2 per tick), and it deals burn damage.
- 15 minutes of Bica overdose is equivalent to 2 simultaneous injects of QC+. Just evac. Or give the marine your QC bottle.
Foreign objects
Mainly it is either
- Shrapnel. Most probably in the chest. Take it out, or it will slowly damage internals. Takes some time.
- Larva. The marine is missing the mask? Or just ask them directly. If they indeed have little beno inside, evac.
Dealing with the recently deceased
Read Defibrillation.
Not Dying
As a corpsman, you're always in danger. There are several serious mistakes a corpsman can make:
- Not looking at the battlefield. You die.
- Taking too long and dragging behind. You and that poor fella dies.
- Having bad treatment priorities. Marines die. Then you die.
- Not listening to the chat. Everyone dies.
If situation is calm, and not a lot of hands needed - try to treat everyone fully.
If a lot of marines are injured - focus on treating damage, fractures and staggers first, so everyone is combat-worthy. Do not spend time taking out that shrapnel. Evac if you see that marine is not ready for combat even if treated. Stasis bags help.
If marines start dying real quick around - time to use evac to the fullest. Do not revive that dude, just evac him and treat those still alive. Use hypospray a lot.
When to send people back
Sometimes people will have life-threatening problems that you can't fix in the field.
If you're out of meds, and someone has:
- Internal bleeding
- Extremely damaged organs (except brain/eyes)
- Bone Fractures
- Larva
- Extremely low blood
- Necrosis
Just evac them.
Tips
- Tricordazine is useful in most situations.
- Don't try to treat anyone who can't run if you're in danger. Evac, or 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, and have a lower overdose limit of 15 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.
- Using chemical lab can help you make medicine you need. See Chemical recipes.
- 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's manual mode perfectly, unlike non-medical personnel, letting you free people from the purgatory of Automatic Mode.
- MarineMed has shared supply of med for everybody. Try to use first-aid kits or NanoTrasen vendors for bica/kelo.
- You can scavenge M276 belts from vendors and ship's medbay for Peri+ and QC+ injectors.
- Infections can be partially prevented by using advanced kits actively.
- High temperature might signal an infection. So do sneezing and coughing.
TGMC Triage
In a hectic situation, you're going to need to be able to discern who needs treatment immediately and focus on who needs your help more. This is called Triage. The first rule of performing your duty of care is to not panic. Take a deep breath and try to remember the priorities. Remember how to do it quickly.
If situation around is SERIOUS
Priorities, top to none:
- Non-combat ready, but minor trauma preventing combat (brain, fracture, actively burning)
- Combat-ready but injured
- Non-combat ready, alive. Evac them, or focus on quick measures.
- Dead
- That guy who decided to suicide run
Tips:
- Use brute/burn kits for quick heals
- Hypospray everybody
- Do not heal a person if they risk being injured, move them first
- Have somebody remove armor for you
- Those in crit give Inaprovaline, which might bring them back on feet
- Red Russian is useful sometimes
- Fractures are chest if oxy damage, and head if marine falling
or take dogtags to Slab of Victory and evac the fuck out yourself
If situation around is Calm
Priorities, top to none:
- Those dead (red first, yellow last)
- Those in crit
- Those who are convulsing/jittering
- Larva hosts (evac them)
- Those having high toxins
- Those having oxygen damage
- Others
Tips:
- Stasis bags to buy some time
- Don't take too long anyway
- You can conserve meds. If they have 60 brute, one Bica pill is still enough
- Best time to take out shrapnel out of everybody
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, |