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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, a Doctor first and a Fighter second. Your survival is the linchpin of any Marine force.

Your one main goal is:

Keep. your Squad. going

Which means:

  • Keep 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. Better a Marine life is lost rather than your own.

The role of the 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 surprised when you have to revive a Marine during an active attack. 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. The True Corpsman will unCorpse... man.

GHMME Automated Closet

Item: Desc.:

Standard Kit

Standard kit. Comes with Corpsman Fatigues, Combat Boots, an MRE, Combat Gloves, and a Radio Headset.

Jaeger Kit

Jaeger kit. Comes with a Jaeger Undersuit, Combat Boots, an MRE, Green Facepaint, Combat Gloves, and a Radio Headset.

Robot Kit

Robot kit. Comes with a Robot armor mount, Welding Tool, Cable, and a Radio Headset.

Item: Desc.:

Jaeger welding module

When attached, this module can be flipped up or down to function as a welding mask.

Jaeger binoculars module

When attached, can be flipped down to view into the distance.

Jaeger Freyr module

When attached, this module lessens the screen effect when heavily damaged.

Jaeger Antenna module

When attached, this module is able to provide the user's coordinates to Requisitions, and allow them to deliver items directly to the user.


Item: Desc.:

Combat Robot Light Armor Kit

A Set of Light Armor designed to mount on Combat Robots.
Not compatible with humans. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
35 55 55 50 45 45 45 45 45 0.3

Combat Robot Medium Armor Kit

A Set of Medium Armor designed to mount on Combat Robots.
Not compatible with humans. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
45 65 65 55 50 50 50 50 55 0.5

Combat Robot Heavy Armor Kit

A Set of Heavy Armor designed to mount on Combat Robots.
Not compatible with humans. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
50 70 70 60 55 55 55 55 60 0.7

Xenonauten Light Armor Kit

A Lightly armored Vest designed for Human use. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
35 55 55 50 45 45 45 45 45 0.3

Xenonauten Medium Armor Kit

A Moderately armored Vest designed for Human use. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
45 65 65 55 50 50 50 50 55 0.5

Xenonauten Heavy Armor Kit

A Heavily armored Vest designed for Human use. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
50 70 70 60 55 55 55 55 60 0.7

Jaegar Scout Light Exo

A Lightly armored Jaeger Exoskeleton. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
35 55 55 50 45 45 45 45 45 0.3

Jaegar Skirmisher Light Exo

A Lightly armored Jaeger Exoskeleton. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
35 55 55 50 45 45 45 45 45 0.3

Jaegar Infantry Medium Exo

A Moderately armored Jaeger Exoskeleton. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
45 65 65 55 50 50 50 50 55 0.5

Jaegar EVA Medium Exo

A Moderately armored Jaeger Exoskeleton. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
45 65 65 55 50 50 50 50 55 0.5

Jaeger Gungnir Heavy Exo

A Heavily armored Jaeger Exoskeleton. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
50 70 70 60 55 55 55 55 60 0.7

Jaeger Assault Heavy Exo

A Heavily armored Jaeger Exoskeleton. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
50 70 70 60 55 55 55 55 60 0.7

Jaeger EOD Heavy Exo

A Heavily armored Jaeger Exoskeleton. Compatible with Jaeger Modules.

Melee Bullet Laser Energy Bomb Bio Rad Fire Acid Slowdown
50 70 70 60 55 55 55 55 60 0.7
Item: Desc.:

Corpsman Satchel

A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Can carry up to five normal sized items at once, and will charge Defibrillators put inside.

Corpsman Backpack

A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but has a delay when taking items out of the bag while on your back.
Can carry eight normal sized items at once, and will charge Defibrillators put inside.

Item: Desc.:

Tactical brown vest

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform at a time.
Has five slots for storing tiny or small items.

Corpsman white vest

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform at a time.
Has six slots for storing Medical items.

Tactical webbing

Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform at a time.
Has three slots for storing most Magazines as well as tiny or small items.

Shoulder handgun holster

Pistol Holster that you can clip to your uniform.
Only one thing may be clipped to your uniform at a time.
Capable of storing a handgun and 3 handgun magazines in it.

Item: Desc.:

Lifesaver Belt

A belt designed for ease of use by the average Doctor.
Comes with a large amount of Pills and Kits.

Contains:
One Pill Bottle each of:

- Bicaridine (Heals 75 Brute Damage a pill. 15u a Pill.)
- Kelotane (Heals 75 Burn Damage a pill. 15u a Pill.)
- Tramadol (Painkiller that lasts for 5 Minutes a pill. 15u a Pill)
- Tricordrazine (Heals 60 Brute and Burn, 30 Toxin, and 37.5 Oxygen Damage a pill. 15u a Pill)
- Dylovene (Heals 75 Toxin Damage a pill. 15u A Pill)
- Inaprovaline (Caps Oxygen damage at 10, and heals 30% of Brute and Burn damage when injected into Critical condition patients. 15u a pill)
- Isotonic Solution (Saline-Glucose. Increases blood levels. 15u a Pill)
- Spaceacillin (Heals Infections. Lasts an absurd time. 10u a Pill)
- Alkysine (Heals 300 Brain Damage a pill. 10u a Pill)
- Imidazoline (Heals 50 Eye Damage a pill. 10u a Pill)
- Quick-Clot (Prevents Internal Bleeding from progressing, and replenishes blood at a snail's pace. 10u A Pill)
- Hypervene (Purges 15u of all chems in the body, while causing puking and pain. 3u a Pill)

Two Stacks of Splints (Splint broken bones, at least until they get hit again.)
Three Stacks of Advanced Burn Kits (Used on Burn wounds, Heals 10 damage instantly and causes the limb to Heal 2 Burn damage a tick. 40 Uses each)
Three Stacks of Advanced Trauma Kits (Used on Brute wounds, Heals 10 damage instantly and causes the limb to Heal 2 Brute damage a tick. 40 Uses each)
One HF2 Health Analyzer (Gives you a readout of the scanned patient's current health condition)

Rig Belt

A belt with fewer medical supplies, but the capability of holding Larger medical items.
Comes with a large amount of Pills, and supplementary medical items.

Contains:
One Pill Bottle each of:

- Bicaridine (Heals 75 Brute Damage a pill. 15u a Pill.)
- Kelotane (Heals 75 Burn Damage a pill. 15u a Pill.)
- Tramadol (Painkiller that lasts for 5 Minutes a pill. 15u a Pill)
- Tricordrazine (Heals 60 Brute and Burn, 30 Toxin, and 37.5 Oxygen Damage a pill. 15u a Pill)
- Dylovene (Heals 75 Toxin Damage a pill. 15u A Pill)
- Inaprovaline (Caps Oxygen damage at 10, and heals 30% of Brute and Burn damage when injected into Critical condition patients. 15u a pill)
- Isotonic Solution (Saline-Glucose. Increases blood levels. 15u a Pill)
- Spaceacillin (Heals Infections. Lasts an absurd time. 10u a Pill)
- Alkysine (Heals 300 Brain Damage a pill. 10u a Pill)
- Imidazoline (Heals 50 Eye Damage a pill. 10u a Pill)
- Quick-Clot (Prevents Internal Bleeding from progressing, and replenishes blood at a snail's pace. 10u A Pill)
- Hypervene (Purges 15u of all chems in the body, while causing puking and pain. 3u a Pill)

One Stasis Bag (Slows down the progression of Larva Growth, and extends the Respawn Timer. Click+Drag onto your sprite to fold it)
One Roller Bed (Used for the fast transportation of corpses Human and Xenomorph alike. Click+Drag onto your sprite to fold it)
One Defibrillator (Used to revive dead Marines)
One HF2 Health Analyzer (Gives you a readout of the scanned patient's current health condition)

Hypospray Belt

A belt designed for ease of use by the average Doctor.
Comes with a large amount of Pills and Kits.

Contains:
One 60u bottle each of:

- Bicaridine
- Kelotane
- Tramadol
- Tricordrazine

One Hypospray each of:

- Bicaridine (120u Hypospray)
- Kelotane (120u Hypospray)
- Tramadol (120u Hypospray)
- Tricordrazine (120u Hypospray)
- Combat Mix (Equal combo of the last four. 120u Hypospray.)
- Dylovene (120u Hypospray)
- Inaprovaline (120u Hypospray)
- Isotonic Solution (120u Hypospray)
- Spaceacillin (120u Hypospray)
- ImiAlky (Equal Parts Imidazoline and Alkysine. 60u Hypospray)
- Quick-Clot (120u Hypospray)
- Hypervene (60u Hypospray)

One HF2 Health Analyzer (Gives you a readout of the scanned patient's current health condition)
Pouch: Desc:

Advanced Injector Pouch

A pouch used to hold advanced Autoinjectors. Has eight slots.
Comes with three Advanced Combat injectors, one Dexalin Plus injector, two Quick Clot Plus injectors, and three Peridaxon Plus injectors.
Has two drawing methods, click to open, and draw last stored upon click.
Right clicking will draw the last item put inside.

Medkit Pouch

A pouch used to hold Medical items. Has seven slots.
Comes with three Advanced Trauma Kits, three Advanced Burn Kits, and a 60u MeraDerm Hypospray.
Has two drawing methods, click to open, and draw last stored upon click.
Right clicking will draw the last item put inside.

NOTE: The exoskeleton can only have one storage module attached at a time.

Module: Desc:

Medical Storage Module

A Storage Module designed to clip onto Jaeger module compatible armor.
Holds Medical supplies. Has five slots.

Injector Storage Module

A Storage Module designed to clip onto Jaeger module compatible armor.
Holds Autoinjectors. Has seven slots.

General Storage Module

A Storage Module designed to clip onto Jaeger module compatible armor.
Holds Normal sized items. Has two slots.

Engineering Storage Module

A Storage Module designed to clip onto Jaeger module compatible armor.
Holds several Tools and Engineer items. Has five slots.

Grenade Storage Module

A Storage Module designed to clip onto Jaeger module compatible armor.
Holds Grenades. Has six slots.

NOTE: Only one Armor Module can be attached at a time.

Module: Desc:

Mark 1 Mimir Resistance set

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.

Hod Accident Prevention Plating

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.

Mark 1 Tyr extra armor set

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.

Mark 1 Baldur light amplification system

Increases the power output of the Attached Armor's mounted flashlight. Slows you down slightly.

Vali chemical enhancement set

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.

Vali Details:
Vali is a Jaeger Suit Module that can change how you play entirely. It utilizes the Harvester Melee Weapons.
When you link your Harvester Weapon to the suit, it can no longer be dropped and will extract Green Blood from Xenomorphs. When slashing Xenomorphs with the linked weapon, you extract 20u of Green Blood into your Vali Module, up to 200u.
The suit can also be loaded with 60u of any custom chemical mix. These chemicals can trigger certain bonus effects if their quantity is high enough. These effects can be found by clicking the Information Button in the Configuration Menu.
When you activate the module, it will drain 30u of your custom mix into you and, depending on your Multiplier, also consume 4 or 12u of Green blood, Healing 6u or 12u of Brute and Burn every tick. After 10 seconds your screen will turn green and sickly around the edges, and if you continue using the module for 10 more seconds your limbs will begin to necrotize.
You can also load your Harvester Weapon with Kelotane to burn Xenomorphs, Tramadol to slow them and increase the damage, and Bicaridine to heal yourself, Prep a swing by using the Unique Action button, and fill the weapon with Chemicals by using any container, including Autoinjectors, on it.

Svalinn Energy Shield System

A Unique Armor Module that when attached gives you a Recharging Shield, but lowers the protection of your armor. Will impact mobility.

Item: Desc.:

Transparent Gas Mask

A gas mask that helps filter out harmful gasses.

Tactical Gas Mask

A gas mask that helps filter out harmful gasses. Looks a bit more tactical.

Tactical Coifed Gas Mask

A gas mask that helps filter out harmful gasses. Looks a lot more tactical.

Heat Absorbent Coif

A coif that protects you from extreme cold conditions.

Rebreather

Heats or cools down air as you breath it, protecting you from extreme conditions.

NEXUS Automated Engineer Equipment Rack

The Automated Equipment Rack contains your Essential Engineer Set, which is free, as well as 75 points to purchase additional supplies, tools, explosives, and special ammunition.


Module Point Cost Description

Essential Medic Kit
0 Contains 1 Defibrillator, 1 Stasis Bag, 1 Medevac Beacon, 1 Medevac Stretcher, 1 Roller Bed, 1 Health Analyzer, 1 HealthMate HUD, 1 Advanced First-aid Kit, 1 60u Oxycodone Hypospray, 1 Medical Tweezers.

Meralyne Pills
16 A Bottle of 16 7.5u Meralyne Pills. Faster acting than Bicaridine.

Dermaline Pills
16 A Bottle of 16 7.5u Dermaline Pills. Faster acting than Kelotane.

Syringe Case (120u Meralyne)
16 A Syringe case with one Syringe and two 60u bottles of Meralyne.

Hypospray (60u Meralyne)
8 A 60u Hypospray filled with Meralyne.

Syringe Case (120u Dermaline)
16 A Syringe case with one Syringe and two 60u bottles of Dermaline.

Hypospray (60u Dermaline)
8 A 60u Hypospray filled with Dermaline.

Syringe Case (120u MeraDerm)
16 A Syringe case with one Syringe and two 60u bottles of equal parts Meralyne and Dermaline.

Hypospray (60u MeraDerm)
8 A 60u Hypospray filled with equal parts Meralyne and Dermaline.

Syringe Case (120u Nanoblood)
5 A Syringe case with one Syringe and two 60u bottle of Nanoblood. Used to rapidly replenish blood at the cost of Toxin damage.

Hypospray (60u Nanoblood)
3 A 60u Hypospray filled with Nanoblood.

Injector (Advanced)
5 A two-use 30u Autoinjector that injects 5u of Meralyne, Dermaline, and Oxycodone.

Injector (Quickclotplus)
1 A three-use 15u Autoinjector that injects 5u of Quickclot Plus.

Injector (Peridaxon Plus)
1 A three-use 9u Autoinjector that injects 1u of Peridaxon Plus and 2u of Hyronalin.

Hypospray (QuickclotPlus)
4 A 60u Hypospray filled with Quickclot Plus set to inject 5u.

Hypospray (Peridaxon Plus)
7 A 60u Hypospray filled with 40u Hyronalin and 20u Peridaxon Plus set to inject 3u.

Injector (Synaptizine)
4 A three-use 9u Autoinjector that injects 1u of Synaptizine and 2u of Hyronalin.

Injector (Neuraline)
14 A three-use 12u Autoinjector that injects 4u of Neuraline. Heals Massive amounts of Brute and Burn at the cost of Toxin and Pain.

Hypospray
2 An Empty 60u Hypospray

Big Hypospray
10 An Empty 120u Hypospray

Medical HUD Glasses
2 A pair of HealthMate HUD Glasses

Health scanner gloves
2 A pair of gloves that scan any human target you touch.

Advanced medical gloves
5 A pair of gloves that let you defibrillate corpses without the need of a Defibrillator Unit.

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

The Health Analyzer Pop-out window
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, Survivor