TGMC:Squad Corpsman
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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.
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.
Your Gear
NEXUS Automated Medical Equipment Rack
- Neuraline Autoinjector is only obtainable from here. It is a useful emergency chem, but not required.
- Meralyne and Dermaline are a must have. Note that pills offer 240u, while bottles only half as much.
- Nanoblood hypospray with 60u is likely all you will ever need.
- Peridaxon+ and QuickClot+ are very useful to have, and quite cheap.
- BIG hypospray hold 120u, twice as of normal autoinjector. It is also somewhat rare - you can order it from cargo for 50 points, and it does not spawn.
- You can take normal hyposprays from NanoTrasen med vendors for free.
- You can also easily create synaptizine in the chemistry. See Guide to chemistry
- 'HUD glasses' are actually just HF2 analyzer.
Medical Equipment
HealthHUB
Your bread and butter. Visually see how much damage a marine has. See if they are staggered or in crit.
Файл:Medicbag.png Medic Backpack
The backpack you start with has a defibrillator charger attached to it, and a power cell for the charger. Click-drag your defib to your backpack to recharge it. Examine the backpack to check how much battery charge it still has left.
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. Cooldown of 180s. Doing and evac 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.
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. Moving it will BREAK the link. 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 per click, fill it with any pill or bottle, or you can choose to flush the contents to be replaced with other reagents. Holds up to 60u, can take pills directly in. You can also mix things there, like two pills of Dylovene with a pill of Inaprovaline.
Файл:Cryobag.png Stasis Bag
Stasis bags will slow down dying, larva growth, and keep critically injured people alive for long amounts of time. Health scanners will work through the bag. Might cause some genetic damage later down the line.
Файл:Defib 3.gif Defibrillator
See Defibrillation
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 8 damage as a Corpsman.
Advanced first-aid kit
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.
Doing your job
For more information, see Guide to medicine
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
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.
Having your eyes open
As a corpsman, you're always in danger. There are several serious mistakes a corpsman can make:
- Having bad treatment priorities. Marines die.
- Not looking at the battlefield. You die.
- Not listening to the chat. Everyone dies.
- Taking too long and dragging behind. You and that poor fella 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.
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 can't treat them for some reason, 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.
- 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.
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, |