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:WHAT THE HELL IS A BKTT? WHAT DO YOU MEAN WHERE IS MY DEFIB, I DIDN'T EVEN BRING IT STOP ASKING! |
Introduction[править | править код]
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[править | править код]
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 healthy[править | править код]
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.
Squad Corpsman Skills[править код]
The Squad Corpsman skillset unlocks most medical interactions, but your ability to defibrillate or splint someone is still weak.
GHMME Automated Closet [править | править код]
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. |
NEXUS Automated Medical Equipment Rack [править | править код]
The Automated Equipment Rack contains your Essential Medic Set, which is free, as well as 45 points to purchase additional medical supplies.
Module | Point Cost | Description |
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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[править | править код]
For more information, see Guide to medicine and Hypospray guide
Treating damage[править | править код]
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[править | править код]
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[править | править код]
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, administer Dylovene and Tricordrazine.
- If they die with 200+ toxins, spam Defib until they aren't, then administer Dylovene and Tricordrazine.
Treating raw damage[править | править код]
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
- Inaprovaline (purple bottle) for oxygen
- Tramadol (gray bottle) as a painkiller
Additionally, you should use Advanced Kits (green and orange) on heavily injured limbs to speed up the regen process and save chems.
Each of the pills of Bica/Kelo/Mera/Derm can heal up to 75 points of their respective damage.
Cellular damage is mainly treated by the Cryo Tube in the ship's Medbay. This damage is mostly permanent, and primarily caused by the strongest of medicines.
Removing status effects[править | править код]
You may treat Bleeding by applying Gauze or an Advanced Trauma kit.
If the limb is Fractured, use a Splint on the specified limb.
If a person has an Infection, administer Spaceacilin.
If the person has white sparks near the healthbar, they either:
- Have brain damage. Give them Alkysine and Imidazone. Surgery is not required.
- Have stamina damage. This will go away on its own.
- 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[править | править код]
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, or Feed them.
- It may also be a 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 Toxin Damage while staggering the marine, but it is worth it.
Toxin damage[править | править код]
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. Constantly increasing toxin damage indicates liver damage. Use Peridaxon Plus to heal their liver, but be weary of the Toxin Damage from using it.
Internal Bleeding[править | править код]
There are several ways of handling this. Similar to Peri+, there are
- QuickClot+ autoinjectors. They treat the IB permanently, but will add a severe amount of Toxin damage.
- Quick Clot to buy time and evac.
Foreign objects[править | править код]
Mainly it is either
- Shrapnel. Indicated by an Implant notice next to a limb. Use your tweezers to pull it out.
- Larva. Can't use Tweezers? Let the Marine know they're pregnant, and then Evac them.
Dealing with the recently deceased[править | править код]
Read Defibrillation.
Not Dying[править | править код]
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.
If It Sucks... Hit Da Bricks![править | править код]
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.
TGMC Triage[править | править код]
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, but also remember that if you fail EVERYONE WILL DIE!!!
If the situation is SERIOUS[править | править код]
Priorities, Most Important to least:[править | править код]
- 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:[править | править код]
- 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
- Give those in crit Inaprovaline, which might bring them back on feet
- Red Russian is marked as Emergency for a reason
- Fractures are in the Chest if Oxygen damage is appearing, and the Head if the Marine is falling over
or take their dogtags and evac yourself
If the situation is Calm[править | править код]
Priorities, Most Important to Least:[править | править код]
- Those who are nearly Permanently Dead (Red Icon)
- Those in crit
- Those who died recently (Yellow Icon)
- Larva Hosts (Evac them immediately, tell other Corpsman if your Medevac is on cooldown)
- Those who are convulsing/jittering
- Anyone with High Toxin Damage
- Anyone with High Oxygen Damage
- Anyone remaining
Tips:[править | править код]
- Stasis bags prolong the time it takes for Larva to grow and for Marines to die
- Always act fast
- Conserve your Medication for when you need it
- This is the best time to take shrapnel out of everybody
Tips[править | править код]
- Tricordazine is useful in most situations.
- Don't try to treat anyone who can't run if you get in danger. Evac them, or put them on a roller bed and get somewhere safer first.
- You can buy more hyposprays from your vendor, and you can mix different chemicals in them and even change how much is injected. If you know what you're doing, it can help a lot.
- Meralyne and Dermaline are the 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 the Medbay's Chemistry lab can help you make more advanced Medicine. 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 a shared supply of Medicine for everybody. Try to use first-aid kits or NanoTrasen vendors for bica/kelo.
- All Reagant bottles, even empty ones, can be put back into the NanoTrasenMed Plus to refill them.
Do not forget the medical ying and yang: this is key to maintaining the feng shui of your chem mixes for healing marines, failiure to maintain the balance of this simple ying and yang system can lead to marines dying of heart palpitations promptly after you have administered your chems. See reference:
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, |