TGMC:Squad Corpsman: Difference between revisions
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imported>TooFewSecrets m Small tips and corrections. |
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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 | 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 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. | 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. | '''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. | ||
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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'''. | 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'''. | 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=== | ===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. In some cases (Bicaridine as mentioned above, and Spaceacillin against necrosis) | 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=== | ===Dealing with the recently deceased=== | ||
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*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. | *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. | *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 | *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. | *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. | *Feed them the relevant pills to heal the rest of their damage. | ||
If a marine has more damage than you can heal with kits, 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. | 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=== | ===When to send people back=== | ||
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*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. | *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. | *''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 [[Wraith|been decapitated]]). Surgery steps will take about twice as long as a doctor, but you're still | *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 [[Wraith|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. | ||
{{TGMC-Jobs}} | {{TGMC-Jobs}} |
Revision as of 11:14, 2 December 2021
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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.
Playing the Corpsman
As expected, you are a critically important asset to any marine force. Compare to many corpsmen who work in ships or hospitals, you work in the expeditionary environment, deploying with marines.
Your main priority is to treat injured marines, but the nature of your work means you must also be ready to fight. Unless assigned to a FOB or other objective, you must be at the front but never on the front, keeping yourself safely in the rear-lines where you can treat and evacuate the wounded. 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.
The role of Corpsman is very difficult but equally rewarding, and every marine knows they wouldn't last long without you.
Vendors, Equipment, and Weapons
GHMME Automated Closet ![](/tgwiki2/images/8/8f/TGMC_GHMME_Automated_Closet.png)
<tabs>
<tab name="Standard Kit">
</tab>
<tab name="Essential Jaeger Kit"> NOTE: The arm and leg plates all have the same stats. Only the chest plates and helmets have differing armor stats. Examine the exosuit with the pieces attached and click the "relevant information" prompt to view exact statistics.
</tab>
<tab name="Hats"> The modules attach to Jaeger armor helmets, which go directly on your head like any normal helmet.
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When attached, can be flipped down to view into the distance. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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When attached, this module can be flipped up or down to function as a welding mask. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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When attached, this module is able to provide quick readouts of the user's coordinates. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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It's a helmet. </tab> <tab name="Armor"> </tab> <tab name="Backpacks">
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