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:The Healing is not as rewarding as the Hurting.
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.
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 hold 15 weight of items up to normal-size (weight 3), and will charge Defibrillators that are dragged onto it.
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 hold 24 weight of items up to normal-size (weight 3), and will charge Defibrillators that are dragged onto it.
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<tab name="Webbing">
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.
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.
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.
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A belt designed for ease of use by the average Doctor.
Comes with a large amount of Pills and Kits.
Has 21 Slots.
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)
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.
Has 16 Slots.
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)
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.
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.
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<tab name="Jaegar Storage Modules">
NOTE: The exoskeleton can only have one storage module attached at a time.
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<tab name="Jaegar Armor Modules">
NOTE: Only one Armor Module can be attached at a time.
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.
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.
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, administer Dylovene and Tricordrazine.
If they die with 200+ toxins, spam Defib until they aren't, then administer Dylovene and Tricordrazine.
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
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
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
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
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
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
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.
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!
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
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
Priorities, Most Important to least:
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
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
Priorities, Most Important to Least:
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:
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
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.