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.
The Corpsman are the frontline medics of the TGMC. Utilizing the latest in Nanotransen technology, 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. 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 evac 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. 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.
Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.
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<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.
Designed to mount a variety of modular armor components and support systems. It comes installed with light-plating and a shoulder lamp. Mount armor pieces to it by clicking on the frame with the components. Use a crowbar to remove armor pieces, use a screwdriver to remove armor attachments.
Provides minor protection and encumbrance when attached. This one is marked as a light skirmisher piece, used by those who prefer faster movement speed over protection, such as scouts.
Provides moderate protection and encumbrance when attached. This one is marked as a medium infantry piece, used by frontline troops that need a good balance of mobility and protection.
Provides high protection and encumbrance when attached. This one is marked as a heavy assault piece, with extra padding and plate thickness which provides excellent protection against all manners of dangers.
Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, used for extravehicular operations in the vacuum of space. The gaps in the armor seem to say otherwise, however. NOTE: does not actually provide protection against space.
Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, but the helmet has a skull engraved on it. NOTE: does not actually provide protection against space.
Provides high protection and encumbrance when attached. This one is marked as an EOD armor piece, used by specialized Explosive Ordnance Disposal units to disarm explosives safely. And no, that is not a skirt. NOTE: does not actually provide extra protection against explosive damage.
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 five normal sized items at once.
A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but cannot be opened while on your back.
Can carry ten normal sized items at once.
A pouch used to hold magazines. Has two slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
A pouch used to hold magazines. Has two slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, magazines, and motion detectors.
Can hold about as much as a tool belt, and sometimes small spools of things like barbed wire, or an entrenching tool. Looks like it might slow you down a bit.
Can hold a substantial variety of medical supplies and apparatus, but cannot hold much more than a medkit could. Looks like it might slow you down a bit.
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<tab name="Jaegar Armor Modules">
NOTE: These modules augment your armor, increasing its abilities and resistances. Only one can be attached at a time.
A large amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. This older version has worse protection. Will definitely impact mobility.
When activated, this system provides resistance to environmental hazards, such as gases and radiological exposure. This older version provides no protection to acid. Best paired with the Mimir Environmental Helmet System. Will impact mobility.
A substantial amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns against bullets and nothing else. Will definitely impact mobility.
A small tube with exhaust ports to expel noise and gas.
Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.
Exact stats: +10% damage falloff, halves bullet speed Wielded: +10% accuracy,-5% scatter,-2 recoil Unwielded: -5% scatter, -3 recoil
A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure. Makes your weapon longer(obviously), making it unlikely to fit in a holster.
A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to TGMC armor or your back. Does not slow you down if attached to a weapon and equipped. but why don't you just use a pick up macro? they disabled pickup macros for guns. Use these to keep your gun on you instead.
Fookin' laser soights. A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy.
A custom-built improved foregrip for better accuracy, less recoil, and less scatter when wielded especially during burst fire. However, it also slightly increases wield delay and makes unwielded fire more cumbersome. Makes your gun slightly bigger, possibly making it not fit in holsters.
A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.
A submachinegun stock distributed in "small" numbers to TGMC forces. Compatible with the T-19, this stock reduces recoil and improves accuracy, but at a reduction to handling and agility. Seemingly a bit more effective in a brawl. Use this if you plan on using the T-19 as your primary weapon.
A non-standard heavy stock for the T-35 Shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too.
The backpack you start with has a defibrillator charger attached to it, and a power cell for the charger. Useful if your defib unit runs out of charge. Click-drag your defib to your backpack to recharge it. Examine the backpack to check how much battery charge it still has left. Has more space to hold supplies than the medic satchel, but needs to be taken off your back to access it.
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.
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.
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.
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 bed to your linked beacon. Do not forget to link your medevac bed to your medevac beacon!
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. Do not forget to link your medevac bed to your medevac beacon!
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, fill it with any pill or bottle, or you can choose to flush the contents to be replaced with other reagents. When taken from the essential kit, contains 60 units of Oxycodone. Bought hyposprays come empty.
Stasis Bag
Stasis bags will slow down bleeding, internal bleeding, larva growth, and keep critically injured people alive for long amounts of time. Might cause some genetic damage later down the line.
Defibrillator
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 damage; the more advanced your medical skill, the more it heals.
Once you put on your medical hud, you will see a health bar over anyone who is hurt. Using your 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, check the guide to medicine or follow the advice at the bottom of the popout window. Remember to set up your medevac beacon before you leave the ship! Link your medevac bed to your beacon by clicking on the beacon with the medevac bed in your active hand, then set the beacon in the ship's medbay by activating the beacon in your active hand. This sets the beacon on the floor, allowing you to medevac patients who may need surgery. Medevacing 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.
You'll mainly be treating brute damage, burns, bone fractures, and pain. For basic damages such as brute and burn, simply feed them the relevant pills:
Bicaridine (red pill bottle) for brute
Kelotane (yellow pill bottle) for burns
Tramadol (white pill bottle) as a painkiller.
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. 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 stifles stamina regeneration. Do NOT give someone medicine if someone else is already treating them. You'll probably, and most likely, overdose them.
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 IronSugar (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- bloodbags 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. 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.
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. Too much toxin damage means damage to the liver, which 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. In the case of a marine puking, use Peridaxon Plus to heal their liver.
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 (dark violet 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. The most crude method is through Bicaridine overdose which does heal Internal Bleeding, though slowly, and it deals burn damage.
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.
Dealing with the recently deceased
If you see someone who's dead and has a lightning symbol next to them, they can be saved. If there's a skull next to them, it's too late to help them. If the lightning symbol is yellow they have just died and you have some time. If it's orange, you're starting to run out of time. If it's red, they're about to die! Using your defibs on them will either bring them back to life or reset how much time you have to save them. There is a more detailed guide to this, but the basics are:
Remove any armor covering the chest.
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.
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 (pink-ish pill bottle), which stops them from dying too soon after defibrillation.
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.
In addition, marines who have more than 500 total brute/burn damage is an expensive endeavor to revive on the field. It is generally better to medevac them for medbay to fix.
When to send people back
Sometimes people will have life-threatening problems that you can't fix in the field. If they can't walk back, you should either put them on a roller bed and bring them back to the dropship, or use a medevac bed if you don't have time.
If someone has:
Internal bleeding - Give them quickclot and send them back for surgery.
Bone Fractures - Splint the wounded area. They might need surgery later, but in most cases they can still fight.
Been Infected by a facehugger - Send them back for surgery. If you're far away a stasis bag will keep them alive longer.
Embedded objects - Send them back for surgery. Even if they seem fine, they won't be later.
Low blood - Have them go back for more blood. If there's food around feeding them can also work.
Tips
Don't try to treat anyone who can't run if you're in danger. 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, but they have a lower overdose limit of 10 units. Combining Meralyne with Bicaridine and Dermaline with Kelotane is a potent trick to rapidly get marines back on their feet.