* [[:games:sc13|Return to the SC13 Main Page]] * [[:games:sc13:guides|Return to the SC13 Guides Page]] ====== Guide to Modern Medicine ====== This guide assumes that you are a medical role, such as a Medical Doctor or Squad Corpsman. If you are not a medical role, you will have to contend with certain fumble checks in advanced medical care, taking more time and in some cases cause a chance of failure (and damage to your patient.). Trauma care is vital for the long term success of any major operation. In a role expected to provide medical care, it's important for you to understand as much about the medical system as possible, to provide expedient and efficient care to your patients. With aid of this guide, you should be able to work your way through almost any problem you will encounter, presuming you have enough time to provide treatment. =====Using this guide===== For new players, or those unfamiliar with medication, triage and how to identify trauma, the intention of this guide is to allow quick access to information, and presented in a way that hopefully allows new players to identify trauma in game quickly. If you have a symptom or condition you don't know how to treat or if it is dangerous, use 'Find on Page' (Ctrl + F on PCs) and search for keywords or symptoms you see until you get the advice you need. Also be aware that the ingame Mentor Help (F1) can also put you in contact with knowledgeable players! =====Identification===== You're going to want the proper equipment to diagnose an injury before anything else, so be sure to grab a medical HUD and wear it so you can actually identify who needs your help and grab a health analyzer to see what is exactly wrong with them. Diagnosis is the first and foremost step in administering treatment. Your HealthHUD Will make it easier to identified wounded crewmates. These can be combined with Ballistic Goggles to cosmetically alter the HUD. At full Health, a crewman will have a green bar above them. As they take damage, it will slowly turn yellow, then orange, then red, and finally a blinking red when they are in danger of dying. Examinations (Shift + Left Click) on a person are a good, quick way to judge a person's need at a distance. Not only will you notice missing limbs, but a person with blood soaking through their clothing is a clear sign of untreated wounds! Your handy Health Scanner is your primary means of diagnosing injuries and conditions requiring your aid. Use directly on a Marine to scan their health. Without Medical Skills, this process can take a few seconds. Be sure not to just check Basic Damage, but also for Brain Damage, Fractures, Blood Level and any chemical contents before deciding upon forms of treatment. Body Scanners, found in Medical Bay and Medical Facilities, are the final word on all medical scanners. They give perfect detail of all issues on the patient, if you know what to look at. Most recent scans in the body scanner can be recalled if you're wearing a MedHUD and Examine (Shift + Left Click) a person, just note the time of the scan compared to current round time! Failure to identify not only what injuries a crewman has, but also what chemicals are already in their system, could result in ineffective care or worse, risk an overdose or even death on a condition that was not life threatening already. =====Types of basic damage===== The most common damage inflicted upon crewmen, and easiest to treat. A Health Scanner will show Brute Burn Toxin Suffocation values in the corresponding color. ====Brute==== Brute damage represents physical trauma. * The most common damage you will encounter: Slashes, Being Shot, Explosions, and being hit with objects are the most common causes of Brute damage. * Will induce pain relative to the amount of damage present. * Brute damage will always be linked to a specific limb or organ. Some treatment methods will require you to directly target that body part to heal. * Usually the obvious; bleeding and discoloration on the body, with examinations revealing cuts, gashes and blood soaking through clothing as symptoms. * In case of severe or critical brute damage to a single limb, fractured or broken bones are likely. * When applying Gauze, Ointment or Kits, the medical wheel will show brute damage on a limb as red cuts or gashes. * Gauze and brute kits can directly treat brute damage on the targeted limb. * Bicardine, Meralyne, Tricordrazine, Doctor's Delight, Neuraline and Russian Red will treat brute damage across the entire body. * Surgical Sutures can be used during Surgery to directly heal brute damage on the targeted limb. Repeat the step until all damage is repaired on that limb. * Autodoc procedure Surgical Brute Treatment repairs all (external) brute on all limbs at once. * Cryotubes (with Cryomix Beaker inserted) will heal Brute damage while the tube is active. ====Burn===== Burn damage represents thermal damage to tissue. * Less common than Brute, but still common damage type. * Primary sources of Burn damage include fire, acid, lasers and extreme weather, such as the cold exteriors of Ice Colony and Ice Caves while not wearing a mask. * Burns produce higher relative pain per damage than any other damage type (20% more pain compared to equal amounts of Brute damage.) * Burn damage will always be linked to a specific limb. Some treatment methods will require to target that body part directly to heal. * Burns do not have any obvious symptoms, and can't be easily identified through examinations. * When applying Gauze, Ointment or Kits, the medical wheel will show burn damage on a limb as yellow burns or boils. * Ointment and burn kits can directly treat burn damage on the targeted limb. * Kelotane, Dermaline, Tricordrazine, Doctor's Delight, Neuraline and Russian Red will treat burn damage across the entire body. * Surgical Sutures can be used during Surgery to directly heal burn damage on the targeted limb. Repeat the step until all damage is repaired on that limb. * Autodoc procedure Surgical Burn Treatment repairs all (external) burns on all limbs at once. * Cryotubes (with Cryomix Beaker inserted) will heal Burn damage while the tube is active. ====Toxin==== Toxin damage represents chemical damage to the body. * Primary sources of Toxin damage include exposure to Neurological agents, Medicinal side effects and overdoses, or a damaged Liver. * Toxin damage is less painful than Brute or Burn damage (25% less painful as equal amounts of brute damage). * Toxin damage affects the entire body at once, and is not restricted to a single limb, all treatment methods treat all toxins as a whole. * Toxin damage has no obvious symptoms on examination, though Vomiting is often is a symptom of high level of toxins in a person. * Dylovene, Hyrolane, Arithrazine, Tricordrazine, Doctor's Delight and Russian Red will treat toxin damage across the entire body. * Autodoc procedure Toxin Chelation treatment repairs all toxin damage. * Cryotubes (with Cryomix Beaker inserted) will heal Toxin damage while the tube is active. ====Suffocation==== Suffocation damage, sometimes referred to as 'Oxyloss' represents de-oxygenation or lack of oxygen in the target's body. * Suffocation is almost always a symptom of a bigger problem and not simply a lack of breathable air in the area. * Sources of suffocation damage include, but not limited to: Blood loss, Extreme Stamina Depletion, Shock or Critical Condition. * Suffocation is less painful than Brute and Burn damage (25% less painful than equal amounts of Brute damage.) * Suffocation damage affects the entire body at once, and is not restricted to a single limb, all treatment methods treat all suffocation as a whole. * In most cases, simply treating the suffocation with medicine will not prevent further suffocation, but treating the source of the suffocation will allow the body to restore oxygenation on its own. * Gasping for air is one possible sign of Suffocation in a person. * Primarily treated by fixing the conditions that cause suffocation. (Low Blood, Neurotoxin persistent in body.) * Dexalin, Dexalin Plus and other Medications will treat suffocation damage across the entire body. * CPR can be done on unconscious patients to breathe for them. * Cryotubes (with Cryomix Beaker inserted) will heal Suffocation damage while the tube is active. ====Cellular Damage==== Cellular Damage also known as Cloneloss or Genetic Damage, is instability at the genetic level. * While not shown numerically on Health Scanners, functions similar to other forms of damage, lowering total health, causing pain and potentially adding up with Brute, Burn and Toxins to prevent Defibs! * Identifiable on Health Scanner as being "Cellular damage detected. Recommend cryogenic treatment" * Caused by exposure to dangerous compounds. Currently, Russian Red, Peridaxon Plus, Quick-Clot Plus, and a xenomorph's Psychic Drain will all cause cellular damage. * Functions similar to Toxin damage, damaging the entire body and not a single limb. * Cause pain in equal amounts to brute damage. * Itchy Skin/Body is a possible symptom of Cellular Damage. * Cryotubes loaded with Cryoxadone and Clonexadone are the main treatment for cellular damage. * Sleeping on a bed will slowly treat cellular damage, twice as fast if sheets are also present. =====Types of advanced damage===== For a more in-depth treatment of surgery to heal advanced damage, see the [[:games:sc13:guides:surgery|Guide_to_Surgery]]. In addition to the above 4 types of damage: ====Pain==== Pain is caused by nearly every other form of damage and injury a person can receive. * Untreated wounds are more painful than those that are stabilized or cared for. * Of the 4 common types of damage, burns are the most painful, with suffocation and toxins being relatively less painful than the others. * Causes Stuttering, decreased vision and slowing of movement, increasingly debilitating as pain level rises. * Extreme levels will cause collapse and stun, with maximum pain threshold causing blackouts and fainting. * Painkillers will offset pain, but will not reduce the severity of wounds. Once painkillers are metabolized, if wounds persist so will the pain. * Stabilize broken limbs or those with shrapnel in them, and treat injuries to reduce felt pain. * Paracetamol and Synaptizine will numb mild pain * Tramadol will numb strong pain * Oxycodone will numb severe pain. ====Fractures and Broken Bones==== Fractures and Broken Bones are a direct result of extreme amounts of brute damage to a single limb. * Above a specific threshold (25 for Arms, Legs, Hands and feet, 50 for Head, Chest and Groin), each additional attack or effect that causes brute damage may fracture or break the limb. * If not stabilized, Fractures and Breaks cause extreme amounts of pain, and attempting to move can cause additional damage. * Hands and Arms will cause dropping of items, Legs and Feet will cause extreme slowness in movement if not stabilized. * Head, Chest and Groin can cause additional brute damage and internal injuries if not stabilized. * Dragging a person with such injuries is not advised, splint all fractures and breaks before moving, or use a roller bed to move them. * Splints will stabilize the limb, reducing pain and preventing further injury and side effects. Splints can fall off if limb is further damaged. * Bone Repair Surgery will repair fractured or broken bones in the limb. Bones can rebreak if brute damage is not healed first, treat brute damage first! * Autodoc procedure Broken Bone Surgery will repair all fractures and broken bones in the body. * Cryotubes also repair broken bones over time, providing brute damage is present on the limb when healing it. ====External Bleeding==== External Bleeding is caused by brute damage and can randomly happen to a limb with each attack. * If a person is bleeding, they will leave blood drops on the floor, and deplete their body's reserve of blood over time. * If left untreated, bleeding can potentially become infected, as well as lead to low blood. * Gauze and brute kits will stop bleeding on targeted limb. * Bicaradine and other medication and brute treatment methods also stops external bleeding when the brute damage to the limb is completely healed. ====Internal bleeding==== Internal bleeding is caused randomly when brute damage to a limb exceeds the fracture threshold, as well as from attacks with armor penetration (most ballistic weapons.) * Internal Bleeding will be identifiable on a Medical Scanner, both as brute damage to a limb that can not be treated normally, and the scanner identifying an Internal Bleeding condition. * Bleeding can lead to low blood, causing suffocation as blood drops below specific thresholds. * Internal Bleed will progressively get worse and more severe if left untreated, increasing the rate of blood loss over time. * QuickClot or Bicaradine and Inaprovaline will prevent this bleeding from getting worse, and pause bleeding while the medication is in the system. * QuickClot Plus treats Internal Bleeding quickly, though this causes extreme pain and metabolizes toxin in the bloodstream as well as inflicting Cellular Damage. * QuickClot Plus Overdoses heal Internal Bleeding at triple the rate, at the cost of Toxin Damage and Blood Loss. * Bicaradine Overdose heals a small amount of Internal Bleeding per, at the cost of Burn damage. * Surgery will instantly heal all Internal Bleeding per limb completed on. * Autodoc procedure Internal Bleeding Surgery repairs all internal bleeding across all limbs. * Cryotubes (with Cryomix Beaker inserted) will heal Internal Bleeding while the tube is active. ===Blood compatibility table=== ^ Recipient ^ O− ^ O+ ^ A− ^ A+ ^ B− ^ B+ ^ AB− ^ AB+ ^ | O− | Y | N | N | N | N | N | N | N | | O+ | Y | Y | N | N | N | N | N | N | | A− | Y | N | Y | N | N | N | N | N | | A+ | Y | Y | Y | Y | N | N | N | N | | B− | Y | N | N | N | Y | N | N | N | | B+ | Y | Y | N | N | Y | Y | N | N | | AB− | Y | N | Y | N | Y | N | Y | N | | AB+ | Y | Y | Y | Y | Y | Y | Y | Y | ====Low blood==== Low blood is a condition caused by untreated bleeding or adverse effects of certain medicines and chemicals. * Low blood directly causes Suffocation and eventually Toxin damage and loss of consciousness as it get worse. * A standard human has 560u of blood in their system. * Below 501u (90%), suffocation damage will regularly occur (up to 20) and the patient will feel woozy. * Below 336 (60%) more severe suffocation damage will regularly (up to 40), eyesight will become blurry, patient may faint at irregular intervals. * Below 224u (40%) suffocation and toxin damage will regularly continue until death or treatment. * Below 122u (~21%), results in immediate death. Revival via Defibrillation is impossible until raised above this value. * Blood Transfusion with an IV and appropriate Blood Bag Type (see table) for quickest replenishment. * Isotonic Injectors, containing Nutriment, Iron and Sugar, slowly help restore blood levels. * Eating Food will restore nutrition, allowing slow replenishment of Blood Levels. Slower than Isotonic's and does not stack, as both add Nutriment. * NanoBlood will instantly restore blood level to 40% if it is initially lower, and then restore more blood depending upon if the patient has more or less than 60% of their normal value. * Above 600 units, excess blood will flow out of the body, but this process does not deal damage. Quickclot will prevent this bleeding while in the system, but all excess blood will leak once it runs out. ====Infections==== Infections are bacterial buildups in the body. * Caused by untreated brute and burn injuries, as well as improper (dirty) surgery. * Health Scanners will identify presence of Infections, and an increase in body temperature can also be used to predict a developing infection before it becomes a problem. * Will identify every limb or organ with an infection as well as the severity of the infection. * Left untreated, Infections will cause Toxin damage in the body over time, and ultimately can lead to Necrosis if not treated. * Spaceacillin is the primary method for treating infections. * Gauze and Brute Packs on external bleeding and ointment or Burn Kits will patch and salve them, preventing them from getting infected, or the infection getting worse. * Polyhexanide can be administered to fight severe (but not Necrotic) infections, though this will cause additional toxin damage and likely put the patient to sleep. * Surgery, in proper sterile conditions, will purge an infection on cauterization. * Autodoc procedure Limb Disinfection Procedure for limbs and Organ Infection Treatment for organs will respectively purge the appropriate areas of infection. ====Necrosis==== Necrosis is the final stage of Infection. * Health Scanners and Body Scanners will both identify limbs with necrotizing tissue. * Usually caused by improper surgery, such as not using proper PPE or a dirty environment and gear. * Other Infections caused by untreated bleeding or burns can also develop into Necrosis is left untreated too long. * Overuse of Vali gear can cause Necrosis in limbs. Remind Vali users to only use it in short bursts! * Necrosis will deal more Toxin damage than lesser infections, and will attempt to spread to other limbs until the patient is dead or the Necrosis is treated. * Necrosis Treatment Surgery is the primary treatment for necrotizing tissue on the targeted limb or bodypart. * Autodoc procedure Necrosis Removal Surgery will remove and treat all necrotic tissue. ====Organ damage==== Organ damage is a perforated or injured organ. * Can be caused by any condition that causes Internal Bleeding, such as unstabilized broken bones, or armor piercing attacks. * Detectable by Body Scanners, revealing damage to each organ. * Does not appear on the Health Scanner, but can be identified through information provided by the scanner. * Causes continual damage or side effects relative to the damage the organ sustained. * To analyze organ damage, you need a health analyzer equipped with an organ scan upgrade, which will assess damage in these relative terms: * 1-9: "Minor" * 10-29: "Moderate" * 30-64: "Significant" * 65-99: "Critical" * 100 and above: "Dead" * Usually, "Significant" and "Critical" are the most important ratings, for some organs cause extra problems upon reaching the "Critical" damage threshold. If left untreated, these problems can cause the organ to completely fail and die, resulting in same effects as lacking one. Dead organs cannot be healed back to full health and thus require transplants. * Heart and Lungs can both be identified by damage to stamina, as well as other effects. * Heart damage will lower maximum health and stamina. Heart failure results in severe suffocation and loss of breathing, which can quickly kill. * Lung damage will decrease your stamina regen and add a slowdown. Respiratory failure adds suffocation and loss of breathing, which can quickly kill. * Liver, Kidneys, Pancreas, and Appendix damage can be identified by Toxin damage continually building up despite no obvious source. * Kidney health affects the amount of chems that a body can process at any given time. A healthy liver can process 5 at once, decreasing with health. * When processing a number of chems above a bodies chemical threshold, patients will experience dizziness, confusion. * Kidney failure results in accumulating toxin damage, and if both kidneys are missing or dead all chems deplete at half normal speed. * Liver failure results in occasional toxin damage, fainting, and collapsing, increasing as the organ dies and causing halved chem depletion. * Pancreatitis results in occasional toxin damage, fainting, and lack of insulin being created to handle sugar intake. * Appendicitis results in chunks of toxin damage and toxins entering the bloodstream if the appendix is allowed to burst. * Other organ damage has effects specific to the organ lost: * Spleen failure results in the body becoming unable to restore blood naturally. * Stomach failure results in the body becoming unable to process food, although it can still process pills and sip drinks. * Intestinal failure results in the body becoming unable to gain benefit from nutrients, vitamins, and protein that would normally apply (healing effects, etc.) * Tail damage results in loss of balance for species that require tails, causing them to become very clumsy. * Stasis Bags will prevent organ damage from killing crewmen inside of them. * Peridaxon Plus will repair organs, but will metabolize into Toxins and cellular damage. * Warning: Peridaxon Plus has a 1u OD limit. Never administer more than 1u at a time, and always administer with a Toxin treating and purging chemicals, preferably Dylovene and Ryetalyn. Overdoses and Critical Overdoses can quickly become lethal. * Organ Surgery can be performed to treat all organs at once. * Autodoc procedure Surgical Organ Damage Treatment will treat all organ damage and brain damage at once. * Cryotubes (with Cryomix Beaker inserted) will heal Organ damage while the tube is active. ====Eye damage==== Eye damage is identical to Organ Damage, but mechanically different. * Eye damage is caused by not wearing eye protection during welding or plasma cutter use, as well as armor piercing attacks to the skull, or moving around with an unstabilized fracture or broken skull. * You will not be able to detect eye damage with a Health Scanner, but a Body Scanner will, and crewmates will usually tell you if they can not see. * Imidazoline will treat eye damage slowly over time. * Eye Repair surgery can be done to instantly heal all eye damage at once. * Autodoc procedure Corrective Eye Surgery will restore eyesight. ====Brain Damage==== Brain Damage is functionally similar to Organ Damage and Eye Damage. * Brain Damage can be caused by certain Drug Overdoses (Such as Tricordrazine), Armor Piercing attacks to the skull or unstabilized fractures or broken skulls. * Health Scanners will identify Brain Damage and give a clue to the severity. * Body Scanners will reveal the exact amount of Brain Damage a patient has. * Causes loss of rating to all skills, alongside drooling. * Alkysine will slowly treat brain damage over time. * Surgical treatment for Brain Damage heals all brain damage. * AutoDoc procedure Surgical Organ Damage Treatment will repair all Brain and Organ Damage. ====Dismemberment==== Dismemberment is the complete removal of a limb. * Caused by extreme brute damage to a specific extremity (Hand, Arm, Foot, Leg or Head) * Is extremely painful, and can result in additional bleeding or infections if not treated promptly. * Dismembered limbs can not be used to hold items, missing feet or legs slow a victim considerably. * Dismemberment of the Head, also called Decapitation, is instantly fatal, can not be treated or reversed. * Wearing a Helmet or other appropriately armored headgear will prevent decapitations. (WEAR YOUR HELMET!!) * Organic limbs decompose and become lifeless shortly after dismemberment, preventing their reattachment if treatment is not performed quickly. * Surgically prepare the stump before applying the appropriate organic or prosthetic limb (Robotic Arm to missing arm or hand, Robotic Leg to missing leg or foot. Be sure to check for LEFT or RIGHT) * Autodoc procedure Limb Replacement Surgery to automatically replace all missing limbs with the appropriate robotic counterpart. ====Shrapnel and foreign objects==== Shrapnel and foreign objects is any object embedded inside the flesh that can not be pulled out. * Bullets are the most common form of shrapnel, an unfriendly result of friendly fire. * Detectable by Health Scanners, though not which limb. * Body Scanners will reveal Shrapnel and which exact limb they are embedded in. * Shrapnel will continue to cause pain and potentially cause additional brute damage (and all side effects that brute damage can cause) to the limb if not stabilized. * Splinting a limb with shrapnel in it will prevent further damage and discomfort as long as the splint remains in place. * Medical Tweezers on the limb to remove one piece of shrapnel. Multiple pieces will require multiple attempts. * Tweezers inflict Brute damage based on (lack of) Medical Skill. Untrained personnel are likely to cause Broken Bones, trained personnel considerably less so. * Shrapnel removal surgery to remove one piece of shrapnel per use of Hemostat. Does not require sawing through bone. * Autodoc procedure Foreign Body Removal Surgery to remove all pieces of shrapnel at once. ====Alien Larva==== Alien Larva or Infestation is the result of a Larval Hugger impregnating victim. * Larva or Embryos can be detected with Health Scanners, saying "Foreign object detected". Note that for shrapnel it says the same. * Body Scanners in Medical Bay can detect these parasites accurately. * A victim has 5 minutes to seek medical attention to have the parasite removed. * The embryo will go through 5 stages of growth while in the body, causing shaking of the victim with each growth phase, as well as other symptoms the host may detect. * Larval Accelerant Toxin can double the rate of growth in a victim. * If the Larva reaches the final stage of growth without being removed, it will emerge from the victim's chest, instantly killing the host and producing a Xeno Larva. * Stasis bags and poor health will slow the larva's gestation and a Cryotube will halt it all together. * Surgically remove from chest after opening rib cage. Will result in one Larva Embryo that can be grinded into Larval Jelly for advanced chemical production. * Autodoc procedure Foreign Body Removal Surgery will remove and destroy the Embryo, can not recover for Larval Jelly production. ====Overdose==== Overdose is what happens what a patient is given (or self administers) too much of a particular kind of medicine or chemical. * Overdose thresholds vary depending by chemical, though most common ones have a 30u threshold. * Increased damage or debilitating effects will occur if Critical Threshold is surpassed. * See the [[:games:sc13:guides:chemistry|Guide to Chemistry]] for full list of thresholds and effects. * Always scan before administering medication to avoid Overdosing a patient. * Hypervene will remove 5u of every chemical per 1u injected or ingested. Apply until Overdose stops. * Water will purge all Chemicals, Toxins and Food eaten equal to amount consumed. ====Death==== For a full breakdown, see the [[:games:sc13:guides:defibrillation|Guide to Defibrillation]]. People are going to die, that's a simple fact. However, there's a difference between being dead and //being// dead. And the former is one you can treat. The recently departed still yet cling to the mortal coil and with a defibrillator, you can pull their soul back into the land of the living (assuming they wish to), however, there are a number of stipulations to reviving someone: * They must have not been dead for longer than 5 minutes. * They must not have basic damage (brute/burn/tox/oxy) of any type greater than 200. * They must have a functioning working heart and brain. * They must not have committed suicide (through the verb). * They must have an actual player associated with their mob (no reviving the long-dead NPC bodies). * They must not be wearing an exosuit (such as marine armour) that would interfere with the resuscitation. Please remember, that you can use trauma and burn kits on dead bodies to help repair the damage done and make them valid for reviving. The defibrillator also heals some damage (of all basic types) itself, the greater the medical skill the more powerful the defibrillator healing ability is. These values are as follows: * Squad Leader: 4 per shock * Squad Medic, Brig Physician, Paramedic, Staff Officer, Field Commander: 8 per shock * Captain: 12 per shock * Doctor or Synth: 16 per shock =====Medical Equipment: GHMME Automated Closet===== ====Backpacks==== ===TGMC Satchel=== A backpack item that allows you to carry more things in bulk. Holds less than a backpack, but items inside can be accessed instantly even when it's on your back. Can carry five normal sized items at once. ==Storage== * Any tiny item * Any small item * Any normal item ===Backpack=== A backpack item that allows you to carry more things in bulk. Holds more than a satchel, but taking items out has a delay while it's on your back. The Corpsman version also holds about ten extra full charges for defibrillators; click-drag to recharge. Can carry eight normal sized items at once. ==Storage== * Any tiny item * Any small item * Any normal item ====Webbing==== ===Webbing=== Extra pouches that you can clip to your uniform. Only one thing may be clipped to your uniform Has seven slots for storing items, but has an overall size limit. ==Storage== * Any tiny item * Any small item * M41A MK2 Magazines * M39 Magazines * M42C Magazines * Sunfury Lasgun Cells ===Black Webbing=== Extra pouches that you can clip to your uniform. Only one thing may be clipped to your uniform Has five slots for storing tiny or small items. ==Storage== * Any tiny item * Any small item ===Shoulder Holster=== Pistol Holster that you can clip to your uniform. Only one thing may be clipped to your uniform Capable of storing one pistol in it. ==Storage== * Any Pistol * Tazer ===Corpsman white vest=== Extra pouches that you can clip to your uniform. Only one thing may be clipped to your uniform Has six slots for storing tiny or small items, but is limited to certain medical equipment. Can't hold things like roller beds. ===Corpsman surgical vest=== Extra pouches that you can clip to your uniform. Only one thing may be clipped to your uniform Has twelve slots for storing surgical gear; can't hold anything else. ====Belts==== ===Lifesaver medic belt=== A small waist-mounted duffel bag for medicine. Can switch drawing modes by right clicking. Capable of storing various items. Has twenty-one slots, but can only hold tiny or small medical items. Best for full-time healers. ===Medical belt=== A belt with various clips and pouches for medical supplies. Can switch drawing modes by right clicking. Capable of storing various items. Has fourteen slots, but can also hold items like defibrillators and roller beds. Can fit three slots worth of small-sized ammo, like SMG or pistol magazines, or loose bullets. Best for combative Corpsmen, or normal Marines trying to pick up slack without compromising on space elsewhere. ====Pouches==== ===Advanced autoinjector pouch=== A pouch used to hold autoinjectors. Has eight slots, comes loaded with various medicine. 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. ===Advanced hypospray pouch=== A pouch used to hold hyposprays. Has four slots, comes loaded with hypospray and a few autoinjectors. 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. ===Combat lollipop pouch=== A pouch used to hold boxes of lollipops. Has three slots, each with a box of ten lollipops containing different chemicals. Put them in your mouth like a mask to slowly ingest the contents. Eating outright is a lot faster, but less efficient. Clicking will remove a lollipop, there's no way to open the box like normal until it's empty. Not like you can store anything else in them. Generally worse than other options unless you're adding more chemicals to the lollipops. Adds flavor to your treatments, though. (Literally!)