Table of Contents

Squad Medic

Introduction

The Corpsmen are the frontline medics of the SGFC. Utilizing the latest in modern 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.

Your job

You are the Corpsman. You are a marine who has both firearm and medical skills, and a critically important asset to any marine force.

You are there with one main goal: Keep your squad going

Which means:

The role of 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 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. One who masters this is the One True Corpsman.

Playing the Corpsman for the first time

Compared to a marine, you have two main differences - your loadout, and your in-combat actions.

Loadout for your not-yet-a-corpse corpsman

Also read Guide to medicine and Hypospray guide

Your short and intensive life

Your Gear

NEXUS Automated Medical Equipment Rack

In the NEXUS, you are allowed to use 45 points. Full menu can be seen below.

Neuraline Autoinjector is only obtainable from here. It is a useful emergency chem, but not required.

Meralyne and Dermaline are a must have. Note that pills offer 240u, while bottles only half as much.

Nanoblood hypospray with 60u is likely all you will ever need.

Peridaxon+ and QuickClot+ are very useful to have, and quite cheap.

BIG hypospray holds 120u, twice as of normal autoinjector. It is also somewhat rare - you can order it from cargo for 12 points, and it does not spawn.

You can take normal hyposprays from med vendors for free.

You can also easily create synaptizine in chemistry. See Guide to chemistry.

'HUD glasses' are actually just HF2 analyzer.

Medical Equipment

HealthMate HUD

Your bread and butter. Visually see how much damage a marine has. See if they are staggered or in crit.

Medic Backpack

The backpack you start with has a defibrillator charger attached to it, and a power cell for the charger. Click-drag your defib to your backpack to recharge it. Examine the backpack to check how much battery charge it still has left.

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.

M276 Medical Storage Rig

This belt is smaller than lifesaver, but each slot is larger and can carry defib or evac.

Hypospray Belt

This belt can carry autoinjectors, along with bottle cases and usual injectors. A lot of space, but less than Lifesaver.

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. Sleeping on one of these heals a small amount of cellular damage, and it can also be used as a makeshift surgical bed. As a Corpsman, doing this will probably cause necrosis.

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 person in the bed to your linked beacon. Do not forget to link your medevac bed to your medevac beacon! Activate it before getting on to medevac yourself, if things are that desperate. Cooldown of 180s. Doing and evac 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.

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. Moving it will BREAK the link. 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 per click, fill it with any pill or bottle, or you can choose to flush the contents to be replaced with other reagents. Holds up to 60u, can take pills directly in. You can also mix things there, like two pills of Dylovene with a pill of Inaprovaline.

Stasis Bag

Stasis bags will slow down dying, larva growth, and keep critically injured people alive for long amounts of time. Health scanners will work through the bag. Might cause some genetic damage later down the line.

Defibrillator

See Defibrillation.

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 8 damage as a Corpsman.

Advanced first-aid kit

A box with three essential pill bottles, both types of medical kits, a health scanner, and splints. Can't be put in anything, but it's a convenient carrying case.

Doing your job

For more information, see Guide to medicine and Hypospray guide.

Treating damage

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:

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:

Treating raw damage

In most cases, simply feed them the relevant pills:

Additionally, you should use membranes (green and brown) to heavily injured limbs to speed up the process and save chems.

Each of the pills of Bica/Kelo/Mera/Derm can heal up to 75 points of their respective damage, and up to 60 for Trica which heals all types.

Cellular damage is mainly treated by the cryo 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.

Removing status effects

Oxygen damage

When dealing with oxygen damage, there are several causes that may be the reason.

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. You can also make Hyronalin in the chemistry lab. Constantly increasing toxin damage indicates liver damage. Use Peridaxon Plus to heal their liver, or Peridaxon to buy time.

Internal Bleeding

Foreign objects

Mainly it is either:

Dealing with the recently deceased

Read Defibrillation.

Not Dying

As a corpsman, you're always in danger. There are several serious mistakes a corpsman can make:

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.

When to send people back

Sometimes people will have life-threatening problems that you can't fix in the field.

If you're out of meds, and someone has:

Just evac them.

Tips

SGFC 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.

If situation around is SERIOUS

Priorities, top to none:

Tips:

If situation around is Calm

Priorities, top to none:

Tips: