Table of Contents

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.

Burn

Burn damage represents thermal damage to tissue.

Toxin

Toxin damage represents chemical damage to the body.

Suffocation

Suffocation damage, sometimes referred to as 'Oxyloss' represents de-oxygenation or lack of oxygen in the target's body.

Cellular Damage

Cellular Damage also known as Cloneloss or Genetic Damage, is instability at the genetic level.

Types of advanced damage

For a more in-depth treatment of surgery to heal advanced damage, see the 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.

Fractures and Broken Bones

Fractures and Broken Bones are a direct result of extreme amounts of brute damage to a single limb.

External Bleeding

External Bleeding is caused by brute damage and can randomly happen to a limb with each attack.

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.)

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.

Infections

Infections are bacterial buildups in the body.

Necrosis

Necrosis is the final stage of Infection.

Organ damage

Organ damage is a perforated or injured organ.

Eye damage

Eye damage is identical to Organ Damage, but mechanically different.

Brain Damage

Brain Damage is functionally similar to Organ Damage and Eye Damage.

Dismemberment

Dismemberment is the complete removal of a limb.

Shrapnel and foreign objects

Shrapnel and foreign objects is any object embedded inside the flesh that can not be pulled out.

Alien Larva

Alien Larva or Infestation is the result of a Larval Hugger impregnating victim.

Overdose

Overdose is what happens what a patient is given (or self administers) too much of a particular kind of medicine or chemical.

Death

For a full breakdown, see the 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:

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:

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

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

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

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

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

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!)