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Access: Anywhere you can go.
Difficulty: Hard
Supervisors: Squad Leader and Captain
Duties: Heal the men of the same color as you, so that they can either continue fighting, or so they can head to the Practitioner with fewer dire wounds to patch. Kill the men of the opposite color than you.
Guides: Getting Started, Guide to Medicine
Additional Info: More warfare roles here

Welcome to h*ck.

Keeping Your Insides, Inside

As the medic, your primary goal is to stay alive long enough on the front to keep those around you alive. Charging blindly into danger is not only going to get yourself killed, but also give your medical kit away to the enemies to use. While this is definitely a combat role, picking your battles is important. You'll be up there with the rest of the grunts, but you're far more useful alive than dead, don't feel bad about letting them take bullets for you. That is their job, and yours is to fix them.

Saving Pvt. Guy Sitting

The kit you start out with is more than enough to last you, however short your life may be. Stocking up on extra supplies is pointless if you're going to die soon. Unless you know what you're doing, and/or feel sufficiently robust, resist the urge to raid the vendors. Generally, try your best to avoid CPR unless your autoinjectors run out. Atepoine auto-injectors perform the job of resuscitation far better than you do, and they'll fix organ damage and brain damage a bit, whereas you will just waste time and fumble with their mask and helmet. A wounded soldier that you patch up while he's still being shot up is likely to end you back where you started, or worse. Drag wounded back to safely to work on them. If the situation is dire enough, use your own firearm to provide support or take down encroaching soldiers if you can't get to a safe location. Understand that your job is still to kill, you're a competent operator of whatever you've had issued, don't be afraid to use it.

The Gear

And how to use it

  • Ateopoine, an autoinjector capable of mending broken hearts and lungs while recovering a bit of brain damage to boot. Use these to immediately resuscitate a soldier via restarting their heart and respiration without CPR, preferably once their arteries have been stitched shut.
  • Morphine syrette, a quick little syringe designed to rapidly administer pain relief to soldiers. Click on your morphine ampoule to refill the syrette, the ampoule doesn't need to be uncapped for this unless you want to try and drink it. Inject patients with morphine before suturing them unless they're already unconscious.
  • Sutures, a handy little needle and thread that never runs out. The sutures are used to stitch shut arteries, and to directly heal anatomical damage at the cost of pain. It doesn't stop wounds from bleeding itself, use bandages to stop that.
  • Blood autoinjector. An extremely useful multi-use nano-blood injector, holds about 500 units and injects 50 units with each use. Use it to treat blood loss, about two or three shots are enough to fix someone up but this entirely depends on how much blood they've lost. Apply this immediately after stopping arterial bleeds, and give it a moment to take effect in the patient.
  • Wirecutters, a very useful little tool. Simple but effective, use this to rip shrapnel out of patients and to cut through barbed wire. It can be used to disarm mines, but you're just going to end up blowing yourself up.
  • Health analyzer, the absolute most helpful tool you have at your disposal. Use this to immediately see what is wrong with your patient, where, and why. It should be the first thing you do when responding.
  • Bandages, an absolute staple. Bandages are used by absolutely everyone. Everyone gets a roll of it issued, and it is invaluably handy at stopping general wounds from bleeding. It allows wounds to heal by themselves. It doesn't do anything for arterial bleeding. For that, you need sutures.