Medic

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SUPPORT ROLE
Medic.png
Medic
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
Quote: Oops, that wasn't medicine.
Additional Info: More warfare roles here


Welcome to h*ck.

Keeping your guts 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's 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, your ateopine autoinjectors perform the job of resuscitation far better than you do, and they'll fix organ damage and brain damage a bit, whereas CPR may break their ribs and cripple them. A wounded soldier that you patch up while he's still being shot up is likely to end you back where you started with him, or worse, drag him back while he screams and seek safe cover to work on him. 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.

The gear

And how to use it

  • Ateopine, 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, they won't bleed nearly as much or even feel pain while they are 'dead', so use this time to mend them up first, the ateopine will fix their brain.
  • Morphine syrette, a quick little syringe designed to rapidly administer pain relief to soldiers, don't apply more than two shots, they won't need it and you'll risk an overdose if they've already used their own. 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 quickly, at the cost of an immense amount of pain and risk of heart attack if pain relief isn't adequately supplied. It doesn't stop wounds from bleeding itself, use bandages to stop that, sutures will eventually stop it, but it takes a while.
  • 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 and treat low blood oxygenation, 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, that's about it. Sure, it can be used to disarm mines, but you're just going to end up blowing yourself up.
  • Health analyzer, the absolute most helpful little tool you have at your disposal. Use this to immediately see what is wrong with your patient, it should be the first thing you do when responding, or simply checking whether someone is dead or alive. While the display is pretty hard to understand at first, there's a lot going on, it is quite intuitive once you get to understand what you're looking for and where it should show up. An absolute necessity unless you're some sort of space wizard who knows how spacemen work like the back of your hand, and even then using this device is still much faster.
  • 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 or hurting so bad, it allows wounds to heal by themselves but the most important function is to slow or stop blood loss, it doesn't do anything for arterial bleeding though, for that you need sutures.