Corpsman Loadout

Actually the loadout that this guy wrote in his guide is pretty good, although I modified it a little - Comprehensive Corpsman Guide - #37 by Steelpoint

First of all I would like to explain why you should NOT use pistols and a flamethrower - a pistol is certainly very compact, but you have an entire armor slot to fit one full weapon, which can be a shotgun or an HPR (both are incredibly good, I prefer the latter ). The shotgun is literally the most meta weapon for a field medic because with buckshots it will literally one-shot any runner. HPR (mag har + vertical grip) is a thing that can hold 1200 rounds in one pouch because of the box magazine. NEVER throw away yellow mag boxes because they are refillable from 10x24 boxes. Being on fire, xenomorphs in some cases can heal faster than losing damage on weed, so to hell with flamethrowers + you can easily kill couple of own comrades.

Returning to the medic. First of all, expect that you will have to walk outside the FOB for an hour and only YOU, YOU will be able to fix a Marine with 600 burn damage alone in the middle of the fucking desert. Plus you have to be incredibly durable and have a decent weapon of sorts. For these purposes, do not hesitate to spend 28 Points on buying b12 armor, because YOU need it, it has huge protection against various damage and you yourself will less often receive fractures or damage to organs, which will turn you from a medic into mincemeat.

Choose a lifesaver belt, the setup will be something like this:


Fe, IA, D+, KD, MB - custom chems from chemline in medbay (read about them on wiki).

Pouches - revival mix and magazine pouch, sometimes large one from req.
Satchel - 4 medkit boxes and MD. Why MD? You’ll just know when to work your butt off, because it’s very easy to become autistic as a medic and forget about the world around you while you’re treating a patient, and the motion detector is a good thing to remind you that you’re not playing The Sims.

First box is surgical kit, medevac bed, grafting things, 2 bloodpacks and stasis bag, 2 box - full of splints, 3 box - full of medkits and one pillbottle of simple Bicardine, 4 box - full of medkits from burns + Kelo pillbottle.

The drop pouch will allow you to take TWO large items, so two defibrillators are what we need. Someone can tell you that why is this, because you can charge defibrillators from chargers. FORGET IT. You’ll soon realize that when you get a few patients who, due to the amount of damage, require multiple defibrillations, your 15-use thing will run out faster than you’d like. However, also do not forget that it is impossible to defibrillate someone without first injecting Revival Mix. This gives a huge recovery from epinephrine and with this thing the dead will rise in seconds (only one use is always enough).

Everything else I can say is the main thing is to understand that if the corpse has more total damage than ~ minus 200-210, then first try to fix it with medkits and a numpad. Then, if medkits did not help you achieve the desired figure, try using a graft after them on the most damaged areas (usually the chest, groin and head). Also, if the amount of damage from Brute or Burn is more than 200, first try to make it less than 200. After that you can defibrillate. Splints, pills - everything after your patient has at least risen from the dead so that he enters a state of slow self-healing from the things you gave him.

Regular bleeding - feel free to ignore, they have practically no effect on marines, because they always have a passive healing from food or just like that. Internal bleeding - take a roller bed from armor, take a Surgicall kit and go ahead and cut the poor fellow right in an open field, with tramadol in his mouth.

There is also such a thing as positioning. Imagine that all the Marines around you are assholes who want to push you and prevent you from putting a splint on a dying man, so take the second intention, stand so that neither you nor the patient can be pushed and go about your business.

If someone has died, please do not immediately drag them to the FOB if hes not hugged or TOO fucked up with organs (hearbreak or you just see his lungs or liver are destroyed). While you are saving him alone, several more people will die on the battlefield and your task is to help them all, because half of the doctors around you will either fight in the front like idiots (or me) or they will do it very slowly. Sometimes the best option is to drag the corpse literally around the corner and revive it there, so that you spend as little time as possible on safety precautions. Perhaps the things I say will be condemned by others, but usually a medic who revived several people around him right in the face of a ravager is better than one who dragged one to the base and thereby wasted a lot of time, while the rest managed to die in perma-death.

This will actually come with experience, because you need to feel when it’s worth dragging the Marine further, and when you see that a push is happening or a state where the xenomorphs cannot instantly crush the front, then you just need to run behind the first line of defense and do your thing. If the front has collapsed, do not try to save all the corpses, but only one on the bed roller, because if you die, the team will lose the most important support (engineers are not important ;3).

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