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		<id>https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3125</id>
		<title>Legacy Advanced Medical &amp; TCCC (A3 KAT)</title>
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		<updated>2023-08-06T17:21:01Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tccc.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Medic Responsibilities;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Conduct rapid and efficient assessments of casualties and triage.&lt;br /&gt;
*Address any emergent conditions in the field.&lt;br /&gt;
*Manage the supply of medical equipment for your fireteams of responsibility&lt;br /&gt;
&lt;br /&gt;
This document will address these responsibilities and ensure familiarity with the concepts of ACE advanced medical as it has been adapted to Coalition™ gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example Medical Treatment Step-By-Step==&lt;br /&gt;
[https://docs.google.com/document/d/1YlY00qoL2gdrbOJJzi5aW19A3HqT7uXflszDYuK7h3M/edit Reference]&lt;br /&gt;
&lt;br /&gt;
===Part 1: Assessment===&lt;br /&gt;
&lt;br /&gt;
Assess the patient. Easy way to remember is the acronym &amp;quot;ABC&amp;quot; for &amp;quot;Airway&amp;quot;, &amp;quot;Breathing&amp;quot;, and &amp;quot;Circulation&amp;quot;.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Attach a Pulse Oximeter or AED X-series to monitor vitals.&lt;br /&gt;
** Generic AED does NOT have vitals monitoring&lt;br /&gt;
** Must be attached to a body part that will not be tourniqueted.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Airway&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Airway&lt;br /&gt;
** Airway may be Clear, Occluded, Obstructed, or both Occluded and Obstructed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Breathing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Cyanosis&lt;br /&gt;
** Cyanosis may be None, Slight, Mild, or Severe&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific oxygen saturation reading.&lt;br /&gt;
**** Ideal SpO2 level is 100%.&lt;br /&gt;
**** Minimum SpO2 level for recovery is 85%&lt;br /&gt;
**** SpO2 level leading to unconsciousness is 75%&lt;br /&gt;
**** SpO2 level leading to death is 65%&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assess Bleeding, Pulse, and Blood Pressure.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Select a Body Part to assess physical injuries.&lt;br /&gt;
*** Identify presence of a Pneumothorax or Hemothorax injury on the Chest&lt;br /&gt;
****Listening to lungs will play an audio cue for the injury&lt;br /&gt;
****Clear Lungs: [[File:Clear Lung Sounds.mp3]] &lt;br /&gt;
****Pneumothorax: [[File:Pneumothoraxcough.mp3]]&lt;br /&gt;
****Tension Pneumothorax: [[File:Tension Pneumothorax.mp3]]&lt;br /&gt;
****Hemothorax: [[File:Hemothorax Audio.mp3]]&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Pulse&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Pulse&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific heart rate reading:&lt;br /&gt;
**** No Heart Rate is 0 bpm&lt;br /&gt;
**** Low Heart Rate is 40 bpm and below&lt;br /&gt;
**** Ideal Heart Rate is 80 bpm&lt;br /&gt;
**** High Heart Rate is 120 bpm and above&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Blood Pressure&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific blood pressure reading (systolic/diastolic):&lt;br /&gt;
**** No Blood Pressure is 20/0 mmHg&lt;br /&gt;
**** Low Blood Pressure is below 90/60 mmHg&lt;br /&gt;
**** Ideal Blood Pressure is 120/80 mmHg&lt;br /&gt;
**** High Blood Pressure is above 140/90 mmHg&lt;br /&gt;
&lt;br /&gt;
===Part 2: Treatment===&lt;br /&gt;
Treat the patient in the order of &amp;quot;CAB&amp;quot;, or &amp;quot;Circulation&amp;quot;, then &amp;quot;Airways&amp;quot;, then &amp;quot;Breathing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stop Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If all injuries are equal, prioritize Head/Chest injuries over limb injuries&lt;br /&gt;
** Tourniquet limbs with multiple injuries&lt;br /&gt;
** General guideline to injury bleed rate:&lt;br /&gt;
*** Average/Fast Bleeding: Avulsions, Cuts, Velocity Wounds&lt;br /&gt;
*** Slow Bleeding: Abrasions, Bruises, Crushes, Lacerations, Puncture Wounds&lt;br /&gt;
*** No Bleeding: Bruises, Fractures&lt;br /&gt;
*** Large injuries bleed faster than medium injuries which bleed faster than small injuries&lt;br /&gt;
** If assessment found a Pneumothorax or Hemothorax injury:&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**** Pneumothorax: Apply chest seal&lt;br /&gt;
**** Tension Pneumothorax: Needle Decompression (using AAT kit)&lt;br /&gt;
**** Hemothorax: Apply chest seal and drain fluid (using AAT kit)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blood Transfusion if Necessary&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If a &amp;quot;fatal amount of blood was lost&amp;quot; (more than 2400mL lost):&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Administer 1000mL of blood or plasma to a non-tourniqueted body part.&lt;br /&gt;
**** Need to reach &amp;quot;lost a lot of blood&amp;quot; (less than 2400mL lost) to be able to re-establish heart rate&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reestablish Heart Rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If no pulse was found during assessment (Patient is in cardiac arrest):&lt;br /&gt;
*** Perform CPR until heart rate found.&lt;br /&gt;
**** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; If in possession of an AED, check rhythm between steps to determine if shock advised.&lt;br /&gt;
*** Ensure you are checking the pulse on a non-tourniqueted body part.&lt;br /&gt;
** If only a low heart rate was found, monitor the Patient&amp;#039;s pulse in case they enter cardiac arrest&lt;br /&gt;
* If assessment found no immediate Airway Occlusion/Obstruction and no Cyanosis/Low SpO2 level:&lt;br /&gt;
** Bandage any wounds remaining on tourniqueted limbs, then remove tourniquets&lt;br /&gt;
** Blood pressure may change as tourniquets are removed&lt;br /&gt;
** Splint broken bones&lt;br /&gt;
** Continue to administer blood until &amp;quot;Lost Some Blood&amp;quot; (less than 900mL lost) status reached &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Airway:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess airways if some time has passed since initial assessment.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Occluded:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head turning (Head &amp;gt; Head Turning) until occulusion is mitigated.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can instead use the Accuvac to mitigate occlusion.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Obstructed:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head hyperextension (Head &amp;gt; Hyperextension Head) to clear obstruction.&lt;br /&gt;
** Must physically stay near patient to maintain hyperextension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airways were/are now clear:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can use the King LT (prevents further obstructions and occlusions) or the Guedal Tube (prevents further obstructions).&lt;br /&gt;
*** King LTs and Guedal Tubes are single-use only, and are not required to use provided regular monitoring of the Patient&amp;#039;s airways.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Breathing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess breathing if some time has passed since initial assessment.&lt;br /&gt;
* If Cyanosis is present (or SpO2 levels below 90%):&lt;br /&gt;
** Check if airways became occluded or obstructed again.&lt;br /&gt;
** Check for presence of Pneumothorax or Hemothorax injury on the chest.&lt;br /&gt;
** If no problem can be found, monitor patient oxygen saturation levels to ensure they are rising&lt;br /&gt;
** SpO2 levels will have decreased temporarily if the heart rate fell below 20bpm&lt;br /&gt;
&lt;br /&gt;
===Part 3: Post Treatment:===&lt;br /&gt;
&lt;br /&gt;
* Continue to monitor patient to ensure pulse continues to be present.&lt;br /&gt;
* Put Patient in Recovery Position if no King LT or Guedal Tube was inserted.&lt;br /&gt;
** Recovery Position prevents further occlusions and obstructions.&lt;br /&gt;
** Recovery Position prevents CPR/chest seal application/AEDs/fluid draining so ensure those are done beforehand&lt;br /&gt;
** Patients with only the Guedal Tube need to be monitored for occlusion reoccuring&lt;br /&gt;
* Try to Force the Patient to Wake Up&lt;br /&gt;
** If the patient&amp;#039;s vitals are enough for consciousness, it is possible to accelerate the process of the patient waking up.&lt;br /&gt;
*** Giving Ammonium Carbonate will force the patient to attempt to wake up.&lt;br /&gt;
*** Reorienting the patient (Head &amp;gt; Reorient Patient, aka the slap) will have a chance of forcing the patient to attempt to wake up.&lt;br /&gt;
*** If the patient does not wake up, their vitals may need to be improved (possibly in too much pain) or reorienting may need to be repeated.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medic Magic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Medics have a suite of more advanced medication to speed up a patient&amp;#039;s recovery&lt;br /&gt;
*** Goal is to reach &amp;quot;Ideal&amp;quot; vital levels (80 bpm, 120/80 mmHg) through medication affecting heart rate, blood pressure, and pain. &lt;br /&gt;
*** Different medics will have their own &amp;quot;flavor&amp;quot; in how they treat their patients.&lt;br /&gt;
*** Improper use of medication may result in worsening a patient&amp;#039;s condition.&lt;br /&gt;
&lt;br /&gt;
==Advanced Medication List==&lt;br /&gt;
&lt;br /&gt;
=== Vitals Manipulation ===&lt;br /&gt;
&lt;br /&gt;
Primary drugs used to manipulate vitals. Relatively common for medics to possess.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:epinephrine_ca.png|64px]]&lt;br /&gt;
| Epinephrine&lt;br /&gt;
| Increases wake-up chances for unconscious patients. Also halves stamina drain rate and provides a slight stamina boost.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adenosine_ca.png|64px]]&lt;br /&gt;
| Adenosine&lt;br /&gt;
| Nothing notable beyond its properties to reduce HR/BP.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Carbonate.png|px]]&lt;br /&gt;
| Ammonium Carbonate&lt;br /&gt;
| Forcibly attempts to wake patient. Each box has 10 tablets.&lt;br /&gt;
| Increase&lt;br /&gt;
| None&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pain Suppressors ===&lt;br /&gt;
&lt;br /&gt;
These drugs suppress pain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Painkillers.png|64px]]&lt;br /&gt;
| Painkillers&lt;br /&gt;
| Cheap pain suppressor. Each box holds 10 pills.&lt;br /&gt;
| Slight increase&lt;br /&gt;
| Decrease&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:morphine_ca.png|64px]]&lt;br /&gt;
| Morphine&lt;br /&gt;
| Standard pain suppressor. Out of all drugs lasts the longest in the body (30m).&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Ketamine.png|64px]]&lt;br /&gt;
| Ketamine&lt;br /&gt;
| Same strength as morphine, causes visual effects. Requires an IV/IO.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Fentanyl.png|64px]]&lt;br /&gt;
| Fentanyl&lt;br /&gt;
| Slightly stronger than morphine/ketamine, causes visual effects. Requires an IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Nalbuphine.png|64px]]&lt;br /&gt;
| Nalbuphine&lt;br /&gt;
| Slightly weaker than morphine/ketamine. Requires an IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Clotting-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
Drugs that use clotting to repair wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_TXA.png|64px]]&lt;br /&gt;
| TXA&lt;br /&gt;
| Applies a packing bandage equivalent to the wounds on the body every 6 seconds for 120 seconds. Can obstruct the 16g IV, so use the &amp;quot;inspect catheter&amp;quot; action every once in a while and use &amp;quot;saline flush&amp;quot; to clear it if obstructed. Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_TXA.png|64px]]&lt;br /&gt;
| EACA&lt;br /&gt;
| Stiches a wound every 6 seconds until all wounds stitched (same icon as TXA). Can also obstruct the 16g IV like TXA. Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bloodflow-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
Drugs modifying bloodflow rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Norepinephrine.png|64px]]&lt;br /&gt;
| Norepinephrine&lt;br /&gt;
| Slows down bleeding, but also slows down transfusions. Requires IV/IO.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Phenylephrine.png|64px]]&lt;br /&gt;
| Phenylephrine&lt;br /&gt;
| Slows down bleeding even more than norepinephrine. Also slows down transfusions even more than norepinephrine. Requires IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Increase&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Nitroglycerine.png|64px]]&lt;br /&gt;
| Nitroglycerin&lt;br /&gt;
| Speeds up transfusions, but also speeds up bleeding. Requires IV/IO.&lt;br /&gt;
| Increase&lt;br /&gt;
| Decrease&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antidotes ===&lt;br /&gt;
Drugs used to counteract other drugs or status effects&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Atropine.png|64px]]&lt;br /&gt;
| Atropine&lt;br /&gt;
| Treats low heart rate (bradycardia). Cures effects of chemical weapons. Requires IV/IO. &lt;br /&gt;
| Increase&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Naloxone.png|64px]]&lt;br /&gt;
| Naloxone&lt;br /&gt;
| Removes effects of 1 morphine/fentanyl/nalbuphine dose. Used to treat overdoses of said drugs.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AED-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
These drugs are used during the AED shock process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Amiodarone.png|64px]]&lt;br /&gt;
| Amiodarone&lt;br /&gt;
| Increases AED resuscitation chance by 8-20%. Has 33% chance to cause low heart rate (bradycardia). Requires IV/IO. &lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Lidocaine.png|64px]]&lt;br /&gt;
| Lidocaine&lt;br /&gt;
| Increases AED resuscitation chance by 8%. Also used in surgery to suppress pain. Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stamina Drugs ===&lt;br /&gt;
These drugs temporarily modify your stamina.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Caffeine.png|64px]]&lt;br /&gt;
| Caffeine&lt;br /&gt;
| Refills your stamina, 15 tablets per jar.&lt;br /&gt;
| Slight increase&lt;br /&gt;
| None&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Pervitin.png|64px]]&lt;br /&gt;
| Pervitin&lt;br /&gt;
| Meth. Provides a stamina boost, suppresses pain better than painkillers. After the boost ends your stamina drains even faster. Causes visual effects and weapon sway. Consumed in 8 bites. Lasts 10 minutes.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surgery-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
Drugs related to surgery.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Etomidate.png|64px]]&lt;br /&gt;
| Etomidate&lt;br /&gt;
| Anesthetic for surgery. Suppresses pain, but only for 45 seconds. Requires IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| None&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_lorazepam.png|64px]]&lt;br /&gt;
| Lorazepam&lt;br /&gt;
| Forces patient into unconsciousness. Has 33% chance to cause low heart rate (bradycardia). Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| Decrease&lt;br /&gt;
| 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_flumazenil.png|64px]]&lt;br /&gt;
| Flumazenil&lt;br /&gt;
| Counteracts sedation from Lorazepam.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Patient Presentation &amp;amp; Assessment==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General terminology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Hypotensive - Low blood pressure, defined as a systolic pressure less than 90mmHg and/or a diastolic pressure less than 60mmHg.&lt;br /&gt;
*Normotensive - Normal blood pressure (around 120/80mmHg).&lt;br /&gt;
*Hypertensive - High blood pressure, defined as a systolic pressure greater than 140mmHg and/or a diastolic pressure greater than 90mmHg.&lt;br /&gt;
*Bradycardia - Low pulse, threshold is generally 60bpm but becomes symptomatic in arma in the 30-40bpm range.&lt;br /&gt;
*Tachycardia - High pulse, threshold is generally 100bpm but becomes symptomatic in arma in the 150bpm range.&lt;br /&gt;
*Vasodilation - The widening of blood vessels to decrease blood-pressure.&lt;br /&gt;
*Vasoconstriction - The narrowing of blood vessels to increase blood-pressure&lt;br /&gt;
&lt;br /&gt;
In its present condition the ACE medical system we have adapted provides for a singular &amp;quot;normal&amp;quot; patient presentation. This comprises a pulse of around 80bpm and a blood-pressure of 120/80mmHg. These metrics will fluctuate with increased activity and injury. While pulse fluctuation is straightforward there is reason to outline blood-pressure here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse &amp;amp; Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blood Pressure is read as the top number (the numerator) over the bottom number (the denominator), that is around &amp;#039;&amp;#039;one-hundred and twenty over eighty&amp;#039;&amp;#039; normally. These are your &amp;#039;&amp;#039;systolic&amp;#039;&amp;#039; and &amp;#039;&amp;#039;diastolic&amp;#039;&amp;#039; pressures respectively. Systolic pressure, as the name implies, is the arterial pressure of blood in the body as it is circulated by the contraction of the heart. Diastolic refers to the pressure between contractions of the heart. Thus as &amp;quot;beats per minute&amp;quot; increase (again normal is 80bpm in Arma) the pressure will hover around 120/80 millimetres of mercury (mmHg). This is important in rectifying blood loss and in considering morphine administration. As the casualty&amp;#039;s injury exsanguinates, or bleeds, the pressure will drop - although if the pulse is high enough it may fluctuate upwards, this features when considering the administration of epinephrine.&lt;br /&gt;
&lt;br /&gt;
Essentially think of the heart as a pump, because it is, and the pressures measured as changing with the increased or decreased volume of fluid in the system as it relates to the contractility of the heart pump. So following the Frank-Starling Law as we increase volume with fluids administered in the field, we increase blood pressure, &amp;#039;&amp;#039;but&amp;#039;&amp;#039; as we decrease heart rate (pulse) we lose blood-pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symptoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As is to be expected, wounds accelerate the loss of blood and fluctuation in those circulatory metrics can affect the player&amp;#039;s health. In-game, as pulse rises into tachycardic ranges or blood-pressure enters hypertensive ranges the player will begin to hear a fast heartbeat in their ears. Likewise, as the pulse decreases to bradycardic ranges or the blood-pressure drops into hypotensive ranges the heart-rate sound in the player&amp;#039;s ears will drop in intensity and tempo. In the former&amp;#039;s case this is more of an annoyance, but in the latter case it can be the undoing of the player. In the event another wound is sustained by the bradycardic or hypotensive patient they are more likely to be knocked unconscious or to die outright. Further, in hypotensive ranges the screen will grey and colour will drain from the game-world for the player.&lt;br /&gt;
&lt;br /&gt;
Broken limbs similarly hinder the player. Broken arms will affect recoil management and weapon manipulation. Broken legs will near incapacitate the player&amp;#039;s movement requiring prompt splinting. Splinting is not reliant on the bandaging of the limb and may be delayed until the more acute injuries are addressed.&lt;br /&gt;
&lt;br /&gt;
Lastly, pain is often a side-affect of injury. The pain effects of ACE medical are either a pulsing blur of cinematic aberration or a white flashing at the peripheries of the screen. This can be modulated in a player&amp;#039;s settings.&lt;br /&gt;
&lt;br /&gt;
==Interventions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tools of the Trade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*15x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*15x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*10x splints for broken bones. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x tourniquets for stemming the flow of blood. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x epinephrine doses for increasing heart-rate and &amp;quot;coding&amp;quot; patients. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x morphine doses for analgesia and in a pinch hypertension correction. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*5x body-bags for the management of the deceased &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section we&amp;#039;ll assume an understanding of the applications of elastic and packing bandages covered in Basic Medical Information/TCCC. As such we cover primarily pharmacological interventions available in ACE medical starting with the things you&amp;#039;re generally issued and terminating with the items found in Casualty Collection MASH tents and Field Hospitals.&lt;br /&gt;
&lt;br /&gt;
||Note, Tourniquets will occlude the administration of any of the following. You must administer fluids or drugs peripherally (via limbs) that are not occluded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is a vasoconstrictor. In-game epi should be employed if the pulse drops into or below the 70bpm range or systolic blood-pressure falls below 90mmHg and symptoms are present. In the same vein unconscious patients, covered in &amp;quot;Acute Care &amp;amp; Resuscitation&amp;quot; section below require epinephrine to increase the contractility of the heart.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in-game has rather exacerbated vasodilatory effects and is used primarily for analgesia. Though it is often requested by the general infantry one must be careful. There is no naloxone to reverse its affects. My rule of thumb is a systolic pressure greater than or equal to 100mmHg in an otherwise stable patient. Anything less than that and I tell them I&amp;#039;m not comfortable doing so. If the player&amp;#039;s wounds have been addressed and their pain is compromising their ability to function, and they meet the systolic pressure threshold, morphine as indicated for pain may be administered without concern. Else they need their pressure increased. In a pinch you can give epi and morphine together although I&amp;#039;d still monitor them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
was likely added to the game for potential NBC activities because it really doesnt feature elsewhere in the game. In terms of ACLS it is indicated for bradycardia, although not everyone responds to it in real life. I am unsure as to how effective it is in Arma as that discrepancy is likely not modelled - so in cases of bradycardia epinephrine is preferable but atropine is an alternative.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is indicated for narrow PSVT/SVT and wide QRS tachycardia, adenosine in-game appears to have been added for their stamina system. It is not used by Coalition, not least of all because we&amp;#039;ve no NS flushes and second because we&amp;#039;re not converting irregular rhythms as we would with adenosine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fluids&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
such as Plasma, Blood and Saline (&amp;quot;Normal Saline&amp;quot; or &amp;quot;NS&amp;quot;, a 0.9% NaCl solution) are available for volume replacement. Lactated Ringers is, for some ungodly reason, not an available crystalloid. Unfortunately ACE medical doesnt really model the clotting cascade so all fluids are technically the same. They are provided in 250mL, 500mL (known as a &amp;quot;unit&amp;quot; of fluid), and 1000mL volumes. A good rule of thumb is to infuse 2L in anyone with a systolic pressure less than 70mmHg and has sustained significant injuries. There have been times, in acute care situations, I have hung a litre while another individual bandages so as to begin fluid resuscitation as soon as possible. Ultimately, you&amp;#039;re replacing fluids lost with the goal of reaching a systolic over 100mmHg or as close to 120/80mmHg as possible.&lt;br /&gt;
&lt;br /&gt;
==Acute Care &amp;amp; Resuscitation==&lt;br /&gt;
&lt;br /&gt;
The most interesting moments you receive as a medic in Coalition Arma are critical casualties. These are essentially a &amp;quot;code blue&amp;quot; in civilian medicine. Someone on the field of battle has sustained injuries so extreme that they are unconscious. This could be due to incredible pain, it could be due to significant fluid loss, but it&amp;#039;s your job to respond to and manage that situation.&lt;br /&gt;
&lt;br /&gt;
*First, secure the scene. If applicable snag an adjacent squad-mate to begin chest compressions (CPR). Else snag someone to pull security depending on where the casualty is being treated. You dont want enemy walking up on you mid treatment.&lt;br /&gt;
**When in cardiac arrest a timer will begin. When it runs down the patient will die. When one completes a round of CPR however it will reset the timer, buying the intervening medical personnel time.&lt;br /&gt;
*Tourniquetting wounds is often faster than bandaging multiple injuries. This will buy time, although if it&amp;#039;s merely a singular wound to be addressed it may be best to do that first. Remember tourniquets will impeded drug and fluid administration.&lt;br /&gt;
*Bandage from chest and head wounds to the extremities.&lt;br /&gt;
*Pulse check. These should be completed every 30-60seconds in-game as the time is rather accelerated compared to real life. Remember the vitals numbers you&amp;#039;re seeking to return to (80bpm, 120/80mmHg blood-pressure).&lt;br /&gt;
**Note tourniquets will also render a &amp;quot;No Heart Rate Found&amp;quot; message, &amp;#039;&amp;#039;&amp;#039;see figure XYZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Begin epinephrine as you&amp;#039;ve most or all wounds bandaged. It will take time to take effect but will rapidly increase the rate of the patient&amp;#039;s recovery.&lt;br /&gt;
*Begin fluid replacement depending on the blood-pressure reading you got previously.&lt;br /&gt;
*Lastly, consider shock and pain.&lt;br /&gt;
**ACE Medical will add a degree of shock for high levels of pain. It may be that the patient is unconscious because of this and morphine will thus be indicated, but as noted above this will affect pulse and blood-pressure. Epinephrine and fluids may be indicated to resist the side-affects of morphine.&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3119</id>
		<title>Legacy Advanced Medical &amp; TCCC (A3 KAT)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3119"/>
		<updated>2023-07-28T01:04:23Z</updated>

		<summary type="html">&lt;p&gt;Godonan: /* Part 2: Treatment */  fixed pneumothorax treatment instruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tccc.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Medic Responsibilities;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Conduct rapid and efficient assessments of casualties and triage.&lt;br /&gt;
*Address any emergent conditions in the field.&lt;br /&gt;
*Manage the supply of medical equipment for your fireteams of responsibility&lt;br /&gt;
&lt;br /&gt;
This document will address these responsibilities and ensure familiarity with the concepts of ACE advanced medical as it has been adapted to Coalition™ gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example Medical Treatment Step-By-Step==&lt;br /&gt;
[https://docs.google.com/document/d/1YlY00qoL2gdrbOJJzi5aW19A3HqT7uXflszDYuK7h3M/edit Reference]&lt;br /&gt;
&lt;br /&gt;
===Part 1: Assessment===&lt;br /&gt;
&lt;br /&gt;
Assess the patient. Easy way to remember is the acronym &amp;quot;ABC&amp;quot; for &amp;quot;Airway&amp;quot;, &amp;quot;Breathing&amp;quot;, and &amp;quot;Circulation&amp;quot;.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Attach a Pulse Oximeter or AED X-series to monitor vitals.&lt;br /&gt;
** Generic AED does NOT have vitals monitoring&lt;br /&gt;
** Must be attached to a body part that will not be tourniqueted.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Airway&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Airway&lt;br /&gt;
** Airway may be Clear, Occluded, Obstructed, or both Occluded and Obstructed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Breathing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Cyanosis&lt;br /&gt;
** Cyanosis may be None, Slight, Mild, or Severe&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific oxygen saturation reading.&lt;br /&gt;
**** Ideal SpO2 level is 100%.&lt;br /&gt;
**** Minimum SpO2 level for recovery is 85%&lt;br /&gt;
**** SpO2 level leading to unconsciousness is 75%&lt;br /&gt;
**** SpO2 level leading to death is 65%&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assess Bleeding, Pulse, and Blood Pressure.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Select a Body Part to assess physical injuries.&lt;br /&gt;
*** Identify presence of a Pneumothorax or Hemothorax injury on the Chest&lt;br /&gt;
****Listening to lungs will play an audio cue for the injury&lt;br /&gt;
****Clear Lungs: [[File:Clear Lung Sounds.mp3]] &lt;br /&gt;
****Pneumothorax: [[File:Pneumothoraxcough.mp3]]&lt;br /&gt;
****Tension Pneumothorax: [[File:Tension Pneumothorax.mp3]]&lt;br /&gt;
****Hemothorax: [[File:Hemothorax Audio.mp3]]&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Pulse&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Pulse&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific heart rate reading:&lt;br /&gt;
**** No Heart Rate is 0 bpm&lt;br /&gt;
**** Low Heart Rate is 40 bpm and below&lt;br /&gt;
**** Ideal Heart Rate is 80 bpm&lt;br /&gt;
**** High Heart Rate is 120 bpm and above&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Blood Pressure&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific blood pressure reading (systolic/diastolic):&lt;br /&gt;
**** No Blood Pressure is 20/0 mmHg&lt;br /&gt;
**** Low Blood Pressure is below 90/60 mmHg&lt;br /&gt;
**** Ideal Blood Pressure is 120/80 mmHg&lt;br /&gt;
**** High Blood Pressure is above 140/90 mmHg&lt;br /&gt;
&lt;br /&gt;
===Part 2: Treatment===&lt;br /&gt;
Treat the patient in the order of &amp;quot;CAB&amp;quot;, or &amp;quot;Circulation&amp;quot;, then &amp;quot;Airways&amp;quot;, then &amp;quot;Breathing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stop Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If all injuries are equal, prioritize Head/Chest injuries over limb injuries&lt;br /&gt;
** Tourniquet limbs with multiple injuries&lt;br /&gt;
** General guideline to injury bleed rate:&lt;br /&gt;
*** Average/Fast Bleeding: Avulsions, Cuts, Velocity Wounds&lt;br /&gt;
*** Slow Bleeding: Abrasions, Bruises, Crushes, Lacerations, Puncture Wounds&lt;br /&gt;
*** No Bleeding: Bruises, Fractures&lt;br /&gt;
*** Large injuries bleed faster than medium injuries which bleed faster than small injuries&lt;br /&gt;
** If assessment found a Pneumothorax or Hemothorax injury:&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**** Pneumothorax: Apply chest seal&lt;br /&gt;
**** Tension Pneumothorax: Needle Decompression (using AAT kit)&lt;br /&gt;
**** Hemothorax: Apply chest seal and drain fluid (using AAT kit)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blood Transfusion if Necessary&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If a &amp;quot;fatal amount of blood was lost&amp;quot; (more than 2400mL lost):&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Administer 1000mL of blood or plasma to a non-tourniqueted body part.&lt;br /&gt;
**** Need to reach &amp;quot;lost a lot of blood&amp;quot; (less than 2400mL lost) to be able to re-establish heart rate&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reestablish Heart Rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If no pulse was found during assessment (Patient is in cardiac arrest):&lt;br /&gt;
*** Perform CPR until heart rate found.&lt;br /&gt;
**** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; If in possession of an AED, check rhythm between steps to determine if shock advised.&lt;br /&gt;
*** Ensure you are checking the pulse on a non-tourniqueted body part.&lt;br /&gt;
** If only a low heart rate was found, monitor the Patient&amp;#039;s pulse in case they enter cardiac arrest&lt;br /&gt;
* If assessment found no immediate Airway Occlusion/Obstruction and no Cyanosis/Low SpO2 level:&lt;br /&gt;
** Bandage any wounds remaining on tourniqueted limbs, then remove tourniquets&lt;br /&gt;
** Blood pressure may change as tourniquets are removed&lt;br /&gt;
** Splint broken bones&lt;br /&gt;
** Continue to administer blood until &amp;quot;Lost Some Blood&amp;quot; (less than 900mL lost) status reached &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Airway:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess airways if some time has passed since initial assessment.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Occluded:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head turning (Head &amp;gt; Head Turning) until occulusion is mitigated.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can instead use the Accuvac to mitigate occlusion.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Obstructed:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head hyperextension (Head &amp;gt; Hyperextension Head) to clear obstruction.&lt;br /&gt;
** Must physically stay near patient to maintain hyperextension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airways were/are now clear:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can use the King LT (prevents further obstructions and occlusions) or the Guedal Tube (prevents further obstructions).&lt;br /&gt;
*** King LTs and Guedal Tubes are single-use only, and are not required to use provided regular monitoring of the Patient&amp;#039;s airways.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Breathing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess breathing if some time has passed since initial assessment.&lt;br /&gt;
* If Cyanosis is present (or SpO2 levels below 90%):&lt;br /&gt;
** Check if airways became occluded or obstructed again.&lt;br /&gt;
** Check for presence of Pneumothorax or Hemothorax injury on the chest.&lt;br /&gt;
** If no problem can be found, monitor patient oxygen saturation levels to ensure they are rising&lt;br /&gt;
** SpO2 levels will have decreased temporarily if the heart rate fell below 20bpm&lt;br /&gt;
&lt;br /&gt;
===Part 3: Post Treatment:===&lt;br /&gt;
&lt;br /&gt;
* Continue to monitor patient to ensure pulse continues to be present.&lt;br /&gt;
* Put Patient in Recovery Position if no King LT or Guedal Tube was inserted.&lt;br /&gt;
** Recovery Position prevents further occlusions and obstructions.&lt;br /&gt;
** Recovery Position prevents CPR/chest seal application/AEDs/fluid draining so ensure those are done beforehand&lt;br /&gt;
** Patients with only the Guedal Tube need to be monitored for occlusion reoccuring&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medic Magic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Medics have a suite of more advanced medication to speed up a patient&amp;#039;s recovery&lt;br /&gt;
*** Goal is to reach &amp;quot;Ideal&amp;quot; vital levels (80 bpm, 120/80 mmHg) through medication affecting heart rate, blood pressure, and pain. &lt;br /&gt;
*** Different medics will have their own &amp;quot;flavor&amp;quot; in how they treat their patients.&lt;br /&gt;
*** Improper use of medication may result in worsening a patient&amp;#039;s condition.&lt;br /&gt;
&lt;br /&gt;
==Advanced Medication List==&lt;br /&gt;
&lt;br /&gt;
=== Vitals Manipulation ===&lt;br /&gt;
&lt;br /&gt;
Primary drugs used to manipulate vitals. Relatively common for medics to possess.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:epinephrine_ca.png|64px]]&lt;br /&gt;
| Epinephrine&lt;br /&gt;
| Increases wake-up chances for unconscious patients. Also halves stamina drain rate and provides a slight stamina boost.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adenosine_ca.png|64px]]&lt;br /&gt;
| Adenosine&lt;br /&gt;
| Nothing notable beyond its properties to reduce HR/BP.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Carbonate.png|px]]&lt;br /&gt;
| Ammonium Carbonate&lt;br /&gt;
| Forcibly attempts to wake patient. Each box has 10 tablets.&lt;br /&gt;
| Increase&lt;br /&gt;
| None&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pain Suppressors ===&lt;br /&gt;
&lt;br /&gt;
These drugs suppress pain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Painkillers.png|64px]]&lt;br /&gt;
| Painkillers&lt;br /&gt;
| Cheap pain suppressor. Each box holds 10 pills.&lt;br /&gt;
| Slight increase&lt;br /&gt;
| Decrease&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:morphine_ca.png|64px]]&lt;br /&gt;
| Morphine&lt;br /&gt;
| Standard pain suppressor. Out of all drugs lasts the longest in the body (30m).&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Ketamine.png|64px]]&lt;br /&gt;
| Ketamine&lt;br /&gt;
| Same strength as morphine, causes visual effects. Requires an IV/IO.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Fentanyl.png|64px]]&lt;br /&gt;
| Fentanyl&lt;br /&gt;
| Slightly stronger than morphine/ketamine, causes visual effects. Requires an IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Nalbuphine.png|64px]]&lt;br /&gt;
| Nalbuphine&lt;br /&gt;
| Slightly weaker than morphine/ketamine. Requires an IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Clotting-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
Drugs that use clotting to repair wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_TXA.png|64px]]&lt;br /&gt;
| TXA&lt;br /&gt;
| Applies a packing bandage equivalent to the wounds on the body every 6 seconds for 120 seconds. Can obstruct the 16g IV, so use the &amp;quot;inspect catheter&amp;quot; action every once in a while and use &amp;quot;saline flush&amp;quot; to clear it if obstructed. Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_TXA.png|64px]]&lt;br /&gt;
| EACA&lt;br /&gt;
| Stiches a wound every 6 seconds until all wounds stitched (same icon as TXA). Can also obstruct the 16g IV like TXA. Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bloodflow-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
Drugs modifying bloodflow rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Norepinephrine.png|64px]]&lt;br /&gt;
| Norepinephrine&lt;br /&gt;
| Slows down bleeding, but also slows down transfusions. Requires IV/IO.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Phenylephrine.png|64px]]&lt;br /&gt;
| Phenylephrine&lt;br /&gt;
| Slows down bleeding even more than norepinephrine. Also slows down transfusions even more than norepinephrine. Requires IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Increase&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Nitroglycerine.png|64px]]&lt;br /&gt;
| Nitroglycerin&lt;br /&gt;
| Speeds up transfusions, but also speeds up bleeding. Requires IV/IO.&lt;br /&gt;
| Increase&lt;br /&gt;
| Decrease&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antidotes ===&lt;br /&gt;
Drugs used to counteract other drugs or status effects&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Atropine.png|64px]]&lt;br /&gt;
| Atropine&lt;br /&gt;
| Treats low heart rate (bradycardia). Cures effects of chemical weapons. Requires IV/IO. &lt;br /&gt;
| Increase&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Naloxone.png|64px]]&lt;br /&gt;
| Naloxone&lt;br /&gt;
| Removes effects of 1 morphine/fentanyl/nalbuphine dose. Used to treat overdoses of said drugs.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AED-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
These drugs are used during the AED shock process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Amiodarone.png|64px]]&lt;br /&gt;
| Amiodarone&lt;br /&gt;
| Increases AED resuscitation chance by 8-20%. Has 33% chance to cause low heart rate (bradycardia). Requires IV/IO. &lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Lidocaine.png|64px]]&lt;br /&gt;
| Lidocaine&lt;br /&gt;
| Increases AED resuscitation chance by 8%. Also used in surgery to suppress pain. Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stamina Drugs ===&lt;br /&gt;
These drugs temporarily modify your stamina.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Caffeine.png|64px]]&lt;br /&gt;
| Caffeine&lt;br /&gt;
| Refills your stamina, 15 tablets per jar.&lt;br /&gt;
| Slight increase&lt;br /&gt;
| None&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Pervitin.png|64px]]&lt;br /&gt;
| Pervitin&lt;br /&gt;
| Meth. Provides a stamina boost, suppresses pain better than painkillers. After the boost ends your stamina drains even faster. Causes visual effects and weapon sway. Consumed in 8 bites. Lasts 10 minutes.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surgery-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
Drugs related to surgery.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Etomidate.png|64px]]&lt;br /&gt;
| Etomidate&lt;br /&gt;
| Anesthetic for surgery. Suppresses pain, but only for 45 seconds. Requires IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| None&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_lorazepam.png|64px]]&lt;br /&gt;
| Lorazepam&lt;br /&gt;
| Forces patient into unconsciousness. Has 33% chance to cause low heart rate (bradycardia). Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| Decrease&lt;br /&gt;
| 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_flumazenil.png|64px]]&lt;br /&gt;
| Flumazenil&lt;br /&gt;
| Counteracts sedation from Lorazepam.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Patient Presentation &amp;amp; Assessment==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General terminology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Hypotensive - Low blood pressure, defined as a systolic pressure less than 90mmHg and/or a diastolic pressure less than 60mmHg.&lt;br /&gt;
*Normotensive - Normal blood pressure (around 120/80mmHg).&lt;br /&gt;
*Hypertensive - High blood pressure, defined as a systolic pressure greater than 140mmHg and/or a diastolic pressure greater than 90mmHg.&lt;br /&gt;
*Bradycardia - Low pulse, threshold is generally 60bpm but becomes symptomatic in arma in the 30-40bpm range.&lt;br /&gt;
*Tachycardia - High pulse, threshold is generally 100bpm but becomes symptomatic in arma in the 150bpm range.&lt;br /&gt;
*Vasodilation - The widening of blood vessels to decrease blood-pressure.&lt;br /&gt;
*Vasoconstriction - The narrowing of blood vessels to increase blood-pressure&lt;br /&gt;
&lt;br /&gt;
In its present condition the ACE medical system we have adapted provides for a singular &amp;quot;normal&amp;quot; patient presentation. This comprises a pulse of around 80bpm and a blood-pressure of 120/80mmHg. These metrics will fluctuate with increased activity and injury. While pulse fluctuation is straightforward there is reason to outline blood-pressure here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse &amp;amp; Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blood Pressure is read as the top number (the numerator) over the bottom number (the denominator), that is around &amp;#039;&amp;#039;one-hundred and twenty over eighty&amp;#039;&amp;#039; normally. These are your &amp;#039;&amp;#039;systolic&amp;#039;&amp;#039; and &amp;#039;&amp;#039;diastolic&amp;#039;&amp;#039; pressures respectively. Systolic pressure, as the name implies, is the arterial pressure of blood in the body as it is circulated by the contraction of the heart. Diastolic refers to the pressure between contractions of the heart. Thus as &amp;quot;beats per minute&amp;quot; increase (again normal is 80bpm in Arma) the pressure will hover around 120/80 millimetres of mercury (mmHg). This is important in rectifying blood loss and in considering morphine administration. As the casualty&amp;#039;s injury exsanguinates, or bleeds, the pressure will drop - although if the pulse is high enough it may fluctuate upwards, this features when considering the administration of epinephrine.&lt;br /&gt;
&lt;br /&gt;
Essentially think of the heart as a pump, because it is, and the pressures measured as changing with the increased or decreased volume of fluid in the system as it relates to the contractility of the heart pump. So following the Frank-Starling Law as we increase volume with fluids administered in the field, we increase blood pressure, &amp;#039;&amp;#039;but&amp;#039;&amp;#039; as we decrease heart rate (pulse) we lose blood-pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symptoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As is to be expected, wounds accelerate the loss of blood and fluctuation in those circulatory metrics can affect the player&amp;#039;s health. In-game, as pulse rises into tachycardic ranges or blood-pressure enters hypertensive ranges the player will begin to hear a fast heartbeat in their ears. Likewise, as the pulse decreases to bradycardic ranges or the blood-pressure drops into hypotensive ranges the heart-rate sound in the player&amp;#039;s ears will drop in intensity and tempo. In the former&amp;#039;s case this is more of an annoyance, but in the latter case it can be the undoing of the player. In the event another wound is sustained by the bradycardic or hypotensive patient they are more likely to be knocked unconscious or to die outright. Further, in hypotensive ranges the screen will grey and colour will drain from the game-world for the player.&lt;br /&gt;
&lt;br /&gt;
Broken limbs similarly hinder the player. Broken arms will affect recoil management and weapon manipulation. Broken legs will near incapacitate the player&amp;#039;s movement requiring prompt splinting. Splinting is not reliant on the bandaging of the limb and may be delayed until the more acute injuries are addressed.&lt;br /&gt;
&lt;br /&gt;
Lastly, pain is often a side-affect of injury. The pain effects of ACE medical are either a pulsing blur of cinematic aberration or a white flashing at the peripheries of the screen. This can be modulated in a player&amp;#039;s settings.&lt;br /&gt;
&lt;br /&gt;
==Interventions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tools of the Trade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*15x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*15x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*10x splints for broken bones. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x tourniquets for stemming the flow of blood. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x epinephrine doses for increasing heart-rate and &amp;quot;coding&amp;quot; patients. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x morphine doses for analgesia and in a pinch hypertension correction. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*5x body-bags for the management of the deceased &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section we&amp;#039;ll assume an understanding of the applications of elastic and packing bandages covered in Basic Medical Information/TCCC. As such we cover primarily pharmacological interventions available in ACE medical starting with the things you&amp;#039;re generally issued and terminating with the items found in Casualty Collection MASH tents and Field Hospitals.&lt;br /&gt;
&lt;br /&gt;
||Note, Tourniquets will occlude the administration of any of the following. You must administer fluids or drugs peripherally (via limbs) that are not occluded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is a vasoconstrictor. In-game epi should be employed if the pulse drops into or below the 70bpm range or systolic blood-pressure falls below 90mmHg and symptoms are present. In the same vein unconscious patients, covered in &amp;quot;Acute Care &amp;amp; Resuscitation&amp;quot; section below require epinephrine to increase the contractility of the heart.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in-game has rather exacerbated vasodilatory effects and is used primarily for analgesia. Though it is often requested by the general infantry one must be careful. There is no naloxone to reverse its affects. My rule of thumb is a systolic pressure greater than or equal to 100mmHg in an otherwise stable patient. Anything less than that and I tell them I&amp;#039;m not comfortable doing so. If the player&amp;#039;s wounds have been addressed and their pain is compromising their ability to function, and they meet the systolic pressure threshold, morphine as indicated for pain may be administered without concern. Else they need their pressure increased. In a pinch you can give epi and morphine together although I&amp;#039;d still monitor them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
was likely added to the game for potential NBC activities because it really doesnt feature elsewhere in the game. In terms of ACLS it is indicated for bradycardia, although not everyone responds to it in real life. I am unsure as to how effective it is in Arma as that discrepancy is likely not modelled - so in cases of bradycardia epinephrine is preferable but atropine is an alternative.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is indicated for narrow PSVT/SVT and wide QRS tachycardia, adenosine in-game appears to have been added for their stamina system. It is not used by Coalition, not least of all because we&amp;#039;ve no NS flushes and second because we&amp;#039;re not converting irregular rhythms as we would with adenosine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fluids&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
such as Plasma, Blood and Saline (&amp;quot;Normal Saline&amp;quot; or &amp;quot;NS&amp;quot;, a 0.9% NaCl solution) are available for volume replacement. Lactated Ringers is, for some ungodly reason, not an available crystalloid. Unfortunately ACE medical doesnt really model the clotting cascade so all fluids are technically the same. They are provided in 250mL, 500mL (known as a &amp;quot;unit&amp;quot; of fluid), and 1000mL volumes. A good rule of thumb is to infuse 2L in anyone with a systolic pressure less than 70mmHg and has sustained significant injuries. There have been times, in acute care situations, I have hung a litre while another individual bandages so as to begin fluid resuscitation as soon as possible. Ultimately, you&amp;#039;re replacing fluids lost with the goal of reaching a systolic over 100mmHg or as close to 120/80mmHg as possible.&lt;br /&gt;
&lt;br /&gt;
==Acute Care &amp;amp; Resuscitation==&lt;br /&gt;
&lt;br /&gt;
The most interesting moments you receive as a medic in Coalition Arma are critical casualties. These are essentially a &amp;quot;code blue&amp;quot; in civilian medicine. Someone on the field of battle has sustained injuries so extreme that they are unconscious. This could be due to incredible pain, it could be due to significant fluid loss, but it&amp;#039;s your job to respond to and manage that situation.&lt;br /&gt;
&lt;br /&gt;
*First, secure the scene. If applicable snag an adjacent squad-mate to begin chest compressions (CPR). Else snag someone to pull security depending on where the casualty is being treated. You dont want enemy walking up on you mid treatment.&lt;br /&gt;
**When in cardiac arrest a timer will begin. When it runs down the patient will die. When one completes a round of CPR however it will reset the timer, buying the intervening medical personnel time.&lt;br /&gt;
*Tourniquetting wounds is often faster than bandaging multiple injuries. This will buy time, although if it&amp;#039;s merely a singular wound to be addressed it may be best to do that first. Remember tourniquets will impeded drug and fluid administration.&lt;br /&gt;
*Bandage from chest and head wounds to the extremities.&lt;br /&gt;
*Pulse check. These should be completed every 30-60seconds in-game as the time is rather accelerated compared to real life. Remember the vitals numbers you&amp;#039;re seeking to return to (80bpm, 120/80mmHg blood-pressure).&lt;br /&gt;
**Note tourniquets will also render a &amp;quot;No Heart Rate Found&amp;quot; message, &amp;#039;&amp;#039;&amp;#039;see figure XYZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Begin epinephrine as you&amp;#039;ve most or all wounds bandaged. It will take time to take effect but will rapidly increase the rate of the patient&amp;#039;s recovery.&lt;br /&gt;
*Begin fluid replacement depending on the blood-pressure reading you got previously.&lt;br /&gt;
*Lastly, consider shock and pain.&lt;br /&gt;
**ACE Medical will add a degree of shock for high levels of pain. It may be that the patient is unconscious because of this and morphine will thus be indicated, but as noted above this will affect pulse and blood-pressure. Epinephrine and fluids may be indicated to resist the side-affects of morphine.&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3079</id>
		<title>Legacy Advanced Medical &amp; TCCC (A3 KAT)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3079"/>
		<updated>2023-04-15T02:35:55Z</updated>

		<summary type="html">&lt;p&gt;Godonan: Built table of medication&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tccc.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Medic Responsibilities;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Conduct rapid and efficient assessments of casualties and triage.&lt;br /&gt;
*Address any emergent conditions in the field.&lt;br /&gt;
*Manage the supply of medical equipment for your fireteams of responsibility&lt;br /&gt;
&lt;br /&gt;
This document will address these responsibilities and ensure familiarity with the concepts of ACE advanced medical as it has been adapted to Coalition™ gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example Medical Treatment Step-By-Step==&lt;br /&gt;
[https://docs.google.com/document/d/1YlY00qoL2gdrbOJJzi5aW19A3HqT7uXflszDYuK7h3M/edit Reference]&lt;br /&gt;
&lt;br /&gt;
===Part 1: Assessment===&lt;br /&gt;
&lt;br /&gt;
Assess the patient. Easy way to remember is the acronym &amp;quot;ABC&amp;quot; for &amp;quot;Airway&amp;quot;, &amp;quot;Breathing&amp;quot;, and &amp;quot;Circulation&amp;quot;.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Attach a Pulse Oximeter or AED X-series to monitor vitals.&lt;br /&gt;
** Generic AED does NOT have vitals monitoring&lt;br /&gt;
** Must be attached to a body part that will not be tourniqueted.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Airway&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Airway&lt;br /&gt;
** Airway may be Clear, Occluded, Obstructed, or both Occluded and Obstructed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Breathing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Cyanosis&lt;br /&gt;
** Cyanosis may be None, Slight, Mild, or Severe&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific oxygen saturation reading.&lt;br /&gt;
**** Ideal SpO2 level is 100%.&lt;br /&gt;
**** Minimum SpO2 level for recovery is 85%&lt;br /&gt;
**** SpO2 level leading to unconsciousness is 75%&lt;br /&gt;
**** SpO2 level leading to death is 65%&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assess Bleeding, Pulse, and Blood Pressure.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Select a Body Part to assess physical injuries.&lt;br /&gt;
*** Identify presence of a Pneumothorax or Hemothorax injury on the Chest&lt;br /&gt;
****Listening to lungs will play an audio cue for the injury&lt;br /&gt;
****Clear Lungs: [[File:Clear Lung Sounds.mp3]] &lt;br /&gt;
****Pneumothorax: [[File:Pneumothoraxcough.mp3]]&lt;br /&gt;
****Tension Pneumothorax: [[File:Tension Pneumothorax.mp3]]&lt;br /&gt;
****Hemothorax: [[File:Hemothorax Audio.mp3]]&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Pulse&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Pulse&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific heart rate reading:&lt;br /&gt;
**** No Heart Rate is 0 bpm&lt;br /&gt;
**** Low Heart Rate is 40 bpm and below&lt;br /&gt;
**** Ideal Heart Rate is 80 bpm&lt;br /&gt;
**** High Heart Rate is 120 bpm and above&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Blood Pressure&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific blood pressure reading (systolic/diastolic):&lt;br /&gt;
**** No Blood Pressure is 20/0 mmHg&lt;br /&gt;
**** Low Blood Pressure is below 90/60 mmHg&lt;br /&gt;
**** Ideal Blood Pressure is 120/80 mmHg&lt;br /&gt;
**** High Blood Pressure is above 140/90 mmHg&lt;br /&gt;
&lt;br /&gt;
===Part 2: Treatment===&lt;br /&gt;
Treat the patient in the order of &amp;quot;CAB&amp;quot;, or &amp;quot;Circulation&amp;quot;, then &amp;quot;Airways&amp;quot;, then &amp;quot;Breathing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stop Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If all injuries are equal, prioritize Head/Chest injuries over limb injuries&lt;br /&gt;
** Tourniquet limbs with multiple injuries&lt;br /&gt;
** General guideline to injury bleed rate:&lt;br /&gt;
*** Average/Fast Bleeding: Avulsions, Cuts, Velocity Wounds&lt;br /&gt;
*** Slow Bleeding: Abrasions, Bruises, Crushes, Lacerations, Puncture Wounds&lt;br /&gt;
*** No Bleeding: Bruises, Fractures&lt;br /&gt;
*** Large injuries bleed faster than medium injuries which bleed faster than small injuries&lt;br /&gt;
** If assessment found a Pneumothorax or Hemothorax injury:&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**** Pneumothorax: Apply chest seal&lt;br /&gt;
**** Hemothorax: Apply chest seal and drain fluid &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blood Transfusion if Necessary&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If a &amp;quot;fatal amount of blood was lost&amp;quot; (more than 2400mL lost):&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Administer 1000mL of blood or plasma to a non-tourniqueted body part.&lt;br /&gt;
**** Need to reach &amp;quot;lost a lot of blood&amp;quot; (less than 2400mL lost) to be able to re-establish heart rate&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reestablish Heart Rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If no pulse was found during assessment (Patient is in cardiac arrest):&lt;br /&gt;
*** Perform CPR until heart rate found.&lt;br /&gt;
**** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; If in possession of an AED, check rhythm between steps to determine if shock advised.&lt;br /&gt;
*** Ensure you are checking the pulse on a non-tourniqueted body part.&lt;br /&gt;
** If only a low heart rate was found, monitor the Patient&amp;#039;s pulse in case they enter cardiac arrest&lt;br /&gt;
* If assessment found no immediate Airway Occlusion/Obstruction and no Cyanosis/Low SpO2 level:&lt;br /&gt;
** Bandage any wounds remaining on tourniqueted limbs, then remove tourniquets&lt;br /&gt;
** Blood pressure may change as tourniquets are removed&lt;br /&gt;
** Splint broken bones&lt;br /&gt;
** Continue to administer blood until &amp;quot;Lost Some Blood&amp;quot; (less than 900mL lost) status reached &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Airway:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess airways if some time has passed since initial assessment.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Occluded:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head turning (Head &amp;gt; Head Turning) until occulusion is mitigated.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can instead use the Accuvac to mitigate occlusion.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Obstructed:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head hyperextension (Head &amp;gt; Hyperextension Head) to clear obstruction.&lt;br /&gt;
** Must physically stay near patient to maintain hyperextension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airways were/are now clear:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can use the King LT (prevents further obstructions and occlusions) or the Guedal Tube (prevents further obstructions).&lt;br /&gt;
*** King LTs and Guedal Tubes are single-use only, and are not required to use provided regular monitoring of the Patient&amp;#039;s airways.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Breathing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess breathing if some time has passed since initial assessment.&lt;br /&gt;
* If Cyanosis is present (or SpO2 levels below 90%):&lt;br /&gt;
** Check if airways became occluded or obstructed again.&lt;br /&gt;
** Check for presence of Pneumothorax or Hemothorax injury on the chest.&lt;br /&gt;
** If no problem can be found, monitor patient oxygen saturation levels to ensure they are rising&lt;br /&gt;
** SpO2 levels will have decreased temporarily if the heart rate fell below 20bpm&lt;br /&gt;
&lt;br /&gt;
===Part 3: Post Treatment:===&lt;br /&gt;
&lt;br /&gt;
* Continue to monitor patient to ensure pulse continues to be present.&lt;br /&gt;
* Put Patient in Recovery Position if no King LT or Guedal Tube was inserted.&lt;br /&gt;
** Recovery Position prevents further occlusions and obstructions.&lt;br /&gt;
** Recovery Position prevents CPR/chest seal application/AEDs/fluid draining so ensure those are done beforehand&lt;br /&gt;
** Patients with only the Guedal Tube need to be monitored for occlusion reoccuring&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medic Magic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Medics have a suite of more advanced medication to speed up a patient&amp;#039;s recovery&lt;br /&gt;
*** Goal is to reach &amp;quot;Ideal&amp;quot; vital levels (80 bpm, 120/80 mmHg) through medication affecting heart rate, blood pressure, and pain. &lt;br /&gt;
*** Different medics will have their own &amp;quot;flavor&amp;quot; in how they treat their patients.&lt;br /&gt;
*** Improper use of medication may result in worsening a patient&amp;#039;s condition.&lt;br /&gt;
&lt;br /&gt;
==Advanced Medication List==&lt;br /&gt;
&lt;br /&gt;
=== Vitals Manipulation ===&lt;br /&gt;
&lt;br /&gt;
Primary drugs used to manipulate vitals. Relatively common for medics to possess.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:epinephrine_ca.png|64px]]&lt;br /&gt;
| Epinephrine&lt;br /&gt;
| Increases wake-up chances for unconscious patients. Also halves stamina drain rate and provides a slight stamina boost.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adenosine_ca.png|64px]]&lt;br /&gt;
| Adenosine&lt;br /&gt;
| Nothing notable beyond its properties to reduce HR/BP.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Carbonate.png|px]]&lt;br /&gt;
| Ammonium Carbonate&lt;br /&gt;
| Forcibly attempts to wake patient. Each box has 10 tablets.&lt;br /&gt;
| Increase&lt;br /&gt;
| None&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pain Suppressors ===&lt;br /&gt;
&lt;br /&gt;
These drugs suppress pain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Painkillers.png|64px]]&lt;br /&gt;
| Painkillers&lt;br /&gt;
| Cheap pain suppressor. Each box holds 10 pills.&lt;br /&gt;
| Slight increase&lt;br /&gt;
| Decrease&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:morphine_ca.png|64px]]&lt;br /&gt;
| Morphine&lt;br /&gt;
| Standard pain suppressor. Out of all drugs lasts the longest in the body (30m).&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Ketamine.png|64px]]&lt;br /&gt;
| Ketamine&lt;br /&gt;
| Same strength as morphine, causes visual effects. Requires an IV/IO.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Fentanyl.png|64px]]&lt;br /&gt;
| Fentanyl&lt;br /&gt;
| Slightly stronger than morphine/ketamine, causes visual effects. Requires an IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Nalbuphine.png|64px]]&lt;br /&gt;
| Nalbuphine&lt;br /&gt;
| Slightly weaker than morphine/ketamine. Requires an IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Decrease&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Clotting-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
Drugs that use clotting to repair wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_TXA.png|64px]]&lt;br /&gt;
| TXA&lt;br /&gt;
| Applies a packing bandage equivalent to the wounds on the body every 6 seconds for 120 seconds. Can obstruct the 16g IV, so use the &amp;quot;inspect catheter&amp;quot; action every once in a while and use &amp;quot;saline flush&amp;quot; to clear it if obstructed. Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_TXA.png|64px]]&lt;br /&gt;
| EACA&lt;br /&gt;
| Stiches a wound every 6 seconds until all wounds stitched (same icon as TXA). Can also obstruct the 16g IV like TXA. Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bloodflow-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
Drugs modifying bloodflow rate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Norepinephrine.png|64px]]&lt;br /&gt;
| Norepinephrine&lt;br /&gt;
| Slows down bleeding, but also slows down transfusions. Requires IV/IO.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Phenylephrine.png|64px]]&lt;br /&gt;
| Phenylephrine&lt;br /&gt;
| Slows down bleeding even more than norepinephrine. Also slows down transfusions even more than norepinephrine. Requires IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| Increase&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Nitroglycerine.png|64px]]&lt;br /&gt;
| Nitroglycerin&lt;br /&gt;
| Speeds up transfusions, but also speeds up bleeding. Requires IV/IO.&lt;br /&gt;
| Increase&lt;br /&gt;
| Decrease&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antidotes ===&lt;br /&gt;
Drugs used to counteract other drugs or status effects&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Atropine.png|64px]]&lt;br /&gt;
| Atropine&lt;br /&gt;
| Treats low heart rate (bradycardia). Cures effects of chemical weapons. Requires IV/IO. &lt;br /&gt;
| Increase&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Naloxone.png|64px]]&lt;br /&gt;
| Naloxone&lt;br /&gt;
| Removes effects of 1 morphine/fentanyl/nalbuphine dose. Used to treat overdoses of said drugs.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== AED-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
These drugs are used during the AED shock process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Amiodarone.png|64px]]&lt;br /&gt;
| Amiodarone&lt;br /&gt;
| Increases AED resuscitation chance by 8-20%. Has 33% chance to cause low heart rate (bradycardia). Requires IV/IO. &lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Lidocaine.png|64px]]&lt;br /&gt;
| Lidocaine&lt;br /&gt;
| Increases AED resuscitation chance by 8%. Also used in surgery to suppress pain. Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Stamina Drugs ===&lt;br /&gt;
These drugs temporarily modify your stamina.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Caffeine.png|64px]]&lt;br /&gt;
| Caffeine&lt;br /&gt;
| Refills your stamina, 15 tablets per jar.&lt;br /&gt;
| Slight increase&lt;br /&gt;
| None&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Pervitin.png|64px]]&lt;br /&gt;
| Pervitin&lt;br /&gt;
| Meth. Provides a stamina boost, suppresses pain better than painkillers. After the boost ends your stamina drains even faster. Causes visual effects and weapon sway. Consumed in 8 bites. Lasts 10 minutes.&lt;br /&gt;
| Increase&lt;br /&gt;
| Increase&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Surgery-related Drugs ===&lt;br /&gt;
&lt;br /&gt;
Drugs related to surgery.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: left&amp;quot;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Image&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Max Dose&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_Etomidate.png|64px]]&lt;br /&gt;
| Etomidate&lt;br /&gt;
| Anesthetic for surgery. Suppresses pain, but only for 45 seconds. Requires IV/IO.&lt;br /&gt;
| Decrease&lt;br /&gt;
| None&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_lorazepam.png|64px]]&lt;br /&gt;
| Lorazepam&lt;br /&gt;
| Forces patient into unconsciousness. Has 33% chance to cause low heart rate (bradycardia). Requires IV/IO.&lt;br /&gt;
| None&lt;br /&gt;
| Decrease&lt;br /&gt;
| 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_flumazenil.png|64px]]&lt;br /&gt;
| Flumazenil&lt;br /&gt;
| Counteracts sedation from Lorazepam.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Patient Presentation &amp;amp; Assessment==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General terminology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Hypotensive - Low blood pressure, defined as a systolic pressure less than 90mmHg and/or a diastolic pressure less than 60mmHg.&lt;br /&gt;
*Normotensive - Normal blood pressure (around 120/80mmHg).&lt;br /&gt;
*Hypertensive - High blood pressure, defined as a systolic pressure greater than 140mmHg and/or a diastolic pressure greater than 90mmHg.&lt;br /&gt;
*Bradycardia - Low pulse, threshold is generally 60bpm but becomes symptomatic in arma in the 30-40bpm range.&lt;br /&gt;
*Tachycardia - High pulse, threshold is generally 100bpm but becomes symptomatic in arma in the 150bpm range.&lt;br /&gt;
*Vasodilation - The widening of blood vessels to decrease blood-pressure.&lt;br /&gt;
*Vasoconstriction - The narrowing of blood vessels to increase blood-pressure&lt;br /&gt;
&lt;br /&gt;
In its present condition the ACE medical system we have adapted provides for a singular &amp;quot;normal&amp;quot; patient presentation. This comprises a pulse of around 80bpm and a blood-pressure of 120/80mmHg. These metrics will fluctuate with increased activity and injury. While pulse fluctuation is straightforward there is reason to outline blood-pressure here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse &amp;amp; Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blood Pressure is read as the top number (the numerator) over the bottom number (the denominator), that is around &amp;#039;&amp;#039;one-hundred and twenty over eighty&amp;#039;&amp;#039; normally. These are your &amp;#039;&amp;#039;systolic&amp;#039;&amp;#039; and &amp;#039;&amp;#039;diastolic&amp;#039;&amp;#039; pressures respectively. Systolic pressure, as the name implies, is the arterial pressure of blood in the body as it is circulated by the contraction of the heart. Diastolic refers to the pressure between contractions of the heart. Thus as &amp;quot;beats per minute&amp;quot; increase (again normal is 80bpm in Arma) the pressure will hover around 120/80 millimetres of mercury (mmHg). This is important in rectifying blood loss and in considering morphine administration. As the casualty&amp;#039;s injury exsanguinates, or bleeds, the pressure will drop - although if the pulse is high enough it may fluctuate upwards, this features when considering the administration of epinephrine.&lt;br /&gt;
&lt;br /&gt;
Essentially think of the heart as a pump, because it is, and the pressures measured as changing with the increased or decreased volume of fluid in the system as it relates to the contractility of the heart pump. So following the Frank-Starling Law as we increase volume with fluids administered in the field, we increase blood pressure, &amp;#039;&amp;#039;but&amp;#039;&amp;#039; as we decrease heart rate (pulse) we lose blood-pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symptoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As is to be expected, wounds accelerate the loss of blood and fluctuation in those circulatory metrics can affect the player&amp;#039;s health. In-game, as pulse rises into tachycardic ranges or blood-pressure enters hypertensive ranges the player will begin to hear a fast heartbeat in their ears. Likewise, as the pulse decreases to bradycardic ranges or the blood-pressure drops into hypotensive ranges the heart-rate sound in the player&amp;#039;s ears will drop in intensity and tempo. In the former&amp;#039;s case this is more of an annoyance, but in the latter case it can be the undoing of the player. In the event another wound is sustained by the bradycardic or hypotensive patient they are more likely to be knocked unconscious or to die outright. Further, in hypotensive ranges the screen will grey and colour will drain from the game-world for the player.&lt;br /&gt;
&lt;br /&gt;
Broken limbs similarly hinder the player. Broken arms will affect recoil management and weapon manipulation. Broken legs will near incapacitate the player&amp;#039;s movement requiring prompt splinting. Splinting is not reliant on the bandaging of the limb and may be delayed until the more acute injuries are addressed.&lt;br /&gt;
&lt;br /&gt;
Lastly, pain is often a side-affect of injury. The pain effects of ACE medical are either a pulsing blur of cinematic aberration or a white flashing at the peripheries of the screen. This can be modulated in a player&amp;#039;s settings.&lt;br /&gt;
&lt;br /&gt;
==Interventions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tools of the Trade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*15x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*15x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*10x splints for broken bones. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x tourniquets for stemming the flow of blood. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x epinephrine doses for increasing heart-rate and &amp;quot;coding&amp;quot; patients. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x morphine doses for analgesia and in a pinch hypertension correction. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*5x body-bags for the management of the deceased &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section we&amp;#039;ll assume an understanding of the applications of elastic and packing bandages covered in Basic Medical Information/TCCC. As such we cover primarily pharmacological interventions available in ACE medical starting with the things you&amp;#039;re generally issued and terminating with the items found in Casualty Collection MASH tents and Field Hospitals.&lt;br /&gt;
&lt;br /&gt;
||Note, Tourniquets will occlude the administration of any of the following. You must administer fluids or drugs peripherally (via limbs) that are not occluded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is a vasoconstrictor. In-game epi should be employed if the pulse drops into or below the 70bpm range or systolic blood-pressure falls below 90mmHg and symptoms are present. In the same vein unconscious patients, covered in &amp;quot;Acute Care &amp;amp; Resuscitation&amp;quot; section below require epinephrine to increase the contractility of the heart.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in-game has rather exacerbated vasodilatory effects and is used primarily for analgesia. Though it is often requested by the general infantry one must be careful. There is no naloxone to reverse its affects. My rule of thumb is a systolic pressure greater than or equal to 100mmHg in an otherwise stable patient. Anything less than that and I tell them I&amp;#039;m not comfortable doing so. If the player&amp;#039;s wounds have been addressed and their pain is compromising their ability to function, and they meet the systolic pressure threshold, morphine as indicated for pain may be administered without concern. Else they need their pressure increased. In a pinch you can give epi and morphine together although I&amp;#039;d still monitor them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
was likely added to the game for potential NBC activities because it really doesnt feature elsewhere in the game. In terms of ACLS it is indicated for bradycardia, although not everyone responds to it in real life. I am unsure as to how effective it is in Arma as that discrepancy is likely not modelled - so in cases of bradycardia epinephrine is preferable but atropine is an alternative.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is indicated for narrow PSVT/SVT and wide QRS tachycardia, adenosine in-game appears to have been added for their stamina system. It is not used by Coalition, not least of all because we&amp;#039;ve no NS flushes and second because we&amp;#039;re not converting irregular rhythms as we would with adenosine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fluids&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
such as Plasma, Blood and Saline (&amp;quot;Normal Saline&amp;quot; or &amp;quot;NS&amp;quot;, a 0.9% NaCl solution) are available for volume replacement. Lactated Ringers is, for some ungodly reason, not an available crystalloid. Unfortunately ACE medical doesnt really model the clotting cascade so all fluids are technically the same. They are provided in 250mL, 500mL (known as a &amp;quot;unit&amp;quot; of fluid), and 1000mL volumes. A good rule of thumb is to infuse 2L in anyone with a systolic pressure less than 70mmHg and has sustained significant injuries. There have been times, in acute care situations, I have hung a litre while another individual bandages so as to begin fluid resuscitation as soon as possible. Ultimately, you&amp;#039;re replacing fluids lost with the goal of reaching a systolic over 100mmHg or as close to 120/80mmHg as possible.&lt;br /&gt;
&lt;br /&gt;
==Acute Care &amp;amp; Resuscitation==&lt;br /&gt;
&lt;br /&gt;
The most interesting moments you receive as a medic in Coalition Arma are critical casualties. These are essentially a &amp;quot;code blue&amp;quot; in civilian medicine. Someone on the field of battle has sustained injuries so extreme that they are unconscious. This could be due to incredible pain, it could be due to significant fluid loss, but it&amp;#039;s your job to respond to and manage that situation.&lt;br /&gt;
&lt;br /&gt;
*First, secure the scene. If applicable snag an adjacent squad-mate to begin chest compressions (CPR). Else snag someone to pull security depending on where the casualty is being treated. You dont want enemy walking up on you mid treatment.&lt;br /&gt;
**When in cardiac arrest a timer will begin. When it runs down the patient will die. When one completes a round of CPR however it will reset the timer, buying the intervening medical personnel time.&lt;br /&gt;
*Tourniquetting wounds is often faster than bandaging multiple injuries. This will buy time, although if it&amp;#039;s merely a singular wound to be addressed it may be best to do that first. Remember tourniquets will impeded drug and fluid administration.&lt;br /&gt;
*Bandage from chest and head wounds to the extremities.&lt;br /&gt;
*Pulse check. These should be completed every 30-60seconds in-game as the time is rather accelerated compared to real life. Remember the vitals numbers you&amp;#039;re seeking to return to (80bpm, 120/80mmHg blood-pressure).&lt;br /&gt;
**Note tourniquets will also render a &amp;quot;No Heart Rate Found&amp;quot; message, &amp;#039;&amp;#039;&amp;#039;see figure XYZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Begin epinephrine as you&amp;#039;ve most or all wounds bandaged. It will take time to take effect but will rapidly increase the rate of the patient&amp;#039;s recovery.&lt;br /&gt;
*Begin fluid replacement depending on the blood-pressure reading you got previously.&lt;br /&gt;
*Lastly, consider shock and pain.&lt;br /&gt;
**ACE Medical will add a degree of shock for high levels of pain. It may be that the patient is unconscious because of this and morphine will thus be indicated, but as noted above this will affect pulse and blood-pressure. Epinephrine and fluids may be indicated to resist the side-affects of morphine.&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Morphine_ca.png&amp;diff=3078</id>
		<title>File:Morphine ca.png</title>
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		<updated>2023-04-15T02:31:41Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
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		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Epinephrine_ca.png&amp;diff=3077</id>
		<title>File:Epinephrine ca.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Epinephrine_ca.png&amp;diff=3077"/>
		<updated>2023-04-15T02:31:14Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Adenosine_ca.png&amp;diff=3076</id>
		<title>File:Adenosine ca.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Adenosine_ca.png&amp;diff=3076"/>
		<updated>2023-04-15T02:29:18Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_TXA.png&amp;diff=3075</id>
		<title>File:Icon TXA.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_TXA.png&amp;diff=3075"/>
		<updated>2023-04-15T02:20:20Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Phenylephrine.png&amp;diff=3074</id>
		<title>File:Icon Phenylephrine.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Phenylephrine.png&amp;diff=3074"/>
		<updated>2023-04-15T02:20:06Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Pervitin.png&amp;diff=3073</id>
		<title>File:Icon Pervitin.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Pervitin.png&amp;diff=3073"/>
		<updated>2023-04-15T02:19:59Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Painkillers.png&amp;diff=3072</id>
		<title>File:Icon Painkillers.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Painkillers.png&amp;diff=3072"/>
		<updated>2023-04-15T02:19:31Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Norepinephrine.png&amp;diff=3071</id>
		<title>File:Icon Norepinephrine.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Norepinephrine.png&amp;diff=3071"/>
		<updated>2023-04-15T02:18:54Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Nitroglycerine.png&amp;diff=3070</id>
		<title>File:Icon Nitroglycerine.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Nitroglycerine.png&amp;diff=3070"/>
		<updated>2023-04-15T02:18:37Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Naloxone.png&amp;diff=3069</id>
		<title>File:Icon Naloxone.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Naloxone.png&amp;diff=3069"/>
		<updated>2023-04-15T02:18:19Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Nalbuphine.png&amp;diff=3068</id>
		<title>File:Icon Nalbuphine.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Nalbuphine.png&amp;diff=3068"/>
		<updated>2023-04-15T02:17:59Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_lorazepam.png&amp;diff=3067</id>
		<title>File:Icon lorazepam.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_lorazepam.png&amp;diff=3067"/>
		<updated>2023-04-15T02:17:43Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Lidocaine.png&amp;diff=3066</id>
		<title>File:Icon Lidocaine.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Lidocaine.png&amp;diff=3066"/>
		<updated>2023-04-15T02:17:25Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Ketamine.png&amp;diff=3065</id>
		<title>File:Icon Ketamine.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Ketamine.png&amp;diff=3065"/>
		<updated>2023-04-15T02:17:09Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_flumazenil.png&amp;diff=3064</id>
		<title>File:Icon flumazenil.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_flumazenil.png&amp;diff=3064"/>
		<updated>2023-04-15T02:16:50Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Fentanyl.png&amp;diff=3063</id>
		<title>File:Icon Fentanyl.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Fentanyl.png&amp;diff=3063"/>
		<updated>2023-04-15T02:16:31Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Etomidate.png&amp;diff=3062</id>
		<title>File:Icon Etomidate.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Etomidate.png&amp;diff=3062"/>
		<updated>2023-04-15T02:16:06Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Carbonate.png&amp;diff=3061</id>
		<title>File:Icon Carbonate.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Carbonate.png&amp;diff=3061"/>
		<updated>2023-04-15T02:15:48Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Caffeine.png&amp;diff=3060</id>
		<title>File:Icon Caffeine.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Caffeine.png&amp;diff=3060"/>
		<updated>2023-04-15T02:15:24Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Atropine.png&amp;diff=3059</id>
		<title>File:Icon Atropine.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Atropine.png&amp;diff=3059"/>
		<updated>2023-04-15T02:14:59Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Icon_Amiodarone.png&amp;diff=3058</id>
		<title>File:Icon Amiodarone.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Icon_Amiodarone.png&amp;diff=3058"/>
		<updated>2023-04-15T02:14:09Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Noheartrate.wav&amp;diff=3057</id>
		<title>File:Noheartrate.wav</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Noheartrate.wav&amp;diff=3057"/>
		<updated>2023-03-23T04:47:07Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3056</id>
		<title>Legacy Advanced Medical &amp; TCCC (A3 KAT)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3056"/>
		<updated>2023-03-23T04:34:09Z</updated>

		<summary type="html">&lt;p&gt;Godonan: Added the audio cues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tccc.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Medic Responsibilities;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Conduct rapid and efficient assessments of casualties and triage.&lt;br /&gt;
*Address any emergent conditions in the field.&lt;br /&gt;
*Manage the supply of medical equipment for your fireteams of responsibility&lt;br /&gt;
&lt;br /&gt;
This document will address these responsibilities and ensure familiarity with the concepts of ACE advanced medical as it has been adapted to Coalition™ gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example Medical Treatment Step-By-Step==&lt;br /&gt;
[https://docs.google.com/document/d/1YlY00qoL2gdrbOJJzi5aW19A3HqT7uXflszDYuK7h3M/edit Reference]&lt;br /&gt;
&lt;br /&gt;
===Part 1: Assessment===&lt;br /&gt;
&lt;br /&gt;
Assess the patient. Easy way to remember is the acronym &amp;quot;ABC&amp;quot; for &amp;quot;Airway&amp;quot;, &amp;quot;Breathing&amp;quot;, and &amp;quot;Circulation&amp;quot;.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Attach a Pulse Oximeter or AED X-series to monitor vitals.&lt;br /&gt;
** Generic AED does NOT have vitals monitoring&lt;br /&gt;
** Must be attached to a body part that will not be tourniqueted.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Airway&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Airway&lt;br /&gt;
** Airway may be Clear, Occluded, Obstructed, or both Occluded and Obstructed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Breathing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Cyanosis&lt;br /&gt;
** Cyanosis may be None, Slight, Mild, or Severe&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific oxygen saturation reading.&lt;br /&gt;
**** Ideal SpO2 level is 100%.&lt;br /&gt;
**** Minimum SpO2 level for recovery is 85%&lt;br /&gt;
**** SpO2 level leading to unconsciousness is 75%&lt;br /&gt;
**** SpO2 level leading to death is 65%&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assess Bleeding, Pulse, and Blood Pressure.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Select a Body Part to assess physical injuries.&lt;br /&gt;
*** Identify presence of a Pneumothorax or Hemothorax injury on the Chest&lt;br /&gt;
****Listening to lungs will play an audio cue for the injury&lt;br /&gt;
****Clear Lungs: [[File:Clear Lung Sounds.mp3]] &lt;br /&gt;
****Pneumothorax: [[File:Pneumothoraxcough.mp3]]&lt;br /&gt;
****Tension Pneumothorax: [[File:Tension Pneumothorax.mp3]]&lt;br /&gt;
****Hemothorax: [[File:Hemothorax Audio.mp3]]&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Pulse&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Pulse&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific heart rate reading:&lt;br /&gt;
**** No Heart Rate is 0 bpm&lt;br /&gt;
**** Low Heart Rate is 40 bpm and below&lt;br /&gt;
**** Ideal Heart Rate is 80 bpm&lt;br /&gt;
**** High Heart Rate is 120 bpm and above&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Blood Pressure&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific blood pressure reading (systolic/diastolic):&lt;br /&gt;
**** No Blood Pressure is 20/0 mmHg&lt;br /&gt;
**** Low Blood Pressure is below 90/60 mmHg&lt;br /&gt;
**** Ideal Blood Pressure is 120/80 mmHg&lt;br /&gt;
**** High Blood Pressure is above 140/90 mmHg&lt;br /&gt;
&lt;br /&gt;
===Part 2: Treatment===&lt;br /&gt;
Treat the patient in the order of &amp;quot;CAB&amp;quot;, or &amp;quot;Circulation&amp;quot;, then &amp;quot;Airways&amp;quot;, then &amp;quot;Breathing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stop Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If all injuries are equal, prioritize Head/Chest injuries over limb injuries&lt;br /&gt;
** Tourniquet limbs with multiple injuries&lt;br /&gt;
** General guideline to injury bleed rate:&lt;br /&gt;
*** Average/Fast Bleeding: Avulsions, Cuts, Velocity Wounds&lt;br /&gt;
*** Slow Bleeding: Abrasions, Bruises, Crushes, Lacerations, Puncture Wounds&lt;br /&gt;
*** No Bleeding: Bruises, Fractures&lt;br /&gt;
*** Large injuries bleed faster than medium injuries which bleed faster than small injuries&lt;br /&gt;
** If assessment found a Pneumothorax or Hemothorax injury:&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**** Pneumothorax: Apply chest seal&lt;br /&gt;
**** Hemothorax: Apply chest seal and drain fluid &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blood Transfusion if Necessary&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If a &amp;quot;fatal amount of blood was lost&amp;quot; (more than 2400mL lost):&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Administer 1000mL of blood or plasma to a non-tourniqueted body part.&lt;br /&gt;
**** Need to reach &amp;quot;lost a lot of blood&amp;quot; (less than 2400mL lost) to be able to re-establish heart rate&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reestablish Heart Rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If no pulse was found during assessment (Patient is in cardiac arrest):&lt;br /&gt;
*** Perform CPR until heart rate found.&lt;br /&gt;
**** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; If in possession of an AED, check rhythm between steps to determine if shock advised.&lt;br /&gt;
*** Ensure you are checking the pulse on a non-tourniqueted body part.&lt;br /&gt;
** If only a low heart rate was found, monitor the Patient&amp;#039;s pulse in case they enter cardiac arrest&lt;br /&gt;
* If assessment found no immediate Airway Occlusion/Obstruction and no Cyanosis/Low SpO2 level:&lt;br /&gt;
** Bandage any wounds remaining on tourniqueted limbs, then remove tourniquets&lt;br /&gt;
** Blood pressure may change as tourniquets are removed&lt;br /&gt;
** Splint broken bones&lt;br /&gt;
** Continue to administer blood until &amp;quot;Lost Some Blood&amp;quot; (less than 900mL lost) status reached &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Airway:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess airways if some time has passed since initial assessment.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Occluded:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head turning (Head &amp;gt; Head Turning) until occulusion is mitigated.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can instead use the Accuvac to mitigate occlusion.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Obstructed:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head hyperextension (Head &amp;gt; Hyperextension Head) to clear obstruction.&lt;br /&gt;
** Must physically stay near patient to maintain hyperextension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airways were/are now clear:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can use the King LT (prevents further obstructions and occlusions) or the Guedal Tube (prevents further obstructions).&lt;br /&gt;
*** King LTs and Guedal Tubes are single-use only, and are not required to use provided regular monitoring of the Patient&amp;#039;s airways.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Breathing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess breathing if some time has passed since initial assessment.&lt;br /&gt;
* If Cyanosis is present (or SpO2 levels below 90%):&lt;br /&gt;
** Check if airways became occluded or obstructed again.&lt;br /&gt;
** Check for presence of Pneumothorax or Hemothorax injury on the chest.&lt;br /&gt;
** If no problem can be found, monitor patient oxygen saturation levels to ensure they are rising&lt;br /&gt;
** SpO2 levels will have decreased temporarily if the heart rate fell below 20bpm&lt;br /&gt;
&lt;br /&gt;
===Part 3: Post Treatment:===&lt;br /&gt;
&lt;br /&gt;
* Continue to monitor patient to ensure pulse continues to be present.&lt;br /&gt;
* Put Patient in Recovery Position if no King LT or Guedal Tube was inserted.&lt;br /&gt;
** Recovery Position prevents further occlusions and obstructions.&lt;br /&gt;
** Recovery Position prevents CPR/chest seal application/AEDs/fluid draining so ensure those are done beforehand&lt;br /&gt;
** Patients with only the Guedal Tube need to be monitored for occlusion reoccuring&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medic Magic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Medics have a suite of more advanced medication to speed up a patient&amp;#039;s recovery&lt;br /&gt;
*** Goal is to reach &amp;quot;Ideal&amp;quot; vital levels (80 bpm, 120/80 mmHg) through medication affecting heart rate, blood pressure, and pain. &lt;br /&gt;
*** Different medics will have their own &amp;quot;flavor&amp;quot; in how they treat their patients.&lt;br /&gt;
*** Improper use of medication may result in worsening a patient&amp;#039;s condition.&lt;br /&gt;
*** Special Medication Effects:&lt;br /&gt;
**** Pain Suppressors: &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Painkillers&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Ketamine&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Etomidate&amp;#039;&amp;#039;&lt;br /&gt;
**** Medication Affecting Wake-Up/Recovery:&lt;br /&gt;
***** &amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039; increases wake-up chances.&lt;br /&gt;
***** &amp;#039;&amp;#039;Ammonium Carbonate&amp;#039;&amp;#039; forces a wake-up attempt.&lt;br /&gt;
**** Medication Affecting Circulation:&lt;br /&gt;
***** &amp;#039;&amp;#039;Norepinephrine&amp;#039;&amp;#039; slows down bleeding but also slows down transfusions.&lt;br /&gt;
***** &amp;#039;&amp;#039;Phenylephrine&amp;#039;&amp;#039; slows down bleeding/transfusions even more than &amp;#039;&amp;#039;Norepinephrine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Nitroglycerin&amp;#039;&amp;#039; speeds up transfusions but also speeds up bleeding.&lt;br /&gt;
**** Pain Suppressors Reducing Both Heart Rate and Blood Pressure:&lt;br /&gt;
***** &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039; suppresses pain better than &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039; suppresses pain worse than &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039; lasts twice as long in the body compared to &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039; can only be used twice before overdose; &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039; can be used four times.&lt;br /&gt;
***** &amp;#039;&amp;#039;Naloxone&amp;#039;&amp;#039; can treat a &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039; overdose, clears their effects in a 1:1 dose ratio.&lt;br /&gt;
**** Surgery-Related Medication (Surgery isn&amp;#039;t enabled in our modpack):&lt;br /&gt;
***** &amp;#039;&amp;#039;Lorazepam &amp;#039;&amp;#039; instantly forces a patient into unconsciousness, may cause sudden heart rate drop/cardiac arrest.&lt;br /&gt;
***** &amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039; can counter the sudden heart rate drop.&lt;br /&gt;
***** &amp;#039;&amp;#039;Etomidate&amp;#039;&amp;#039; suppresses the pain during surgery.&lt;br /&gt;
***** &amp;#039;&amp;#039;Flumazenil&amp;#039;&amp;#039; removes &amp;#039;&amp;#039;Lorazepam&amp;#039;&amp;#039; from the patient.&lt;br /&gt;
*** General table of Medication and their effects (bold are common medications) can be found in the below table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Increases HR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Decreases HR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;No HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Increases BP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039; Epinephrine&amp;#039;&amp;#039;&amp;#039;, Norepinephrine, Ketamine&lt;br /&gt;
| Phenylephrine&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Decreases BP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Nitroglycerin, Painkillers&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;, Fentanyl, Nalbuphine&lt;br /&gt;
| Lorazepam&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;No BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Ammonium Carbonate, Atropine&lt;br /&gt;
| Etomidate&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Further detail on why/how/what is going on when doing the above steps, can be found below.&lt;br /&gt;
&lt;br /&gt;
==Patient Presentation &amp;amp; Assessment==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General terminology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Hypotensive - Low blood pressure, defined as a systolic pressure less than 90mmHg and/or a diastolic pressure less than 60mmHg.&lt;br /&gt;
*Normotensive - Normal blood pressure (around 120/80mmHg).&lt;br /&gt;
*Hypertensive - High blood pressure, defined as a systolic pressure greater than 140mmHg and/or a diastolic pressure greater than 90mmHg.&lt;br /&gt;
*Bradycardia - Low pulse, threshold is generally 60bpm but becomes symptomatic in arma in the 30-40bpm range.&lt;br /&gt;
*Tachycardia - High pulse, threshold is generally 100bpm but becomes symptomatic in arma in the 150bpm range.&lt;br /&gt;
*Vasodilation - The widening of blood vessels to decrease blood-pressure.&lt;br /&gt;
*Vasoconstriction - The narrowing of blood vessels to increase blood-pressure&lt;br /&gt;
&lt;br /&gt;
In its present condition the ACE medical system we have adapted provides for a singular &amp;quot;normal&amp;quot; patient presentation. This comprises a pulse of around 80bpm and a blood-pressure of 120/80mmHg. These metrics will fluctuate with increased activity and injury. While pulse fluctuation is straightforward there is reason to outline blood-pressure here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse &amp;amp; Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blood Pressure is read as the top number (the numerator) over the bottom number (the denominator), that is around &amp;#039;&amp;#039;one-hundred and twenty over eighty&amp;#039;&amp;#039; normally. These are your &amp;#039;&amp;#039;systolic&amp;#039;&amp;#039; and &amp;#039;&amp;#039;diastolic&amp;#039;&amp;#039; pressures respectively. Systolic pressure, as the name implies, is the arterial pressure of blood in the body as it is circulated by the contraction of the heart. Diastolic refers to the pressure between contractions of the heart. Thus as &amp;quot;beats per minute&amp;quot; increase (again normal is 80bpm in Arma) the pressure will hover around 120/80 millimetres of mercury (mmHg). This is important in rectifying blood loss and in considering morphine administration. As the casualty&amp;#039;s injury exsanguinates, or bleeds, the pressure will drop - although if the pulse is high enough it may fluctuate upwards, this features when considering the administration of epinephrine.&lt;br /&gt;
&lt;br /&gt;
Essentially think of the heart as a pump, because it is, and the pressures measured as changing with the increased or decreased volume of fluid in the system as it relates to the contractility of the heart pump. So following the Frank-Starling Law as we increase volume with fluids administered in the field, we increase blood pressure, &amp;#039;&amp;#039;but&amp;#039;&amp;#039; as we decrease heart rate (pulse) we lose blood-pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symptoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As is to be expected, wounds accelerate the loss of blood and fluctuation in those circulatory metrics can affect the player&amp;#039;s health. In-game, as pulse rises into tachycardic ranges or blood-pressure enters hypertensive ranges the player will begin to hear a fast heartbeat in their ears. Likewise, as the pulse decreases to bradycardic ranges or the blood-pressure drops into hypotensive ranges the heart-rate sound in the player&amp;#039;s ears will drop in intensity and tempo. In the former&amp;#039;s case this is more of an annoyance, but in the latter case it can be the undoing of the player. In the event another wound is sustained by the bradycardic or hypotensive patient they are more likely to be knocked unconscious or to die outright. Further, in hypotensive ranges the screen will grey and colour will drain from the game-world for the player.&lt;br /&gt;
&lt;br /&gt;
Broken limbs similarly hinder the player. Broken arms will affect recoil management and weapon manipulation. Broken legs will near incapacitate the player&amp;#039;s movement requiring prompt splinting. Splinting is not reliant on the bandaging of the limb and may be delayed until the more acute injuries are addressed.&lt;br /&gt;
&lt;br /&gt;
Lastly, pain is often a side-affect of injury. The pain effects of ACE medical are either a pulsing blur of cinematic aberration or a white flashing at the peripheries of the screen. This can be modulated in a player&amp;#039;s settings.&lt;br /&gt;
&lt;br /&gt;
==Interventions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tools of the Trade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*15x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*15x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*10x splints for broken bones. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x tourniquets for stemming the flow of blood. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x epinephrine doses for increasing heart-rate and &amp;quot;coding&amp;quot; patients. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x morphine doses for analgesia and in a pinch hypertension correction. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*5x body-bags for the management of the deceased &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section we&amp;#039;ll assume an understanding of the applications of elastic and packing bandages covered in Basic Medical Information/TCCC. As such we cover primarily pharmacological interventions available in ACE medical starting with the things you&amp;#039;re generally issued and terminating with the items found in Casualty Collection MASH tents and Field Hospitals.&lt;br /&gt;
&lt;br /&gt;
||Note, Tourniquets will occlude the administration of any of the following. You must administer fluids or drugs peripherally (via limbs) that are not occluded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is a vasoconstrictor. In-game epi should be employed if the pulse drops into or below the 70bpm range or systolic blood-pressure falls below 90mmHg and symptoms are present. In the same vein unconscious patients, covered in &amp;quot;Acute Care &amp;amp; Resuscitation&amp;quot; section below require epinephrine to increase the contractility of the heart.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in-game has rather exacerbated vasodilatory effects and is used primarily for analgesia. Though it is often requested by the general infantry one must be careful. There is no naloxone to reverse its affects. My rule of thumb is a systolic pressure greater than or equal to 100mmHg in an otherwise stable patient. Anything less than that and I tell them I&amp;#039;m not comfortable doing so. If the player&amp;#039;s wounds have been addressed and their pain is compromising their ability to function, and they meet the systolic pressure threshold, morphine as indicated for pain may be administered without concern. Else they need their pressure increased. In a pinch you can give epi and morphine together although I&amp;#039;d still monitor them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
was likely added to the game for potential NBC activities because it really doesnt feature elsewhere in the game. In terms of ACLS it is indicated for bradycardia, although not everyone responds to it in real life. I am unsure as to how effective it is in Arma as that discrepancy is likely not modelled - so in cases of bradycardia epinephrine is preferable but atropine is an alternative.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is indicated for narrow PSVT/SVT and wide QRS tachycardia, adenosine in-game appears to have been added for their stamina system. It is not used by Coalition, not least of all because we&amp;#039;ve no NS flushes and second because we&amp;#039;re not converting irregular rhythms as we would with adenosine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fluids&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
such as Plasma, Blood and Saline (&amp;quot;Normal Saline&amp;quot; or &amp;quot;NS&amp;quot;, a 0.9% NaCl solution) are available for volume replacement. Lactated Ringers is, for some ungodly reason, not an available crystalloid. Unfortunately ACE medical doesnt really model the clotting cascade so all fluids are technically the same. They are provided in 250mL, 500mL (known as a &amp;quot;unit&amp;quot; of fluid), and 1000mL volumes. A good rule of thumb is to infuse 2L in anyone with a systolic pressure less than 70mmHg and has sustained significant injuries. There have been times, in acute care situations, I have hung a litre while another individual bandages so as to begin fluid resuscitation as soon as possible. Ultimately, you&amp;#039;re replacing fluids lost with the goal of reaching a systolic over 100mmHg or as close to 120/80mmHg as possible.&lt;br /&gt;
&lt;br /&gt;
==Acute Care &amp;amp; Resuscitation==&lt;br /&gt;
&lt;br /&gt;
The most interesting moments you receive as a medic in Coalition Arma are critical casualties. These are essentially a &amp;quot;code blue&amp;quot; in civilian medicine. Someone on the field of battle has sustained injuries so extreme that they are unconscious. This could be due to incredible pain, it could be due to significant fluid loss, but it&amp;#039;s your job to respond to and manage that situation.&lt;br /&gt;
&lt;br /&gt;
*First, secure the scene. If applicable snag an adjacent squad-mate to begin chest compressions (CPR). Else snag someone to pull security depending on where the casualty is being treated. You dont want enemy walking up on you mid treatment.&lt;br /&gt;
**When in cardiac arrest a timer will begin. When it runs down the patient will die. When one completes a round of CPR however it will reset the timer, buying the intervening medical personnel time.&lt;br /&gt;
*Tourniquetting wounds is often faster than bandaging multiple injuries. This will buy time, although if it&amp;#039;s merely a singular wound to be addressed it may be best to do that first. Remember tourniquets will impeded drug and fluid administration.&lt;br /&gt;
*Bandage from chest and head wounds to the extremities.&lt;br /&gt;
*Pulse check. These should be completed every 30-60seconds in-game as the time is rather accelerated compared to real life. Remember the vitals numbers you&amp;#039;re seeking to return to (80bpm, 120/80mmHg blood-pressure).&lt;br /&gt;
**Note tourniquets will also render a &amp;quot;No Heart Rate Found&amp;quot; message, &amp;#039;&amp;#039;&amp;#039;see figure XYZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Begin epinephrine as you&amp;#039;ve most or all wounds bandaged. It will take time to take effect but will rapidly increase the rate of the patient&amp;#039;s recovery.&lt;br /&gt;
*Begin fluid replacement depending on the blood-pressure reading you got previously.&lt;br /&gt;
*Lastly, consider shock and pain.&lt;br /&gt;
**ACE Medical will add a degree of shock for high levels of pain. It may be that the patient is unconscious because of this and morphine will thus be indicated, but as noted above this will affect pulse and blood-pressure. Epinephrine and fluids may be indicated to resist the side-affects of morphine.&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Tension_Pneumothorax.mp3&amp;diff=3055</id>
		<title>File:Tension Pneumothorax.mp3</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Tension_Pneumothorax.mp3&amp;diff=3055"/>
		<updated>2023-03-23T04:30:10Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Pneumothoraxcough.mp3&amp;diff=3054</id>
		<title>File:Pneumothoraxcough.mp3</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Pneumothoraxcough.mp3&amp;diff=3054"/>
		<updated>2023-03-23T04:30:02Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Hemothorax_Audio.mp3&amp;diff=3053</id>
		<title>File:Hemothorax Audio.mp3</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Hemothorax_Audio.mp3&amp;diff=3053"/>
		<updated>2023-03-23T04:29:50Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Clear_Lung_Sounds.mp3&amp;diff=3052</id>
		<title>File:Clear Lung Sounds.mp3</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Clear_Lung_Sounds.mp3&amp;diff=3052"/>
		<updated>2023-03-23T04:28:23Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3051</id>
		<title>Legacy Advanced Medical &amp; TCCC (A3 KAT)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3051"/>
		<updated>2023-03-23T03:37:06Z</updated>

		<summary type="html">&lt;p&gt;Godonan: Added link to audio cues for chest injuries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tccc.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Medic Responsibilities;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Conduct rapid and efficient assessments of casualties and triage.&lt;br /&gt;
*Address any emergent conditions in the field.&lt;br /&gt;
*Manage the supply of medical equipment for your fireteams of responsibility&lt;br /&gt;
&lt;br /&gt;
This document will address these responsibilities and ensure familiarity with the concepts of ACE advanced medical as it has been adapted to Coalition™ gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example Medical Treatment Step-By-Step==&lt;br /&gt;
[https://docs.google.com/document/d/1YlY00qoL2gdrbOJJzi5aW19A3HqT7uXflszDYuK7h3M/edit Reference]&lt;br /&gt;
&lt;br /&gt;
===Part 1: Assessment===&lt;br /&gt;
&lt;br /&gt;
Assess the patient. Easy way to remember is the acronym &amp;quot;ABC&amp;quot; for &amp;quot;Airway&amp;quot;, &amp;quot;Breathing&amp;quot;, and &amp;quot;Circulation&amp;quot;.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Attach a Pulse Oximeter or AED X-series to monitor vitals.&lt;br /&gt;
** Generic AED does NOT have vitals monitoring&lt;br /&gt;
** Must be attached to a body part that will not be tourniqueted.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Airway&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Airway&lt;br /&gt;
** Airway may be Clear, Occluded, Obstructed, or both Occluded and Obstructed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Breathing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Cyanosis&lt;br /&gt;
** Cyanosis may be None, Slight, Mild, or Severe&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific oxygen saturation reading.&lt;br /&gt;
**** Ideal SpO2 level is 100%.&lt;br /&gt;
**** Minimum SpO2 level for recovery is 85%&lt;br /&gt;
**** SpO2 level leading to unconsciousness is 75%&lt;br /&gt;
**** SpO2 level leading to death is 65%&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assess Bleeding, Pulse, and Blood Pressure.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Select a Body Part to assess physical injuries.&lt;br /&gt;
*** Identify presence of a Pneumothorax or Hemothorax injury on the Chest&lt;br /&gt;
****Listening to lungs will play an audio cue for the injury&lt;br /&gt;
****Audio cues can be found here: https://github.com/Tomcat-SG/KAM/tree/dev-Tomcat/addons/breathing/audio&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Pulse&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Pulse&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific heart rate reading:&lt;br /&gt;
**** No Heart Rate is 0 bpm&lt;br /&gt;
**** Low Heart Rate is 40 bpm and below&lt;br /&gt;
**** Ideal Heart Rate is 80 bpm&lt;br /&gt;
**** High Heart Rate is 120 bpm and above&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Blood Pressure&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific blood pressure reading (systolic/diastolic):&lt;br /&gt;
**** No Blood Pressure is 20/0 mmHg&lt;br /&gt;
**** Low Blood Pressure is below 90/60 mmHg&lt;br /&gt;
**** Ideal Blood Pressure is 120/80 mmHg&lt;br /&gt;
**** High Blood Pressure is above 140/90 mmHg&lt;br /&gt;
&lt;br /&gt;
===Part 2: Treatment===&lt;br /&gt;
Treat the patient in the order of &amp;quot;CAB&amp;quot;, or &amp;quot;Circulation&amp;quot;, then &amp;quot;Airways&amp;quot;, then &amp;quot;Breathing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stop Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If all injuries are equal, prioritize Head/Chest injuries over limb injuries&lt;br /&gt;
** Tourniquet limbs with multiple injuries&lt;br /&gt;
** General guideline to injury bleed rate:&lt;br /&gt;
*** Average/Fast Bleeding: Avulsions, Cuts, Velocity Wounds&lt;br /&gt;
*** Slow Bleeding: Abrasions, Bruises, Crushes, Lacerations, Puncture Wounds&lt;br /&gt;
*** No Bleeding: Bruises, Fractures&lt;br /&gt;
*** Large injuries bleed faster than medium injuries which bleed faster than small injuries&lt;br /&gt;
** If assessment found a Pneumothorax or Hemothorax injury:&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**** Pneumothorax: Apply chest seal&lt;br /&gt;
**** Hemothorax: Apply chest seal and drain fluid &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blood Transfusion if Necessary&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If a &amp;quot;fatal amount of blood was lost&amp;quot; (more than 2400mL lost):&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Administer 1000mL of blood or plasma to a non-tourniqueted body part.&lt;br /&gt;
**** Need to reach &amp;quot;lost a lot of blood&amp;quot; (less than 2400mL lost) to be able to re-establish heart rate&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reestablish Heart Rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If no pulse was found during assessment (Patient is in cardiac arrest):&lt;br /&gt;
*** Perform CPR until heart rate found.&lt;br /&gt;
**** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; If in possession of an AED, check rhythm between steps to determine if shock advised.&lt;br /&gt;
*** Ensure you are checking the pulse on a non-tourniqueted body part.&lt;br /&gt;
** If only a low heart rate was found, monitor the Patient&amp;#039;s pulse in case they enter cardiac arrest&lt;br /&gt;
* If assessment found no immediate Airway Occlusion/Obstruction and no Cyanosis/Low SpO2 level:&lt;br /&gt;
** Bandage any wounds remaining on tourniqueted limbs, then remove tourniquets&lt;br /&gt;
** Blood pressure may change as tourniquets are removed&lt;br /&gt;
** Splint broken bones&lt;br /&gt;
** Continue to administer blood until &amp;quot;Lost Some Blood&amp;quot; (less than 900mL lost) status reached &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Airway:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess airways if some time has passed since initial assessment.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Occluded:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head turning (Head &amp;gt; Head Turning) until occulusion is mitigated.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can instead use the Accuvac to mitigate occlusion.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Obstructed:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head hyperextension (Head &amp;gt; Hyperextension Head) to clear obstruction.&lt;br /&gt;
** Must physically stay near patient to maintain hyperextension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airways were/are now clear:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can use the King LT (prevents further obstructions and occlusions) or the Guedal Tube (prevents further obstructions).&lt;br /&gt;
*** King LTs and Guedal Tubes are single-use only, and are not required to use provided regular monitoring of the Patient&amp;#039;s airways.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Breathing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess breathing if some time has passed since initial assessment.&lt;br /&gt;
* If Cyanosis is present (or SpO2 levels below 90%):&lt;br /&gt;
** Check if airways became occluded or obstructed again.&lt;br /&gt;
** Check for presence of Pneumothorax or Hemothorax injury on the chest.&lt;br /&gt;
** If no problem can be found, monitor patient oxygen saturation levels to ensure they are rising&lt;br /&gt;
** SpO2 levels will have decreased temporarily if the heart rate fell below 20bpm&lt;br /&gt;
&lt;br /&gt;
===Part 3: Post Treatment:===&lt;br /&gt;
&lt;br /&gt;
* Continue to monitor patient to ensure pulse continues to be present.&lt;br /&gt;
* Put Patient in Recovery Position if no King LT or Guedal Tube was inserted.&lt;br /&gt;
** Recovery Position prevents further occlusions and obstructions.&lt;br /&gt;
** Recovery Position prevents CPR/chest seal application/AEDs/fluid draining so ensure those are done beforehand&lt;br /&gt;
** Patients with only the Guedal Tube need to be monitored for occlusion reoccuring&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medic Magic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Medics have a suite of more advanced medication to speed up a patient&amp;#039;s recovery&lt;br /&gt;
*** Goal is to reach &amp;quot;Ideal&amp;quot; vital levels (80 bpm, 120/80 mmHg) through medication affecting heart rate, blood pressure, and pain. &lt;br /&gt;
*** Different medics will have their own &amp;quot;flavor&amp;quot; in how they treat their patients.&lt;br /&gt;
*** Improper use of medication may result in worsening a patient&amp;#039;s condition.&lt;br /&gt;
*** Special Medication Effects:&lt;br /&gt;
**** Pain Suppressors: &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Painkillers&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Ketamine&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Etomidate&amp;#039;&amp;#039;&lt;br /&gt;
**** Medication Affecting Wake-Up/Recovery:&lt;br /&gt;
***** &amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039; increases wake-up chances.&lt;br /&gt;
***** &amp;#039;&amp;#039;Ammonium Carbonate&amp;#039;&amp;#039; forces a wake-up attempt.&lt;br /&gt;
**** Medication Affecting Circulation:&lt;br /&gt;
***** &amp;#039;&amp;#039;Norepinephrine&amp;#039;&amp;#039; slows down bleeding but also slows down transfusions.&lt;br /&gt;
***** &amp;#039;&amp;#039;Phenylephrine&amp;#039;&amp;#039; slows down bleeding/transfusions even more than &amp;#039;&amp;#039;Norepinephrine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Nitroglycerin&amp;#039;&amp;#039; speeds up transfusions but also speeds up bleeding.&lt;br /&gt;
**** Pain Suppressors Reducing Both Heart Rate and Blood Pressure:&lt;br /&gt;
***** &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039; suppresses pain better than &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039; suppresses pain worse than &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039; lasts twice as long in the body compared to &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039; can only be used twice before overdose; &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039; can be used four times.&lt;br /&gt;
***** &amp;#039;&amp;#039;Naloxone&amp;#039;&amp;#039; can treat a &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039; overdose, clears their effects in a 1:1 dose ratio.&lt;br /&gt;
**** Surgery-Related Medication (Surgery isn&amp;#039;t enabled in our modpack):&lt;br /&gt;
***** &amp;#039;&amp;#039;Lorazepam &amp;#039;&amp;#039; instantly forces a patient into unconsciousness, may cause sudden heart rate drop/cardiac arrest.&lt;br /&gt;
***** &amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039; can counter the sudden heart rate drop.&lt;br /&gt;
***** &amp;#039;&amp;#039;Etomidate&amp;#039;&amp;#039; suppresses the pain during surgery.&lt;br /&gt;
***** &amp;#039;&amp;#039;Flumazenil&amp;#039;&amp;#039; removes &amp;#039;&amp;#039;Lorazepam&amp;#039;&amp;#039; from the patient.&lt;br /&gt;
*** General table of Medication and their effects (bold are common medications) can be found in the below table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Increases HR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Decreases HR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;No HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Increases BP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039; Epinephrine&amp;#039;&amp;#039;&amp;#039;, Norepinephrine, Ketamine&lt;br /&gt;
| Phenylephrine&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Decreases BP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Nitroglycerin, Painkillers&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;, Fentanyl, Nalbuphine&lt;br /&gt;
| Lorazepam&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;No BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Ammonium Carbonate, Atropine&lt;br /&gt;
| Etomidate&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Further detail on why/how/what is going on when doing the above steps, can be found below.&lt;br /&gt;
&lt;br /&gt;
==Patient Presentation &amp;amp; Assessment==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General terminology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Hypotensive - Low blood pressure, defined as a systolic pressure less than 90mmHg and/or a diastolic pressure less than 60mmHg.&lt;br /&gt;
*Normotensive - Normal blood pressure (around 120/80mmHg).&lt;br /&gt;
*Hypertensive - High blood pressure, defined as a systolic pressure greater than 140mmHg and/or a diastolic pressure greater than 90mmHg.&lt;br /&gt;
*Bradycardia - Low pulse, threshold is generally 60bpm but becomes symptomatic in arma in the 30-40bpm range.&lt;br /&gt;
*Tachycardia - High pulse, threshold is generally 100bpm but becomes symptomatic in arma in the 150bpm range.&lt;br /&gt;
*Vasodilation - The widening of blood vessels to decrease blood-pressure.&lt;br /&gt;
*Vasoconstriction - The narrowing of blood vessels to increase blood-pressure&lt;br /&gt;
&lt;br /&gt;
In its present condition the ACE medical system we have adapted provides for a singular &amp;quot;normal&amp;quot; patient presentation. This comprises a pulse of around 80bpm and a blood-pressure of 120/80mmHg. These metrics will fluctuate with increased activity and injury. While pulse fluctuation is straightforward there is reason to outline blood-pressure here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse &amp;amp; Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blood Pressure is read as the top number (the numerator) over the bottom number (the denominator), that is around &amp;#039;&amp;#039;one-hundred and twenty over eighty&amp;#039;&amp;#039; normally. These are your &amp;#039;&amp;#039;systolic&amp;#039;&amp;#039; and &amp;#039;&amp;#039;diastolic&amp;#039;&amp;#039; pressures respectively. Systolic pressure, as the name implies, is the arterial pressure of blood in the body as it is circulated by the contraction of the heart. Diastolic refers to the pressure between contractions of the heart. Thus as &amp;quot;beats per minute&amp;quot; increase (again normal is 80bpm in Arma) the pressure will hover around 120/80 millimetres of mercury (mmHg). This is important in rectifying blood loss and in considering morphine administration. As the casualty&amp;#039;s injury exsanguinates, or bleeds, the pressure will drop - although if the pulse is high enough it may fluctuate upwards, this features when considering the administration of epinephrine.&lt;br /&gt;
&lt;br /&gt;
Essentially think of the heart as a pump, because it is, and the pressures measured as changing with the increased or decreased volume of fluid in the system as it relates to the contractility of the heart pump. So following the Frank-Starling Law as we increase volume with fluids administered in the field, we increase blood pressure, &amp;#039;&amp;#039;but&amp;#039;&amp;#039; as we decrease heart rate (pulse) we lose blood-pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symptoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As is to be expected, wounds accelerate the loss of blood and fluctuation in those circulatory metrics can affect the player&amp;#039;s health. In-game, as pulse rises into tachycardic ranges or blood-pressure enters hypertensive ranges the player will begin to hear a fast heartbeat in their ears. Likewise, as the pulse decreases to bradycardic ranges or the blood-pressure drops into hypotensive ranges the heart-rate sound in the player&amp;#039;s ears will drop in intensity and tempo. In the former&amp;#039;s case this is more of an annoyance, but in the latter case it can be the undoing of the player. In the event another wound is sustained by the bradycardic or hypotensive patient they are more likely to be knocked unconscious or to die outright. Further, in hypotensive ranges the screen will grey and colour will drain from the game-world for the player.&lt;br /&gt;
&lt;br /&gt;
Broken limbs similarly hinder the player. Broken arms will affect recoil management and weapon manipulation. Broken legs will near incapacitate the player&amp;#039;s movement requiring prompt splinting. Splinting is not reliant on the bandaging of the limb and may be delayed until the more acute injuries are addressed.&lt;br /&gt;
&lt;br /&gt;
Lastly, pain is often a side-affect of injury. The pain effects of ACE medical are either a pulsing blur of cinematic aberration or a white flashing at the peripheries of the screen. This can be modulated in a player&amp;#039;s settings.&lt;br /&gt;
&lt;br /&gt;
==Interventions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tools of the Trade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*15x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*15x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*10x splints for broken bones. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x tourniquets for stemming the flow of blood. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x epinephrine doses for increasing heart-rate and &amp;quot;coding&amp;quot; patients. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x morphine doses for analgesia and in a pinch hypertension correction. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*5x body-bags for the management of the deceased &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section we&amp;#039;ll assume an understanding of the applications of elastic and packing bandages covered in Basic Medical Information/TCCC. As such we cover primarily pharmacological interventions available in ACE medical starting with the things you&amp;#039;re generally issued and terminating with the items found in Casualty Collection MASH tents and Field Hospitals.&lt;br /&gt;
&lt;br /&gt;
||Note, Tourniquets will occlude the administration of any of the following. You must administer fluids or drugs peripherally (via limbs) that are not occluded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is a vasoconstrictor. In-game epi should be employed if the pulse drops into or below the 70bpm range or systolic blood-pressure falls below 90mmHg and symptoms are present. In the same vein unconscious patients, covered in &amp;quot;Acute Care &amp;amp; Resuscitation&amp;quot; section below require epinephrine to increase the contractility of the heart.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in-game has rather exacerbated vasodilatory effects and is used primarily for analgesia. Though it is often requested by the general infantry one must be careful. There is no naloxone to reverse its affects. My rule of thumb is a systolic pressure greater than or equal to 100mmHg in an otherwise stable patient. Anything less than that and I tell them I&amp;#039;m not comfortable doing so. If the player&amp;#039;s wounds have been addressed and their pain is compromising their ability to function, and they meet the systolic pressure threshold, morphine as indicated for pain may be administered without concern. Else they need their pressure increased. In a pinch you can give epi and morphine together although I&amp;#039;d still monitor them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
was likely added to the game for potential NBC activities because it really doesnt feature elsewhere in the game. In terms of ACLS it is indicated for bradycardia, although not everyone responds to it in real life. I am unsure as to how effective it is in Arma as that discrepancy is likely not modelled - so in cases of bradycardia epinephrine is preferable but atropine is an alternative.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is indicated for narrow PSVT/SVT and wide QRS tachycardia, adenosine in-game appears to have been added for their stamina system. It is not used by Coalition, not least of all because we&amp;#039;ve no NS flushes and second because we&amp;#039;re not converting irregular rhythms as we would with adenosine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fluids&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
such as Plasma, Blood and Saline (&amp;quot;Normal Saline&amp;quot; or &amp;quot;NS&amp;quot;, a 0.9% NaCl solution) are available for volume replacement. Lactated Ringers is, for some ungodly reason, not an available crystalloid. Unfortunately ACE medical doesnt really model the clotting cascade so all fluids are technically the same. They are provided in 250mL, 500mL (known as a &amp;quot;unit&amp;quot; of fluid), and 1000mL volumes. A good rule of thumb is to infuse 2L in anyone with a systolic pressure less than 70mmHg and has sustained significant injuries. There have been times, in acute care situations, I have hung a litre while another individual bandages so as to begin fluid resuscitation as soon as possible. Ultimately, you&amp;#039;re replacing fluids lost with the goal of reaching a systolic over 100mmHg or as close to 120/80mmHg as possible.&lt;br /&gt;
&lt;br /&gt;
==Acute Care &amp;amp; Resuscitation==&lt;br /&gt;
&lt;br /&gt;
The most interesting moments you receive as a medic in Coalition Arma are critical casualties. These are essentially a &amp;quot;code blue&amp;quot; in civilian medicine. Someone on the field of battle has sustained injuries so extreme that they are unconscious. This could be due to incredible pain, it could be due to significant fluid loss, but it&amp;#039;s your job to respond to and manage that situation.&lt;br /&gt;
&lt;br /&gt;
*First, secure the scene. If applicable snag an adjacent squad-mate to begin chest compressions (CPR). Else snag someone to pull security depending on where the casualty is being treated. You dont want enemy walking up on you mid treatment.&lt;br /&gt;
**When in cardiac arrest a timer will begin. When it runs down the patient will die. When one completes a round of CPR however it will reset the timer, buying the intervening medical personnel time.&lt;br /&gt;
*Tourniquetting wounds is often faster than bandaging multiple injuries. This will buy time, although if it&amp;#039;s merely a singular wound to be addressed it may be best to do that first. Remember tourniquets will impeded drug and fluid administration.&lt;br /&gt;
*Bandage from chest and head wounds to the extremities.&lt;br /&gt;
*Pulse check. These should be completed every 30-60seconds in-game as the time is rather accelerated compared to real life. Remember the vitals numbers you&amp;#039;re seeking to return to (80bpm, 120/80mmHg blood-pressure).&lt;br /&gt;
**Note tourniquets will also render a &amp;quot;No Heart Rate Found&amp;quot; message, &amp;#039;&amp;#039;&amp;#039;see figure XYZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Begin epinephrine as you&amp;#039;ve most or all wounds bandaged. It will take time to take effect but will rapidly increase the rate of the patient&amp;#039;s recovery.&lt;br /&gt;
*Begin fluid replacement depending on the blood-pressure reading you got previously.&lt;br /&gt;
*Lastly, consider shock and pain.&lt;br /&gt;
**ACE Medical will add a degree of shock for high levels of pain. It may be that the patient is unconscious because of this and morphine will thus be indicated, but as noted above this will affect pulse and blood-pressure. Epinephrine and fluids may be indicated to resist the side-affects of morphine.&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3007</id>
		<title>Legacy Advanced Medical &amp; TCCC (A3 KAT)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3007"/>
		<updated>2023-01-10T00:20:21Z</updated>

		<summary type="html">&lt;p&gt;Godonan: Re-organized steps, added all medication info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tccc.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Medic Responsibilities;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Conduct rapid and efficient assessments of casualties and triage.&lt;br /&gt;
*Address any emergent conditions in the field.&lt;br /&gt;
*Manage the supply of medical equipment for your fireteams of responsibility&lt;br /&gt;
&lt;br /&gt;
This document will address these responsibilities and ensure familiarity with the concepts of ACE advanced medical as it has been adapted to Coalition™ gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Example Medical Treatment Step-By-Step==&lt;br /&gt;
[https://docs.google.com/document/d/1YlY00qoL2gdrbOJJzi5aW19A3HqT7uXflszDYuK7h3M/edit Reference]&lt;br /&gt;
&lt;br /&gt;
===Part 1: Assessment===&lt;br /&gt;
&lt;br /&gt;
Assess the patient. Easy way to remember is the acronym &amp;quot;ABC&amp;quot; for &amp;quot;Airway&amp;quot;, &amp;quot;Breathing&amp;quot;, and &amp;quot;Circulation&amp;quot;.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Attach a Pulse Oximeter or AED X-series to monitor vitals.&lt;br /&gt;
** Generic AED does NOT have vitals monitoring&lt;br /&gt;
** Must be attached to a body part that will not be tourniqueted.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Airway&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Airway&lt;br /&gt;
** Airway may be Clear, Occluded, Obstructed, or both Occluded and Obstructed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Breathing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assessed with Head &amp;gt; Check Cyanosis&lt;br /&gt;
** Cyanosis may be None, Slight, Mild, or Severe&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific oxygen saturation reading.&lt;br /&gt;
**** Ideal SpO2 level is 100%.&lt;br /&gt;
**** Minimum SpO2 level for recovery is 85%&lt;br /&gt;
**** SpO2 level leading to unconsciousness is 75%&lt;br /&gt;
**** SpO2 level leading to death is 65%&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Assess Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Assess Bleeding, Pulse, and Blood Pressure.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Select a Body Part to assess physical injuries.&lt;br /&gt;
*** Identify presence of a Pneumothorax or Hemothorax injury on the Chest&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Pulse&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Pulse&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific heart rate reading:&lt;br /&gt;
**** No Heart Rate is 0 bpm&lt;br /&gt;
**** Low Heart Rate is 40 bpm and below&lt;br /&gt;
**** Ideal Heart Rate is 80 bpm&lt;br /&gt;
**** High Heart Rate is 120 bpm and above&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*** Assessed with Body Part &amp;gt; Check Blood Pressure&lt;br /&gt;
*** Medics and vitals-monitoring equipment can obtain a specific blood pressure reading (systolic/diastolic):&lt;br /&gt;
**** No Blood Pressure is 20/0 mmHg&lt;br /&gt;
**** Low Blood Pressure is below 90/60 mmHg&lt;br /&gt;
**** Ideal Blood Pressure is 120/80 mmHg&lt;br /&gt;
**** High Blood Pressure is above 140/90 mmHg&lt;br /&gt;
&lt;br /&gt;
===Part 2: Treatment===&lt;br /&gt;
Treat the patient in the order of &amp;quot;CAB&amp;quot;, or &amp;quot;Circulation&amp;quot;, then &amp;quot;Airways&amp;quot;, then &amp;quot;Breathing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Circulation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stop Bleeding&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If all injuries are equal, prioritize Head/Chest injuries over limb injuries&lt;br /&gt;
** Tourniquet limbs with multiple injuries&lt;br /&gt;
** General guideline to injury bleed rate:&lt;br /&gt;
*** Average/Fast Bleeding: Avulsions, Cuts, Velocity Wounds&lt;br /&gt;
*** Slow Bleeding: Abrasions, Bruises, Crushes, Lacerations, Puncture Wounds&lt;br /&gt;
*** No Bleeding: Bruises, Fractures&lt;br /&gt;
*** Large injuries bleed faster than medium injuries which bleed faster than small injuries&lt;br /&gt;
** If assessment found a Pneumothorax or Hemothorax injury:&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**** Pneumothorax: Apply chest seal&lt;br /&gt;
**** Hemothorax: Apply chest seal and drain fluid &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Blood Transfusion if Necessary&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If a &amp;quot;fatal amount of blood was lost&amp;quot; (more than 2400mL lost):&lt;br /&gt;
*** Call for a Medic if you are not one.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Administer 1000mL of blood or plasma to a non-tourniqueted body part.&lt;br /&gt;
**** Need to reach &amp;quot;lost a lot of blood&amp;quot; (less than 2400mL lost) to be able to re-establish heart rate&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reestablish Heart Rate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** If no pulse was found during assessment (Patient is in cardiac arrest):&lt;br /&gt;
*** Perform CPR until heart rate found.&lt;br /&gt;
**** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; If in possession of an AED, check rhythm between steps to determine if shock advised.&lt;br /&gt;
*** Ensure you are checking the pulse on a non-tourniqueted body part.&lt;br /&gt;
** If only a low heart rate was found, monitor the Patient&amp;#039;s pulse in case they enter cardiac arrest&lt;br /&gt;
* If assessment found no immediate Airway Occlusion/Obstruction and no Cyanosis/Low SpO2 level:&lt;br /&gt;
** Bandage any wounds remaining on tourniqueted limbs, then remove tourniquets&lt;br /&gt;
** Blood pressure may change as tourniquets are removed&lt;br /&gt;
** Splint broken bones&lt;br /&gt;
** Continue to administer blood until &amp;quot;Lost Some Blood&amp;quot; (less than 900mL lost) status reached &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Airway:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess airways if some time has passed since initial assessment.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Occluded:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head turning (Head &amp;gt; Head Turning) until occulusion is mitigated.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can instead use the Accuvac to mitigate occlusion.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airway is Obstructed:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Perform head hyperextension (Head &amp;gt; Hyperextension Head) to clear obstruction.&lt;br /&gt;
** Must physically stay near patient to maintain hyperextension.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If Airways were/are now clear:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Medic:&amp;#039;&amp;#039;&amp;#039; Can use the King LT (prevents further obstructions and occlusions) or the Guedal Tube (prevents further obstructions).&lt;br /&gt;
*** King LTs and Guedal Tubes are single-use only, and are not required to use provided regular monitoring of the Patient&amp;#039;s airways.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Treat Breathing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Re-assess breathing if some time has passed since initial assessment.&lt;br /&gt;
* If Cyanosis is present (or SpO2 levels below 90%):&lt;br /&gt;
** Check if airways became occluded or obstructed again.&lt;br /&gt;
** Check for presence of Pneumothorax or Hemothorax injury on the chest.&lt;br /&gt;
** If no problem can be found, monitor patient oxygen saturation levels to ensure they are rising&lt;br /&gt;
** SpO2 levels will have decreased temporarily if the heart rate fell below 20bpm&lt;br /&gt;
&lt;br /&gt;
===Part 3: Post Treatment:===&lt;br /&gt;
&lt;br /&gt;
* Continue to monitor patient to ensure pulse continues to be present.&lt;br /&gt;
* Put Patient in Recovery Position if no King LT or Guedal Tube was inserted.&lt;br /&gt;
** Recovery Position prevents further occlusions and obstructions.&lt;br /&gt;
** Recovery Position prevents CPR/chest seal application/AEDs/fluid draining so ensure those are done beforehand&lt;br /&gt;
** Patients with only the Guedal Tube need to be monitored for occlusion reoccuring&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Medic Magic:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** Medics have a suite of more advanced medication to speed up a patient&amp;#039;s recovery&lt;br /&gt;
*** Goal is to reach &amp;quot;Ideal&amp;quot; vital levels (80 bpm, 120/80 mmHg) through medication affecting heart rate, blood pressure, and pain. &lt;br /&gt;
*** Different medics will have their own &amp;quot;flavor&amp;quot; in how they treat their patients.&lt;br /&gt;
*** Improper use of medication may result in worsening a patient&amp;#039;s condition.&lt;br /&gt;
*** Special Medication Effects:&lt;br /&gt;
**** Pain Suppressors: &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Painkillers&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Ketamine&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Etomidate&amp;#039;&amp;#039;&lt;br /&gt;
**** Medication Affecting Wake-Up/Recovery:&lt;br /&gt;
***** &amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039; increases wake-up chances.&lt;br /&gt;
***** &amp;#039;&amp;#039;Ammonium Carbonate&amp;#039;&amp;#039; forces a wake-up attempt.&lt;br /&gt;
**** Medication Affecting Circulation:&lt;br /&gt;
***** &amp;#039;&amp;#039;Norepinephrine&amp;#039;&amp;#039; slows down bleeding but also slows down transfusions.&lt;br /&gt;
***** &amp;#039;&amp;#039;Phenylephrine&amp;#039;&amp;#039; slows down bleeding/transfusions even more than &amp;#039;&amp;#039;Norepinephrine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Nitroglycerin&amp;#039;&amp;#039; speeds up transfusions but also speeds up bleeding.&lt;br /&gt;
**** Pain Suppressors Reducing Both Heart Rate and Blood Pressure:&lt;br /&gt;
***** &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039; suppresses pain better than &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039; suppresses pain worse than &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039; lasts twice as long in the body compared to &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039;.&lt;br /&gt;
***** &amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039; can only be used twice before overdose; &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039; can be used four times.&lt;br /&gt;
***** &amp;#039;&amp;#039;Naloxone&amp;#039;&amp;#039; can treat a &amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Fentanyl&amp;#039;&amp;#039;/&amp;#039;&amp;#039;Nalbuphine&amp;#039;&amp;#039; overdose, clears their effects in a 1:1 dose ratio.&lt;br /&gt;
**** Surgery-Related Medication (Surgery isn&amp;#039;t enabled in our modpack):&lt;br /&gt;
***** &amp;#039;&amp;#039;Lorazepam &amp;#039;&amp;#039; instantly forces a patient into unconsciousness, may cause sudden heart rate drop/cardiac arrest.&lt;br /&gt;
***** &amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039; can counter the sudden heart rate drop.&lt;br /&gt;
***** &amp;#039;&amp;#039;Etomidate&amp;#039;&amp;#039; suppresses the pain during surgery.&lt;br /&gt;
***** &amp;#039;&amp;#039;Flumazenil&amp;#039;&amp;#039; removes &amp;#039;&amp;#039;Lorazepam&amp;#039;&amp;#039; from the patient.&lt;br /&gt;
*** General table of Medication and their effects (bold are common medications) can be found in the below table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; text-align: center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Increases HR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Decreases HR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;No HR Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Increases BP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039; Epinephrine&amp;#039;&amp;#039;&amp;#039;, Norepinephrine, Ketamine&lt;br /&gt;
| Phenylephrine&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Decreases BP&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Nitroglycerin, Painkillers&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;, Fentanyl, Nalbuphine&lt;br /&gt;
| Lorazepam&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;No BP Effect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Ammonium Carbonate, Atropine&lt;br /&gt;
| Etomidate&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Further detail on why/how/what is going on when doing the above steps, can be found below.&lt;br /&gt;
&lt;br /&gt;
==Patient Presentation &amp;amp; Assessment==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General terminology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Hypotensive - Low blood pressure, defined as a systolic pressure less than 90mmHg and/or a diastolic pressure less than 60mmHg.&lt;br /&gt;
*Normotensive - Normal blood pressure (around 120/80mmHg).&lt;br /&gt;
*Hypertensive - High blood pressure, defined as a systolic pressure greater than 140mmHg and/or a diastolic pressure greater than 90mmHg.&lt;br /&gt;
*Bradycardia - Low pulse, threshold is generally 60bpm but becomes symptomatic in arma in the 30-40bpm range.&lt;br /&gt;
*Tachycardia - High pulse, threshold is generally 100bpm but becomes symptomatic in arma in the 150bpm range.&lt;br /&gt;
*Vasodilation - The widening of blood vessels to decrease blood-pressure.&lt;br /&gt;
*Vasoconstriction - The narrowing of blood vessels to increase blood-pressure&lt;br /&gt;
&lt;br /&gt;
In its present condition the ACE medical system we have adapted provides for a singular &amp;quot;normal&amp;quot; patient presentation. This comprises a pulse of around 80bpm and a blood-pressure of 120/80mmHg. These metrics will fluctuate with increased activity and injury. While pulse fluctuation is straightforward there is reason to outline blood-pressure here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse &amp;amp; Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blood Pressure is read as the top number (the numerator) over the bottom number (the denominator), that is around &amp;#039;&amp;#039;one-hundred and twenty over eighty&amp;#039;&amp;#039; normally. These are your &amp;#039;&amp;#039;systolic&amp;#039;&amp;#039; and &amp;#039;&amp;#039;diastolic&amp;#039;&amp;#039; pressures respectively. Systolic pressure, as the name implies, is the arterial pressure of blood in the body as it is circulated by the contraction of the heart. Diastolic refers to the pressure between contractions of the heart. Thus as &amp;quot;beats per minute&amp;quot; increase (again normal is 80bpm in Arma) the pressure will hover around 120/80 millimetres of mercury (mmHg). This is important in rectifying blood loss and in considering morphine administration. As the casualty&amp;#039;s injury exsanguinates, or bleeds, the pressure will drop - although if the pulse is high enough it may fluctuate upwards, this features when considering the administration of epinephrine.&lt;br /&gt;
&lt;br /&gt;
Essentially think of the heart as a pump, because it is, and the pressures measured as changing with the increased or decreased volume of fluid in the system as it relates to the contractility of the heart pump. So following the Frank-Starling Law as we increase volume with fluids administered in the field, we increase blood pressure, &amp;#039;&amp;#039;but&amp;#039;&amp;#039; as we decrease heart rate (pulse) we lose blood-pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symptoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As is to be expected, wounds accelerate the loss of blood and fluctuation in those circulatory metrics can affect the player&amp;#039;s health. In-game, as pulse rises into tachycardic ranges or blood-pressure enters hypertensive ranges the player will begin to hear a fast heartbeat in their ears. Likewise, as the pulse decreases to bradycardic ranges or the blood-pressure drops into hypotensive ranges the heart-rate sound in the player&amp;#039;s ears will drop in intensity and tempo. In the former&amp;#039;s case this is more of an annoyance, but in the latter case it can be the undoing of the player. In the event another wound is sustained by the bradycardic or hypotensive patient they are more likely to be knocked unconscious or to die outright. Further, in hypotensive ranges the screen will grey and colour will drain from the game-world for the player.&lt;br /&gt;
&lt;br /&gt;
Broken limbs similarly hinder the player. Broken arms will affect recoil management and weapon manipulation. Broken legs will near incapacitate the player&amp;#039;s movement requiring prompt splinting. Splinting is not reliant on the bandaging of the limb and may be delayed until the more acute injuries are addressed.&lt;br /&gt;
&lt;br /&gt;
Lastly, pain is often a side-affect of injury. The pain effects of ACE medical are either a pulsing blur of cinematic aberration or a white flashing at the peripheries of the screen. This can be modulated in a player&amp;#039;s settings.&lt;br /&gt;
&lt;br /&gt;
==Interventions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tools of the Trade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*15x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*15x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*10x splints for broken bones. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x tourniquets for stemming the flow of blood. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x epinephrine doses for increasing heart-rate and &amp;quot;coding&amp;quot; patients. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x morphine doses for analgesia and in a pinch hypertension correction. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*5x body-bags for the management of the deceased &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section we&amp;#039;ll assume an understanding of the applications of elastic and packing bandages covered in Basic Medical Information/TCCC. As such we cover primarily pharmacological interventions available in ACE medical starting with the things you&amp;#039;re generally issued and terminating with the items found in Casualty Collection MASH tents and Field Hospitals.&lt;br /&gt;
&lt;br /&gt;
||Note, Tourniquets will occlude the administration of any of the following. You must administer fluids or drugs peripherally (via limbs) that are not occluded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is a vasoconstrictor. In-game epi should be employed if the pulse drops into or below the 70bpm range or systolic blood-pressure falls below 90mmHg and symptoms are present. In the same vein unconscious patients, covered in &amp;quot;Acute Care &amp;amp; Resuscitation&amp;quot; section below require epinephrine to increase the contractility of the heart.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in-game has rather exacerbated vasodilatory effects and is used primarily for analgesia. Though it is often requested by the general infantry one must be careful. There is no naloxone to reverse its affects. My rule of thumb is a systolic pressure greater than or equal to 100mmHg in an otherwise stable patient. Anything less than that and I tell them I&amp;#039;m not comfortable doing so. If the player&amp;#039;s wounds have been addressed and their pain is compromising their ability to function, and they meet the systolic pressure threshold, morphine as indicated for pain may be administered without concern. Else they need their pressure increased. In a pinch you can give epi and morphine together although I&amp;#039;d still monitor them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
was likely added to the game for potential NBC activities because it really doesnt feature elsewhere in the game. In terms of ACLS it is indicated for bradycardia, although not everyone responds to it in real life. I am unsure as to how effective it is in Arma as that discrepancy is likely not modelled - so in cases of bradycardia epinephrine is preferable but atropine is an alternative.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is indicated for narrow PSVT/SVT and wide QRS tachycardia, adenosine in-game appears to have been added for their stamina system. It is not used by Coalition, not least of all because we&amp;#039;ve no NS flushes and second because we&amp;#039;re not converting irregular rhythms as we would with adenosine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fluids&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
such as Plasma, Blood and Saline (&amp;quot;Normal Saline&amp;quot; or &amp;quot;NS&amp;quot;, a 0.9% NaCl solution) are available for volume replacement. Lactated Ringers is, for some ungodly reason, not an available crystalloid. Unfortunately ACE medical doesnt really model the clotting cascade so all fluids are technically the same. They are provided in 250mL, 500mL (known as a &amp;quot;unit&amp;quot; of fluid), and 1000mL volumes. A good rule of thumb is to infuse 2L in anyone with a systolic pressure less than 70mmHg and has sustained significant injuries. There have been times, in acute care situations, I have hung a litre while another individual bandages so as to begin fluid resuscitation as soon as possible. Ultimately, you&amp;#039;re replacing fluids lost with the goal of reaching a systolic over 100mmHg or as close to 120/80mmHg as possible.&lt;br /&gt;
&lt;br /&gt;
==Acute Care &amp;amp; Resuscitation==&lt;br /&gt;
&lt;br /&gt;
The most interesting moments you receive as a medic in Coalition Arma are critical casualties. These are essentially a &amp;quot;code blue&amp;quot; in civilian medicine. Someone on the field of battle has sustained injuries so extreme that they are unconscious. This could be due to incredible pain, it could be due to significant fluid loss, but it&amp;#039;s your job to respond to and manage that situation.&lt;br /&gt;
&lt;br /&gt;
*First, secure the scene. If applicable snag an adjacent squad-mate to begin chest compressions (CPR). Else snag someone to pull security depending on where the casualty is being treated. You dont want enemy walking up on you mid treatment.&lt;br /&gt;
**When in cardiac arrest a timer will begin. When it runs down the patient will die. When one completes a round of CPR however it will reset the timer, buying the intervening medical personnel time.&lt;br /&gt;
*Tourniquetting wounds is often faster than bandaging multiple injuries. This will buy time, although if it&amp;#039;s merely a singular wound to be addressed it may be best to do that first. Remember tourniquets will impeded drug and fluid administration.&lt;br /&gt;
*Bandage from chest and head wounds to the extremities.&lt;br /&gt;
*Pulse check. These should be completed every 30-60seconds in-game as the time is rather accelerated compared to real life. Remember the vitals numbers you&amp;#039;re seeking to return to (80bpm, 120/80mmHg blood-pressure).&lt;br /&gt;
**Note tourniquets will also render a &amp;quot;No Heart Rate Found&amp;quot; message, &amp;#039;&amp;#039;&amp;#039;see figure XYZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Begin epinephrine as you&amp;#039;ve most or all wounds bandaged. It will take time to take effect but will rapidly increase the rate of the patient&amp;#039;s recovery.&lt;br /&gt;
*Begin fluid replacement depending on the blood-pressure reading you got previously.&lt;br /&gt;
*Lastly, consider shock and pain.&lt;br /&gt;
**ACE Medical will add a degree of shock for high levels of pain. It may be that the patient is unconscious because of this and morphine will thus be indicated, but as noted above this will affect pulse and blood-pressure. Epinephrine and fluids may be indicated to resist the side-affects of morphine.&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3006</id>
		<title>Legacy Advanced Medical &amp; TCCC (A3 KAT)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=3006"/>
		<updated>2023-01-08T03:11:09Z</updated>

		<summary type="html">&lt;p&gt;Godonan: Added sample step-by-step&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tccc.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Medic Responsibilities;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Conduct rapid and efficient assessments of casualties and triage.&lt;br /&gt;
*Address any emergent conditions in the field.&lt;br /&gt;
*Manage the supply of medical equipment for your fireteams of responsibility&lt;br /&gt;
&lt;br /&gt;
This document will address these responsibilities and ensure familiarity with the concepts of ACE advanced medical as it has been adapted to Coalition™ gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Patient Presentation &amp;amp; Assessment==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General terminology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Hypotensive - Low blood pressure, defined as a systolic pressure less than 90mmHg and/or a diastolic pressure less than 60mmHg.&lt;br /&gt;
*Normotensive - Normal blood pressure (around 120/80mmHg).&lt;br /&gt;
*Hypertensive - High blood pressure, defined as a systolic pressure greater than 140mmHg and/or a diastolic pressure greater than 90mmHg.&lt;br /&gt;
*Bradycardia - Low pulse, threshold is generally 60bpm but becomes symptomatic in arma in the 30-40bpm range.&lt;br /&gt;
*Tachycardia - High pulse, threshold is generally 100bpm but becomes symptomatic in arma in the 150bpm range.&lt;br /&gt;
*Vasodilation - The widening of blood vessels to decrease blood-pressure.&lt;br /&gt;
*Vasoconstriction - The narrowing of blood vessels to increase blood-pressure&lt;br /&gt;
&lt;br /&gt;
In its present condition the ACE medical system we have adapted provides for a singular &amp;quot;normal&amp;quot; patient presentation. This comprises a pulse of around 80bpm and a blood-pressure of 120/80mmHg. These metrics will fluctuate with increased activity and injury. While pulse fluctuation is straightforward there is reason to outline blood-pressure here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse &amp;amp; Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blood Pressure is read as the top number (the numerator) over the bottom number (the denominator), that is around &amp;#039;&amp;#039;one-hundred and twenty over eighty&amp;#039;&amp;#039; normally. These are your &amp;#039;&amp;#039;systolic&amp;#039;&amp;#039; and &amp;#039;&amp;#039;diastolic&amp;#039;&amp;#039; pressures respectively. Systolic pressure, as the name implies, is the arterial pressure of blood in the body as it is circulated by the contraction of the heart. Diastolic refers to the pressure between contractions of the heart. Thus as &amp;quot;beats per minute&amp;quot; increase (again normal is 80bpm in Arma) the pressure will hover around 120/80 millimetres of mercury (mmHg). This is important in rectifying blood loss and in considering morphine administration. As the casualty&amp;#039;s injury exsanguinates, or bleeds, the pressure will drop - although if the pulse is high enough it may fluctuate upwards, this features when considering the administration of epinephrine.&lt;br /&gt;
&lt;br /&gt;
Essentially think of the heart as a pump, because it is, and the pressures measured as changing with the increased or decreased volume of fluid in the system as it relates to the contractility of the heart pump. So following the Frank-Starling Law as we increase volume with fluids administered in the field, we increase blood pressure, &amp;#039;&amp;#039;but&amp;#039;&amp;#039; as we decrease heart rate (pulse) we lose blood-pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symptoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As is to be expected, wounds accelerate the loss of blood and fluctuation in those circulatory metrics can affect the player&amp;#039;s health. In-game, as pulse rises into tachycardic ranges or blood-pressure enters hypertensive ranges the player will begin to hear a fast heartbeat in their ears. Likewise, as the pulse decreases to bradycardic ranges or the blood-pressure drops into hypotensive ranges the heart-rate sound in the player&amp;#039;s ears will drop in intensity and tempo. In the former&amp;#039;s case this is more of an annoyance, but in the latter case it can be the undoing of the player. In the event another wound is sustained by the bradycardic or hypotensive patient they are more likely to be knocked unconscious or to die outright. Further, in hypotensive ranges the screen will grey and colour will drain from the game-world for the player.&lt;br /&gt;
&lt;br /&gt;
Broken limbs similarly hinder the player. Broken arms will affect recoil management and weapon manipulation. Broken legs will near incapacitate the player&amp;#039;s movement requiring prompt splinting. Splinting is not reliant on the bandaging of the limb and may be delayed until the more acute injuries are addressed.&lt;br /&gt;
&lt;br /&gt;
Lastly, pain is often a side-affect of injury. The pain effects of ACE medical are either a pulsing blur of cinematic aberration or a white flashing at the peripheries of the screen. This can be modulated in a player&amp;#039;s settings.&lt;br /&gt;
&lt;br /&gt;
==Interventions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tools of the Trade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*15x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*15x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*10x splints for broken bones. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x tourniquets for stemming the flow of blood. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x epinephrine doses for increasing heart-rate and &amp;quot;coding&amp;quot; patients. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x morphine doses for analgesia and in a pinch hypertension correction. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*5x body-bags for the management of the deceased &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section we&amp;#039;ll assume an understanding of the applications of elastic and packing bandages covered in Basic Medical Information/TCCC. As such we cover primarily pharmacological interventions available in ACE medical starting with the things you&amp;#039;re generally issued and terminating with the items found in Casualty Collection MASH tents and Field Hospitals.&lt;br /&gt;
&lt;br /&gt;
||Note, Tourniquets will occlude the administration of any of the following. You must administer fluids or drugs peripherally (via limbs) that are not occluded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is a vasoconstrictor. In-game epi should be employed if the pulse drops into or below the 70bpm range or systolic blood-pressure falls below 90mmHg and symptoms are present. In the same vein unconscious patients, covered in &amp;quot;Acute Care &amp;amp; Resuscitation&amp;quot; section below require epinephrine to increase the contractility of the heart.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in-game has rather exacerbated vasodilatory effects and is used primarily for analgesia. Though it is often requested by the general infantry one must be careful. There is no naloxone to reverse its affects. My rule of thumb is a systolic pressure greater than or equal to 100mmHg in an otherwise stable patient. Anything less than that and I tell them I&amp;#039;m not comfortable doing so. If the player&amp;#039;s wounds have been addressed and their pain is compromising their ability to function, and they meet the systolic pressure threshold, morphine as indicated for pain may be administered without concern. Else they need their pressure increased. In a pinch you can give epi and morphine together although I&amp;#039;d still monitor them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
was likely added to the game for potential NBC activities because it really doesnt feature elsewhere in the game. In terms of ACLS it is indicated for bradycardia, although not everyone responds to it in real life. I am unsure as to how effective it is in Arma as that discrepancy is likely not modelled - so in cases of bradycardia epinephrine is preferable but atropine is an alternative.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is indicated for narrow PSVT/SVT and wide QRS tachycardia, adenosine in-game appears to have been added for their stamina system. It is not used by Coalition, not least of all because we&amp;#039;ve no NS flushes and second because we&amp;#039;re not converting irregular rhythms as we would with adenosine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fluids&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
such as Plasma, Blood and Saline (&amp;quot;Normal Saline&amp;quot; or &amp;quot;NS&amp;quot;, a 0.9% NaCl solution) are available for volume replacement. Lactated Ringers is, for some ungodly reason, not an available crystalloid. Unfortunately ACE medical doesnt really model the clotting cascade so all fluids are technically the same. They are provided in 250mL, 500mL (known as a &amp;quot;unit&amp;quot; of fluid), and 1000mL volumes. A good rule of thumb is to infuse 2L in anyone with a systolic pressure less than 70mmHg and has sustained significant injuries. There have been times, in acute care situations, I have hung a litre while another individual bandages so as to begin fluid resuscitation as soon as possible. Ultimately, you&amp;#039;re replacing fluids lost with the goal of reaching a systolic over 100mmHg or as close to 120/80mmHg as possible.&lt;br /&gt;
&lt;br /&gt;
==Acute Care &amp;amp; Resuscitation==&lt;br /&gt;
&lt;br /&gt;
The most interesting moments you receive as a medic in Coalition Arma are critical casualties. These are essentially a &amp;quot;code blue&amp;quot; in civilian medicine. Someone on the field of battle has sustained injuries so extreme that they are unconscious. This could be due to incredible pain, it could be due to significant fluid loss, but it&amp;#039;s your job to respond to and manage that situation.&lt;br /&gt;
&lt;br /&gt;
*First, secure the scene. If applicable snag an adjacent squad-mate to begin chest compressions (CPR). Else snag someone to pull security depending on where the casualty is being treated. You dont want enemy walking up on you mid treatment.&lt;br /&gt;
**When in cardiac arrest a timer will begin. When it runs down the patient will die. When one completes a round of CPR however it will reset the timer, buying the intervening medical personnel time.&lt;br /&gt;
*Tourniquetting wounds is often faster than bandaging multiple injuries. This will buy time, although if it&amp;#039;s merely a singular wound to be addressed it may be best to do that first. Remember tourniquets will impeded drug and fluid administration.&lt;br /&gt;
*Bandage from chest and head wounds to the extremities.&lt;br /&gt;
*Pulse check. These should be completed every 30-60seconds in-game as the time is rather accelerated compared to real life. Remember the vitals numbers you&amp;#039;re seeking to return to (80bpm, 120/80mmHg blood-pressure).&lt;br /&gt;
**Note tourniquets will also render a &amp;quot;No Heart Rate Found&amp;quot; message, &amp;#039;&amp;#039;&amp;#039;see figure XYZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Begin epinephrine as you&amp;#039;ve most or all wounds bandaged. It will take time to take effect but will rapidly increase the rate of the patient&amp;#039;s recovery.&lt;br /&gt;
*Begin fluid replacement depending on the blood-pressure reading you got previously.&lt;br /&gt;
*Lastly, consider shock and pain.&lt;br /&gt;
**ACE Medical will add a degree of shock for high levels of pain. It may be that the patient is unconscious because of this and morphine will thus be indicated, but as noted above this will affect pulse and blood-pressure. Epinephrine and fluids may be indicated to resist the side-affects of morphine.&lt;br /&gt;
&lt;br /&gt;
==Example Medical Treatment Step-By-Step==&lt;br /&gt;
[https://docs.google.com/document/d/1YlY00qoL2gdrbOJJzi5aW19A3HqT7uXflszDYuK7h3M/edit Reference]&lt;br /&gt;
&lt;br /&gt;
* Tourniquet injured limbs.&lt;br /&gt;
* Bandage head and torso.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;MEDIC:&amp;#039;&amp;#039;&amp;#039; Monitor vitals using AED X-series or use a Pulse Oximeter on a limb without a tourniquet&lt;br /&gt;
** Generic AED does NOT have vitals monitoring&lt;br /&gt;
* Check airways.&lt;br /&gt;
** Occluded: Use the Accuvac or perform head turning until airways are cleared.&lt;br /&gt;
** Obstructed: Perform head hyperextending and &amp;#039;&amp;#039;&amp;#039;physically stay near the patient&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Clear: Use King LT (prevents further obstructions and occlusions) or Guedel Tube (just prevents further obstructions).&lt;br /&gt;
** Recovery Position can clear airways and prevent further occlusions/obstructions, &lt;br /&gt;
*** Note: You cannot perform CPR/apply chest seals/any airway action while patient is in Recovery Position.&lt;br /&gt;
* If a fatal amount of blood was lost, administer 1 liter of fluids.&lt;br /&gt;
* Check pulse. If no pulse present, perform CPR.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;MEDIC:&amp;#039;&amp;#039;&amp;#039; If using AED, check rhythm between steps to determine if shock advised.&lt;br /&gt;
* Check Cyanosis (&amp;#039;&amp;#039;&amp;#039;MEDIC:&amp;#039;&amp;#039;&amp;#039; check SpO2 from the AED X-Series or Pulse Oximeter)&lt;br /&gt;
** If Cyanosis present (or SpO2 below average), check for Pneumothorax or Hemothorax injury on chest.&lt;br /&gt;
*** None: Probably airway problem, see above.&lt;br /&gt;
*** Pneumothorax: Chest Seal&lt;br /&gt;
*** Hemothorax: Chest Seal + Drain Fluid&lt;br /&gt;
** You can also proactive check for these injuries beforehand.&lt;br /&gt;
* Put patient in recovery position if no King LT or Guedel Tube inserted.&lt;br /&gt;
** If Guedel Tube inserted, check for occlusion every so often.&lt;br /&gt;
* Bandage tourniqueted wounds. Remove tourniquets.&lt;br /&gt;
* Splint broken bones.&lt;br /&gt;
* Administer additional fluids until &amp;quot;lost some blood&amp;quot; status achieved.&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Registering_Help_/_FAQ&amp;diff=3003</id>
		<title>Registering Help / FAQ</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Registering_Help_/_FAQ&amp;diff=3003"/>
		<updated>2022-12-20T00:25:04Z</updated>

		<summary type="html">&lt;p&gt;Godonan: added finding steam64&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== I can&amp;#039;t find my Teamspeak 3 ID! ==&lt;br /&gt;
Your teamspeak 3 ID is a special set of characters that identify you on teamspeak. It can be found in the teamspeak client at Tools -&amp;gt; Identities -&amp;gt; &amp;quot;Go Advanced&amp;quot;.&lt;br /&gt;
[[File:Teamspeak.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Click &amp;quot;Go Advanced&amp;quot; to see your teamspeak3 ID:&lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Your TS3 ID is now visible:&lt;br /&gt;
&lt;br /&gt;
[[File:TS3ID.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
== I can&amp;#039;t find my Steam64 ID! == &lt;br /&gt;
&lt;br /&gt;
Your Steam64 ID is the unique number assigned to your account. It can be found on the steam website or client in your account details, under your username.&lt;br /&gt;
&lt;br /&gt;
[[File:Getsteam64gif.gif|center|frame]]&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Getsteam64gif.gif&amp;diff=3002</id>
		<title>File:Getsteam64gif.gif</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Getsteam64gif.gif&amp;diff=3002"/>
		<updated>2022-12-20T00:22:52Z</updated>

		<summary type="html">&lt;p&gt;Godonan: steam64 steps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
steam64 steps&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=BTR_Flashcards&amp;diff=2976</id>
		<title>BTR Flashcards</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=BTR_Flashcards&amp;diff=2976"/>
		<updated>2022-08-31T03:44:50Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some flashcards to help you spot the differences between BTR variants! &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image:BTR60IDcardSide.png&lt;br /&gt;
Image:BTR70idCardSide.png&lt;br /&gt;
Image:BTR80idCardSide.png&lt;br /&gt;
Image:BTR80AidCardSide.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=BTR_Flashcards&amp;diff=2975</id>
		<title>BTR Flashcards</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=BTR_Flashcards&amp;diff=2975"/>
		<updated>2022-08-31T03:44:23Z</updated>

		<summary type="html">&lt;p&gt;Godonan: more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some flashcards to help you spot the differences between BTR variants! &lt;br /&gt;
&amp;lt;gallery widths=1000px heights=1000px mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image:BTR60IDcardSide.png&lt;br /&gt;
Image:BTR70idCardSide.png&lt;br /&gt;
Image:BTR80idCardSide.png&lt;br /&gt;
Image:BTR80AidCardSide.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=BTR_Flashcards&amp;diff=2974</id>
		<title>BTR Flashcards</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=BTR_Flashcards&amp;diff=2974"/>
		<updated>2022-08-31T03:43:58Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some flashcards to help you spot the differences between BTR variants! &lt;br /&gt;
&amp;lt;gallery widths=1000px mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image:BTR60IDcardSide.png&lt;br /&gt;
Image:BTR70idCardSide.png&lt;br /&gt;
Image:BTR80idCardSide.png&lt;br /&gt;
Image:BTR80AidCardSide.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=BTR_Flashcards&amp;diff=2973</id>
		<title>BTR Flashcards</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=BTR_Flashcards&amp;diff=2973"/>
		<updated>2022-08-31T02:58:07Z</updated>

		<summary type="html">&lt;p&gt;Godonan: fixed slideshow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are some flashcards to help you spot the differences between BTR variants! &lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot;&amp;gt;&lt;br /&gt;
Image:BTR60IDcardSide.png&lt;br /&gt;
Image:BTR70idCardSide.png&lt;br /&gt;
Image:BTR80idCardSide.png&lt;br /&gt;
Image:BTR80AidCardSide.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Formations&amp;diff=2972</id>
		<title>Formations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Formations&amp;diff=2972"/>
		<updated>2022-08-31T02:24:36Z</updated>

		<summary type="html">&lt;p&gt;Godonan: /* US Army Video */ fixed tiny video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Formation Information ==&lt;br /&gt;
All formations have 5 meter spacing between players unless otherwise specified by your leadership.&lt;br /&gt;
&lt;br /&gt;
FTL = Fireteam Leader&lt;br /&gt;
&lt;br /&gt;
AR = Automatic Rifleman&lt;br /&gt;
&lt;br /&gt;
AAR = Assistant Automatic Rifleman&lt;br /&gt;
&lt;br /&gt;
AT = Rifleman (Anti-Tank)&lt;br /&gt;
&lt;br /&gt;
GRN = Grenadier&lt;br /&gt;
&lt;br /&gt;
When choosing a formation for movement within your fireteam, you must consider &amp;#039;&amp;#039;&amp;#039;control&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;flexibility&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;fire capability&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;security&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
[[File:Formationguide.png|center|940x940px]]&lt;br /&gt;
&lt;br /&gt;
===Basic Fireteam Formations===&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;&amp;#039;Fireteam Wedge&amp;#039;&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
          FTL&lt;br /&gt;
      AR      GRN&lt;br /&gt;
  AAR             AT&lt;br /&gt;
                    &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fireteam wedge is the default formation used when moving towards contact or an unknown area. It allows for quick transitioning into a line and ease of movement. The AR should always be placed on the side&lt;br /&gt;
of which contact is more likely to happen, so he and his team can establish a base of fire and achieve fire superiority as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;&amp;#039;Fireteam Column&amp;#039;&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     AT&lt;br /&gt;
     AR&lt;br /&gt;
     AAR&lt;br /&gt;
     FTL&lt;br /&gt;
     GRN&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fireteam column is best used when you expect enemy contact to come from your sides. Its frontal and rear firepower is minimal and is best used when crossing expected minefields.&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;&amp;#039;Fireteam Line&amp;#039;&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AT   AR   AAR   FTL  GRN&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fireteam line is what formation you will always turn into when reacting to contact. Regardless of what formation you where traveling in, always form a line facing the direction of first contact to maximize fire power.&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;&amp;#039;Staggered Column&amp;#039;&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  AT&lt;br /&gt;
         AR&lt;br /&gt;
  AAR&lt;br /&gt;
         FTL&lt;br /&gt;
  GRN&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The staggered column is a good compromise for a fireteam. Naturally this will be chosen for road marches or when escorting assets. It is a very balanced formation with equal firepower to all sides.&lt;br /&gt;
A staggered column should be preferred over a column in most situations.&lt;br /&gt;
&lt;br /&gt;
===Basic Squad Formations===&lt;br /&gt;
Squad formations are chosen by the squad leader, usually team leaders have the freedom to choose the fireteam formation.&lt;br /&gt;
However, the fireteam formation needs to be within the intent of the squad leader&amp;#039;s choice of the squad formation.&lt;br /&gt;
Bad examples:&lt;br /&gt;
A squad line with fireteams in columns or a squad column with fireteams in lines.&lt;br /&gt;
The fireteam formations are interfering and contradicting with the squad formation becoming essentially pointless.&lt;br /&gt;
&lt;br /&gt;
==== Squad Column ====&lt;br /&gt;
Squad Column with fireteam wedges =&amp;gt; &amp;quot;fireteams in the squad are aligned in a column and the fireteam formations are wedges&amp;quot;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
          FTL&lt;br /&gt;
      AR      GRN&lt;br /&gt;
  AAR             AT&lt;br /&gt;
&lt;br /&gt;
         SL&lt;br /&gt;
         M&lt;br /&gt;
&lt;br /&gt;
           FTL&lt;br /&gt;
       GRN      AR&lt;br /&gt;
   AT             AAR                    &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If traveling or traveling-overwatch is the movement technique to be used for the squad, this will be your default formations.&lt;br /&gt;
It is a compromise of risk minimization due to small exposure, flexibility to transition into other formation, to react to contact,&lt;br /&gt;
ease of control and traveling speed.&lt;br /&gt;
&lt;br /&gt;
==== Squad Line ====&lt;br /&gt;
Squad Line with fireteam wedges =&amp;gt; &amp;quot;fireteams in the squad are aligned in a line and the fireteam formations are wedges&amp;quot;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
          FTL                       FTL&lt;br /&gt;
      AR      GRN               GRN      AR&lt;br /&gt;
  AAR             AT        AT             AAR                   &lt;br /&gt;
                       SL&lt;br /&gt;
                       M &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The squad line is what all formations become if the entire squad comes under fire. Squad leaders should minimize time in the squad line unless defensive. If defensive, the squad line offers maximum firepower forward but leave the flank firepower to be desired.&lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;&amp;#039;Squad File&amp;#039;&amp;#039;&amp;#039; ====&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     AT&lt;br /&gt;
     AR&lt;br /&gt;
     AAR&lt;br /&gt;
     FTL&lt;br /&gt;
     GRN&lt;br /&gt;
&lt;br /&gt;
     AT&lt;br /&gt;
     AR&lt;br /&gt;
     AAR&lt;br /&gt;
     FTL&lt;br /&gt;
     GRN&lt;br /&gt;
&lt;br /&gt;
     SL&lt;br /&gt;
     M&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The squad column lacks security to the front and rear, but maximizes firepower to the flanks.&lt;br /&gt;
The squad column should primarily be used when contact should be avoided at all costs and when the reaction to contact will be to break from it.&lt;br /&gt;
In most other traveling situations for large groups the formation should be a staggered column or a squad column.&lt;br /&gt;
&lt;br /&gt;
=== US Army Video ===&lt;br /&gt;
Here is a basic instructional video used by the US Army in earlier conflicts to help explain squad and fireteam movement formations. Their TTPs still apply even in-game.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/OKRues4Fwrk?t=22|1000|center|US Army Formation Movement|start=22}}&lt;br /&gt;
&lt;br /&gt;
=== Specialized Formations ===&lt;br /&gt;
&lt;br /&gt;
==== Platoon Jungle Formation ====&lt;br /&gt;
The Platoon Jungle Formation is a specialized movement formation for a platoon sized element through (you guessed it) a jungle. This formation is characterized by the squad columns that mutually support and provide security. The forward-most element can be flexible, as long as it is able to provide fire support forward.&amp;lt;pre&amp;gt;&lt;br /&gt;
           TL              TL&lt;br /&gt;
         AR  GREN      GREN  AR    &lt;br /&gt;
      AAR        AT  AT        AAR&lt;br /&gt;
                   &lt;br /&gt;
     TL            SL             TL&lt;br /&gt;
     AR            M              AR&lt;br /&gt;
     AAR                          AAR&lt;br /&gt;
     GRN                          GRN&lt;br /&gt;
     AT                           AT&lt;br /&gt;
                     &lt;br /&gt;
     SL            PL             SL&lt;br /&gt;
     M             MO             M&lt;br /&gt;
               RTO/JTAC/FO&lt;br /&gt;
     AT                           AT&lt;br /&gt;
     AR                           AR&lt;br /&gt;
     AAR                          AAR&lt;br /&gt;
     GRN                          GRN&lt;br /&gt;
     TL                           TL&lt;br /&gt;
&amp;lt;/pre&amp;gt;The jungle formation is vulnerable to indirect fire, but centralizes control and provides good security. In the event of contact, the formation is extremely flexible - the squad columns will swing out into lines for maximum fire support towards the contact. The Team Leaders at the rear control the swing out. &lt;br /&gt;
&lt;br /&gt;
Note the position of the platoon leader and the adjacent squad leaders during movement. This proximity allows the formation to expand when it halts in order to form a perimeter. This depicts a 39 man platoon, but this can be effectively used with more or less numbers.&lt;br /&gt;
&lt;br /&gt;
==== Minefield Formation ====&lt;br /&gt;
Minefields are a difficult obstacle to face. If avoidance is not possible, you and your team(s) may be forced to push through. In this case, mine detectors and other engineering tools should be available. The engineers or soldiers with the necessary tools should be placed ahead of the platoon/squad/team by about 30 meters in order to provide clearance in the event of an untimely detonation. A squad level example is below. &amp;lt;pre&amp;gt;&lt;br /&gt;
     ENG&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
     AT&lt;br /&gt;
     AR&lt;br /&gt;
     AAR&lt;br /&gt;
     FTL&lt;br /&gt;
     GRN&lt;br /&gt;
&lt;br /&gt;
     AT&lt;br /&gt;
     AR&lt;br /&gt;
     AAR&lt;br /&gt;
     FTL&lt;br /&gt;
     GRN&lt;br /&gt;
&lt;br /&gt;
     SL&lt;br /&gt;
     M&lt;br /&gt;
&amp;lt;/pre&amp;gt;It is critical that the point man in the engineering unit covers about a 2 meter wide area in front of them. If possible, other members of the engineering unit should mark the safe route visibly on the ground. The engineering team should carefully consider the terrain they are traversing while inside the minefield.&lt;br /&gt;
&lt;br /&gt;
Infantry in this formation should provide cover for the engineers to the best of their limited ability while staying in the cleared areas of the minefield. Unfortunately, the infantry are likely relegated to standing in the open with little to no cover while they perform this task. &lt;br /&gt;
&lt;br /&gt;
There are nearly no advantages to this formation as traversing a minefield is not an advantageous situation and should only be done if &amp;#039;&amp;#039;absolutely&amp;#039;&amp;#039; necessary. The main advantage of this formation is that casualties from the minefield itself should be mitigated by following the exact path as the forward element.&lt;br /&gt;
&lt;br /&gt;
Attached is a US Marine Corps Squad-size Sweeping Team, for reference.&lt;br /&gt;
&lt;br /&gt;
[[File:USM-Minefield-Squad.PNG|center|frameless|744x744px]]&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=2971</id>
		<title>Mortar Team</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=2971"/>
		<updated>2022-08-31T02:23:39Z</updated>

		<summary type="html">&lt;p&gt;Godonan: fixed tiny video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Purpose==&lt;br /&gt;
&lt;br /&gt;
Mortar teams are high skill, high value assets place into battle situations to help remove dug in enemies or provide cover and support for friendly troops.&lt;br /&gt;
&lt;br /&gt;
As a mortar team, you will be responsible for: &lt;br /&gt;
&lt;br /&gt;
*Delivering High Explosive (HE) rounds to both close and distance target locations. &lt;br /&gt;
*Delivering Smoke rounds to allow friendlies to move either to or from a location.&lt;br /&gt;
*Delivering Illumination rounds during night time operations to give friendlies better visual advantage.&lt;br /&gt;
*Being ready to move and relocate should the need arise. &lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
*82mm Range Tables (Shows distances adjustments and time of flight to target)&lt;br /&gt;
*Map tools (Gives accurate distance estimates on a map. Each number is 1000m on the edge of the tool)&lt;br /&gt;
*Watch (Default ArmA tool. Important to keep it open)&lt;br /&gt;
&lt;br /&gt;
==Operation==&lt;br /&gt;
It is common to have a JTAC or Forward Observer working alongside the mortar team to call in support. They will be handling your call-ins and providing info. about splashdown and accuracy of your rounds. &lt;br /&gt;
&lt;br /&gt;
===Individual Roles===&lt;br /&gt;
A mortar team can consist of a Team Lead, Gunner, and a Loader.&lt;br /&gt;
&lt;br /&gt;
====Team Lead====&lt;br /&gt;
The Team Lead is responsible for:&lt;br /&gt;
*Relaying communications to and from PL and JTAC/FO&lt;br /&gt;
*Giving the firing solution to the Gunner&lt;br /&gt;
**Use map tools and range table to find elevation, azimuth, charge for each fire mission and quickly relay them to the gunner&lt;br /&gt;
*Giving the shell type and charge of the shell for the Loader &lt;br /&gt;
*You should be calling &amp;quot;round(s) out&amp;quot;, &amp;quot;Inbound, ETA __ &amp;quot;, and any other useful information to keep your friendlies safe and informed&lt;br /&gt;
&lt;br /&gt;
====Gunner====&lt;br /&gt;
The Gunner is responsible for:&lt;br /&gt;
*Aiming and firing the weapon&lt;br /&gt;
*Ensuring the distancing and azimuth that the TL gives is accurate. You should be double checking the lead&amp;#039;s calculations and call-outs to ensure the round will impact where needed&lt;br /&gt;
*Stay on the gun. No reason for you to not be on and ready to put in new coordinates&lt;br /&gt;
*Keep the map up when possible. Sooner you see the mark placed on the map, the sooner you will be able to put ordinance on target&lt;br /&gt;
&lt;br /&gt;
====Loader====&lt;br /&gt;
&lt;br /&gt;
The Loader is responsible for:&lt;br /&gt;
*Selecting the right shell and keeping the mortar loading and prepared to fire at any moment&lt;br /&gt;
*Setting the charge of the shell and keeping the Lead up-to-date on shells remaining&lt;br /&gt;
*Security. If you aren&amp;#039;t loading you should be keeping an eye out for possible flanks. This won&amp;#039;t happen often but certain missions may have you in close danger&lt;br /&gt;
*Help the Gunner with his targeting. Remember what the TL tells him to ensure he can set it accurately&lt;br /&gt;
 &lt;br /&gt;
===Battle SOP===&lt;br /&gt;
#Command/JTAC/FO will mark a target and instruct the Team Lead over radio which round (he, smoke, illumination) to use&lt;br /&gt;
#The Team Lead and Gunner use the map tools to range the target&lt;br /&gt;
#The Loader loads the proper round while the Gunner is setting his weapon. You should call &amp;quot;Loading&amp;quot; and &amp;quot;Loaded&amp;quot; to alert you Gunner&lt;br /&gt;
#The Gunner adjusts the mortar to the correct direction &amp;amp; ELEV (range keys: default Page UP and Page down, hold SHIFT to change the range slowly)&lt;br /&gt;
#The Gunner will call &amp;quot;Gun Ready&amp;quot; or something similar to alert TL of the status of the gun. &lt;br /&gt;
#The Team Lead will call &amp;quot;Fire 1&amp;quot;, &amp;quot;Fire 2&amp;quot;, ect. to keep track of the number of rounds delivered. He relays the flight time to Command and calls “splash” when the mortar should hit.&lt;br /&gt;
#Command/JTAC/FO will call for adjustment to ELEV or direction.&lt;br /&gt;
#Gunner adjusts, and Loader loads another round.&lt;br /&gt;
#Gunner then fires again if instructed.&lt;br /&gt;
&lt;br /&gt;
===Usage Video Guides===&lt;br /&gt;
{{#ev:youtube|https://youtu.be/6vwY8ioRSq4|1000|center|Mk6 Video Guide}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/Tn9WVqYHCMk|1000|center|VZ99 Video Guide}}&lt;br /&gt;
&lt;br /&gt;
==Final Notes and Tips==&lt;br /&gt;
*While you have down time you should begin to set your map to look similar to the picture below. Be sure to do it in &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Group Chat&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; so you don&amp;#039;t clutter the map for others. (Image from @Jester2138 [29.Dec.2017])&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar Map.jpg|none|1000px]]&lt;br /&gt;
*You will notice he places &amp;quot;AZ&amp;quot; for azimuth and &amp;quot;ELEV&amp;quot; for the elevation for the gun. Doing this will dramatically improve your time to target and fire &lt;br /&gt;
*Know how to use map tools. If you don&amp;#039;t know, see this [[Link title]]&lt;br /&gt;
&lt;br /&gt;
Range table for the WWII-era M2 mortar (useful to have on 2nd monitor):&lt;br /&gt;
&lt;br /&gt;
[[File:M2 mortar table.png|none|1000px]]&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Using_GCam_for_Cinematics&amp;diff=2970</id>
		<title>Using GCam for Cinematics</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Using_GCam_for_Cinematics&amp;diff=2970"/>
		<updated>2022-08-31T02:23:15Z</updated>

		<summary type="html">&lt;p&gt;Godonan: fixed tiny video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Our Modpack includes the GCam camera utility, accessible through Potato Spectator when you die, or through a module in the editor. This gives you camera options you don&amp;#039;t have in the normal spectator mode.  You have probably saw GCam clips in year in review videos! GCam is commonly used to create cinematic trailers for campaigns or CCOs!  &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ffkWesLt3eE&amp;amp;feature=youtu.be|1000|center| Jester2138 made a video on how to use GCam in-game.|frame}}&lt;br /&gt;
&lt;br /&gt;
== Written highlight of the basics==&lt;br /&gt;
*Access GCam through the &amp;quot;Open GCam&amp;quot; button in spectator&lt;br /&gt;
*Open &amp;amp; Close the GCam interface with &amp;quot;L&amp;quot;&lt;br /&gt;
*The three different modes are:&lt;br /&gt;
**Follow: Holds the camera in position relative to the selected unit while ignoring its rotation&lt;br /&gt;
**Behind: Holds the camera in position relative to the selected unit while copying its orientation&lt;br /&gt;
**Focus: Haven&amp;#039;t quite figured this out yet&lt;br /&gt;
**For following infantry, start with only &amp;quot;Follow&amp;quot; mode enabled. As infantry tend to rotate a lot, &amp;quot;Behind&amp;quot; can be very frenetic and hard-to-follow.&lt;br /&gt;
**For vehicles, start with &amp;quot;Follow&amp;quot; and &amp;quot;Behind&amp;quot; modes. This gives you a much smoother camera.&lt;br /&gt;
*To exit Gcam, open the GCam interface with &amp;quot;L&amp;quot; (if necessary) and click &amp;quot;Close GCam.&amp;quot; This returns you to Potato Spectator, and you can navigate back to the action as needed.&lt;br /&gt;
&lt;br /&gt;
== Full Keybinds ==&lt;br /&gt;
Please watch the tutorial video above for a rundown of the UI. &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;L&amp;quot; - Opens the User interface&lt;br /&gt;
* &amp;quot;W,A,S,D&amp;quot; - Camera Movement&lt;br /&gt;
* &amp;quot;2&amp;quot; - Camera forward with FOV tracking&lt;br /&gt;
* &amp;quot;Holding LMB&amp;quot; - Camera Pivot (stationary) &lt;br /&gt;
* &amp;quot;Clicking RMB&amp;quot; - Reset Zoom&lt;br /&gt;
* &amp;quot;Scroll Wheel&amp;quot; - Zoom in/out&lt;br /&gt;
** Your Zoom level also changes your camera movement speed while free camming. &lt;br /&gt;
* &amp;quot;Q/Z&amp;quot; - Camera Altitude Up/Down&lt;br /&gt;
* &amp;quot;F&amp;quot; - Toggles Follow mode&lt;br /&gt;
* &amp;quot;B&amp;quot; - Toggles Behind view&lt;br /&gt;
* &amp;quot;C&amp;quot; - Toggles Focus mode&lt;br /&gt;
* &amp;quot;T&amp;quot; - Toggles Fire/Ejection trigger. &lt;br /&gt;
**Will Follow first munition fired or unit ejected. &lt;br /&gt;
* &amp;quot;V&amp;quot; - Toggles Camera mode&lt;br /&gt;
* &amp;quot;Up/down Arrow&amp;quot; - Cycles Team&lt;br /&gt;
* &amp;quot;Left/Right Arrow&amp;quot; - Cycles Individual units (players)&lt;br /&gt;
&lt;br /&gt;
==Examples of GCam footage==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/LGnRlSZGsg8?|1000|center| GCam used to create a video from a live session -By Schmidtstorm.}}&lt;br /&gt;
{{#ev:youtube|https://youtu.be/ecq_DtKuV38|1000|center| CCO 16 trailer made with GCam -By SmanDaMan}}&lt;br /&gt;
{{#ev:youtube|https://youtu.be/WJNQsqRQEy0|1000|center| Automatically following Munitions on launch.|frame}}&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=NLAW_Guide&amp;diff=2969</id>
		<title>NLAW Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=NLAW_Guide&amp;diff=2969"/>
		<updated>2022-08-31T02:22:50Z</updated>

		<summary type="html">&lt;p&gt;Godonan: fixed tiny video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The NLAW is the best light AT launcher you can get your hands on in our modpack. This thing auto compensates for drop, moving targets, and even comes with a top attack mode. To use the auto compensation you will hold &amp;quot;Tab&amp;quot; this will result in an audible click. To compensate for movement keep holding Tab while holding the crosshair on your target for 2-3 seconds and then fire while still holding Tab. To change your launcher between direct and top attack modes, press LCTRL+TAB. you will get a notification telling you which mode you are in. The optic has night vision built in. &lt;br /&gt;
&lt;br /&gt;
Note that it is recommended to use the Over-fly &amp;quot;top attack&amp;quot; mode against heavily armored targets. This is because the HEAT charge is actually angled downward to attack the thinner top armor. Direct fire is intended for bunkers or softer targets. &lt;br /&gt;
&lt;br /&gt;
===Launcher===&lt;br /&gt;
[[File:NLAW unsight.png|center|900px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Optic===&lt;br /&gt;
[[File:NLAW sight.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/Ha5ilBEvhVI|1000|center|How to Use the NLAW}}&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Streaming/Recording&amp;diff=2968</id>
		<title>Streaming/Recording</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Streaming/Recording&amp;diff=2968"/>
		<updated>2022-08-31T02:22:05Z</updated>

		<summary type="html">&lt;p&gt;Godonan: fixed tiny video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a video explaining how to setup your stream!&lt;br /&gt;
&lt;br /&gt;
More to be added at a later date.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=_LImOXnifUA|1000|center|Jester2138 made a video explaining, in detail, how best to setup your OBS for streaming &amp;amp; recording.|frame}}&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=HAL_AI_Commander&amp;diff=2967</id>
		<title>HAL AI Commander</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=HAL_AI_Commander&amp;diff=2967"/>
		<updated>2022-08-31T02:21:20Z</updated>

		<summary type="html">&lt;p&gt;Godonan: fixed tiny video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Follow this video/guide on how to setup HAL for a CMF mission.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|R-zq50XwRqs|1000|center|HAL/NR6 Setup|frame}}&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=TOW_Guide&amp;diff=2966</id>
		<title>TOW Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=TOW_Guide&amp;diff=2966"/>
		<updated>2022-08-31T02:20:14Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TOW is an effective weapon, but it takes a lot to lug around. It can be disassembled and carred in two pieces like any other &amp;quot;static&amp;quot; weapon in ARMA. The TOW has a very good field of fire when mounted on its Tripod. It can point almost vertical, and can depress sufficiently low to allow the weapon to be mounted in awkward locations so long as the physics gods of ARMA have mercy. Using the TOW is simple. You point the crosshair at the target and hold it there. Since this is a wire guided missile, you can follow moving targets and to some extent fire over hills with good timing. In ARMA the TOW has an effective range of 4km, though the longer the shot, the harder the accuracy suffers. Long range shots may require moving the crosshair around while watching the rocket motor to adjust the shot. The TOW offers FLIR in its optic package, Strangely if you try to cycle to black hot, it will change to RHS syle white hot instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TOW launcher.png|center|900px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Video Operation Guide&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
{{#ev:youtube|zXwBtOuet9o|1000|center|How to Use the TOW|frame}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Optics&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
[[File:TOW optic.png|center|900px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039; White Hot&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
[[File:TOW FLIR.png|center|900px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;RHS White Hot&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
[[File:TOW FLIR2.png|center|900px]]&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=2920</id>
		<title>Mortar Team</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=2920"/>
		<updated>2022-08-27T22:21:57Z</updated>

		<summary type="html">&lt;p&gt;Godonan: /* Usage Video Guides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Purpose==&lt;br /&gt;
&lt;br /&gt;
Mortar teams are high skill, high value assets place into battle situations to help remove dug in enemies or provide cover and support for friendly troops.&lt;br /&gt;
&lt;br /&gt;
As a mortar team, you will be responsible for: &lt;br /&gt;
&lt;br /&gt;
*Delivering High Explosive (HE) rounds to both close and distance target locations. &lt;br /&gt;
*Delivering Smoke rounds to allow friendlies to move either to or from a location.&lt;br /&gt;
*Delivering Illumination rounds during night time operations to give friendlies better visual advantage.&lt;br /&gt;
*Being ready to move and relocate should the need arise. &lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
*82mm Range Tables (Shows distances adjustments and time of flight to target)&lt;br /&gt;
*Map tools (Gives accurate distance estimates on a map. Each number is 1000m on the edge of the tool)&lt;br /&gt;
*Watch (Default ArmA tool. Important to keep it open)&lt;br /&gt;
&lt;br /&gt;
==Operation==&lt;br /&gt;
It is common to have a JTAC or Forward Observer working alongside the mortar team to call in support. They will be handling your call-ins and providing info. about splashdown and accuracy of your rounds. &lt;br /&gt;
&lt;br /&gt;
===Individual Roles===&lt;br /&gt;
A mortar team can consist of a Team Lead, Gunner, and a Loader.&lt;br /&gt;
&lt;br /&gt;
====Team Lead====&lt;br /&gt;
The Team Lead is responsible for:&lt;br /&gt;
*Relaying communications to and from PL and JTAC/FO&lt;br /&gt;
*Giving the firing solution to the Gunner&lt;br /&gt;
**Use map tools and range table to find elevation, azimuth, charge for each fire mission and quickly relay them to the gunner&lt;br /&gt;
*Giving the shell type and charge of the shell for the Loader &lt;br /&gt;
*You should be calling &amp;quot;round(s) out&amp;quot;, &amp;quot;Inbound, ETA __ &amp;quot;, and any other useful information to keep your friendlies safe and informed&lt;br /&gt;
&lt;br /&gt;
====Gunner====&lt;br /&gt;
The Gunner is responsible for:&lt;br /&gt;
*Aiming and firing the weapon&lt;br /&gt;
*Ensuring the distancing and azimuth that the TL gives is accurate. You should be double checking the lead&amp;#039;s calculations and call-outs to ensure the round will impact where needed&lt;br /&gt;
*Stay on the gun. No reason for you to not be on and ready to put in new coordinates&lt;br /&gt;
*Keep the map up when possible. Sooner you see the mark placed on the map, the sooner you will be able to put ordinance on target&lt;br /&gt;
&lt;br /&gt;
====Loader====&lt;br /&gt;
&lt;br /&gt;
The Loader is responsible for:&lt;br /&gt;
*Selecting the right shell and keeping the mortar loading and prepared to fire at any moment&lt;br /&gt;
*Setting the charge of the shell and keeping the Lead up-to-date on shells remaining&lt;br /&gt;
*Security. If you aren&amp;#039;t loading you should be keeping an eye out for possible flanks. This won&amp;#039;t happen often but certain missions may have you in close danger&lt;br /&gt;
*Help the Gunner with his targeting. Remember what the TL tells him to ensure he can set it accurately&lt;br /&gt;
 &lt;br /&gt;
===Battle SOP===&lt;br /&gt;
#Command/JTAC/FO will mark a target and instruct the Team Lead over radio which round (he, smoke, illumination) to use&lt;br /&gt;
#The Team Lead and Gunner use the map tools to range the target&lt;br /&gt;
#The Loader loads the proper round while the Gunner is setting his weapon. You should call &amp;quot;Loading&amp;quot; and &amp;quot;Loaded&amp;quot; to alert you Gunner&lt;br /&gt;
#The Gunner adjusts the mortar to the correct direction &amp;amp; ELEV (range keys: default Page UP and Page down, hold SHIFT to change the range slowly)&lt;br /&gt;
#The Gunner will call &amp;quot;Gun Ready&amp;quot; or something similar to alert TL of the status of the gun. &lt;br /&gt;
#The Team Lead will call &amp;quot;Fire 1&amp;quot;, &amp;quot;Fire 2&amp;quot;, ect. to keep track of the number of rounds delivered. He relays the flight time to Command and calls “splash” when the mortar should hit.&lt;br /&gt;
#Command/JTAC/FO will call for adjustment to ELEV or direction.&lt;br /&gt;
#Gunner adjusts, and Loader loads another round.&lt;br /&gt;
#Gunner then fires again if instructed.&lt;br /&gt;
&lt;br /&gt;
===Usage Video Guides===&lt;br /&gt;
{{#ev:youtube|https://youtu.be/6vwY8ioRSq4|1000px|center|Mk6 Video Guide}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/Tn9WVqYHCMk|1000px|center|VZ99 Video Guide}}&lt;br /&gt;
&lt;br /&gt;
==Final Notes and Tips==&lt;br /&gt;
*While you have down time you should begin to set your map to look similar to the picture below. Be sure to do it in &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Group Chat&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; so you don&amp;#039;t clutter the map for others. (Image from @Jester2138 [29.Dec.2017])&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar Map.jpg|none|1000px]]&lt;br /&gt;
*You will notice he places &amp;quot;AZ&amp;quot; for azimuth and &amp;quot;ELEV&amp;quot; for the elevation for the gun. Doing this will dramatically improve your time to target and fire &lt;br /&gt;
*Know how to use map tools. If you don&amp;#039;t know, see this [[Link title]]&lt;br /&gt;
&lt;br /&gt;
Range table for the WWII-era M2 mortar (useful to have on 2nd monitor):&lt;br /&gt;
&lt;br /&gt;
[[File:M2 mortar table.png|none|1000px]]&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=2919</id>
		<title>Mortar Team</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=2919"/>
		<updated>2022-08-27T22:17:40Z</updated>

		<summary type="html">&lt;p&gt;Godonan: added vz66&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Purpose==&lt;br /&gt;
&lt;br /&gt;
Mortar teams are high skill, high value assets place into battle situations to help remove dug in enemies or provide cover and support for friendly troops.&lt;br /&gt;
&lt;br /&gt;
As a mortar team, you will be responsible for: &lt;br /&gt;
&lt;br /&gt;
*Delivering High Explosive (HE) rounds to both close and distance target locations. &lt;br /&gt;
*Delivering Smoke rounds to allow friendlies to move either to or from a location.&lt;br /&gt;
*Delivering Illumination rounds during night time operations to give friendlies better visual advantage.&lt;br /&gt;
*Being ready to move and relocate should the need arise. &lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
*82mm Range Tables (Shows distances adjustments and time of flight to target)&lt;br /&gt;
*Map tools (Gives accurate distance estimates on a map. Each number is 1000m on the edge of the tool)&lt;br /&gt;
*Watch (Default ArmA tool. Important to keep it open)&lt;br /&gt;
&lt;br /&gt;
==Operation==&lt;br /&gt;
It is common to have a JTAC or Forward Observer working alongside the mortar team to call in support. They will be handling your call-ins and providing info. about splashdown and accuracy of your rounds. &lt;br /&gt;
&lt;br /&gt;
===Individual Roles===&lt;br /&gt;
A mortar team can consist of a Team Lead, Gunner, and a Loader.&lt;br /&gt;
&lt;br /&gt;
====Team Lead====&lt;br /&gt;
The Team Lead is responsible for:&lt;br /&gt;
*Relaying communications to and from PL and JTAC/FO&lt;br /&gt;
*Giving the firing solution to the Gunner&lt;br /&gt;
**Use map tools and range table to find elevation, azimuth, charge for each fire mission and quickly relay them to the gunner&lt;br /&gt;
*Giving the shell type and charge of the shell for the Loader &lt;br /&gt;
*You should be calling &amp;quot;round(s) out&amp;quot;, &amp;quot;Inbound, ETA __ &amp;quot;, and any other useful information to keep your friendlies safe and informed&lt;br /&gt;
&lt;br /&gt;
====Gunner====&lt;br /&gt;
The Gunner is responsible for:&lt;br /&gt;
*Aiming and firing the weapon&lt;br /&gt;
*Ensuring the distancing and azimuth that the TL gives is accurate. You should be double checking the lead&amp;#039;s calculations and call-outs to ensure the round will impact where needed&lt;br /&gt;
*Stay on the gun. No reason for you to not be on and ready to put in new coordinates&lt;br /&gt;
*Keep the map up when possible. Sooner you see the mark placed on the map, the sooner you will be able to put ordinance on target&lt;br /&gt;
&lt;br /&gt;
====Loader====&lt;br /&gt;
&lt;br /&gt;
The Loader is responsible for:&lt;br /&gt;
*Selecting the right shell and keeping the mortar loading and prepared to fire at any moment&lt;br /&gt;
*Setting the charge of the shell and keeping the Lead up-to-date on shells remaining&lt;br /&gt;
*Security. If you aren&amp;#039;t loading you should be keeping an eye out for possible flanks. This won&amp;#039;t happen often but certain missions may have you in close danger&lt;br /&gt;
*Help the Gunner with his targeting. Remember what the TL tells him to ensure he can set it accurately&lt;br /&gt;
 &lt;br /&gt;
===Battle SOP===&lt;br /&gt;
#Command/JTAC/FO will mark a target and instruct the Team Lead over radio which round (he, smoke, illumination) to use&lt;br /&gt;
#The Team Lead and Gunner use the map tools to range the target&lt;br /&gt;
#The Loader loads the proper round while the Gunner is setting his weapon. You should call &amp;quot;Loading&amp;quot; and &amp;quot;Loaded&amp;quot; to alert you Gunner&lt;br /&gt;
#The Gunner adjusts the mortar to the correct direction &amp;amp; ELEV (range keys: default Page UP and Page down, hold SHIFT to change the range slowly)&lt;br /&gt;
#The Gunner will call &amp;quot;Gun Ready&amp;quot; or something similar to alert TL of the status of the gun. &lt;br /&gt;
#The Team Lead will call &amp;quot;Fire 1&amp;quot;, &amp;quot;Fire 2&amp;quot;, ect. to keep track of the number of rounds delivered. He relays the flight time to Command and calls “splash” when the mortar should hit.&lt;br /&gt;
#Command/JTAC/FO will call for adjustment to ELEV or direction.&lt;br /&gt;
#Gunner adjusts, and Loader loads another round.&lt;br /&gt;
#Gunner then fires again if instructed.&lt;br /&gt;
&lt;br /&gt;
===Usage Video Guides===&lt;br /&gt;
{{#ev:youtube|https://youtu.be/6vwY8ioRSq4|1000px|center|Mk6 Video Guide}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/Tn9WVqYHCMk|1000px|center|VZ66 Video Guide}}&lt;br /&gt;
&lt;br /&gt;
==Final Notes and Tips==&lt;br /&gt;
*While you have down time you should begin to set your map to look similar to the picture below. Be sure to do it in &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Group Chat&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; so you don&amp;#039;t clutter the map for others. (Image from @Jester2138 [29.Dec.2017])&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar Map.jpg|none|1000px]]&lt;br /&gt;
*You will notice he places &amp;quot;AZ&amp;quot; for azimuth and &amp;quot;ELEV&amp;quot; for the elevation for the gun. Doing this will dramatically improve your time to target and fire &lt;br /&gt;
*Know how to use map tools. If you don&amp;#039;t know, see this [[Link title]]&lt;br /&gt;
&lt;br /&gt;
Range table for the WWII-era M2 mortar (useful to have on 2nd monitor):&lt;br /&gt;
&lt;br /&gt;
[[File:M2 mortar table.png|none|1000px]]&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=2918</id>
		<title>Mortar Team</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=2918"/>
		<updated>2022-08-27T04:23:15Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Purpose==&lt;br /&gt;
&lt;br /&gt;
Mortar teams are high skill, high value assets place into battle situations to help remove dug in enemies or provide cover and support for friendly troops.&lt;br /&gt;
&lt;br /&gt;
As a mortar team, you will be responsible for: &lt;br /&gt;
&lt;br /&gt;
*Delivering High Explosive (HE) rounds to both close and distance target locations. &lt;br /&gt;
*Delivering Smoke rounds to allow friendlies to move either to or from a location.&lt;br /&gt;
*Delivering Illumination rounds during night time operations to give friendlies better visual advantage.&lt;br /&gt;
*Being ready to move and relocate should the need arise. &lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
*82mm Range Tables (Shows distances adjustments and time of flight to target)&lt;br /&gt;
*Map tools (Gives accurate distance estimates on a map. Each number is 1000m on the edge of the tool)&lt;br /&gt;
*Watch (Default ArmA tool. Important to keep it open)&lt;br /&gt;
&lt;br /&gt;
==Operation==&lt;br /&gt;
It is common to have a JTAC or Forward Observer working alongside the mortar team to call in support. They will be handling your call-ins and providing info. about splashdown and accuracy of your rounds. &lt;br /&gt;
&lt;br /&gt;
===Individual Roles===&lt;br /&gt;
A mortar team can consist of a Team Lead, Gunner, and a Loader.&lt;br /&gt;
&lt;br /&gt;
====Team Lead====&lt;br /&gt;
The Team Lead is responsible for:&lt;br /&gt;
*Relaying communications to and from PL and JTAC/FO&lt;br /&gt;
*Giving the firing solution to the Gunner&lt;br /&gt;
**Use map tools and range table to find elevation, azimuth, charge for each fire mission and quickly relay them to the gunner&lt;br /&gt;
*Giving the shell type and charge of the shell for the Loader &lt;br /&gt;
*You should be calling &amp;quot;round(s) out&amp;quot;, &amp;quot;Inbound, ETA __ &amp;quot;, and any other useful information to keep your friendlies safe and informed&lt;br /&gt;
&lt;br /&gt;
====Gunner====&lt;br /&gt;
The Gunner is responsible for:&lt;br /&gt;
*Aiming and firing the weapon&lt;br /&gt;
*Ensuring the distancing and azimuth that the TL gives is accurate. You should be double checking the lead&amp;#039;s calculations and call-outs to ensure the round will impact where needed&lt;br /&gt;
*Stay on the gun. No reason for you to not be on and ready to put in new coordinates&lt;br /&gt;
*Keep the map up when possible. Sooner you see the mark placed on the map, the sooner you will be able to put ordinance on target&lt;br /&gt;
&lt;br /&gt;
====Loader====&lt;br /&gt;
&lt;br /&gt;
The Loader is responsible for:&lt;br /&gt;
*Selecting the right shell and keeping the mortar loading and prepared to fire at any moment&lt;br /&gt;
*Setting the charge of the shell and keeping the Lead up-to-date on shells remaining&lt;br /&gt;
*Security. If you aren&amp;#039;t loading you should be keeping an eye out for possible flanks. This won&amp;#039;t happen often but certain missions may have you in close danger&lt;br /&gt;
*Help the Gunner with his targeting. Remember what the TL tells him to ensure he can set it accurately&lt;br /&gt;
 &lt;br /&gt;
===Battle SOP===&lt;br /&gt;
#Command/JTAC/FO will mark a target and instruct the Team Lead over radio which round (he, smoke, illumination) to use&lt;br /&gt;
#The Team Lead and Gunner use the map tools to range the target&lt;br /&gt;
#The Loader loads the proper round while the Gunner is setting his weapon. You should call &amp;quot;Loading&amp;quot; and &amp;quot;Loaded&amp;quot; to alert you Gunner&lt;br /&gt;
#The Gunner adjusts the mortar to the correct direction &amp;amp; ELEV (range keys: default Page UP and Page down, hold SHIFT to change the range slowly)&lt;br /&gt;
#The Gunner will call &amp;quot;Gun Ready&amp;quot; or something similar to alert TL of the status of the gun. &lt;br /&gt;
#The Team Lead will call &amp;quot;Fire 1&amp;quot;, &amp;quot;Fire 2&amp;quot;, ect. to keep track of the number of rounds delivered. He relays the flight time to Command and calls “splash” when the mortar should hit.&lt;br /&gt;
#Command/JTAC/FO will call for adjustment to ELEV or direction.&lt;br /&gt;
#Gunner adjusts, and Loader loads another round.&lt;br /&gt;
#Gunner then fires again if instructed.&lt;br /&gt;
&lt;br /&gt;
===Video Guide===&lt;br /&gt;
{{#ev:youtube|https://youtu.be/6vwY8ioRSq4|1000px|center|Mk6 Video Guide}}&lt;br /&gt;
&lt;br /&gt;
==Final Notes and Tips==&lt;br /&gt;
*While you have down time you should begin to set your map to look similar to the picture below. Be sure to do it in &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Group Chat&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; so you don&amp;#039;t clutter the map for others. (Image from @Jester2138 [29.Dec.2017])&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar Map.jpg|none|1000px]]&lt;br /&gt;
*You will notice he places &amp;quot;AZ&amp;quot; for azimuth and &amp;quot;ELEV&amp;quot; for the elevation for the gun. Doing this will dramatically improve your time to target and fire &lt;br /&gt;
*Know how to use map tools. If you don&amp;#039;t know, see this [[Link title]]&lt;br /&gt;
&lt;br /&gt;
Range table for the WWII-era M2 mortar (useful to have on 2nd monitor):&lt;br /&gt;
&lt;br /&gt;
[[File:M2 mortar table.png|none|1000px]]&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=TOW_Guide&amp;diff=2917</id>
		<title>TOW Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=TOW_Guide&amp;diff=2917"/>
		<updated>2022-08-25T16:45:40Z</updated>

		<summary type="html">&lt;p&gt;Godonan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The TOW is an effective weapon, but it takes a lot to lug around. It can be disassembled and carred in two pieces like any other &amp;quot;static&amp;quot; weapon in ARMA. The TOW has a very good field of fire when mounted on its Tripod. It can point almost vertical, and can depress sufficiently low to allow the weapon to be mounted in awkward locations so long as the physics gods of ARMA have mercy. Using the TOW is simple. You point the crosshair at the target and hold it there. Since this is a wire guided missile, you can follow moving targets and to some extent fire over hills with good timing. In ARMA the TOW has an effective range of 4km, though the longer the shot, the harder the accuracy suffers. Long range shots may require moving the crosshair around while watching the rocket motor to adjust the shot. The TOW offers FLIR in its optic package, Strangely if you try to cycle to black hot, it will change to RHS syle white hot instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TOW launcher.png|center|900px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Video Operation Guide&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
{{#ev:youtube|https://youtu.be/zXwBtOuet9o|1000px|center|How to Use the TOW}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Optics&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
[[File:TOW optic.png|center|900px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039; White Hot&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
[[File:TOW FLIR.png|center|900px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;RHS White Hot&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
[[File:TOW FLIR2.png|center|900px]]&lt;/div&gt;</summary>
		<author><name>Godonan</name></author>
	</entry>
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