A3 Legacy Medical Information
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Tactical Combat Casualty Care (TCCC)
This page is a work in progress. -Koala 17 october 1540hrs mtn
Individually you are Supplied;
- 2x elastic bandages best used for avulsions, lacerations and crushed tissues. See figure X
- 2x packing bandages best used for penetrating injuries. See figure Y
- 1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. See figure Z
- Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.
- Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you're wounded again.
Care Under Fire
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or minor penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either yourself or one of your team is downed under contact the actions of the team may save a life.
- First, take cover and suppress the enemy with overwhelming fire.
- Second, individually see to your wounds (if applicable) with what equipment you carry for individual use.
- If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location.
- Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.
The Role of Casualty Collection Points & Field Hospitals
The Casualty Collection Point (CCP) and Field Hospital (FH) system are integral to the Coalition Medical System. CCP's are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.
It's expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:
- Treat Pain
- Treat blood loss
- Build Casualty Collection Points (CCP) or Field Hospitals (FH)
- Provide surgery and medevac
- Request reinforcements
- Remain an effective fighting force
Obviously, this isn't an optimal outcome. As such, the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Keeping the probability of your death lower helps keep the probability of everyone else's death lower as well.
CCP/FH placement/usage
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.
Once you've built your CCP and it's in it's final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you've done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they're reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don't let them out of your sight until you've got a plan for them.
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.
As of right now, CCPs cannot be repacked. It's important that their placement is strategically advantageous and that they will remain useful for a decent period. It's up to medics and their commanding officers to determine when and where to place CCPs.
Understanding the Medical Officer
Roles of the Medical Officer
- The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle.
- Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.
- The medical officer works with other medics and medevac crews to provide medical attention in the field.
- This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.
The Field Hospital and the Medical Vehicle
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations.
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned.
It's up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It's recommended that you use the medical vehicle to gather supplies if more are required.
The Finer Points of Advanced Medical
Bandaging
- Elastic Bandages: primarily used on small wounds, one of the only useful bandages to use on your head. Apply after packing bandages for more severe wounds.
- Quick Clot: These bandages will quench bleeding faster. If you're losing a lot of blood and have access to quick clotting bandages, use these first then proceed to use packing bandages or elastic.
- Packing Bandage: These are for severe, deep wounds. Major avulsions, high velocity wounds, and most wounds to your torso will be better treated with packing bandages initially.
Blood, Plasma, and Saline
- Blood: comes in varying amounts up to one litre, and down to a quarter or a litre. Used to treat severe blood loss.
- Plasma: Similar to blood, it will bring color back to a player's screen and increase their blood level.
- Saline: Raises blood levels less effectively than blood or plasma, but works well as a stop gap to get people to a CCP or field hospital.
Tourniquets
- Applied to reduce blood flow to a limb, thereby reducing blood flow through any wounds.
- Keep them on for 15 minutes at most, beyond that it will start to cause pain and eventually cause injury.
- Let medics know if you have tourniquets on already so they don't accidentally give you more than enough morphine/epinephrine in one go. Tourniquets will block the effects of these drugs until the tourniquet is removed, at which point the effects will come down on you like a ton of bricks. Avoid this.
Splints
- Repairs broken limbs
- One time use*