User:Sirdog/Advanced medical concepts: Difference between revisions

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You can keep fighting.   
You can keep fighting.   


If you ''are'' bleeding and you see any limb is yellow, orange, or red, apply a tourniquet to all relevant limbs. If not possible (i.e you don't have enough tourniquets or the bleeding is from a chest or head wound), tourniquet what you can, then apply bandages on limbs ''without a tourniquet'' to get bleeding to stop. Use '''Field Dressing''' or '''Basic Bandages''' for large wounds (Medium+) and use '''QuickClot''' for everything else. ACE will apply bandages to wounds in order from largest to smallest. In other words, if you have a mix of wounds from Large to Small, use the first 2 bandage types, then, when only small ones are left, switch to '''QuickClot'''.
{{Note|Morphine must be injected into a limb that does not have a tourniquet.|type=reminder}}
 
If you are in the middle of a firefight and your character's pain is so severe that you cannot properly engage the enemy, use a morphine autoinjector. If you do not have one, '''call a medic'''
 
If bleeding, tourniquet all limbs with wounds (if possible). Any limbs that cannot be tourniqueted that have wounds should be bandaged. Use '''Field Dressing''' or '''Basic Bandages''' for large wounds (Medium+) and use '''QuickClot''' for everything else. ACE applies bandages in order from the largest wound on the limb to the smallest, hence the suggested order of application.  


If you get bleeding to stop, look at the checklist above again and, if you meet all criteria, return to the fight.   
If bleeding stops, look at the above checklist again and, if you meet all criteria, return to the fight.   


However, if:   
However, if:   


# You see a ''lot'' of wounds in your chest or head (indicated by the limb being orange or red); or
# You see a ''lot'' of wounds in your '''chest''' or '''head''' (indicated by the limb being orange or red); or
# You lack sufficient medical supplies to stop bleeding; or
# You lack sufficient medical supplies to stop bleeding; or
# Your blood loss indicator is orange or red; or
# Your blood loss indicator is orange or red; or
# Something else is otherwise making you combat ineffective.
# Something else is otherwise making you combat ineffective.


'''Call a medic.'''  
'''''<u><big>Call a medic!</big></u>'''''


After the firefight has ended, you should bandage ''all wounds'' with the end goal of removing your tourniquets, and '''then call for a medic'''. Tourniquets will induce pain after 5 minutes of use. The medic will speed up your bandaging and stitch your wounds so they cannot re-open. You should not assume that because you bandaged yourself, and your indicators are only yellow and grey, that you do not need a medic to review your condition.  
=== Post-firefight ===
After the firefight has ended, you should bandage ''all wounds'' with the end goal of removing your tourniquets, and then '''alert a medic'''. Tourniquets induce pain after 5 minutes of use. The medic will speed up your bandaging and stitch your wounds so they cannot re-open. You should not assume that because you bandaged yourself, and your indicators are only yellow and grey, that you do not need a medic to review your condition.  


The medic may instruct you to remove your tourniquets near the end of your treatment. They don't do this for you because a tourniquet goes into the inventory of the person who removes it.
The medic may instruct you to remove your tourniquets near the end of your treatment. They don't do this for you because a tourniquet goes into the inventory of the person who removes it.
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Sometimes, a limb will '''fracture'''. This is indicated by a red diagram of your bone appearing in the relevant limb. Despite how scary it looks, it isn't fatal, nor does it within of itself incur bleeding. Arm fractures mess with your ability to aim and shoot. Leg fractures reduce your speed to a snail's pace. Use a '''Splint''' on the relevant limb to address fractures. '''If you have a fracture of any kind and have no splints, this is a valid reason to call a medic'''.  
Sometimes, a limb will '''fracture'''. This is indicated by a red diagram of your bone appearing in the relevant limb. Despite how scary it looks, it isn't fatal, nor does it within of itself incur bleeding. Arm fractures mess with your ability to aim and shoot. Leg fractures reduce your speed to a snail's pace. Use a '''Splint''' on the relevant limb to address fractures. '''If you have a fracture of any kind and have no splints, this is a valid reason to call a medic'''.  


=== Pain ===
== Medications ==
{{Note|Morphine must be injected into a limb that does not have a tourniquet.|type=reminder}}
In ACE medical there are 4 medications.
 
# Morphine
# Adenosine
# Epinephrine
# Atropine
 
Morphine reduces blood pressure (BP), reduces heart rate (HR), and suppresses pain. Morphine does not ''eliminate'' pain, and pain will return depending on the wound itself and the state of said wound once the morphine wears off (e.g is it bandaged, is it stiched, etc). Morphine generally wears off after 30 ''real world'' minutes. Due to morphine's affect on BP and HR, it is generally advised that {{Emdash}} unless in a firefight and it's required to engage the enemy {{Emdash}} morphine not be injected without a medic's go ahead. The morphine may cause problems with future injuries or treatments.


In most cases all soldiers get morphine autoinjectors as part of their basic kit. Morphine will eliminate pain, but it messes with your heart rate and blood pressure, and it stays in your system for a long time. This may complicate your treatment or health in future engagements. If you are not careful with morphine, you can give yourself a heart attack.  
Epinephrine has a single effect, which is it increases HR. It stays in the player character for 2 ''real world'' minutes and reaches maximum effectiveness after roughly 15 ''real world'' seconds. It is rarely used for this purpose, however, and tends to be used for it's special effect {{Emdash}} it dramatically increases the chance an unconscious player will awaken once stabilized.


Only use morphine without a medic's permission if you are actively engaging an enemy and pain is making you combat ineffective.
Adenosine and atropine are rarely used by the Endurance Coalition, but they are purely regulatory medications in that they only lower HR. A HR meeting or exceed 200 beats per minute may result in ACE invoking cardiac arrest, and so a medic with adenosine could use it to stabilize the individual instead of using morphine which may also mess with the patient's BP.


== CPR ==
== CPR ==
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Do so twice in a row, then check heart rate. If there is none, or it's weak, repeat the cycle until it reads as strong unless told otherwise by the medic. Once it's strong, you may return to the fight unless the medic requests further assistance.  
Do so twice in a row, then check heart rate. If there is none, or it's weak, repeat the cycle until it reads as strong unless told otherwise by the medic. Once it's strong, you may return to the fight unless the medic requests further assistance.  
== Fluids ==
In ACE medical, the injection of a fluid serves the purpose of raising blood pressure and addressing blood loss. From ACE's perspective, all three of the available liquids (e.g blood, saline, and plasma) are '''identical'''. It does not matter which is injected.
== Advanced blood loss ==
[[Category:Arma III]]
[[Category:Arma III]]



Revision as of 18:22, 18 April 2025

The basic training provided by the Endurance Coaltion goes over ACEmedical briefly so that players understand what it is and how to navigate it. This page will go into more depth. In particular, this page will:

  1. Give a basic rule of thumb on how to assess if a riflemen can stay in the fight.
  2. Go over the difference between the various medications.
  3. Go over CPR.
  4. Go over the difference between the various fluids.
  5. How to ascertain based on the blood loss indicator how much fluid to give.

Can you stay in the fight?

The bleeding indicator on the top right of the medical menu is only visible when assessing oneself.

If you are:

  1. Not actively bleeding; and
  2. Your blood loss indicator is yellow or grey; and
  3. You otherwise "feel" fine.

You can keep fighting.

Morphine must be injected into a limb that does not have a tourniquet.

If you are in the middle of a firefight and your character's pain is so severe that you cannot properly engage the enemy, use a morphine autoinjector. If you do not have one, call a medic.

If bleeding, tourniquet all limbs with wounds (if possible). Any limbs that cannot be tourniqueted that have wounds should be bandaged. Use Field Dressing or Basic Bandages for large wounds (Medium+) and use QuickClot for everything else. ACE applies bandages in order from the largest wound on the limb to the smallest, hence the suggested order of application.

If bleeding stops, look at the above checklist again and, if you meet all criteria, return to the fight.

However, if:

  1. You see a lot of wounds in your chest or head (indicated by the limb being orange or red); or
  2. You lack sufficient medical supplies to stop bleeding; or
  3. Your blood loss indicator is orange or red; or
  4. Something else is otherwise making you combat ineffective.

Call a medic!

Post-firefight

After the firefight has ended, you should bandage all wounds with the end goal of removing your tourniquets, and then alert a medic. Tourniquets induce pain after 5 minutes of use. The medic will speed up your bandaging and stitch your wounds so they cannot re-open. You should not assume that because you bandaged yourself, and your indicators are only yellow and grey, that you do not need a medic to review your condition.

The medic may instruct you to remove your tourniquets near the end of your treatment. They don't do this for you because a tourniquet goes into the inventory of the person who removes it.

Fractures

Sometimes, a limb will fracture. This is indicated by a red diagram of your bone appearing in the relevant limb. Despite how scary it looks, it isn't fatal, nor does it within of itself incur bleeding. Arm fractures mess with your ability to aim and shoot. Leg fractures reduce your speed to a snail's pace. Use a Splint on the relevant limb to address fractures. If you have a fracture of any kind and have no splints, this is a valid reason to call a medic.

Medications

In ACE medical there are 4 medications.

  1. Morphine
  2. Adenosine
  3. Epinephrine
  4. Atropine

Morphine reduces blood pressure (BP), reduces heart rate (HR), and suppresses pain. Morphine does not eliminate pain, and pain will return depending on the wound itself and the state of said wound once the morphine wears off (e.g is it bandaged, is it stiched, etc). Morphine generally wears off after 30 real world minutes. Due to morphine's affect on BP and HR, it is generally advised that — unless in a firefight and it's required to engage the enemy — morphine not be injected without a medic's go ahead. The morphine may cause problems with future injuries or treatments.

Epinephrine has a single effect, which is it increases HR. It stays in the player character for 2 real world minutes and reaches maximum effectiveness after roughly 15 real world seconds. It is rarely used for this purpose, however, and tends to be used for it's special effect — it dramatically increases the chance an unconscious player will awaken once stabilized.

Adenosine and atropine are rarely used by the Endurance Coalition, but they are purely regulatory medications in that they only lower HR. A HR meeting or exceed 200 beats per minute may result in ACE invoking cardiac arrest, and so a medic with adenosine could use it to stabilize the individual instead of using morphine which may also mess with the patient's BP.

CPR

Checking a patient's pulse while CPR is ongoing will result in a false positive.

A medic may ask you to perform CPR. This is because a medic performing CPR is not any more or less effective than a soldier. Medics are better than a soldier at bandaging and closing wounds, so the goal is for a soldier to CPR while the medic bandages. CPR is performed by opening the medical menu using H while looking at the patient, clicking the patient's chest, clicking the square icon with the zig-zag lines, and then clicking CPR.

Do so twice in a row, then check heart rate. If there is none, or it's weak, repeat the cycle until it reads as strong unless told otherwise by the medic. Once it's strong, you may return to the fight unless the medic requests further assistance.

Fluids

In ACE medical, the injection of a fluid serves the purpose of raising blood pressure and addressing blood loss. From ACE's perspective, all three of the available liquids (e.g blood, saline, and plasma) are identical. It does not matter which is injected.

Advanced blood loss

References