User:Sirdog/Advanced medical concepts
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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:
- Give a basic rule of thumb on how to assess if a riflemen can stay in the fight.
- Go over the difference between the various medications.
- Go over CPR.
- Go over the difference between the various fluids.
- How to ascertain based on the blood loss indicator how much fluid to give.
- The difference between the various bandages.
Can you stay in the fight?
If you are:
- Not actively bleeding; and
- Your blood loss indicator is yellow or grey; and
- You otherwise "feel" fine.
You can keep fighting.
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:
- 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
- Your blood loss indicator is orange or red; or
- 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.
- 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 — 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 30 real world seconds, raising the beats per minute (BPM) by upwards of 50. 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. Because of how high it can raise BPM, however, it should be applied with caution if the unconscious individual's HR is already high.
Adenosine and atropine are rarely used by the Endurance Coalition, but in ACE they are regulatory medications in that they only lower HR. A HR meeting or exceed 200 BPM 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 would also mess with the patient's BP.
CPR
A medic may sometimes ask someone else to perform CPR. Effectiveness of CPR is the same regardless of who does it, however, medics are generally faster (due to their supplies) at bandaging. Thus, it's usually better for someone else to CPR if needed while a 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.
When asked, perform CPR twice in a row, then check heart rate. This is done by opening the medical menu again and clicking the icon on the far left to see the relevant button. If there is no heart rate, 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
- DiscountNinja. “The Definitive Arma 3 ACE Medical Guide” Golden Legion. Accessed April 12, 2025. https://golden-legion.com/the-definitive-arma-3-ace-medical-guide.
- NOID and FindingNima. “ACE3 Adv Medical + Cheat Sheet” Steam Community. Accessed April 12, 2025. https://steamcommunity.com/sharedfiles/filedetails/?id=930706887.
- Lynx. “ACE3 Advanced Medical” Steam Community. Accessed April 12, 2025. https://steamcommunity.com/sharedfiles/filedetails/?id=2172390846.
- Fleff. "13th CORPS FIELD MANUAL - BASIC TRAINING (0.1)" Endurance Coalition. Accessed April 12, 2025. File:Fleff_EDC_ArmaIII_Basic_Training.pdf