User:Sirdog/Advanced medical concepts

Revision as of 00:15, 20 April 2025 by Sirdog (talk | contribs)
A cheatsheet relating to ACE medical designed for medic use.

The basic training provided by the Endurance Coalition goes over the ACE medical concepts strictly necessary for the average riflemen to play with the unit comfortably. This page will review certain concepts in more depth for deeper understanding.

Medications

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 (i.e is it bandaged, is it stitched, 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

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

A medic may sometimes ask someone else to perform CPR. This is because the effectiveness of CPR is the same regardless of who does it, however, medics are faster at bandaging and can stitch wounds — thus efficiency demands they bandage while a laymen perform CPR. If asked, perform CPR twice in a row, then check heart rate. 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

ACE medical has 3 fluid variants — plasma, blood, and saline. They all perform the same function, being to raise blood pressure and address blood loss. The variation chosen is preferential to the mission / scenario creator.

Advanced blood loss

A healthy and normal blood level is 6 liters. Severity is based on how many liters of blood have been lost.

  • 6 liters is baseline.
  • 5 liters is "Lost some blood"
  • 4 liters is "Lost a lot of blood"
  • 3.6 liters is "Lost a large amount of blood"
  • 3 liters is "Lost a fatal amount of blood"

Medics usually have fluids on them in variants of 250, 500, and 1000 milliliters. This means 1000 milliliters is 1 liter. An individual with a stable (not necessarily healthy) blood level is an individual with 5 liters or more. The greater the loss of blood, the more fluids which are required to correct it.

The reason 3 liters is fatal is because, to stabilize, the medic would need to dispense 2000-3000 milliliters of blood into the patient — this would catastrophically effect their carried supply of fluids. So much blood loss also has implications on heart rate and blood pressure, which may result in cardiac arrest, and thus a level of attention from the medic that likely cannot be spared in a war zone.

Bandages

References