Advanced Medical Guide
TMTM’s Advanced medical system is confusing to the uninitiated, but this will help you through the process of stabilizing and reviving downed friendlies. To fully understand reading will be required. Use the table of contents below to navigate through this document. If you are playing Standard Medical Operations use this guide instead.
Abbreviations
BP = Blood Pressure
PSB = Plasma, Saline, Blood
EPI = Epinephrine
HR= Heart Rate
General Info
Here are some general tips and pieces of advice that you should know whether or not you are a medic.
- When a person's pulse is below 20 or above 200, they enter cardiac arrest and have 3 minutes (TMTM default) to be CPR’d again before they die
- Performing CPR has a 40% chance to restore heart rate
- If someone is unconscious, DO NOT give them morphine
- If you have self-medicated yourself and you start to hear your heartbeat (it is tied to your effects volume), consult the closest medic. This can be caused by too much epi or morphine
- Pain increases blood pressure
- Never take more than one morphine at a time
- If you have lost enough blood, taking morphine can knock you unconscious.
- You can not give someone too much blood
- Tourniquets will stop medication and blood from going into your system
- Medics perform medical actions faster than any regular infantry, so it's better to have a medic bandaging/giving blood instead of doing cpr
- If someone is providing medical to someone downed do not crowd around them, they will ask for help if needed
- Remember to get stitched after bandaging wounds since they will eventually reopen
TMTM Specific Settings (Compared to ACE default)
- Players bleed out 50% as fast
- IV transfusions are 4x faster
Useful Information
Types of Injuries
Type of Injury | Description | Effect |
---|---|---|
Avulsion | Tissue torn away from where it belongs | Extreme pain & high rate of bleeding can cause limping on legs w/o fracture |
Velocity | Deep penetrating wound | Can cause fractures. Very high pain & fastest bleeding |
Crush | Tissue crushed under heavyweights | Can cause fractures & limping. Slow bleeding & high pain. |
Laceration | Tear that separates tissue without carrying it away | Moderate pain & medium blood loss |
Fracture1 | Broken bone | Cause extreme aim shake on arm injuries, cause limps on leg injuries. Extremely painful & no blood loss |
Puncture | Caused by shrapnel or slow-moving sharp objects | Light pain & slow bleeding |
Cut | Caused from shrapnel or sharp objects | Light pain & light blood loss |
Abrasion | A scrape | Slow bleeding, though large ones can cause moderate amounts of pain. |
Contusion2 | A bruise | Cause moderate amount of pain |
- Fractures can only be healed by splints
- Contusions cannot be healed by bandages, only PAKs or time
- All other wounds can be healed by bandages
Injuries can be either Minor, Medium, or Large. The larger the wound the more bandages it will take to staunch the bleeding.
Bandages
Bandage | Effect (↑=Better) | Reopen Chance (↓=Better) | Delay to reopen (↑=Better) |
---|---|---|---|
Basic | Medium | Medium | Medium |
Packing | Medium | High | High |
Elastic | Highest | Highest | Low |
Quikclot | Lowest | Lowest | Medium |
Splint | Instantly fixes one fracture |
Tourniquet | Stops bleeding from limb, causes pain after 2 minutes, blocks injections, vitals, and PSB to affected limb |
Resource Effects on Pulse and Blood Pressure
Resource | Pulse | Blood Pressure | Notes |
---|---|---|---|
PSB | None | Increases based on administered amount | Patients will have no pulse if blood is too low |
Morphine | Decreases Drastically | Decreases Drastically | Will suppress an individual's pain levels. Takes 60 seconds for full effect and lasts ~30 mins. |
Epi | Increases | Increases | Will increase the chance of individual waking up when stable. Lasts ~2 mins |
Adenosine | Decreases | Decreases | Can be used to counteract epinephrine. Lasts ~2 mins |
Blood Loss Tables
There are two ways to find BP, one is through the ACE interactions (CTRL + Windows Key) another is through the medical menu (CTRL + H).
Medical Menu Message | Lower Bound | Upper Bound |
---|---|---|
No Message | 6.0 liters | 6.0 liters |
Lost some blood | 5.1 liters | 6.0 liters |
Lost a lot of blood | 4.2 liters | 5.1 liters |
Lost a large amount of blood | 3.6 liters | 4.2 liters |
Lost a fatal amount of blood | 3.0 liters | 3.6 liters |
Dead | 0.0 liters | 3.0 liters |
There is no way to check the exact amount other than the prompts in the Medical Menu
- If you go below 3.6 Liters you will instantly fall unconscious.
- You can only wake up if you have 5.1 or more liters
- If you fall below 3.0 Liters you will die
Message | Corresponding BP (Systolic) |
---|---|
Can't find BP | 0-50* |
Low BP | 50-90* |
Normal BP | 90-160* |
High BP | >160* |
*These numbers are unconfirmed
Defintion of "Stable"
- Not bleeding
- Must have at least 5.1 liters of PSB
- Not be in cardiac arrest
- HR above 40
- BR above 50/60
Non-Medic Roles
This section will go over what supplies you should have and what to do if you find a downed friendly. Info learned here can be applied to yourself if you are hurt.
Inventory
While you aren’t a medic you still require medical supplies to keep yourself or others in the fight, these are the items you should check for before you set out.
- Bandages (Basic or QuikClot) - 10-12
- Morphine - 1-2
- Epi - 2-4
- Adenosine (Optional) - 2-4
- Tourniquets - 4
- Splint - 1-2
Fixing a Downed Friendly
Step 1
- Report downed friendly over Short-Range radio
- Report over SR so the medic is notified and the Squad leader or Team leader knows who is down
- Secure the area
- Do this by popping smoke for cover or killing the enemies that downed the friendly
- Do not grab them immediately or you might be the next one down
Step 2
- Confirm they are alive
- If you can check their inventory, walk over their body, or not be able to drag them they are dead, if not they are alive
- Drag to cover
- Incase a new enemy pops out you won't be shot while healing
Step 3
- Check Vitals
- Check Pulse, it will be one of these four
- No HR
- Weak
- Normal
- Strong
- Check Blood Pressure if there is a HR, it will be one of these 4
- Can’t find BP
- Low
- Normal
- High
- Check Pulse, it will be one of these four
Step 4
- CPR once if no HR
- Do this to possibly reset their countdown (3 minute timer to death once HR hits 0)
- Don’t check pulse while CPR is being performed since it will give weak HR
Step 5
- Tourniquet
- If more than 3 parts of their body is heavily damaged tourniquet the respective limbs to stop the blood loss
- Do not pump PSB, morphine, epi, or adenosine into tourniqueted limbs since they do not take effect until the tourniquet is removed
- Bandage
- Focus on chest and head first since limbs can be tourniqueted if needed
- If multiple people are working on the same person call out which part you are bandaging as to not waste time double bandaging the same part
- CPR Again
- If bandaging it taking too long (over 1.5 minutes) perform CPR again to possibly reset their timer
- Check Pulse after every round of CPR to see if heart has started
- If bandaging it taking too long (over 1.5 minutes) perform CPR again to possibly reset their timer
Step 6
- Recheck Vitals & Call over Medic again
- Check Pulse
- If no pulse continue to perform CPR
- Check Blood Pressure
- If it is any other than “Lost some blood”, Low or Can’t find BP, call medic or pump in blood if you have it
- Check Pulse
Step 7
- They are “stable” they can be moved to medic if
- They have a strong HR (don’t check while CPR is being performed since it will give weak HR)
- If blood pressure is “Lost a Large amount of blood” or higher
- Isn’t bleeding out
Medic
This section is a step-by-step for the medic role in operations. Remember that you are meant to heal others, do not put yourself in risky scenarios.
Medic Specific Tools
Personal Aid Kit (PAK) | Will fully heal someone if they are stable (use on chest) |
Surgical Kit | Will stitch wounds close to stop reopening (takes 5 seconds per wound) |
Inventory
Double-check your inventory before setting out, not having the right medical supplies could cost someone their life.
- PAK - 1
- Surgical kit - 1
- Bandages (Basic, Elastic, Packing, or a mix) - 45-60
- Morphine - 10-15
- Epi - 20-25
- Adenosine (Optional) - 8-10
- Tourniquet - 4-6
- Splint - 8-10
- 1000ml PSB - 4-6a
- 500ml PSB - 4-5a
- 250ml PSB - 2-3a
aThis is up to personal preference, some people prefer to take more 1000ml than 500ml.
Fixing a Downed Friendly
This section is a step-by-step for the medic’s role in operations. Remember that you are meant to heal others, do not put yourself in risky scenarios.
Step 1
- Report downed friendly over Short-Range radio
- Report over SR so Squadleader or Teamleader knows who is down
- Secure the area
- Do this by popping smoke for cover or killing the enemies that downed the friendly
- Do not grab them immediately or you might be the next one down
Step 2
- Confirm they are alive
- If you can check their inventory, walk over their body, or not be able to drag them they are dead, if not they are alive
- Drag to cover
- Incase a new enemy pops out you won't be shot while healing
Step 3
- Check Vitals
- Check Pulse, you will see numbers, it will fall into one of these categories
- No HR: 0
- Weak: <55
- Normal: between 60 - 110
- Strong: >115
- Check Blood Pressure if there is a HR, you will see numbers, the numbers below apply to the left side (systolic), it will fall into one of these categories
- Can’t find BP: 0-50
- Low: 50-90
- Normal: 90-160
- High: 160 and above
- If they are under “Lost a lot of blood” or 90 BP or they will need blood to wake up
- Check Pulse, you will see numbers, it will fall into one of these categories
Step 4
- CPR once if no HR
- Do this to possibly reset their countdown (3 minute timer to death once HR hits 0)
Step 5
- Tourniquet
- If more than 3 parts of their body is heavily damaged tourniquet the respective limbs to stop the blood loss
- Do not pump PSB, morphine, epi, or adenosine into tourniqueted limbs since they do not take effect until tourniquet is removed
- Bandage
- Focus on chest and head first since limbs can be tourniqueted if needed
- If multiple people are working on the same person call out which part you are bandaging as to not waste time
- CPR Again
- If bandaging it taking too long (over 1.5 minutes) perform CPR again to possibly reset their timer
- If possible call someone over to take over CPR so you can focus on bandaging
- Check Pulse after every round of CPR to see if heart has started
- If bandaging it taking too long (over 1.5 minutes) perform CPR again to possibly reset their timer
Step 6
- Recheck Vitals once bleeding has been staunched
- Check Pulse
- If no pulse continue to perform CPR or get someone else to help
- Check Blood Pressure
- If it is any other than “Lost some blood” or under 90 BP pump in blood if you have it
- Check Pulse
Step 7
- Raising BP
- Start with 1000 ml of PSB (Plasma, Blood, or Saline they are all the same)
- If BP is under “Lost a lot of Blood” or 50 BP give at least 2000 ml
- Wait for BP to raise & check Pulse
- If no HR continue to CPR
- Start with 1000 ml of PSB (Plasma, Blood, or Saline they are all the same)
Step 8
- Stable?
- Is the pulse between 60 and 120?
- Yes = stable
- No = Medicine
- Epi = Raises Pulse
- Adenosine = Lowers Pulse
- Morphine = Lowers Pulse
- Is the BP between 90 - 160?
- Yes = Stable
- No = Medicine
- More PSB = Raises BP
- Epi = Raises BP
- Morphine = Drastically Lowers BP
- Adenosine = Lowers BP
- Is the pulse between 60 and 120?
Step 9
- Not waking up?
- Push Epi if vitals allow
- Recheck Pulse and BP
Step 10
- Once friendly awakens (or waiting for them to wake up due to lack of blood while stable)
- Stitch wounds
- If possible stitch wounds before sending friendly back into the fight since depending on the bandage used it could reopen quickly
- PAK (once stable & if time allows)
- PAK friendlies to set their stats to default if time allows
- Stitch wounds