Medical

Starting your shift
Medbay often starts out calm, but you'd best prepare for the storm that's about to come. You'll either get blown up by some syndicate agent wanting the hypospray or something similar, or you'll get so inundated with bodies and people screaming in your ear for you to treat them faster that you'll blow medbay up yourself.

Coordinate with the chemists. Give them a laundry list of drugs you'll need to treat your patients. Try to have a variety of meds on deck, and don't just keep a stockpile of Tricordrazine for everyone that comes your way.

It's optional but bringing a Body Scanner out to the front of medbay for patients to come and scan their DNA without pestering you can be beneficial.

If there is no Crew Monitor Computer out in medical's public area, ask the CMO to bring the crew monitor out from their office to leave in the medical bay for you to peruse. When you have the time, you can check the Crew Monitor for anyone dead. If they have their suit sensors set to display coordinates you may use those to potentially locate their body for cloning purposes or biomass. GPS and Handheld Crew Monitor devices can help you locate dead bodies.

Cloning and Morgue
If someone dies in your care or is brought to you as a corpse, before you decide to stuff them in the morgue, verify that the body has a soul. The best and simplest way to do this is Shift + left click.

If you see text in red stating "His/her soul has departed.", this means that this person is still cloneable. Once they've been cloned, the old body will display the uncloneable text shown below, and can be disposed of, after the person has gathered all their things off of it. If instead you see text in yellow stating "His/her soul has departed and moved on. Any recovery is unlikely.", then this person is gone. They've either left the server, or they've taken a ghost role, such as a drone or monkey, and thus forfeited the right to come back to their body. That or they've just been cloned. Toss this body in the morgue. Alternatively, if someone has disconnected from the round while still being alive, they will receive a variant of this text stating something along the lines of "being unresponsive with a distant stare." There is a third possibility, of there being purple text, stating "He/She is totally catatonic. The stresses of life deep in space must have been too much for her. Any recovery is unlikely." This player ghosted while alive, meaning they forfeited the ability to go back into their body. They can be considered brain dead, and put in the morgue, or donated to your local chef.

After cloning, be sure to put their body in a morgue (or at least a body bag) before it starts rotting and producing miasma. At low levels, miasma is harmless, but you do not want it to build up enough for its worse symptoms to start appearing.

Stabilizing and Administering Medication
Patients are often dragged in gasping for air in a critical state. The usual best response to this is to inject Epinephrine to stabilize them, which has the effect as well of stopping O2 loss. Everyone starts with an Epipen inside their survival box, which contains 15u of Epinephrine. Medical doctors also have one Epipen on their medical belt. If you run out there are also bottles inside the NanoMed of Epinephrine which you can use with a syringe, also inside the vendor. chemists can make more if they have an EMAG but if they don't, Hydroponics can supply lingzhi which can be turned into epinephrine.

Putting critical patients on a stasis bed will make them die 10 times slower, giving you more time to do other things. A medical bed and roller bed can also help a little too.

If you don't have Epinephrine then Inaprovaline can also be useful, to a lesser degree.

When it comes to administering your medication, it doesn’t matter if it's in pill or injection. Pills contain higher volumes of medication, up to 30 units, but syringes kick in almost instantly, with the drawback of only being able to insert 5 units at a time, and the capacity being 15.

A good idea is to keep a pill bottle or two of assorted medications once the chem lab has kicked into gear and started a decent production, so that you can be prepared for any situation.

Common Chemicals
These are chemicals you should probably keep a beaker or two of on hand.

Further useful chems can be found in the Medicine section of the chemistry page.

Types of damage
Crewmates will experience different physical damages during their time in space. Depending on the source, the damage type can vary significantly.

A health analyzer can be used to determine the damage inflicted on a patient. Multiple types of damage may be present, and the patient will need multiple treatments or medications.

Brute damage
There are three types of brute damage: blunt, slash, and piercing. At present all instances of brute damage can be treated the same.

If the damage isn't severe, a bruise pack can be applied. Bruise packs heal 5 points of brute damage per use in each category, meaning one use of the pack (which has 5 uses in total) will heal 5 blunt, 5 slash, and 5 piercing. Anything more than that, and you're better off using proper medication.

Bicaridine is the best option for healing straight brute damage, healing 4 Brute damage per unit. If you do not have Bicaridine on hand, the next best thing to look for is Tricordrazine. Tricordrazine will cure 2 brute damage, on top of 1 poison, and 2 burn. It's not as potent, and will require a higher dosage on some patients to see them through their ailment.

Burn damage
There are three types of burn damage: heat, shock, and cold. As with brute, minor instances of burn damage can be treated by simply applying ointment instead. However, while bruise packs heal three categories of damage in brute, ointment only heals heat and shock. It will heal 10 points of damage, 5 in each category, per use.

The best option for healing burn damage of any kind is Dermaline. This will heal 6 damage per unit of the medication applied.

Failing that, if there is kelotane, but this will only heal 2 damage per unit.

Last but not least, tricordrazine will also heal 2 burn damage a unit, along with 1 poison and 2 brute.

Airloss damage
Before reading anything else: if someone is on the ground gasping, you should first use an emergency medipen on them if no one else already has yet, and then move them to a stasis bed if there are any available. This will give you time to prepare a more specific treatment.

When it comes to asphyxiation, epinephrine is good for stabilizing patients losing air to give you time to work on them, but it will only temporarily divert the issue. Get them some proper medication. An easier to make alternative to stabilize patients is inaprovaline, which does the same thing but to a lesser extent, and also is far easier for the chemists to make. These medications do not lower asphyxiation below 100, they only prevent it from getting higher.

To actually treat asphyxiation, dexalin and dexalinPlus are your friends. Dexalin will treat 2 asphyxiation damage, and one 1 bloodloss. DexalinPlus will treat 6 asphyxiation damage, and 4 bloodloss.

Toxin damage
There are two types of toxin damage, and both are treated with different medications.

The first kind is poison damage. For poison, your best option to detox is dylovene. Dylovene heals 2 poison damage per unit. Technically, ultravasculine is far superior in terms of an antitoxin, however it is much more difficult to source, and comes with the side effect of dealing brute damage alongside the detox.

If you do not have dylovene, you can also use tricordrazine to heal 1 poison damage per unit, along with 2 brute and 2 burn.

The next kind of toxin is radiation damage. Radition can be treated with hyronalin, but can be best treated with arithrazine. Arithrazine heals 6 radiation per unit, however deals 1 brute damage per unit.

How to Deal with a Pandemic
Refer to Virology