User:Burrito Justice

=Triage= Triage is medical's word for "priority" regarding patients. The goal of triage is to stabilize patients, not cure to 100%. Generally this comes into play when there is more than one patient. Wearing a medical HUD will allow you to assess a patient's overall health from a glance via a health bar floating above their character.
 * No Healthbar: 100% Health
 * [[File:Hudgreen.png]] Green: 78-99% Health
 * [[File:Hudyellow.png]] Yellow: 42-71% Health
 * [[File:Hudred.png]] Red: 1-21% Health
 * [[File:Hudfred.gif]] Red, Flashing: -40-0% Health
 * [[File:Hudcritical.gif]] Critical!: -85:-50% Health
 * [[File:Huddead.png]]Dead: -100% Health

Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn't dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues.

Cryogenics
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn't healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.

Viral Triage
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:
 * 1) Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.
 * 2) Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.
 * 3) Assign tasks to doctors:
 * 4) *One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.
 * 5) *One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.
 * 6) *One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs and AR-Ms to identify crew that are infected.
 * 7) Distribute doses of the antibodies to crew (1u mixed in 4u of water will work).

=Diagnostics=

Brute
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require Surgery, or the limb may even become dismembered! Treatment for brute damage on its own is listed below:
 * Gauze: Heals 4 brute per wound. Stops bleeding.
 * Advanced Trauma Kits: Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.
 * Bicaridine: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.
 * Tricordrazine: A purple medicine that heals all underlined damage, healing 3 damage per unit. No overdose.

Burn
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be 'husked'. Treatment for burn damage on its own is listed below:
 * Ointment: Heals 4 burn per wound. Disinfects wounds.
 * Advanced Burn Kits: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.
 * Kelotane: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.
 * Dermaline: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.
 * KeloDerm: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn't heal as much as Dermaline alone. Overdoses at 30u.
 * Tricordrazine: A purple medicine that heals all underlined damage, healing 3 damage per unit. No overdose.

Toxin
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:
 * Dylovene: A green colored medicine which heals 4 toxin per unit, and can treat the liver if its damage is below 10. No overdose.
 * Arithrazine: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.
 * Tricordrazine: A purple medicine that heals all underlined damage, healing 3 damage per unit. No overdose.

Suffocation (Hypoxia)
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on it's own is listed below:
 * CPR: Time to put those first aid courses to use! As long as you and your patient aren't wearing anything that covers the face you'll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.
 * Inaprovaline: A cyan colored medicine which doesn't actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.
 * Dexalin: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.
 * Dexalin Plus: A blue colored medicine which heals 300 oxy per unit. Overdoses at 15u.
 * Tricordrazine: A purple medicine that heals all underlined damage, healing 6 oxy damage per unit. No overdose.

Genetic
Damage dealt by radiation, slime digestion, coming out of a stasis bag, or from popping out of the cloning pod, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:
 * Cryoxadone: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.
 * Clonexadone: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.
 * Cryo-Mix: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.
 * Rezadone: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.

Radiation
Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:
 * Hyronalin: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.
 * Arithrazine: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.

Organ
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:
 * Peridaxon: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.
 * Alkysine: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.
 * Imidazoline: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.
 * Apidemcina: A green medicine which heals heart damage based on the user's nutrient level. Overdoses at 30u.
 * Dylovene: A green medicine which heals 2 organ damage per unit, but only heals the liver if it's below 10 organ damage. No overdose.

Blood Loss
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is your top priority, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Treatment to stop bleeding is listed below:
 * For external bleeding cases:

Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:
 * Gauze: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.
 * Advanced Trauma Kit: ATKs are better than gauze as they can disinfect the wound when it's used, and instantly heals 8 brute damage per wound.
 * For internal bleeding (IB) cases:
 * Cryogenics: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding and stop it from getting worse. This is a temporary solution.
 * Bicaridine and Inaprovaline: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.
 * Surgery: The main method of treating internal bleeding is through surgery by means of the Fix'O'Vein.
 * Bicaridine: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.
 * Dexalin/Dexalin Plus: Will assist in oxygenating the blood, helping to prevent potential brain damage.
 * Iron: A simple reagent that must be ingested in order to work. Replenishes 8u of blood per unit.
 * Nutriment: Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.
 * Protein: Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.
 * 20 Iron, 20 Nutriment, 20 Protein: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.
 * IV Drip with compatible blood: Bloodbags can hold 200u of blood (a little less than half a patient's total blood volume) and is generally the best method of replacing blood.

Infection
Infections sprout when a wound isn't treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it's bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection: The following are some symptoms of infection based on where it's located: L2 infections and lower require only 15u of Spaceacillin and monitoring. L3 infections require that Spaceacillin be overdosed (45u) immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. Corophizine can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:
 * L1 (Mild): Pain messages and the start of fever.
 * L2 (Acute): More pain messages, infection becomes more prevalent and visible.
 * L3 (GANGRENE): Beginning of lethal toxins, organ death, and necrosis.
 * Meningitis (Brain)
 * L1: Stiff neck
 * L2: Severe headache (+1 confusion at random intervals)
 * Conjunctivitis (Eyes)
 * L1: Itchy eyes
 * L2: Blurred vision (+10 eye_blurry at random intervals)
 * Endocarditis (Heart)
 * L1: Chest tightness
 * L2: Chest pain (+25 halloss)
 * Pyelonephritis (Kidneys)
 * L1: Lower back pain
 * L2: Malaise
 * Pyogenic Abscess (Liver)
 * L1: Right side abdomen pain
 * L2: Poor blood filtration (toxins buildup)
 * Pneumonia (Lungs)
 * L1: Coughing
 * L2: Shortness of breath (+30 oxyloss)
 * Staph Infection (All external limbs)
 * L1: Pain notificiation
 * L2: Sharp pain temporarily disables limb
 * Limb gangrene:
 * Conduct necrotic limb repair.
 * Organ necrosis:
 * Request a replacement synthetic organ from Research immediately.
 * Remove the organ via surgery and replace it with the synthetic counterpart (good luck if it's the heart).
 * If the brain or heart (unless you're fast) is necrotic, the patient will need to be cloned.

Fractures
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:
 * Splints: A half-cast that keeps the fractured bone in place and prevents it from moving. This is a temporary remedy, and requires the following to actually treat...
 * Surgery: By means of bone gel and bone setter, a fracture can be mended rather quickly.

Dislocations
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the 'Undislocate-Joint' verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.

Brain Trauma
Not to be confused with brain damage which involves gibbering and running into airlocks, trauma is persistent with the patient regardless of the organ health of the brain, and must be corrected by certain means. Some therapies, including the traumas they treat, are:
 * Hypnosis - Directional disorientation, phobias, traumatic narcolepsy, monophobia, and inordinate pacifism.
 * Crystal Therapy - Reduced mouth coordination, reduced brain activity, communication disorder, tourettes, weak motor signals, fits/muscle spasms/extreme discoordination, and language center trauma.
 * Isolation - Imaginary friend(s), schizophrenia, and conflicting neuroimaging reports.
 * Surgical Therapy - Concussion, occipital lobe trauma, cerebral paralysis, aphasia, and bluespace attunement.

=Cloning= Cloning is an interesting science in the medical department that allows for deceased crew members to escape death, to a degree. While the process isn't very smooth, it's better than the alternative. It is important to note that, if handled incorrectly, the entire process can be traumatizing to the patient, therefore only qualified personnel are to take care of this.

Cloning Procedure
The following steps will entail how to correctly clone a patient without error.
 * 1) Examine the cadaver and look up their medical records. If there is a Do Not Clone (commonly known as a DNC), then simply heed any postmortem instructions provided in the records.
 * 2) *If no postmortem instructions are provided, place the body in a body bag with a toe tag and transfer to the morgue.
 * 3) Place the body in the scanning pod and operate the console to scan the patient.
 * 4) *If the console reports Mental Interface Failure (MIF), try again at least three more times.
 * 5) Navigate to the scan records and begin cloning the patient.
 * 6) Eject the cadaver from the scanning pod, clickdrag their body to yours, and strip all of their items off their body. Place the body in a body bag and spray Space Cleaner on their items to wash them of blood, then put them in a locker.
 * 7) Once the body has been ejected from the growing tube, place it in a cryogenics tube and turn it on until their health reads 100%
 * 8) *Assuming the growing tube hasn't been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There's a chance they may also have mutations, as well as brain damage and trauma.
 * 9) *It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.
 * 10) Eject the patient from the cryo tube and place a uniform from the spare clothing locker on them.
 * 11) Take the patient to an operating room and conduct neurosurgery to correct their trauma.
 * 12) Wheel them over to a quiet room.

Post-Cloning Procedure
The following steps entail how to handle the patient once they are conscious. This is to be handled by a psychiatrist or CMO if the former is unavailable. Failure to heed these instructions may jeopardize the patient's mental well-being and the credibility of your medical license.
 * 1) Allow the patient to wake up.
 * 2) Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.
 * 3) Start with telling them that you have some bad news.
 * 4) *This is considered a 'warning shot' and will prepare the patient to take in negative information.
 * 5) Follow with informing them that they have been cloned.
 * 6) *Keeping this simple for the patient to understand is important. Misinformation may be detrimental to the patient.
 * 7) Allow the patient to process this information. Some may understand and be fine, others may be furious or complain. It's your job to set them straight.
 * 8) Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. Avoid speculation.
 * 9) Advise the patient to relax for a while and inform them of the side effects of cloning.

=Races= Some races react a bit differently to medicine so it's important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.

Human

 * Brute Modifier: 1
 * Burn Modifier: 1
 * Total Health: 100
 * Blood Volume: 560
 * Primitive Form: Monkey

Skrell

 * Brute Modifier: 1
 * Burn Modifier: 1
 * Primitive Form: Neaera
 * Less resistant to alcohol.
 * Less stamina but faster running.
 * Immune to slipping.
 * Protein deals toxins.

Unathi

 * Brute Modifier: 0.8
 * Burn Modifier: 1
 * Primitive Form: Stok
 * Less resistant to alcohol.
 * Less stamina but faster running.
 * Slower walking speed.

Tajara

 * Brute Modifier: 1.2
 * Burn Modifier: 1
 * Primitive Form: Farwa
 * Less resistant to alcohol.
 * Faster walking speed.
 * Less stamina and running speed, but faster stamina recovery.
 * Damage from falling is halved.

Zhan-Khazan

 * Brute Modifier: 1.1
 * Slower walking speed.
 * Slower running speed, but more stamina.
 * Resistant to cold.
 * Tolerant to alcohol.

M'sai

 * Brute Modifier: 1.3
 * Faster walking speed.
 * Faster running speed, but less stamina.

Vox

 * Brute Modifier: 1
 * Burn Modifier: 1
 * Primitive Form: N/A
 * Breathes Nitrogen.
 * Dexalin is lethal to Vox, and may result in organ damage if injected.
 * Different internal organs than most other species:
 * Head, Brain - Prosthetic brain
 * Torso, Lungs - Air capillaries
 * Torso, Liver - Waste tract
 * Torso, Kidneys - Filtration bladder
 * Torso, Heart - Vox heart
 * Very slow stamina recovery but very fast running speed.
 * Damage from falling is quartered.
 * Immune to damage from decompression.
 * Highly resistant to electrocution.
 * Cannot be cloned.

Dionaea

 * Brute Modifier: 1
 * Burn Modifier: 1
 * Primitive Form: Diona Nymph
 * Regenerates health and nutriment when in light.
 * Most reagents have little to no effect on a Diona.
 * Plant-B-Gone severely poisons a Diona.
 * Cannot feel pain.
 * Does not bleed.
 * Immune to slipping.
 * Immune to infections.
 * Immune to decompression.
 * Resistant to electrocution.
 * Resistant to high temperatures.
 * Breaks into nymphs when upon death.
 * Very slow movement speed.
 * Cannot be cloned.

Vaurca Worker

 * Brute Modifier: 0.5
 * Burn Modifier: 1.5
 * Toxin Modifier: 2
 * Oxy Modifier: 0.6
 * Radiation Modifier: 0.2
 * Primitive Form: V'krexi
 * Breathes phoron.
 * Possesses two hearts.
 * Has an implant that stores phoron.
 * Have other robotic implants.
 * Has their own private Hivechat channel.
 * Most surgeries require using the surgical drill instead of a scalpel.
 * Can safely eat non-sterile K'ois.
 * Normal food deals toxins.
 * Immune to decompression.
 * Immune to slipping.
 * Resistant to alcohol.
 * Slower walking speed.
 * Slower running and less stamina recovery, but more stamina.
 * Can be cloned, though it is troublesome.

Vaurca Warrior

 * Brute Modifier: 0.7
 * Burn Modifier: 1.2
 * Oxy Modifier: 1
 * Radiation Modifier: 0.5
 * Normal walking speed.
 * Faster running and more stamina.

=Loadout= Improving the likelihood of a patient's survival depends not only on your medical knowledge but also on what's available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.

Necessary Equipment
The equipment that most doctors have equipped:
 * [[File:MedGlasses.png]] A medical HUD can evaluate someone's health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient's record.
 * [[File:Medicalbelt.png]] A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.
 * [[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Inaprovaline placed in your belt.
 * [[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.
 * [[File:Traumakit.png]][[File:Burnkit.png]] Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.
 * [[File:Healthanalyzer.png]] A health analyzer for a more in-depth analysis of someone's health. Gives precise numbers as to someone's brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.
 * [[File:Labcoat.png]] A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.
 * [[File:LGloves.png]] A pair of latex or nitrile gloves to prevent infection.
 * [[File:Stasis_Bag_Folded.png]] A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.
 * [[File:WWebbing.png]] Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.
 * [[File:Stethoscope.png]] A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.
 * [[File:Rollerbed.png]] A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.

=Machinery= Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:

[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:
 * Provide information on all of the damage types.
 * How much blood the patient has.
 * Show what reagents are in the stomach/blood stream, and how much there is.
 * Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.
 * Print condensed information to hand to a physician in the event the patient requires surgery.

[[File:Sleeper.gif]][[File:Console.gif]]Sleeper
Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:
 * Gives estimated readout of patient's health by means of number values and colored bar graphs.
 * Allows the injection of:
 * Dylovene
 * Inaprovaline
 * Soporific
 * Paracetamol
 * Dexalin
 * Can conduct dialysis on a patient to remove anything that isn't blood (such as toxins, but medicines are included in this) from their blood stream.

[[File:Cryo.gif]]Cyrogenics
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube's beaker is multiplied into ten units inside the patient!

[[File:Freezer.gif]]How to Setup
While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room a little bit west of the ICU. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.

[[File:Clone.gif]][[File:Scanner.gif]]Cloning Equipment
Interesting equipment capable of bringing crew back to life... sorta. See the Cloning Procedure heading above for instructions on how to operate.

=Facilities= Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.

Lounge
=Goodies From Departments= Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.

Research
Research can fabricate a number of nice tools for Medical, most of which will be described here:

Surgical

 * [[File:Scalpmanager.png]]Incision Management System (IMS): Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!
 * [[File:Laserscalp.png]]Laser Scalpel: Different versions depending on what's available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.

Chemistry

 * [[File:BluespaceBeaker.gif]]Bluespace Beaker: Requires diamonds but is immensely useful for chemistry, holding 300u over it's non-bluespace counterpart which can only hold 120u.
 * [[File:Noreact.gif]]Cryostasis Beaker: Reagents won't mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.

Quality of Life

 * [[File:Mecha_odysseus.png]]Odysseus: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech's ability to scan reagents and synthesize them, allowing you to replicate rare medicines.
 * [[File:Powercell.png]]Super Capacity/Hyper Capacity Power Cells: Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!
 * [[File:Medibot.gif]]Medibots: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot's speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to not load in medicines that the patient can easily overdose on.

Upgrades

 * [[File:Clone.gif]]Growing Pod: Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.
 * [[File:Freezer.gif]]Gas Cooler: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.

Cargo
Cargo's a bit down the hall but here's some medical stuff:
 * [[File:Stasis_Bag_Folded.png]]Stasis Bags: Stasis bags are nice to have but there aren't many. In the event Medical is running low, it's always a good idea to order more.
 * [[File:Scalpel.png]]Surgical Tools: If you have to order this crate then something terrible has probably happened to the other tools.

<!--- ==Security== Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn't made up of bad people, and there are some instances where you'll want to call them in case something obviously terrible is happening in medbay.

Alert Codes

 * Code Green
 * Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.
 * Warrants usually only give access to body scans and medical records.
 * Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.
 * Requesting the locations of individuals requires a very good reason, or a warrant.
 * Code Blue
 * Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it's relevant and they ask for it, provide it.
 * Security still does not, however, have access to what a patient divulged to a psychiatrist unless it's directly related to the alert level elevation.
 * Code Red
 * You need to provide information about a patient upon request as long as it's relevant.
 * Suspicious confessions from a psychiatric appointment should probably be mentioned to security.

Charges

 * Trespassing: If they aren't Medical and they don't have any Medical personnel attending to them and they just ran in just because they could, call Security. They don't need to be in medbay, they'll get in the way of everything, and they pose a rather large risk to patient confidentiality.
 * Neglect of Duty: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there's patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.
 * Disrespect to the Dead: Doing anything to a corpse outside of what's elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body.
 * Animal Cruelty: Monkeys are used for experimentation and harvesting antibodies in the event there's a viral outbreak, though some experiments aren't experiments in the slightest, particularly when the experiment's data doesn't yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, 'experimenting' with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.
 * Suicide Attempt: While there's no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.
 * Violating Employee Privacy/Breach of Medical Confidentiality: Essentially releasing any information to anyone who isn't the patient or Medical staff without the patient's consent will land you with breaching the patient's privacy. You cannot divulge a patient's information to anyone, not even the Colony Director or CentCom if they ask you unless it's Code Blue or higher. --->