Extended medi-kit rules

By Solidscarlet, in Only War

Someone had a topic on medi-kit uses so I pumped out a set of more complex rules for medi-kits for those of you that want more depth in your troopers medical test and limits on their medical capabilities. I purposely left out specialized gear like diagnosers and what not but I kight create some more complex drugs for special uses.

Note that I am not a doctor, EMT, medic, or anything of like. This list is based off my limited knowledge of medicine as a "combat life saver" and a quick conversation with a medical corpsman.

Level One Medi-kit

The kind of small medkit that could be found on any warrior or made anywhere even on the most backwards of planets. Can range from about the size of an Altoids tin to a a large wallet.

Contents:

small bandages, small scissors, tape or clips, small container of low-level oral pain meds (possibly herbal remedy)

Weight: 0.5kg Uses: 8 wounds Effect: Gives +3 to Medicae when treating minor injuries only Rarity: Abundant

Level Two Medi-kit

The kind of medkit found under a kitchen sink or in the standard kit of organized military groups who don't mind getting their troops back maimed as long as they're alive. Ranges in side from a average book to a fanny pack.

Contents:

Basic selection of bandages, scissors, tape or clips, small container of low-level oral pain meds and low-level nausea meds, small tube antibiotic, small medical handbook.

Weight: 1.kg Uses: 20 wounds Effect: Gives +6 Medicae when treating serious or minor injuries Rarity: Plentiful

Level Three Medi-kit

The kind of medkit found in the back of an EMT''s car or on the hip of a medic in a poorer military. Ranges in size from a large fanny pack to a bulky pouch.

Contents:

Good selection of bandages and compress bandages, one or two basic tourniquets, trauma sheers, tape and clips, containers of basic oral pain and nausea meds, small tube antibiotic, small bottle of disinfectant, clotting agent, Field Suture kit, field air way kit, medical handbook, small light.

Weight: 1.5kg Uses: 35 wounds Effect: +10 Medicae on all test Rarity: Common

Level Four Medi-kit

The kind of medkit carries by an average medic or found in the front of an ambulance. Ranges in size from a purse to a suitcase.

Contents:

Good selection of bandages and compress bandages, one or two tourniquets, trauma sheers, tape and clips, containers of basic oral pain and nausea meds, bottle of disinfectant, clotting agent, splints, syringes, selection of IV drugs for push, tube of antibiotic, Field Suture kit, field airway kit, small light, medical handbook.

Weight: 2.5kg Uses: 70 wounds Effect: +15 Medicae on all test Rarity: Average

Level Five Medi-kit

The kind of medkit found on field doctors and in the back of ambulances. Ranges in size from a backpack to a duffel bag.

Contents:

Extensive selection of bandages and compress bandages, tourniquets, trauma sheers, tape and clips, containers of oral pain and nausea meds, bottle of disinfectant, clotting agent, splints, syringes, selection of IV drugs, IV tubing, bags of saline, tubes of antibiotic, Field Suture kit, field surgery kit, airway supplies, small oxygen bottle and mask, blanket, small light, medical textbook or data-slate.

Weight: 4.0kg Uses: 100 wounds Effect: +20 Medicae on all test Rarity: Scarce

Level Six medi-kit

The kind of medkit found only on experienced field doctors and extremely dedicated medics. Ranges in size from a large backpack to a bulky duffel bag.

Contents:

Extensive selection of bandages and compress bandages, tourniquets, trauma sheers, tape and clips, containers of oral pain and nausea meds, bottles of disinfectant, clotting agent, splints, syringes, selection of IV drugs, IV tubing, bags of saline, saline mix and spare bags, tubes of antibiotic, big suture kit, field surgery kit, airway supplies, small oxygen bottle and mask, thermal blanket, small light, medical textbook or data-slate.

Weight: 7.0kg Uses: 160 wounds Effect: +25 Medicate on all test Rarity: Rare

Extending supplies

(Optional Rule)

Every medic's kit doesn't need to contain the same supplies and not everything in a standard issue medi-kit is necessary and not everything needs to be packaged the way it has been. A medi-kits supply can be extended with a logistics test at it's normal difficulty and a 1 hour long, Ordinary (+10) Medicae test. An additional 5 wounds worth of uses can be added to the kit with every degree of success without adding any bulk or weight. No medi-kit can have more than double it's original number of uses.

Edited by Solidscarlet

Hmm,

Here's my ideas about these levels:

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Remove the following gear:

Diagnostor

Field Suture

[They are now parts of different medical kits]

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Level One Medi-kit

Availbility: Ubiquitous

Game effect: Adds +10 to tests to stop blood loss.

~.5 kg

Large trauma bandage, (maybe) large roll of tape, (maybe) bottle of mild painkillers, maybe a tourniquet

Why this selection?

A soldier will generally only take one wound, so every one carries a large bandage that either the soldier himself or another soldier can apply and put pressure on before the medic gets there. In addition, it keeps the medic from carrying many bandages.

Tourniquet, same. Easy to apply, medic doesn't have to carry

Large roll of tape

Can be used to hold wounds closed, or strap things like knees and ribs.

Bottle of ibuprofen equivalent.

------------------------

Level Two med-kit

Availability: Plentiful

Game effects:

Adds +20 to tests to stop blood loss.

adds +10 toughness bonus to resist minor medical problems (that would mostly cause fatigue otherwise).

~2-3 kg

This version adds more 'nice' stuff that can still be generally used unskilled.

So, things would

include anti-biotic and anti-septic ointments.

More small bandages, with treatment for things like blisters

possibly a pair of tweezers

Latex gloves

possibly an eye shield

possibly a nasal trumpet

--------------------

Level 3 med-kit

Availability: Common

Game effects:

Adds +30 to stop blood loss

Adds +20 to toughness tests to resist minor medical problems

Adds +10 to first aid tests

Adds +10 to diagnose tests

Roughly WW2 medic kit

~5-8 kg

The first actual 'medics' kit, contains things you pretty much need training to use.

Additional contents:

More bandages, tape, etc

Stethoscope

thermometer

Suture kit

scalpel

hemostats

cpr mask

emergency airway kit

irrigation bottle (for washing eyes or injury area)

heavy shears (remember, medic may have to cut your uniform, webbing, or even armor to treat you)

more things for treating 'minor' problems:

burn lotion, petroleum jelly, hydrocortisone cream, heavy duty cough suppressant, diarrhoea treatment, etc

--------------------------

Level 4 medkit

Availability: scarce?

Game effects:

Adds +40 to stop blood loss

Adds +30 to toughness tests to resist minor medical problems

Adds +20 to first aid tests

Adds +20 to diagnose tests

Adds +10 to long term care tests (but the rules need a good kicking first)

.

Roughly modern medical kit

15-20? kg

Adds:

Folding stretcher

blood clotting agent

pneumothorax kit

intubation kit

iv starter kit

2-4 liters of blood volume filler

---------------------

The level 1-4 medkits are mostly presuming that you'll be able to evacuate your wounded 'quickly', they contain no real provision for long term treatment.

--------------------

Level 5 medkit

Availability: Scare or rare?

Game effects:

Adds +50 to stop blood loss

Adds +50 to toughness tests to resist minor medical problems

Adds +30 to first aid tests

Adds +20 to diagnose tests

Adds +20 to long term care tests (but the rules need a good kicking first)

rough equivalent to modern special forces medical gear.

The level five medkit is the first one to make real provisions for longer term treatment and care of people, not just immediate stabilization.

~25-30 kg

Adds to level 4 medkit:

sufficient additional supplies for minor surgery, may include provisions for things like tooth extraction.

Sufficient pain killers, anti-biotics, etc too keep a wounded person safe and comfortable for 5-14 days. Examples: several day courses of anti-biotics, several ady courses of anti-fungal medication, etc.

If without further support, may be sufficient medical support for them to begin natural healing.

-------------------

Level 6 medkit
Availability: rare?

Pretty much what you would find in minor field hospital or MASH unit; is not man portable. At least 200-400 kg of stuff, plus additional weight for the ability to treat more patients at once. Includes things like gear and drugs for full anaesthesia and surgery that doesn't require things like adding new parts or rebuilding things.

Game effects:

Adds +60 to stop blood loss

Adds +60 to toughness tests to resist minor medical problems

Adds +30 to first aid tests

Adds +30 to diagnose tests

Adds +30 to long term care tests (but the rules need a good kicking first)

Edited by crusher bob

What sorts of things am I talking about when I say 'minor medical problems, probably causing fatigue'?

Things that would reduce your combat effectiveness but not really move you any closer to death. Examples include:

Diarrhoea, constipation, athlete's foot, jock itch, sun burn, heat rash, all sorts of minor dings and scratches, eczema, cough and cold, fever, a variety of eye irritations, blisters, etc, and ad nauseam

Your guardsmen should probably encounter these things a lot more than people shoot at them.

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Hmm, number of uses, should say something about that too, I guess.

Minor incident:

a minor medical problem or up to 3 wounds worth of damage

Major incident:

anything from 4 wounds on up, assuming the person being treated does not have multiple critical injuries. That should require something like 3 major incidents worth of gear or 1 surgery worth of gear.

Note that this just makes the person 'stable', but doesn't, for example, deal with the potential after-effect of critical damage. For example, this doesn't include the long term care of stumps and crippled limbs, etc.

Surgery

For battlefield related injuries, things like the treatment of blindness, lost limbs, crippled limbs, etc. Plus a whole host of non-combat things (examples: caesarean section, major dental treatment, appendectomy, treatment of gangrene, etc)

Level 1 medkit:

1 major incident

1 minor incidents

Level 2 medkit

1-2 Major incidents

~5 minor incidents

Level 3 medkit

~5 major incidents

~10 minor incidents

Level 4 medkit

~8 major incidents

~20 minor incidents

~1-3 man/days of extended care

Level 5 medkit

~1 surgery

~8 major incidents

~30 minor incidents

~10-20 man/days of extended care

Level 6 medkit

[assuming you've thrown a few hundred kg of medical supplies into a truck or something, and don't count as 'in supply'.]

~3-5 surgeries

~20 major incidents

~50-100 minor incidents

~20-30 man/days of extended care

Edited by crusher bob