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 Medical Corps

"I was a corpsman for eight years in one of the Army's Ranger battalions before I went out on the private market. I guess I'm in serious demand—in four years I've only been back to Dubuque three times. That's my hometown, in case you were wondering.

 "The benefits are therethe guys you're out jobbing with take REAL good care of you, because they know that if the doodoo starts flying, I'll take good care of them. A good "Bush Doctor" is hard to come by, so the money's usually a good ten percent better than most of the guys get, at least for the kind of jobs we've been doing.

 "There are risks, though. If a guy gets hit in an ambush, if all else fails, you're the one who's supposed to get him out of there, preferably alive, and figure out some way to keep him going until you can get him to some kind of hospital.

 "I do a good job, and the guys know it. Now, if only fewer of them would go and get HIT in the first place."

 The medical corps includes the medics (usually called "corpsmen") who retrieve and perform first aid on casualties, and the doctors and nurses who treat their injuries and, if necessary, rehabilitate them.

 This section also includes optional rules for an advanced combat damage system. This system is intended to provide a more realistic depiction of the effects of traumatic injury on a character.

 MEDIC—Enlisted

 Entry: Education 6+

First Term Skills: The character receives the following skills in the first term:

  • Medical (Trauma Aid) 3
  • Ground Vehicle (Wheeled) 1

 Subsequent Term Skills:

  • Biology
  • Chemistry
  • Ground Vehicle (Wheeled)
  • Medical
  • Scrounging
  • Small Arms
  • Unarmed Martial Arts

 Contacts: One per term, Military. Roll 1D10 for 8+ for the contact to be foreign.

 Special: None

 NURSE—Officer

 Entry: Undergraduate Degree, Medical 3+, and OCS, Military Academy, or Commission (often direct commission)

First Term Skills: The character receives the following skills in the first term:

  • Medical (Choice: Trauma Aid or Diagnosis): 2
  • Biology 1
  • Chemistry 1

 Subsequent Term Skills:

Ground Vehicle (Wheeled)

 Medical

 Biology

 Chemistry

 Scrounging

 Instruction

 Persuasion

 Contacts: Two per term, Military or Medical. Roll 1D10 for 7+ for the contact to be foreign.

 Special: None

 DOCTOR—Officer

 Entry: Medical school, and OCS, military academy, or commission (often direct commission)

 First Term Skills: The character receives the following skills in the first term:

  • Medical (Any type): 3
  • Leadership 1

 Subsequent Term Skills:

  • Medical
  • Biology
  • Chemistry
  • Persuasion
  • Leadership

 Contacts: Two per term, Military or Medical. Roll 1D10 for 7+ for the contact to be foreign.

 Special: None

 

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