Medical gameplay on AOTR runs in two layers. While you are still up and fighting, the ACE wound system tracks injuries by body part — bleeding, pain, fractures, and blood loss all matter. When your health hits zero, the Regimental Medical system takes over: you become incapacitated on the ground and can be revived by a Regimental Medic or redeploy after a timer.
Pain alone does not knock you out. You only go down when you run out of health. Untreated bleeding still drains health over time, so ignoring wounds can still get you killed.
Every player automatically has a Life Alert. When you go down, Regimental Medics are notified and can see your location on the map.
Medical access is split into three tiers. Your job role sets your floor — Regimental Medic roles start at tier 1, 327th Star Corps roles at tier 2 — and medical exams can raise you further.
Personal Aid Kits are not included in the Trooper or Regimental Medic loadouts. Anyone else who wants one must craft, purchase, or otherwise obtain it through the economy — but any player who holds a PAK can still use it.
Regimental Medic roles carry the Medkit and Defibrillator, can use Recharge Stations, and see downed-player markers. These include Legion Medics/Corpsmen, 327th Combat Medics, Trauma's Unit, Delta Sev, and other roles on the Regimental Medic whitelist.
Higher tiers apply treatments faster on items below their training level. Regimental Medics and 327th Star Corps also bandage others 2s faster; Troopers self-bandaging take 4s longer per wrap.
| Item | Trooper | Regimental Medic | 327th Star Corps |
|---|---|---|---|
| Field Dressing | Spawn: 6 · Apply: variable + 4s self · Heal: +5% max HP | Spawn: 8 · Apply: variable − 2s · Heal: +5% max HP | Spawn: 8 · Apply: variable − 2s · Heal: +5% max HP |
| Packing Bandage | Spawn: 4 · Apply: variable + 4s self · Heal: +7% max HP | Spawn: 6 · Apply: variable − 2s · Heal: +7% max HP | Spawn: 8 · Apply: variable − 2s · Heal: +7% max HP |
| Elastic Bandage | Spawn: — · Apply: variable + 4s self · Heal: +10% max HP · obtain via economy | Spawn: — · Apply: variable − 2s · Heal: +10% max HP · obtain via economy | Spawn: 4 · Apply: variable − 2s · Heal: +10% max HP |
| QuikClot | Spawn: — · Apply: variable + 4s self · Heal: +5% max HP · obtain via economy | Spawn: 6 · Apply: variable − 2s · Heal: +5% max HP | Spawn: 6 · Apply: variable − 2s · Heal: +5% max HP |
| Tourniquet (CAT) | Spawn: 2 · Apply: 7s | Spawn: 4 · Apply: 5s | Spawn: 4 · Apply: 5s |
| Splint | Spawn: 2 · Apply: 7s | Spawn: 4 · Apply: 5s | Spawn: 4 · Apply: 5s |
| Painkillers | Spawn: 2 · Apply: 4s · −30% pain · 7 min duration | Spawn: 4 · Apply: 4s · −30% pain · 7 min duration | Spawn: 6 · Apply: 4s · −30% pain · 7 min duration |
| Morphine | Spawn: — · Apply: 5s · −75% pain · 30 min duration · obtain via economy | Spawn: 2 · Apply: 3s · −75% pain · 30 min duration | Spawn: 2 · Apply: 3s · −75% pain · 30 min duration |
| Epinephrine | Access: ✗ | Spawn: — · Apply: 5s · forced wake + 20% HP over 40s · obtain via economy | Spawn: 2 · Apply: 3s · forced wake + 20% HP over 40s |
| Adenosine | Access: ✗ | Spawn: — · Apply: 5s · lowers high heart rate · 2 min duration · obtain via economy | Spawn: 2 · Apply: 3s · lowers high heart rate · 2 min duration |
| Saline IV | Access: ✗ | Spawn: 4 · Hookup: 10s · restores blood volume (1000/500/250 ml) | Spawn: 4 · Hookup: 7s · restores blood volume (1000/500/250 ml) |
| Plasma IV | Access: ✗ | Spawn: — · Hookup: 10s · better than saline · obtain via economy | Spawn: 2 · Hookup: 7s · better than saline |
| Blood IV | Access: ✗ | Spawn: 2 · Hookup: 10s · best blood restore (1000/500/250 ml) | Spawn: 4 · Hookup: 7s · best blood restore (1000/500/250 ml) |
| Surgical Kit | Access: ✗ | Spawn: 6 · Access: ✗ · can carry/share but cannot stitch | Spawn: 12 · Apply: 5s per bandaged wound · supply point required · permanent stitch |
| Personal Aid Kit | Spawn: — · Apply: 20s · full heal + clear injuries · obtain via economy | Spawn: — · Apply: 10s · full heal + clear injuries · obtain via economy | Spawn: 1 · Apply: 5s · full heal + clear injuries |
| CPR | Apply: 15s · 50% revive chance · no item required | Apply: 15s · 50% revive chance · no item required | Apply: 15s · 50% revive chance · no item required |
| Vitals Check | Apply: 2.5s · pulse / BP / response | Apply: 2.5s · pulse / BP / response | Apply: 2.5s · pulse / BP / response |
| Advanced Medkit | Access: ✗ | Role loadout · 28–46 HP per heal · 1.4s delay · 1–3% charge cost | Access: ✗ *(unless also a Regimental Medic role)* |
| Defibrillator | Access: ✗ | Role loadout · 2× charge (50% each) · revive at 50% max HP · 0% fail chance | Access: ✗ *(unless also a Regimental Medic role)* |
Bandage apply times scale with wound size before tier modifiers: roughly 4s (small), 6s (medium), or 8s (large) base per wound wrapped.
Spawn counts are per-life loadout quantities. Items marked — must be crafted, purchased, looted, or received from another player. Recharge Stations restock your tier loadout but do not replace Personal Aid Kits.
| Input | What it does |
|---|---|
| K | Opens the Medical Menu — inspect yourself or a nearby patient, browse supplies, and apply treatments. |
| Left ALT (hold) | Opens the 3D Interaction Menu while aiming at a patient (or at nothing for self-treatment). Left click to use, right click to go back. |
| !medical | Chat command that also opens the Medical Menu. |
| Medkit — Left Click | Heal the player you are looking at. |
| Medkit — Right Click | Heal yourself. |
| Defibrillator — Right Click ×2 | Charge the defib to 100% (50% per click). |
| Defibrillator — Left Click | Revive an incapacitated body at full charge. Must be close to the corpse. |
When you take damage, wounds are rolled onto six body parts: head, torso, left/right arm, left/right leg. Each wound bleeds, hurts, and can fracture limbs depending on hit type.
Priority while conscious: stop bleeding → splint fractures → restore blood with IVs if trained → manage pain.
When your health reaches zero, you are incapacitated — not fully dead yet. Your body ragdolls on the ground and Regimental Medics can reach you.
The server automatically pings nearby Regimental Medics when you go down. Regimental Medics with Life Alert tracking see a marker and distance to your body.
How long you wait before you can force-redeploy depends on whether Regimental Medics are online:
Once the timer expires, you can [ LEFT CLICK ] to redeploy, or keep waiting for a Regimental Medic. You cannot change jobs while incapacitated.
| Method | How it works |
|---|---|
| Defibrillator | Regimental Medic only. Fully charge with 2 right-clicks, left-click the body. Brings the player back at 50% max health. ACE injuries stay — they wake up hurt. Fail chance on AOTR: 0%. |
| CPR | Any role. Attempt CPR on an incapacitated patient's torso through the medical menu. 50% success rate · 15s channel — same for all tiers. Does not replace bandaging and blood restoration for a stable recovery. |
| Epinephrine | Regimental Medic tier+. Forces a temporary wake and restores 20% health over 40 seconds — does not clear injuries. Apply: 5s (Regimental Medic) / 3s (327th Star Corps). |
| Personal Aid Kit | Anyone holding one. Full heal + clears all injuries. Apply: 20s Trooper / 10s Regimental Medic / 5s 327th Star Corps. Blocked if more than 3 limbs are actively bleeding — bandage first. 327th Star Corps spawn with 1×; all other roles must craft, purchase, or obtain one. |
After a full redeploy (not revived): you respawn at 50% max health with pain wiped. After a defib revive: injuries persist — treat them.
Regimental Medics carry an Advanced Medkit that restores 28–46 HP per use, with a 1.4s delay between heals. Each heal costs 1–3% medkit charge.
Recharge Stations (map-placed, Regimental Medic-only):
Regimental Medics and 327th Star Corps personnel see triage markers on downed players. After examining a patient, tag them:
Always work reds first. Drag or carry casualties to cover before treating — you can't fight effectively while hauling a body.
If you're wounded: get to cover → bandage bleeding limbs → splint fractures → call for a Regimental Medic if you're going down.
If you're a Regimental Medic: recharge at stations before pushing out → charge your defib fully → revive → then treat their ACE injuries → drag to a vehicle or supply crate for surgery if needed.
If you're 327th Star Corps: you spawn with 1× Personal Aid Kit — use it wisely; recharge stations won't replace it. You also apply IVs and injectors 3s faster than Regimental Medics.
If you're anyone else needing a PAK: craft, purchase, or obtain one through the economy — they don't come on your medical loadout.
If you're incapacitated: stay put, wait for the Regimental Medic ping, and use the redeploy timer only if nobody is coming.