An FMD paramedic standing in front of an ambulance
LightVille

FMDFire & Medical DepartmentAllSaints General Hospital · Handbook

How we save lives, treat every patient the same, and use the city's medical systems.

Edition Q4 2026 · This handbook replaces all previous editions

How to use this handbook

Each chapter starts with In short: the whole chapter in a few lines. Tap a chapter title to open it. Tap Contents to jump anywhere, or type in the search box (try "tourniquet" or "surgery").

Every section has a number, such as 3.2. Quote it when you report, ask or appeal.

Out of character Read this once

White sections are in character: the manual your medic works by. Blue boxes like this one are out of character: they speak to you, the player.

Part 1

Who We Are

In shortWe are the Fire & Medical Department at AllSaints General Hospital. We treat everyone the same, criminal or hero. Every second counts. This handbook replaces every older FMD handbook and manual.

1.1Who we are

FMD answers medical calls, stops bleeding, revives the downed, operates, puts out vehicle fires and examines the dead. Our home is AllSaints General Hospital. The Chief leads FMD.

The Golden Hour: the faster we reach a patient, the more of their story continues. Our mission is fast, skilled emergency care for everyone in LightVille. Our vision is a city where nobody is lost to a slow or careless response.

1.2Neutral ground

  • We treat everyone. We never check someone's record, gang or friendships before treating them.
  • We never refuse care. Not for a grudge, not for a crime, not for anything.
  • AllSaints is neutral ground. No fighting inside the hospital. Peace there is not optional.
  • We respect the law. Once a patient under arrest is stable, we hand them to SAPS. We protect people from death, not from the law.

1.3Our pledge

"I pledge to serve the people of LightVille with a steady hand and an unbiased heart. I will keep AllSaints General Hospital neutral ground and preserve life wherever I can."

1.4About this server

Out of character Who runs LightVille

FMD is a faction on LightVille RP, a GTA San Andreas roleplay server for PC and Android, run by LightVille Games. You may also know us as GTA Mzansi.

In shortEleven ranks, from Trainee Medic to Chief. At any scene, the highest medical rank present leads patient care.

2.1The ranks

11 · Chief1 only10 · Deputy Chief9 · Clinical Director8 · Surgeonsurgery7 · Physiciansurgery6 · Commander5 · Shift Supervisor4 · Senior Paramedic3 · Paramedic2 · Junior Paramedic1 · Trainee Medicin training
Each rank can do everything the ranks below it can.
RankMain powers
Chief (1 only)Leads FMD.
Deputy ChiefThe desk: recruiting, roster, positions, finance. Buys and sells vehicles. Promotes. Removes members.
Clinical DirectorGives Strike 2. Signs off new surgeons.
SurgeonSurgery. Signs off new surgeons.
PhysicianSurgery (Chapter 11).
CommanderGives Strike 1. Approves leave. Recommends promotions. Interviews recruits.
Shift SupervisorRuns the shift. Corrects and parks members.
Senior ParamedicFlies the helicopter. Trains Trainees.
ParamedicMedical store access. Can train Trainees after 7 days.
Junior ParamedicA full field medic.
Trainee MedicIn training. Always rides with a Paramedic or above (Chapter 4).

2.2Who leads at a scene

  • The highest medical rank present leads patient care. Their treatment plan is final.
  • Same rank? Whoever has held it longer.
  • SAPS keeps the scene safe; FMD is in charge of patients.
What it looks like

Junior Paramedic Sithole is treating a crash victim when Senior Paramedic Dlamini arrives. Dlamini now leads patient care. Sithole tells her what she has done so far, then holds the bleed while Dlamini checks the patient.

2.3The Chief and the Board

Out of character Out of character

The Chief is the FMD Chief seat on the LightVille Games Board. The FMD Chief reports to the Executive Director.

In shortTreat every patient, and roleplay every treatment before you use a tool, with no exceptions. Help newcomers understand what is happening to them. Corruption has no place in FMD.

3.1The basics

  • Never refuse care. Refusing to treat someone means removal.
  • Patient dignity: no jokes over a patient, and no out-of-character chat at a scene.
  • At AllSaints: no running, shouting or weapons. It's a hospital, not a hangout.
  • Downed patients go on a gurney in roleplay: don't just walk them in.
  • Pronounce death in roleplay before a body is moved.
  • No "ghosting": going on duty and sitting idle or AFK to collect pay means removal.

3.2Roleplay first: no click-to-heal

This rule is strictly enforced.

  1. Before every treatment, ER drop-off or surgery stage, write at least 3 /me or /do lines describing what you do.
  2. Ask what hurts first. Use /do to ask what you see.
  3. Then use the tool.

Skipping the roleplay: Strike 1 the first time, Strike 2 the second.

What it looks like

/me kneels beside the patient and checks for a pulse at the neck.
/do Is there a pulse? Where is the blood coming from?
/me opens the trauma bag and pulls out a tourniquet.
/me ties it tight above the wound on the left leg.
Then: Faction Panel → TREAT → Tourniquet.

3.3Newcomers

For players under level 5 (their level is their score in the player list):

  • Explain the downed screen in /b, and how to press Y to call for a medic.
  • Walk them through the choice between crawling to hospital and accepting death (Chapter 10).
  • When two patients need you equally, treat the newcomer first.

3.4No corruption

FMD's whole identity is neutrality, so there is no corruption roleplay in FMD.

  • Refusing care, selling FMD medical stock, or charging patients privately means removal.
  • FMD stock is for treating patients. It never leaves the job.

3.5In character, out of character, and server rules

Out of character Keep them apart
  • An in-character argument is never a reason for an out-of-character punishment. Strikes and removals are out-of-character admin (Chapter 6).
  • Using staff powers to win an in-character scene means removal.
  • Staff enforce the server rules, not FMD. Report breaks; never punish them in character.
  • DM (Deathmatch): attacking someone without a roleplay reason.
  • PG (Powergaming): forcing an action on someone with no chance to respond, or doing the impossible.
  • MG (Metagaming): using out-of-character information in character.
Part 2

Your Career

In shortLevel 3 and a clean recent record gets you in. Ask an on-duty medic. Trainees learn on the job, on pay, and never respond alone.

4.1Joining

  • Level 3 or higher (your score in the player list).
  • No Tier 3 (felony) charge in the last 30 days.
  • How: ask any on-duty medic. A Commander or above holds a short in-character chat with you. A Deputy Chief or above then invites you in, and you are a Trainee Medic.

4.2Training

To finish trainingMinimum
Days as a Trainee3
Hours on duty6
Rides with a trainer2
Trainer sign-offRequired
  • A trainer is a Paramedic with 7 days in rank, or anyone Senior Paramedic and above.
  • Trainees always ride with a Paramedic or above and never respond alone, until signed off.
  • After sign-off, a Deputy Chief or above promotes you to Junior Paramedic. Training is paid.

4.3Your first shift

  1. At AllSaints, stand on the duty point and press ALT to clock on.
  2. At the locker, press ALT and choose Uniform.
  3. Open your Radio from your inventory and set frequency 2. No radio? Buy one at any shop for $350.
  4. Join your trainer's unit with /units (Chapter 8).
  5. Listen for calls, and follow your trainer's lead.
What it looks like

Zanele is level 4. She asks a medic outside AllSaints how to join. A Commander chats with her in the lobby, a Deputy Chief invites her, and twenty minutes later Trainee Zanele is in the back of an ambulance on her first call.

In shortClock on, work your rostered block, clock off. You're paid every Friday for every minute on duty, plus bonuses for saving lives. Work your block at least 4 days a week.

5.1Your shift block

SHIFT BLOCKS · SAST123456710:0012:0014:0016:0018:0020:0022:0000:00
All times are real-world South African time (SAST).

A Deputy Chief or above gives you one block for the week, the same block every day. At the start of each block, the FMD WhatsApp group gets a roll call of who is rostered. You can work outside your block too: it's paid, but only time inside your block counts for the shift rule.

5.2Clocking on and off

On: at the duty point at AllSaints, press ALT. Then change into Uniform at the locker. On duty, you're always in uniform.

Off: change into Casual Clothes at the locker first, then clock off at the duty point.

  • Crashed? Rejoin within 5 minutes and your shift carries on.
  • Duty log: each clock-on ("On Duty, Reporting for Duty") and clock-off ("Off Duty, Standing Down", with your hours) is posted to the FMD WhatsApp group.

5.3Pay and bonuses

RankPer hour on duty
Trainee Medic$5,600
Junior Paramedic$6,600
Paramedic$7,800
Senior Paramedic$9,000
Shift Supervisor$10,400
Commander$11,800
Physician$13,400
Surgeon$15,000
Clinical Director$17,000
Deputy Chief$19,000
Chief$21,000

Every minute on duty counts. Pay lands in your bank every Friday at 18:00 SAST. You also earn bonuses for patients you bring to the ER (more if you got to them fast), fires you put out, surgeries you complete and coroner reports you file.

5.4Leave

Ask in the FMD Discord leave channel, at least 24 hours ahead where you can. A Commander or above approves up to 14 days; longer needs the Chief. You don't go on duty while on leave. Exams, matric and family are good reasons.

5.5What the server expects

Out of character The shift rule
  • Be on duty in your block on at least 4 days a week (Monday to Sunday, SAST). A day counts at 60 minutes or more inside your block.
  • 2 weeks in a row under: formal warning (Strike 1). 3rd week: removal.
  • Approved leave never counts as a miss.
ONE WEEK · YOUR BLOCK, 4 DAYS OR MOREMon✓Tue–Wed✓Thu✓Fri–Sat✓Sun–4 of 7 days worked: this week counts.A day counts at 60+ minutes on duty inside your block.
Four days in your block, at least an hour each, keeps you on track.
Out of character The weekly rhythm
  • Muster (during the week): the FMD Chief meets everyone: news, last week's numbers, shout-outs, next week's roster, promotions, and your ideas.
  • Saturday: the FMD Chief's Department Report to the Executive Director.
  • FrontLine Briefing: the Executive Director with the SAPS, FMD and VESA Chiefs. Decisions come back to you at Muster.
Out of character FMD targets for Q4 2026
TargetSeptBy Dec
Rostered members with a block17 of 43all
Rostered blocks worked19.4%57%
New members on real calls in week one—all
Calls with a response—every one

Your part: take a block, keep it, and bring new members out with you.

In shortPromotion comes from time, hours and trust. Surgeons must prove their skill. Discipline has four steps, strikes fade after 60 days, and you can always appeal.

6.1Promotion

ToTime in rankHours on duty
Junior Paramedic3 days6, plus trainer sign-off
Paramedic14 days20
Senior Paramedic21 days30
Shift Supervisor30 days40
  • A Commander or above recommends; a Deputy Chief or above decides and changes the rank at the desk.
  • You also need no live strike, and to have met the shift rule in each of your last 2 weeks.
  • Commander and above are appointed. Physician and Surgeon also need a surgery sign-off from a Surgeon or the Clinical Director.
  • Meeting the requirements makes you eligible, not promoted.

6.2Discipline

StepWhat happensGiven byFades after
VerbalCorrected on the spot, not recordedShift Supervisor+—
Strike 1Written warningCommander+60 days
Strike 2Final warning, 48-hour suspension, then a ride with a trainerClinical Director+60 days
Strike 3Removal from FMDDeputy Chief or ChiefNever
  • A Shift Supervisor or above can park you: end your shift for poor or unsafe roleplay. It isn't a strike.
  • Every strike needs a short Disciplinary Report in the FMD Discord, naming the handbook section that was broken (for example "3.2").
  • Discipline is out of character, and never used for an in-character argument.

6.3Appeals and coming back

  • Appeal to the Executive Director within 7 days of the Disciplinary Report. Strikes stand while the appeal is heard; removals are paused. The decision is final.
  • Rejoining after removal: 14 days if it was for the shift rule, 30 days for misconduct, never for corruption.
Part 3

On Duty

In shortEverything at AllSaints works with ALT. Paramedics and above draw medical stock. The Ambulance is the only vehicle that can carry a patient.

7.1AllSaints General Hospital

Stand on a point and press ALT.

PointWhat it doesWho
Duty pointClock on and offAll members
LockerUniform or casual clothesOn duty
Medical storeDraw Bandages, Medkits, Tourniquets and Xanax. You pay for them yourself.Paramedic+, on duty
SafeStore FMD itemsOn duty
GarageTake out or put away a vehicleOn duty
HelipadThe FMD helicopterSenior Paramedic+, on duty
ER drop-offHand over a downed patient: they are revived (Chapter 9)Anyone dragging a patient
Operating theatreSurgery (Chapter 11)Physician+, on duty
DeskRecruiting, roster, positions, financeDeputy Chief+
Pharmacy counterFor the public: buy Bandages and XanaxPublic

7.2Your kit

ItemWhat it's for
BandageLight bleeding
TourniquetAny bleed on an arm, leg or head
MedkitBrings health back up (when it's below 80%)
XanaxLowers stress
  • Keep tourniquets on you: they're the most important thing you carry.
  • FMD stock is for patients only. Selling it means removal (3.4).
  • Deployables: /deploy cone or tape to mark a scene; /undeploy removes yours.

7.3Uniform

Change at the locker (Uniform). On duty you're always in uniform. Change back into Casual Clothes before you clock off.

7.4Vehicles

VehicleWhat it is
AmbulanceThe only vehicle that can carry a downed patient
Cadillac EscaladeAn SUV
SanchezA motorbike
RomeroThe hearse
HelicopterFor Senior Paramedics and above only
  • Up to 10 fleet vehicles. Any on-duty member can take one out at the garage. Put it back when you're done, refuelled and undamaged.
  • /siren roof, dashboard or mid fits a flashing light; /siren off removes it. /po shouts "Move to the right! FMD passing on your left!".
  • A Deputy Chief or above buys and sells vehicles, and can respawn the fleet with /respawnems.
In shortVoice goes on radio frequency 2. Go Code 3 for anyone down or bleeding. Every call comes to you on the CAD, and every call gets a response.

8.1The radio

To talk toUse
FMD, by voiceThe in-game radio, frequency 2
FMD, by text/r
SAPS, VESA and Government/d
People nearby/po ("Move to the right! FMD passing on your left!")

Say your callsign first, keep it short, and never go out of character on the radio.

8.2Codes

CodeWhenLights (/siren)Siren
Code 3Someone down or bleeding, a fire, an officer downYesYes
Code 2Injured but awake and stableYesNo
Code 1Routine trips, returning to AllSaintsNoNo
Code 4"Patient stable, no more units needed"——

Code 3 lets you drive fast, but don't create more patients: a crashed ambulance saves nobody.

10-codeMeans10-codeMeans
10-4Understood10-50FVehicle fire (alert)
10-6Busy10-52Medical call (alert)
10-7Off duty10-97On scene
10-8Available10-99Officer down (alert)
10-15En route10-20Location

8.3Units and the CAD

FMD uses the same CAD as SAPS.

  • /unit create starts a unit. Your callsign is a word plus a number: Medic (ambulance crews), Rescue (fire) or Air (helicopter), such as Medic-3. /units lists units so you can join one.
  • Status: /av 10-8 · /enroute 10-15 · /os 10-97 · /busy 10-6.
  • See calls: /calls. Take one: /calls [number], or tap the alert. /newcall opens a new call.
  • The unit that takes a call first is the primary unit. Hand it on with /primary.
  • Finish with /clear and pick the code that's actually true: RT (report taken), GOA (gone before arrival), UTL (unable to locate), NAT (no action needed), FALSE (false alarm).

8.4How calls reach you

  • Person down: whenever someone goes down, on-duty FMD are alerted automatically.
  • Emergency signal: a downed player presses Y to call for a medic.
  • /callems: anyone can call for a medic (10-52). It can be used once every 5 minutes.
  • Fire alert (10-50F): a vehicle is on fire.
  • Officer down (10-99): a SAPS officer is down.

All of these arrive as CAD calls. /ptlist also lists every waiting signal and sets your GPS. Every call gets a response: answer it, or tell the radio who is taking it.

What it looks like

A "Person down" alert pops up near Ganton. Medic-2 takes it with /calls 4 and goes Code 3. On arrival, Paramedic Mokoena roleplays her check, ties a tourniquet on a leg wound, and the patient is in the Ambulance within two minutes.

Part 4

Patient Care

In shortCheck the patient, stop the bleeding first, then restore limbs. Arms, legs and head get a tourniquet; chest and groin get packed. Bleeding and critical patients always go to AllSaints.

9.1Reading the patient

Open the Faction Panel (N → Faction Panel, then pick the patient) → TREAT → Check Health, or type /checkpatient [id] (/cp). After a short exam you see:

  • Limbs: six body parts, each 0–100.
  • Bullets still inside each part. Only surgery removes them.
  • Bleeding: how bad (Class I to IV) and where.

Patients can see their own chart with /health.

9.2Bleeding

ClassHow bad
ILight. Stops by itself after a few minutes.
IIModerate. Won't stop by itself.
IIISevere. The patient starts to struggle.
IVCritical.
  • Arms, legs and head can be squeezed shut: a tourniquet stops any bleed there.
  • Chest and groin can't be: packing slows the bleed, and only the ER or surgery closes it.
Check the patient/checkpatient: limbs, bullets,bleeding?Are they bleeding?NoRestoreLimbs.Bulletsleft? Booksurgery.Yes?Is it an arm, leg orhead?NoChest orgroin: PackWound, thenhospitalYesMild: bandage ortourniquetSevere: tourniquet. It stops anylimb bleed.Bleed stoppedRestore Limbs, then hospital ifcritical
Stop the bleeding first. Everything else comes after.

9.3Your tools

Use them from the Faction Panel → TREAT, or by command. Each takes 8 seconds, and you both hold still. Roleplay first (3.2).

ToolUse it onWhoNotes
Apply BandageClass I–II, anywhereOn-duty FMDUses a Bandage
Tourniquet (/tq [id])Any arm, leg or head bleedAnyone for Class I–II; on-duty FMD for III–IVUses a Tourniquet. Refused on the chest, and nothing is used up.
Pack Wound (/packwound [id])Class III–IV chest or groinOn-duty FMDFree. Slows the bleed; doesn't stop it.
Restore LimbsAfter the bleeding is controlledOn-duty FMDLimbs back to 100 (60 where a bullet remains). Restores health too.
ER drop-offAny downed patientAnyoneRevives them and closes every bleed
SurgeryBullets, badly broken limbsPhysician+Chapter 11

9.4Getting patients to AllSaints

Every bleeding or critical patient goes to AllSaints.

  1. Faction Panel → Drag.
  2. Place in Ambulance (patient must be down; Ambulance only).
  3. At AllSaints, Drag Out of Car.
  4. Drag them into the ER drop-off zone and press ALT.

The ER revives them and closes every bleed, even a chest wound you could only pack. Their limbs and any bullets stay as they were, so finish with Restore Limbs, and book surgery if bullets remain.

Do
  • Stop or pack the bleed before anything else.
  • Use a tourniquet on any severe limb bleed.
  • Tell the patient (in /b if they're new) what you're doing.
Don't
  • Tourniquet a chest wound. Pack it instead.
  • Revive first and forget the bleed.
  • Leave a bleeding patient at the scene.
In shortA downed player has 5 minutes. A bleed makes the clock run faster, and a severe untreated bleed means they can't crawl to hospital. If that clock runs out, they lose everything they carry. Stopping the bleed saves them.

10.1The downed clock

A DOWNED PLAYER’S 5 MINUTESWait for a medicCan crawl to hospital0:002:303:005:00Can accept death (loses all items)A bleed makes the clock run faster. With a severe untreatedbleed they cannot crawl: only a medic can save their items.
What a downed player can do as their clock runs.
Time downWhat the patient can do
First 2½ minutesWait for a medic, and press Y to send a signal
2½ to 3 minutesAccept death: back at the hospital, but all items lost
After 3 minutesCrawl to hospital: items kept, arrive at low health
Clock runs outCrawl to hospital happens by itself
  • A bleed makes the clock run faster. The worse the bleed, the faster it goes.
  • A severe untreated bleed (Class III–IV) blocks crawling. If the clock runs out, the patient bleeds out and loses everything.
  • Stopping the bleed (tourniquet or the ER) puts the clock back to normal speed.
  • Packing a chest wound doesn't slow the clock, but it lets them crawl again, and that saves their belongings.
  • Someone killed while already down suffers a hard death too, and leaves a body for the coroner (Chapter 12).

10.2Your priorities

  1. Stop or pack the bleed. Nothing else matters as much.
  2. Get them to the ER, by Ambulance (9.4).
  3. Restore limbs once they're stable, and book surgery if bullets remain.

10.3Explaining it to the patient

New players don't understand the downed screen. In /b, tell them:

  • "Press Y to send a signal: a medic is coming."
  • "Don't accept death: you'd lose your items."
  • If no medic can reach them: "After 3 minutes you can crawl to hospital and keep your things."
In shortPhysicians and above operate in AllSaints' operating theatre. The patient must agree to the price. Surgery removes every bullet, restores every limb and closes any bleed.

11.1Starting an operation

  1. Bring the patient into the operating theatre. You both need to be inside.
  2. Stand on the marker and press ALT. You see nearby patients and how many bullets each one has.
  3. Pick the patient, check the summary, and confirm.
  4. The patient sees the price and must accept. No consent, no surgery.
  5. You're both moved into place and the operation begins.

Who: Physician or above, on duty.

11.2The price

PartCost
Every operation$5,000
Each bullet removed+ $1,250
Each badly broken limb rebuilt+ $2,000
  • The patient pays from their cash, and only when the operation finishes.
  • If they can't pay, they're refused. The bullets will still be there when they come back.
  • A SAPS officer injured on duty doesn't pay: SAPS covers it.

Example: two bullets and one broken leg = $5,000 + $2,500 + $2,000 = $9,500.

11.3The stages

StageTimeWhen
Anaesthesia20 sAlways
Cleaning the wound20 sAlways
Removing bullets15 s eachIf any bullets are inside
Fixing bones20 sIf any limb is badly damaged
Closing15 sAlways

Each stage announces itself. Roleplay every one of them (3.2).

The operation is cancelled with no charge if either of you leaves the theatre, disconnects, or the surgeon goes off duty.

Result: every bullet out, every limb back to 100, any bleed closed.

In shortPut out burning vehicles before they explode. Examine every body and file a report. Issue health certificates after an exam. SAPS keeps scenes safe; we look after the people.

12.1Vehicle fires

A badly damaged car can catch fire after a crash. The fire grows, can destroy the vehicle, and burns anyone standing close. On-duty FMD get a FIRE ALERT (10-50F).

Stand within 7 metres and use /extinguish (on duty). It takes 8 seconds; walk away and it stops.

12.2The coroner

When someone dies a hard death, their body stays where they fell.

  1. Pronounce death in roleplay.
  2. /examine (within 3 metres, on duty) records where they died and what killed them.
  3. /bodyreport files your report to on-duty FMD.
  4. Share your findings with SAPS when they ask. The cause of death is evidence.

Anyone can use /corpse near a body to read its information.

12.3Health certificates

After a proper check-up (/checkpatient), you can issue a Health Certificate with /givehealthcert [id] [notes]. It's valid for 7 days.

12.4Working with other services

ServiceHow we work together
SAPSThey keep the scene safe; we look after patients. Arrested patients go back to SAPS once stable. Call them on /d.
VESAThey tow wrecks. Call them on /d.
GovernmentReached on /d.
JudiciaryOur findings can become evidence in court.
Part 5

Reference

R1Commands

Ranks are the lowest that may use the command. Most need you on duty. The Faction Panel is N → Faction Panel: TREAT, Drag, Place in Ambulance, Drag Out, Revive (at the ER), Check.

CommandWhoWhat it does
/checkpatient [id], /cpAllExamine a patient: limbs, bullets, bleeding
/tourniquet [id], /tqAll (anyone can use it on a Class I–II bleed)Tourniquet an arm, leg or head bleed
/packwound [id]AllPack a severe chest or groin bleed
/ptlistAllList waiting emergency signals and set GPS
/extinguishAllPut out a burning vehicle
/examine · /bodyreportAllExamine a body · file the coroner report
/givehealthcert [id] [notes]AllIssue a Health Certificate (7 days)
/unit create · /units · /av /enroute /os /busyAllUnits and status (Chapter 8)
/calls, /calls [number] · /newcall · /primary · /clearAllAnswer, start, hand over and close CAD calls
/r · /dAllFMD radio · other services
/po · /siren roof, dashboard, mid, offAllShout "move right" · flashing light
/deploy cone, tape · /undeployAllMark a scene · remove your object
/emsvehs · /respawnemsDeputy ChiefList the fleet · respawn the fleet
/health · /callems · /corpseAnyoneYour own chart · call a medic · read a body's information

Swipe the table sideways to see every column.

R2Words we use

WordMeaning
Bleed classHow bad a bleed is: I (light) to IV (critical)
CADThe computer system that sends out calls
CallsignYour unit's radio name, like Medic-3
CompressibleA wound on an arm, leg or head, where a tourniquet works
DownedUnconscious, with the 5-minute clock running
ERThe Emergency Room at AllSaints, where downed patients are revived
Golden HourThe faster we reach a patient, the more we save
Hard deathDeath that loses every item the player carried
Neutral groundAllSaints: everyone is treated, no fighting
PackStuffing a chest or groin wound to slow it
Primary unitThe unit leading a call
SASTSouth African Standard Time
TrainerA Paramedic (7+ days) or Senior Paramedic+ who trains Trainees

Ranks and pay are in 2.1 and 5.3. Codes are in 8.2.