Armed Assault Wiki

Bandages are medical items in ARMA Reforger.

Overview[]

« A bandage is used to fully stop bleeding from a single wound. Individual wounds can be selected in your inventory screen, otherwise the actually most serious wound is selected automatically. To use the item on others, one has to equip it (i.e. use it from an inventory quick slot), approach the injured person and use it on a specific hitzone.
Field Manual
»

Bandages are disposable, single use-only medical items designed to halt the effects of blood loss. Upon being applied, a Bandage will immediately stop bleeding caused by any sort of wound (gunshots, burns, impact, etc.).[SCR 2] Bandages can be applied either to the user themselves or onto another person if necessary.[1]

Compared to Tourniquets, Bandages are highly effective at treating severe wounds and will completely stop blood loss from a single injury.[SCR 2] They can also be applied to any part of the body - including the patient's head and torso/chest, whereas tourniquets are limited to the individual's limbs. Lastly, Bandages do not restrict the patient's movement and will not prevent them from being able to sprint after its application.[SCR 1][1]

The two main drawbacks to Bandages are that they take twice as long to apply and are instantly "consumed" upon use (Bandages are not reusable). Since an individual Bandage can only be applied to one wound at a time, a patient that has more than one open wound will require several Bandages in order to fully treat them.[1]

When quick-applying Bandages instead of targeting a specific wound, they will only be applied to the most severe of injuries first. Minor-moderate injuries on the other hand, have lower priority and will be left untreated until the user completely patches up all other severe wounds first and/or they obtain more after they run out of Bandages. Additionally, Bandages restore neither health nor blood. Any lost blood will not be recovered and must still be slowly regenerated over time or replenished with the help of a Saline Solution. The same applies to health, which needs to be regenerated with one or more doses of morphine as natural health recovery is simply too slow without morphine to speed it up.[1]

They are available in two forms:

Bandage (U.S.)[]

« Stops bleeding of a single wound.
Item Description
»

A camouflaged bandage lined with gauze on both sides, the Dressing, First Aid, Field, Individual Troop, Camouflaged is used exclusively by U.S. military forces.

It has a weight of 0.1 kg[CmpIt 5], occupies a 1x1 inventory slot[CmpIt 6], has a volume of 100 cm3[CmpIt 7], and has an object dimension of 5x5x5 cm.[CmpIt 8] U.S. Bandages do not have a Supply cost and are freely obtainable from both Arsenal Boxes and Medical Kits.[EnCat 1]

Bandage (Soviet)[]

« Stops bleeding of a single wound.
Item Description
»

An airtight bag containing gauze bandaging and cotton pads, folded within a sterile rubberised covering. It is used by both Soviet military forces and FIA guerillas.

The Soviet Bandage has a weight of 0.1 kg[CmpIt 9], occupies a 1x1 inventory slot[CmpIt 10], has a volume of 150 cm3[CmpIt 11], and has an object dimension of 5x5x5 cm.[CmpIt 12] Soviet Bandages do not cost Supplies and can be freely obtained from Arsenal Box crates and Medical Kits.[EnCat 2][EnCat 3]

Trivia[]

  • Until the release of Update 0.9.9.47 (which came with an overhaul to the medical system)[2], the Bandage was the only usable medical item for most of Reforger's Early Access period.

Gallery[]

Video[]

Config/script references[]

Item components

  1. FieldDressing_US_01.et >> SCR_ConsumableItemComponent >> m_ConsumableEffect >> m_fItemRegenerationDuration >> "0.000"
  2. FieldDressing_US_01.et >> SCR_ConsumableItemComponent >> m_ConsumableEffect >> m_bDeleteOnUse
  3. FieldDressing_USSR_01.et >> SCR_ConsumableItemComponent >> m_ConsumableEffect >> m_fItemRegenerationDuration >> "0.000"
  4. FieldDressing_USSR_01.et >> SCR_ConsumableItemComponent >> m_ConsumableEffect >> m_bDeleteOnUse
  5. 5.0 5.1 FieldDressing_US_01.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> Weight
  6. FieldDressing_US_01.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> m_Size >> "SLOT_1x1"
  7. FieldDressing_US_01.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  8. FieldDressing_US_01.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions
  9. 9.0 9.1 FieldDressing_USSR_01.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> Weight
  10. FieldDressing_USSR_01.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> m_Size >> "SLOT_1x1"
  11. FieldDressing_USSR_01.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  12. FieldDressing_USSR_01.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions

Entity catalogs

  1. InventoryItems_EntityCatalog_US.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[4] >> m_aEntities >> SCR_EntityCatalogInventoryItem[0] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost
  2. InventoryItems_EntityCatalog_USSR.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[4] >> m_aEntities >> SCR_EntityCatalogInventoryItem[0] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost
  3. InventoryItems_EntityCatalog_FIA.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[4] >> m_aEntities >> SCR_EntityCatalogInventoryItem[0] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost

Scripts

  1. 1.0 1.1 SCR_BandageUserAction.c >> class SCR_BandageUserAction >> override bool CanBeShownScript(IEntity user) >> if (!charDamMan || charDamMan.GetGroupDamageOverTime(m_eHitZoneGroup, EDamageType.BLEEDING) == 0) {SetCannotPerformReason(m_sNotBleeding); return false;}
  2. 2.0 2.1 2.2 SCR_BandageDamageEffect.c >> class SCR_BandageDamageEffect >> override void OnEffectAdded(SCR_ExtendedDamageManagerComponent dmgManager) >> damageMgr.RemoveGroupBleeding(hzGroup);

References[]

  1. 1.0 1.1 1.2 1.3 Bohemia Interactive a.s., 2024, Boot Camp - Health System, Arma Reforger, viewed 10 November 2024, <https://reforger.armaplatform.com/news/boot-camp-health-system>.
  2. Bohemia Interactive a.s., 2023, 0.9.9.47 Update, Arma Reforger, viewed 21 July 2023, <https://reforger.armaplatform.com/news/update-july-20>.

See also[]

Equipment
Non-lethal BinocularsChemical DetectorChemlightCompassDetonatorEntrenching ToolFlaresFlashlightFuel ContainerGPSInfrared StrobeLandmine MarkerLaser DesignatorMine DetectorNight Vision GogglesParachuteRadioRangefinderRepair ToolResupply PackSmoke GrenadeSpectrum DeviceToolkitUAV TerminalWatch
Lethal ExplosivesHand GrenadesLandminesUnderbarrel grenade launcher (Cold War Assault, Armed Assault, ArmA 2, ArmA 3, Reforger)
Medical BandageFirst Aid KitMedikitMorphine InjectorSaline SolutionTourniquet