First Aid

Auto-pump & Epinephrine

Understand Casualties: Unknown auto-pump support and the tutorial’s epinephrine interaction when the heart stops, including battery and underlying-cause limits.

An Auto-pump provides temporary circulatory support while worn; it is not a healed heart. The First Aid course demonstrates epinephrine as a way to restart a stopped heart, with the drug found in combat pens.

What the pump buys you

Its description says an internal battery powers a mechanism that pumps blood in place of your heart, keeping pressure at livable levels. That buys time to address the catastrophe rather than removing it.

Check whether it is worn and powered. Carrying the device in a bag is not the same state as the tutorial’s “wear this” step.

The course scenario

After stopping the heart, the instructor explains that defibrillators can help but take time, then introduces epinephrine and instructs an injection. This supports that specific interaction; it does not establish a universal dose or an endless revival loop.

Reassess after intervention

Inspect heart rate, blood pressure, breathing and ongoing blood loss. A restarted heart can still be pumping too little oxygenated blood if another injury remains untreated. Release 1.0 fixes an auto-pump cooldown issue, so old demonstrations may differ.

Use defibrillators for rhythm operation and First Aid triage to identify the remaining cause. This page describes in-game mechanics only.

Sources & version notes

Reviewed against the primary sources below. Version-dependent details are identified in the article; these procedures have not been personally playtested.

Compiled from public sources. We have not personally played or tested these procedures. Check your installed build and its tooltips when details differ.