published · approved · 10.4 MiB
Workshop mod by Atom.Fliege
Hemostasis Arma Reforger Mod
Hemostasis adds new wounds, treatments and medication on top of ACE Medical for milsim gameplay. Test version: currently being tested for use on a live server.
6AC2BA9D54236434
Ranking
Popular#423784.0Falling#232058.8
9Serversrunning this mod
0Observed players nowon servers reporting this mod
628Estimated player-hours (7d)7-day data
DeploymentTop 11%89.0ahead of 89% of tracked mods by servers running it
ActivityTop 24%76.4ahead of 76% of tracked mods by play on those servers
Popularity84.0deployment and activity combined
How those 9 installs happen100% traced
- Not identified as a dependency9
Last 30 days
9 latest11 peak, 8 Nov0 low, 2 Nov
Servers reporting the mod in each hourly observation. Covers 7 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 1 Nov | 1 | 2 | 1 | 3 |
| 2 Nov | 2 | 2 | 0 | 24 |
| 3 Nov | 2 | 3 | 1 | 24 |
| 4 Nov | 4 | 4 | 2 | 24 |
| 5 Nov | 3 | 4 | 2 | 24 |
| 6 Nov | 4 | 5 | 3 | 24 |
| 7 Nov | 8 | 9 | 5 | 24 |
| 8 Nov | 9 | 11 | 6 | 21 |
5 latest40 peak, 7 Nov0 low, 1 Nov
Sampled player counts on servers reporting the mod; not unique players. Covers 7 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 1 Nov | 0 | 2 | 0 | 3 |
| 2 Nov | 2 | 6 | 0 | 24 |
| 3 Nov | 4 | 13 | 0 | 24 |
| 4 Nov | 5 | 21 | 0 | 24 |
| 5 Nov | 0 | 4 | 0 | 24 |
| 6 Nov | 0 | 15 | 0 | 24 |
| 7 Nov | 5 | 40 | 0 | 24 |
| 8 Nov | 5 | 21 | 0 | 21 |
Calculated Nov 8, 2026, 11:54 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
Hemostasis adds new wounds, treatments and medication on top of ACE Medical for milsim gameplay. Test version: currently being tested for use on a live server.
Official Workshop description
--- TEST VERSION ---
This mod is in testing for use on a live server. Features, values and balancing can change at any time. Bugs are possible. Use at your own risk and please report any problems.
Hemostasis makes field medicine deeper and more demanding. Wounds can no longer all be fixed with a bandage. Soldiers have to recognize what they are dealing with, carry the right equipment and make decisions under pressure. Every item can be used by every soldier, with no role restrictions.
REQUIREMENTS
- ACE Medical
POLYTRAUMA
- Hits that used to kill instantly (headshots, close explosions, mines, rockets) now leave a severely wounded casualty, unless the damage is extreme.
- Head or torso: cardiac arrest with several severe injuries at once. Chest hits can collapse a lung.
- Arms or legs: a short knockdown, then awake with heavy bleeding and able to self-treat.
- More severe hits on a downed casualty can be fatal. A fast medic can save them, a slow one can't.
NEW WOUNDS
- Fractures: from explosions, falls and vehicle crashes. A broken leg makes you limp, a broken arm ruins your aim. Splint in the field; heals only with a surgical kit at a medical facility.
- Shrapnel: light or heavy. Causes pain, limping and weapon sway. Removed with forceps, which leaves a light or heavy bleed.
- Internal bleeding (Class I-III): can develop when falling unconscious, from shrapnel in the head or torso, and from severe trauma. Only a surgical kit at a medical facility cures it.
BLEEDING AND TOURNIQUETS
- Field dressings close light and moderate bleeding only. Heavy bleeding needs hemostatic gauze, or a tourniquet followed by a dressing.
- A dressing under a tourniquet is weak at first; remove the tourniquet too early and the wound can reopen. Phenylephrine, plasma and TXA lower that risk.
- Tourniquets cause pain after a few minutes and damage the limb if left on too long.
TREATING OTHERS
- A held medical item only marks body parts where it can be used.
- Forceps, gauze and the TXA, ketamine and ESA injectors work directly on another player's body parts.
- The forceps show whether heavy or light shrapnel comes out next.
SPLINTS
- Stays on the limb and is reusable. A splinted leg can't sprint, even after healing.
- Remove it with "Remove splint" on others, or in the health view on yourself.
MEDICATION AND FLUIDS
- TXA: strongly slows all bleeding for a short time. Lowers blood pressure.
- Ketamine: lets a wounded soldier walk and shoot normally for a few minutes. Causes tunnel vision.
- Ibuprofen: pill bottle for mild pain, self use. Inspect the bottle in hand and "Consume". Slow but long-lasting.
- Freeze-dried plasma: slows all bleeding for several minutes. Saline restores more volume, plasma controls bleeding better.
- ESA Autoinjector: reduces fatigue under heavy load. Wounds bleed faster, exhaustion follows.
- Every drug can be overdosed, with consequences from nausea to cardiac arrest.
TREAT PATIENT WHEEL
- "Treat patient" on other players opens a wheel with Body, Medication and Vitals.
- Shows each body part's wounds and only the items that fit. Check pulse, blood pressure, breathing and SpO2 directly.
- Updates live, e.g. when another medic treats the same patient.
- Can be turned off in Settings > Gameplay.
FIRST AID KITS
- IFAK and AFAK: own slot, medical supplies only. The AFAK holds about twice as much.
- On the ground: "Equip" when the slot is free, or "Open".
CHECK INJURIES
- Also shows splints, internal bleeding, Polytrauma and the new medication.
NEW ITEMS
- Splint, Forceps, Hemostatic Gauze, Surgical Kit, Freeze-Dried Plasma
- TXA, Ketamine and ESA injectors, Ibuprofen
- IFAK and AFAK
- Field First Aid Manual (English and German): in-game manual covering bleeding, airway, chest injuries, shrapnel, fractures, internal bleeding, medication, Polytrauma, CPR and evacuation.
GAME MASTER
- Context actions to apply fractures, shrapnel and internal bleeding for training and events.
- GM Heal removes all Hemostasis wounds.
NOTES
- US arsenal only for now.
- Built for PvE milsim events with player-run medical and MEDEVAC.
CREDITS
- 3D models (Splint, Forceps, Surgical Kit): ScourgeRaven
Servers running this mod
99 currently listed servers report Hemostasis in its mod list. Showing the 5 with the most players.
- UNSC Special Warfare Group 3 PrivateOnline · GameMaster Anizay1 / 64players
- 1st Battalion 9th Marines- OperationsOnline · Eevee <3 Mav0 / 128players
- 1st Battalion 9th Marines- TrainingOnline · Shins a Cuck0 / 128players
- 7th JSOF - NeptuneOnline · Modern Warfare0 / 20players
- [GER] QRF OPERATIONS | Truppenü****splatzOnline · #AR-Editor_Mission_GM_Eden_Name0 / 50players
Versions
101.1.6Game 1.9.0.37 · 10.4 MiB · Nov 8, 2026
Dependencies: 5Scenarios: 0PublishedApproved
NEW:
- Wound markers: after "Check injuries" every injury lights up on the body part with a coloured icon, no matter what you hold. They stay for 5 seconds, then fade. Only the medic who checked sees them.
Red = bleeding, cyan = pneumothorax, purple = internal bleeding, yellow = shrapnel, orange = fracture, blue = tourniquet, white = damage without bleeding.
- Low health screen (like Arma 3): with blood loss a dark tunnel closes in and the colours turn grey, starting at 70 % blood and at full strength from 57 %, with a heartbeat pulse shortly before. Heavy wounds without bleeding trigger it too. Your sight clears over a few seconds after treatment.
- New pain view: replaces ACE's white flash. A dark tunnel, flashing white veins with a slight blur, a short jolt when pain suddenly rises, and colour fringes at strong pain. Painkillers weaken all of it.
- Use the patient's first aid kit: new option "Use patient's first aid kit" in the Gameplay settings (off by default). When on, the "Treat patient" menu uses the items in an unconscious casualty's IFAK/AFAK first, then your own. Only the kit in the first aid kit slot counts. Forceps go back into the casualty's kit after use.
- Tourniquet: tightening it hurts. 2 seconds after it goes on, the casualty gets a short pain spike (+35 %), which then fades.
CHANGES:
- Plasma: halves bleeding only while the bag runs (90 seconds). After that the effect wears off step by step over 5 minutes (before: full effect for 5 minutes).
- Internal bleeding: going unconscious after a hit no longer causes internal bleeding (it happened too often). It now only comes from a Polytrauma and from shrapnel left in the head or torso.
- Field manual (EN/DE): internal bleeding and plasma sections updated.config.json entry
{
"modId": "6AC2BA9D54236434",
"name": "Hemostasis",
"version": "1.1.6"
}Use Hemostasis on your server
Add Hemostasis to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.
Fetch this mod from the API
The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.
GET https://api.reforgermods.net/v2/mods/6AC2BA9D54236434
GET https://api.reforgermods.net/v2/mods/6AC2BA9D54236434/versionsData is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.