TGMC:Pilot Officer: Difference between revisions

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{{TGMC}}
{{TGMC}}
 
<br>
{{Under construction
|reason = Needs a list of modules and ammo. Will finish it soon
}}
 
{{JobPageHeaderTG
{{JobPageHeaderTG
|headerbgcolor = #407bbf
|headerbgcolor = #407bbf
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|stafftype = MARINE
|stafftype = MARINE
|imagebgcolor = #d9d9d9
|imagebgcolor = #d9d9d9
|img_generic = DMCA PO.png
|img_generic = TGMCPO.png
|jobtitle = Pilot Officer
|jobtitle = Pilot Officer
|access = Dropship Piloting, Pilot Gear and CIC
|difficulty = <s>Boring</s> Easy
|Rank = Warrant Officer(Starting), Chief Warrant Officer(25hrs), Ensign(50hrs), Lieutenant Junior Grade (100hrs)
|Class = Navy
|Class = Navy
|superior = [[TGMC:Commander|Captain]], [[TGMC:Field_Commander|Field Commander]], [[TGMC:Staff Officer|Staff Officer]]
|access = Condor Piloting, Pilot Gear and CIC
|duties = Fly the Alamo to the planet and back to transport the Marines, Support the ground-forces with CAS. Use the Tadpole.
|difficulty = Medium
|guides = [[TGMC:Guide_to_fire_support|Guide to Fire Support]], [[TGMC:Guide_to_vehicles|Guide to Vehicles]]
|Rank = [[TGMC:Marine_Ranks|Ensign (Starting), Lieutenant Junior Grade (10 hrs), Lieutenant (25 hrs), Lieutenant Commander (100 hrs), Commander (300 hrs)]]
|quote = You can be my wingman any time.
|superior = [[TGMC:Captain|Captain]], [[TGMC:Field_Commander|Field Commander]], [[TGMC:Staff Officer|Staff Officer]]
|duties = Support the ground-forces with CAS providing zoning with strafes and flanks. Miss every single xeno but gib marines with rockets.
|guides = [[TGMC:Guide_to_fire_support|Guide to Fire Support]]
|quote = "You can be my wingman any time."
}}
}}
<br>
<div style="float:left; margin-right:30px; margin-bottom:40px;">__TOC__</div>
<div style="margin-left:30px;">
=Introduction=
Pilot Officer is a special role that gets to engage in combat, without ever setting foot on the planet. The Condor cockpit is your home, and you're technically shipside staff. When you're in the plane, you'll get to see more of the battlefield, as well as launch air-to-surface munitions, making you invaluable at covering flanks or pointing out hotspots.
<br>As Pilot Officer, your primary duties are:
* Flying the Condor to help ground forces
* Using your bird's-eye-view to provide extra information to marines
* In absence of other command, taking responsibility for the mission
* Looking cool while doing it


=Introduction=
=Communication=
As Pilot Officer, your primary duty is piloting one of the dropships in order to transport the Marines. this can be a very boring and repetitive job, because all you have to do is click two buttons. The Alamo can be controlled with external consoles, but only YOU, the PO, can fly CAS missions properly, which is a significant firepower boost to the ground forces.
It’s usually a good idea to communicate a lot.<br>
While your primary duties are in the Condor, you might also be the one to fly the Alamo to the planet and recall it back to the ship, if no one else can. Be clear about when you're cycling the Alamo. You have the ability to send orders, so use this to update people on when the Alamo is moving.
 
Depending on your team, remember that only '''command''' roles start with '''tactical binoculars''' and get access to the '''Command''' and '''Fire Support''' radio channel. '''All roles''' can get green '''CAS flares'''. You can communicate with a squad directly to coordinate, like when asking [[TGMC:Squad_Leader|Squad Leaders]] to provide lazes with their binoculars for you to bombard; or asking [[TGMC:Squad_Marine|Squad Marines]] to throw CAS Flares.
</div>
<div style="float:left; margin-right:30px">
{{TGMCRadioCommands
| command = .v
| firesupport = .s
| requisitions = .u
| medical = .m
| engineering = .e
| alpha = .q
| bravo = .b
| charlie = .c
| delta = .d
| general = ,
}}
* First letter of squad name
:for '''CUSTOM SQUADS'''
</div>
 
=Installing stuff on ships=
If you want to install a module or reload a weapon, you will need a '''powerloader''' (yellow robot).
*Right click the powerloader [image of the powerloader] and click “Enter powerloader”
**Alternatively, you can clickdrag your sprite onto the powerloader.
**Make sure your hands are empty before attempting to enter the powerloader.
*Move in front of the module or ammo pack and left-click on it to pick up
**You can carry two modules, simply switch active hand to carry another one.
*Move to the ship slot and click left click on it, wait until installed or reloaded
**You can switch hands while doing an action. So you can install two modules at once.
**Note that for some weapons (machineguns) to be reloaded, you need to discard empty ammo box first. Do this by clicking the module.  
***This also can be used to take off a module (it goes into your hand)


=Playing the Pilot Officer=
</div>
First of all, you have to decide what you want to do. Either you do transport and make sure the Marines get to the planet and back to the ship. Or you want to support the marines on the battlefield with airstrikes via Close Air Support (CAS).
</div>


The radio commands are the following:
<div class="mw-collapsible mw-collapsed" style="width:100%">
*.v for command
*.m for medical
*.u for requisition
*.e for engineering
*.p for fire support
*.q for Alpha
*.b for Bravo
*.c for Charlies
*.d for Delta


==The Hangar==
=Alamo=
The Hangar is where you will spend most of your time. It has two dropships, the Alamo which is the main dropship that marines take down, and the Condor which is a specialty CAS plane. Each ship has slots for special upgrades. The Alamo has two engine module slots, one interior module slot, two electronic module slots and four weapon module slots. The Condor has four weapon module slots, and an unremovable rotary nosegun.
<div class="mw-collapsible-content">


[[File:DropshipSlots.png|thumb|left|1000px]]<br /><br /><br /><br /><br /><br /><br /><br />
Most of this information is only relevant if you want to actually operate the Alamo, and since the PO job has since been split between Transport and Pilot Officers this section largely remains here as a relic of an era where PO's had both duties to operate the transport craft and the condor. Your main duty as a PO now is the Condor.
*<span style="color:red">Rear Slot</span>: This is the place where the Interior modules goes.
*<span style="color:green">Engine Slot</span>: This is where engine modules are installed, <s>like the cooling system and the fuel enhancer.</s> '''Note: the cooling system and fuel enhancer is obsolete as the Alamo already incorporates them by default.
*<span style="color:blue">Electronics Slot</span>:This is where electronics are installed, like the spotlight and the targeting system.
*<span style="color:#dbcd34">Weapon Slot</span>: This is where the weapons are installed, like the rocket-pod or the sentry-deployment-system.<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />


<s>East of the Hangar is the storage room, it has two powerloaders and various weapon and upgrade modules for the ships. To the east is also the machine to produce more Ammo and Modules. North of the Alamo is the Ammunition-Storage. This is where the CAS Ammo is stored that is available at roundstart, as well as some other starting modules.</s>


The Pillar of Spring has 2 powerloaders near the and the modules on the east side of the hanger while the Sulaco has 1 powerloader near the Condor and 1 powerloader near the fob drone and the weapon modules near the Condor and the interior and electronic modules near the Fob Drone.
There are two ways to controlling the Alamo, via its cockpit and via remote computers.[[File:TGMC_Alamo_cockpit.png|frame|The Alamo's cockpit|link=https://tgstation13.org/wiki/File:TGMC_Alamo_cockpit.png|alt=]]In the cockpit of the Alamo you will find the three main consoles.
*The camera control console (left), which lets you view the different cameras of the dropship.
*The main control console (middle), which lets you fly the dropship.
* The weapon control console (right), which lets you fire your weapons or deploy your sentries.
Using the center console allows for more advanced commands than through the remote computers found on the LZs or in CIC. From here, you can not only designate a landing zone, but also toggle automatic cycling mode. Once toggled, the Alamo will automatically cycle between the last two chosen destinations, at an interval of your choosing (after the recharge delay). '''It is highly recommend to turn on automatic cycling so that it frees up PO's time to do better things and lets marines not yell in radio. Also note - once you click it on, it will begin the course immediately.'''


You can also toggle the lockdowns on the left, right, and rear doors of the Alamo. Doing so will prevent anyone from opening the door until the lockdown manually deactivated from the cockpit; either by the PO, or an invader. Note that the lockdown will lock the doors into their current state; toggling lockdown while a door is open will force it to remain open.[[File:TGMC_Alamo_UI.png|thumb|The UI to control the Alamo's movement|link=https://tgstation13.org/wiki/File:TGMC_Alamo_UI.png]]The right part of the cockpit is the computer to deploy sentries to protect the Alamo from xenomorphs. This UI can also be used for fire mission if the Alamo is equipped with CAS arsenal, but it is recommended to use CAS for the Condor jet.[[File:TGMC_Alamo_UI_2.png|center|frame|The UI to use sentries|link=https://tgstation13.org/wiki/File:TGMC_Alamo_UI_2.png]]


'''If you want to install a module or reload a weapon, you will need a powerloader, this is how you install a module, it works the same for ammunition:'''
Communication is key with the Alamo. One of the primary mistakes when using the Alamo is not knowing when and where marines want to be at.
*Right click the powerloader [image of the powerloader] and click “Enter powerloader”
#Before the Alamo launch into one of the landing zones in planetside for marines' first deployment, ask what landing zone the forward operational base, or FOB, is in.
**Alternatively, you can clickdrag your sprite onto the powerloader.
#Always tell marines when you are launching so that the marines heading to the Alamo is more ''motivated'' to haul ass.
**Make sure your hands are empty before attempting to enter the powerloader.
#Install surgery table in Alamo; It will generally see more use than the machinegun hardpoint, as the back door almost always gets locked in the event of an assault.
*Move infront of the module and left-click on it, you can carry two modules, simply switch active hand to carry another one.
*Move to the right slot and click left click on it, that’s it, you installed a module.


== How to Pilot ==
Piloting each dropship is fairly easy, you just have to click a few buttons and wait.
Piloting each dropship is fairly easy, you just have to click a few buttons and wait.


In the cockpit of the Alamo you will find the three main consoles.
In the cockpit of the Alamo you will find the three main consoles.
*The camera control console (left), which lets you view the different cameras of the dropship.
*The camera control console (left), which lets you view the different cameras of the dropship.
*The main control console (middle), which lets you fly the dropship.
*The main control console (middle), which lets you fly the dropship and lock or unlock the Alamo doors. If the Shrike or Queen touches this console the Alamo becomes locked which prevents the Alamo from working for a long time and also unlocks all doors. <b> Do not lock all 3 sides of the Alamo otherwise they can lock the Alamo without touching the console.</b>
*The weapon control console (right), which lets you fire your weapons or deploy your dropship equipment.
*The weapon control console (right), which lets you fire your weapons or deploy your dropship equipment.


You will climb into the Condor's cockpit directly and be presented with a single unified console with a list of options.
*Begin flyby - engines must be on!
*Start engines - this requires fuel.
*Disable engines - do this after landing if you don't want to waste fuel. <s>(Currently the Condor is bugged and will continue into deep negative fuel counts that make it nearly impossible to lift off again, so be very careful to do this.)</s> '''Fixed'''
*Begin fire mission - you must be airborne and have an active CAS lase or CAS flare.


==Communication==
It should also be noted that any Squad leader, Field Commander, Synthetic, or even anyone in CIC onboard the ship can use the Alamo Cycle computer to remote control its departure and arrivals. So really you won't need to spend much time messing around with the Alamo unless you really wanna fly it.
It’s usually a good idea to communicate a lot. Announce that the Alamo is going to depart soon with the general radio frequency (;). <s>Note that the groundside general radio frequency and the shipside general radio frequency are different, use the command frequency (:v) to communicate with the ship. By default, everyone with CAS lazing ability will be on the command frequency.</s> '''All TGMC personnel have access to the Common radio frequency. Only command roles start with tactical binoculars and also get access to the Command and Fire Support radio channel. All roles can get CAS flares.'''


Additionally you can inform medical (:m) about any wounded marines coming up, or you can communicate with a squad directly (:q, :b, :c, :d) to coordinate. You may also have to coordinate with the Requisitions Officer (:u) depending on his competency and budget.
</div>


<div class="mw-collapsible mw-collapsed" style="width:100%">


==Close Air Support (CAS)==
=The Condor (CAS)=
Close Air Support, or for short CAS, is your way of helping the marines. You can rain down hell on your enemies if you want to. But, for that the groundside marines need tactical binoculars or a lit CAS signal flare to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available.
<div class="mw-collapsible-content">


But how do I kill my enemies, you ask?
[[File:TGMC condor.png|thumb|504x504px|Most beautiful piece of metal there is, Condor]]
That is simple, first you obviously need to install the weapons to the dropship of your choice, normally it’s the Condor, because the Alamo is only rarely in the air. Note that the weapons you install are unloaded, and need to be filled with the ammunition from the ammo-storage room.
[[File:TGMC vehicle condor ui.PNG|thumb|326x326px]]
Close Air Support, or for short CAS, is your way of helping the marines. You will be doing this in the Condor Aerospace fighter (Definitely not an A-10 but in space). You can rain down hell on your enemies with bullets, rockets and lasers. The groundside marines can help you with tactical binoculars or a lit CAS signal flare, to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available. Remind them about flares and marks. <s>Please just throw a CAS flare I beg you marines.</s>


Then enter your cockpit, and wait. Make sure that somebody on the ground is aware that you are ready for CAS. Turning your engines on and lifting off pre-emptively gives you a better response time at the cost of inevitable downtime.
== Preparation ==
But how do I kill my enemies, you ask? First you need to install the weapons. Note that the weapons you install are unloaded, and need to be filled with the ammunition from the ammo-storage room.


Once CAS is required, launch the Condor, select the weapon you want to open up with, and click "begin fire mission". You'll enter a map overview mode like the AI or Overwatch terminals where you can see anything within camera range of the ground forces, as well as the spot around the laze and the signal flares. You can fire on ANYTHING in sight of any marine on the ground, but all of your weapons will be danger close without the added range of the laser dot - this might not matter if your camera coverage is coming from a corpse's still-active helmet camera. <s>Note that a lot of weapons have some degree of inaccuracy, especially the GAU and Condor rotary cannon, but these two also hit ridiculously hard.</s> All weapons are accurate except for Illumination Flares which have a degree of inaccuracy.
* By default, Condor has 30mm machinegun in the front, which is already loaded
* Take new weapons (which are usually lying around at roundstart)
* Install them, see above
* Load them with ammo


If your fuel runs out, you'll land back on the ship automatically, but if your weapons run dry you'll have to land manually (remember to turn the engines off) and regardless you'll need to reload your weapons for the next CAS mission. You'll also need to refuel the Condor by using jerry cans on the cockpit - you can refill the jerry cans themselves with a large welding fuel tank, but not the backpack-sized ones. You can also purchase replacement ammunition at the dropship part fabricator.
== Starting a firemission ==
You execute CAS with your trusty '''Condor''' (blue plane), doing a fly-bys
*Сlimb into the Condor's cockpit (click)
**It will bring up the menu, which you can also access via '''B'''
*Spool (start) engines ('''Enter''')
*Take off - begin flyby ('''Space''')
*Begin fire mission
**If there are CAS lasers, it will give you list of options to teleport to
**Otherwise it will semi-randomly teleport you to some location near marines
*Once fuel level is low, you will automatically land
*You can do this manually via "land plane", then "disable engines" after landing
*To get out of cockpit, press B (resist). Mid-flight B brings up flight menu.
*Refuel your plane with jerry cans by clicking the cockpit. Refuel cans by clicking the fuel tank.
'''Note''': do ''NOT'' take off before ALAMO has landed for the first time. You will bug out.


=Orders=
== Shoot stoopid benos ==
As command staff, you have access to orders, which can be used to buff nearby troops with helpful effects. These also cause you to broadcast a quote over the radio(provided you have one) so people know when you're calling one out. After giving an order, there is a cooldown period until you can give another one. Give orders using the action buttons on the top-left of the screen.
 
{|
* Click "begin fire mission".
! style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff"|'''Command'''
** You'll enter a map overview mode like the AI or Overwatch terminals where you can see anything within camera range of the ground forces, as well as the spot around the laze and the signal flares. You can fire on ANYTHING in sight of any marine on the ground! '''BUT''' all of your weapons will be danger close without the added range of the laser dot - this might not matter if your camera coverage is coming from a corpse's still-active helmet camera.
! style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff"|'''Description'''
** All weapons are accurate, except for Illumination Flares, so don't worry about missing.
|-
* In the plane menu, you can select the active weapon.
** Only one can be active at a time, but you can easily switch them. Just keep the menu open (B button to open it).
** Different weapons have different purposes, and fly time. Usual machinegun take 6 seconds to land, laser takes 1.
** Below you will see the button for direction. It shows how weapons will shoot
*** For example, 'EAST' will launch bullets from left to right.
*** '''WASD and arrow keys''' for selecting attack direction.
* If your fuel runs out, you'll land back on the ship automatically


|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px; background-color:#302f38;color:#ffffff"|[[file:TGMC_move.png|64px]]
==CAS Weapons==
<b>Move order</b>
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff; font-size: 17px"| Increases movement speed. Great for chasing down or running away from xenos, or if you just want to move around fast in general, like on the ship. [[TGMC:Requisitions Officer|RO]]s love it!
|-


|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff"|[[file:TGMC_hold.png|64px]]
The Condor features four primary weapons for close air support (The central minigun on the Condor is just a built-in 30mm cannon, don't tell anyone). Similarly to the Alamo modules discussed above, use a powerloader to equip them onto the relevant attachment points. The Condor features 4 empty attachment points to start, so feel free to mix and match.
<b>Hold order</b>
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff; font-size: 17px"| Increases pain resistance. Helpful since pain slows down move speed, makes you drop stuff, and overall just sucks to have. Also saves painkiller supplies for when it's needed more.
|-


|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff"|[[file:TGMC_focus.png|64px]]
Reload weapons using the powerloader. With the relevant ammo held, click the weapon to fill it. If the weapon is still loaded, use an empty claw to remove the old ammo prior to reloading. Some weapons, like the 30mm cannon, require you to remove the old ammo box if it's been fully depleted.
<b>Focus order</b>
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff; font-size: 17px"| Increases accuracy, which in turn increases total damage output because more shots actually hit the enemy. Also makes them hit friendlies more often, but that's out of your control, mostly.
|}


=Dropship Part Fabricator=
![[File:TGMC_Dropship_Part_Fabricator.png|300px]]<br>
The Dropship Part Fabricator is the most important piece of equipment. It is used to make the modules and ammunition for the Alamo, Tadpole and Condor.


Spend your points wisely, they take a long time to replenish (1 point every 2 seconds)
Most CAS weapons will deal explosive damage, the values of which are listed below. (Note that the values listed are only against xenomorphs, not against humans).


=Modules=
This is a list of all the available modules and what they do. Most of them are available at roundstart, but more can be purchased from the Dropship Parts Fabricator.


==Interior Modules==
To get more points; Have the ship sit at a lower orbit level to greatly improve your Fabricator point generation. Of course doing this also means your back in the fight faster too but also renders Requisitions to have a reduced passive generation. In general you should ask Req if he is Ok with going lower so you can buy more toys to use. Do note having the ship at a lower orbit when the Xeno's hijack also greatly reduces their transit time up to the ship; If the situation is going south you better start climbing the ship if you want any hope of getting an ERT.
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#407bbf;" width=200|Module
! scope="col" class="unsortable" style="background-color:#407bbf;" |Description
|-
![[File:TGMC_MedEvac.png]]<br>MedEvac Module
|Inferior version of the TeleEvac and rarely used. Can pick up two marines at the same time.  
Costs 500 points in the dropship part fabricator.<br><br>'''How to use:'''<br>- Launch the dropship in flyby-mode<br>- Pick up the injured marines through the weapon control console<br>- Go back into the ship and lift up the marines with the MedEvac Module. (Just click on it)


'''Note: This module is obsolete due to the medevac stretchers using bluespace technology to teleport marines.'''
|-
![[File:TGMC_SmartgunSystem.png]]<br>Smartgun Deployment Module
|This installs a M56D-Smartgun with an included sandbag-nest. Comes loaded with 1500 bullets to defend your ship. Fits on the Alamo and Tadpole. The Sulaco and Pillar of Spring starts with 1.
Costs 300 points in the dropship part fabricator.<br><br>'''Note: It does have an IFF-Feature, which means you can shoot through other marines.'''
|-
![[File:TGMC_Alamo_Surgery_Table.png|100px]]<br>Surgery Table Module
|Works exactly like the surgery table. Fits on the Alamo and Tadpole. The Sulaco and Pillar of Spring starts with 1.
Costs 100 points in the dropship part fabricator.


'''Note: Only useful to roles that are skilled in surgery.'''
'''Light Explosion:''' Deals 90-110 damage, along with 2 stagger, 3 slowdown, and 10 sunder.
|-
|}


== Electronic Modules ==
'''Heavy Explosion:''' Deals 140-160 damage, along with 3 stagger, 4 slowdown, and 20 sunder.
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#407bbf;" width=200|Module
! scope="col" class="unsortable" style="background-color:#407bbf;" |Description
|-
![[File:TGMC_TargetingSystem.png]]<br>Targeting System
|Increases the accuracy of the weapons of the Dropship. The Sulaco and Pillar of Spring start with 2
Costs 800 points in the dropship part fabricator.


'''Note: This module is obsolete due to the Condor not taking electronic modules as well as already being very accurate.'''
'''Devastating Explosion:''' '''''Instantly gibs most xenomorphs.''''' Deals 190-210 damage, along with 4 stagger, 5 slowdown, and 30 sunder.
|-
![[File:TGMC_LZDetector.png]]<br>Landing Zone Detector
|This will allow the Pilot to view the Landing Zone where the Dropship is heading. Only works when the Dropship is in the air.
Costs 400 points in the dropship part fabricator.


'''Note: This module is not useful'''
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Weapon:'''
! style="background-color:#808080;"|'''Description:'''
|-
|-
![[File:TGMC_Spotlight.png]]<br>Spotlight
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[File:TGMCGAU30mmCannon.png|center]]<br>  
|These Spotlights need to be activated with the Alamo Weapons Control console and turn off every time the Alamo launches. This illuminates the Landing Zone. Good for those that are afraid of the dark. Fits only on the Alamo. Sulaco starts with 2 and the Pillar of Spring 3.  
'''GAU-21 30mm Cannon'''
Costs 300 points in the dropship part fabricator.
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|  
 
Your standard area-denial tool. Use it to clear mazes, prevent xeno pushes, or to prevent xenos from retreating. You get one of these integrated as the nose cannon on the Condor.
'''Note: This module is the most useful for the Alamo.
{| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;"
! Ammunition types:
|-
|-
|}
| [[File:TGMC_30mm_Ammo_Crate.png|64px]] '''30mm Ammo Crate'''<br>An ammo crate of 30mm. Capable of fitting in the Condor Jet Minigun and the GAU-21 30mm Cannon. Has 2000 rounds, each time it is fired uses 200 rounds for a max of 10 shots before being empty. Has a travel time of 6 seconds. '''Does the same damage as 2 light explosions would.'''


== Weapon Modules ==
Costs 100 points in the dropship part fabricator.
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#407bbf;" width=200|Module
! scope="col" class="unsortable" style="background-color:#407bbf;" |Description
|-
|-
![[File:TGMC_Sentry_Deployment_Module.png|100px]]<br>Sentry Deployment Module
| [[File:TGMC_High-Velocity_30mm_Ammo_Crate.png|64px]] '''High Velocity 30mm Ammo Crate'''<br>An ammo crate of High Velocity 30mm Capable of fitting in the Condor Jet Minigun and the GAU-21 30mm Cannon. Has 2000 rounds, each time it is fired uses 200 rounds for a max of 10 shots before being empty. Due to advanced aerodynamics and enhanced propellant in each round, the delay between firing and impact is reduced to 2 seconds. '''Does the same damage as 2 light explosions would.'''
|These sentries need to be deployed with the Alamo Weapons Control console and get undeployed every time the Alamo launches. they can not be modified and can only fire in the direction they are facing. They have 150 health, 50000 rounds and fire in bursts of 10 but are very inaccurate. They can be repaired with a blowtorch. if they are destroyed you can remove them with the powerloader and placed back on to fix it.
Costs 500 points in the dropship part fabricator.


'''Note: This module is the most useful for the Tadpole or Alamo.'''
Costs 225 points in the dropship part fabricator.
|}
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[File:TGMCMinirocketPod.png|center]]<br>
'''Minirocket Pod'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|
Quickly fires variable micro rockets, with a capacity of 6. Good for zoning against lower tier Xenos, or providing support through the utility rocket variants.
{| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;"
! Ammunition types:
|-
|-
![[File:TGMC_Condor_Jet_Minigun.png|100px]]<br>Condor Jet Minigun
| [[File:TGMC_Mini_Rocket_Stack.png|64px]] '''Mini Rocket Stack'''<br>A stack of 6 explosive minirockets. While not very strong, they fly fast and can be fired quickly. Has a travel time of 2 seconds, and has an '''explosive radius of 2 heavy, and 3 light.'''
|A built in GAU-21 to use for gun runs. Built in the Condor and unremovable.  
 
|-
Costs 175 points in the dropship part fabricator.
![[File:TGMC_GAU-21_30mm_Cannon.png|200px]]<br>GAU-21 30mm Cannon
|A GAU-21 to use for gun runs. The Sulaco and Pillar of Spring start with 1.
Costs 400 points in the dropship part fabricator.
|-
|-
![[File:TGMC_Rocket_Pod.png|200px]]<br>Rocket Pod
| [[File:TGMC_Smoke_Mini_Rocket_Stack.png|64px]] '''Smoke Mini Rocket Stack'''<br>A stack of 6 minirockets that upon impact release smoke. Has a travel time of 4 seconds, an '''explosive radius of 2 light''', and spreads tactical smoke in a wide area.
|A rocket pod capable of holding a rocket. The Sulaco and Pillar of Spring start with 1
Costs 600 points in the dropship part fabricator.
|-
|-
![[File:TGMC_Minirocket_Pod.png|100px]]<br>Minirocket Pod
|A minirocket pod capable of holding minirockets. The Sulaco and Pillar of Spring start with 1
Costs 600 points in the dropship part fabricator.
|-
|-
![[File:TGMC_Laser_Beam.png|200px]]<br>Laser Beam
|A laser beam that fires a long line of fire that burns targets. The flames are short lived.
Costs 500 points in the dropship part fabricator.


'''Note: This is the only weapon able to reliably hit xenos due to its low travel time.'''
Costs 75 points in the dropship part fabricator.
|-
|-
| [[File:TGMC_Illumination_Rocket-Launched_Flare_Stack.png|64px]] '''Illumination Rocket-Launched Flare Stack'''<br>A stack of 6 minirockets that upon impact make a bright invisible flare.


|}
Costs 50 points in the dropship part fabricator.
 
== Ammunition ==
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#407bbf;" width=200|Module
! scope="col" class="unsortable" style="background-color:#407bbf;" |Description
|-
|-
![[File:TGMC_30mm_Ammo_Crate.png|100px]]<br>30mm Ammo Crate
| [[File:TGMC_Tanglefoot_Mini_Rocket_Stack.png|64px]] '''Tanglefoot Mini Rocket Stack'''<br>A stack of 6 minirockets that release Tanglefoot gas in a large area. Has a travel time of 4 seconds, and an '''explosive radius of 2 light'''.
|An ammo crate of 30mm. Capable of fitting in the Condor Jet Minigun and the GAU-21 30mm Cannon. Has 200 rounds, each time it is fired uses 20 rounds for a max of 10 shots before being empty.


Travel time of 6 seconds on orbit level 3.
Costs 200 points in the dropship part fabricator.
 
Costs 75 points in the dropship part fabricator.
|-
|-
|-
| [[File:TGMC_Incendiary_Mini_Rocket_Stack.png|64px]] '''Incendiary Mini Rocket Stack'''<br>A stack of 6 minirockets that explode and also leave behind a large area in flames. Has a travel time of 4 seconds, and an '''explosive radius of 3 light and 3 fire.'''
![[File:TGMC_High-Velocity_30mm_Ammo_Crate.png|100px]]<br>High Velocity 30mm Ammo Crate
|An ammo crate of High Velocity 30mm Capable of fitting in the Condor Jet Minigun and the GAU-21 30mm Cannon. Has 200 rounds, each time it is fired uses 20 rounds for a max of 10 shots before being empty.


Travel time of 5 seconds on orbit level 3.
Costs 250 points in the dropship part fabricator.
 
|}
Costs 150 points in the dropship part fabricator.
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[File:TGMCRocketPod.png|center]]<br>
'''Rocket Pod'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|
Heavy rocket launcher, capable of unleashing some of CAS' heaviest hitting ordinance. <small>''and gibbing dead marines''</small>
{| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;"
! Ammunition types:
|-
|-
![[File:TGMC_AIM-224_Widowmaker.png|100px]]<br>AIM-224 'Widowmaker'
| [[File:TGMC_AIM-224_Widowmaker.png|64px]] '''AGM-224 Widowmaker'''<br>A high-velocity rocket capable of quickly closing the distance from air to surface, devastating anything it hits. It has a 2 second travel time, with an '''explosion radius of 2 devastation, and 3 heavy.'''
|A rocket capable of reaching its target fast. It is the least powerful rocket.


Travel time of 3 seconds on orbit level 3.
Costs 300 points in the dropship part fabricator.
 
Costs 75 points in the dropship part fabricator.
|-
|-
|-
| [[File:TGMC_GBU-67_Keeper_II.png|64px]] '''AGM-67 Keeper II'''<br>A high-explosive rocket designed to devastate armored targets, the Keeper II missile boasts the highest explosive damage of the AGM class. It has a 3 second travel time, with an '''explosion radius of 2 devastation, 4 heavy, and 6 light'''.
![[File:TGMC_AGM-227_Banshee.png|100px]]<br>AGM-227 'Banshee'
|A rocket capable of clearing large areas. It has a wide range.
 
Travel time of 4 seconds on orbit level 3.


Costs 150 points in the dropship part fabricator.
Costs 225 points in the dropship part fabricator.
|-
|-
|-
| [[File:TGMC_XN-99_Napalm.png|64px]] '''AGM-99 Napalm'''<br>The AGM-99 'Napalm' is an incendiary rocket used to turn specific targeted areas into giant balls of fire for quite a long time, it has a smaller outer explosive payload than other AGMs, however. It has a 3 second travel time, with an '''explosion radius of 2 devastation, 3 heavy, 4 light, and 3 fire.''' This rocket will also spread white phosphorus gas in the area.
![[File:TGMC_SM-17_Fatty.png|100px]]<br>SM-17 'Fatty'
|A cluster type rocket. Multiple explosions.


Travel time of 4 seconds on orbit level 3.
Costs 275 points in the dropship part fabricator.
 
Costs 200 points in the dropship part fabricator.
|-
|-
|-
| [[File:TGMC_AGM-227_Banshee.png|64px]] '''PHGM-227 Banshee'''<br>A heavy rocket that absolutely devastates anything it hits. This rocket boasts an extremely wide explosive radius, along with a terrifying amount of fire. It has a 6 second travel time, with an '''explosion radius of 2 devastation, 4 heavy, 5 light, and 7 fire'''.
![[File:TGMC_XN-99_Napalm.png|100px]]<br>XN-99 'Napalm'
|An incendiary rocket designed to cover an area in napalm for a long time. It stays on fire for a long time.


Travel time of 4 seconds on orbit level 3.
Costs 275 points in the dropship part fabricator.
 
Costs 200 points in the dropship part fabricator.
|-
|-
|-
| [[File:TGMC_SM-17_Fatty.png|64px]] '''PHGM-17 Fatty'''<br>A heavy cluster type rocket, dealing 8 explosions in a radius 3 seconds after the initial blast. It has a 6 second travel time, with an '''explosion radius of 2 devastation, 3 heavy, and 4 light''' (for both the primary and secondary explosives).
![[File:TGMC_GBU-67_Keeper_II.png|100px]]<br>GBU-67 'Keeper II'
|A bomb designed to devastate armoured targets. It has a less blast radius but is more powerful in the center.
 
Travel time of 4 seconds on orbit level 3.


Costs 300 points in the dropship part fabricator.
Costs 300 points in the dropship part fabricator.
|-
|-
| [[File:TGMC_PHGM-7_Monarch.png|64px]] '''PHGM-7 Monarch'''<br>A standard heavy rocket, boasting a wide explosive radius and cheap pricing. It has a 6 second travel time, with an '''explosion radius of 3 devastation, 5 heavy, and 7 light.'''
Costs 250 points in the dropship part fabricator.
|-
|-
![[File:TGMC_Smoke_Mini_Rocket_Stack.png|100px]]<br>Smoke Mini Rocket Stack
| [[File:TGMC_PLGM_Swansong.png|64px]] '''PLGM-50 Swansong'''<br>A standard rocket, named after barely dodging discontinuation dozens of times to more expensive design types. It has a 4 second travel time, with an '''explosion radius of 2 devastation, 4 heavy, and 6 light.
|A stack of 6 minirockets that upon impact release smoke. They are able to be fired in rapid succession.
'''
 
Costs 200 points in the dropship part fabricator.
Travel time of 4 seconds on orbit level 3.
|}
 
Costs 25 points in the dropship part fabricator.
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[File:TGMCLaserBeam.png|center]]<br>
'''Laser Beam Gun'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|
A short-delay, high-damage incendiary laser cannon. Must be purchased from the dropship part fabricator.
{| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;"
! Ammunition types:
|-
|-
![[File:TGMC_Illumination_Rocket-Launched_Flare_Stack.png|100px]]<br>Illumination Rocket-Launched Flare Stack
|[[File:TGMC_High-Capacity_Laser_Battery.png|64px]] '''High-Capacity Laser Battery'''<br>A High Capacity Laser Battery capable of fitting in the Laser Beam Gun. Has a charge of 100 with each shot consuming 10 charge for a max of 10 shots before being empty. Has a travel time of 1 second, and causes an intense but short lived fire in its path, along with '''dealing 120 damage''' to anything caught by the laser.
|A stack of 6 minirockets that upon impact make a bright invisible flare. They are able to be fired in rapid succession but are inaccurate.


Travel time of 4 seconds on orbit level 3.
Costs 150 points in the dropship part fabricator.
 
|}
Costs 25 points in the dropship part fabricator.
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[File:TGMC_Bomblet_pod.png|center]]<br>
'''Bomblet Pod'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|
A pnuematic thrower machine capable of up to 40 smaller bombs, generally  called 'bomblets'.
{| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;"
! Ammunition types:
|-
|-
![[File:TGMC_Mini_Rocket_Stack.png|100px]]<br>Mini Rocket Stack
|[[File:TGMC_Bomb_50.png|64px]] '''AOE-50lb 'Dandelions' stack'''<br>A stack of 40 small explosive bomblets. Has a travel time of 12 seconds, and an '''explosive radius of 2 light.'''
|A stack of 6 minirockets that explode but are not very strong. They are able to be fired in rapid succession.


Travel time of 4 seconds on orbit level 3.
Costs 150 points in the dropship part fabricator.
|-
|[[File:TGMC_Bomb_75.png|64px]] '''AOE-75lb 'Poppies' stack'''<br>A stack of 20 large explosive bomblets. Has a travel time of 12 seconds, and an '''explosive radius of 3 light.'''


Costs 100 points in the dropship part fabricator.
Costs 175 points in the dropship part fabricator.
|}
|-
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[File:TGMC_Bomb_pod.png|center]]<br>
'''Bomb Pod'''
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|
A bomb pod capable of launching several large bombs.
{| class="mw-collapsible mw-collapsed wikitable;background-color:#808080;"
! Ammunition types:
|-
|-
![[File:TGMC_Incendiary_Mini_Rocket_Stack.png|100px]]<br>Incendiary Mini Rocket Stack
|[[File:TGMC_Bomb_200.png|64px]] '''AOE-200lb 'Tiny' stack'''<br>A decent sized stack of 8 explosive bombs. Has a travel time of 12 seconds, and an '''explosive radius of 3 heavy, and 4 light.'''
|A stack of 6 minirockets that explode and also leave behind a large area in flames. They are able to be fired in rapid succession.
 
Travel time of 4 seconds on orbit level 3


Costs 200 points in the dropship part fabricator.
Costs 200 points in the dropship part fabricator.
|-
|-
|[[File:TGMC_Bomb_400.png|64px]] '''AOE-400lb 'Mighty' stack'''<br>A stack of 4 large explosive bombs. Has a travel time of 12 seconds, and an '''explosive radius of 4 heavy, and 5 light.'''
Costs 225 points in the dropship part fabricator.
|-
|-
![[File:TGMC_High-Capacity_Laser_Battery.png|100px]]<br>High-Capacity Laser Battery
|[[File:TGMC_Bomb_1000.png|64px]] '''AOE-1000lb 'MOAB' stack'''<br>Two extremely large bombs, which are as devastating as they are expensive. Has a travel time of 14 seconds, and an '''explosive radius of 6 devastation, and 8 heavy.'''
|A High Capacity Laser Battery capable of fitting in the Laser Beam Gun. Has a charge of 100 with each shot consuming 10 charge for a max of 10 shots before being empty.


Travel time of 1 second on orbit level 3.
Costs 600 points in the dropship part fabricator.
 
Costs 150 points in the dropship part fabricator.
|-
|-
|}
|}
=Tips=
|}
*Xenos don't know what will be coming down use this to your advantage.
 
**Illumination Flares can be used to trick xenos into running away very useful if a marine is getting attacked.
== CAS tips ==
**The Laser Beam has a long range use this to your advantage.
 
*Try to predict where xenos will go.
* It is in general ''very hard'' to land a clear hit on a xeno. You most often need at least 2 shots to kill even the weakest xeno, and therefore you won't be able to make kills by yourself. Try to really act as fire support, not as death from the sky.
*Keep in mind the travel time to avoid friendly fire and so you dont end up saving an injured xeno by preventing marines from being able to chase.
* Large rockets have gib-zone in the center.
** If you land a direct hit, you are guaranteed to kill a xeno which has low bomb resist, like Boiler, Prae, and most low-tiers.
** If you don't, it's around 120 damage to xeno, so around 3 rockets to kill a full HP xeno. Not a great deal.
* Keep in mind the travel time to avoid friendly fire and so you dont end up saving an injured xeno by preventing marines from being able to chase.
** This happens absurdly often
* Xeno don't know what will be coming down - use this to your advantage.
**Illumination Flares can be used to trick xenos into running away, very useful if a marine is getting attacked.
**The Laser Beam is very quick to fire.
*Try to predict where xenos will go. Block their retreat paths. Hamper their attack.
*Use area denial weapons to block xenos from escaping.
*Use area denial weapons to block xenos from escaping.
**Especially useful when xenos make a push.
**Especially useful when xenos make a push, to prevent injured ones from quickly retreating.
*Try to use cheaper ammunition first, fabricator point generation is pretty low.
*Ask for CAS lasers in <code>.s</code>
*Ask for green CAS flares in general channel.
**Also, you can make a crate with CAS flares from weapons vendor, and send it from Requisitions
*CAS is most effective during defense. You cannot shoot without visions, and marines attacking mean that there would be a lot of FF.
*T4 xeno have very high bomb defense, and can shrug off even larger explosions.
*Your most useful asset for Marines is Support; Clear mazes and use your specialized mini rockets frequently. Reducing the places a Xeno can hide can greatly improve the survival chances of Marines on the ground.
*Seriously; trying to actively attack a Xeno is just going to disappoint you with how often they just run away before it lands; They can still see your targeting laser even through walls.
*Use it moreso as a deterrent to keep xenos away from certain areas so Marines can grab the injured and fall back.
*Conversely; blocking off an escape route for a xeno might net the marines a kill; or even score you one if they don't see your targeting laser while they run.


</div>


{{Orders}}
<br>
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Latest revision as of 20:34, 4 July 2024

This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


MARINE

Pilot Officer
Access: Condor Piloting, Pilot Gear and CIC
Difficulty: Medium
Rank: Ensign (Starting), Lieutenant Junior Grade (10 hrs), Lieutenant (25 hrs), Lieutenant Commander (100 hrs), Commander (300 hrs)
Class: Navy
Supervisors: Captain, Field Commander, Staff Officer
Duties: Support the ground-forces with CAS providing zoning with strafes and flanks. Miss every single xeno but gib marines with rockets.
Guides: Guide to Fire Support
Quote:"You can be my wingman any time."


Introduction

Pilot Officer is a special role that gets to engage in combat, without ever setting foot on the planet. The Condor cockpit is your home, and you're technically shipside staff. When you're in the plane, you'll get to see more of the battlefield, as well as launch air-to-surface munitions, making you invaluable at covering flanks or pointing out hotspots.
As Pilot Officer, your primary duties are:

  • Flying the Condor to help ground forces
  • Using your bird's-eye-view to provide extra information to marines
  • In absence of other command, taking responsibility for the mission
  • Looking cool while doing it

Communication

It’s usually a good idea to communicate a lot.
While your primary duties are in the Condor, you might also be the one to fly the Alamo to the planet and recall it back to the ship, if no one else can. Be clear about when you're cycling the Alamo. You have the ability to send orders, so use this to update people on when the Alamo is moving.

Depending on your team, remember that only command roles start with tactical binoculars and get access to the Command and Fire Support radio channel. All roles can get green CAS flares. You can communicate with a squad directly to coordinate, like when asking Squad Leaders to provide lazes with their binoculars for you to bombard; or asking Squad Marines to throw CAS Flares.

Default radio commands:

  • .v for Command
  • .u for Requisitions
  • .m for Medical
  • .s for Fire Support
  • .e for Engineering
  • .q for ALPHA SQUAD
  • .b for BRAVO SQUAD
  • .c for CHARLIE SQUAD
  • .d for DELTA SQUAD
  • , for General radio
  • First letter of squad name
for CUSTOM SQUADS

Installing stuff on ships

If you want to install a module or reload a weapon, you will need a powerloader (yellow robot).

  • Right click the powerloader [image of the powerloader] and click “Enter powerloader”
    • Alternatively, you can clickdrag your sprite onto the powerloader.
    • Make sure your hands are empty before attempting to enter the powerloader.
  • Move in front of the module or ammo pack and left-click on it to pick up
    • You can carry two modules, simply switch active hand to carry another one.
  • Move to the ship slot and click left click on it, wait until installed or reloaded
    • You can switch hands while doing an action. So you can install two modules at once.
    • Note that for some weapons (machineguns) to be reloaded, you need to discard empty ammo box first. Do this by clicking the module.
      • This also can be used to take off a module (it goes into your hand)

Alamo

Most of this information is only relevant if you want to actually operate the Alamo, and since the PO job has since been split between Transport and Pilot Officers this section largely remains here as a relic of an era where PO's had both duties to operate the transport craft and the condor. Your main duty as a PO now is the Condor.


There are two ways to controlling the Alamo, via its cockpit and via remote computers.
The Alamo's cockpit
In the cockpit of the Alamo you will find the three main consoles.
  • The camera control console (left), which lets you view the different cameras of the dropship.
  • The main control console (middle), which lets you fly the dropship.
  • The weapon control console (right), which lets you fire your weapons or deploy your sentries.

Using the center console allows for more advanced commands than through the remote computers found on the LZs or in CIC. From here, you can not only designate a landing zone, but also toggle automatic cycling mode. Once toggled, the Alamo will automatically cycle between the last two chosen destinations, at an interval of your choosing (after the recharge delay). It is highly recommend to turn on automatic cycling so that it frees up PO's time to do better things and lets marines not yell in radio. Also note - once you click it on, it will begin the course immediately.

You can also toggle the lockdowns on the left, right, and rear doors of the Alamo. Doing so will prevent anyone from opening the door until the lockdown manually deactivated from the cockpit; either by the PO, or an invader. Note that the lockdown will lock the doors into their current state; toggling lockdown while a door is open will force it to remain open.
The UI to control the Alamo's movement
The right part of the cockpit is the computer to deploy sentries to protect the Alamo from xenomorphs. This UI can also be used for fire mission if the Alamo is equipped with CAS arsenal, but it is recommended to use CAS for the Condor jet.
The UI to use sentries

Communication is key with the Alamo. One of the primary mistakes when using the Alamo is not knowing when and where marines want to be at.

  1. Before the Alamo launch into one of the landing zones in planetside for marines' first deployment, ask what landing zone the forward operational base, or FOB, is in.
  2. Always tell marines when you are launching so that the marines heading to the Alamo is more motivated to haul ass.
  3. Install surgery table in Alamo; It will generally see more use than the machinegun hardpoint, as the back door almost always gets locked in the event of an assault.

Piloting each dropship is fairly easy, you just have to click a few buttons and wait.

In the cockpit of the Alamo you will find the three main consoles.

  • The camera control console (left), which lets you view the different cameras of the dropship.
  • The main control console (middle), which lets you fly the dropship and lock or unlock the Alamo doors. If the Shrike or Queen touches this console the Alamo becomes locked which prevents the Alamo from working for a long time and also unlocks all doors. Do not lock all 3 sides of the Alamo otherwise they can lock the Alamo without touching the console.
  • The weapon control console (right), which lets you fire your weapons or deploy your dropship equipment.


It should also be noted that any Squad leader, Field Commander, Synthetic, or even anyone in CIC onboard the ship can use the Alamo Cycle computer to remote control its departure and arrivals. So really you won't need to spend much time messing around with the Alamo unless you really wanna fly it.

The Condor (CAS)

Most beautiful piece of metal there is, Condor

Close Air Support, or for short CAS, is your way of helping the marines. You will be doing this in the Condor Aerospace fighter (Definitely not an A-10 but in space). You can rain down hell on your enemies with bullets, rockets and lasers. The groundside marines can help you with tactical binoculars or a lit CAS signal flare, to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available. Remind them about flares and marks. Please just throw a CAS flare I beg you marines.

Preparation

But how do I kill my enemies, you ask? First you need to install the weapons. Note that the weapons you install are unloaded, and need to be filled with the ammunition from the ammo-storage room.

  • By default, Condor has 30mm machinegun in the front, which is already loaded
  • Take new weapons (which are usually lying around at roundstart)
  • Install them, see above
  • Load them with ammo

Starting a firemission

You execute CAS with your trusty Condor (blue plane), doing a fly-bys

  • Сlimb into the Condor's cockpit (click)
    • It will bring up the menu, which you can also access via B
  • Spool (start) engines (Enter)
  • Take off - begin flyby (Space)
  • Begin fire mission
    • If there are CAS lasers, it will give you list of options to teleport to
    • Otherwise it will semi-randomly teleport you to some location near marines
  • Once fuel level is low, you will automatically land
  • You can do this manually via "land plane", then "disable engines" after landing
  • To get out of cockpit, press B (resist). Mid-flight B brings up flight menu.
  • Refuel your plane with jerry cans by clicking the cockpit. Refuel cans by clicking the fuel tank.

Note: do NOT take off before ALAMO has landed for the first time. You will bug out.

Shoot stoopid benos

  • Click "begin fire mission".
    • You'll enter a map overview mode like the AI or Overwatch terminals where you can see anything within camera range of the ground forces, as well as the spot around the laze and the signal flares. You can fire on ANYTHING in sight of any marine on the ground! BUT all of your weapons will be danger close without the added range of the laser dot - this might not matter if your camera coverage is coming from a corpse's still-active helmet camera.
    • All weapons are accurate, except for Illumination Flares, so don't worry about missing.
  • In the plane menu, you can select the active weapon.
    • Only one can be active at a time, but you can easily switch them. Just keep the menu open (B button to open it).
    • Different weapons have different purposes, and fly time. Usual machinegun take 6 seconds to land, laser takes 1.
    • Below you will see the button for direction. It shows how weapons will shoot
      • For example, 'EAST' will launch bullets from left to right.
      • WASD and arrow keys for selecting attack direction.
  • If your fuel runs out, you'll land back on the ship automatically

CAS Weapons

The Condor features four primary weapons for close air support (The central minigun on the Condor is just a built-in 30mm cannon, don't tell anyone). Similarly to the Alamo modules discussed above, use a powerloader to equip them onto the relevant attachment points. The Condor features 4 empty attachment points to start, so feel free to mix and match.

Reload weapons using the powerloader. With the relevant ammo held, click the weapon to fill it. If the weapon is still loaded, use an empty claw to remove the old ammo prior to reloading. Some weapons, like the 30mm cannon, require you to remove the old ammo box if it's been fully depleted.


Most CAS weapons will deal explosive damage, the values of which are listed below. (Note that the values listed are only against xenomorphs, not against humans).


To get more points; Have the ship sit at a lower orbit level to greatly improve your Fabricator point generation. Of course doing this also means your back in the fight faster too but also renders Requisitions to have a reduced passive generation. In general you should ask Req if he is Ok with going lower so you can buy more toys to use. Do note having the ship at a lower orbit when the Xeno's hijack also greatly reduces their transit time up to the ship; If the situation is going south you better start climbing the ship if you want any hope of getting an ERT.


Light Explosion: Deals 90-110 damage, along with 2 stagger, 3 slowdown, and 10 sunder.

Heavy Explosion: Deals 140-160 damage, along with 3 stagger, 4 slowdown, and 20 sunder.

Devastating Explosion: Instantly gibs most xenomorphs. Deals 190-210 damage, along with 4 stagger, 5 slowdown, and 30 sunder.

Weapon: Description:

GAU-21 30mm Cannon

Your standard area-denial tool. Use it to clear mazes, prevent xeno pushes, or to prevent xenos from retreating. You get one of these integrated as the nose cannon on the Condor.

Ammunition types:
30mm Ammo Crate
An ammo crate of 30mm. Capable of fitting in the Condor Jet Minigun and the GAU-21 30mm Cannon. Has 2000 rounds, each time it is fired uses 200 rounds for a max of 10 shots before being empty. Has a travel time of 6 seconds. Does the same damage as 2 light explosions would.

Costs 100 points in the dropship part fabricator.

High Velocity 30mm Ammo Crate
An ammo crate of High Velocity 30mm Capable of fitting in the Condor Jet Minigun and the GAU-21 30mm Cannon. Has 2000 rounds, each time it is fired uses 200 rounds for a max of 10 shots before being empty. Due to advanced aerodynamics and enhanced propellant in each round, the delay between firing and impact is reduced to 2 seconds. Does the same damage as 2 light explosions would.

Costs 225 points in the dropship part fabricator.


Minirocket Pod

Quickly fires variable micro rockets, with a capacity of 6. Good for zoning against lower tier Xenos, or providing support through the utility rocket variants.

Ammunition types:
Mini Rocket Stack
A stack of 6 explosive minirockets. While not very strong, they fly fast and can be fired quickly. Has a travel time of 2 seconds, and has an explosive radius of 2 heavy, and 3 light.

Costs 175 points in the dropship part fabricator.

Smoke Mini Rocket Stack
A stack of 6 minirockets that upon impact release smoke. Has a travel time of 4 seconds, an explosive radius of 2 light, and spreads tactical smoke in a wide area.

Costs 75 points in the dropship part fabricator.

Illumination Rocket-Launched Flare Stack
A stack of 6 minirockets that upon impact make a bright invisible flare.

Costs 50 points in the dropship part fabricator.

Tanglefoot Mini Rocket Stack
A stack of 6 minirockets that release Tanglefoot gas in a large area. Has a travel time of 4 seconds, and an explosive radius of 2 light.

Costs 200 points in the dropship part fabricator.

Incendiary Mini Rocket Stack
A stack of 6 minirockets that explode and also leave behind a large area in flames. Has a travel time of 4 seconds, and an explosive radius of 3 light and 3 fire.

Costs 250 points in the dropship part fabricator.


Rocket Pod

Heavy rocket launcher, capable of unleashing some of CAS' heaviest hitting ordinance. and gibbing dead marines

Ammunition types:
AGM-224 Widowmaker
A high-velocity rocket capable of quickly closing the distance from air to surface, devastating anything it hits. It has a 2 second travel time, with an explosion radius of 2 devastation, and 3 heavy.

Costs 300 points in the dropship part fabricator.

AGM-67 Keeper II
A high-explosive rocket designed to devastate armored targets, the Keeper II missile boasts the highest explosive damage of the AGM class. It has a 3 second travel time, with an explosion radius of 2 devastation, 4 heavy, and 6 light.

Costs 225 points in the dropship part fabricator.

AGM-99 Napalm
The AGM-99 'Napalm' is an incendiary rocket used to turn specific targeted areas into giant balls of fire for quite a long time, it has a smaller outer explosive payload than other AGMs, however. It has a 3 second travel time, with an explosion radius of 2 devastation, 3 heavy, 4 light, and 3 fire. This rocket will also spread white phosphorus gas in the area.

Costs 275 points in the dropship part fabricator.

PHGM-227 Banshee
A heavy rocket that absolutely devastates anything it hits. This rocket boasts an extremely wide explosive radius, along with a terrifying amount of fire. It has a 6 second travel time, with an explosion radius of 2 devastation, 4 heavy, 5 light, and 7 fire.

Costs 275 points in the dropship part fabricator.

PHGM-17 Fatty
A heavy cluster type rocket, dealing 8 explosions in a radius 3 seconds after the initial blast. It has a 6 second travel time, with an explosion radius of 2 devastation, 3 heavy, and 4 light (for both the primary and secondary explosives).

Costs 300 points in the dropship part fabricator.

PHGM-7 Monarch
A standard heavy rocket, boasting a wide explosive radius and cheap pricing. It has a 6 second travel time, with an explosion radius of 3 devastation, 5 heavy, and 7 light.

Costs 250 points in the dropship part fabricator.

PLGM-50 Swansong
A standard rocket, named after barely dodging discontinuation dozens of times to more expensive design types. It has a 4 second travel time, with an explosion radius of 2 devastation, 4 heavy, and 6 light.

Costs 200 points in the dropship part fabricator.


Laser Beam Gun

A short-delay, high-damage incendiary laser cannon. Must be purchased from the dropship part fabricator.

Ammunition types:
High-Capacity Laser Battery
A High Capacity Laser Battery capable of fitting in the Laser Beam Gun. Has a charge of 100 with each shot consuming 10 charge for a max of 10 shots before being empty. Has a travel time of 1 second, and causes an intense but short lived fire in its path, along with dealing 120 damage to anything caught by the laser.

Costs 150 points in the dropship part fabricator.


Bomblet Pod

A pnuematic thrower machine capable of up to 40 smaller bombs, generally called 'bomblets'.

Ammunition types:
AOE-50lb 'Dandelions' stack
A stack of 40 small explosive bomblets. Has a travel time of 12 seconds, and an explosive radius of 2 light.

Costs 150 points in the dropship part fabricator.

AOE-75lb 'Poppies' stack
A stack of 20 large explosive bomblets. Has a travel time of 12 seconds, and an explosive radius of 3 light.

Costs 175 points in the dropship part fabricator.


Bomb Pod

A bomb pod capable of launching several large bombs.

Ammunition types:
AOE-200lb 'Tiny' stack
A decent sized stack of 8 explosive bombs. Has a travel time of 12 seconds, and an explosive radius of 3 heavy, and 4 light.

Costs 200 points in the dropship part fabricator.

AOE-400lb 'Mighty' stack
A stack of 4 large explosive bombs. Has a travel time of 12 seconds, and an explosive radius of 4 heavy, and 5 light.

Costs 225 points in the dropship part fabricator.

AOE-1000lb 'MOAB' stack
Two extremely large bombs, which are as devastating as they are expensive. Has a travel time of 14 seconds, and an explosive radius of 6 devastation, and 8 heavy.

Costs 600 points in the dropship part fabricator.

CAS tips

  • It is in general very hard to land a clear hit on a xeno. You most often need at least 2 shots to kill even the weakest xeno, and therefore you won't be able to make kills by yourself. Try to really act as fire support, not as death from the sky.
  • Large rockets have gib-zone in the center.
    • If you land a direct hit, you are guaranteed to kill a xeno which has low bomb resist, like Boiler, Prae, and most low-tiers.
    • If you don't, it's around 120 damage to xeno, so around 3 rockets to kill a full HP xeno. Not a great deal.
  • Keep in mind the travel time to avoid friendly fire and so you dont end up saving an injured xeno by preventing marines from being able to chase.
    • This happens absurdly often
  • Xeno don't know what will be coming down - use this to your advantage.
    • Illumination Flares can be used to trick xenos into running away, very useful if a marine is getting attacked.
    • The Laser Beam is very quick to fire.
  • Try to predict where xenos will go. Block their retreat paths. Hamper their attack.
  • Use area denial weapons to block xenos from escaping.
    • Especially useful when xenos make a push, to prevent injured ones from quickly retreating.
  • Try to use cheaper ammunition first, fabricator point generation is pretty low.
  • Ask for CAS lasers in .s
  • Ask for green CAS flares in general channel.
    • Also, you can make a crate with CAS flares from weapons vendor, and send it from Requisitions
  • CAS is most effective during defense. You cannot shoot without visions, and marines attacking mean that there would be a lot of FF.
  • T4 xeno have very high bomb defense, and can shrug off even larger explosions.
  • Your most useful asset for Marines is Support; Clear mazes and use your specialized mini rockets frequently. Reducing the places a Xeno can hide can greatly improve the survival chances of Marines on the ground.
  • Seriously; trying to actively attack a Xeno is just going to disappoint you with how often they just run away before it lands; They can still see your targeting laser even through walls.
  • Use it moreso as a deterrent to keep xenos away from certain areas so Marines can grab the injured and fall back.
  • Conversely; blocking off an escape route for a xeno might net the marines a kill; or even score you one if they don't see your targeting laser while they run.

Orders

All Command staff and assigned Squad Leaders have access to Orders which can be used to buff nearby troops. Using one causes you to shout out a unique phrase over the radio. After giving an Order, there is a one-minute cooldown period until you can give another one, but cooldowns for Orders and Markers are separate.

Order effects are influenced by your Leadership skill, which increases both the effect and range.

Order Description

Move order

Increases movement speed by 0.1 per Leadership level

Great for retreats and getting to objectives quickly

Hold order

Reduces damage received by 5% per Leadership level

Increases pain resistance, reduces the effects of dizziness and jitteriness

Focus order

Increases accuracy by 10% plus 5% per Leadership level

Makes Aiming instant

Rally marker

Places a directional pointer and a map icon, urging marines to Rally at a given point.

Attack marker

Places a directional pointer and a map icon, urging marines to Attack a given point.

Defend marker

Places a directional pointer and a map icon, urging marines to Defend a given point.

Retreat marker

Places a directional pointer and a map icon, urging marines to Retreat from a given point.


TGMC
Roles

TerraGov Marines

Ranks

Command Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
Vehicle Crew Assault Crewman, Transport Crewman
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Doctor, Researcher
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon Combat robots, Synthetic, AI
Xenomorphs

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen
Tier 3 Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Teams, Sons of Mars, Survivor