TGMC:Pilot Officer: Difference between revisions

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{{TGMC}}
{{TGMC}}
 
<br>
{{Under construction
{{JobPageHeaderTG
|reason = Needs a list of modules and ammo. Will finish it soon
|headerbgcolor = #407bbf
}}
 
{{JobPageHeader
|headerbgcolor = #808080
|headerfontcolor = white
|headerfontcolor = white
|stafftype = MARINE
|stafftype = MARINE
|imagebgcolor = #d9d9d9
|imagebgcolor = #d9d9d9
|img_generic = N/A
|img_generic = TGMCPO.png
|jobtitle = Pilot Officer
|jobtitle = Pilot Officer
|access = All Access <s>Abuse it maliciously</s>
|Class = Navy
|difficulty = <s>Boring</s> Easy
|access = Condor Piloting, Pilot Gear and CIC
|superior = [[TGMC:Commander|Captain]], [[TGMC:Executive Officer|Field Commander]], [[TGMC:Staff Officer|Intelligence Officer]]
|difficulty = Medium
|duties = Fly the Alamo to the planet and back to transport the Marines, Support the ground-forces with CAS
|Rank = [[TGMC:Marine_Ranks|Ensign (Starting), Lieutenant Junior Grade (10 hrs), Lieutenant (25 hrs), Lieutenant Commander (100 hrs), Commander (300 hrs)]]
|guides = This is the guide
|superior = [[TGMC:Captain|Captain]], [[TGMC:Field_Commander|Field Commander]], [[TGMC:Staff Officer|Staff Officer]]
|quote = You can be my wingman any time.
|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


= Intro =
=Communication=
As Pilot Officer most of the times you will have to pilot the Alamo 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 reduce flight-time, which is a significant boost.
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>


= Your Duties =
=Installing stuff on ships=
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).
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)


= The Hangar, Your Home, Your Workplace =
</div>
The Hangar is where you will spend most of your time. It has two dropships, the Normandy, and the Alamo. The Normandy (Left in the Hangar) will land at LZ2, the Alamo (Right in the Hangar) will land at LZ1, usually the Alamo will be used for Transport and the Normandy for CAS. Each ship has slots for special upgrades. There are two engine slots, one rear slot, two electronic slots and four weapon slots.
</div>


[[File:DropshipSlots.png|thumb|left|1000px]]<br /><br /><br /><br /><br /><br /><br /><br />
<div class="mw-collapsible mw-collapsed" style="width:100%">
*<span style="color:red">Rear Slot</span>: This is the place where the medevac module and the mounted smartgun module goes.
*<span style="color:green">Engine Slot</span>: This is where engine modules are installed, like the cooling system and the fuel enhancer.
*<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 />


=Alamo=
<div class="mw-collapsible-content">


South of the Hangar is the storage room, it has two powerloaders and various upgrades for the ship. Through the shutters is also the machine to produce more Ammo and Modules. Spend your points wisely, they take a long time to replenish (1 point every 2 seconds). North of the Alamo is the Ammunition-Storage. This is where the CAS Ammo is stored that is available at roundstart.
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.


'''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:'''
*Right click the powerloader [image of the powerloader] and click “Enter powerloader”
*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 =
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.
Piloting each dropship is fairly easy, you just have to click a few buttons and wait. In the cockpit of every dropship 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.
*The weapon control console (right), which lets you fire your weapons or deploy your sentries.
* 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]]
 
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.
#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.
#Always tell marines when you are launching so that the marines heading to the Alamo is more ''motivated'' to haul ass.
#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. <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.
 
 
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.
 
</div>
 
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
=The Condor (CAS)=
<div class="mw-collapsible-content">
 
[[File:TGMC condor.png|thumb|504x504px|Most beautiful piece of metal there is, Condor]]
[[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>
 
== 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.
 
{| style="border: 2px solid black;
! style="background-color:#808080;"|'''Weapon:'''
! style="background-color:#808080;"|'''Description:'''
|-
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"|[[File:TGMCGAU30mmCannon.png|center]]<br>
'''GAU-21 30mm Cannon'''
|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.
{| 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.'''
 
Costs 100 points in the dropship part fabricator.
|-
| [[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.'''
 
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_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.'''
 
Costs 175 points in the dropship part fabricator.
|-
| [[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.
 
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.
|-
| [[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'''.


Costs 200 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.'''


Costs 250 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|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.'''


This is the most important console, the main console.
Costs 300 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-Dropship_Console.png|thumb|left|1000px]]<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />'''It has three important buttons:'''
Costs 225 points in the dropship part fabricator.
*Launch Shuttle: Self-explanatory, it launches the shuttle.
|-
*Run Flight Optimization: Only a PO can do this, it cuts the travel time in half, do this before you launch the shuttle. Do not activate this when going on a flyby mission, it will cut the time you have for firing your weapons in half
| [[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.
*Toggle flight type: Lets you change between Transport and Flyby. ''Note that it resets after every flyby mission, so you have to toggle it again.''<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />


== Communication==
Costs 275 points in the dropship part fabricator.
It’s usually a good idea to communicate a lot. Announce that the Alamo is going to depart soon with the general radio frequency (;). 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.
|-
| [[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'''.


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.
Costs 275 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).


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.'''


== Close Air Support (CAS) ==
Costs 250 points in the dropship part fabricator.
Close Air Support, or 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 to laze a spot for you to bombard. Communicate with the squads accordingly to make sure they know CAS is available.
|-
| [[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.
'''
Costs 200 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_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.


But how do I kill my enemies, you ask?
Costs 150 points in the dropship part fabricator.
That is simply, first you obviously need to install the weapons to the dropship of your choice, normally it’s the Normandy. Note that the weapons you install are unloaded, and need to be filled with the ammunation from the ammo-storage room.
|}
|-
|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_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.'''


Then enter your cockpit, change the Flight Type to Flyby and wait. Tell those who carry tactical binoculars to call you before they laze an area, so the Xenomorphs have little to no time to react.
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.'''


Once CAS is required, launch the shuttle WITHOUT FLIGHT OPTIMIZATION and access the weapon control console. Select the weapon you want to fire, select a target and FIRE. You can fire multiple weapons in on flyby-mission, but it’s always a good idea to fire the biggest and baddest weapon first.
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_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.'''


Head back and reload your weapons for the next CAS mission. You can also purchase better ammunition at 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_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.'''


Costs 600 points in the dropship part fabricator.
|-
|}
|}


= Modules =
== CAS tips ==
TBD


* 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 <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>


= Ammunition =
{{Orders}}
TBD
<br>
{{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