TGMC:Squad Engineer: Difference between revisions
imported>Wnzl |
imported>Wirpy Adds new icons, updates icon, updated a ton of stuff and so forth. Still a fair bit of stuff left to do. |
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|Class = Marines | |Class = Marines | ||
|superior = [[TGMC:Squad Leader|Squad Leader]] | |superior = [[TGMC:Squad Leader|Squad Leader]] | ||
|duties = | |duties = Make mad dosh by repairing miners, erect fortifications, uncorrupt power gens, secure disk generators, print disks, arm the nuke, support pushes by clearing mazes and creating alternative routes. Give yourself third degree eye burns by forgetting to flip welding googles down. | ||
|guides = [[TGMC:Guide_to_engineering|Guide to Engineering]], [[TGMC:Guide_to_Base_Building|Guide to Base Building]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]] | |guides = [[TGMC:Guide_to_engineering|Guide to Engineering]], [[TGMC:Guide_to_Base_Building|Guide to Base Building]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]] | ||
|quote = | |quote = One crossed wire, one wayward pinch of potassium chlorate, one errant twitch... and kablooie! | ||
}} | }} | ||
<br> | <br> | ||
{{Speech|name=SGT. Checkers H. Fleckers|image=[[File:Checkers transpasrent.png]]|text=What makes me a good Engineer? If I were a bad Engineer, I wouldn't be sittin' here, discussin' it with you now would I? You see how am I going to stop some big mean mother xenomorph from tearing me a structuarlly superfluous new behind? The answer... Is to use a gun. And if that doesn't work.... ...use more gun. Like this heavy caliber, tripod-mounted, little ol' number *slaps top of AGSL* ...and you'd best hope... It's not pointed at you.}} | |||
=Introduction= | =Introduction= | ||
As an Engineer you are responsible for a wide variety of tasks which include but not limited to erecting battlefield fortifactions, setting up the foward-operating base (FOB), securing nuke disks, running intel computers, repairing miners and generating requisition points. You have a great deal of arnaments at your disposal to work with from TerraGov's armories including equipment such as powerful sentries, various types of explosive ordanance, unmanned vehicles, welders, toolboxes, razor and barbed wire | |||
=Playing the Engineer= | =Playing the Engineer= | ||
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|- | |- | ||
!<br>Essential Engineer Kit | !<br>Essential Engineer Kit | ||
! | !Free! | ||
|Contains | |Contains one[[File:TGMC_C4.png|64px]] plastic explosives, one[[File:TGMC_Razorburn_Grenade.png|64px]] razorburn grenade, one [[File:TGMC_High_Capacity_Cell.png|64px]] high capacity power-cell, a [[File:Light Replacer.png|32x32px]]light replacer, a power controle module and a [[File:Insulated gloves.png]] pair of insulated gloves. | ||
|- | |- | ||
|- | |- | ||
![[File:TGMC_Metal.png|64px]]<br>Metal | ![[File:TGMC_Metal.png|64px]]<br>Metal | ||
!2 | !2 | ||
|10 Metal. Maximum stack 50. | |10 Metal. Maximum stack 50. '''Can be ordered by Requisitions.''' | ||
|- | |- | ||
|- | |- | ||
![[File:TGMC_Plasteel_Sheet.png|64px]]<br>Plasteel | ![[File:TGMC_Plasteel_Sheet.png|64px]]<br>Plasteel | ||
!4 | !4 | ||
|10 Plasteel. Maximum stack 50. | |10 Plasteel. Maximum stack 50. '''Can be ordered by Requisitions.''' | ||
|- | |- | ||
|- | |- | ||
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Empty Sandbags | Empty Sandbags | ||
!5 | !5 | ||
|25 sandbags, maximum stack 50. Fillable with entrenching tool. Filled bags are normal-sized with maximum stack of 25 | | 25 sandbags, maximum stack 50. Fillable with entrenching tool. Filled bags are normal-sized with maximum stack of 25. '''Tip:''' '''Never buy empty sandbags, squad marines can vend construction pouches for free that contain em. It is much more efficient and wise to spend your points on normal metal or plasteel.''' | ||
|- | |- | ||
![[File:TGMC TL182.png|64px]] | ![[File:TGMC TL182.png|64px]] | ||
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Deployable Floodlight | Deployable Floodlight | ||
!2 | !2 | ||
|A deployable floodlight. Fits in backpacks. Click when deployed to turn on. | |A deployable floodlight. Fits in backpacks. Click when deployed to turn on. '''Can be ordered by Requisitions.''' Automated Weapon Rack has 5 for free in the utilty tab roundstart. '''Does not require power to function''' | ||
|- | |- | ||
![[File:TGMC_Blowtorch.gif|64px|link=https://tgstation13.org/wiki/File:TGMC_Blowtorch.gif]] | ![[File:TGMC_Blowtorch.gif|64px|link=https://tgstation13.org/wiki/File:TGMC_Blowtorch.gif]] | ||
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Superior welding goggles | Superior welding goggles | ||
!2 | !2 | ||
|Obscures your vision less than standard welding goggles. | |Obscures your vision far less than standard welding goggles. | ||
|- | |- | ||
![[File:TGMC Superior Welding Module.png|64px]] | ![[File:TGMC Superior Welding Module.png|64px]] | ||
Superior welding module | Superior welding module | ||
!2 | !2 | ||
|Obscures your vision less than a standard welding module. | |Obscures your vision far less than a standard welding module. | ||
|- | |- | ||
![[File:TGMC_Plasma_Cutter.png|64px]]<br>Plasma Cutter | ![[File:TGMC_Plasma_Cutter.png|64px]]<br>Plasma Cutter | ||
!20 | ! 20 | ||
| | |One of the most useful tools at the engineer's disposal with great utility, has extreme potential for turning the tides for marines by being extremely effective at clearing xenomorph mazes. The plasma cutter is able to cut through almost everything from xenomorph weeds, walls, human walls, reinforced walls and even including most cave walls. | ||
Has a limited charge of 8000 power that recharges by itself slowly. Can also be recharged by cutting xenomorphs with it. | |||
'''Note: Cutting through non xenomorph walls like normal ones, caves and reinforced ones use a lot of power.''' | |||
|- | |- | ||
![[File:TGMC_C4.png|64px]]<br>Plastique explosive | ![[File:TGMC_C4.png|64px]]<br>Plastique explosive | ||
!2 | !2 | ||
| A Plastic Explosive capable of destroying most walls and doors. Is safe and does not have an explosive range. | |A Plastic Explosive capable of destroying most walls and doors. Is safe and does not have an explosive range. | ||
|- | |- | ||
![[File:TGMC Genghis Charge.png|64px]] | ![[File:TGMC Genghis Charge.png|64px]] | ||
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![[File:TGMC_Detpack.png|64px]]<br>Detonation pack | ![[File:TGMC_Detpack.png|64px]]<br>Detonation pack | ||
!5 | !5 | ||
|A Detonation Pack with 2 modes Breach and Demolition. Max timer of 300 seconds and minimum of 5. capable of being detonated with a signaler. Does have an explosive range. '''Note: Requires a signaler | |A Detonation Pack with 2 modes Breach and Demolition. Max timer of 300 seconds and minimum of 5. capable of being detonated with a signaler. Does have an explosive range. '''Note: Requires a signaler and being turned on by opening it's menu with Z!''' | ||
|- | |- | ||
|- | |- | ||
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![[File:TGMC_sentry_crate.png|64px]][[File:TGMC_UA-580_point_defense_sentry.png|64px]]<br>UA-580 Point Defence Sentry Kit | ![[File:TGMC_sentry_crate.png|64px]][[File:TGMC_UA-580_point_defense_sentry.png|64px]]<br>UA-580 Point Defence Sentry Kit | ||
!50 | !50 | ||
|UA-580 Point Defence sentry kit containing the PD Sentry (normal-sized), and 2 M30 box magazines (normal-sized) for it. | |UA-580 Point Defence sentry kit containing the PD Sentry (normal-sized), and 2 M30 box magazines (normal-sized) for it. '''Can be ordered by Requisitions.''' | ||
|- | |- | ||
![[File:TGMC_crate_weapons.png|64px]][[File:TGMC_vehicle_unmanned_light.png|64px]] | ![[File:TGMC_crate_weapons.png|64px]][[File:TGMC_vehicle_unmanned_light.png|64px]] | ||
Iguana Unmanned Vehicle | Iguana Unmanned Vehicle | ||
!50 | ! 50 | ||
|A Crate containing a Light Unmanned Vehicle, Vehicle controller, Light turret, and 3 boxes of 11x35mm ammo for the turret. | |A Crate containing a Light Unmanned Vehicle, Vehicle controller, Light turret, and 3 boxes of 11x35mm ammo for the turret. | ||
|- | |- | ||
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|An attachment that lets you turn most guns into deployable sentries. '''Note: Will not have IFF unless the gun normally shoots IFF bullets such as the T29.''' | |An attachment that lets you turn most guns into deployable sentries. '''Note: Will not have IFF unless the gun normally shoots IFF bullets such as the T29.''' | ||
|- | |- | ||
![[File: | ![[File:Rangefinder.png|alt=|32x32px]]<br>Range Finder | ||
! 10 | !10 | ||
| A Pair of Binoculars that can acquire coordinates at range, and automatically send them to a linked mortar. | |A Pair of Binoculars that can acquire coordinates at range, and automatically send them to a linked mortar. | ||
|- | |- | ||
![[File:TGMC AI Targeting Module.png|64px]] | ![[File:TGMC AI Targeting Module.png|64px]] | ||
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|- | |- | ||
![[File:TGMC_Hand-Held_Charger_E.png|64px]]<br>Hand-held cell charger | ![[File:TGMC_Hand-Held_Charger_E.png|64px]]<br>Hand-held cell charger | ||
!3 | ! 3 | ||
|A Hand-Held Cell Charger capable of recharging cells by putting the cell in the charger and using it in hand. | |A Hand-Held Cell Charger capable of recharging cells by putting the cell in the charger and using it in hand. '''Note: Unable to recharge weapon power cells.''' | ||
|- | |- | ||
|- | |- | ||
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![[File:TGMC_High_Capacity_Cell.png|64px]]<br>High capacity powercell | ![[File:TGMC_High_Capacity_Cell.png|64px]]<br>High capacity powercell | ||
!1 | !1 | ||
|A power cell with 10000 power. ''' | |A power cell with 10000 power. '''10 can be found for free in the Engi-Vend vendors.''' | ||
|- | |||
![[File:Recharger powercell.png|alt=]]<br>Recharger powercell | |||
!5 | |||
| A self re-charging power cell with 2000 power. '''Note: Does not fit in laser weapons''' | |||
|- | |||
![[File:Large recharger cell.png|alt=|32x32px]]<br>Large recharger powercell | |||
!15 | |||
|A self re-charging power cell with 5000 power. '''Note: Does not fit in laser weapons''' | |||
|- | |- | ||
|- | |- | ||
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![[File:TGMC_Mine_Box.png|64px]]<br>Large M20 mine box | ![[File:TGMC_Mine_Box.png|64px]]<br>Large M20 mine box | ||
!35 | !35 | ||
|A normal-sized mine box with 10 claymores. | | A normal-sized mine box with 10 claymores. | ||
|- | |- | ||
![[File:TGMC Minelayer Deployed.png|64px]] | ![[File:TGMC Minelayer Deployed.png|64px]] | ||
M21 APRDS "Minelayer" | M21 APRDS "Minelayer" | ||
!5 | !5 | ||
|A Deployable machine that, when filled and activated, will rapidly deploy up to 10 M20 Claymores in a medium radius. | | A Deployable machine that, when filled and activated, will rapidly deploy up to 10 M20 Claymores in a medium radius. | ||
|- | |- | ||
![[File:TGMC EfficientDrill.png|64px]] | ![[File:TGMC EfficientDrill.png|64px]] | ||
Mining well Overclock upgrade | Mining well Overclock upgrade | ||
!4 | !4 | ||
|An upgrade for Mining drills that increases the mining speed. Only one upgrade can be slotted in a miner at a time. | |An upgrade for Mining drills that increases the mining speed. Only one upgrade can be slotted in a miner at a time'''. Note: One can be vended for free from requisitions at roundstart.''' | ||
|- | |- | ||
![[File:TGMC ReinforcedDrill.png|64px]] | ![[File:TGMC ReinforcedDrill.png|64px]] | ||
Mining well Reinforcement upgrade | Mining well Reinforcement upgrade | ||
!4 | !4 | ||
|An upgrade for Mining drills that protects the drill from weaker xenos. Only one upgrade can be slotted in a miner at a time. | |An upgrade for Mining drills that protects the drill from weaker xenos. Only one upgrade can be slotted in a miner at a time. '''Note: One can be vended for free from requisitions at roundstart.''' | ||
|- | |- | ||
|- | |- | ||
![[File:TGMC_Explosive_Pouch.png|64px]]<br>Pack of Razorburn Grenades | ![[File:TGMC_Explosive_Pouch.png|64px]]<br>Pack of Razorburn Grenades | ||
!11 | !11 | ||
|A pouch with | |A pouch with 3 razorburn grenades and 1 razorburn canister, more point efficient than buying seperetaly ''(Great savings!'') | ||
|- | |- | ||
|- | |- | ||
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Incendiary Mortar shell | Incendiary Mortar shell | ||
!2 | !2 | ||
| An Incendiary shell for use in a Mortar. Creates a large amount of fire at it's impact point. | |An Incendiary shell for use in a Mortar. Creates a large amount of fire at it's impact point. | ||
|- | |- | ||
![[File:TGMC_mortar_plasma.png|64px]] | ![[File:TGMC_mortar_plasma.png|64px]] | ||
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Flamethrower tank | Flamethrower tank | ||
!4 | !4 | ||
| A Large flamethrower tank for use in the FL-84 Flamethrower. This is not the same flamethrower as the Flamethrower bag's. | |A Large flamethrower tank for use in the FL-84 Flamethrower. This is not the same flamethrower as the Flamethrower bag's. | ||
|} | |} | ||
</center> | </center> | ||
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<center> | <center> | ||
==Barricades == | ==Barricades== | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
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!Armour | !Armour | ||
!Cost | !Cost | ||
! width="200" | Misc Information | ! width="200" |Misc Information | ||
|- | |- | ||
|[[File:TGMC_barricade_metal.png|64px]] | |[[File:TGMC_barricade_metal.png|64px]] | ||
Metal | Metal | ||
|200 | | 200 | ||
|30 Bullet, 30 Laser, 30 Energy, 80 Fire, 40 Acid | |30 Bullet, 30 Laser, 30 Energy, 80 Fire, 40 Acid | ||
|4 Metal | |4 Metal | ||
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|80 Fire, 40 Acid | |80 Fire, 40 Acid | ||
|5 Filled Sandbags | |5 Filled Sandbags | ||
| | | Requires no engineering skill to build, faster to place. | ||
Repairable with filled sandbags. | Repairable with filled sandbags. | ||
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|[[File:TGMC_barricade_plasteel.png|64px]] | |[[File:TGMC_barricade_plasteel.png|64px]] | ||
Plasteel | Plasteel | ||
|500 | | 500 | ||
|80 Fire, 40 Acid | |80 Fire, 40 Acid | ||
|5 Plasteel | |5 Plasteel | ||
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|[[File:TGMC_Razor_Wire_Deployed.png|64px]] | |[[File:TGMC_Razor_Wire_Deployed.png|64px]] | ||
Razor Wire | Razor Wire | ||
|100 | | 100 | ||
|No armour | | No armour | ||
|4 Metal for 2 spools. | |4 Metal for 2 spools. | ||
|'''Not to be confused''' | |'''Not to be confused''' | ||
'''with barbed wire.''' | '''with barbed wire.''' | ||
Damages xenos if slashed. Can entangle crushers if they charge into this. Can also be made with 4 metal rods and 1 barbed wire. Wire cutter to deconstruct it. | Damages xenos if slashed. Can entangle crushers and queen if they charge into this. Can also be made with 4 metal rods and 1 barbed wire. Wire cutter to deconstruct it. | ||
|- | |- | ||
|[[file:TGMC_TL182Deployed.png|64px]] | |[[file:TGMC_TL182Deployed.png|64px]] | ||
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|[[file:TGMC_WoodenBarricade.png|64px]] | |[[file:TGMC_WoodenBarricade.png|64px]] | ||
Wooden Barricade | Wooden Barricade | ||
|100 | | 100 | ||
|No armour | | No armour | ||
|5 Wood | | 5 Wood | ||
| | | | ||
|} | |} | ||
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</center> | </center> | ||
=== | ==Deconstruction== | ||
===Metal & Plasteel Barricades=== | |||
Unless the barricade is at full health, you won't get all your materials back. Make sure it's reparied. | |||
A barricade with acid on it will always only drop some of the materials back and never the barbed wire, '''make sure to cut the barbed wire cades with acid.''' | |||
*[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver and wrench [[File:Wrench.png|link=https://tgstation13.org/wiki/File:Wrench.png]] the barricade, the order in which you use them does not matter. '''Tip: You can screwdriver, wrench and even crowbar several cades at once to save time.''' | |||
*[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Wire cut the barricade if it has barbed wire '''Note: This step is not required as dismantling the barricade will yield your barbed wire back even if you don't use a wirecutter unless it's acided.''' | |||
*[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] For the final step use your crowbar on it to complete the deconstruction process | |||
* [[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Barricade upgrades [[File:TGMC_Metal_Cade_Caustic_Upgrade.png|64px]] [[File:TGMC_Metal_Cade_Ballistic_Upgrade.png|64px]][[File:TGMC_Metal_Cade_Concussive_Upgrade.png|64px]] can be removed with a crowbar aswell | |||
===Sandbags=== | |||
*Use a shovel | |||
* Barbed wire on sandbags is the same as metal and plasteel barricades | |||
===Razorwire=== | |||
*[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Use a wirecutter on it '''Note: deconstructing razorwire only yields 4 metal rods and one barbed wire back''' | |||
===Repairing Cades=== | ===Repairing Cades=== | ||
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!Armour | !Armour | ||
!Cost | !Cost | ||
!Misc Information | ! Misc Information | ||
|- | |- | ||
|[[File:TGMC_Metal_Cade_Concussive_Upgrade.png|64px]] Concussive | |[[File:TGMC_Metal_Cade_Concussive_Upgrade.png|64px]] Concussive | ||
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30 Laser, 30 Energy | 30 Laser, 30 Energy | ||
|1 Metal | |1 Metal | ||
|Click on the cade with at least 1 metal to upgrade it. Lessens the Crusher's Charge damage done to cades. | | Click on the cade with at least 1 metal to upgrade it. Lessens the Crusher's Charge damage done to cades. | ||
|- | |- | ||
|[[File:TGMC_Metal_Cade_Caustic_Upgrade.png|64px]] Caustic | |[[File:TGMC_Metal_Cade_Caustic_Upgrade.png|64px]] Caustic | ||
|20 Acid | |20 Acid | ||
|1 Metal | | 1 Metal | ||
|Click on the cade with at least 1 metal to upgrade it. Protects against acid spits. Prevents barricade from being melted with acid vomit. | |Click on the cade with at least 1 metal to upgrade it. Protects against acid spits. Prevents barricade from being melted with acid vomit. | ||
|- | |- | ||
Line 1,020: | Line 1,051: | ||
|} | |} | ||
==Emplacements== | |||
== Emplacements== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
!Emplacement | ! Emplacement | ||
!Information | !Information | ||
!How to use | !How to use | ||
! Damage | !Damage | ||
|- | |- | ||
|[[File:TGMC_UA-571-C_sentry_gun.png|64px]] UA-571-C Sentry Gun | |[[File:TGMC_UA-571-C_sentry_gun.png|64px]] UA-571-C Sentry Gun | ||
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Can be shot over. | Can be shot over. | ||
|40 damage | | 40 damage | ||
40 AP | 40 AP | ||
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|- | |- | ||
|[[File:TGMC_MG-08.png|64px]] MG-08/495 Heavy Machinegun | |[[File:TGMC_MG-08.png|64px]] MG-08/495 Heavy Machinegun | ||
|A deployable fast firing, HMG with 500 rounds. | | A deployable fast firing, HMG with 500 rounds. | ||
Has only 1 fire mode Automatic. | Has only 1 fire mode Automatic. | ||
Line 1,217: | Line 1,245: | ||
|- | |- | ||
|[[File:TGMC_Combat_Floodlight_On.png|64px]] Combat Floodlight | |[[File:TGMC_Combat_Floodlight_On.png|64px]] Combat Floodlight | ||
|A powerful portable light source. | | A powerful portable light source. | ||
Lasts for 15 minutes using the power cell it comes with. | Lasts for 15 minutes using the power cell it comes with. | ||
500 Health. | 500 Health. | ||
| Wrench to bolt/unbolt. | |Wrench to bolt/unbolt. | ||
Click to turn on/off. | Click to turn on/off. | ||
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Can be repaired with a welder. | Can be repaired with a welder. | ||
|Logistics | | Logistics | ||
|} | |} | ||
= APCs= | = APCs= | ||
==Repairing Broken APC == | ==Repairing Broken APC== | ||
[[File:TGMC APC Exposed Wires.png|64px]] | [[File:TGMC APC Exposed Wires.png|64px]] | ||
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== Repairing/Relocating APC== | == Repairing/Relocating APC== | ||
=== Deconstruction=== | ===Deconstruction=== | ||
In order to relocate/repair a completely destroyed APC ([[File:TGMC APC Broken.png|64px]]) you will need to deconstruct it. | In order to relocate/repair a completely destroyed APC ([[File:TGMC APC Broken.png|64px]]) you will need to deconstruct it. | ||
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*[[File:TGMC_Blowtorch.gif|64px|link=https://tgstation13.org/wiki/File:TGMC_Blowtorch.gif]] Weld the APC to get 1 metal and deconstruct it ('''WARNING: Some areas can have another APC taking over if deconstructed''', preventing you from placing a new APC). Or click it with an APC frame (made with 2 metal) to replace and repair it. | *[[File:TGMC_Blowtorch.gif|64px|link=https://tgstation13.org/wiki/File:TGMC_Blowtorch.gif]] Weld the APC to get 1 metal and deconstruct it ('''WARNING: Some areas can have another APC taking over if deconstructed''', preventing you from placing a new APC). Or click it with an APC frame (made with 2 metal) to replace and repair it. | ||
===Construction=== | === Construction=== | ||
To construct a new APC you will need to: | To construct a new APC you will need to: | ||
*[[File:TGMC_Metal.png|64px]] Make an APC frame with 2 metal, dismantle surrounding tables (if any) using wrench if you do not have 2 metal. | *[[File:TGMC_Metal.png|64px]] Make an APC frame with 2 metal, dismantle surrounding tables (if any) using wrench if you do not have 2 metal. | ||
*Attach APC frame to a wall (On a more strategic location ideally) | * Attach APC frame to a wall (On a more strategic location ideally) | ||
*[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] (Optional) Crowbar the floor tile underneath the APC. (If it is not already exposed) | *[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] (Optional) Crowbar the floor tile underneath the APC. (If it is not already exposed) | ||
*[[File:TGMC_Cable_Coil.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Cable_Coil.png]] (Optional) Use 10 Cable Coils on the APC to make a terminal. Connect the terminal to the colony's cable power grid if it's powered. | *[[File:TGMC_Cable_Coil.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Cable_Coil.png]] (Optional) Use 10 Cable Coils on the APC to make a terminal. Connect the terminal to the colony's cable power grid if it's powered. | ||
Line 1,317: | Line 1,345: | ||
*[[File:TGMC_powercell.png|64px|link=https://tgstation13.org/wiki/File:TGMC_powercell.png]] Insert power cell into APC, make sure it has charge. | *[[File:TGMC_powercell.png|64px|link=https://tgstation13.org/wiki/File:TGMC_powercell.png]] Insert power cell into APC, make sure it has charge. | ||
*[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Crowbar the APC to close the cover. If left open, xenos can slash the APC to '''destroy the battery.''' | *[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Crowbar the APC to close the cover. If left open, xenos can slash the APC to '''destroy the battery.''' | ||
* Unlock the APC using an ID with access, or expose the wires and pulse the right wire using multitool if your ID does not have access. | *Unlock the APC using an ID with access, or expose the wires and pulse the right wire using multitool if your ID does not have access. | ||
*'''Turn the main breaker on''' it starts off by default. | *'''Turn the main breaker on''' it starts off by default. | ||
===Replacing an APC power cell === | ===Replacing an APC power cell=== | ||
*Assuming the APC is undamaged, first unlock the APC if it is not already with an ID card with APC access. | *Assuming the APC is undamaged, first unlock the APC if it is not already with an ID card with APC access. | ||
*Access the interface and disable the cover lock. | *Access the interface and disable the cover lock. | ||
*Crowbar open the cover. | *Crowbar open the cover. | ||
*Remove the drained power cell (if there is one) with a free hand. | *Remove the drained power cell (if there is one) with a free hand. | ||
* Install a charged power cell. | *Install a charged power cell. | ||
* Crowbar the cover closed. | *Crowbar the cover closed. | ||
*(Optional) Lock the APC with the ID. The cover lock will automatically engage. | *(Optional) Lock the APC with the ID. The cover lock will automatically engage. | ||
=Repairing Robots= | =Repairing Robots & Synthetics= | ||
Not all crew are organic, and even some Organic Crew have had the misfortune to lose a limb and receive a prosthetic replacement. | |||
Robotic Personnel and limbs alike can not be healed or repaired with your standard medicine, and instead require a little bit of Engineering to restore them back to full integrity. | |||
Robots, Synths or Marines with prosthetic limps require the attention of an Engineer or similar equipped crew to Repair them. Robots have the same revive timer as normal humans (5 minutes) but can not get CPR to extend the timer. Synthetics have an infinite revive timer even if it says they are cold they can still be revived. | |||
==Tools and Repair equipment.== | |||
{| class="wikitable" | |||
|+Robotic Repair Tools | |||
|- | |||
!Repair Tool!!Description and Use!!Repair Amount | |||
|- | |||
|[[File:TGMC Blowtorch.gif|64px]] | |||
Welding Tool | |||
| | |||
*Repairs '''brute''' damage. | |||
*Standard welders hold 20 fuel, larger welders can be found in engineering supplies. | |||
*1 second use time on others, 3 seconds to self apply | |||
*'''Requires eye protection (welding googles)''' | |||
*Does not require engineering skills to use for repair | |||
|Consumes 2 fuel to repairs 15 Brute per application, to targeted limb. | |||
|- | |||
|[[File:CableCoil Modern.png|alt=|32x32px]] | |||
Cable Coil | |||
| | |||
*Repairs '''burn''' damage. | |||
*Can be found stacks up to 30. | |||
*1 second use time on others, 3 seconds to self apply. | |||
*Does not require protective gear (insulated gloves.) | |||
*Does not require engineering skills to use for repair. | |||
|Each application consumes 1 cable coil and repairs 15 burn damage to targeted limb. | |||
|- | |||
|[[File:TGMC Nanopaste.png|64px]] | |||
Nanopaste | |||
| | |||
*Nanopaste heals brute and burn damage in the selected part of the body. | |||
*Comes stacks of up to 10. Takes 1 second to apply others and yourself. | |||
*Does not loop. (Will not attempt to reapply automatically.) | |||
*Does not require any special equipment or skills to heal. | |||
*Medical might kill you if you steal their surgery nanopaste to heal a Combat Robot. | |||
|Repairs 15 brute and 15 burn per application to targeted limb. | |||
|- | |||
|[[File:TGMCDefib.gif|64px]] | |||
Defibrillator | |||
| | |||
*Defibrillators can revive disabled (Dead) Robots and Synthetics. | |||
*Has an internal power cell with 1000W charge. | |||
*Consumes 66 power per revival attempt (Success or Fail) (15 uses per charge) | |||
*Can only revive Synth if Brute and Burn damage total is below 200. | |||
*Will always revive Combat Robots, setting their health to 1. | |||
*Requires Medical Skills to use effectively, non-medical personnel will fumble and take longer to use. | |||
|On successful use, revives the Robot or Synth | |||
|} | |||
==How to Repair== | |||
First, Identify a Robot, Synth or Prosthetic that is damaged and needs repair. HealthHUD will help with this, and examining a Marine and seeing a Prosthetic Limb will also help. | |||
Next, you need to determine what kind of damage the limb has. A Health Scanner will show you exactly what kind of damage the limb has, but examining the limb and seeing it is Dented will indicate Brute Damage to the limb. If the Limb is charred, then Burn damage is present. | |||
Target the Limb that is damaged, or you want to repair first if multiple limbs are damaged, and use the appropriate tool on help intent until the limb is completely healed of that damage type, you will be informed the lack of damage. | |||
=Tips = | =Tips= | ||
*As of July 11th 2021 there are 12 engineer slots per round, and usually only 2-4 engineers; So don't feel pressured to not play engineer in order to let more experienced players play as engineer. | *As of the [https://github.com/tgstation/TerraGov-Marine-Corps/pull/13745 10th of August 2023], Engineer slots now scale properly per 5 spawned marines, so don't feel pressued to not play engineer due to limited slots as they become more avaliable and anbundant as more people spawn in. | ||
*An easy way to spend all your vendor points as engineer is to buy 100 metal, 70 plasteel, and 1 turret and you will only have 1 points remaining | *An easy and in general useful for everything way of spending all your vendor points is to purchase 220 metal, 50 plasteel, high capacity blowtorch, hand held recharger and either a superior welding module or googles (Personal preference) This will leave you with one point left | ||
*<s>As of July 11th 2021 there are 12 engineer slots per round, and usually only 2-4 engineers; So don't feel pressured to not play engineer in order to let more experienced players play as engineer.</s> | |||
*<s>An easy way to spend all your vendor points as engineer is to buy 100 metal, 70 plasteel, and 1 turret and you will only have 1 points remaining</s> | |||
*<s>Pulsing the Contraband wire can give you some goodies.</s> (Removed) | *<s>Pulsing the Contraband wire can give you some goodies.</s> (Removed) | ||
**<s>Pulsing the Engineer System Vendor gives you the Super Capacity cell with 20000 power.</s> | **<s>Pulsing the Engineer System Vendor gives you the Super Capacity cell with 20000 power.</s> |
Revision as of 15:15, 19 October 2023
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This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
MARINE | |
![]() Squad Engineer |
Access: Squad Room, Squad Engineer Prep, wherever your tools take you. Difficulty: Medium Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours) Class: Marines Supervisors: Squad Leader Duties: Make mad dosh by repairing miners, erect fortifications, uncorrupt power gens, secure disk generators, print disks, arm the nuke, support pushes by clearing mazes and creating alternative routes. Give yourself third degree eye burns by forgetting to flip welding googles down. Guides: Guide to Engineering, Guide to Base Building, Guide to Fire Support Quote:One crossed wire, one wayward pinch of potassium chlorate, one errant twitch... and kablooie! |
Introduction
As an Engineer you are responsible for a wide variety of tasks which include but not limited to erecting battlefield fortifactions, setting up the foward-operating base (FOB), securing nuke disks, running intel computers, repairing miners and generating requisition points. You have a great deal of arnaments at your disposal to work with from TerraGov's armories including equipment such as powerful sentries, various types of explosive ordanance, unmanned vehicles, welders, toolboxes, razor and barbed wire
Playing the Engineer
As an engineer, you must be prepared to operate effectively with whatever assignment your squad is given. Sometimes a squad will be assigned a specific duty solely based on their engineers, building the initial FOB or repairing colony power, for example. Other times, you will be in an assault squad that's constantly on the move, assisting with demolition, entry into inaccessible areas, and making defensive areas forward of the main FOB or LZ.
The FOB is built by drone on the ship, which is far faster than building it by hand. Once the FOB shutters are raised, it will be surrounded by xenos, meaning every single marine will be trapped inside.
Almost every marine operation will have some type of FOB, and all engineers need to know how to build and maintain one of these positions. You must also learn how to set up and place defensive weapon systems like the UA 571-C Sentry. After learning these basics, you will also need to familiarize yourself with repairing mission-critical infrastructure such as colony power generators, APCs, and miners to provide req with points. These activities will make up the bulk of your job, but further learning includes demolition using C4 and remote charges, welding, repair, hacking, construction, and on-site salvaging for any material you could use.
Vendors, Equipment, and Weapons
The Squad Engineer has their own prep room within their squad prep area (hover your mouse over the doors if you can't find it.) Inside are your GHMME Automated Closet, NEXUS Automated Engineer Equipment Rack, and yellow Engineer System Vendor.
The Automated Closet contains your standard kit, choice of armor, backpack, webbings, toolbelt, pouches, and any mask you may want.
GHMME Automated Closet ![](/tgwiki2/images/0/05/TGMC_Marine_Vendor.png)
<tabs>
<tab name="Standard Equipment">
</tab>
<tab name="Glasses">
Item: | Desc.: |
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A Pair of Goggles designed to protect your eyes during Welding. |
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An Eye-Mounted scanner that lets you see terrain through walls. Can be slotted into several pieces of cosmetic eyewear. |
</tab>
<tab name="Hats">
Item: | Desc.: | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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When attached, this module can be flipped up or down to function as a welding mask. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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When attached, can be flipped down to view into the distance. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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When attached, this module is able to provide the user's coordinates to Requisitions, and allow them to deliver items directly to the user. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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When attached, this module lessens the screen effect when heavily damaged. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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A Popular Beret worn by the confident and overconfident alike.
</tab> <tab name="Armor"> </tab> <tab name="Backpacks"> </tab> <tab name="Webbing">
|