TGMC:Warlock: Difference between revisions
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Revision as of 20:14, 7 December 2022
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
Queen Mother says: "This xenomorph is brand new to TGMC! Give it time for this page to update." |
UNDEFINED XENO | |
Warlock |
Difficulty: Hard |
Introduction
THE PSYKER, and how to MINDBEND marines
You don't actually bend the minds of marines, but you can use your mind to support your sisters from range or shield them from enemy dakka.
I HAVE THE POWERRRRRRRRRRRRRRRRRRRRRRR
Maturity Statistics and Evolution Paths
The Warlock is a Tier 3 and does not evolve further.
Maturity increases stats as follows.
- Slash is the melee damage when the xenomorph is in harm intent and slashing marine. In the code, it's melee_damage.
- Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value.
Age | Health | Plasma | Slash | Melee | Bullet | Laser | Energy | Bomb | Bio | Rad | Fire | Acid |
Young | 250 | 800 | 17 | 40 | 40 | 40 | 40 | 0 | 30 | 30 | 40 | 30 |
270 | 900 | 17 | 45 | 45 | 45 | 45 | 0 | 33 | 33 | 45 | 33 | |
290 | 1000 | 20 | 45 | 45 | 45 | 45 | 0 | 35 | 35 | 45 | 35 | |
325 | 1000 | 20 | 45 | 45 | 45 | 45 | 0 | 37 | 37 | 45 | 37 |
Warlock Abilities
Ability | Description | Plasma Cost | Cooldown |
Toggle Bump Attacks |
Allows you to toggle bump attacks on and off. This allows you to slash any enemy creature by running into them. The red arrow means it's on, you attack when on HARM intent; the green arrow means it's off, you push when on HARM intent. | N/A | N/A |
---|---|---|---|
Rest |
Used to rest and get up. You heal faster when resting on weeds. | N/A | 2 seconds |
Psy Drain |
This ability is used on dead Marines. For every Marine's psyche drained, the Hive will gain between 30 and 90 psychic points, depending on the number of Marines spawned; and 1/8 of a larva. | 50 | N/A |
Psychic Crush |
Activate to start channeling your power at a target turf. The longer you channel, the wider the AOE.
Hit the action button while channeling to activate it early, otherwise it will trigger when it reaches max size. While channeling, you have a fairly strong slowdown applied, and you can't break LOS/view range of your target turf. Once the crush is triggered, mobs eat some damage plus stagger/slow, and mechs take higher damage. There is a plasma cost while channeling, and the crush itself has a plasma cost proportional to the duration channeled. |
40 | 12 SECONDS |
Psychic Shield |
Instant cast. Creates a 3x1 shield in front of you that freezes any incoming projectiles (this behaves directionally, like a barricade).
When the shield expires, all projectiles are released, and the warlock is briefly stunned. This is probably a bad time for the warlock. The shield can end due to running out of time, the warlock getting stunned/moving, or the shield taking enough damage. So if you spam enough bullets/rockets/whatever, you WILL break through the shield and likely instakill the warlock. While the shield is active, the Warlock can activate the ability again at the same plasma cost to forcefully detonate the shield, knocking back any mobs in a 3x2 area. This also reflects ALL frozen projectiles based on their initial angle, potentially devasting any incoming marines. The shield is NOT dense, so any explosion will go through it and stun the warlock cancelling the shield (you can also just lob a grenade past the shield entirely), so the Warlock is still quite vulnerable. |
200 | 10 SECONDS |
Psychic Blast |
A short channel before releasing an explosive beam, dealing light damage in an AOE and knocking things away from the point of impact. Not hugely powerful, but with some smart usage will let you juggle marines around to protect your team mates or fling marines to their deaths. | 230 | 6 SECONDS |
Primordial Evolution
Once the hive has enough psychic points, your queen has the option to unlock powerful primordial evolutions for each strain. Primordial evolutions grant additional abilities for the relevant class.
For the Warlock, this primordial ability is Psychic Lance.
Tips & Tricks
- don't die
TGMC Roles | ||
TerraGov Marines | 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 | 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, |