User:Notamaniac: Difference between revisions

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initial transport crewman page
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{{under construction
|reason = Is currently being worked on. [[Guide to contributing to the wiki|You can help!]]
}}
{{TGMC}}
{{TGMC}}
 
<!--job header-->
 
<br>
{{JobPageHeaderTG
{{JobPageHeaderTG
|headerbgcolor = #407bbf
|headerbgcolor = #d1b8f2
|headerfontcolor = white
|headerfontcolor = black
|stafftype = MARINE
|stafftype = VEHICLE CREW
|imagebgcolor = #d9d9d9
|imagebgcolor = #d9d9d9
|img_generic = TGMCPO.png
|img_generic = TGMCAssault Crewman.png
|jobtitle = Transport Officer
|jobtitle = Transport Crewman
|access = Tadpole Dropship Piloting, Pilot Gear and CIC
|access = N/A
|difficulty = Hard
|difficulty = Hard
|Rank = Warrant Officer(Starting), Chief Warrant Officer(25hrs), Ensign(50hrs), Lieutenant Junior Grade (100hrs)
|Rank = Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours)
|Class = Navy
|Class = Navy
|superior = [[TGMC:Commander|Captain]], [[TGMC:Field_Commander|Field Commander]], [[TGMC:Staff Officer|Staff Officer]]
|superior = [[TGMC:Field Commander|Field Commander]]
|duties = Fly the Tadpole, ferrying marines, supplies and mission critical objective items across the AO. Get hit with direct Boiler globs, Warlock grav crushes, or get your Tadpole computer disabled by a stealthed Hunter because NO ONE CLOSED THE BLOODY CADES.
|duties = Carry supplies and marines across the battlefield. Get forced to take a long detour due to being blocked, get jumped by 4 xenoes and get your APC destroyed.
|guides = None
|guides = This is the guide.
|quote = "We're in the pipe, five-by-five ."
|quote = "GET OUT THE WAY YOU ASSHOLE." Several moments later - "APC DIED WITHOUT SUPPORT THANK YOU GUYS SO MUCH."
}}
}}
 
<!--introduction, there's 2 of you-->
=Introduction=
=Introduction=
 
<!--how to use the lift, what to load, how to use the paper to get a reloader for the tank, how to pilot the tank & how to shoot from the cannon-->
As a Transport Officer, your chief role is to fly the Tadpole Dropship. The Tadpole is an important dropship that marines use as a rally point, offload supplies onto and potentially act as evac when things go FUBAR. Technically you’re also meant to take command if no other ranking officer is present- but it isn’t expected of you (for reference a Squad Leader is on the same rung as you).
Your job as the Transport Crewman is to drive the APC Athena – A utility vehicle. The APC can serve a couple of support roles, but it only has a single M56 Cupola to defend itself with, meaning it's better off not leading an assault.
 
{{TGMC-Skills
|sizeoverride=225
|job=Transport Officer
|tabletitle=Assault Crewman
|premsg= You've got enough skills to make repairs to the APC and fight with small arms in a pinch
|cqc
|police
|melee
|medical
|surgery
|engineering=2
|construction=2
|firearms=1
|powerloader=3
|lead
|sg
}}
<div style="float:left; margin-right:20px">
__TOC__
</div>
==Communication==
==Communication==
As a Transport Crewman you have access to the following radio channels
{{TGMCRadioCommands
| command = .v
| firesupport = .s
| requisitions = .u
| medical = .m
| engineering = .e
| alpha = .q
| bravo = .b
| charlie = .c
| delta = .d
| general = ,
}}
==The Awesome Personnel Carrier Introduction==


As part of command, you have access to all of the marine frequencies. Make sure you inform marines over general (;) when the Tadpole is departing, and where the Tadpole is landing. You’ll often be talking to requisitions with (:u), for supplies (e.g. metal and plasteel), or an ASRS pad/fultons to sell xenoes.
Everyone can get into APC, but only you can drive it (or people with Large Vehicles 3). Only so many people can get into the APC at one time (including dead bodies), depending on the driver module picked. You can toss anyone into the APC by dragging them into it while standing at the entrance (situated behind the APC).


The radio commands are the following:
While the APC is immune to gunfire and incendiary weapons, it can still take damage from explosions, melee, lava, xeno slashes, acid spit, acid clouds, Warrior punches, Crusher charges, Behemoth Earth Pillars, Warlock Psychic Blasts/Lances and Psychic Crush.
*.v for command
*.m for medical
*.u for requisition
*.e for engineering
*.s for fire support
*.q for Alpha
*.b for Bravo
*.c for Charlies
*.d for Delta


You also have access to Give Orders, which'll make a very noticable annoucement to all active marines, even if they're deep in caves. If you find yourself in trouble, or need to inform marines where you're landing, try to use this over radio.
Marines can fire past armoured vehicles with any IFF weapon or while in aim mode. If they need to get past the vehicle, they can jump ontop of the vehicle, and walk over it normally. Any marine on top of the tank while it moves will get knocked off (and potentially crushed if they land in front of the vehicle) unless they have at least one empty hand. Xenoes can also hop on top of the vehicle, but won be thrown off if the vehicle moves.


=Picking a Dropship=
The APC will knock any mobs out the way when they move into them, damaging them in the process (fairly significantly in the case of humans) except for a Crusher, who will not be knocked back or take damage. Vehicles take no damage from knocking a mob out the way, even if they’re trying to run over a Crusher.


At the start of an op, you can choose one of several options using the dropship picker terminal, which will be often located next to the Tadpole landing spot in Hangar. You can only make a single selection, and this selection cannot be changed once the Tadpole is deployed. All variants of the Tadpole are equipped with a Flight Surgeon Medical Equipment Dispenser (stocked with basic medical supplies, autoinjectors and reagent bottles) and at minimum one fire extinguisher.
Most walls (including resin walls) or dense objects (including barricades and MG emplacements) can be crushed by armoured vehicles by simply ramming into them, though walls will take some time to get through. The vehicle takes no damage while attempting to destroy walls or dense objects. Feel free to make as much space as you need, while avoiding the wrath of any engineers trying to make barricades. Certain walls, like outer hull, heavy reinforced walls, dense ice or cave rock cannot be destroyed by being rammed. Cave rock however can be cleared by someone with a Plasma Cutter.
 
=Initial Preparations=
<div class="mw-collapsible-content">
First of all head to the Hangar bay. You'll find the Vehicle Bay, where you can buy your APC using the Vehicle Part Fabricator. Only one APC can be bought (without admin intervention). Lower the lift, and purchase the equipment and modules you want from the UI. A total of 20 rounds can be bought per weapon - with weapons with multiple ammo types you'll need to split the difference between them (only one weapon exists currently). You can toss any magazines in by clicking the APC entrance with the munition in hand - but you can't toss other things in like backpacks without actually entering the Tank itself. Additional ammo can be ordered from req as needed.
===Tadpole Variants===
<div class="mw-collapsible mw-collapsed" style="width:100%">


<div style="float:left; margin-right:20px">
__TOC__
</div>
<br>
==APC Equipment==
<tabs>
<tab name="Weapons">
{| class="wikitable"
{| class="wikitable"
|-
|-
! scope="col" style="background-color:#407bbf; color: white; border:3px solid #cc6600" | Model !! scope="col" style="background-color:#407bbf; color: white; border:3px solid #cc6600" | Description
</tab>
 
<tab name="Weapons">
|-
{| class="wikitable"
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |[[File:TGMC Standard Tadpole.png|frameless]]
<br>'''Tadpole Standard Model'''
|style="background:#302f38; color: white; border:3px solid #00d102"| The Tadpole-03, used as the standard Tadpole dropship. Is the most compact variant and has the best firing angles, but is vulnerable to gas.
 
|-
|-
| style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |[[File:TGMC Tadpole Carrier.png|frameless]]
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600"| Equipment
<br>'''Tadpole Carrier Model'''
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Description
| style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" | The Tadpole-01, phased out by the Tadpole-03. Has smaller points of ingress with reinforced orbital glass installed on the cockpit, and a door that helps stop sneaky undesirables from getting at the main computer. Also has a camera console and a map table of limited use. Firing angles heavily limited due to extra hull.
 
|-
|-
| style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |[[File:TGMC Food Tad.png|frameless]]
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
<br>'''Tadpole Food Truck Model'''
<br>'''Cupola Minigun'''
|style="background:#302f38; color: white; border:3px solid #00d102"| Equipped to provide hungry marines hot meals to improve morale (or pacify xenoes with well made hotdogs). Cooking skills not provided. '''Has no interior or weapon attach point'''
|style="background:#302f38; color: white; border:3px solid #00d102"| A minigun which has IFF properties. 75 rounds per magazine, but ammo dries up quickly. Additional magazines can be ordered from Requisitions for 10 points each.
 
|-
|-
| style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |[[File:TGMC Tadpole NK Haul.png|frameless]]<br>'''Tadpole NK Haul Model'''
</tab>
|style="background:#302f38; color: white; border:3px solid #00d102"| Designed for hauling, maintenance and general engineering. Large size makes it difficult to land and harder to defend. However more space means it’s easier to store supplies. Comes with extra metal to help reinforce or make repairs to barricades.
<tab name ="Driver Modules">
 
|-
| style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |[[File:TGMC Mobile bar Tad.png|frameless]]
<br>'''Tadpole Mobile Bar Model'''
|style="background:#302f38; color: white; border:3px solid #00d102"| Primed to slake the thirst of marines. Bartender skills not provided. '''Has no interior or weapon attach point'''
 
|-
| style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |[[File:TGMC Umbilical Tadpole.png|frameless]]
<br>'''Tadpole Umbillical Model'''
|style="background:#302f38; color: white; border:3px solid #00d102"|  Comes with an umbilical chamber for tactical insertion. Windows are made of reinforced orbital glass but has very limited firing angles and can be very tough to board/leave, especially if you don't check where you land and park right against a wall.
 
|}
 
</div>
</div>
 
=Preparing the dropship=
 
Once you’ve picked a model, you’ll be expected to fly it. Keep in mind that
*You cannot launch until at least 12:18
*Launching early will prevent the FOB drone from being deployed.
 
Make sure to consult with everyone before departing- deploying before the FOB is constructed will cause marines to be angry at you! This doesn’t mean you should be sitting around though…
 
==Initial Defences==
 
First of all the plasteel cades on most models are often unwired. This means xenoes can slash at them without taking any damage! You start off with barbed wire in your construction pouch, so use it on the plasteel barricades to wire them and help deter any nasties that might consider slashing at them. You might also want to link any plasteel barricades using a crowbar, which allows all the barricades to open and close simultaneously. This comes at the risk of leaving you more open to xenoes charging straight in and overwhelming you, should anyone leave the barricades open however.
 
Second, you need to make a choice on getting rid of the windows on your dropship. There are upsides and downsides to your choices.
 
'''Keeping the windows'''<br>Windows can only be shot through with laser weapons. This means if you don’t have a laser weapon, xenoes or other hostiles will be able to break the window unchallenged, unless you get out and expose yourself to danger. On the flip side, gas cannot penetrate through windows, keeping your occupants and yourself safe from them.
 
Keep in mind windows cannot be repaired by any means. When they take enough damage, they will break and leave you exposed.
 
'''Removing your windows'''<br>You’ll have to apply some elbow grease to the windows, as most of them cannot be deconstructed with tools. Once you remove them, they can be replaced with normal barricades, which can be shot over and more importantly repaired. This will require using up some of the materials you have on hand though.
 
You are also more exposed to gas, from both boilers and defilers. This requires you to wear Mimir, otherwise you’ll find yourself eventually succumbing to either toxins or acid.
 
== Installing Equipment ==
[[File:TGMC Weapon point-Interior point highlight.png|thumb|Circled in red are the Weapon Attachpoints. Blue is the Interior attachpoint. Green is the Navigation Computer. Purple is the blast door button.]]
Installing equipment on the weapon attach-points (on the front of the tadpole), and the interior attach-point (located inside, obviously) is vital to boosting the effectiveness of the Tadpole. Both these slots take dedicated equipment, and can be installed using a Powerloader, two are usually found inside the hangar. To install equipment :
 
* Pick up the module using an empty claw on help intent (harm intent will attack the module itself). If you picked up the wrong module, you can drop it by clicking on an empty tile.
* Click on the attachpoint while directly adjacent to it (weapon attach points can be somewhat finicky as they're small. If you're having trouble clicking on it, try alt clicking the tile and directly clicking on the attachpoint in the status bar).
* To uninstall the module, simply use an empty claw on the module itself (not the equipment i.e. the sentry/HSG/surgery table. Again if you're having trouble clicking on it, try alt clicking the tile and directly clicking on the module in the status bar)
 
The hangar will often have some equipment lying around for you to choose, but in case they get lost/destroyed, you can print more using the dropship fabricator or order some from requsitions. Keep in mind that the Pilot Officer also needs to use the dropship fabricator, and often demands a monopoly on it. Don’t waste points mindlessly on equipment you don’t need. You can deploy equipment on weapon attachpoints using the Navigation Computer.
 
Also note that there tends to be a lot of electronic modules around the hangar e.g. spotlights. These cannot be installed on any current Tadpole variant, only on the Alamo's electronic attachpoints (and due to their very limited use as most LZ's are already lit up, rarely installed)
 
A list of equipment is as follows. (This can also be installed on the Alamo attachpoints, but as it's often parked on either the ship or the FOB, equipment is rarely installed on it).
 
<div class="mw-collapsible-content">
==Dropship Equipment==
<div class="mw-collapsible mw-collapsed" style="width:100%"><tabs>
<tab name="Interior Attachpoint">
{| class="wikitable"
{| class="wikitable"
|-
|-
! scope="col" style="background:#407bbf; color: white; border:3px solid #00d102" | Module !! scope="col" style="background:#407bbf; color: white; border:3px solid #00d102" | Description
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Module
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Description
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Max Capacity
|-
|-
 
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
!scope="row" style="background:#302f38; color: white; border:3px solid #00d102"|[[File:TGMC_SmartgunSystem.png|128px]]<br>'''Machinegun deployment system'''
<br>'''Overdrive Module'''
|style="background:#302f38; color: white; border:3px solid #00d102"| Installs a modified HSG-102. Starts off with a unique 500 round mag, but can use the standard 300 round mags. Extra mags can be ordered via req for 100 points. '''Has IFF which allows you to shoot through most marines'''
|style="background:#302f38; color: white; border:3px solid #00d102"| Faster speed than other modules and more speed. Can store extra marines | 20
 
Costs 500 points in the requisitions system., or 300 dropship fabricator points.
|-
|-
!scope="row" style="background:#302f38; color: white; border:3px solid #00d102"|[[File:TGMC_Alamo_Surgery_Table.png|100px]]<br>'''Dropship Operating Table Deployment System'''
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
|style="background:#302f38; color: white; border:3px solid #00d102"| Installs a surgery table. Doesn’t come with an anaesthetic tank by default and needs a spare one from medbay. '''Requires someone with surgical skill to use'''
<br>'''Medical Interior'''
 
|style="background:#302f38; color: white; border:3px solid #00d102"| Installed with a operating table and a nanomed, to treat marines on the go. You'll need to supply your own doctor | 12
Cannot be ordered via requisitions. Costs 100 dropship fabricator points.
 
|-
|-
!scope="row" style="background:#302f38; color: white; border:3px solid #00d102"|[[File:TGMC Dropship Mortar.png|128px]]<br>'''Mortar deployment system'''
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
|style="background:#302f38; color: white; border:3px solid #00d102"| Installs a TA-55DB mortar, a twin barrelled variant of the TA-50S capable of firing the same 80mm rounds. Requires coordinates to fire. Both barrels can be loaded, and fired right after another, but it takes a little longer to load compared to the single barrelled variant.
<br>'''Clone Bay Interior'''
 
|style="background:#302f38; color: white; border:3px solid #00d102"| An experimental APC with 8 clone tubes, a Kwik e Equip vendor, and a gibber. Clone tubes need to be activated, and dead bodies can be put into the gibber to produce more biomass | 12
Cannot be ordered via requisitions. Costs 300 dropship fabricator points.
|-
|-
!scope="row" style="background:#302f38; color: white; border:3px solid #00d102"|[[File:TGMC_MinigunSystem.png|128px]]<br>Minigun Deployment Module
|style="background:#302f38; color: white; border:3px solid #00d102"| This installs a MG-2005 Minigun with an included sandbag-nest. Comes loaded with 1000 bullets to defend your ship. Extra bullets can be ordered via req for 30 points.
Costs 750 points in the requisitions system. Cannot be fabricated in the dropship fabricator.
|-
!scope="row" style="background:#302f38; color: white; border:3px solid #00d102"|[[File:TGMC_HeavyLaserSystem.png|128px]]<br>Heavy Laser System Deployment Module
|style="background:#302f38; color: white; border:3px solid #00d102"| This installs a TE-9001 Heavy Laser with an included sandbag-nest. Comes loaded with 15 charges to defend your ship. Extra mags can be ordered via req, 3 for 50 points.
Costs 900 points in the requisitions system. Cannot be fabricated in the dropship fabricator.
|-
|}
</tab>
</tab>
<tab name="Weapon Attachpoint">
<tab name ="Gunner Modules">
{| class="wikitable"
{| class="wikitable"
|-
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Module
! scope="col" style="background:#407bbf; color: white; border:3px solid #00d102" | Module !! scope="col" style="background:#407bbf; color: white; border:3px solid #00d102" | Description  
! scope="col" style="background:#407bbf; color: white; border:3px solid #cc6600" | Description
|-
|style=" border:3px solid #00d102;border-bottom:3px solid #00d102; padding: 6px;background-color:#302f38;color:#ffffff" |
!scope="row" style="background:#302f38; color: white; border:3px solid #00d102"|[[File:TGMC Sentry Deployment Module.png|128px]]|<br>'''Sentry Deployment System'''
<br>'''Zoom Module'''
|style="background:#302f38; color: white; border:3px solid #00d102"|Installs a modified ST-571 sentry. You cannot change it’s settings (so no radial mode), and turrets are just as vulnerable to being knocked over or damage as normal ones. Deploy in front of engineers tending to APC’s to cause IFF related salt.
|style="background:#302f38; color: white; border:3px solid #00d102"|'''Gunner Module''' A periscope with nightvision that gives you a wider view of the battlefield.  
 
Costs 300 dropship fabricator points. Cannot be bought from requsitions.
|-
!scope="row" style="background:#302f38; color: white; border:3px solid #00d102"|[[File:TGMC_Flare_Launcher.png|128px]]|<br>'''Flare deployment system'''
|style="background:#302f38; color: white; border:3px solid #00d102"| Fires standard M40 FLDP grenades. They burn much brighter and are anchored, but have a dramatically shorter lifetime. Still sets anyone who gets hit by them on fire.
 
Costs 150 dropship fabricator points. Cannot be bought from requsitions.
|-
|-
|}
|}
</tab>
</tab>
</tabs>
</tabs>
</div>
=Manning the Vehicle=
</div>
To enter the Tank, you need to drag click yourself to the vehicle, while standing at the entrance. This entrance is at the rear of the APC, make sure you're standing directly in line with the center of the Tank..
<hr>
=== Stocking the Tadpole ===
Finally you'll need to consider what to actually stock on the Tadpole. As a minimum, you'll be expected to take a supply beacon from req so that the Tadpole can act as a resupply point and fufill req orders. Taking a fulton pack is optional, but also recommended as people with often drag corpses to the Tadpole, expecting them to be sold. If the RO is not present to give you any of these, you may need to hack the requistions vendor to get your gear.


While it's not mandatory, you should pack ammo boxes (which can be vended from the requsitions vendor), M-22 welding kits (from the surplus uniform vendors), cable coil from You-Tool vendors, and medical supplies such as splints, gauze ect. as the nanomed mini only comes stocked with the bare minimum. Food is also something essential to pack as well (you can vend protein belts from the surplus uniform vendors). Try to avoid throwing marines ammo boxes off the Tadpole, it's considered bad form, even if you have your own ammo boxes with you.
To enter a seat, dragclick your sprite to the seat. To exit once you've buckled yourself into a seat, simply press resist, or click the buckled icon in the top right corner of the screen. If you want to leave the APC, just click on the door to the left.


Marines may occasionaly use the Mortar or Howtizer on the Tadpole. While you aren't obligated to make space for them, just keep in mind that setting either up might be useful, should any marines want to spot for you.
==Driving==


=Flying the Dropship=
Driving is pretty simple! You use the WASD or arrow keys by default to move around. The APC cannot move diagonally, and there's a brief delay when turning 90 degrees. Remember, you can drive through walls and objects without incurring damage- don't be afraid to give something a good old ram if it's in your way. You also have '''Toggle Lights''' and '''Honk Horn''' as action buttons on the top left of your HUD, which hopefully should be self explanatory - Use the lights so you can see, use the horn to <s>put the fear of god into those xenoes</s> warn marines that they need to get out of the way. You can also fire your secondary (or rather primary?) weapon by using left click.


You can pilot the dropship using the navigation computer and other than you, only the Captain, Field Commander, Synthetic and Squad Leaders (including acting Squad Leaders) can launch the dropship.
The tank’s current ammo is displayed to the right of your HUD. '''Note : The display is currently bugged and may require you exit and enter the vehicle several times to properly update the display.'''


Once you hit launch, after a little while you’ll be in low orbit (you’ll notice the scenery change around you). Click on the navigation computer again to enter the landing interface.
===Reloading===


==Landing the Tadpole==
Once out of ammo, you’ll need to reload. Simply take the corresponding ammo, and load it into the secondary breech. There are also ammo racks to load any spare ammo, so make use of them. Any empty shells/magazines are automatically unloaded – Try to make sure you don’t mix up live ammo on the floor with empty ones. If neccesary you can also perform an early reload by taking the magazine out of the corresponding breach with an empty hand, then loading a new magazine in. A dedicated loader can help improve your downtime, so you don't need to leave your seat and load your ammo- potentially losing track of targets and your situational awareness.
The Tadpole can land in any unobstructed, open-air position (i.e. not caves). When using the landing interface, accessible by using the central console in low-orbit, you will see a birds-eye view of the battlefield, and an outline of the Tadpole in the center of the screen. If the entire outline is green, you have a viable landing area; if any tiles are red, they are obstructed, and the Tadpole cannot land in that position. You can rotate the landing outline using the rotate button at the top of your HUD (smaller side is your nose). Once a landing field has been selected, the outline will turn blue, indicating that the Tadpole will arrive there shortly.  


[[File:TGMC_tadpole_checking_for_landing.png|128px|link=https://tgstation13.org/wiki/File:TGMC_tadpole_checking_for_landing.png]] '''Fully green landing indicator.''' You're clear to land.
==Repairing==


[[File:TGMC_tadpole_invalid.png|128px|link=https://tgstation13.org/wiki/File:TGMC_tadpole_invalid.png]] '''Partially red landing indicator.''' The landing zone is obstructed.
Repairing is a simple endeavour - use a welding tool. Each repair takes 2 seconds, and increases the integrity by 5.5%. Unskilled marines attempting repairs will fumble and take longer to perform the repair. Getting out of the APC exposes you to danger, so don't be afraid to ask others to help repair your APC on the fly.


[[File:TGMC_tadpole_valid_landing.png|128px|link=https://tgstation13.org/wiki/File:TGMC_tadpole_valid_landing.png]] '''Blue landing indicator.''' The landing zone has been selected.
=Playing as the '''APC'''=
The first most important thing you need to learn is that '''the tank will get destroyed without support'''. It's very easy to get overwhelmed by xenoes attacking you from all sides, and even easier to park yourself right up against a wall with nowhere to escape to. '''Do not charge off alone.''' You need to be at the front, but not so far forward marines cannot help you- but not so far back that you aren't in a position to shoot your primary weapon at anything. Or worse, so far back that marines need to backtrack to help you. If you're getting overwhelmed or feel as if you're getting left behind, '''use your radio''' to inform marines of the situation. More importantly pay attention to radio so you don't miss out on marines pushing or retreating. Communicate with your other crewman - if you feel like the driver is being too reckless with their positioning, or isn't getting in the right position to shoot at, '''tell them'''. If you feel like your gunner isn't priotising the right targets, inform him. You're two peas in the same pod, and you need to be on the same page- whether that's attacking, retreating, getting repairs ect.


If you’re having trouble seeing where you are, toggle Night Vision mode (the option is in the window that appears when clicking the navigation computer). While in Night Vision mode all turfs are revealed, but you cannot see their contents or any marines/xenoes. Once you’ve decided where to land, turn off Night Vision and check to see whether the area you’re landing is under attack, has barricades or supplies. Anything underneath the Tadpole when it lands will be crushed, in the case of organics, gibbed.
The Tank isn't some invincible monstrosity, damage can slowly stack up from spits, Warlock psy beams, acid clouds or just good old slashing. Ultimately it's a support vehicle which has a very big gun on it.
 
=Tips and Tricks=
Xenoes frequently wall off areas, so don't be afraid to ask marines to clear walls for you to land. You may have to repeatedly ask, or use orders before they actually clear walls. Marines can also clear metal or reinforced walls for you, via using C4,  detpacks, Plasma cutters, or a whole load of bullets (preferably fired out their guns).
*Consider getting a M-22 welding kit (free from the surplus uniform equipment vendor) or the techinician welder pack (orderable from req, some free in engineering lockers), so you don't run out of fuel while repairing the tank. You can also keep a couple of welding kits inside the Tank as a surplus.
 
*It can be tempting to take long diversions to avoid being forced to destroy a wall - Don't unless you have an escort. It's easy to get harassed by a lone xeno- who might call other xenoes in as backup.
Places not to land
*Warlock psy beams and Behemoth rocks can do devastating damage to the APC. Always be careful if they're around.  
*On top of the FOB barricades
*On top of ammo and supplies in the FOB
*On top of machine gun emplacements/sentries
*Directly in front of a whole load of xenoes
*In the wide open where you can be attacked from all sides and gassed
 
As a reminder, disable nightvision mode to check if the area is hot, or if you’re landing on anything important.
 
=Defending the Tadpole=
 
There’s a wide range of threats to your Tadpole and if it falls, so do the chances of the ops success. Defending your Tadpole’s navigation computer is of upmost importance. Any xenomorph can destroy the tadpoles navigation computer after a delay, and once the computer is destroyed, the Tadpole will permanently disabled  and will not be able to fly. There is no way to repair the Tadpole once it’s disabled in this manner. '''Do not let the navigation computer be destroyed at any cost.'''
 
If the situation is desperate, every Tadpole variant has a inner and outer door button. Pressing this will shut the blast doors, protecting you from threats… or keeping any threats inside and unable to escape. These blast doors are not invulnerable, and can be melted with acid or destroyed with a crusher charge, but they are immune to conventional slashing. Remember though, deploying these blast doors only delay the inevitable. You will probably need to leave, ASAP if marines do not bail you out.
 
When req has spare points, you can also consider buying a standard ST-571 sentry, which will better help defend against threats, compared to the forward facing turrets mounted on the weapon attach-points, especially if you plan on leaving the Tadpole unattended.
 
Don’t try to be clever and launch with multiple xenos onboard. They can break the computer mid flight and land back on the planet safely. Don’t try to be ''very'' clever and launch xenomorphs back to the marine mother ship. Onboard xenoes are an absolute menace to deal with and will distract ship personnel and force marines to stay onboard instead of deploying. If you have no option but to abandon the Tadpole, do it.
 
More importantly close the barricades behind you when you leave the Tadpole to prevent threats from boarding and, '''<s>INFORM THOSE FUCKWIT, CRAYON EATING MARINES THAT THEIR MOTHER WILL DIE IN THEIR SLEEP IF THEY DON'T CLOSE CADES BEHIND THEM, AND IF THEIR MOTHER IS ALREADY DEAD, THAT YOU'RE PERSONALLY GOING TO FLY OVER AND PISS ON THEIR MOTHER'S GRAVE</s>''', polietly but firmly remind marines to close the barricades behind them as well.
 
As for more specific threats :
 
<div class="mw-collapsible-content">
== Xenomorph Threats ==
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''Sentinels,Spitters,Drones,Praetorians'''[[File:SentinelTGMC.png|64px|Sentinel]][[File:SpitterTGMC.png|64px|Spitter]][[File:Wiki_Images.png|64px|Drone]][[File:PraetorianTGMC.png|64px|Praetorian]]
 
These castes have acid, which can melt through your barricades and windows. They’re fragile enough to be deterred by gunfire, but consider packing a shotgun loaded with buckshot or slugs (or other weapons with either knockback or stagger) to stagger them and prevent them successfully vomiting acid on your Tadpole.
 
Sentinels, Spitters, and Praetorians in particular can stand next to your barricades and shoot over them. They shouldn’t be able to do too much damage, but having a sentry can help drive them off.
 
'''Hunters'''[[File:HunterTGMC.png|64px|Hunter]]
 
A Hunter won’t be able to do much if your barricades are up. If they’re down- or worse destroyed- be very careful and be vigilant for stealthed hunters trying to board. While a tac sensor will pick up movement, Hunters can move very slowly to stay almost invisible to the naked eye. Primordial Hunters can also use Disguise to pretend to be an ordinary object. If you see messages in your chatlog along the lines of  ''“M40 FLDP begins to slash delicately at the computer”''- start shooting and ask questions later. Ideally around where the computer is.
 
'''Warriors'''[[File:WarriorTGMC.png|64px|Warrior]]
 
Warriors can punch your barricades, dealing some upfront damage. Nothing that can't be solved with a welder, but the more imminent danger is their ability to Grapple Toss you over any barricades. For this reason, avoid hugging the barricades so you don't get fished out. Otherwise, just shoot them and repair damage to your cades as necessary.
 
'''Carriers'''[[File:CarrierTGMC.png|64px|Carrier]]
 
More of a nuisance than a danger- but if they come with other xenoes they can quickly turn a bad situation worse. They can throw huggers over cades and while they can easily be killed, if you're attempting to shuffle through multiple unaware marines to shoot or melee them, they can potentially trigger a hugger. Staying alert and aware is your best defence (and hoping your other marines are too as well), and as carriers are somewhat fragile it doesn't take too much firepower for them to go away.
 
'''Wraith'''[[File:TGMC_Wraith.png|64px|Wraith]]
 
Just another nuisance, yet capable of amplifying the threat of other xenoes. Not only are they capable of blinking over your barricades and breaking your navigation computer (which is why you can’t leave the Tadpole undefended), they can also banish your barricades windows and blast doors to let themselves- or other xenoes inside. In a pinch you can always lower your blast doors, since they can’t banish two things at once, but if you’ve lost either your barricades or blast door, a Wraith will always be able to find a way in. A Wraith can also make portals- not on the Tadpole itself luckily- but near it. While it shouldn’t present too much danger (unless they start using huggers), you can dispel a portal by throwing an explosive through or at it. Fortunately their damage is average, and they’re relatively fragile, so you can just shoot them to make them go away.
 
'''Boilers''' [[File:DMCA_Boiler.png|64px|Boiler]]
 
The threat they pose depends on three things : The type of Tadpole you have, if it’s Primordial, and if you’re wearing Mimir. A Tadpole with windows and closed off departments? Minimal threat, until your windows break. A Tadpole with cades? A serious threat if you don’t have Mimir. Does it have Primordial? Then you're going to be dealing with the threat of direct neuro/acid lances that can bypass your cades and hit you directly. And those direct hits will ''hurt''. Closing your blast doors is a last ditch option, but you can either consider moving so the boiler has to reposition, or asking for someone to counter snipe the boiler.
 
Keep in mind that tangle rounds and anti gas grenades can purge gas. Use them sparingly though, they’re a little pricey to order from req.
 
'''Defilers''' [[File:TGMC_Defiler.png|64px|Defiler]]
 
If you're wearing Mimir, the gas shouldn't do you any harm. The bigger threat is that the gas is opaque- allowing xenoes to sneak up and slash/melt your barricades. Keep your ears open for the sounds of slashing, and don't be afraid to spam bullets into the gas cloud to try and deter xenoes. Be especially wary if you saw any acid castes prowling around before the gas cloud gets emitted, there's no overt tell on your cades being melted. If a Defiler is winding up in line of sight of you- inflicting stagger will stop them, and will even stop them while they’re emitting gas. And as always- avoid standing directly next to a barricade, Defilers can use Defile over them and deal serious toxin damage to you.
 
As before, tangle rounds and anti gas grenades can purge gas. If you’re getting overwhelmed by gas, consider throwing one.
 
'''Shrike'''[[File:Shrike.png|64px|Shrike]]
 
Shrikes aren't inherently dangerous, until you're about to launch and <s>some asshole tosspot dipshit septic tank licking cunt</s> someone left the cades open, allowing them to fling everyone out. Just keep your cades closed. They also have a Primordial ability called Psy Vortex, that will knock you around a bit. It's not too much a threat, but can absolutely buy time for other xenoes to attack the Tadpole. If in doubt, close your blast doors and launch.
 
'''Behemoth'''[[File:TGMCBehemoth.png|64px|Behemoth]]
 
The rocks they throw won’t do any damage to your barricades. However if they happen to be open <s> thanks to those inbred mouth breathing 10IQ subhuman marines </s> or destroyed and if they hit anyone inside they’ll explode, dealing AOE damage. Unfortunately they have another vector of attack, using Seismic Fracture as an AOE attack centered around themselves. Or worse- raising rocks inside your cades and detonating them using Seismic Fracture, all of which is very hard to dodge with 3-4 marines in the way. You can try shooting the rocks to destroy them, although this is merely a stopgap measure and the rocks themselves are fairly sturdy. Alternatively pile as much damage on the Behemoth using an MG,HSG or other marines.
 
If you see a Behemoth roar- close your blast doors immediately, launch and endure any complaints about leaving marines behind. They’ve just activated Primal, and are about to ruin your day with multiple falling AOE exploding rocks, a massive AOE shockwave, and if you have any open cades- stampeding over everyone multiple times. If you have no blast doors or cades- you are already dead.
 
'''Crushers''' [[File:CrusherTGMC.png|64px|Crusher]]
 
A threat that can be hard to deal with, especially if your landing spot is more open. Making razor wire with metal, then deploying it can be used to stop the Crusher should one be able to charge at you, but the razowire must be at full health to stun the crusher. Alternatively you can try to open the plasteel cades or use the blast doors button when the Crusher comes charging, then close them quickly to trap them. In both instances, you’ll need other marines around to help secure the kill. Crushers love attempting to crush the interior attach-point, so if they do have a lane to charge at it you may want to consider repositioning the Tadpole to avoid the loss of any equipment.
 
'''Queen''' [[File:QueenTGMC.png|64px|Queen]]
 
In the upper range band of “Oh shit, I’m in danger”, the Queen has acid, spit, and a lovely stunning screech. Pre-emptive use of the HOLD order can mitigate the duration of the stun, and provide a minor defence and pain resistance boost. Other than that, just shoot it and hope they leave. Some cocky Queens like to try to board the Tadpole through open cades- you can try to trap it using the blast doors, and hope that everyone inside can kill it before they kill you.
 
'''King''' [[File:TGMC_King.png|64px|King]]
 
These bastards like to waltz up to your cades and use Petrify, which will freeze you solid. While you’re helpless they’ll either melt barricades, or line up a Shattering Roar to knock you down while other xenoes start melting/slashing barricades. There is a defence against this- staggering them. Using a shotgun at close range (or any other weapon capable of inflicting stagger) will prevent them from using their ability, and hopefully buy you enough time for help to come. Kings also occasionally like to use Psychic Summon near (or god forbid on) the Tadpole to overwhelm it. Always make sure your barricades are in top condition, and make sure to call out the summon. If you have no other marines to help, lower your blast doors and launch.
 
'''Warlock'''[[File:TGMC_Warlock.png|64px|Warlock]]
 
Your bane. The Warlock has two great abilities to make your life miserable – Grav crush and Psychic blast, and one to make your attempts at killing them difficult, Psychic Shield. If the Warlock has line of sight of ANY of your Tadpole tiles, they can use Grav crush to create a damaging AOE that will most likely hit you and everyone inside. Alternatively they can use Psychic blast to damage you or your cades directly. Mindless bullet spam will be reflected at you using Psychic shield, and trying to chase it down can also be punished with Psychic shield (not to mention leaving your Tadpole alone or getting ambushed by other xenoes). Pray no one gets the bright idea to fire a rocket at the Warlock with your Tadpole nearby.
 
Your only deterrent is other marines keeping the Warlock away, or the humble X ray rifle with a tac sensor, which can penetrate the Warlock’s shield and shoot at it safely from behind cover (or more likely, marines).
</div>
</div>
 
<div class="mw-collapsible-content">
 
== Marine Threats ==
<div class="mw-collapsible mw-collapsed" style="width:100%">
 
'''Grenades'''
 
"''beep beep''". One second later, there’s a live grenade in the centre of the Tadpole. It’s alright, there’s plenty of reasons. Maybe they got shuffled when they threw the grenade, perhaps a Shrike or Warlock bounced the grenade back, <s>or maybe they can’t aim for shit WHY DO WE HIRE THESE ASSHOLES</s>. When you hear a grenade prime, just keep a lookout for any exclamation marks, and be prepared to pick up the grenade and throw it out of the Tadpole. <s> Mark the marine for retribution later and rip his guts out in private </s>
 
'''Close Air Support'''
 
Sometimes CAS will misfire directly over the Tadpole. If they’ve fired a railgun or minirocket at you, you won’t be able to launch the Tad in time. Just evade the incoming damage, and prepare to repair the cades as quickly as possible. Bombs and missiles however can be avoided, but you need to launch as soon as possible (The Tadpole takes 5 seconds to launch, and most bombs take about 10-12 seconds to land). Just remember, you are under no obligation to sit there and take it.
 
'''Tadpole Hugging'''
 
The marines are being beaten! The only safe place happens to be your Tadpole! They retreat there, and the medics attempt to revive their dead- only to paint a massive target on your back. Everyone being in one spot invites Warlocks, Behemoths, Boilers and Defilers to use their attacks on you. Amidst the gas that claims the non Mimir marines, the unavoidable Grav crush because everyone is piled on and not shooting the Warlock- and in your confused and dazed state even the Queen and King are starting to pile on the Tadpole. There aren’t many ways to directly avoid this situation- if marines haven’t fortified the outer perimeter, xenoes are going to come bearing down on you, and there’s only so much you can do to fight them off. <s>Especially if those fluoride guzzling fuckwits are too busy complaining or healing, and not SHOOTING.</s>
 
Recognise the dire situation, and call for an evac. Use Orders to make a nice big announcement, use the HOLD order to reduce incoming damage and keep marines in the fight, yell again over the radio that you’re evaccing, point any any marines outside the cades to get in, then leave. If your barricades are breached- you may need to cut your losses, engage the blast doors and leave. If you’ve lost your blast doors- Good luck.
 
You WILL be blamed if you evac too early. You WILL be blamed if you do not announce that you’re evacuating. People will get left behind. People will ignore the announcements. There isn’t much you can do but take it on your chin.
 
'''Tadpole Kidnapping'''
 
Any, aSL, SL, FCDR or Synthetic can launch the Tadpole. Remember that the Tadpole is yours, and you have authority over it for better and for worse. At the very least, try not to be so far away from the Tadpole that you can’t yell at anyone trying to take it.
 
'''Unintentional Full Evacs'''
 
On Nuclear War if there are less than 5 marines on the ground, xenoes can force call the Alamo. Occasionally upon finishing a disk, every marine will pile onto the Tadpole- especially if they're under attack. If you launch while everyone is on the Tadpole, xenomorphs will be able to hijack Alamo. You have two options- <s>yell at those lazy shmucks to walk</s> inform everyone that they need to move to the next objective on foot, or if the situation is dire and they cannot- call an evac.
 
</div>
</div>
 
=Orders=
{{Orders}}
 
<br>
 
=Miscellaneous Tips and tricks=
 
* The importance of Mimir cannot be understated if you have no windows. You WILL be gassed. You WILL take damage. You will NOT be excused for launching early and leaving marines behind just because you nearly died to gas.
* The NK Haul Tadpole is an extremely poor choice of dropship, it's large size makes it hard to land without marine assistance, and it's very hard to defend.
* Sentries deployed on the weapon points have very easily exploited blindspots. If you notice a xeno exploiting this, you can retract the sentries using the navigation computer.
* Marines frequently do not read radio. They also miss announcements and orders. If you've repeated yourself at least twice over radio, and given at least one order- don't feel guilty about abandoning those marines if you're evaccing. You tried after all.
* Most of the time the Tadpole is going to end up cluttered. If you have trouble trying to find a specfic thing, type Point-To in the command bar, then use the dropdown menu to locate the item you want. Once you press ok, a green arrow should appear over the tile the item you were looking for. Shift-Right click or alt click to sift through the contents and pick up whatever you needed to find.
<br>
{{TGMC-Jobs}}
{{TGMC-Jobs}}

Revision as of 23:11, 6 June 2024

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


VEHICLE CREW

Transport Crewman
Access: N/A
Difficulty: Hard
Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours), Staff Sergeant (300 hours), Sergeant Major (1000 hours)
Class: Navy
Supervisors: Field Commander
Duties: Carry supplies and marines across the battlefield. Get forced to take a long detour due to being blocked, get jumped by 4 xenoes and get your APC destroyed.
Guides: This is the guide.
Quote:"GET OUT THE WAY YOU ASSHOLE." Several moments later - "APC DIED WITHOUT SUPPORT THANK YOU GUYS SO MUCH."

Introduction

Your job as the Transport Crewman is to drive the APC Athena – A utility vehicle. The APC can serve a couple of support roles, but it only has a single M56 Cupola to defend itself with, meaning it's better off not leading an assault.

More information about skills
Assault Crewman Skills
Medical
0/5
Surgery
0/5
Engineering
2/5
Construction
2/5
Police
0/2
Powerloader
3/4
Leadership
0/4
CQC
0
Smartgun
-4
Melee
0
Firearms
1
Stamina
0

Communication

As a Transport Crewman you have access to the following radio channels 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

The Awesome Personnel Carrier Introduction

Everyone can get into APC, but only you can drive it (or people with Large Vehicles 3). Only so many people can get into the APC at one time (including dead bodies), depending on the driver module picked. You can toss anyone into the APC by dragging them into it while standing at the entrance (situated behind the APC).

While the APC is immune to gunfire and incendiary weapons, it can still take damage from explosions, melee, lava, xeno slashes, acid spit, acid clouds, Warrior punches, Crusher charges, Behemoth Earth Pillars, Warlock Psychic Blasts/Lances and Psychic Crush.

Marines can fire past armoured vehicles with any IFF weapon or while in aim mode. If they need to get past the vehicle, they can jump ontop of the vehicle, and walk over it normally. Any marine on top of the tank while it moves will get knocked off (and potentially crushed if they land in front of the vehicle) unless they have at least one empty hand. Xenoes can also hop on top of the vehicle, but won be thrown off if the vehicle moves.

The APC will knock any mobs out the way when they move into them, damaging them in the process (fairly significantly in the case of humans) except for a Crusher, who will not be knocked back or take damage. Vehicles take no damage from knocking a mob out the way, even if they’re trying to run over a Crusher.

Most walls (including resin walls) or dense objects (including barricades and MG emplacements) can be crushed by armoured vehicles by simply ramming into them, though walls will take some time to get through. The vehicle takes no damage while attempting to destroy walls or dense objects. Feel free to make as much space as you need, while avoiding the wrath of any engineers trying to make barricades. Certain walls, like outer hull, heavy reinforced walls, dense ice or cave rock cannot be destroyed by being rammed. Cave rock however can be cleared by someone with a Plasma Cutter.

Initial Preparations

First of all head to the Hangar bay. You'll find the Vehicle Bay, where you can buy your APC using the Vehicle Part Fabricator. Only one APC can be bought (without admin intervention). Lower the lift, and purchase the equipment and modules you want from the UI. A total of 20 rounds can be bought per weapon - with weapons with multiple ammo types you'll need to split the difference between them (only one weapon exists currently). You can toss any magazines in by clicking the APC entrance with the munition in hand - but you can't toss other things in like backpacks without actually entering the Tank itself. Additional ammo can be ordered from req as needed.


APC Equipment

<tabs> <tab name="Weapons">

</tab> <tab name="Weapons">
</tab> <tab name ="Driver Modules">
Equipment Description


Cupola Minigun

A minigun which has IFF properties. 75 rounds per magazine, but ammo dries up quickly. Additional magazines can be ordered from Requisitions for 10 points each.
</tab> <tab name ="Gunner Modules">
Module Description Max Capacity


Overdrive Module

Faster speed than other modules and more speed. Can store extra marines | 20


Medical Interior

Installed with a operating table and a nanomed, to treat marines on the go. You'll need to supply your own doctor | 12


Clone Bay Interior

An experimental APC with 8 clone tubes, a Kwik e Equip vendor, and a gibber. Clone tubes need to be activated, and dead bodies can be put into the gibber to produce more biomass | 12
Module Description


Zoom Module

Gunner Module A periscope with nightvision that gives you a wider view of the battlefield.

</tab> </tabs>

Manning the Vehicle

To enter the Tank, you need to drag click yourself to the vehicle, while standing at the entrance. This entrance is at the rear of the APC, make sure you're standing directly in line with the center of the Tank..

To enter a seat, dragclick your sprite to the seat. To exit once you've buckled yourself into a seat, simply press resist, or click the buckled icon in the top right corner of the screen. If you want to leave the APC, just click on the door to the left.

Driving

Driving is pretty simple! You use the WASD or arrow keys by default to move around. The APC cannot move diagonally, and there's a brief delay when turning 90 degrees. Remember, you can drive through walls and objects without incurring damage- don't be afraid to give something a good old ram if it's in your way. You also have Toggle Lights and Honk Horn as action buttons on the top left of your HUD, which hopefully should be self explanatory - Use the lights so you can see, use the horn to put the fear of god into those xenoes warn marines that they need to get out of the way. You can also fire your secondary (or rather primary?) weapon by using left click.

The tank’s current ammo is displayed to the right of your HUD. Note : The display is currently bugged and may require you exit and enter the vehicle several times to properly update the display.

Reloading

Once out of ammo, you’ll need to reload. Simply take the corresponding ammo, and load it into the secondary breech. There are also ammo racks to load any spare ammo, so make use of them. Any empty shells/magazines are automatically unloaded – Try to make sure you don’t mix up live ammo on the floor with empty ones. If neccesary you can also perform an early reload by taking the magazine out of the corresponding breach with an empty hand, then loading a new magazine in. A dedicated loader can help improve your downtime, so you don't need to leave your seat and load your ammo- potentially losing track of targets and your situational awareness.

Repairing

Repairing is a simple endeavour - use a welding tool. Each repair takes 2 seconds, and increases the integrity by 5.5%. Unskilled marines attempting repairs will fumble and take longer to perform the repair. Getting out of the APC exposes you to danger, so don't be afraid to ask others to help repair your APC on the fly.

Playing as the APC

The first most important thing you need to learn is that the tank will get destroyed without support. It's very easy to get overwhelmed by xenoes attacking you from all sides, and even easier to park yourself right up against a wall with nowhere to escape to. Do not charge off alone. You need to be at the front, but not so far forward marines cannot help you- but not so far back that you aren't in a position to shoot your primary weapon at anything. Or worse, so far back that marines need to backtrack to help you. If you're getting overwhelmed or feel as if you're getting left behind, use your radio to inform marines of the situation. More importantly pay attention to radio so you don't miss out on marines pushing or retreating. Communicate with your other crewman - if you feel like the driver is being too reckless with their positioning, or isn't getting in the right position to shoot at, tell them. If you feel like your gunner isn't priotising the right targets, inform him. You're two peas in the same pod, and you need to be on the same page- whether that's attacking, retreating, getting repairs ect.

The Tank isn't some invincible monstrosity, damage can slowly stack up from spits, Warlock psy beams, acid clouds or just good old slashing. Ultimately it's a support vehicle which has a very big gun on it.

Tips and Tricks

  • Consider getting a M-22 welding kit (free from the surplus uniform equipment vendor) or the techinician welder pack (orderable from req, some free in engineering lockers), so you don't run out of fuel while repairing the tank. You can also keep a couple of welding kits inside the Tank as a surplus.
  • It can be tempting to take long diversions to avoid being forced to destroy a wall - Don't unless you have an escort. It's easy to get harassed by a lone xeno- who might call other xenoes in as backup.
  • Warlock psy beams and Behemoth rocks can do devastating damage to the APC. Always be careful if they're around.
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