|
|
Line 788: |
Line 788: |
| !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. |
| | |- |
| | ![[File:TGMC_Blowtorch.gif|64px|link=https://tgstation13.org/wiki/File:TGMC_Blowtorch.gif]] |
| | High-Capacity Industrial Blowtorch |
| | !15 |
| | | A welder with 80u of welding fuel and is normal size compared to the standard welder. |
| |- | | |- |
| |- | | |- |
| ![[File:TGMC_Binoculars.png|64px]]<br>Range Finder | | ![[File:TGMC_Binoculars.png|64px]]<br>Range Finder |
| !10 | | ! 10 |
| |A Range Finder which can be linked to deployed mortars and get coordinates by control clicking tiles. | | |A Range Finder which can be linked to deployed mortars and get coordinates by control clicking tiles. |
| |- | | |- |
| |- | | |- |
| ![[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. '''Can be found in the Engi-Vend vendors.''' | | |A power cell with 10000 power. '''Can be found in the Engi-Vend vendors.''' |
| |- | | |- |
Line 806: |
Line 811: |
| |- | | |- |
| ![[File:TGMC_Mine_Box.png|64px]]<br>Large M20 mine box | | ![[File:TGMC_Mine_Box.png|64px]]<br>Large M20 mine box |
| !36 | | ! 36 |
| |a mine box with 10 claymores. | | |a mine box with 10 claymores. |
| |- | | |- |
Line 821: |
Line 826: |
| |- | | |- |
| ![[File:TGMC_Razorburn_Grenade.png|64px]]<br>Razorburn Grenade | | ![[File:TGMC_Razorburn_Grenade.png|64px]]<br>Razorburn Grenade |
| !3 | | ! 3 |
| |A Razorburn grenade. | | |A Razorburn grenade. |
| |- | | |- |
Line 837: |
Line 842: |
| ![[File:Signaler.png|64px]]<br>Signaler | | ![[File:Signaler.png|64px]]<br>Signaler |
| !1 | | !1 |
| |A Signaler to be used alongside the detonation packs. '''Can be found in the weapon vendors in the Utility section''' | | | A Signaler to be used alongside the detonation packs. '''Can be found in the weapon vendors in the Utility section''' |
| |- | | |- |
| |- | | |- |
Line 851: |
Line 856: |
| ==[[File:TGMC_TerraGovTech_Engineer_System_Vendor.png|64px]] TerraGovTech Engineer System Vendor [[File:TGMC_TerraGovTech_Engineer_System_Vendor.png|64px]]== | | ==[[File:TGMC_TerraGovTech_Engineer_System_Vendor.png|64px]] TerraGovTech Engineer System Vendor [[File:TGMC_TerraGovTech_Engineer_System_Vendor.png|64px]]== |
| This is the Engineer System Vendor. It contains 1 M402 Mortar kit, 3 UA 571-C Sentry crates and 1 TL-102 HSG crate | | This is the Engineer System Vendor. It contains 1 M402 Mortar kit, 3 UA 571-C Sentry crates and 1 TL-102 HSG crate |
|
| |
|
| |
|
|
| |
|
| {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;" | | {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;" |
| ! scope="col" style="background-color:#407bbf;" width=200|Module | | ! scope="col" style="background-color:#407bbf;" width="200" |Module |
| ! scope="col" class="unsortable" style="background-color:#407bbf;" |Description | | ! scope="col" class="unsortable" style="background-color:#407bbf;" |Description |
| |- | | |- |
Line 868: |
Line 872: |
| ![[File:TGMC_TL-102_Crate.png|64px]]<br>TL-102 Crate | | ![[File:TGMC_TL-102_Crate.png|64px]]<br>TL-102 Crate |
| |a crate containing the TL-102 mounted heavy smartgun and 1 TL-102 drum magazine. | | |a crate containing the TL-102 mounted heavy smartgun and 1 TL-102 drum magazine. |
| | |- |
| | ![[File:TGMC_Super_Capacity_Cell.png|64px]]<br>Super Capacity Powercell |
| | |A Powercell with 20000 power. '''Can only be obtained if the contraband wire has been pulsed.''' |
| |- | | |- |
| |} | | |} |
Line 875: |
Line 882: |
| {| class="wikitable" | | {| class="wikitable" |
| |+ | | |+ |
| !Barricade | | ! Barricade |
| ! Health | | !Health |
| !Armour | | !Armour |
| !Cost | | !Cost |
| !Misc Information | | !Misc Information |
| |- | | |- |
| |Metal | | |[[File:TGMC_Metal_Cade.png|64px]] Metal |
| |200 | | |200 |
| |100 Bio, 80 Fire, 40 Acid | | | 100 Bio, 80 Fire, 40 Acid |
| |4 Metal | | | 4 Metal |
| |The only cade able to use Concussive, Ballistic or Caustic upgrades. Can only take 1 upgrade. | | |The only cade able to use Concussive, Ballistic or Caustic upgrades. Can only take 1 upgrade. |
| |- | | |- |
| |Sandbags | | |[[File:TGMC_Sandbag_Cade.png|64px]] Sandbags |
| |300 | | |300 |
| |100 Bio, 80 Fire, 40 Acid | | | 100 Bio, 80 Fire, 40 Acid |
| | 5 Filled Sandbags | | |5 Filled Sandbags |
| |Faster to Place. Can only be repaired with filled sandbags. Can be spam repaired for quick fixing. | | |Faster to Place. Can only be repaired with filled sandbags. Can be spam repaired for quick fixing. |
| |- | | |- |
| |Plasteel | | |[[File:TGMC_Plasteel_Cade.png|64px]] Plasteel |
| |500 | | |500 |
| | 100 Bio, 80 Fire, 40 Acid | | |100 Bio, 80 Fire, 40 Acid |
| |5 Plasteel | | | 5 Plasteel |
| |Can be linked to other plasteel cades by clicking it with a crowbar allowing linked plasteel cades to be opened at the same time | | |Can be linked to other plasteel cades by clicking it with a crowbar allowing linked plasteel cades to be opened at the same time |
| |- | | |- |
| |Razor Wire | | |[[File:TGMC_Razor_Wire_Deployed.png|64px]] Razor Wire |
| | 100 | | |100 |
| |No armour | | |No armour |
| | 3 Metal | | |3 Metal |
| |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 if they charge into this. Can also be made with 4 metal rods and 1 barbed wire. Wire cutter to deconstruct it. |
| | |- |
| | |[[File:TGMC_QuikDeploy_System_Metal.png|64px]] QuikDeploy System |
| | |200 |
| | |100 Bio, 80 Fire, 40 Acid |
| | |3 Requsition Points |
| | |A Metal Cade able to be placed without needing skills. Only useful for marines without construction skills. Is also slower then just building a cade with metal as an engineer. Is small sized. Can not be stacked. Only in Requsitions |
| |} | | |} |
|
| |
|
Line 926: |
Line 939: |
| !Misc Information | | !Misc Information |
| |- | | |- |
| |Concussive | | |[[File:TGMC_Metal_Cade_Concussive_Upgrade.png|64px]] Concussive |
| |50 Bomb | | |50 Bomb |
| |2 Metal | | | 2 Metal |
| |Click on the cade with at least 2 metal to upgrade it. Can be used to lessen the King's Gravity Crush damage.. | | | Click on the cade with at least 2 metal to upgrade it. Can be used to lessen the King's Gravity Crush damage.. |
| |- | | |- |
| |Ballistic | | |[[File:TGMC_Metal_Cade_Ballistic_Upgrade.png|64px]] Ballistic |
| |30 Melee, 30 Bullet | | |30 Melee, 30 Bullet |
| |2 Metal | | |2 Metal |
| |Click on the cade with at least 2 metal to upgrade it. Can also lesson the Crusher's Charge damage done to cades. | | |Click on the cade with at least 2 metal to upgrade it. Can also lesson the Crusher's Charge damage done to cades. |
| |- | | |- |
| |Caustic | | |[[File:TGMC_Metal_Cade_Caustic_Upgrade.png|64px]] Caustic |
| |20 Acid | | |20 Acid |
| |2 Metal | | | 2 Metal |
| |Click on the cade with at least 2 metal to upgrade it. Helps protect against acid spits. | | |Click on the cade with at least 2 metal to upgrade it. Helps protect against acid spits. |
| |- | | |- |
| |Barbed Wire | | |[[File:TGMC_Barbed_Wire.png|64px]] Barbed Wire |
| |0 | | |0 |
| |2 Metal | | |2 Metal |
Line 953: |
Line 966: |
| {| class="wikitable" | | {| class="wikitable" |
| |+ | | |+ |
| !Defence | | !Emplacement |
| !Infor | | !Information |
| !Info | | !How to use |
| !Info | | !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 |
Line 971: |
Line 984: |
|
| |
|
| Can be reloaded while in hand. | | Can be reloaded while in hand. |
| | |
| | 200 Health and 50 Armour. |
|
| |
|
| '''Built-in IFF System''' | | '''Built-in IFF System''' |
Line 978: |
Line 993: |
| Alt click to remove mag only if deployed otherwise regular click if in hand. | | Alt click to remove mag only if deployed otherwise regular click if in hand. |
|
| |
|
| Control click to remove battery. Not able to remove battery while in hand | | Control click to remove battery. Not able to remove battery while in hand. |
| | |
| | Can be repaired with a welder. |
| | |
| | Can shoot over. |
| |50 damage | | |50 damage |
| 5 AP | | 5 AP |
Line 1,003: |
Line 1,022: |
|
| |
|
| Can be reloaded while in hand. | | Can be reloaded while in hand. |
| | |
| | 200 Health and 50 Armour. |
|
| |
|
| '''Built-in IFF System''' | | '''Built-in IFF System''' |
Line 1,010: |
Line 1,031: |
| Alt click to remove mag only if deployed otherwise regular click if in hand. | | Alt click to remove mag only if deployed otherwise regular click if in hand. |
|
| |
|
| Control click to remove battery. Not able to remove battery while in hand | | Control click to remove battery. Not able to remove battery while in hand. |
| | |
| | Can be repaired with a welder. |
| | |
| | Can shoot over. |
| |25 damage | | |25 damage |
| 5 AP | | 5 AP |
Line 1,035: |
Line 1,060: |
|
| |
|
| Can be reloaded while in hand. | | Can be reloaded while in hand. |
| | |
| | 125 Health and 50 Bullet Armour. |
|
| |
|
| '''Built-in IFF System''' | | '''Built-in IFF System''' |
Line 1,041: |
Line 1,068: |
|
| |
|
| Alt click to remove mag only if deployed otherwise regular click if in hand. | | Alt click to remove mag only if deployed otherwise regular click if in hand. |
| | |
| | Can be repaired with a welder. |
| | |
| | Can shoot over. |
| |40 damage | | |40 damage |
| 40 AP | | 40 AP |
Line 1,063: |
Line 1,094: |
|
| |
|
| Can be reloaded while in hand. | | Can be reloaded while in hand. |
| | |
| | 200 Health and 50 Bullet Armour. |
|
| |
|
| '''Only has IFF with Aim Mode.''' | | '''Only has IFF with Aim Mode.''' |
| |Control click to deploy. | | | Control click to deploy. |
| Drag click to you to pick up. | | Drag click to you to pick up. |
|
| |
|
| Alt click to remove mag only if deployed otherwise regular click if in hand. | | Alt click to remove mag only if deployed otherwise regular click if in hand. |
| | |
| | Can be repaired with a welder. |
| | |
| | Can shoot over. |
| |30 Damage | | |30 Damage |
| 10 AP | | 10 AP |
Line 1,079: |
Line 1,116: |
| |- | | |- |
| |[[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 1,089: |
Line 1,126: |
|
| |
|
| Can be reloaded while in hand. | | Can be reloaded while in hand. |
| | |
| | 150 Health and 50 Bullet Armour. |
|
| |
|
| '''Has no IFF be very careful.''' | | '''Has no IFF be very careful.''' |
Line 1,095: |
Line 1,134: |
|
| |
|
| Alt click to remove mag only if deployed otherwise regular click if in hand. | | Alt click to remove mag only if deployed otherwise regular click if in hand. |
| | |
| | Can be repaired with a welder. |
| | |
| | Can shoot over. |
| |40 damage | | |40 damage |
| 40 AP | | 40 AP |
Line 1,104: |
Line 1,147: |
| |[[File:TGMC_Build-A-Sentry.png|64px]]Build-A-Sentry Attachment System | | |[[File:TGMC_Build-A-Sentry.png|64px]]Build-A-Sentry Attachment System |
| |An rail attachment that when attached to an applicable gun can be placed like a sentry with the function of the gun attached to. | | |An rail attachment that when attached to an applicable gun can be placed like a sentry with the function of the gun attached to. |
| | 250 Health. |
| | |
| '''Will not have IFF unless the gun has IFF built in like the T29 Smart gun.''' | | '''Will not have IFF unless the gun has IFF built in like the T29 Smart gun.''' |
| |Control click to deploy. | | |Control click to deploy. |
Line 1,110: |
Line 1,155: |
| Alt click to remove mag only if deployed otherwise regular click if in hand. | | Alt click to remove mag only if deployed otherwise regular click if in hand. |
|
| |
|
| Control click to remove battery. Not able to remove battery while in hand | | Control click to remove battery. Not able to remove battery while in hand. |
| | |
| | Can be repaired with a welder. |
| | |
| | Can shoot over. |
| |Dependant on the gun it is attached to | | |Dependant on the gun it is attached to |
| |- | | |- |
| |(TBD) Combat Grade 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. |
| | |
| | 500 Health. |
| |Wrench to bolt/unbolt. | | |Wrench to bolt/unbolt. |
| Click to turn on/off. | | Click to turn on/off. |
|
| |
|
| Light Replacer to swap/insert Light.
| | Crowbar to remove power cell |
| | |
| | Can not be repaired. |
| | |
| | Can shoot over. |
| | |
| | |Making dark areas bright. |
| | |- |
| | |[[File:TGMC_mortar.png|64px]] M402 Mortar |
| | |A deployable mortar capable of firing 5 types of mortar shells. |
| | |
| | 200 Health. |
| | |
| | Takes 5 seconds to deploy the mortar. 5 seconds to pick up the mortar. |
| | |
| | Takes 2 seconds to fire. 9 seconds for shells to land. |
| | |
| | '''Does not have a skill requirement to use.''' |
| | |Control click the mortar while in hand to deploy. |
| | |
| | Wrench to pick up. |
| | |
| | Is inaccurate depending on how far away the target is. Every 10 tiles travelled is 1 tile inaccuracy which can be countered using the mortar Longitude and Latitude offset. |
| | |
| | Can be repaired with a welder. |
| | |
| | Can not be shot over. |
| | |High Explosive shells |
| | |
| | Incendiary shells |
| | |
| | Tangle shells |
| | |
| | Flare shells |
| | |
| | Smoke shells |
|
| |
|
| (TBD)
| |
| |(TBD)
| |
| |} | | |} |
|
| |
|
| ==APCs (TBD)==
| | =APCs= |
| === Repairing Broken APC===
| | |
| | ==Repairing Broken APC== |
|
| |
|
| [[File:TGMC APC Exposed Wires.png|64px]] | | [[File:TGMC APC Exposed Wires.png|64px]] |
Line 1,131: |
Line 1,217: |
| If the APC is only broken usually a result of xenos slashing. | | If the APC is only broken usually a result of xenos slashing. |
|
| |
|
| * [[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Mend all of the wires (Make sure to wear insulated gloves) | | *[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Mend all of the wires (Make sure to wear insulated gloves) |
| * [[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC to close the cover<br /> | | *[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC to close the cover<br /> |
|
| |
|
| ===Replacing a Completely Destroyed APC===
| | ==Replacing a Completely Destroyed APC== |
|
| |
|
| [[File:TGMC APC Broken.png|64px]] | | [[File:TGMC APC Broken.png|64px]] |
|
| |
|
| ==== Deconstruction ====
| | ===Deconstruction=== |
| In order to replace a completely destroyed APC you will need to deconstruct it. | | In order to replace a completely destroyed APC you will need to deconstruct it. |
|
| |
|
| *[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC (alternatively just smash the cover open with a knife) | | *[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC if the cover is closed. (alternatively just smash the cover open with a knife) |
| *[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Wire cut the APC to open the cover . | | *[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Wire cut the APC to open the cover. |
| *[[File:TGMC_powercell.png|64px|link=https://tgstation13.org/wiki/File:TGMC_powercell.png]] Remove power cell with an empty hand. | | *[[File:TGMC_powercell.png|64px|link=https://tgstation13.org/wiki/File:TGMC_powercell.png]] Remove power cell with an empty hand. |
| *[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Crowbar the floor tile underneath the APC to expose the terminal (If it is not already exposed) | | *[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed) |
| *[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Wire cut the APC to disconnect the terminal. (You will get 10 cable coil) | | *[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Wire cut the APC to disconnect the terminal. (You will get 10 cable coil) |
| *[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC to loosen the APC board. | | *[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC to loosen the APC board. |
Line 1,150: |
Line 1,236: |
| *[[File:TGMC_Blowtorch.gif|64px|link=https://tgstation13.org/wiki/File:TGMC_Blowtorch.gif]] Weld the APC to get back 1 metal. | | *[[File:TGMC_Blowtorch.gif|64px|link=https://tgstation13.org/wiki/File:TGMC_Blowtorch.gif]] Weld the APC to get back 1 metal. |
|
| |
|
| ==== Construction ====
| | ===Construction=== |
| To Make a new APC you will need to. | | To Make a new APC you will need to. |
|
| |
|
Line 1,156: |
Line 1,242: |
| *Attach APC frame to a wall (preferably where you deconstructed the APC otherwise you will have to cable the APC to the grid after making it) | | *Attach APC frame to a wall (preferably where you deconstructed the APC otherwise you will have to cable the APC to the grid after making it) |
| *[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed) | | *[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed) |
| *[[File:TGMC_Cable_Coil.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Cable_Coil.png]] Use 10 Cable Coils on the APC to make a terminal. | | *[[File:TGMC_Cable_Coil.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Cable_Coil.png]] Use 10 Cable Coils on the APC to make a terminal. (Important to do this step before screwing the board) |
| *[[File:TGMC_circuitboard.png|64px|link=https://tgstation13.org/wiki/File:TGMC_circuitboard.png]] Insert a Power Control Module (APC) Board. (You can also use the General Circuit Boards if you multitool it to turn it into a APC Board) | | *[[File:TGMC_circuitboard.png|64px|link=https://tgstation13.org/wiki/File:TGMC_circuitboard.png]] Insert a Power Control Module (APC) Board. (You can also use the General Circuit Boards if you multitool it to turn it into a APC Board) |
| *[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC to secure the board. | | *[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC to secure the board. |
Line 1,165: |
Line 1,251: |
| *(Optional) Relock APC | | *(Optional) Relock APC |
|
| |
|
| ====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. |
Line 1,180: |
Line 1,266: |
| *Pulsing the Contraband wire can give you some goodies. | | *Pulsing the Contraband wire can give you some goodies. |
| **Pulsing the Engineer System Vendor gives you the Super Capacity cell with 20000 power. | | **Pulsing the Engineer System Vendor gives you the Super Capacity cell with 20000 power. |
| **Pulsing the YouTool vendor gives you the high-capacity industrial blowtorch with 80u of fuel. It is unfortunately normal size and can't fit in the toolbelt but can fit in the tool pouch. | | **<s>Pulsing the YouTool vendor gives you the high-capacity industrial blowtorch with 80u of fuel. It is unfortunately normal size and can't fit in the toolbelt but can fit in the tool pouch.</s> No longer in YouTool vendors. |
| | **Pulsing the Autolathe vendor gives you the industrial blowtorch with 40u. Same size as the regular blowtorch. |
|
| |
|
|
| |
|
| {{TGMC-Jobs}} | | {{TGMC-Jobs}} |
|
|
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase.
|
|
|
This page is currently under construction!
The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved. The reason for this is: "Needs information, pictures"
|
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: Stick with your squad, follow your Squad Leader's orders. Open up entrances, place down fortifications. Forget to flip your welding goggles down. Guides: Guide to Engineering, Guide to Base Building, Guide to Fire Support Quote:"May I have more metals, please?"
|
Introduction
The Squad Engineer is responsible for a variety of tasks, the most important being erecting battlefield fortifications, setting up forward-operating bases (FOB's,) and repairing/destroying mission-critical objectives. You have lots of tools and materials to work with, including the TGMC's powerful remote sentry units, land mines, barbed wire, explosives, and welders.
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 communications or 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, APC's, and telecommunications systems. 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
<tabs>
<tab name="Standard Kit">
Item:
|
Desc.:
|
TGMC Uniform
|
A standard-issue, kevlar-weaved, hazmat-tested, EMF-augmented marine uniform.
|
Combat Boots
|
Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.
|
TGMC MRE
|
Meal Ready-to-Eat, meant to be consumed in the field, and has an expiration that is two decades past a marine's average combat life expectancy.
|
TGMC Radio
|
This is used by squad members. Default channels are ; for your squad, and :h or .h for common.
|
Marine Gloves
|
Standard issue marine tactical gloves but insulated! It reads: 'knit by Marine Widows Association'.
|
</tab>
<tab name="Essential Jaeger Kit">
NOTE: The arm and leg plates all have the same stats. Only the chest plates and helmets have differing armor stats. Examine the exosuit with the pieces attached and click the "relevant information" prompt to view exact statistics.
Item:
|
Desc.:
|
TGMC jaeger undersuit
|
A standard-issue, kevlar-weaved, hazmat-tested, EMF-augmented marine uniform. You suspect it's not as robust-proof as advertised.
|
Jaeger XM-02 combat exoskeleton
|
Designed to mount a variety of modular armor components and support systems. It comes installed with light-plating and a shoulder lamp. Mount armor pieces to it by clicking on the frame with the components. Use a crowbar to remove armor pieces, use a screwdriver to remove armor attachments.
|
Combat Boots
|
Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.
|
TGMC MRE
|
Meal Ready-to-Eat, meant to be consumed in the field, and has an expiration that is two decades past a marine's average combat life expectancy.
|
green facepaint
|
Paint, for your face. Who woulda thought? Can also be used to paint Jaegar armor pieces
|
TGMC Radio
|
This is used by squad members. Default channels are ; for your squad, and :h or .h for common.
|
Marine Gloves
|
Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.
|
</tab>
<tab name="Hats">
The modules attach to jaeger armor helmets, which go directly on your head like any normal helmet.
Item:
|
Desc.:
|
Binocular helmet module
|
When attached, can be flipped down to view into the distance.
|
Welding helmet module
|
When attached, this module can be flipped up or down to function as a welding mask.
|
Antenna helmet module
|
When attached, this module is able to provide quick readuts of the users coordinates.
|
Regular Helmet
|
oof
</tab>
<tab name="Armor">
Item:
|
Desc.:
|
Regular Armor
|
Regular armour, with all round stats and drawbacks.
Has a shoulder lamp and a suit storage for guns
Has two internal slots for storing items.
Suit Storage:
|
Any Gun
|
Emergency Oxygen Tank
|
The Bible
|
G8 Storage Pouch
|
M4A3 Belt
|
M44 Belt
|
Armor Storage
|
Any tiny item
|
Any small item
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
|
Light Skirmisher
|
Provides minor protection and encumbrance when attached. This one is marked as a light skirmisher piece, used by those who prefer faster movement speed over protection, such as scouts.
|
Medium Infantry
|
Provides moderate protection and encumbrance when attached. This one is marked as a medium infantry piece, used by frontline troops that need a good balance of mobility and protection.
|
Heavy Assault
|
Provides high protection and encumbrance when attached. This one is marked as a heavy assault piece, with extra padding and plate thickness which provides excellent protection against all manners of dangers.
|
Medium EVA
|
Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, used for extravehicular operations in the vacuum of space. The gaps in the armor seem to say otherwise, however. NOTE: does not actually provide protection against space.
|
Medium EVA w/ skull
|
Provides moderate protection and encumbrance when attached. This one is marked as an EVA armor piece, but the helmet has a skull engraved on it. NOTE: does not actually provide protection against space.
|
Heavy EOD
|
Provides high protection and encumbrance when attached. This one is marked as an EOD armor piece, used by specialized Explosive Ordnance Disposal units to disarm explosives safely. And no, that is not a skirt. NOTE: does not actually provide extra protection against explosive damage.
|
</tab>
<tab name="Backpacks">
Item:
|
Desc.:
|
TGMC Satchel
|
A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Can carry five normal sized items at once.
Storage
|
Any tiny item
|
Any small item
|
Any normal item
|
|
Backpack
|
A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but has a delay when taking items out of the bag while on your back.
Can carry eight normal sized items at once.
Storage
|
Any tiny item
|
Any small item
|
Any normal item
|
|
TGMC Welderpack
|
A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Has 260u of fuel which can be used to refuel welders and flamer tanks.
Can carry five normal sized items at once.
Storage
|
Any tiny item
|
Any small item
|
Any normal item
|
|
TGMC Radiopack
|
A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but has a delay when taking items out of the bag while on your back.
Right clicking the bag allows you to make Req requests. Now the RO has no excuse.
Can carry eight normal sized items at once.
Storage
|
Any tiny item
|
Any small item
|
Any normal item
|
</tab>
<tab name="Webbing">
Item:
|
Desc.:
|
Webbing
|
Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has three slots for storing items.
Storage
|
Any tiny item
|
Any small item
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
|
Black Webbing
|
Extra pouches that you can clip to your uniform.
Only one thing may be clipped to your uniform
Has five slots for storing tiny or small items.
Storage
|
Any tiny item
|
Any small item
|
|
Shoulder Holster
|
Pistol Holster that you can clip to your uniform.
Only one thing may be clipped to your uniform
Capable of storing one pistol in it.
</tab>
<tab name="Belts">
Item:
|
Desc.:
|
General Utility Pouch
|
A small, lightweight pouch that can be clipped onto armor or your belt to provide additional storage for miscellaneous gear or box and drum magazines. And it is in fact a belt, not a pouch. Don't get confused now.
Can switch drawing modes by right clicking.
Capable of storing various items.
Storage
|
stuff.(placeholder, please define)
|
</tab>
<tab name="Pouches">
Pouch:
|
Desc:
|
Shotgun Shell Pouch
|
A pouch used to hold shotgun shells. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Buckshot shells
|
Slug Shells
|
Flechette Shells
|
Incendiary Shells
|
|
Magazine Pouch
|
A pouch used to hold magazines. Has two slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Shells or handfuls of bullets
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
M4A3 Magazines
|
M44 Speedloaders
|
|
Flare Pouch
|
A pouch used to flares. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Flare Grenades
|
Manual Flares
|
|
First Aid Pouch
|
A pouch used to hold construction materials. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Tramadol Injectors
|
Tricordazine Injectors
|
Gauze
|
Ointment
|
Medical Splints
|
|
Tool Pouch
|
A pouch used to hold tools. Has five slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Wirecutters
|
Entrenching Tools
|
Screwdrivers
|
Cable Coil
|
Crowbars
|
Blowtorches
|
Multi Tool
|
Wrenches
|
Mini Extinguishers
|
|
Construction Pouch
|
A pouch used to hold construction materials. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Stacks of Material
|
Entrenching Tools
|
Empty Sandbags
|
Cable Coil
|
Metal Rods
|
Barbed Wire
|
|
Pistol Magazine Pouch
|
A pouch used to hold pistol magazines. Has three slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
M4A3 Magazines
|
M44 Speedloaders
|
|
Sidearm Pouch
|
A pouch used to sidearms. Has one slot.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Any Revolvers
|
Any Pistols
|
|
Explosive Pouch
|
A pouch used to hold explosive materials. Has four slots.
Has two drawing methods, click to open, and draw last stored upon click.
Defaults to click to open, you can right click on it and change the drawing method.
What it can store:
|
Any RPG Rockets
|
C4
|
Any Grenades
|
Claymore Boxes
|
Claymores
|
Detpacks
|
Signaler
|
</tab>
<tab name="Masks">
Item:
|
Desc.:
|
TGMC Gas Mask
|
A gas mask that restricts your vision, but filters out harmful gasses.
|
TGMC Coif
|
A coif that protects you from extreme cold conditions.
|
Rebreather
|
Heats or cools down air as you breath it, protecting you from extreme conditions.
|
</tab>
<tab name="Attachments">
Item:
|
Desc.:
|
Suppressor
|
A small tube with exhaust ports to expel noise and gas.
Does not completely silence a weapon, but does make it much quieter and a little more accurate and stable at the cost of bullet speed.
Exact stats: +10% damage falloff, halves bullet speed Wielded: +10% accuracy,-5% scatter,-2 recoil Unwielded: -5% scatter, -3 recoil
|
Extended Barrel
|
A lengthened barrel allows for lessened scatter, greater accuracy and muzzle velocity due to increased stabilization and shockwave exposure. Makes your weapon longer(obviously), making it unlikely to fit in a holster.
Exact Stats: doubles bullet speed, +1 item size Wielded: +15% accuracy, -5% scatter Unwielded: +10% accuracy
|
Recoil Compensator
|
A muzzle attachment that reduces recoil and scatter by diverting expelled gasses upwards. Makes you look like you're overcompensating for something.
Exact stats: Wielded: -15% scatter, -2 recoil Unwielded: -15% scatter, -2 recoil
|
Magnetic Harness
|
A magnetically attached harness kit that attaches to the rail mount of a weapon. When dropped, the weapon will sling to TGMC armor or your back. Does not slow you down if attached to a weapon and equipped. but why don't you just use a pick up macro? they disabled pickup macros for guns. Use these to keep your gun on you instead.
Exact stats: -9999% frustration when pounced on
|
Red Dot Sight
|
A red-dot sight for short to medium range. Does not have a zoom feature, but does increase weapon accuracy by a good amount.
No drawbacks.
Exact stats: Wielded: +15% accuracy Unwielded: +10% accuracy
|
Laser Sight
|
Fookin' laser soights. A laser sight placed under the barrel. Significantly increases one-handed accuracy and significantly reduces movement penalties to accuracy.
Exact stats: Wielded: +10% accuracy Unwielded: +15% accuracy
|
Vertical Grip
|
A custom-built improved foregrip for better accuracy, less recoil, and less scatter when wielded especially during burst fire. However, it also slightly increases wield delay and makes unwielded fire more cumbersome. Makes your gun slightly bigger, possibly making it not fit in holsters.
Exact stats: -100% scatter, +1 item size, +0.2s wield delay Wielded: +10% accuracy, -10% scatter, -2 recoil Unwielded: -5 accuracy, +5% scatter
|
Angled Grip
|
A custom-built improved foregrip for less recoil, and faster wielding time. However, it also increases weapon size, and slightly hinders unwielded firing.
Exact stats: +1 item size, -0.3s wield delay Wielded: -1 recoil Unwielded: -10% accuracy, +5% scatter
|
T-19 machinepistol stock
|
A submachinegun stock distributed in "small" numbers to TGMC forces. Compatible with the T-19, this stock reduces recoil and improves accuracy, but at a reduction to handling and agility. Seemingly a bit more effective in a brawl. Use this if you plan on using the T-19 as your primary weapon.
Exact stats: +1 item size, +5 melee damage, +0.1s wield delay Wielded: +10% accuracy, -10% scatter, -2 recoil Unwielded: -10% scatter
|
T-35 stock
|
A non-standard heavy stock for the T-35 Shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too.
Exact Stats: +2 item size, +5 melee damage, +0.4s wield delay Wielded: +15% accuracy, -20% scatter, -3 recoil Unwielded: n/a
</tab>
<tab name="Jaegar Storage Modules">
NOTE: The exoskeleton can mount 1 storage module.
Module:
|
Desc:
|
General purpose storage module
|
Certainly not as specialised as any other storage modules, but definitely able to hold some larger things, like binoculars, maps, magazines, and motion detectors.
|
Engineering storage module
|
Can hold about as much as a tool belt, and sometimes small spools of things like barbed wire, or an entrenching tool. Looks like it might slow you down a bit.
|
Medical storage module
|
Can hold a substantial variety of medical supplies and apparatus, but cannot hold much more than a medkit could. Looks like it might slow you down a bit.
|
</tab>
<tab name="Jaegar Armor Modules">
NOTE: These modules augment your armor, increasing its abilities and resistances. Only one can be attached at a time.
Module:
|
Desc:
|
Mark 1 Baldur light amplification system
|
Increases the power output of the Jaeger Combat Exoskeleton's mounted flashlight. Slows you down slightly.
|
Mark 1 Tyr armor reinforcement
|
A large amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns. This older version has worse protection. Will definitely impact mobility.
|
Mark 1 Mimir environmental resistance system
|
When activated, this system provides resistance to environmental hazards, such as gases and radiological exposure. This older version provides no protection to acid. Best paired with the Mimir Environmental Helmet System. Will impact mobility.
|
Ballistic armor module
|
A substantial amount of additional armor plating designed to fit inside some of the vulnerable portions of the Jaeger Combat Exoskeleton conventional armor patterns against bullets and nothing else. Will definitely impact mobility.
|
</tab>
</tabs>
NEXUS Automated Engineer Equipment Rack
The Automated Equipment Rack contains your Essential Engineer Set, which is free, as well as 75 points to purchase additional supplies, tools, explosives, and special ammunition. Your choice of two weapon attachments are also free.
TerraGovTech Engineer System Vendor
This is the Engineer System Vendor. It contains 1 M402 Mortar kit, 3 UA 571-C Sentry crates and 1 TL-102 HSG crate
Module
|
Description
|
M402 Mortar Crate
|
A crate containing the M402 mortar, 8 High explosive shells, 8 Incendiary shells, 4 Smoke shells, 4 Flare shells, 2 Tangle shells, 3 Fire Support encryption keys, 2 Engineer encryption Keys, 1 Range Finder.
|
UA 571-C Sentry Crate
|
A crate containing the UA 571-C sentry gun, 1 M30 (10x28) box magazine and 2 Terra Experimental standard batteries.
|
TL-102 Crate
|
a crate containing the TL-102 mounted heavy smartgun and 1 TL-102 drum magazine.
|
Super Capacity Powercell
|
A Powercell with 20000 power. Can only be obtained if the contraband wire has been pulsed.
|
Barricade
Barricade
|
Health
|
Armour
|
Cost
|
Misc Information
|
Metal
|
200
|
100 Bio, 80 Fire, 40 Acid
|
4 Metal
|
The only cade able to use Concussive, Ballistic or Caustic upgrades. Can only take 1 upgrade.
|
Sandbags
|
300
|
100 Bio, 80 Fire, 40 Acid
|
5 Filled Sandbags
|
Faster to Place. Can only be repaired with filled sandbags. Can be spam repaired for quick fixing.
|
Plasteel
|
500
|
100 Bio, 80 Fire, 40 Acid
|
5 Plasteel
|
Can be linked to other plasteel cades by clicking it with a crowbar allowing linked plasteel cades to be opened at the same time
|
Razor Wire
|
100
|
No armour
|
3 Metal
|
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.
|
QuikDeploy System
|
200
|
100 Bio, 80 Fire, 40 Acid
|
3 Requsition Points
|
A Metal Cade able to be placed without needing skills. Only useful for marines without construction skills. Is also slower then just building a cade with metal as an engineer. Is small sized. Can not be stacked. Only in Requsitions
|
Deconstruction
To deconstruct Metal and Plasteel cades. Screwdriver, Wrench and Crowbar. To deconstruct Sandbags use a shovel. To deconstruct Razor Wire use wire cutters
Make sure the Cade is repaired otherwise you won't get all your materials back. If it has acid it will drop only some materials and it will not drop the barbed wire so make sure to wire cut the barbed wire otherwise you lose it if you do not.
Repairing Cades
Metal and Plasteel can be repaired with a welder.
Sandbags can be repaired with filled sandbags.
Razor Wire can be repaired with metal.
Barricade Upgrades
Type
|
Armour
|
Cost
|
Misc Information
|
Concussive
|
50 Bomb
|
2 Metal
|
Click on the cade with at least 2 metal to upgrade it. Can be used to lessen the King's Gravity Crush damage..
|
Ballistic
|
30 Melee, 30 Bullet
|
2 Metal
|
Click on the cade with at least 2 metal to upgrade it. Can also lesson the Crusher's Charge damage done to cades.
|
Caustic
|
20 Acid
|
2 Metal
|
Click on the cade with at least 2 metal to upgrade it. Helps protect against acid spits.
|
Barbed Wire
|
0
|
2 Metal
|
Damages xenos if slashed. Adds an additional 50 health to the cade it is attached to.
|
Deconstruction
Crowbar to remove the upgrades. Wire cutter to remove the barbed wire
Emplacements
Emplacement
|
Information
|
How to use
|
Damage
|
UA-571-C Sentry Gun
|
A deployable, slow firing, automated sentry with 75 rounds.
Has 3 fire modes Automatic, Auto-Burst and Burst Fire.
Fires in 4 round bursts.
Can fire 12 shots on Radial Mode before needing a new battery.
Takes 9 seconds to deploy. 9 seconds to pick up.
Manual Override allows you to control it.
Can be reloaded while in hand.
200 Health and 50 Armour.
Built-in IFF System
|
Control click to deploy.
Drag click to you to pick up.
Alt click to remove mag only if deployed otherwise regular click if in hand.
Control click to remove battery. Not able to remove battery while in hand.
Can be repaired with a welder.
Can shoot over.
|
50 damage
5 AP
0 Sunder
0.6 Automatic Rate of Fire
0.6 Burst Rate of Fire
8 Range
|
UA-580 Point Defence Sentry
|
A deployable, fast firing, automated sentry with 100 rounds.
Has 3 fire mods Automatic, Auto-Burst and Burst Fire.
Fires in 3 round bursts.
Can fire 30 shots on Radial Mode before needing a new battery.
Takes 3 seconds to deploy. 3 seconds to pick up.
Manual Override allows you to control it.
Can be reloaded while in hand.
200 Health and 50 Armour.
Built-in IFF System
|
Control click to deploy.
Drag click to you to pick up.
Alt click to remove mag only if deployed otherwise regular click if in hand.
Control click to remove battery. Not able to remove battery while in hand.
Can be repaired with a welder.
Can shoot over.
|
25 damage
5 AP
0 Sunder
0.3 Auto Rate of Fire
0.4 Burst Rate of Fire
7 Range
|
TL102 Heavy Smart Gun
|
A deployable. fast firing, HSG with 300 rounds.
Has 2 fire mods Automatic and Burst Fire.
Fires in 3 round bursts.
Has a mini scope.
Can be turned around by clicking on any tile directly to the left or right of it.
Takes 5 seconds to deploy. 5 seconds to pick up
Can be reloaded while in hand.
125 Health and 50 Bullet Armour.
Built-in IFF System
|
Control click to deploy.
Drag click to you to pick up.
Alt click to remove mag only if deployed otherwise regular click if in hand.
Can be repaired with a welder.
Can shoot over.
|
40 damage
40 AP
5 Sunder
0.25 Auto Rate of Fire
0.2 Burst Rate of Fire
|
T-27 Medium Machinegun
|
A deployable, faster firing, MMG with 100 rounds.
Has only 1 fire mode Automatic.
Can accept attachments.
Can also be fired from the hand with heavy recoil.
Can be turned around by clicking on any tile directly to the left or right of it.
Takes 1 second to deploy. 1 second to pick up.
Can be reloaded while in hand.
200 Health and 50 Bullet Armour.
Only has IFF with Aim Mode.
|
Control click to deploy.
Drag click to you to pick up.
Alt click to remove mag only if deployed otherwise regular click if in hand.
Can be repaired with a welder.
Can shoot over.
|
30 Damage
10 AP
1.25 Sunder
0.15 Rate of Fire
0.25 Aim Mode Rate of Fire
|
MG-08/495 Heavy Machinegun
|
A deployable fast firing, HMG with 500 rounds.
Has only 1 fire mode Automatic.
Has a mini scope.
Can be turned around by clicking on any tile directly to the left or right of it.
Takes 8 seconds to deploy. 8 seconds to pick up .
Can be reloaded while in hand.
150 Health and 50 Bullet Armour.
Has no IFF be very careful.
|
Control click to deploy.
Drag click to you to pick up.
Alt click to remove mag only if deployed otherwise regular click if in hand.
Can be repaired with a welder.
Can shoot over.
|
40 damage
40 AP
5 Sunder
0.2 Auto Rate of Fire
|
Build-A-Sentry Attachment System
|
An rail attachment that when attached to an applicable gun can be placed like a sentry with the function of the gun attached to.
250 Health.
Will not have IFF unless the gun has IFF built in like the T29 Smart gun.
|
Control click to deploy.
Drag click to you to pick up.
Alt click to remove mag only if deployed otherwise regular click if in hand.
Control click to remove battery. Not able to remove battery while in hand.
Can be repaired with a welder.
Can shoot over.
|
Dependant on the gun it is attached to
|
Combat Floodlight
|
A powerful portable light source.
Lasts for 15 minutes using the power cell it comes with.
500 Health.
|
Wrench to bolt/unbolt.
Click to turn on/off.
Crowbar to remove power cell
Can not be repaired.
Can shoot over.
|
Making dark areas bright.
|
M402 Mortar
|
A deployable mortar capable of firing 5 types of mortar shells.
200 Health.
Takes 5 seconds to deploy the mortar. 5 seconds to pick up the mortar.
Takes 2 seconds to fire. 9 seconds for shells to land.
Does not have a skill requirement to use.
|
Control click the mortar while in hand to deploy.
Wrench to pick up.
Is inaccurate depending on how far away the target is. Every 10 tiles travelled is 1 tile inaccuracy which can be countered using the mortar Longitude and Latitude offset.
Can be repaired with a welder.
Can not be shot over.
|
High Explosive shells
Incendiary shells
Tangle shells
Flare shells
Smoke shells
|
APCs
Repairing Broken APC
If the APC is only broken usually a result of xenos slashing.
- Mend all of the wires (Make sure to wear insulated gloves)
- Screwdriver the APC to close the cover
Replacing a Completely Destroyed APC
Deconstruction
In order to replace a completely destroyed APC you will need to deconstruct it.
- Screwdriver the APC if the cover is closed. (alternatively just smash the cover open with a knife)
- Wire cut the APC to open the cover.
- Remove power cell with an empty hand.
- Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed)
- Wire cut the APC to disconnect the terminal. (You will get 10 cable coil)
- Screwdriver the APC to loosen the APC board.
- Crowbar the APC to remove the board. (You won't get the board)
- Weld the APC to get back 1 metal.
Construction
To Make a new APC you will need to.
- Make an APC frame with 2 metal.
- Attach APC frame to a wall (preferably where you deconstructed the APC otherwise you will have to cable the APC to the grid after making it)
- Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed)
- Use 10 Cable Coils on the APC to make a terminal. (Important to do this step before screwing the board)
- Insert a Power Control Module (APC) Board. (You can also use the General Circuit Boards if you multitool it to turn it into a APC Board)
- Screwdriver the APC to secure the board.
- Insert Power Cell into APC.
- Crowbar the APC to close the cover.
- Unlock APC with an ID with APC access.
- Turn the Main Breaker on.
- (Optional) Relock APC
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.
- Access the interface and disable the cover lock.
- Crowbar open the cover.
- Remove the drained power cell (if there is one) with a free hand.
- Install a fresh power cell.
- Crowbar the cover closed.
- (Optional) Lock the APC with the ID. The cover lock will automatically engage.
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.
- 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
- Pulsing the Contraband wire can give you some goodies.
- Pulsing the Engineer System Vendor gives you the Super Capacity cell with 20000 power.
Pulsing the YouTool vendor gives you the high-capacity industrial blowtorch with 80u of fuel. It is unfortunately normal size and can't fit in the toolbelt but can fit in the tool pouch. No longer in YouTool vendors.
- Pulsing the Autolathe vendor gives you the industrial blowtorch with 40u. Same size as the regular blowtorch.
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
|
|
|
|
|
|
|