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">
</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.
Module
|
Point Cost
|
Description
|
Essential Engineer Kit
|
0
|
Contains 1 general circuit board, 1 light replacer, 1 entrenching tool, high capacity power cell, 1 insulated marine combat gloves, 1 welding goggles, 1 razorburn grenade, 1 plastic explosive, 1 Soldering Tool.
|
Metal
|
2
|
10 Metal.
|
Plasteel
|
4
|
10 Plasteel.
|
Sandbags
|
5
|
25 Sandbags. Starts empty.
|
Plasma Cutter
|
20
|
Plasma Cutter. Can be found in Requisitions sometimes.
|
UA-580 Point Defence Sentry Kit
|
50
|
UA-580 Point Defence sentry kit containing the PD Sentry, 2 M30 (10x20) box magazines and 2 Terra Experimental standard batteries.
|
Build-A-Sentry
|
30
|
A Build-A-Sentry to attach to a gun to be able to deploy it like a sentry. Note: Will not have IFF unless the gun normally shoots IFF bullets such as the T29.
|
Plastique explosive
|
3
|
A Plastic Explosive capable of destroying most walls and doors. Is safe and does not have an explosive range.
|
Detonation pack
|
5
|
A Detonation Pack with 2 modes Breach and Demolition. Max timer of 300 seconds and minimum of 5. capable of being detonated with a signaler. Does have an explosive range. Note: Requires a signaler.
|
Entrenching tool
|
1
|
A Entrenching Tool to fill empty sandbags and to deconstruct deployed sandbag cades. Can be found in the ST lockers.
|
Hand-held cell charger
|
3
|
A Hand-Held Cell Charger capable of recharging cells by putting the cell in the charger and using it in hand.
|
High-Capacity Industrial Blowtorch
|
15
|
A welder with 80u of welding fuel and is normal size compared to the standard welder.
|
Range Finder
|
10
|
A Range Finder which can be linked to deployed mortars and get coordinates by control clicking tiles.
|
High capacity powercell
|
1
|
A power cell with 10000 power. Can be found in the Engi-Vend vendors.
|
M20 mine box
|
18
|
A mine box with 5 claymores.
|
Large M20 mine box
|
36
|
a mine box with 10 claymores.
|
Pack of Razorburn Grenades
|
11
|
A pouch with 4 Razorburn Grenades.
|
Razorburn Canister
|
7
|
A Razorburn grenade that affects more tiles then regular Razorburn. Contains 40u Nanomachines and 30u Foaming Agent.
Standing in the affected area while the razorburn is still making wire will give you Nanomachines (different from Medical Nanites) which harms you but can be negated using armour with high Bio protection.
Turns invisible if wirecuttered.
|
Razorburn Grenade
|
3
|
A Razorburn grenade. Can be used to make Medical Nanites if deconstructed (Wirecutter, Wrench) Contains 10u Nanomachines and 5u Foaming Agent. Can be mixed in a beaker to make Razor Wire.
Standing in the affected area while the razorburn is still making wire will give you Nanomachines (different from Medical Nanites) which harms you but can be negated using armour with high Bio protection.
Currently deconstructing Razorburn grenades turn them invisible but they are still there if you put them on the floor and Alt click and use the Floor Tab menu to wrench it.
Makes 5 Razor Wire in a Plus shape (+)
|
Multitool
|
1
|
A Multitool. Can be found in the Engi-Vend vendors.
|
General Circuit Board
|
1
|
A circuit board when used with a multitool can change into different boards. Can be found in the Engi-Vend vendors
|
Signaler
|
1
|
A Signaler to be used alongside the detonation packs. Can be found in the weapon vendors in the Utility section
|
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
|
Unobtainable
Formerly
3 Requisition Point
|
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
|
TL-182 Deployable Shield
|
300
|
35 Melee, 30 Bullet, 20 Laser, 40 Energy, 25 Bomb, 30 Acid
|
30 Requsition Points
|
Can be placed/removed without needing any skills by ctrl+clicking a tile adjacent to you/click-dragging the barricade into your sprite.
Is also a normal-sized item and can be stored on satchels.
Can have barbed wire attached.
|
Wooden Barricade
|
100
|
|
5 Wood
|
|
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
|
1 Metal
|
Click on the cade with at least 1 metal to upgrade it. Can be used to lessen the King's Gravity Crush damage..
|
Ballistic
|
30 Melee, 30 Bullet
|
1 Metal
|
Click on the cade with at least 1 metal to upgrade it. Can also lesson the Crusher's Charge damage done to cades.
|
Caustic
|
20 Acid
|
1 Metal
|
Click on the cade with at least 1 metal to upgrade it. Helps protect against acid spits. Prevents barricade from being melted with acidic bile.
|
Barbed Wire
|
0
|
1 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 500 rounds.
Has 3 fire modes Automatic, Auto-Burst and Burst Fire.
Fires in 4 round bursts.
Radial reduces range instead by 2
Takes 6 seconds to deploy. 6 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.
Can be repaired with a welder.
Can be shot over.
|
25 damage
20 AP
0 Sunder
0.25 Automatic Rate of Fire
0.6 Burst Rate of Fire
8 Range
|
UA-580 Point Defence Sentry
|
A deployable, fast firing, automated sentry with 300 rounds.
Has 3 fire mods Automatic, Auto-Burst and Burst Fire.
Fires in 3 round bursts.
Radial reduces range by 2
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.
Can be repaired with a welder.
Can be shot over.
|
20 damage
20 AP
0 Sunder
0.2 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 be shot 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 be shot 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 be shot 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.
Can be repaired with a welder.
Can be shot 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 be shot 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
|
ASRS Bluespace Teleporter Pad
|
A Teleporter pad Capable of teleporting Marines, Crates and Machinery.
200 Health. Can not be shot at or slashed only melted.
Takes 2 seconds to deploy. 2 seconds to pick up.
Needs either a powered APC to function or an inserted powercell.
|
Control click the teleporter while in hand to deploy.
Wrench to pick up.
Needs power to function.
Can insert powercells to power it.
Crowbar to remove power cell
Can be repaired with a welder.
|
Logistics
|
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
Repairing/Relocating APC
Deconstruction
In order to relocate/repair a completely destroyed APC () you will need to deconstruct it.
- Screwdriver the APC to unexpose the wires if they are exposed (), make sure the wires are mended first using wirecutters (). (Or just hit the APC with any tool to remove the cover if it's destroyed)
- (Only if the APC isn't destroyed): Unlock the cover by swiping your ID (or pulsing the right wire with a multitool if your ID doesn't have access) and disengaging the lock on the APC window, and use the crowbar on it to open the cover.
- Remove the 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 power board.
- Crowbar the APC to remove the board. (You won't get a power control board if it's from a destroyed APC)
- Weld the APC to get 1 metal and deconstruct it (WARNING: Some areas can have another APC taking over if deconstructed, preventing you from placing a new APC). Or click it with an APC frame (made with 2 metal) to replace and repair it.
Construction
To construct a new APC you will need to:
- Make an APC frame with 2 metal, dismantle surrounding tables (if any) using wrench if you do not have 2 metal.
- Attach APC frame to a wall (On a more strategic location ideally)
- (Optional) Crowbar the floor tile underneath the APC. (If it is not already exposed)
- (Optional) Use 10 Cable Coils on the APC to make a terminal. Connect the terminal to the colony's cable power grid if it's powered.
- 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, make sure it has charge.
- Crowbar the APC to close the cover. If left open, xenos can slash the APC to destroy the battery.
- Unlock the APC using an ID with access, or expose the wires and pulse the right wire using multitool if your ID does not have access.
- Turn the main breaker on it starts off by default.
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 charged power cell.
- Crowbar the cover closed.
- (Optional) Lock the APC with the ID. The cover lock will automatically engage.
Repairing Robots
Read the guide on repairing robots for info on fixing these poor robots.
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. (Removed)
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
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TerraGov Marines
Ranks
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Command
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Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
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Vehicle Crew
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Assault Crewman, Transport Crewman
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Engineering and Supply
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Chief Ship Engineer, Requisitions Officer, Ship Technician
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Medical
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Chief Medical Officer, Medical Doctor, Researcher
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Marines
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Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
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Civilians
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Corporate Liaison
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Silicon
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Combat robots, Synthetic, AI
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Xenomorphs
Playtime
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Tier 0
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Larva, Minions
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Tier 1
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Drone, Runner, Defender, Sentinel
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Tier 2
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Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen
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Tier 3
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Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
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Tier 4
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Shrike, Queen, King, Hivemind
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Others
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Zombie, Emergency Response Teams, Sons of Mars, Survivor
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