TGMC:Warlock

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Revision as of 20:46, 7 December 2022 by imported>Novaepee (Maturity Statistics and Evolution Paths)
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This page is a part of the TGMC wiki.

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


  Queen Mother says:
"This xenomorph is brand new to TGMC! Give it time for this page to update."


UNDEFINED XENO

Warlock

Difficulty: Hard
Rank: Hatchling (Starting), Young (10hrs), Mature (25hrs), Elder (70 hrs), Ancient (175 hrs)
Duties: Displace marines, block bullets, and crush simpletons with your MIND
Guides: this is the guide
Quote: "THE MARINES SHALL FALL TO MY MIND!!!! WITNESS MY PSYCHIC POWERS!!!!"


Introduction

THE PSYKER, and how to MINDBEND marines

You don't actually bend the minds of marines, but you can use your mind to support your sisters from range or shield them from enemy dakka.

Your responsibilities are:

  • Redirecting marine's bullets away from xenomorphs with psychic shield and back to ONCE THEY CAME FROM
  • Flinging marines around with psychic blast
  • Blasting marines from a distance with psychic blast, crush, and possibly lance
  • Giving xenomorphs plasma
  • Avoiding getting shot by marines
  • Using psychic lance to deal huge damage to marines and mechs

Play warlock like a spitter but farther away.

All of your abilities, which are psychic blast, crush, and shield, immobilize you when channeling, making marines want to push hard as you attempt to blast them off the field. This means you want to project your MIND against the marines from cover, whether it be a reinforced wall, a resin wall, or even your sisters as obstacles from marines' bullets.

Even if you are a T3, you can still get stunned by buckshot and other weapons that can stun a T1 and T2.

Maturity Statistics and Evolution Paths

The Warlock is a Tier 3 and does not evolve further.


Maturity increases stats as follows.

  • Slash is the melee damage when the xenomorph is in harm intent and slashing marine. In the code, it's melee_damage.
  • Melee, bullet, laser, energy, bomb, bio, rad, fire, and acid are soft armor values, not hard armor, which means that they reduce damage by a percentage rather than a flat value.
Age Health Plasma Slash Melee Bullet Laser Energy Bomb Bio Fire Acid Crush Blast Shield Integrity
Young 320 1400 16 30 40 30 30 0 25 25 25 35 25 350
Mature
335 1500 16 35 35 35 35 0 29 29 29 40 35 450
Elder
350 1600 17 39 39 39 39 0 32 32 32 45 40 550
Ancient
375 1700 18 42 42 42 42 0 35 35 35 50 45 650

Warlock Abilities

Ability Description Plasma Cost Cooldown

Toggle Bump Attacks
Allows you to toggle bump attacks on and off. This allows you to slash any enemy creature by running into them. The red arrow means it's on, you attack when on HARM intent; the green arrow means it's off, you push when on HARM intent. N/A N/A

Rest
Used to rest and get up. You heal faster when resting on weeds. N/A 2 seconds

Psy Drain
This ability is used on dead Marines. For every Marine's psyche drained, the Hive will gain between 30 and 90 psychic points, depending on the number of Marines spawned; and 1/8 of a larva. 50 N/A

Psychic Crush
Activate to start channeling your power at a target turf. The longer you channel, the wider the AOE.

Hit the action button while channeling to activate it early, otherwise it will trigger when it reaches max size.

While channeling, you have a fairly strong slowdown applied, and you can't break LOS/view range of your target turf.

Once the crush is triggered, mobs eat some damage plus stagger/slow, and mechs take higher damage.

There is a plasma cost while channeling, and the crush itself has a plasma cost proportional to the duration channeled.

40 12 SECONDS

Psychic Shield
Instant cast. Creates a 3x1 shield in front of you that freezes any incoming projectiles (this behaves directionally, like a barricade).

When the shield expires, all projectiles are released, and the warlock is briefly stunned. This is probably a bad time for the warlock.

The shield can end due to running out of time, the warlock getting stunned/moving, or the shield taking enough damage. So if you spam enough bullets/rockets/whatever, you WILL break through the shield and likely instakill the warlock.

While the shield is active, the Warlock can activate the ability again at the same plasma cost to forcefully detonate the shield, knocking back any mobs in a 3x2 area. This also reflects ALL frozen projectiles based on their initial angle, potentially devasting any incoming marines.

The shield is NOT dense, so any explosion will go through it and stun the warlock cancelling the shield (you can also just lob a grenade past the shield entirely), so the Warlock is still quite vulnerable.

200 10 SECONDS

Psychic Blast
A short channel before releasing an explosive beam, dealing light damage in an AOE and knocking things away from the point of impact. Not hugely powerful, but with some smart usage will let you juggle marines around to protect your team mates or fling marines to their deaths. 230 6 SECONDS

Transfer Plasma
Transfers your plasma to a fellow xenomorph, giving them up to 200 plasma. 0-200 N/A

Primordial Evolution


Once the hive has enough psychic points, your queen has the option to unlock powerful primordial evolutions for each strain. Primordial evolutions grant additional abilities for the relevant class.
For the Warlock, this primordial ability is Psychic Lance.

Ability Description Plasma Cost Cooldown

Psychic Lance
Fires a piercing beam that deals solid damage with high AP, dealing stagger/slow on mobs, and additional damage on objects, in particular mechs. 300 N/A

Tips & Tricks

  • don't die


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