TGMC:ERT

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This page is a part of the TGMC wiki.

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


ERT

So everything's fucked, the xenos are on their way to the ship, everyone's screaming 11 different things on comms, and more than half the marine force is either dead or dying. Who ya gonna call? Why, the Emergency Response Teams, of course! ERTs can be called by launching a distress beacon from the Communications Console in the CIC(can only be done after Alamo hijack and if the marine to xeno ratio is below a certain threshold). 1 minute after the button is pressed, the beacon will be launched, and a notification will be sent to all ghosts in the round allowing them to rejoin the game as an ERT member! But don't be too hasty in pressing the button! The responders might not always be friendly...

The Teams

At current, there are 5 ERT factions that are in the random selection pool. More are available for admins to spawn, in case they want to spice the round up more.

Friendly ERT

NanoTrasen Private Military Contractors

PMC
Alignment: Friendly
Marine Rules of Engagement: Do not fire upon

Mercenaries under Nanotrasen's payroll, the PMCs have one primary objective: Get the CL to safety! Of course, they can still stick behind and try to save the ship from the mutual threat that is the xeno menace, but that's a secondary concern. The PMCs, being very well funded, are armed with elite M412E pulse rifles loaded with armor piercing ammunition. They have dedicated snipers wielding the powerful M42C antitank sniper rifle, a weapon so powerful non-snipers are knocked off their feet by its recoil! They also bring along smartgunners wielding a variant of the T-29 smartmachinegun. Xenos beware!


Freelance Mercenaries

Freelance Mercenaries
Alignment: Friendly
Marine Rules of Engagement: Do not fire upon

Smelling of sake, noodles, and strawberry strudels, These arms-for-hire will do anything to make a quick buck and satisfy their alcohol addiction. With the starting capital of a large warehouse full of equipment belonging to the now defunct United Nations Peacekeepers, They built up an informal mercenary enterprise that will do just about anything for you... for a price.

This now includes saving your ass from an attack by the xenomorph threat and whatever other hostile ERT's may be on board because somehow an overfunded military platoon got hijacked by a bunch of bugs. Make sure to guarantee them a payment or work out some kind of deal with them in order to get them to fight harder

Job Description Role Primary Weapon
Freelancer Leader The leader of a ragtag group of mercenaries, clear out the ship with your superior firepower and unorthodox tactics, make sure to keep the captain safe in order to secure your squads payment. Leader M16 Masterkey

AR-11
AR-55

Freelancer Veteran The grenadier of the group, make sure to remove all xenomorph other hostile threats on the ship while also trying not to blow your fingers off or catch your team on fire. Grenadier ALF-51B

PR-412L1
AR-55

Freelancer Medic The medic of your squad, your job is to reattach the grenadiers fingers along with keeping both your squad, and the rest of the onboard crew alive. Corpsman FAMAS assault rifle
Freelancer Standard The grunts of the freelancers, your job is to operate as a living meatshield while gunning down the xenomorph threat. Raid the bar for more booze and ask every marine on board for a tip after gunning down the queen. Grunt M16 Masterkey

M16 UGL
AR-11

Hostile ERT

Sons of Mars

Sons of Mars
Alignment: Hostile
Marine Rules of Engagement: Shoot on sight

Colonists that fled from Mars due to lore reasons, the SoM are the TGMC's primary human enemies. They have a knack for engineering, putting together surprisingly sturdy armor from what would otherwise be considered scrap. They primarily wield surplus weapons and older designs taken with them during their exodus of Mars, such as the AK47 and the M16A4 assault rifles. If you see these guys as a marine, expect them to shoot at you, and be ready to shoot back if they do. Though temporary armistices during extraordinary times of mutual duress are not unheard of.


Independent Colonial Confederation

ICC
Alignment: Hostile
Marine Rules of Engagement: Shoot on sight

Fighting for freedom across TerraGov colonies (these are the real protagonists)


Colonial Liberation Front

CLF
Alignment: Hostile
Marine Rules of Engagement: Shoot on sight

Fighting for freedom across TerraGov colonies (these are the real protagonists)


Sectoids

Sectoids
Alignment: Hostile
Marine Rules of Engagement: Shoot on sight

Unknown enemies from an extraterrestrial origin.

Xenomorph Response Team

XRT
Alignment: Hostile
Marine Rules of Engagement: Shoot on sight

One of the worst things that could have landed in the ERT hangar. There's already a whole bunch of xenos on ship, and now there's MORE?! Yes! What, you think ERTs only exist to rescue humans? Xenos are living things too, ya know. The XRT is comprised of several xenos of varying castes and ages(citation needed).

Admin-spawn only

USL, Elite USL, CLF, Imperial Guard, Death Squad, pizza, skeletons, colonist

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