style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 3px;background-color:#D3D3D3;"
|
description
</tab>
Standard Marine Weapons
<tabs>
<tab name="Rifles">
</tab>
<tab name="Machine Guns">
</tab>
<tab name="Energy Rifles">
Weapon:
|
Description:
|
TX-73 Lasrifle
|
Epic sunder time
</tab>
<tab name="Precision Rifles">
Weapon:
|
Description:
|
T-64 battle rifle
|
A gun that barely anyone heard of, not even David use this gun
|
T-37 designated marksman rifle
|
baby TL-127 without the cool cocking sound
|
TL-127 bolt action rifle
|
XENO HATES THIS
|
Mosin Nagant
|
The Mosin Nagant, a bolt action rifle form a bygone age, still used today by dedicated snipers due to it's high caliber, being capable of sending both xeno and human targets into crit with a couple of shots. Its bolt action design comes with the usual drawbacks, slow rate of fire and the finicky reload process, along with a limited magazine capacity. Holds 5 rounds in the internal magazine plus 1 in the chamber, the bolt can be cycled with unique-action . Comes with a rail scope.
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
</tab>
<tab name="Shotguns">
Weapon:
|
Description:
|
T-35 pump shotgun
|
Used as a close quarters tool when someone wants something more suited for close range than most people, or as an odd sidearm on your back for emergencies. Uses 12 gauge shells. Must be pumped after each shot using Unique Action.
Ammo:
Buckshot shells
|
Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
Stock
|
|
|
T-39 Combat Shotgun
|
The T-39 is the middleground between the T-35's ability to use buckshot and a tube magazine and the TX-15's semi-automatic fire. Slower rate of fire than the TX-15, but can load buckshot and doesn't require manual chambering of each shell. Comes with all the advantages and disadvantages of having to load individual shells. Does 30% less damage.
Ammo:
Buckshot Shells
|
Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
|
Stock
|
Fixed
|
|
TX-15 automatic shotgun
|
Another iteration of the ZX series of firearms, taking over the SX as the semi-automatic shotgun provided to the TGMC. Compared to the SX, this Shotgun is rifled, and loads primarily longer ranged munitions, being incompatible with buckshot shells. Takes 12-round 16 gauge magazines.
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
|
|
Stock
|
Fixed
|
|
Paladin-12 pump shotgun
|
A nine-round pump action shotgun. A sporterized version of a classic shotgun used for hunting, home defense and police work, modified and used by Nanotrasen security. Holds 8 shells in the magazine, plus 1 in the chamber.
Ammo:
Buckshot Shells
|
Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
Underbarrel
|
|
Stock
|
Fixed
|
|
TS-34 double barreled shotgun
|
A double barreled shotgun of archaic, but sturdy design used by the TGMC. Due to balancing reports of barrel bursting, the ability to fire both barrels has been disabled. Uses 12 gauge shells, but can only hold 2 at a time. Come in its M276 pattern holster rig by default.
Ammo:
Buckshot Shells
|
Close range ammunition, capable of shredding unarmoured/lightly armoured opponents. Close range, low AP, high damage. Stuns/staggers T1/T2.
|
Slug Shells
|
Long range ammunition, used for stunning and staggering enemies. Medium range, medium AP, medium damage. Stuns/staggers T1/T2.
|
Flechette Shells
|
Metal shards used for punching through armour. Close range, high AP, medium damage. Cannot stun/stagger.
|
Incendiary Slug Shells
|
Akin to normal slug shells, but sets enemies on fire. Medium range, medium AP, medium damage. Cannot stun/stagger.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
|
Underbarrel
|
|
|
Stock
|
Fixed
|
|
</tab>
<tab name="SMGs">
</tab>
<tab name="Standard Sidearms">
Weapon:
|
Description:
|
TP-14 service pistol
|
The TP-14, produced by Terran Armories. A reliable sidearm that loads 9mm Parabellum. Capable of mounting a limited amount of attachments, while sporting only semi-auto, its rate of fire is only limited by how quickly you can pull the trigger.
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
Undderbarrel
|
|
|
|
Stock
|
Nothing
|
|
T-19 machinepistol
|
The T-19 machinepistol is known for it's ability to be one of the few automatic firearms functional in one handed operation. It's compact size gives those that do not have the space to spare the ability to go without being unarmed.
Attachments:
|
Rail
|
|
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
|
Stock
|
|
|
TP-23 service pistol
|
The TP-23 is similar to it's 9mm cousin, however in .45 ACP. This mainly translates to lower magazine capacity but better damage. Has a built-in, irremovable laser sight.
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
Stock
|
Nothing
|
|
88 Mod 4 combat pistol
|
A powerful sidearm issued mainly to Nanotrasen private contractors, but issued to the TGMC in small numbers, based on the original VP70 more than a century ago. Fires 9mm armor piercing rounds and is capable of 3-round burst or automatic fire.
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
Stock
|
|
|
TP-44 combat revolver
|
Produced by Terran Armories. A sturdy and hard hitting firearm that loads .44 Magnum rounds. Holds 7 rounds in the cylinder. Due to the nature of the weapon, it’s rate of fire doesn’t quite match the output of other guns, but does hit much harder.
Attachments:
|
Rail
|
|
|
Muzzle
|
|
|
|
|
Underbarrel
|
|
|
Stock
|
Nothing
|
|
TP-17 pocket pistol
|
The TP-17, a tiny pistol used by the TGMC as an emergency handgun meant to be stored about anywhere. Fits in boots. You can chamber a bullet then load a mag for extra capacity.
</tab>
<tab name="Specialist">
Weapon:
|
Description:
|
TL-84 flamethrower
|
The TL-84 flamethrower is the current standard issue flamethrower of the TGMC, and is used for area control and urban combat. Has hydro cannon mounted underneath to put out your fires and friendlies that walked into your fire (their fault, naturally). Uses large flamethrower cans to fuel itself.
Attachments:
|
Rail
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
T-160 Recoilless Rifle
|
The T-160 recoilless rifle is a long range explosive ordnance device used by the TGMC used to fire explosive shells at far distances. Uses a variety of 67mm shells designed for various purposes. Definitely, not an RPG, don't let anyone tell you otherwise.
Attachments:
|
Rail
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Nothing
|
|
T-70 grenade launcher
|
The T-70 is the standard grenade launcher used by the TerraGov Marine Corps for area denial and big explosions. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES. The rotary cylinder holds 6 rounds.
Ammo:
Any nade
|
Any nade that you can get your hands on.
|
Attachments:
|
Rail
|
|
|
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
T-81 grenade launcher
|
A lightweight, single-shot grenade launcher used by the TerraGov Marine Corps for area denial and traumatising allies. Fired rounds DO NOT PASS THROUGH FRIENDLIES OR ENEMIES.
Ammo:
Any nade
|
Any nade that you can get your hands on.
|
Attachments:
|
Rail
|
Nothing
|
Muzzle
|
Nothing
|
Underbarrel
|
Nothing
|
Stock
|
Fixed
|
|
Powerfist
|
A metal gauntlet with a energy-powered fist to throw back enemies. Altclick to clamp it around your hand, use it to change power settings and screwdriver to pop out the cell. Has 3 power settings.
|
TL-172 Defensive Shield
|
A heavy shield adept at blocking blunt or sharp objects from connecting with the shield wielder. Looks very robust. Alt click to tighten the strap. Weld it to repair it.
|
</tab>
</tabs>
Xenomoprhs
|
![](/tgwiki2/images/b/b2/Wiki_Images.png) Drone
|
![](/tgwiki2/images/f/f0/DefenderTGMC.png) Defender
|
![](/tgwiki2/images/3/38/RunnerTGMC.png) Runner
|
![](/tgwiki2/images/3/33/SentinelTGMC.png) Sentinel
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![](/tgwiki2/images/c/c8/CarrierTGMC.png) Carrier
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![](/tgwiki2/images/6/68/HivelordTGMC.png) Hivelord
|
![](/tgwiki2/images/6/6e/WarriorTGMC.png) Warrior
|
![](/tgwiki2/images/1/19/HunterTGMC.png) Hunter
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![](/tgwiki2/images/1/1c/Bull_TGMC.png) Bull
|
![](/tgwiki2/images/5/5f/SpitterTGMC.png) Spitter
|
![](/tgwiki2/images/4/48/PraetorianTGMC.png) Praetorian
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![](/tgwiki2/images/2/26/CrusherTGMC.png) Crusher
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![](/tgwiki2/images/8/87/RavagerTGMC.png) Ravager
|
![](/tgwiki2/images/e/e9/DMCA_Boiler.png) Boiler
|
![](/tgwiki2/images/f/fe/TGMC_Defiler.png) Defiler
|
![](/tgwiki2/images/2/29/Shrike.png) Shrike
|
![](/tgwiki2/images/6/69/QueenTGMC.png) Queen
|
![](/tgwiki2/images/7/7f/TGMC_hivemind.gif) Hivemind
|
![](/tgwiki2/images/b/b2/Wiki_Images.png) Drone |
combo |
combo |
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![](/tgwiki2/images/f/f0/DefenderTGMC.png) Defender |
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![](/tgwiki2/images/3/38/RunnerTGMC.png) Runner |
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![](/tgwiki2/images/3/33/SentinelTGMC.png) Sentinel |
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![](/tgwiki2/images/c/c8/CarrierTGMC.png) Carrier |
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combo |
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![](/tgwiki2/images/6/68/HivelordTGMC.png) Hivelord |
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combo |
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![](/tgwiki2/images/6/6e/WarriorTGMC.png) Warrior |
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combo |
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combo |
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combo |
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combo
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![](/tgwiki2/images/1/19/HunterTGMC.png) Hunter |
combo |
combo |
combo |
combo |
combo |
combo |
combo |
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combo |
combo |
combo |
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combo |
combo |
combo |
combo
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![](/tgwiki2/images/1/1c/Bull_TGMC.png) Bull |
combo |
combo |
combo |
combo |
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combo |
combo |
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combo |
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combo |
combo
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![](/tgwiki2/images/5/5f/SpitterTGMC.png) Spitter |
combo |
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combo |
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combo |
combo |
combo |
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combo |
combo |
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combo |
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combo |
combo
|
![](/tgwiki2/images/4/48/PraetorianTGMC.png) Praetorian |
combo |
combo |
combo |
combo |
combo |
combo |
combo |
combo |
combo |
combo |
combo |
combo |
combo |
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combo |
combo
|
![](/tgwiki2/images/2/26/CrusherTGMC.png) Crusher |
combo |
combo |
combo |
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combo |
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![](/tgwiki2/images/8/87/RavagerTGMC.png) Ravager |
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![](/tgwiki2/images/e/e9/DMCA_Boiler.png) Boiler |
combo |
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![](/tgwiki2/images/f/fe/TGMC_Defiler.png) Defiler |
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![](/tgwiki2/images/2/29/Shrike.png) Shrike |
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![](/tgwiki2/images/6/69/QueenTGMC.png) Queen |
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![](/tgwiki2/images/7/7f/TGMC_hivemind.gif) Hivemind |
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|
DEAD PAGES
|
|
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase.
|
SUPPORT MARINE
|
Squad Smartgunner
|
Access: Squad Smartgunner Equipment Room, Squad Room Difficulty: Easy Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours) Class: Marines Supervisors: Squad Leader Duties: Use suppressive fire to help keep your squad intact. Guides: N/A Quote:"RO! I NEED MORE DRUMS!"
|
Introduction
You are specially-trained to operate one of the Terragov Marine Corps' most effective weapons systems: the T-29 smart machine gun. This brand new model is a gun that can shoot through other marines without a special harness or powerpack compared to its previous ancestor, the M56B Smartgun
In TGMC, the main role of the Squad Smartgunner is a second-line support unit.
Playing the Smartgunner
Though it may seem powerful, you are not a front-line combatant. Your gun deals less damage than a pulse rifle and you are slow enough to be caught by nearly any caste while wielding/reloading your weapon. Your strength is covering your team and putting yourself in the best position to lay down lots of fire on the enemy. Treat yourself as a mobile sentry gun, stay behind your teammates, lead your shots, and pay attention to where you can best bring your firepower to bear.
Don't forget the most powerful aspect of your weapon: the built-in IFF. It's turned on by default, and when it is on you will not hit any other friendly marines equipped with IFF transmitters. You can freely shoot through any marine and your bullets will safely bypass them to hit targets beyond. Note that your bullets will still hit anyone or anything without marine IFF, meaning survivors, FRE ERT, and other civilians, so be careful.
Vendors, Equipment, and Weapons
The Smartgunner 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 and NEXUS Smartgunner Equipment Rack.
- The closet contains your uniform, standard equipment, webbing, belts, pouches, and any masks you may want.
- The equipment rack contains your weapon, an extra drum, and head mounted sight in the essential smartgunner set, as well as additional special ammunition and gun attachments.
- In the beginning, you get 800 ammo since each T-29 drums consist of 200 ammo. Obtain more from requisition; each new drums cost 5 req points.
GHMME Automated Closet ![](/tgwiki2/images/0/05/TGMC_Marine_Vendor.png)
<tabs>
<tab name="Standard Kit">
Item:
|
Desc.:
|
TGMC Radio
|
This is used by squad members. Default channels are ; for your squad, and :h for common.
|
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.
|
Marine Gloves
|
Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.
|
M10 Helmet
|
A helmet which keeps your head on your shoulders, and not lying ten feet away.
|
</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.:
|
M39 Belt Holster
|
SMG Holster that goes on your belt.
Has only one slot, and draws revolvers on click.
Capable of storing an M39 without increased weight (Grips/Stock)
|
Ammo Load Rig
|
A belt for your uniform, intended for holding magazines.
You can right click it to change the drawing mode.
Has five slots for storing items.
Storage
|
Combat Knife
|
Shells or handfuls of bullets
|
Any kind of flare/flare nade
|
M41A MK2 Magazines
|
M39 Magazines
|
M42C Magazines
|
Sunfury Lasgun Cells
|
M4A3 Magazines
|
M44 Speedloaders
|
Any grenade
|
Claymores
|
|
Shotgun Shell Belt
|
A belt used to hold up to 50 shotgun shells, two boxes worth.
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
|
|
M4A3 Belt Holster
|
Pistol Holster that goes on your belt.
Has five slots, and draws pistols on click.
Capable of storing only one pistol in it.
Storage
|
Any Pistol, not revolvers.
|
Any Pistol Magazines
|
|
M44 Belt Holster
|
Revolver Holster that goes on your belt.
Has five slots, and draws revolvers on click.
Capable of storing only one revolver in it.
Storage
|
M44 Revolvers
|
M44 Speedloaders
|
|
Knife Rig
|
A knife rig that goes on your belt
Can switch drawing modes by right clicking.
Capable of storing six throwing knives within.
Storage
|
M11 Throwing Knives.
|
</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
|
|
Medium General Pouch
|
A medium general pouch that goes into your pocket. Holds small and tiny items.
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.
Storage
|
Any tiny item
|
Any small item
|
|
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
|
|
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
|
</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>
</tabs>
NEXUS Automated Equipment Rack ![](/tgwiki2/images/3/36/TGMC_Smartgunner_Vendor.png)
<tabs>
<tab name="Essential Smartgunner Set">
Item:
|
Desc.:
|
T-29 drum magazine
|
Supplies your T-29 Smartgun with ammunition and power. 200 ammo per drum.
|
T-29 smart machine gun
|
A heavy machine gun that uses IFF to bypass friendlies, allowing you to fire through them if they have a marine ID.
|
Night Vision Goggles
|
Grants you full sight of the terrain, but not full night sight. The only marine job that spawns with NVG.
|
</tab>
<tab name="Attachments">
Item:
|
Desc.:
|
Suppressor
|
A barrel attachment that makes shots quieter, and reduces damage. Also other stats. Wee.
|
Extended Barrel
|
A barrel attachment that makes shots more accurate, and reduces damage. Other stats. Wee.
|
Recoil Compensator
|
A barrel attachment that makes recoil less of a problem, apparently. Other stats. Wee.
|
Magnetic Harness
|
A rail attachment that makes your gun snap back to your suit storage if you drop it. Makes you less accurate. Other stats. Wee.
|
Red Dot Sight
|
A rail attachment that makes your shots more accurate. Other stats. Wee.
|
Quick Fire Assembly
|
Reduces the delay on single fire shots, reduces your burst count by one, and reduces your accuracy. Other stats. Wee.
|
Laser Sight
|
Underbarrel attachment that makes your gun better for certain things. Other stats, wee.
|
Vertical Grip
|
Underbarrel grip that makes your bursts more accurate. Other stats. Wee.
|
Angled Grip
|
Underbarrel grip that allows you to wield faster. Other stats. Wee.
|
</tab>
</tabs>
Your Gear
Smartgun ![](/tgwiki2/images/4/43/TGMC_tl29.png)
This is your main weapon. While weaker than a standard rifle, it compensates through having a high rate of fire and being able to shoot through your friends to hit enemies. To use it, you will only need to equip the M56 Head Mounted Sight (Eyes), Smartgun (Hands/Suit Storage), Powerpack (Backpack), and M56 Combat Harness (Armor). T-29 smartgun and T-29 drums.
Difference between M56B and T-29
Note that a squad smartgunner cannot choose between a M56B and a T-29. In TGMC, the squad smartgunner gets the T-29. This section is only used for comparison given that long time ago in TGMC and in another server (CM), squad smartgunners are familiar with the M56B.
The T-29 is very flexible compared to the M56B. Whereas the M56B demands that the squad smartgunner wears only one type of armor ( ) and cannot use any backpack ( ), the T-29 allows for variance in armor and storage.
Pros of T-29:
- Does not consume energy since it does not have multiple modes compared to the M56B
- Fast fire rate un-modded, making it great for suppression fire
- Possesses an anti-friendly fire system (IFF), allowing one to shoot through allies to hit your foes
- Has a 200 round capacity due to the T-29 drum
- A single squad smartgunner with the T-29 can carry 2,800 ammo (3 drums in G8 pouch, 2 drums in Jaegar exoskeleton general purpose storage module, 8 drums in backpack not satchel, and 1 drum in T-29) compared to the squad smartgunner with the M56B that can only carry 600 ammo
- T-29 drums can be ordered at Requisitions like other ammo types.
- Comes with the Night Vison Goggle, or NVG, to help spot targets in the dark
Cons of T-29:
- Does not have multiple modes
- Must be manually reloaded, whereas the M56B automatically reloads during the dakka
SOUNDS UGLY REEEEEEEEEEEEEEEEEEEEEEE
- Does not have a default magnetic harness compared to its sibling, the M56B
- Only have 200 ammo internal capacity compared to the M56B which has 600 ammo
- Deals about the same damage as an SMG per shot (i.e. 30), making it weaker against T3s unmodded
- Wielding has a 1-2 second delay unmodded, and slows you while wielded
- Liberal use tends to run the T-29 drums dry, necessitating either Requisitions or periodic trips to and from the Almayer to maintain usage of the Smartgun.
- Reloading takes about 3 seconds and must be done by standing still: moving at all interrupts the reloading process. It automatically starts reloading around every 5 seconds it doesn't fire a bullet, but it is not recommended to rely on this too much.
Reccomended attachments:
- Magnetic Harness (though if you want to use a red-dot sight, it is highly recommended to have a harness belt)
M56 Head Mounted Sight ![](/tgwiki2/images/a/a9/TGMC_M56_Sight.png)
Required to use the Smartgun, and gives you enough nightvision to see the entirety of about half of the screen as if it were completely lit, even through walls and darkness.
Tips
- Xenomorphs will get punished when they push if you do your job. The SG's job is to ensure that xenomorphs eat more lead when they try to come to CQC range, not to mention the sunder that the SG provides.
- Given that you have IFF, you can save marines from resin traps. These traps make facehuggers jump on marines if they step on the traps. Always be wary of objects on weed as many objects can hide resin traps, so keep your cursor near objects. When a marine triggers a resin trap, they will get stun and have a few second to be saved before the facehugger grabs onto their face.
- Stick with your squad and follow the Squad Leader's (SL's) orders. If this isn't possible, stay with any marines you can find. You will not survive on your own if you are caught out of position, and your weapon is a very important support tool for the entire marine force—don't waste it by running around alone.
- Aim for the chest. You're less likely to hit a target by aiming for the head.
- Aim at the tile behind a target if they're standing still. If you click right on the tile, it might not hit as likely compared to clicking straight behind your target, or the bullet might hit a nearby wall.
- For moving targets, try to lead your shots. Bullets have travel time, so depending on how fast a target is moving you may have to put your cursor 1-5 tiles ahead of a target to hit them.
- If an ally is pounced on, shoot over whoever's in the way behind the tile of the pouncer. You will either drive the pouncer off and make them hesitant to get into range, or you'll fill them with enough lead to drop them for you and your allies.
- A Shotgunner synergizes well with this role: have the PFC as the point-man and stay behind them and their friends. In case they get pounced on or knocked down, you can then blast the offender and either drive them away (giving your team/the PFC time to move back and regroup), or kill them if they remain in the area for too long. It essentially gives you the ability to act as both an anti-flank/harassment force and as area-denial to all.
- STOP CHARGING IN FRONT DAMMIT
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
|
DEAD ABUILITES
Ability |
Description |
Plasma Cost |
Cooldown
|
![](/tgwiki2/images/2/24/Salvage_biomass.png) Salvage Biomass
|
After completing its wind-up, the user gibs the corpse of an adjacent xenomorph (ally or enemy), dividing 20% of the target's stored evolution and upgrade points among those members of the user's hive that can benefit from them, and transferring all plasma the target possessed to the user. |
Easy |
See Desc.
|
![](/tgwiki2/images/a/a7/Regurgitate.png) Regurgitate
|
Regurgitate does exactly what it sounds like. Expels the contents of your stomach onto the current tile. To consume someone, grab them then click on your sprite, and stand still. |
Easy |
N/A
|
![](/tgwiki2/images/2/22/TGMC_Headbite.png) Headbite
|
This ability is used to remove the brain of a downed marine, allowing for a quick execution. Takes 10 seconds to pull off. |
Braindead |
100
|
![](/tgwiki2/images/2/22/TGMC_Headbite.png) Psychic Drain
|
This ability is executed on dead marines. Every dead marines psyhic drained will give 60 psychic points and 1/8 of a larva. |
100 |
Easy
|
|
|
|
|
|
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