TGMC:Ship Technician
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TGMC is a project based on the CM-SS13 codebase. |
ENGINEERING | |
Ship Technician |
Access: Engineering Areas, Maintenance Passages Difficulty: Easy Rank: Petty Officer Third Class(starting), Petty Officer Second Class(10hrs), Petty Officer First Class(50hrs), Chief Petty Officer(100hrs) Class: Navy Supervisors: Chief Engineer Duties: Set up and maintain the ship's engines, load the Orbital Cannon, help with engineering tasks around the ship, loading the dropship, or with engineering tasks planetside. Guides: Guide to Engineering,Guide to Base Building / FOB, Guide to Requsitions, Guide to Fire Support Quote:"No, we are not going to order 6 Matebas, PFC Jim." |
Introduction[править | править код]
You're responsible for the engines, power, and all other maintenance aboard the ship, and report directly to the Chief Ship Engineer and RO or Captain\ranking officer if the CSE/RO isn't around.
Playing the Ship Technician[править | править код]
The Ship Technician's biggest role is to make sure the ship's engine has fuel so shipside can keep running its fancy gadgets... And that's it really, and it's something almost anyone can do, plus the engines start off in pretty good shape with plenty of fuel is around, so it's not that important in the grand scheme of things unless the dreadful round lasts for a long time. Your other important role on the ship is to load the Orbital Cannon. You should also man the requisitions line where you will fulfill the orders of the marines. Other than that, you can assist in FOB construction or be a janitor.
You also have one of the highest skills in power loaders, so if you want to help the pilots out by loading up their drop ships with attachments while they do something else, feel free.
If you decide that you would rather kill yourself than stay on this ship any longer, then perhaps think about asking command if you can catch the next dropship planetside. Command or your CSE might have already asked you to do this anyway. Gather some fighting gear (Grabbing gear from req and from the surplus vendors would be easiest) and some construction supplies and tools, and head to the planet. You can assist in building , maintaining, and defending the FOB, or possibly return power to the colony, and fix APC's along the way so your fellow marines can see what the fuck they are actually doing and who they are shooting at. Or fail miserably, and become a surrogate mother for a new xeno baby.
The only time you will ever see any action on the ship is if the Xenomorphs hijack the dropship, and board the Theseus. In the event of such an event, your role becomes somewhat more important, as you can now build barricades and defenses wherever command tells you too (usually the Self-destruct or the CIC). Try not to be an idiot with your cades and set up any turrets you're able to get ahold of to help the marines hold out as long as they can.
Tips[править | править код]
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Officer, Researcher | |
Marines | Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon-Based | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Baneling, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter | |
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, |