TGMC:Squad Engineer: различия между версиями

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imported>Ttly
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imported>Meowosers
(Updates the Auto-Rack contents. If one of you bastards feel like adding pictures, go ahead.)
Строка 763: Строка 763:
|25 sandbags, maximum stack 50. Fillable with entrenching tool. Filled bags are normal-sized with maximum stack of 25
|25 sandbags, maximum stack 50. Fillable with entrenching tool. Filled bags are normal-sized with maximum stack of 25
|-
|-
![[File:TGMC TL182.png|64px]]
TL-182 Deployable Shield
!3
|A deployable and portable Barricade.
|-
![[File:Deployable Floodlight.png|center|frameless|64x64px]]Deployable Floodlight
!2
|A deployable floodlight. Fits in backpacks. Click when deployed to turn on.
|-
![[File:TGMC_Blowtorch.gif|64px|link=https://tgstation13.org/wiki/File:TGMC_Blowtorch.gif]]
High-Capacity Industrial Blowtorch
!5
|A welder with 80u of welding fuel and is normal size compared to the standard welder, fits on the tool belt.
|-
!Superior welding goggles
!2
|Obscures your vision less than standard welding goggles.
|-
!Superior welding module
!2
|Obscures your vision less than a standard welding module.
|-
|-
![[File:TGMC_Plasma_Cutter.png|64px]]<br>Plasma Cutter
![[File:TGMC_Plasma_Cutter.png|64px]]<br>Plasma Cutter
!20
! 20
|Plasma Cutter. '''Can be ordered by Requisitions.'''
|Plasma Cutter. '''Can be ordered by Requisitions.'''
|-
![[File:TGMC_C4.png|64px]]<br>Plastique explosive
!2
|A Plastic Explosive capable of destroying most walls and doors. Is safe and does not have an explosive range.
|-
!EX-62 Genghis Incendiary Charge
!15
|A Deployable charge that sticks to resin structures. Will send a trail of flames through the resin structure on the opposite side.
|-
![[File:TGMC_Detpack.png|64px]]<br>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.'''
|-
|-
|-
|-
|-
Строка 772: Строка 806:
!50
!50
|UA-580 Point Defence sentry kit containing the PD Sentry (normal-sized), and 2 M30 box magazines (normal-sized) for it.
|UA-580 Point Defence sentry kit containing the PD Sentry (normal-sized), and 2 M30 box magazines (normal-sized) for it.
|-
!Iguana Unmanned Vehicle
!50
|A Crate containing a Light Unmanned Vehicle, Vehicle controller, Light turret, and 3 boxes of 11x35mm ammo for the turret.
|-
|-
|-
|-
Строка 778: Строка 816:
|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.'''
|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.'''
|-
|-
![[File:TGMC_Binoculars.png|64px]]<br>Range Finder
!10
|A Pair of Binoculars that can acquire coordinates at range, and automatically send them to a linked mortar.
|-
|-
![[File:TGMC_C4.png|64px]]<br>Plastique explosive
!AI Targeting Module
!3
!10
|A Plastic Explosive capable of destroying most walls and doors. Is safe and does not have an explosive range.
|A device that allows any AI on the ship to remotely aim the mortar it's attached to.
|-
|-
![[File:TGMC_Detpack.png|64px]]<br>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.'''
|-
|-
|-
|-
![[File:TGMC_Entrenching_Tool_C.png|64px]]<br>Entrenching tool
!0
|A Entrenching Tool to fill empty sandbags and to deconstruct deployed sandbag cades. '''Can be found in the weapon vendors utility section.'''
|-
|-
|-
|-
Строка 798: Строка 831:
|A Hand-Held Cell Charger capable of recharging cells by putting the cell in the charger and using it in hand.
|A Hand-Held Cell Charger capable of recharging cells by putting the cell in the charger and using it in hand.
|-
|-
![[File:TGMC_Blowtorch.gif|64px|link=https://tgstation13.org/wiki/File:TGMC_Blowtorch.gif]]
High-Capacity Industrial Blowtorch
!5
| A welder with 80u of welding fuel and is normal size compared to the standard welder, fits on the tool belt.
|-
|-
![[File:TGMC_Binoculars.png|64px]]<br>Range Finder
! 10
|A Range Finder which can be linked to deployed mortars and get coordinates by control clicking tiles.
|-
|-
|-
|-
![[File:TGMC_High_Capacity_Cell.png|64px]]<br>High capacity powercell
![[File:TGMC_High_Capacity_Cell.png|64px]]<br>High capacity powercell
! 1
!1
|A power cell with 10000 power. '''Can be found in the Engi-Vend vendors.'''
|A power cell with 10000 power. '''Can be found in the Engi-Vend vendors.'''
|-
|-
Строка 820: Строка 844:
|-
|-
![[File:TGMC_Mine_Box.png|64px]]<br>Large M20 mine box
![[File:TGMC_Mine_Box.png|64px]]<br>Large M20 mine box
! 36
!35
|A normal-sized mine box with 10 claymores.
|A normal-sized mine box with 10 claymores.
|-
!M21 APRDS "Minelayer"
!5
|A Deployable machine that, when filled and activated, will rapidly deploy up to 10 M20 Claymores in a medium radius.
|-
!Mining well Overclock upgrade
!4
|An upgrade for Mining drills that increases the mining speed. Only one upgrade can be slotted in a miner at a time.
|-
!Mining well Reinforcement upgrade
!4
|An upgrade for Mining drills that protects the drill from weaker xenos. Only one upgrade can be slotted in a miner at a time.
|-
|-
|-
|-
Строка 848: Строка 884:
[[File:TGMC_Razorburn_Grenade_Shape.PNG|128px|alt=Alternative Text]] Makes 5 Razor Wire in a Plus shape (+)
[[File:TGMC_Razorburn_Grenade_Shape.PNG|128px|alt=Alternative Text]] Makes 5 Razor Wire in a Plus shape (+)
|-
|-
!HE Mortar shell
!2
|A High-Explosive shell for use in a Mortar. Creates a large explosion at it's impact point.
|-
!Incendiary Mortar shell
!2
|An Incendiary shell for use in a Mortar. Creates a large amount of fire at it's impact point.
|-
|-
![[File:TGMC_Multitool.png|64px]]<br>Multitool
!Tanglefoot Mortar shell
!0
!2
|A Multitool. '''Can be found in the Engi-Vend vendors.'''
|A Tanglefoot shell for use in a Mortar. Dispenses a large amount of Plasma-draining gas at it's impact point.
|-
|-
!Smoke Mortar shell
!1
|A Smoke shell for use in a Mortar. Dispenses a large amount of Smoke at it's impact point.
|-
|-
![[File:TGMC_Power_Module.png|64px]]<br>General Circuit Board
!Flare Mortar shell
!0
!1
|A circuit board when used with a multitool can change into different boards. '''Removed.'''
|A Flare shell for use in a Mortar. Drops a brighter than average flare at it's impact point.
|-
|-
!Flamethrower tank
!4
|A Large flamethrower tank for use in the FL-84 Flamethrower. This is not the same flamethrower as the Flamethrower bag's.
|-
|-
![[File:Signaler.png|64px]]<br>Signaler
!1
|A Signaler to be used alongside the detonation packs. '''Can be found in the weapon vendors in the Utility section'''
|-
|-
|-
|-
Строка 882: Строка 928:
|-
|-
![[File:TGMC_sentry_crate.png|64px]]<br>UA 571-C Sentry Crate
![[File:TGMC_sentry_crate.png|64px]]<br>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.
| A crate containing the UA 571-C sentry gun, 1 M30 (10x28) box magazine and 2 Terra Experimental standard batteries.
|-
|-
|-
|-
![[File:TGMC_TL-102_Crate.png|64px]]<br>TL-102 Crate
![[File:TGMC_TL-102_Crate.png|64px]]<br>TL-102 Crate
|a crate containing the TL-102 mounted heavy smartgun and 1 TL-102 drum magazine.
| a crate containing the TL-102 mounted heavy smartgun and 1 TL-102 drum magazine.
|-
|-
![[File:TGMC_Super_Capacity_Cell.png|64px]]<br>Super Capacity Powercell
![[File:TGMC_Super_Capacity_Cell.png|64px]]<br>Super Capacity Powercell
Строка 893: Строка 939:
|}
|}


==Barricade ==
==Barricade==
{| class="wikitable"
{| class="wikitable"
|+
|+
!Barricade
!Barricade
!Health
!Health
! Armour
!Armour
!Cost
!Cost
! width="200" |Misc Information
! width="200" |Misc Information
Строка 910: Строка 956:
|-
|-
|[[File:TGMC_barricade_sandbag.png|64px]] Sandbags
|[[File:TGMC_barricade_sandbag.png|64px]] Sandbags
|300
| 300
| 80 Fire, 40 Acid
|80 Fire, 40 Acid
|5 Filled Sandbags
| 5 Filled Sandbags
|Faster to place.  
|Faster to place.  
Repairable with filled sandbags.  
Repairable with filled sandbags.  
Строка 939: Строка 985:
|200
|200
|100 Bio, 80 Fire, 40 Acid
|100 Bio, 80 Fire, 40 Acid
| '''Unobtainable'''
|'''Unobtainable'''
Formerly  
Formerly  


Строка 949: Строка 995:
|35 Melee, 30 Bullet, 20 Laser, 40 Energy, 25 Bomb, 30 Acid
|35 Melee, 30 Bullet, 20 Laser, 40 Energy, 25 Bomb, 30 Acid
|30 Requsition Points
|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.
| 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.
Is also a normal-sized item and can be stored on satchels.


Строка 957: Строка 1003:
|100
|100
|No armour
|No armour
|5 Wood
| 5 Wood
|
|
|}
|}
Строка 963: Строка 1009:
</center>
</center>


=== Deconstruction===
=== Deconstruction ===
To deconstruct Metal and Plasteel cades. Screwdriver, Wrench and Crowbar.  To deconstruct Sandbags use a shovel. To deconstruct Razor Wire use wire cutters
To deconstruct Metal and Plasteel cades. Screwdriver, Wrench and Crowbar.  To deconstruct Sandbags use a shovel. To deconstruct Razor Wire use wire cutters


Строка 978: Строка 1024:
{| class="wikitable"
{| class="wikitable"
|+
|+
! Type
!Type
!Armour
!Armour
!Cost
!Cost
Строка 991: Строка 1037:
|30 Melee, 30 Bullet
|30 Melee, 30 Bullet
|1 Metal
|1 Metal
| Click on the cade with at least 1 metal to upgrade it. Lessens the Crusher's Charge damage done to cades.
|Click on the cade with at least 1 metal to upgrade it. Lessens the Crusher's Charge damage done to cades.
|-
|-
|[[File:TGMC_Metal_Cade_Caustic_Upgrade.png|64px]] Caustic
|[[File:TGMC_Metal_Cade_Caustic_Upgrade.png|64px]] Caustic
Строка 1010: Строка 1056:
{| class="wikitable"
{| class="wikitable"
|+
|+
!Emplacement
! Emplacement
!Information
!Information
!How to use
! How to use
! Damage
!Damage
|-
|-
|[[File:TGMC_UA-571-C_sentry_gun.png|64px]] UA-571-C Sentry Gun
|[[File:TGMC_UA-571-C_sentry_gun.png|64px]] UA-571-C Sentry Gun
Строка 1040: Строка 1086:


Can be shot over.
Can be shot over.
|25 damage
| 25 damage
20 AP
20 AP


Строка 1146: Строка 1192:


Can be shot over.
Can be shot over.
|30 Damage
| 30 Damage
10 AP
10 AP


Строка 1178: Строка 1224:


Can be shot over.
Can be shot over.
|40 damage
| 40 damage
40 AP
40 AP


Строка 1186: Строка 1232:
|-
|-
|[[File:TGMC_Build-A-Sentry.png|64px]]Build-A-Sentry Attachment System
|[[File:TGMC_Build-A-Sentry.png|64px]]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.
|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.
250 Health.


Строка 1205: Строка 1251:


500 Health.
500 Health.
| Wrench to bolt/unbolt.
|Wrench to bolt/unbolt.
Click to turn on/off.
Click to turn on/off.


Строка 1235: Строка 1281:


Can not be shot over.
Can not be shot over.
| High Explosive shells
|High Explosive shells


Incendiary shells
Incendiary shells
Строка 1278: Строка 1324:
==Repairing/Relocating APC==
==Repairing/Relocating APC==


===Deconstruction ===
===Deconstruction===
In order to relocate/repair a completely destroyed APC ([[File:TGMC APC Broken.png|64px]]) you will need to deconstruct it.
In order to relocate/repair a completely destroyed APC ([[File:TGMC APC Broken.png|64px]]) you will need to deconstruct it.


*[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC to unexpose the wires if they are exposed ([[File:TGMC APC Exposed Wires.png|64px]]), make sure the wires are mended first using wirecutters ([[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]]). (Or '''just hit the APC with any tool to remove the cover if it's destroyed'''[[File:TGMC APC Broken.png|64px]])
*[[File:TGMC_Screwdriver.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Screwdriver.png]] Screwdriver the APC to unexpose the wires if they are exposed ([[File:TGMC APC Exposed Wires.png|64px]]), make sure the wires are mended first using wirecutters ([[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]]). (Or '''just hit the APC with any tool to remove the cover if it's destroyed'''[[File:TGMC APC Broken.png|64px]])
*[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]](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.
*[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]](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.
*[[File:TGMC_powercell.png|64px|link=https://tgstation13.org/wiki/File:TGMC_powercell.png]] Remove the power cell with an empty hand.  
*[[File:TGMC_powercell.png|64px|link=https://tgstation13.org/wiki/File:TGMC_powercell.png]] Remove the power cell with an empty hand.
*[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed)
*[[File:Crowbar.png|64px|link=https://tgstation13.org/wiki/File:Crowbar.png]] Crowbar the floor tile underneath the APC to expose the terminal. (If it is not already exposed)
*[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Wire cut the APC to disconnect the terminal. (You will get 10 cable coil)
*[[File:TGMC_Wirecutters.png|64px|link=https://tgstation13.org/wiki/File:TGMC_Wirecutters.png]] Wire cut the APC to disconnect the terminal. (You will get 10 cable coil)
Строка 1305: Строка 1351:


===Replacing an APC power cell===
===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.
*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.
*Access the interface and disable the cover lock.
*Crowbar open the cover.
*Crowbar open the cover.
*Remove the drained power cell (if there is one) with a free hand.
*Remove the drained power cell (if there is one) with a free hand.
*Install a charged power cell.
*Install a charged power cell.
*Crowbar the cover closed.
* Crowbar the cover closed.
*(Optional) Lock the APC with the ID. The cover lock will automatically engage.
*(Optional) Lock the APC with the ID. The cover lock will automatically engage.


Строка 1316: Строка 1362:
Read [[TGMC:Guide_to_Reparing_Robots|the guide on repairing robots]] for info on fixing these poor robots.
Read [[TGMC:Guide_to_Reparing_Robots|the guide on repairing robots]] for info on fixing these poor robots.


=Tips =
=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.
*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
*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

Версия от 14:20, 21 июля 2023

Файл:DMCA Logo.png This page is a part of the TGMC wiki.

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



This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "Needs information, pictures"




MARINE

Squad Engineer
Access: Squad Room, Squad Engineer Prep, wherever your tools take you.
Difficulty: Medium
Rank: Lance Corporal (Starting), Corporal (25 hours), Sergeant (100 hours)
Class: Marines
Supervisors: Squad Leader
Duties: Stick with your squad, follow your Squad Leader's orders. Open up entrances, place down fortifications. Forget to flip your welding goggles down.
Guides: Guide to Engineering, Guide to Base Building, Guide to Fire Support
Quote:"May I have more metals, please?"


Introduction

The Squad Engineer is responsible for a variety of tasks, the most important being erecting battlefield fortifications, setting up forward-operating bases (FOB's,) and repairing/destroying mission-critical objectives. You have lots of tools and materials to work with, including the TGMC's powerful remote sentry units, land mines, barbed wire, explosives, and welders.

Playing the Engineer

As an engineer, you must be prepared to operate effectively with whatever assignment your squad is given. Sometimes a squad will be assigned a specific duty solely based on their engineers, building the initial FOB or repairing colony communications or power, for example. Other times, you will be in an assault squad that's constantly on the move, assisting with demolition, entry into inaccessible areas, and making defensive areas forward of the main FOB or LZ.

The FOB is built by drone on the ship, which is far faster than building it by hand. Once the FOB shutters are raised, it will be surrounded by xenos, meaning every single marine will be trapped inside.

Almost every marine operation will have some type of FOB, and all engineers need to know how to build and maintain one of these positions. You must also learn how to set up and place defensive weapon systems like the UA 571-C Sentry. After learning these basics, you will also need to familiarize yourself with repairing mission-critical infrastructure such as colony power generators, APCs, and miners to provide req with points. These activities will make up the bulk of your job, but further learning includes demolition using C4 and remote charges, welding, repair, hacking, construction, and on-site salvaging for any material you could use.

Vendors, Equipment, and Weapons

The Squad Engineer 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, NEXUS Automated Engineer Equipment Rack, and yellow Engineer System Vendor.

The Automated Closet contains your standard kit, choice of armor, backpack, webbings, toolbelt, pouches, and any mask you may want.

GHMME Automated Closet

Item: Desc.:

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.

TGMC MRE

Meal Ready-to-Eat, meant to be consumed in the field, and has an expiration that is two decades past a marine's average combat life expectancy.

TGMC Radio

This is used by squad members. Default channels are ; for your squad, and :h or .h for common.

Marine Gloves

Standard issue marine tactical gloves but insulated! It reads: 'knit by Marine Widows Association'.

NOTE: The arm and leg plates all have the same stats. Only the chest plates and helmets have differing armor stats. Examine the exosuit with the pieces attached and click the "relevant information" prompt to view exact statistics.

Item: Desc.:

TGMC jaeger undersuit

A standard-issue, kevlar-weaved, hazmat-tested, EMF-augmented marine uniform. You suspect it's not as robust-proof as advertised.

Jaeger XM-02 combat exoskeleton

Designed to mount a variety of modular armor components and support systems. It comes installed with light-plating and a shoulder lamp. Mount armor pieces to it by clicking on the frame with the components. Use a crowbar to remove armor pieces, use a screwdriver to remove armor attachments.

Combat Boots

Standard issue combat boots for combat scenarios or combat situations. All combat, all the time.

TGMC MRE

Meal Ready-to-Eat, meant to be consumed in the field, and has an expiration that is two decades past a marine's average combat life expectancy.

green facepaint

Paint, for your face. Who woulda thought? Can also be used to paint Jaegar armor pieces

TGMC Radio

This is used by squad members. Default channels are ; for your squad, and :h or .h for common.

Marine Gloves

Standard issue marine tactical gloves. It reads: 'knit by Marine Widows Association'.

The modules attach to jaeger armor helmets, which go directly on your head like any normal helmet.

Item: Desc.:

Binocular helmet module

When attached, can be flipped down to view into the distance.

Welding helmet module

When attached, this module can be flipped up or down to function as a welding mask.

Antenna helmet module

When attached, this module is able to provide quick readuts of the users coordinates.

Regular Helmet

oof

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.
Item: Desc.:

TGMC Satchel

A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Can carry five normal sized items at once.

Storage
Any tiny item
Any small item
Any normal item

Backpack

A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but has a delay when taking items out of the bag while on your back.
Can carry eight normal sized items at once.

Storage
Any tiny item
Any small item
Any normal item

TGMC Welderpack

A backpack item that allows you to carry more things in bulk.
Holds less than a backpack, but can be opened on your back.
Has 260u of fuel which can be used to refuel welders and flamer tanks.
Can carry five normal sized items at once.

Storage
Any tiny item
Any small item
Any normal item

TGMC Radiopack

A backpack item that allows you to carry more things in bulk.
Holds more than a satchel, but has a delay when taking items out of the bag while on your back.
Right clicking the bag allows you to make Req requests. Now the RO has no excuse.
Can carry eight normal sized items at once.

Storage
Any tiny item
Any small item
Any normal item

Teleporter

A bluespace telepad for moving personnel and equipment across small distances to another prelinked teleporter. Ctrl+Click on a tile to deploy, use a wrench to undeploy, use a crowbar to remove the power cell.
Can be carried on the back. Vended in a set of two, which are linked.


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.

Storage
Any Pistol
Tazer
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)


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 Файл:TGMC Wirecutters.png
Entrenching Tools
Screwdrivers Файл:TGMC Screwdriver.png
Cable Coil Файл:TGMC Cable Coil.png
Crowbars Файл:TGMC Crowbar.png
Blowtorches Файл:TGMC Blowtorch.gif
Multi Tool Файл:TGMC Multitool.png
Wrenches Файл:TGMC Wrench.png
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 Файл:TGMC Cable Coil.png
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 Файл:Signaler.png
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.

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


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. 5 slots, stores construction materials, tools, plastique explosives, and electronics.

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.

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.

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 power control board, 1 light replacer, 1 entrenching tool, high capacity power cell, 1 insulated marine combat gloves, 1 razorburn grenade, 1 plastic explosive, 1 Soldering Tool.

Metal
2 10 Metal. Maximum stack 50.

Plasteel
4 10 Plasteel. Maximum stack 50.

Empty Sandbags

5 25 sandbags, maximum stack 50. Fillable with entrenching tool. Filled bags are normal-sized with maximum stack of 25

TL-182 Deployable Shield

3 A deployable and portable Barricade.
Deployable Floodlight
2 A deployable floodlight. Fits in backpacks. Click when deployed to turn on.
Файл:TGMC Blowtorch.gif

High-Capacity Industrial Blowtorch

5 A welder with 80u of welding fuel and is normal size compared to the standard welder, fits on the tool belt.
Superior welding goggles 2 Obscures your vision less than standard welding goggles.
Superior welding module 2 Obscures your vision less than a standard welding module.

Plasma Cutter
20 Plasma Cutter. Can be ordered by Requisitions.

Plastique explosive
2 A Plastic Explosive capable of destroying most walls and doors. Is safe and does not have an explosive range.
EX-62 Genghis Incendiary Charge 15 A Deployable charge that sticks to resin structures. Will send a trail of flames through the resin structure on the opposite side.

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.

UA-580 Point Defence Sentry Kit
50 UA-580 Point Defence sentry kit containing the PD Sentry (normal-sized), and 2 M30 box magazines (normal-sized) for it.
Iguana Unmanned Vehicle 50 A Crate containing a Light Unmanned Vehicle, Vehicle controller, Light turret, and 3 boxes of 11x35mm ammo for the turret.

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.

Range Finder
10 A Pair of Binoculars that can acquire coordinates at range, and automatically send them to a linked mortar.
AI Targeting Module 10 A device that allows any AI on the ship to remotely aim the mortar it's attached to.

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 powercell
1 A power cell with 10000 power. Can be found in the Engi-Vend vendors.

M20 mine box
18 A normal-sized mine box with 5 claymores.

Large M20 mine box
35 A normal-sized mine box with 10 claymores.
M21 APRDS "Minelayer" 5 A Deployable machine that, when filled and activated, will rapidly deploy up to 10 M20 Claymores in a medium radius.
Mining well Overclock upgrade 4 An upgrade for Mining drills that increases the mining speed. Only one upgrade can be slotted in a miner at a time.
Mining well Reinforcement upgrade 4 An upgrade for Mining drills that protects the drill from weaker xenos. Only one upgrade can be slotted in a miner at a time.

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.

Alternative Text Makes 5 Razor Wire in a Plus shape (+)

HE Mortar shell 2 A High-Explosive shell for use in a Mortar. Creates a large explosion at it's impact point.
Incendiary Mortar shell 2 An Incendiary shell for use in a Mortar. Creates a large amount of fire at it's impact point.
Tanglefoot Mortar shell 2 A Tanglefoot shell for use in a Mortar. Dispenses a large amount of Plasma-draining gas at it's impact point.
Smoke Mortar shell 1 A Smoke shell for use in a Mortar. Dispenses a large amount of Smoke at it's impact point.
Flare Mortar shell 1 A Flare shell for use in a Mortar. Drops a brighter than average flare at it's impact point.
Flamethrower tank 4 A Large flamethrower tank for use in the FL-84 Flamethrower. This is not the same flamethrower as the Flamethrower bag's.

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 80 Fire, 40 Acid 4 Metal Can be upgraded using 1 metal.

Can have barbed wire attached.

Sandbags 300 80 Fire, 40 Acid 5 Filled Sandbags Faster to place.

Repairable with filled sandbags.

Can be spam repaired for quick fixing.

Can have barbed wire attached.

Plasteel 500 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

Can have barbed wire attached.

Razor Wire 100 No armour 4 Metal for 2 spools. Not to be confused

with barbed wire.

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 No armour 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 for 85 health per weld.

Sandbags can be repaired with filled sandbags for 20% heal per bag.

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. Lessens 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. Lessens 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. Protects against acid spits. Prevents barricade from being melted with acid vomit.
Barbed Wire 50 Health 2 Metal Damages xenos if slashed. Prevents xenos from pouncing over the cade, also blocks climbing through, remove with wirecutters.

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

Файл:TGMC APC Exposed Wires.png

If the APC is only broken usually a result of xenos slashing.

Repairing/Relocating APC

Deconstruction

In order to relocate/repair a completely destroyed APC (Файл:TGMC APC Broken.png) you will need to deconstruct it.

  • Файл:TGMC Screwdriver.png Screwdriver the APC to unexpose the wires if they are exposed (Файл:TGMC APC Exposed Wires.png), make sure the wires are mended first using wirecutters (Файл:TGMC Wirecutters.png). (Or just hit the APC with any tool to remove the cover if it's destroyedФайл:TGMC APC Broken.png)
  • (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)
  • Файл:TGMC Wirecutters.png Wire cut the APC to disconnect the terminal. (You will get 10 cable coil)
  • Файл:TGMC Screwdriver.png 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)
  • Файл:TGMC Blowtorch.gif 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)
  • Файл:TGMC Cable Coil.png (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)
  • Файл:TGMC Screwdriver.png 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

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, Survivor